No High Elf book in the mail at work today as the mailroom took 1/2 the day off.
Welcome to ” The Alpha Legiondary Journey ” series, which is going to be my way of communicating, sharing and brainstorming with you – the blogosphere and wargaming community – as I slowly create a 2,000 points Alpha Legion-themed list to be used with the Warhammer 40,000 6th Edition ruleset. Originally I was thinking of calling this segment ” Alpha Legioning it Up “, but I’m pretty sure the fact that English is not my native tongue isn’t the only reason why this title is unpronounceable. Yeesh. My name is Skarvald the Troll-faced and I will be your host. Haha. Let’s start with the foundation of what “The Alpha Legiondary Journey” is trying to accomplish: GOAL:
The last several codices have brought a power change to 6th ed; all of them are well balanced and do not scream face stomping. The several previous codices were a different bunch of animals; Grey Knights, Space Wolves, Blood Angels (back in 5th) and even Necrons. What I want to determine is what is best for the game, super powerful codices like ones we have had in the past or nice and neat balanced books? Super Powerful blow yo face off The powerful codices come as a continuous stream through out 5th ed. If I remember right the Imperial Guard kicked off the power band – Vendettas for 130 points, Manticores dropping multiple blasts, multi special weapon Veterans and a whole lot of other things. Space Wolves followed with their Long Fangs, cheap Grey Hunters and Rune Priests with mega powers. Then was the Blood Angel codex which brought cheap fast Razorbacks, fast Vindicators, feel no pain and furious charge bubble. Here is where it gets interesting; Dark Eldar were after Blood Angels and I know they can be pretty powerful with their billion poison shots and mega lance fire, but Dark Eldar are weak and anything can take them down. So while they are excellent at shooting I would say they are not as powerful as the others due to their survivability. I know I.G are weak, but their mass of tanks are not
The question often comes up, “What is a good model or formation to add to my army for Apocalypse.”
Pink Horrors are a bit of a weird one in the Chaos Daemons codex thanks to the weird Tzeentch power rules. However they are the only Chaos Daemon troop choice which offers ranged fire support and despite having the weird warpflame rule, they do have a place in a balanced Chaos Daemons army. All about the pink, baby The Pink Horror costs a low 9 points and has a profile the same as a generic Guardsman, so nothing to write home about. No surprises they have the Daemons of Tzeentch special rule; this allows them to re-roll 1's and gives them
Got some painting in last night in front of the first fire of 2013 – cold evenings have come in a little later than usual this year but it is nice to have the fire going while your painting away. [Pictures are all pretty big so make sure you click on them ] Anyway – have completed the basic layers for each Slayer but have not applied any washes yet.
Continuing with my Chaos Daemons reimagining, the next unit is a bunch of Pink Horrors. I did paint a few of them way back in 2011 but I never thought I'd use them on the table top. I am glad I did thought because now I believe that the models are awesome and a joy to paint and it also gives me the excuse of painting something really pink.
Well my buddy Larry Vela over at Bell of Lost Souls posted some interesting news for us Apocalypse fans.
The Soul Grinder is one of the units in the Chaos Daemons codex which can have skyfire. At the moment the internet is going bat shit crazy about how awesome the Soul Grinder is for smacking flyers out the sky. The Soul Grinder costs 135 points and is a BS3 13-13-11 walker. As standard it comes with the harvester cannon which is heavy 3 S7 AP4 and has the skyfire rule. The Grinder has a few others things too which it can get from wargear/daemonic gifts, though we will worry about them later as they are not the point of this article. On average the Soul Grinder will hit 1.5 times when firing the harvester. To make it easier I’ll round it up to 2. Here’s the figures for shooting against armour value: AV10 – 66% chance to damage – 1.32 causes damage AV11 – 50% chance to damage – 1 causes damage AV12 – 33% chance to damage – 0.66 causes damage I am not going to do any higher than AV12 as the article is about skyfire for the Soul Grinder and I do not think there are any flyers which are AV13 – if there are then please let me know and I’ll add. So a single Soul Grinder doesn’t have much odds against a single flyer