Archive for the ‘Review’ Category

Rapidfire Review Summary – Tau

So I’d like to start a quick series of rapid fire reviews. This is not a full, in-depth look at each unit. We don’t have enough tabletime for that yet but one of the hardest things to do with an edition reset is everything has changed at once. Many of you were likely around for the 2nd to 3rd edition changes – many of you were not and are used to what has happened in 4th, 5th, 6th and 7th where the main rules change but the army books remain valid and then get updated slowly throughout the edition.

Not so for 8th. Press reset on what you know and prepare to have that challenged.

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8th Edition – Almost top 5 – Adeptus Astartes Style


Hi, I’m Stuart Lord (lords2001) and Ive been a long term tournament player, at least on the NSW circuit. I’m planning on getting back into 8th, assuming it will have me after I and so many others callously abandoned it during 7th.

Quite a few people have been over the various armies and the main rulebook, so I don’t want to do too many in depth reviews of individual units, especially as I haven’t taken them all for a spin, or had them used against me.

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The Day the Clown Cried (Codex: Harlequins review)


After quite a long time spent being little more than an entry in other people’s codices, Harlequins have gotten their own book once more. As seems to be the case for a lot of the new “mini-codices” it’s not really enough to easily field a full-sized army with (although theoretically you could), but it does make a nice little package to add into another army.

But, of course, that raises the real question: how good is it? Because Harlequins, as they were in the Eld/DE books, hadn’t really had any meaningful influence on the game for quite a long time for a variety of reasons. Does the new book shore up their weaknesses enough to be useable, or is it another Legion of the Damned-esque blank slate?
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Necrons: Back for a First Look

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So a helpful person over at The Tyranid Hive, one “jackedup,” has leaked essentially the entire Necron codex (though not anything from the special edition) to us. For those regular readers, you know what that means- time to go through and take stock of the new book.

All in all, I would say it’s probably the best of the 7E codices. It suffers from a lot of the usual “oversimplification” issues as the others, but to a lesser degree and fewer of the units were hit by it. Many things were left mostly unchanged and there’s even a decent number of buffs to units snuck in here and there, so while some of the changes may have been unnecessary it’s largely not too bad. On the down side, though, it doesn’t look like the codex really has anything that is gonna let it compete at the top level of tournament play right now- Command Barges are infinitely easier to kill, Anni Barges are more expensive and less effective, Haywire is gone, Night Scythes are weaker, etc, etc. The book’s not a total pushover, but it has no real way to deal with all of the top contenders these days.

Less depressing news after the break.
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Imperial Armor 13 Review

1304782703681 So the long-awaited update to the multitude of Chaos vehicles is here, and with it a new army list that updates the Renegades and Heretics (i.e. Lost and the Damned) army as well as a side benefit. The book is something of a pleasant surprise for CSM players, since many of the entries within are just Chaos equivalents of many of the best Loyalist vehicles- and unlike many previous iterations, they aren’t simply worse than their counterparts in arbitrary ways.

The book isn’t all golden, but it’s a ray of light for a faction that is struggling to remain relevant even in more casual games, much less the cutthroat competitive world. So let’s take a dip inside and see what kind of gems we can discover (as well as poke fun at Forge World’s inability to know the rules of its own game.)

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XV109 Y’vahra Review and Rules Discussion

For those who aren’t in the know, Forge World has released another variant of the Riptide suit (available for download here). Given the fiasco that the last one, the R’varna, was, we can hope that they at least learned some kind of lesson with the whole thing in making the Y’vahra. At first glance, one might assume that they had not- it seems to feature all the worst qualities of its predecessor and then some, but having read through the rules I think that’s very deceptive. The Y’vahra, while possessing many strengths, also has some very significant weaknesses that make it more than a “duh of course you would” choice over the R’varna and Riptide, which is a good sign. While I’m not sure I would call it well-balanced overall- all the more because I don’t really have any experience with it yet- it’s not clearly and obviously broken, at least.

Of course, it does have some little faults, most notably a pretty major rules interaction that isn’t clear. So we’ll open up talking about that and then transition into a review of the battlesuit proper.
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7th Edition Orks Codex Review Part 9: Heavy Support Part 2

orky9by Scuzob

Orkz have four different kinds of Walkers sitting in their Heavy Support. As we all know, Walkers are super cool in concept, but the 40k rules prevent them from being super cool on the table. They’re combat units with a small amount of shooting, but are just too damn slow to get into a fight when you need them to, and too vulnerable to dedicated anti-tank firepower. When the rules change in a manner that makes Walkers better, that will directly improve the Orkz’ offerings, but for now they’re all sort of mediocre.

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7th Edition Orks Codex Review Part 8: Heavy Support Part 1


by Scuzob

At this point, what army doesn’t have a Heavy Support that’s packed to the gills with units you would like to take a load of? Suffice to say, Heavy Support often contains a Codex’s killer units mixed in with some other fun but okay/terrible stuff. Orkz are no different, with Mek Gunz and Lootas taking the top spots, Battlewagons following closely behind, Flash Gitz occupying a “not as bad as they used to be” spot, and four kinds of Walkers trailing behind. The Orkz have their biggest guns and strongest shooting packed into this section and it is a rare army that does not make use of two or even three of these units.

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7th Edition Orks Codex Review Part 7: Fast Attack

orky7by Scuzob

Ork Fast Attack is not as packed as it first appears, since three of the units here are actually slight variants on the same Flyer, and two others do the same kind of job, except one is a Jetbike and the other is the flimsiest vehicle in the game. The units do the usual FA job of being fast married to the Ork jobs of being plentiful and cheap, which is a great combination that many other armies lack in their Fast Attack. For the Orks, these units all make good minimum-size harassment units.


Like Kommandos, Stormboyz are Choppa Boyz with an upgrade that fixes their terrible speed issues. Namely, the Stormboyz are the Assault Marines to the Ork Boyz Tactical Squad. At nine points a model, they are very cheap for their speed, as their special jump packs let them run 2D6” at the cost of taking Dangerous Terrain tests when they do so. It can cause a lot of casualties if you’re unlucky, but at least this potentially damaging movement is optional, unlike the last codex.

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7th Edition Orks Codex Review Part 6: Elites

orky6by Scuzob

Like most Codices, Ork Elites suffers because it is jam packed with units you might quite like to take a bunch of, with no way to shift any into Troops or get more of without doubling your detachments. The units are mostly improvements on the basic Ork Boyz mob, having specialized roles or just being mighty melee beatsticks. With a few exceptions, they still have the problem of getting into close range quickly, as walking through a cloud of incoming fire is not something you want to subject these expensive units to.

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