Rumors for most have been hard to come by if you don't trawl the forums and Eldar are jusr a couple weeks around the corner. So given 3++ was the first to report the first of these rumors long ago, have a couple pictures as a treat – specifically of the Wraithknight and codex cover and some very important information about a supplement release… it will be interesting to see how the Iyanden book interacts with the Eldar codex and general rules at large. Are we seeing a return to smaller books supporting a bigger one or something like the rule supplements everyone ignores? We shall see.Enjoy. Read more »
Yesterday we had a local club one-day tournament, 14/16 of us or so. Took my Grey Knights + Tau – expansion on my 1500 list, which can be seen after the break using ever so slightly modified BYB missions. Three games on day with a final game for the top two finishers to get one undefeated player at the end. My opponent and I did not get to play our game three which needs to be resolved ASAP unfortunately but hopefully we can do that this week…
Characters and their units
Note – Draigo, Coteaz and Crowe will be looked at along with the unit choice they unlock as troops – most of the time these characters are chosen because of their ability to modify the FOC and so should be looked at in this context as well. I'll do the troops unit they unlock first -
I'm still quite enjoying exploring the Tau codex and I've noticed several things which seem to trip people up so I thought I'd take a leaf from Puppy's Mistake Mondays and do one specifically for Tau. I wouldn't be surprised if many of these were changed with an FAQ but until then, observe .
1) A model with the Control and Command Node and/or Multi-spectrum Sensor Suit can still take advantage of the Interceptor special rule and CnC/M3S during your own shooting phase (i.e. fire a Quad gun).
The Heldrake is a really strong unit; it's pretty much the best reason to play CSM and will probably singlehandedly win more games than any other unit you can name. It's virtually invincible, has great firepower against almost all targets, and is criminally undercosted. There's pretty much no excuse not to run one in any ally force and 2-3 in any primary force, depending on point level.
Well, that pretty much covers things, so we'll finish things up with Heavy Support next time when… wait, what's that? You want me to talk about something more than just the Heldrake? Why?
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The transition to 6th edition left a lot of armies looking for answers on how to meet the new challenges of the 41st millennium. Grey Knights certainly were – while they had a lot of diversity, many people found themselves (myself included) looking at their old army and wondering why it didn't quite work like it used to, and why. I'll be taking a look through the codex at each of the units and see what's changed, and what's better or worse and why. I won't be giving each unit a serious rating, but each unit will have a Snog, Marry or Avoid label attached to them. It's pretty obvious what it means from the picture below, but if you want the real story (good luck to you).
^Take it as you will Well, what DO you think of Kirby? Read more »
I knew there was a reason I held off posting this! With the recent FAQs there are some important changes for the lovely Dark Angels Command Squads… The extra three ‘HQ' choices for Dark Angels are the Command Squad variants – there's three; Ravenwing, Deathwing and bog standard. Each is unlocked via an actual HQ choice with only HQs on a Bike or in Terminator armor unlocking their respective Command Squads (Ravenwing and Deathwing). The main reason these squads are so viable are the lovely banners – without them they are essentially just the special versions of their respective unit which can be had elsewhere in the army. The banners will be reviewed first…
This weekend features KRAG's Team 40K Tournament, a type of event that add so much extra fun to 40K gaming that I hope they become more common.
Unlike the ETC and ATC, the teams for this local event are small with just 3 players each, with the interesting twist that each team can submit 4 lists, with the 4th being a reserves or ‘dummy' list. I'll post the event rules in case they can serve as inspiration for other local events, and then since I know everyone is always curious about other people's gaming environment or ‘Meta', I'll post some of the more interesting lists for the Voyeurs.
This has been asked a few times but many all over the place – what to do with Tau vehicles and their secondary weapons? Several things are impacting this. First, three of the best upgrades for Tau vehicles no longer exist or operate the way they used to. Disruption Pods now only add +1 to cover (though with Jink this is effectively the same but more expensive) but Target Locks (splitting fire from a vehicle) and Multi-trackers (counts-as fast vehicle for shooting purposes) no longer exist.
Elites are generally considered the weakest slot in the CSM codex, and partly this stems from the fact that it's essentially missing four choices- the four Cult units simply are not viable when not taken as troops, which means that there are a lot fewer options than might otherwise be available. Adding to that there are a significant number of off-kilter or poorly-designed units, often with a legacy of such problems, occupying the slot, leaving it with a dearth of good options.
However, that isn't to say there's nothing of use there and I think there are some units that are often undervalued by players in the Elites, so let's go ahead and take a look at things.
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