Codex Preview – Death Guard: Special Rules and Psychic Powers

More information for Codex Death Guard following some insights into their warlord / relics / stratagems. We all know that nearly every model has Disgustingly Resilient (5+ FNP) and we are now privy to Inexorable Advance. No penalty for moving and shooting heavy weapons or advancing and firing assault weapons and can shoot rapid fire weapons at double tap range when in 18″ instead of 12″.

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Codex: Space Marines Review Part 8 – Calgar, Tigurius, Cassius & Sicarius

Greetings, fellow male catalogue underwear models! Today, we finally start digging into the core of the Marine codex with a look at Chapter Master Marneus Calgar, Chief Librarian Tigurius, Chaplain Cassius and Captain Sicarius, all of whom are Ultramarine special Characters. In the past, only Tigurius has been worth a damn, competitively, and I’m afraid this state of affair continues in 8th edition. Unfortunately, the shadow of the 13th Legion’s progenitor looms large over his children; it is impossible not to take him into consideration when analysing units that fulfill a similar-ish role in the army, and he’s so ridiculously good that he casts a damn long shadow that is nigh impossible to get out of. Let’s take a closer, Ultramarine-hued look, shall we? Read more »

Codex Preview – Death Guard: Stratagems, Relics and Warlord Traits

Warhammer Community has spoiled some of the Stratagems, Relics and Warlord Traits and advised which Warlord Traits Typhys and Mortarian have.

There’s a lot of Mortal Wounds being handed out here – all of them relatively short ranged but those will stack up quickly. Warhammer Community is kidding itself if this is going to be effective at scalping out Commissars (7″ is really easy to buffer a model from when we are talking Commissars buffing Conscripts) but it’s amusing to see them try and respond to the tournament sourcing. We said Conscripts were going to be mainstays the minute that Index got leaked back in June and look what’s happened…

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Pieces of 8th: Command Points

One of the most interesting new parts of 8th Edition was the integration of command points into the game. Earned via the detachments you take and spent on various once-per-phase abilities, command points represent an entirely new system of resources for players to play around with during the list-building step and over the course of a game. But how should you be using them, and how many is enough? In this next part of our Pieces of 8th series, we’ll be looking at the subject in a bit more depth.

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Codex: Space Marines Review Part 7 – Chapter, The Lost Librarius and And They Shall Know No Fear

Good day, fellow <Chapter> Battle Brothers! I’m back from 2 weeks of leave and a business trip, ready and eager to resume my blog writing. Today, we continue our review of the Space Marines codex with a look at the <Chapter>, Lost Librarius and And They Shall Know No Fear special rules. This segment will conclude our analysis of the “generic” portion of the Marine rules; in the next instalment, we will start digging into the meat of the Codex with unit reviews (starting with the special Characters). That’s when things will start to get REALLY interesting! I can’t wait to get started!

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Codex Preview – Death Guard

We finally have gotten some teasers of the Death Guard and will get some more tidbits throughout the week. We know Death Guard are getting more units (shocking) but also get some teasers on Mortarion to go with the model. He’s tough with T7/W18/3+/4++ along with a 5+ FNP. One imagines a Death Guard Warlord trait will increase durability further, though whether Morty will have it remains to be seen. you could take the stock standard 6+ FNP from the rulebook for a lot of ways to avoid taking damage. An average shooting army should still drop him in a turn but the 4++ / FNP makes it frustrating to get those high D rolls through. Get him close to the opponent, even with just an advance move, and it will be negatively impacting the opponent. -1T to units within 7″ is really strong and an aura that you do not want to get involved in. It means all S7 weapons wound T4 models on 2’s and vehicles are not as tough as normal. Imagine Darkstrider’s effect on your whole army across multiple units…

The fact that he then does mortal wounds for being close to units is icing on the cake. He looks expensive based on PL but we know he has some good abilities right out of the gate.

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Wintercon Battle Report 1 – Tau vs Dark Eldar / Drukhari (2000 pts)

Round 1 from the recent (June 2017) tournament I went to. Tau list is here. Mission 1 is here. Summary of mission – two objectives in each deployment zone, two maelstrom objectives in midfield. Maelstrom included holding the objectives, killing units, linebreaker and counter linebreaker (have units in your DZ but not the opponents) with Dawn of War deployment. Opponent was Dark Eldar / Drukhari with the below list:

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40k Codex Releases and Necromunda

If you have been hiding under a rock lately, Necromunda is getting a revamp which is going to excite everyone and the next five codex releases have been annouced. You can see the direct linked information below but let’s look at what books are being released next:

  • Death Guard
  • Adeptus Mechanicus
  • Eldar / Aeldari
  • Tyranids
  • Astra Militarum

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Grey Knights Codex Review – Part 3: Relics and Warlord Traits

Part 3 of the Grey Knights codex review is a lot more straight forward than Part 1 where the Psychic table and special rules can dial up the Grey Knights ability to compete on the tabletop or Part 2 where timing and use of Command Points is really important. The Relics and Warlord Traits, while important, are not nearly in the same conversation unfortunately. Let’s start with the Relics. Remember, Relics cannot be given to named characters (so two of the most important characters for Grey Knights, Draigo and Voldus, do not get any use out of these) and you can have one Relic if you have a Grey Knights Warlord for free. Also remember, the GMDK can only have the Domina Liber Daemonica, easily the worst one of the lot, so taking the GMDK plus Draigo / Voldus does lose you out on a bit of Relic support unless taking a Banner character (Paladin / Brotherhood Ancient) as well (and that’s a lot of points into expensive characters).

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2000 pt Battle Report – Dark Angels vs Astra Militarum

Okay, finally catching up on some battle reports. This one is very important – we have a Dark Angels mech list which uses two main Aura sources, Azrael for his 4++ and re-rolls and Stormshrouds for their -1 to hit up against an Imperial Guard list with lots of Conscripts and a lot of Heavy Flamers on Chimeras. On paper, the firepower weighs heavily for the Dark Angels so theoretically this should be a relatively straight forward game. Let’s see what happens. Learning below.

We played what was the fourth ITC mission – my hate for Maelstrom became strong. Essentially there are six objectives, two in your deployment zone, two in the middle of the board and two in your enemy’s deployment zone using Hammer and Anvil. Maelstrom was about holding Objectives 1, 2 or 3 (your backfield, midfield and farfield) or killing units (4, 5 and 6) with the option to replace two of the same to go for all three. I really wish they varied up the deployment zones for their missions as well. You could have easily 36 options rather than the six they put out… Digressing.

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