What is the point in reviewing White Dwarf I hear you asking? It is merely a vessel for Games Workshop to list endlessly and relentlessly everything that they sell, with little to no content that can be deemed useful to the hobby. Well, this month its still a large majority of its usual self, but there is a fair chunk of brand new information within its pages.
WD starts with the introduction of Storm of Magic, something that looks to be quite an expansion to Warhammer. I don't know much about Warhammer as I have never played it, but the expansion sees a host of new models to be released including individual men and a fair few monsters. These come in the usual variety of materials including Citadel Finecast. The remaining coverage in WD looks at various articles surrounding the Storm of Magic release and culminates in a battle report based on the expansion.
The remainder of WD turns its focus on the goings on in Warhammer 40k. Beginning with a Dark Eldar workshop, tutorials are given for preparing and assembling Citadel Finecast and painting tutorials for the skin of Wracks (or quite conceivably any DE) and the vials that pretty much all DE carry. A few handy tips and tricks in there.
Then we move onto the Cities of Death feature which has 12 new official stratagems, giving a new one to each army type, and 4 new scenarios, as well as an article on terrain that has made me want to get going with designing and building my own battle board. The battle report then goes on to use one of the new scenarios and stratagems as the Space Wolves (led by Ragnar Blackmane) take on Huron Blackhearts' Chaos Space Marines.
The July edition of White Dwarf for me has been more interesting than any for a while. The 40k section especially as GW have not used their latest army (Grey Knights if you had forgotten!) to beat everything else to a pulp to prove it is a must have army. Here's to hoping that GW can keep it moving in this sort of useful direction, rather then reverting back to the 120 page advert for GW of recent times. And here's looking forward to the first part of Codex: Sisters of Battle that will be in next months White Dwarf.
Warhammer 40k blog for the playing of various armies and everything in between.
Wednesday, 29 June 2011
Monday, 27 June 2011
Space Wolves and Imperial Guard vs Necrons. Report 2
| Deployment Necrons v Space Wolves & Imperial Guard |
Ulrik the Slayer
Rune Priest - Runic Armour, Living Lightning, Murderous Hurricane
5x Wolf Guard - Arjac Rockfist, 3xCombi-Melta, Combi-Plasma, 2xWolf Claw, Powerfist, Power Weapon
6x Wolf Scouts - Melta Gun
8x Grey Hunters - Flamer, Drop Pod, Standard
8x Grey Hunters - Flamer, Rhino, Standard
10x Grey Hunters - 2xFlamer, Standard
2x Land Speeder - Heavy Flamer, Heavy Bolter
6x Long Fangs - 3x Missile Launchers, 2x Lascannon
Firstly we will look at the Anvils contribution to the battle. Coming in on turn one with the drop podding Grey Hunters, Arjac had the choice of chasing down the phase out total and smashing apart Necron Warriors, or going after the living God, the C'tan The Nightbringer. Needless to say, Arjac was in God hunting mood and dropped as close as possible to the C'tans position.
With Arjac out of the drop pod, began by firing off his hammer at the monstrous Nightbringer, scoring a wound in his very first attack while under my control, taking it down to 4 wounds. Further lascannon and missile fire saw the wound counter drop to three before the end of that turn. I was hoping to see some close combat with Arjac and his Grey Hunters against the C'tan, but it moved away instead choosing to try and hunt down the Rune Priest.
Following the Nightbringers attack on the Rune Priest and his squad, they were forced to fall back and flee, leaving the C'tan perched nicely on the top of a hill. Arjac followed closely behind, taking another wound from the enemy with his flying thunder hammer, reducing it to 2 wounds, which were quickly reduced even further down to zero thanks to some crack shooting from the Long Fangs. Unfortunately, the explosion from the dying Nightbringer caused a wound on Arjac, but the man mountain remained standing as of the end of turn 2.
Ulrik the Slayer
Starting off in a Rhino, the main aim with Ulrik for this game was to get him as quickly as possible to the front lines and then unleash him on the Necron Warriors he found there before moving on to the Destroyers that were hiding out behind them. In the two turns we played, objective one was achieved.
