Battle Report: Necrons vs Tau - 2,000 points

Got a game in last night with Poddy at Powerfist gaming. This is Poddy's first time against Necrons so I'll give him a run down on what's what and give him any help if needed, though usually he refuses as he's so money super market!

Necrons - 2,000 points


HQ

Overlord w/ Catacomb Command Barge - warscythe, mindshackle scarabs & sempiternal weave
Royal Court - 3 x Crypteks w/ - harbinger of destruction & solar pulse

Elites

Triarch Stalker
Triarch Stalker

Troops

8 x Necron Warriors w/ Ghost Ark
8 x Necron Warriors w/ Ghost Ark
8 x Necron Warriors w/ Ghost Ark
5 x Necron Immortals

Fast Attack

5 x Canoptek Wraiths - 3 x whip coils & particle caster
8 x Canoptek Scarabs

Heavy Support

Annihilation Barge
Annihilation Barge
2 x Canoptek Spyders - fabricator claw array

 
Tau - 2,000 points
 
HQ
 
Shas'El - missile pod, plasma rifle & multi tracker
Crisis Battlesuit Bodyguard - missile pod, plasma rifle, multi tracker & hard-wired target lock
Shas'El - missile pod, plasma rifle & multi tracker

Crisis Battlesuit Bodyguard - missile pod, plasma rifle, multi tracker & hard-wired target lock

Elite

2 x Crisis Battlesuits - 2 x missile pods, 2 x plasma rifles & 2 x multi tracker
2 x Crisis Battlesuits - 2 x missile pods, 2 x plasma rifles & 2 x multi tracker
2 x Crisis Battlesuits - 2 x missile pods, 2 x plasma rifles & 2 x multi tracker

Troops

6 x Fire Warriors
6 x Fire Warriors
13 x Kroot - 2 x kroot hounds
13 x Kroot - 2 x kroot hounds

Fast Attack

6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
6 x Pathfinders w/ Devilfish - Devilfish w/ disruption pod
Piranha - fusion gun, target lock & disruption pod

Heavy Support

3 x Broadside Battlesuits - team leader w/ target lock & 2 x shield drones
Hammerhead - 2 x burst cannons & disruption pod
Hammerhead - 2 x burst cannons & disruption pod

Pre-game Analysis

At first I was worried about Tau. To be honest I am always worried about Tau, as before I ever played Tau I was told they are a good shooting army. I would say they are a good shooting army at all, they don't have weight of fire power and need extra wargear or units to make them shoot better. Looking at Tau a little deeper, the only thing my Necrons have to fear are the railguns. These will blow my Necron vehicles to pieces and it's not like I am going to get cover on most of them. If I can move up the field and send fast units i.e Canoptek Wraiths, Canoptek Scarabs and Overlord to tackle railgun units I should be fine. Ghost Arks then can move up with Annihilation Barges and both units fire in concert at infantry.

Game: Seize Ground + Pitched Battle

Deployment

Poddy wins the roll and he deploys first. He puts all his vehicles in the centre with the Battlesuits and Fire Warriors behind them. In a ruin to the right is a lone unit of Pathfinders and in a ruin on the left is another unit of Pathfinders. Unit of Kroot are deployed in a ruin on the far left while the other Kroot unit act as bubblewrap for the Broadsides. Poddy keeps his Piranha in reserve.

I deploy in the centre, like a noob as I am not paying attention. I really should have deployed refused flank on the left and then moved up. Dumbass. I'll have to try and turn this around some how. To be fair I was too busy buying Assault Marines for my Red Fleas list and just come back to the table and plonked my stuff down. Fail! I keep my Immortals in reserve for objective sneaking.

Two objectives were placed near Tau's deployment zone, one by the ruin where the Pathfinders are on the left and another in the ruin where the Kroot are on the left. I placed the other one near a ruin in the bottom right corner.







* Tactical Notes

Right, ok, I think I can turn this tactical deployment fubur around after I've had some thought. With any luck I should be able to get the Scarabs in for a turn 1 charge, Poddy has deployed 12" from the table edge and so have I. I just hope he doesn't move his vehicles too much. If I use the Scarabs to deal with a Hammerhead along with the Overlord and then send the Wraiths up to assault the Pathfinders and spring board into the Broadsides I should be alright. I'll use the Crypteks to blast the Broadsides and hopefully take a few down via shooting. Everything else will eat gauss or heat ray :).

