Hey all you cool internet folks. I'm leaving for the Bay Area Open today, driving down to southern California with some cool internet friends to throw down with a whole bunch of other warhams at one of the biggest tournaments on the west coast. If you're gonna be there this weekend, keep an eye out for for the me and maybe say hello if you please (I'll be the one with pink Kirby dice and some Necrons + Tau, hopefully rocking the top tables or, alternately, being utterly disappointed with said dice and cursing the hell-spawned fate that I am cursed to bear.)
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I said I'd be posting the Special Characters separately, but there really isn't much to say about most of them, so they're sharing this spot with Weirdboyz. After these, it's onto Troops (and Trukks).
Look Ma, I'm a real psyker now! Weirdboyz got a big improvement in that their powers are as random as those of any other psyker, instead of being rolled for each turn. They generate Warp Charge properly, use their powers like everyone else, and they even got a force stave into the bargain. Weirdboys also generate an extra Warp Charge if there are 10 or more Orks within 12″, pretty easy to do. This rule does have a small downside where the Weirdboy might take damage if he doesn't pass a psychic test in the same turn, but he only suffers a Wound on a 6, so it's not too dangerous.
Although it's not wholly new to 7th Edition, it is only with 7E that the rule is now widely available and thus widely relevant. Replacing the rules from the past two editions when only Troop units (and non-vehicle ones, at that) could hold objectives, all units are now scoring, but Troop units are “super-scoring” and can take an objective even if there are multiple units already on the objective so long as they don't possess Objective Secured. This is a major shift in the way units are balanced for a variety of ways and will significantly affect how armies need to be built in the future- and we're already seeing the early stages of that.
However, while Objective Secured is arguably the single most important rule in 40K right now, that still doesn't make it the be-all end-all that some people seem to perceive it as. So what does Objective Secured mean for you army?
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For all the Kickstarter backers for last year's Warmachine: Tactics at a certain point and beyond, the beta officially launched for them two weeks ago now. Much like what Dawn of War did for Warhammer 40K, Tactics fans' expectation is to deliver a similar surge in the hobby. I've played a bit and with a few updates now under their hood during this testing period before the general beta release later on most likely this July, lets go over what the set-up is like so far.
Interesting mix of models and nice to see some unique HQs but limited stock just doesn't make sense. Mini-rulebooks makes these things sell for ages. You haven't put a lot of effort into making new sculpts like you normally do, etc. (you could keep the Dark Vengeance with a new rulebook as well). Oh well.
Ever since the mechanic of Armor Piercing was introduced in 3rd Edition, low 'AP' weapons have been a staple among many powerful lists. The ability to remove models without allowing a save was always an extreme bonus against Space Marines, and the flood of AP 2 weaponry made Terminators and other 2+ save units almost obsolete. Over time, the target units have changed – Terminators gained Invulnerable saves, Vehicle damage tables have been modified/removed, and access to better cover saves has generally increased over the years. In response, AP changes, but not always at the pace of the 'counter-modifications'. The question I'd like to discuss -
Is AP currently an important stat to consider when designing a list?
I'm splitting HQs into three parts: the ones here, one article for Weirdboyz and their status as real psykers, and one for special characters. In general, Ork character can carry some good equipment, and most are able to hand out a significant bonus to the unit they join, while still being relatively cheap to take compared to HQs from other armies. Without upgrades, the armour of the generic HQs is universally terrible, and the characters can be built to do a specific job while they hand out their auras.
Just what is the deal with the new Ork codex? I've spent a significant amount of time pondering it, because it's a bit tricky. Of course, the first book of a new edition is always tough to work out, but the Ork codex in particular has a strange mix of things that were left exactly the same and things that changed just enough to be totally different from what they were before while still looking similar enough.
Especially in the face on an unstable meta this is a particularly complex problem to untangle and it's not one that I think I have a strong grasp of yet. On the other hand, most of the rest of the internet seems to have decided to go with the most absurd possible opinions on what the book means. I've seen a lot of lists and ideas floating around in terms of what “the new Orks” are going to be and most of them seem to have an overall plan that is something like “lose on turn 1, go downhill from there.”
So let's talk about Orks.
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