Ulrik took his rhino 12" from his first turn, before the transport was targeted and immobilised on the Space Wolves/Imperial Guard right flank. From here Ulrik and his pack of Grey Hunters set out on foot, managing to get into close combat with a full squad of Warriors. With Ulrik going first, he personally took down 4 Warriors while the remaining 8 men in his squad managed only 1 between them. The strike back from the Warriors caused no casualties and the Wolves sweeping advance saw no Warriors remaining.
During turn two the Necrons took some incredibly heavy casualties, losing two squads of Warriors, one squad of Destroyers with another squad waiting on their 'We'll Be Back' rolls and a Lord down as well. On kill points at the time the game ended it was Necrons 3 - 5 Wolves/Guard.
Conclusions
While Arjac and Ulrik both contributed during the battle it is still a little too early to decide whether or not they were used to the best of their abilities and indeed what those abilities entail. Arjacs hammer throw can damage even the mightiest of opponents, but luck must've played a huge part in getting two wounds out of two off the C'tan. The drop pod delivery system for Arjac also hampered his ability to get into close combat for the first turn, something that could potentially be remedied by the use of a Land Raider in future.
As for Ulrik, the delivery system was fine and got him to where I needed him to be in the time frame I required. He ripped through the Warriors without too much trouble, which leaves me wondering whether he would have been better used going after slightly tougher targets (as his rules suggest) or if using him to take out the most amount of Necrons possible in the quickest time possible was just as useful. Either way, his one turn of use was incredibly productive and leaves me wanting to try using him again.
Tuesday, 21 June 2011
Conversion - Cyclone Missile Launcher
And that's the sum of it. There really is nothing more to it than that, apart from adding on insignias of your own army and painting it up. So go forth now, and let those missiles cleanse the enemies of Humanity.
Monday, 20 June 2011
Finding New Gamers
Another Friday gone, another night of no action for my Wolves. I was all geared up and ready to take on anyone in a battle to the death, only to have everyone from my gaming group of friends slowly drop out. How often does that happen to everyone else?
The night wasn't a total loss though as I went off to the cinema for the first time since watching Cloverfield a few years back. This time it was Green Lantern and in 3D! Sorry to make that sound like a surprise but it was my first experience of 3D and it was incredible. But that would be an entire different story/review for another day.
Anyway, I enjoy playing 40k and playing for fun as it allows me to explore the codices more fully, being able to try out fluffy as well as the hardcore competitive lists depending on what I fancy. Winning is nice, but having fun with the list I put out is the main aim. But what can you do when you have no one to even put your army out against?
This whole post has been inspired somewhat by this article over at From The Warp about how people react to knowing the hobby we are involved in. Cracking read and everything in it rings true for myself. So where can you go to find other people who will want to join your battles?
First and foremost you have your local gaming stores, where ever they may be. You know everyone in their has at the very least one thing in common with you - miniature wargaming. Whether that is 40k, fantasy or any of the many other different wargames out there, someone will play your game in that store and will be up for a game or two. Outside of the most obvious place though, where can you go? Where can you find other gamers? Who can you convert to playing 40k etc?
None of the answers to those questions can be easily found. The internet is a great source for displaying your finished models, army lists, battle reports, conversions but you would have to cast a very thorough and wide net across many sites to find people in your locality. I found the gaming group I play with through Bolter and Chainsword and its worked out fine.
Other gamers can literally be found anywhere, but as largely discussed in the FTW article above, not many of us shout out from the rooftops about the hobby, so discrete enquiries are generally shunned in preference of keeping quiet about it altogether. This also impacts on trying to convert people into playing the game. Family members can be a good target as even if they decide to mock you for a bit over it, they will generally forget about it quite quickly as well. I am currently working my wife up to playing some 40k with me. Unfortunately she won't come with her own army, so I'm having to set up a second army so she has a force to use, but then I can use that army any time I want when I'm out playing on my own. Swings and roundabouts.
I'd be interested to hear anyones thoughts on how they increase their pool of opponents and how they attract new people to the 40k universe, and how you find existing players to join your gaming groups.
The night wasn't a total loss though as I went off to the cinema for the first time since watching Cloverfield a few years back. This time it was Green Lantern and in 3D! Sorry to make that sound like a surprise but it was my first experience of 3D and it was incredible. But that would be an entire different story/review for another day.
