Since writing my article about the rules for broadsides in the Tau codex I’ve been thinking a lot about which is better between the heavy rail rifle (HRR) and high-yield missile pod (HYMP). I’m going to talk through it here to hopefully help me make my mind up. I’ve said many times in the past that I’m not a big fan of math-hammer but in this case I think it’s necessary to back up what I’m saying. The Importance (or not) of AP1 When I was originally reviewing the broadsides I talked about the importance of AP1. I still think it's a huge plus for the rail rifles in that, should you penetrate, you've got a 50:50 chance of destroying the vehicle outright. You're always going to Stun it too as a minimum.
So I got a chance to page through the new codex(sadly didn't buy because my store ran out of copies) and man can I say there are some things there that are easily
For the other articles in this series, check the following links:
Below is the completed army for the 1250 Great Escape Games- Contest of Champions, for Sat Jan 19th 2013. In past years they had some strict Comp rules, and this list was built with those comp rules in mind. Just recently they announced that they would not be using the comp rules. Too late now! It's all painted. In the next few weeks, I'll be going over the paint for the individual units. Until then, good luck at the COC.
Back in 5th ed the Sanguinary Priest was worth the weight in gold and any Blood Angel player with his salt would take one. In 6th things have changed quite a lot for the Priest and now Blood Angel players are questioning whether it is worth taking a Sanguinary Priest or not. The Sanguinary Priest costs 50 points and has the same profile as a normal Space Marine, except the priest is WS5. Wargear is just normal stuff, though the blood chalice is the item of wargear which gives the Priest two very special rules; furious charge and feel no pain. In 5th Blood Angels were probably king of Razorspam; their vehicles were fast and could move 12″ and still fire a weapon, this would bring fire power against the enemy extremely quickly. The Angels would then disembark next turn and unleash a salvo of small arms fire followed by a charge, thanks to furious charge they would be S5 and I5. Unfortunately the above is no longer the case. No unit may charge from a vehicle unless it is an assault vehicle, so Blood Angels have the option to use a Land Raider or either a
Hi, I’ve taken a while to get this sent to you, but I decided to have a think on my own first. So what do you think of this list? 1500 points Dark Eldar: Kabal of the Silent Sting Baron Santhonyx 5 Wyches with Haywire in venom with splintercannon upgrade 5 Wyches with Haywire in venom with splintercannon upgrade 5 Wyches with Haywire in venom with splintercannon upgrade 5 Wyches with Haywire in venom with splintercannon upgrade 10 Kabalite warriors with blaster and splintercannon in raider with splinter racks 10 Hellions with stunclaw 6 Reavers with 2x heat lance Ravager Ravager Razorwing My thinking is that the wyches and ravagers give me some solid all round anti-tank, while all the splintercannons rack up to some decent anti-infantry. I know some people don’t like to do this, but the razorwing is there so I have a) a few more dark lances and the option to lay down some blasts, and b) so that if the enemy has a flyer or two of their own I can actually do something to them. I know that the problem with wyches is that they can’t charge the turn they get out, but I’m hoping that by having 4 squads, I can get them all out at once, sprint to cover and have at least one or two survive for a next turn assault (this assault probably happening around turn 3). I have thought about trueborn but was unable to really fit them into the list without taking away some of the things I like about it but am open to suggestions. I have 2 main questions: should I be taking any upgrades for the wyches other than haywire (e.g. razorflail, shardnet, etc?) and secondly, do I have too much anti-tank? Scaling up I would probably add incubi, trueborn and Vect or Lelith as well as potentially beefing up the hellion squad
Pressing onward with the guard vehicles for the glorious 7th brings us to the Charybdis Assault Launchers, which I’ve used alternately as proxy Griffons or Hydras as the situation calls for. Made from the older Chimeras, some bits from the vehicle upgrade sprue and the launcher and top hatch from a space marine Whirlwind, they fit together surprisingly easily!
The humble Land Raider, how it went from the king of mech at the dawn of 5th ed and to bottom of the junk heap in 60 seconds flat. The cause of the demise of the Land Raider is down to two factors 1. mech being strong in 5th 2. melta rise. But now it’s 6th ed time and have things changed for the unlucky Land Raider? Survivability
In part one the big baddy known as the
Vehicles in 6th ed have taken a, well a change is the best word to use. For Worse This rather simple change has effected