Saturday, June 30, 2012

6th Ed. Army FAQs posted!

Fuck man, my Huskblade!

Here here!

http://www.games-workshop.com/gws/content/article.jsp?
categoryId=1000018&pIndex=1&aId=3400019&multiPageMode=true&start=2

IG is as strong as ever.. the Vendetta is just out of control.  Not to mention Deathstrike just pours down S10 Large Blasts with not reduced damage, and the Hydras have Skystrike and don't allow Jink saves.

SW Frost Weapons are now only AP3, except for the Frost Axe which is basically a Power Axe.  A few things changed so that Ragnar's Wolf Howl can only effect SW models, and Arjac has to issue and accept a challenge whenever possible.

BA loses the ability to Scout Smoke their Baals, most of their buffs like FNP and FC can only effect friendly BA models (no Allied bullshit), Red Thirst ICs can only join Death Company and a few weapon changes (like the Chaplains using Power Mauls).

DE definitely saw a nerf in Huskblades and Agonizers as they are now only AP3.  Razorwing and Voidraven both lose Aerial Assault so the only one who has it is the Ravager.  Allies cannot use the webway portal, and  you definitely cannot assault when your units come out of them.  On the bright side, you can now FF against Dangerous Terrain tests.

Thursday, June 28, 2012

Dark Eldar in 6th Ed.

Don't nerf my Huskblade!


These are my predictions for what will happen to Dark Eldar in the next edition.
I haven't been wrong about predicting what will happen to an army over editions for a very, very long time, so I don't think that'll start happening now.

Below, I will list my sources, then talk about how this will effect the Dark Eldar army.  I don't think I'll cover the Space Marine armies because the entire warhammer internet has exploded about all the possible things that can happen to Space Marines.

Anyways, my sources:
http://www.frontlinegaming.org/2012/06/26/6th-ed-rumors-and-confirmations/
http://www.heresy-online.net/forums/showthread.php?t=112662

I guess the biggest question is:  Will Dark Eldar be better or worse next edition?  Well, let's go over a few details and then I'll let you guys figure it out.

Let's start it off with...

Jinking
If a Fast Skimmer moves at all, it gains a 5+ cover save.  If it goes Flat Out, it gains a 4+ cover save.
Does this make Flickerfields useless?  A little, but FF is an invulnerable save that can still save things from flamethrowers, close combat attacks or anything that ignores cover saves.  However, I will say that I'll be dropping FFs from all my vehicles and keeping the Night Shields instead.  I've always been a fan of Night Shields, so there you have it.

Tuesday, June 26, 2012

6th Ed. Ramblings and Predictions

I will have the book this weekend.


First, my sources:
http://www.heresy-online.net/forums/showthread.php?t=112662
http://www.lounge.belloflostsouls.net/showthread.php?t=22683

I don't want to go too far and deep into this, but I have some predictions for 6th Ed. that you might or might not agree with.  Please, feel free to chime in and let me know if any of this is incorrect.

Lets start with some of the things I noticed.  Please excuse me if this is unorganized, but I just wanted to write some shit and get it out of my head.  There's a lot of info here, so open up the two threads I linked above so you can follow along.

Also keep in mind that I'll be talking from a DE, SW, BA player's perspective, as well as touching upon GK, Tyranids and other armies I find interesting.  I will use bold and italicized to cover army specific stuff.

Thursday, June 14, 2012

300pt Dust Warfare Recap

Yes it did.

I played a 300pt game of Dust Warfare on Tuesday and it was quite enjoyable.  As most of my BRs are more self-reflection and bullet point analysis these days, this will be short and to the point.  I'll talk about some of the stuff I found interesting and tactical mistakes and good plays that happened during the game.

First, the army lists--

My 300pt Axis force had..
PU: Implacable = 15

C: Heavy Kommandotrupp + Lara = 64
1: Axis Gorillas + Markus = 48
2: Heavy Recon Grenadiers = 30
3: Battle Grenadiers (+Pzshrek) = 20
4: Battle Grenadiers (+Pzshrek) = 20
S1: Sniper Team = 12
S2: Medium Pz Walker-B "Ludwig" = 40
S3: Medium Pz Walker-B "Ludwig" = 40

My opponent (Chris) had:

Combat Platoon
C: Ranger Command Squad
1: Ranger Combat Squad
2: Ranger Recon Squad
3: Ranger Weapon Squad
S: “Pounder” Medium Walker
S: “Steel Rain” Medium Walker
S: Observer Team

Elite Platoon
C: Ozz 177
1: Heavy Ranger Assault Squad
2: Heavy Ranger Attack Squad
3: Heavy Ranger Tank Hunter Squad
S: Sniper Team

Ozz 177 attached to the Heavy Ranger Assault Squad.