Turn 1

Poddy scout moves the Pathfinders in the right so they are more in the ruin and got better LOS. I attempt to seize the initiative and fail.

Poddy's first turn; he moves the bulk of his armour over towards the right and the Battlesuits follow. Kroot in the left ruin move to bunker down and so LOS cannot be drawn. I also, of course, declare I am using solar pulse - let there be light!

Shooting; Poddy does attempt to fire everything, though the only things which are in range are both Hammerheads - one kills two Scarabs as the Scarabs get cover and the other Hammerhead misses and lands on a Ghost Ark, which S6 blast does nothing. A jolly good ho ho from me then echos :).

In assault the Battlesuits jump away and hide behind the vehicles.

Necrons first turn; Wraiths move and run into the centre terrain piece. Scarabs move and run, though Spyders spawn two more (one Spyder takes a wound) before they move, the Scarabs maybe in assault range, though I don't want them stuck in the open, so I play it safe and put them in the centre terrain to get cover too. Everything else moves up and the Triarch Stalker on the right flank runs while the Command Barge moves just under 24" so over half away across the board.

Shooting; Ghost Ark on the far left blasts and kills a single Pathfinder. Triarch Stalker on the left blasts a Devilfish, which saves with disruption pods. Annihilation Barges fire at the Pathfinders and Hammerhead respectively, Pathfinders make all their saves and nothing happens to the Hammerhead. Gauss flayers from the Ghost Arks blast out but either do nothing or disruption pods make the save. Crypteks all fire lances at the Broadsides hoping to take out some shield drones but only pop a single drone.



Necrons advance towards Tau lines. At the moment my force is pretty evenly spread.

* Tactical Notes

Ok, that was a poor first turn. I was hoping to kill more from the Broadsides, though I guess that was fair enough. I think really everything was fair enough and perhaps I am expecting too much. At least both our first turns are pretty even in damage output, that solar pulse is just so awesome!

Next turn I'll move the Wraiths up to the Pathfinders and assault them - this will springboard the Wraiths close to Tau lines so they can get the Broadsides. Scarabs will assault a Hammerhead while the Overlord will sweep another. Barges will blast infantry, probably the Kroot bubble wrap to clear a way for the Wraiths and lance shots while the other Barge will thin out the Pathfinders on the right flank.

Turn 2

Poddy rolls for reserves and nothing comes on.

Hammerhead moves 12" back towards the infantry gunline while the other Hammerhead and supporting Devilfish just move a little bit. Other Devilfish moves so it's by the Kroot on the far left side. The Battlesuits move over to join the rest of the infantry formation.

Shooting; one railgun from a Hammerhead blasts my Scarabs, it scatters and hits the Spyders, one takes a wound. Other Hammerhead blasts the Command Barge but fails to do any damage. Broadsides split fire, team leader explodes a Ghost Ark - all Warriors are fine and pass pinning while the other two Broadsides blast the Command Barge, which passes both cover saves. Battlesuits blast the Scarabs, I get cover but instant death from plasma rifles and missile pods isn't good, I lose several swarms. Remaining Battlesuits, Kroot and Devilfish blast the Wraiths, one is killed and several take a wound each after it is all said and done.

In assault the Battlesuits jump towards the infantry bulk.

I roll for reserves and the Immortals come in and run into terrain and claim the objective in the bottom right.

Spyders spawn more Scarabs placing those which were lost, the Scarabs move through terrain and no doubt will be in assault range of the Hammerhead. Spyders follow through terrain and the Wraiths move up to assault the Pathfinders, Warriors on foot move up to support the Canoptek Spyders. Remaining vehicles move up to get into range, though Annihilation Barge on the right flank holds position to unleash full torrent of fire at the Pathfinders. Overlord sweep attacks a Hammerhead while moving flat out and scores immobilised and stunned - that will stop it from shooting and make it easier to assault if need be.

Shooting; lances blast at the Broadsides and pass all cover saves. Triarch Stalker on the left blasts the Devilfish and scores stunned and immobilised, the Ghost Ark rapid fires taking advantage of the twin-linked effect and only scores stunned again. Wraith fires particle caster at the Pathfinders and misses. Annihilation Barge in the centre fires electric bolts at the Kroot and fries three, I also auto hit my Wriaths and a unit of Battlesuits, though do no damage to either unit. Remaining Ghost Ark attempts to long range gauss the Hammerhead the Scarabs are going to assault, I hope to immobilise it to auto hit, though disruption pod makes the save. Annihilation Barge on the right flank fires all weapons at the Pathfinders, I get 3 6+ for the tesla destructor and wipe out the entire unit - a Battlesuit unit supporting the Pathfinders also takes a wound, which the Triarch Stalker then gibs with the heat ray - the Battlesuits fail morale and jump back off the board.

