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Games Workshop We were thinking, the day after the advance order notification for the Tau Empire went up, about the composition of the new Tau Empire codex. Fortunately the boys and girls over at Games Workshop have been kind enough to let us know which units fall in which parts of the army. This means we can look at which units compete with each other. Historically the Elite and Heavy Support choices in the Tau Empire codex were overloaded with good options. It looks like things aren’t going to change much! HQ: Ethereals Characters Commander XV8s Cadre Fireblades Bodyguard XV8s We’re fingers crossed that the Fireblade will be available as an HQ choice and that the 1+ restriction on XV8 commanders will have been lifted. Whether or not this happens is another thing entirely. The HQ slots seems relatively clear and the complete absence of Psykers no doubt made it much easier to keep this section slim. In White Dwarf Jeremy, the author of the new codex, points out that the Tau have a lot of kit. So fingers cross there’ll be some new toys to customise our models with. It’s also worth noting that Blacksun filters and Multitrackers come as standard in the new codex on the four XV suit variants
Every made a mistake with points and played games with a over costed or under costed list? sure you have and I have recently too . For some reason I thought Dark Eldar Ravagers were 115 points standard then add the 10 point flickerfield. In fact they’re 105 points so 115 including the field. I have put them down as 125 and because I’ve taken three of them that’s 30 points down! With my error fixed I’ve added another two Khymerae to my list and given the Haemonculus a hexrilfe for funssie. Ever made a mistake on points and cut yourself short?. Let me know so I know it’s just not me!
Tomorrow, the Angels of Vengeance will take the field for the very first time in a small local RTT. The tournament will be played at 1500 points, so I can no bring all of the toys. So stay tuned next week as this long awaited army is finally revealed. I might even try an update from the tournament on the new droid.
Well, now we move on to the protection that the Black Templars provide for their commanders: Command Squads! But to start off, we will be going over the little seen Terminator Command Squad. Honestly, I can understand why a Black Templar Terminator Command Squad is rarely seen on the field of battle. Some things (like these squads) just don't make sense. We have a Black Templar Commander or Chaplain (in terminator armor of course), screaming curses at the enemy as he prepares to charge. And we have the Terminator Command Squad that he is leading, built to not get into CC. That's right, the terminator command squad for a CC beast just so happens to be made up of what is so commonly refered to as “shooty” terminators. No lightning claws, no thunder hammers or storm shields, just powerfists and storm bolters. Basically, by taking a terminator command squad, you are stopping one of your best HQs from getting into CC by nature of what his squad is made of. Now, “shooty” terminators are good in CC. Against anything basic, like guardsmen or Fire Warriors, “shooty” terminators will do just fine.
With the release of the Rising Powers, expansion for Malifaux, players of the magnificent game got some great additions to their crews. Some of the new models appeared to be broken, too powerful; I saw that since I read the book for the first time. The biggest name that jumped out was Hamelin, the Master version, but there were also Dreamer, Lucius and Collete. Reading throughout the book I was happy to find out that the Gremlins got their own “chapter”. That wasn’t hard to imagine, as Gremlins are very popular among the gamers population. Guy who did sculpts is my idol, I admire his skills. Everything he did on the Gremlins from the first rulebook was great, models were funny and humorous and very detailed. Pigs and Gremlins, that was a great crew to carry out on the field! Then I saw the rules of the new Gremlins.
These last few years, as I got a job, trying to finish the studies and prepare myself for a real life, I started to use my spare time only for playing games. I bought many minis and stuff, but lots of them are left unpainted and some still even unassembled. When I find the time, I use it for painting a single mini at a tabletop quality, but I lacked the terrain. I couldn’t find the time for minis, so I definitely could only dream to make some complex and good looking terrain. Lack of terrain wasn’t the problem for a while; I had some trees and hills, even one fort that I haven’t donated to a local community when I closed my gaming store. So Warmachine table had everything I needed to play, Warhammer too. Then I found out about Malifaux, and I was instantly drawn to the game. I liked everything about it, and I tried the game with my friends. We came to conclusion that we need much more terrain if we’re going to play Malifaux as it’s intended. Malifaux had some special rules for many terrains and there was much bigger interaction between models and terrain in it than in any previous miniature games I’ve played
I had to take a break from the assembly-line painting for a bit, and finished up the second Dark Eldar Archon – Duke Harkanet. Second in command to the Crimson King, Duke Harkanet takes to the field with his bodyguard of Incubi, and as such wears similar colors. Duke Harkanet is the Crimson King’s second in command, and takes to the field with his bodyguard of Incubi, and as such wears similar colors. Armed with a Soul Trap and a Husk Blade, he’s used to hunt down enemy ICs which grant him a strength boost for every one he kills The Incubi have been posted before, but I thought I’d include a pic again to show how the Archon ties in with the unit. Eventually I’ll be building four more Incubi to fill up the Raider, though the squad can also be cut down to 4 and put them and Duke Harkanet in a Venom… It’s good to have options!
Hey there Warmonger’s! We got a treat for you here. Today we have some more info from Dream Pod 9 . Dream Pod 9 has now released their Heavy Gear Blitz! L&L Field Manual. The Field Manual is a 60 page rules supplemt to the Heavy Gear Blitz world. Like all their released it come is B&W and Color and in PDF if you like as well. This supplemt runs $30 for the full color and $15 for the B&W versions. Now what do you get with this supplemt? – New rules and flow chats for ease of use – New data cards for all minatures Now here is the cool part…If you got the eBoook via DriveThruRPG then the field manual is free! YES FREE!!! Im telling you I love how the company does things.
Here is the first piece of my field artillery project. Inspired by the Death Korps artillery, I hunted through the 1/35 scale section of my hobby store until I found this, an 8 inch howitzer. The rubber wheels fit in, since this will be added to my Odin Planetary Defense Force, who fight in the city a lot. Everything possible is moving on this kit, so it can be put into towing position. Which brings me to the crew, six militia and four horses to pull the thing into position. Well, thats the other half of this project…
Not a lot of hobby time over the past week, but I did manage to go through my miniature collection and snap some pics of some older models that lurk on the shelves – so today it’s time for another Hobby Retrospective. Sadly many of the Specialist Games that GW used to support have been deprecated and it’s but once in a blue moon that we see any new models or rules for any of the great games they used to support. One of my personal favorites is Necromunda, the skirmish-level, campaign-centric game of gang wars in the underhives! My local gaming group has played countless games of Necromunda and we still dust off the old minis and terrain occasionally. My main team is The Azure Serpents, a group of Delaque gangers who these days more often serve as ‘generic bad guys’ for my Rogue Trader campaign.