Wednesday, June 13, 2012

Been playing Diablo III

Addiction is bad.

Sorry for the lack of updates guys, but I've been playing a lot of D3 lately.  I have a Monk in pretty good gear but I'm still getting hammered in A3 and 4 Inferno.  I do quite well in A2, even though I do die some times.  A1 Warden and Butcher farming can only go so far so I'm definitely hoping for more dual wield possibility.

Here's some pics of my Monk's stats:

These stats are with Enchantress buffs.

My skills look like the following:

Concussive + Resolve is king.

And here's a pic of my gear:

I need better resists.

I also played some Dust Warfare last night (300 pts), so I'll write up a short recap/BR of it in a little bit.

Thursday, May 31, 2012

Placed an order for Dust Warfare

Shit just got real.
I was so impressed with my last game of Dust Warfare that I placed an order for an army today.  I decided to go with the Axis because I have a long standing fascination with the Wehrmacht.  As for the actual design of the army itself, it's only fair that I take you guys through my thought process and why I chose the units I did.  Before I do that though, I'll show you guys what I ordered exact:

Core Set Revised - Gets me Lara, Sturmpionieres, Heavy Laser Grenadiers, Heavy Flak Grenadiers, "Hans" Light Walker.
Axis Gorillas box + Operation Seelowe for Markus
Axis Observer Squad + Sniper Squad box
Axis Heavy Kommandotrupp box
Axis Heavy Recon Grenadiers box
2x Axis Battle Grenadiers box
2x Axis Medium Panzer Walker box

All this costs ~182 with free shipping from Miniatures Market.  I'm planning to split the Core Revised box with someone so -25 for me there and I'll probably sell the Allied Hero from Seelowe for another 12.  This equates to the entire Axis army worth just shy of 400 or so points for a price of 145 dollars.  Considering how the competitive level to play Dust Warfare is 300 points, I just bought myself a full army for less than 2 GW Land Raiders.  I think that's enough said right there.

Tuesday, May 29, 2012

Played some Dust Warfare today


I finally got to test out Dust Warfare today and I'm quite pleased with the result.  The game was very brief for 150 points on both sides and it gave me a pretty good idea of how the game functions.

Here are my thoughts:

  • The game runs very smooth.  The dice rolling is very straight forward, the model rules are very straight forward and the weapon rules are... very straight forward.  There's special rules to remember, but the easy rolling keeps everything moving at a good pace.
  • With that said, we were able to play a 150 point game in a short amount of time.  There were 4 units on each side with 1 Light walker for each player.  We were both pretty familiar with the rules from reading them over, but we were still new at playing.  I think more experienced players can play a 300-point tournament game in ~2 hours without a problem.
  • To go with the above, the ~2 hours of playing will be highly interactive, engaging and will not be boring for either player.  The reason this is so is because of the reactions (and therefore, decisions) the opposing player gets to make when you do something.  E.g. There was one time a unit of allied close combat troops (flamers and shotguns) got too close and I reacted by moving away.  Even though that's one less action for me, it prevents them from tearing me up damage wise.
  • Another time that keeps the game moving is lethality and damage.  Damage in this game is no joke.  If your infantry is marching out in the open and you get lit up by a unit with multiple machine guns, you're done.  Lethality is similar to that of Infinity (and therefore realistic damage) where you best be jumping from cover to cover if you're planning to live.  Using LoS blockers such as buildings and wide flanking attacks will serve you much better if you don't want your units being shot up.  You should only lose infantry if you're charging in heroically and giving your other units a chance.  Things really get busy once you hit the 16" range.  Weapons start opening up, units start dying and the battle really starts moving forward.
  • Suppression is also super important and love the idea of it.  By shooting your opponent's units, you are limiting his options in the next few phases.  You are putting a strain on his troops and forcing him to make decisions to keep his units combat effective.  Since this game is reactionary, each and every action you make as a player is important, even the ones that inflict no "real" damage.
  • Now that I've seen 150 points, I want to see 300 points immediately.  I want to start buying models, I really do.  I'm almost begging FFG to take my money, but the fucking dipshits don't know how to properly release a full-fledged miniatures game.  I want to buy Markus, plain and simple.  The same reason I want Heavy Laser Grens and just Totenmeister by herself.  Why don't I have the option to do this?  I'm practically begging FFG to take my money but they're not giving me the option to do so.  I find that to be utterly, and I mean utterly ridiculous.


I'll add some more thoughts tomorrow if I come up with any, but overall I want to play again.  Now.