In assault; the Wraiths charge and rip up the Pathfinders and now contest the objective the Pathfinders were sitting on while the Scarabs charge the Hammerhead, they reduce it to av5 on the rear and proceed to make it go boom!



My Necron forces have hit the Tau with some force. Assaulting units have done some damage and now in the face of the Tau and the bulk of armour isn't far behind. Next turn the Ghost Arks and Warriors will be in rapid fire range and both Annihilation Barges can lay down a torrent of fire.



The Tau have a bit of a cluster fuck going on here as Poddy hangs them back in a gunline to keep distance between my Necrons. Unfortunately for him the Wraiths are on his doorstep, though I don't think they will be there for long :(.



Does this look cocked to you? :P

* Tactical Notes

A very impressive second turn for me which has caused some serious damage to Poddy's Tau and now has set the wheels in motion. I've lost a Ghost Ark, which isn't too bad and if the Warriors did take damage both Ghost Arks were close enough to regen the Warriors. Things have been better for me as both Hammerheads have been neutralised, one full time. I've also got the Scarabs and Wraiths on Poddy's doorstep and he will have to deal with them which should allow the rest of my force to advance without any problems.

Next turn I'll charge the Scarabs into the Broadsides and stop them from shooting. I am hoping weight of attacks will cause some damage, but main point is to tarpit them. If the Wraiths live they will assault the immobilised Devilfish while the Triarch Stalker and Crypteks will start blasting some Battlesuits. Overlord will sweep the immobilised and stunned Hammerhead while the Triarch Stalker acts as a first line of defence against the Devilfish, which will no doubt sweep down the flank.

Turn 3

Poddy rolls for reserves and the Piranha arrives. It moves over the immobilised Devilfish ready to blast my Triarch Stalker to kingdom come.

Battlesuits move closer and bunch up in order to stay out of rapid fire range. Fire Warriors and gun drones bail out of the immobilised Devilfish. I think that's about it.

Shooting; It takes all Battlesuits, gun drones, Fire Warriors and the depleted Kroot unit to reduce the Wraith unit down to a single whip coil Wraith - good job he's fearless! The Piranha fires at the Triarch Stalker and misses. To sooth Poddy's shooting frustration, his Broadsides pop my remaining Ghost Arks and rob me of valuable fire power and Warrior regeneration. Several Scarab swarms get shot at, though five still remain.

Necrons third turn; Warriors out of the recently wrecked Ark move up ready to rapid fire some Kroot to death, the single Wraith moves out their way ready to attack the immobilised Devilfish while the Triarch Stalker moves up to support. Scarabs move through terrain ready to assault the Broadsides while remaining units on foot in the centre move up. Triarch Stalker on the right flank moves to blast the Devilfish while the Overlord moves 6" and sweeps the Hammerhead and wrecks it.

Shooting; Triarch Stalker on the left blasts and explodes the Piranha while the other Stalkers the Devilfish on the right, disruption pods make the saves. Annihilation Barge on the right is out of range on the Kroot, the other one isn't and fires all weapons and fries the Kroot, Warriors in the centre lend their support and gauss down the unit with a single Kroot left - he passes morale. Warriors who just came from the Ghost Ark wreck lance and rapid fire a Shas'El unit, Shas'El is left, who then gets lanced and gibbed by the last remaining Cryptek.

In assault the Wraith charges and scores weapon destroyed and stunned on the Devilfish while the Scarabs lose combat, though more importantly tie up the Broadsides and will stop them from shooting for the rest of the game.


My Necrons have hit the Tau hard this turn and made a massive hole in the infantry block. Single Kroot remains, Battlesuit unit gone and Broadsides now locked in combat. On the right flank just a single annoying Devifish, which has to get past the guardian Triarch Stalker and will have a angry golden Overlord chasing it!



Scarabs go to work on the Broadsides. Broadsides haven't failed a armour save yet, but when they do they will start going down. Btw some of these are greenstuff, you can probably tell a few of them.



Necrons control the objective (white dice) and only a single Kroot opposes them. Battlesuits and Fire Warriors will no doubt move up to support next turn though.