Anyway, I enjoy playing 40k and playing for fun as it allows me to explore the codices more fully, being able to try out fluffy as well as the hardcore competitive lists depending on what I fancy. Winning is nice, but having fun with the list I put out is the main aim. But what can you do when you have no one to even put your army out against?
This whole post has been inspired somewhat by this article over at From The Warp about how people react to knowing the hobby we are involved in. Cracking read and everything in it rings true for myself. So where can you go to find other people who will want to join your battles?
First and foremost you have your local gaming stores, where ever they may be. You know everyone in their has at the very least one thing in common with you - miniature wargaming. Whether that is 40k, fantasy or any of the many other different wargames out there, someone will play your game in that store and will be up for a game or two. Outside of the most obvious place though, where can you go? Where can you find other gamers? Who can you convert to playing 40k etc?
None of the answers to those questions can be easily found. The internet is a great source for displaying your finished models, army lists, battle reports, conversions but you would have to cast a very thorough and wide net across many sites to find people in your locality. I found the gaming group I play with through Bolter and Chainsword and its worked out fine.
Other gamers can literally be found anywhere, but as largely discussed in the FTW article above, not many of us shout out from the rooftops about the hobby, so discrete enquiries are generally shunned in preference of keeping quiet about it altogether. This also impacts on trying to convert people into playing the game. Family members can be a good target as even if they decide to mock you for a bit over it, they will generally forget about it quite quickly as well. I am currently working my wife up to playing some 40k with me. Unfortunately she won't come with her own army, so I'm having to set up a second army so she has a force to use, but then I can use that army any time I want when I'm out playing on my own. Swings and roundabouts.
I'd be interested to hear anyones thoughts on how they increase their pool of opponents and how they attract new people to the 40k universe, and how you find existing players to join your gaming groups.
Labels:
Ramble
Thursday, 16 June 2011
Space Wolves: Heavy Support
Long Fangs
Their normal load out for my lists are:
6 men, 3 x Missile Launchers, 2 x Lascannons.
This keeps it simple and allows them to focus on two different targets with similar weaponry. The missile launchers can focus on troops/light armoured vehicles while the lascannons focus on tougher vehicles. The sergeant is kept as basic as possible to keep the points cost down.
They are also normally accompanied by a Wolf Guard in terminator who will also be sporting a cyclone missile launcher. Added to the current set-up thats 5 Str 8 AP3 krak missiles with 2 Str 9 AP2 lascannon shots per turn until they can be cut down. Its no real surprise to see the Long Fangs targeted from the outset as they are able to deal out serious amounts of damage with their weaponry. The sergeants Fire Control special rule allows for vast amounts of damage to be done as fire from the Long Fangs can be directed at two different targets.
The Long Fangs are also pretty decent in close combat. With a full squad you can be looking at 14 I4 attacks on the counter-assault (as assaulting with them is something you don't really want to do if it can be helped).With your Long Fangs generally being in cover they will be striking first more often than not and should be able to do some damage, especially if they have a Wolf Guard with Power Weapon with them. If you read here, these Long Fangs were immoveable in the face of Blood Angels onslaught.
Land Raider Redeemer
As with all Land Raiders, the pinnacle of Space Marine vehicles is available to the Wolf Guard alone as dedicated transport, or as a heavy support choice. If taking it as the latter it is possible to load it up prior to turn one with any unit you have in your army and then run it forward to deliver its payload. Effectively you can launch a 20" assault (move the tank 12", disembark 2", assault 6") in one turn. So if you are loaded up with Wolf Guard, or even Grey Hunters led by a Wolf Priest/Lord, a lot of enemy units would fall under such onslaught.
Outside of this tanks ability to launch assaults half way across the table, the weaponry available on this variation of the machine is rather short-ranged. The Flamestorm cannons, while being Str 6 AP3 still only have the same range as your normal flamer template, which means you will have to be very close to your opponents troops to make them work. The assault cannon with its 36" range will help to clear out one or two men prior to launching any assault.
Land Raider Crusader
With its increased capacity to 16 models (from 12 in the Redeemer variant) this variant can transport up to 8 men in TDA or a full pack of Blood Claws led by a Wolf Priest, the latter of which gives 64 re-rollable to hit attacks on the charge in which you can have up to 8 re-rollable to hit power weapon attacks. The potential for inflicting damage on your opponent is incredibly high, but taking into consideration the cost of the tank and unit inside it you could easily be looking at a 550pt+ point cost.