Skeleton reinforcements are on the way with Annihilation Barge support. These will come in handy thinning out the remaining Tau troops next turn.

* Tactical Notes

Things are going pretty well for me at the moment. I've made a nice hole in the Tau infantry block thanks to a lot of fried kroot courtesy of Annihilation Barge and gauss flayers. Unit of Battlesuits has gone, though three are still left and the Broadsides are locked in combat. Not to sound cocky, but I haven't got a lot to worry about.

Next turn the Triach Stalker will move up and blast the Devilfish while the Overlord comes from behind (ohh err) and sweeps it. More Warriors will move up to issue gauss death while the Triarch Stalker will use the flamer attack on Fire Warriors. I'll move the Spyders to assault the single Kroot, this is over kill, but will get them close to the Scarabs so more Scarabs can be spawned.

Turn 4

Devilfish moves down the right flank 12" towards the Triarch Stalker and the objective I hold, probably will contest the objective turn 5, maybe. I think that's all the movement to be honest.

Shooting; all units available blast into the Warrior squad, Poddy gets some bad dice rolls, like one unit hit with a single missile pod and plasma rifle shot - several Warriors are knocked down and fail to get back up, 25% is lost and the unit passes morale test - that's it!

In assault the Broadsides take a wound and the team leader now has no armour save.

Necron's turn; Overlord moves 24" on his barge and sweep attacks the Devilfish and scores stunned. Triarch Stalker holds position while the other Stalker moves and runs through terrain, my idea was to contest the objective the Kroot are holding but I am not close enough yet. Spyders move up to assault the Kroot while the Warriors move up more into the ruin which holds one of the objectives. Both Annihilation Barges move up.

Shooting; Triarch Stalker fires at the Devilfish and stuns it, Immortals long range fire gauss blasters and I think disruption pod makes the save, again! Warriors and lance blast into a Battlesuit unit and gib a Battlesuit and leave one with one wound. Other guns are out of range, so I just fire lances at gun drones because I can :P

In assault the Scarabs kill the team leader and a Broadside fails a wound, Tau fail morale and fall back off the board while the Scarabs consolidate into terrain for cover. Spyders move up and strip the flesh from the single Kroot, they consolidate to get cover.



Triarch Stalker and Overlord have the stunned Devilfish surrounded while my forces move up to contest or claim objectives.





Necron Warriors hold the objective with Canoptek Spyder and Scarab support, these units will counter charge any Tau unit which comes close.

* Tactical Notes

I can confidently say that the bottom right objective is in the bag for me, if Tau get out then they are going to get shot by gauss blasters, Triarch Stalker and then assaulted by the Overlord. The other objectives are pretty busy, though if I can just contest I'll be ok.

Next turn is to swarm a unit of Battlesuits with Scarabs and send the Spyders to assault another unit while Warriors gauss down the Fire Warriors. Triarch Stalker will move up and burn the Kroot with the flamer attack.

Turn 5

The club is starting to close at this point, from what I remember the Fire Warriors and gun drones bail out the stunned Devilfish and move down the flank, they run also. Battlesuits blast the Canoptek Spyders, one of them takes a wound while the rest blast the Warriors on the objective, though they hold fast.

My turn not a lot happens due to time. I move the Triarch Stalker up to contest the objective the Kroot have while Immortals move out through terrain and blast the gun drones. If I would have had more time then the Scarabs would have charged the single Battlesuit, Spyders charged another Battlesuit unit while Warriors and Annihilation Barges fired at remaining Battlesuits and Fire Warriors. The other Triarch Stalker would have fired at the Devilfish while the Overlord would have assaulted the Fire Warriors, btw he did sweep and killed a single Fire Warrior.

Necrons win claiming two objectives and contesting one.









Summary

That was a interesting game against Tau and it went better than I thought. At first I thought about the Tau shooting, but I've been playing against Tau a lot and know now it's only railguns which are really the threat and other guns depending on what army you're using at the time. In this game the railguns were a threat only, as soon as they were silenced my Necrons managed to move up without much problems.

I made a few mistakes this game. One was my deployment, that was because I wasn't paying attention. I did manage to work around it so that wasn't too bad. Other mistakes was forgetting about the special lightning arc from the tesla destructor, need to remember that. I don't think I made much else.

Poddy played well, I felt he was a bit disappointed in this game, which is really down to Tau as he's not getting any wins with them, which is a shame. His target priority was spot on, he fired at Scarabs first, then Wraiths and the Ghost Arks. Unfortunately his rolling to hit wasn't as good as his saves. Only mistake he made as moving the Hammerhead and Devilfish towards the right flank - he should have kept them together with the rest and allowed me to single them out, he realised this when he moves units back over, though for those it was too late. It would have been better defending the two objectives he held from deployment.

Poddy is going to start a Salamanders army soon. It's going to be Dreadnoughts and Drop Pods, so it should be a tough list with lots of melta (I know, I wrote it!). I think he will do much better with this army and Salamanders are a nightmare for my Necrons.
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News: Forge World Necron Scarab Swarm


Look like silly giant ass insects to me...if you like them then you can find more info here
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News: BoW info on 40k 6th ed rules

A copy and paste.

This comes courtesy of Beasts of War:



The 40K Heretics Rulebook is Real… Only it’s Not!


Yes… you heard that correctly. After a lot of digging and snooping around the inside of the great citadel (or should that be Citadel) that is Games Workshop, we have some very interesting news about the so-called Heretics 40K Rulebook… or the 6th Edition Leak for those with little flair for the dramatic!


It turns out that this is in fact an actual early version of the 6th Edition rules… but not quite. Apparently the Design department were let loose on the 40K system… they were allowed to try anything they fancied… we’re told that nothing was off the table. This “no-holds-barred” version was then edited down with the truly unworkable ideas removed and those that could prove to be exciting or contentious left in to be play-tested… so was born the Heretics 40K Rulebook!


This version was sent to trusted play-testers. Who like all trusted minions… were turned by the promise of power… or in this case internet notoriety and likely splurted the document all over the web!


I actually found this explanation to be not just more plausible (than the lone gunman theory) but a real breath of fresh air from the ‘Ivory Citadel’, and to me at least it shows a high level of innovation within the design team, and also shows that there is no shortage of ideas knocking around in there.


Word has it the design team had a real blast with this iteration of the rules (loved it apparently) but spotted alot of potential for asshats to ruin it for everyone else with unbalanced lists etc.


And there you have the crux of the issue the design team face, they could probably create a massively fun game at the drop of the hat, and simple folk like me wold love them dearly for it, but alas there is a whole other side (some say dark, Darrel says only!) to our hobby and that is the competitive win at all costs play.


So, fun as they may be, they’re not the final (or indeed likely to be anything like the complete) rule set for 6th edition… but what were we told about the actual 6th Edition Rules?


Well some really interesting stuff. For a start here’s what will not be included from the Heretics Rulebook:


Evasion Values are Out – well this was a given… I’m sure every Dark Eldar player was praying for the day that their skimmers and flyers didn’t fall over in a stiff breeze, but that’s not all. Our Man in Havana has told us that Dark Eldar players will be very pleased with the 6th Edition updates.


Could that mean an overhaul of the skimmer rules… could it mean more deadly flyers?


Of course it could mean one, both or neither. However, more robust transports would make the Dark Eldar much more deadly… so keep your eyes peeled for more revelations.


The Turn Sequence will remain the same – The biggest shake-up and the one that would mean a rewrite of Assault weapons and the death of certain “shooty armies” ( Tao ), was the turn structure that put charging/melee before shooting. I would say it was unrealistic, but in a world of extra-terrestrial and supernatural horrors, where mankind has moved to the stars… that’s probably a bit redundant.


Anyway… the turn structure will remain the same as it is now.


No Unit by Unit Activation – Yup that was pretty disappointing for me, (but who knows everything we have been told could well be misinformation too!) I was sooo looking forward to faster more intricate games with that option.


Gargantuan Creatures will remain with Forge World & Apocalypse Games – That’s right… probably no supersized tanks and critters for the main rulebook… but does that mean we won’t get any Aracknarok-sized monsters?


Well it hasn’t been ruled out, and as Land Raiders are already that size, it’s doesn’t take a genius to think we’ll be getting more big kits.


In fact that was one of the discussions… we all like to gripe about GW prices.


However, it was explained that GW are investing all the time in new kits, new moulds, more people (sculpting team is largest its ever been apparently) and a bigger and better gaming experience… you can take that at face value if you wish… but if it means more plastic kits (and fewer Finecast), and more big bad creatures and machines is it worth it?


So who will be writing this new 6th Edition Rulebook I hear you cry?