The Hurricane bolters add in a decent amount of fire against the enemy before disembarking and assaulting, and the frag launchers help to negate the fact that terminators do not carry any grenades that can help while assaulting units in cover. It is fairly safe to assume though, no matter what you are transporting in the tank and what your plans are for the unit, that this flagship vehicle will be target priority number 1 for any enemy that it is used against. Using it in conjunction with drop pods and sufficient fast attack units will give your army enough of a hammer strike to hopefully put a big hole in your enemies lines before they have chance to take yours apart.
This post completes the quick look through the units I have painted and available for my Space Wolves. Hopefully over the coming weeks I will get a bit more game time and will be reporting back on the successes of the named characters and in which configurations and set ups they achieved their success.
In the mean time, please get voting in the poll on the side to decide which character model I will get hold of and get painted up for this blog.
Their normal load out for my lists are:
6 men, 3 x Missile Launchers, 2 x Lascannons.
This keeps it simple and allows them to focus on two different targets with similar weaponry. The missile launchers can focus on troops/light armoured vehicles while the lascannons focus on tougher vehicles. The sergeant is kept as basic as possible to keep the points cost down.
They are also normally accompanied by a Wolf Guard in terminator who will also be sporting a cyclone missile launcher. Added to the current set-up thats 5 Str 8 AP3 krak missiles with 2 Str 9 AP2 lascannon shots per turn until they can be cut down. Its no real surprise to see the Long Fangs targeted from the outset as they are able to deal out serious amounts of damage with their weaponry. The sergeants Fire Control special rule allows for vast amounts of damage to be done as fire from the Long Fangs can be directed at two different targets.
The Long Fangs are also pretty decent in close combat. With a full squad you can be looking at 14 I4 attacks on the counter-assault (as assaulting with them is something you don't really want to do if it can be helped).With your Long Fangs generally being in cover they will be striking first more often than not and should be able to do some damage, especially if they have a Wolf Guard with Power Weapon with them. If you read here, these Long Fangs were immoveable in the face of Blood Angels onslaught.
Land Raider Redeemer
As with all Land Raiders, the pinnacle of Space Marine vehicles is available to the Wolf Guard alone as dedicated transport, or as a heavy support choice. If taking it as the latter it is possible to load it up prior to turn one with any unit you have in your army and then run it forward to deliver its payload. Effectively you can launch a 20" assault (move the tank 12", disembark 2", assault 6") in one turn. So if you are loaded up with Wolf Guard, or even Grey Hunters led by a Wolf Priest/Lord, a lot of enemy units would fall under such onslaught.
Outside of this tanks ability to launch assaults half way across the table, the weaponry available on this variation of the machine is rather short-ranged. The Flamestorm cannons, while being Str 6 AP3 still only have the same range as your normal flamer template, which means you will have to be very close to your opponents troops to make them work. The assault cannon with its 36" range will help to clear out one or two men prior to launching any assault.
Land Raider Crusader
With its increased capacity to 16 models (from 12 in the Redeemer variant) this variant can transport up to 8 men in TDA or a full pack of Blood Claws led by a Wolf Priest, the latter of which gives 64 re-rollable to hit attacks on the charge in which you can have up to 8 re-rollable to hit power weapon attacks. The potential for inflicting damage on your opponent is incredibly high, but taking into consideration the cost of the tank and unit inside it you could easily be looking at a 550pt+ point cost.
The Hurricane bolters add in a decent amount of fire against the enemy before disembarking and assaulting, and the frag launchers help to negate the fact that terminators do not carry any grenades that can help while assaulting units in cover. It is fairly safe to assume though, no matter what you are transporting in the tank and what your plans are for the unit, that this flagship vehicle will be target priority number 1 for any enemy that it is used against. Using it in conjunction with drop pods and sufficient fast attack units will give your army enough of a hammer strike to hopefully put a big hole in your enemies lines before they have chance to take yours apart.
This post completes the quick look through the units I have painted and available for my Space Wolves. Hopefully over the coming weeks I will get a bit more game time and will be reporting back on the successes of the named characters and in which configurations and set ups they achieved their success.
In the mean time, please get voting in the poll on the side to decide which character model I will get hold of and get painted up for this blog.
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