Well as you can imagine the creation of a new rule set of this scale is a team effort… but some poor soul has to captain this vessel… so who is it?


Well… that really is top secret and even we couldn’t get the name (and you can’t use thumbscrews these days!)… but we did find out who it isn’t.


So here are a few names who might be involved, but won’t be the lead writer… Matt Ward, Robin Cruddace and Phil Kelly… but if not one of them… then who?


Will you need an update to your existing Codex when 6th Edition launches?


We’re told that the new rule book was written to take into account the latest releases and so there’s no need to post a massive errata.


However, we know that there are many codices that need a revamp. So I’m very sceptical that there will be “no need for an FAQ”.


Although I’m always prepared to be proven wrong.


So, there you go… that was an interesting conversation… and it doesn’t stop there.


We got some more great bits of info that we’ll be able to share with you… but not quite yet… you’ll need to be patient.


However, until then… feel free to speculate all you want… or post a question. Perhaps we can call a few guys and see if we can get you the inside track.


Big caveats on this guys, in that while we’re confident that the contents of the article are accurate you are relying on our sources, and… well… there could be many ways in which it may not be accurate (not necessarily deliberate by a source either!) so take it that its just part of the business these days that while we do our best, there are no guarantees!


All of that aside, is the Heretics 40K Rulebook good enough, different enough to warrant a following of its own? (I’m so tempted its unreal!)
BoW Warren

There you have it guys. I thought the leak one was a bit weird.
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Hobby update - Autarch (again)

Just a quick hobby update, my scratch built Autarch is about 70% finished, he is down an arm as I have no superglue. Hopefully tomorrow I will tidy up his eyes/face mask and put final highlights on the jewels, cloth and weaponry and get him based. This is actually quick painting for me lol.
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Army List Review: 2,000 points Tyranids- Hive Fleet "It came from the Sky!"

Slight revamp of my Tyranid list- C&C welcome!

HQ- 255 points

Hive Tyrant w/Lash whip, Bonesword, ScyTals

1 Tyrant Guard

Elites- 300 points

x2 Hive Guard

x2 Hive Guard

x2 Hive Guard

Troops- 813 points

x2 Tervigons w/Toxin Sacs, Adrenal Glands, Catalyst

x10 Termagaunts

x10 Termagaunts

x10 Genestealers w/Toxin Sacs

x9 Genestealers w/Toxin Sacs

Heavy Support- 630 points

x3 Trygon w/ Adrenal Glands

1998 POINTS

Genestealers will either reserve/outflank or infiltrate depending on the opponent, setup, terrain etc. Trygons will reserve and deep strike, might leg it up the field depending on the situations.
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Dammit of the Day - Fluff

Fluff, I hate you right now! At this moment fluff is seriously hampering my choice of new army and that's why I hate it, let me explain.
I have always picked my armies based on fluff, not because I have to have a fluffy list but because I like to enjoy the background of the race and this is where my problem lies. I've tried reading the following codex's: Space Marines, Space Wolves, Blood Angels, Dark Angels, Grey Knights, Necrons and Imperial Guard, I didn't finish any of them because they bored me to tears. Blah blah Emperor Blah Blah ten foot tall super soldiers blah blah geneseed blah, I'm actually getting sleepy thinking about it. The last time Mercer came round I was telling him I was thinking of doing a full on Deathwing army and then I started to read the codex and it totally put me off.
Now we get to the codex's I like and have enjoyed reading: Eldar, Tyranids, Tau, Daemons and Chaos Space Marines (I haven't read Dark Eldar because it feels wrong and I haven't really got much interest in comedy Orks), hmmm a much shorter list and if the Internets are to be believed each one of those codex's needs an update (I wouldn't say no to an Eldar codex but the currant one is still pretty badass). There are rumours of Tau being an imminent arrival and the ongoing rumour of Chaos Legions coming out at some point. The last thing I want to do is start a new army and have it pooped on by a new codex.
So that leaves me short on options, I would rather play with an army I like than with an army with a good codex so pretty much everything in power armour is out of the window and I don't see the point in spending a cackload of money on something that might be unusable or obsolete in a few months. So Damn you fluff, damn you for making me finish my Eldar!
Fluff, has it ever influenced what army you have used? Would you use an army you don't really like just because its top tier or overpowered? Let us know :)
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Discussion: Love affair with Orks is over.


Well it's the end of a era. I've sold my Orks. They've sat on the shelf for too long unplayed and unloved. Last time I played them was September and the time before that was August. In a way I am sad to see them go as I started collecting Orks since 2008, the army has change much since then.

I've ran my Orks in the three common builds; Greentide, Battlewagon Rush and Kan Wall. Greentide wasn't 100% Greentide as I had a single Trukk in it. The problem with Orks is their codex and each of those builds suffer with problems.

Take Battlewagon list for example. To get a decent amount of vehicles you really need 4-5 which asborb a massive amount of points, you're talking about 500 points for these. If you're taking Nobz then probably about another 400 points, that's 900 points gone into transports and two other units. I often found in my Battlewagon army that losing a wagon at any time was always a crushing blow. I am not going to save every KFF cover save and with the Battlewagons been open topped they did go down quickly to weight of fire.

Kan Wall and Greentide suffered the same problem; too many models. It's a pain to move that many models and when you're playing on boards even with the 25% terrain recommendation. They get bogged down in terrain and bottleneck etc. In this one game I didn't get a unit of 30 Boyz into combat until turn 5 thanks to bad terrain rolls, run rolls and waaagh! roll. It wasn't really happening for those Boyz that day.

I don't think there's that many good builds for Orks and not many other units I could try. Most of them I've tried anyway.

The Orks will be replaced by another foot army; the Red Fleas. These guys are faster moving than the Orks and really a better army.

Good bye Orks, it was fun! :D
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Rage of the Day - Spirit Stones

Seriously, this is probably why its taking me forever to get my Eldar finished! Why the Eldar have to have so many stupid gems I will never know. They truly are the blinged up chavs of the 40k universe...I hate painting spirit stones and gems :(
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Hobby: DiY or BiY?


I've had this post sitting as a draft for about a week. I thought now is the best time to post it as it can follow on from Metallicarule's custom Autarch WIP which can be found here.

DIY

What I want to discuss is what you prefer in the hobby; DIY (do it yourself) or BIY (buy it yourself). The linked post above is a good example and is also something I do. Single models like HQs can be expensive and now that most come in failcast that price has gone up (and quality has gone down). Disregarding the quality of materials, majority of these single models are just too expensive for what they are. In my case and the linked post, creating your own single model from bitz is a easy route and isn't costly.

Another good DIY example is the realm of battle board. Before I had my RoB I had a smaller board which had been based and painted, it also had roads on it as I was going for a city theme. I treated myself to the RoB, however it is tough to make it look unique. It will be difficult to do a city theme on it thanks to the hills, skull pits and existing stone road ways. The only bonuses I can see of the RoB is it only needs a lick of paint and you're ready to roll and of course it's very easy to store and transport. Of course if you're not transporting your board then that is something you do not need to worry about.

BIY

Moving onto BIY. A good example of this is when you need loads of bitz. Not all of us have greenstuff skills or don't have the confidence or time to play with greenstuff to make casts of bitz. Sometimes just buying the bitz is a easier route.

Another example is conversions of models before they have come out. Take the Stormraven and the Triarch Stalker. Both these models had plenty of conversions knocking about before they were released (Triarch Stalker isn't released yet and is coming soon, I hope!).

Now the Stormraven is like marmite, you either love it or hate it, though 8 times out of 10 the G.W one is going to be better than a conversion. The same goes for the Triarch Stalker. I've done my own Triarch Stalker conversion from a Ghost Ark, I'm not massive converter, but it looks alright though I have no doubt G.W's will be better. Another thing which worries me is the size, will the G.W Stalker be bigger or smaller? This is a big factor which could lead to possible problems in future games.

For me, I like to do DIY when it saves money. If G.W do something already then I am going to more than likely buy it. I haven't got the time to do conversions (unless there is not existing model) and my Blue Peter days are long gone (Turtle sewer box base ftw!). Though, conversion or custom models do look sweet and add a uniqueness to the army, especially if the entire army or a large portion is done in this manner.

What do you prefer, DIY or BIY?
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Hobby update - Autarch

Well shit the bed! I've done some hobby :D
I've recently changed my list and it now incorporates an Autarch with a Fusion Gun, I had a look at the GW Autarch miniatures and the only one in the shop was a finecast one. I had two choices, buy the finecast one and chop it up into what I needed or have a look in my bits box.
As you can see I searched my bits box and I'm glad I did :)
This is the first time I've ever built a miniature from bits, normally I just buy what I need, although he is still a work in progress I think he has turned out pretty well. More pics when he is complete :)
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