Thursday, November 11, 2010

The Hive Mind's Next Army...

So these new releases and helping B with his army design/painting has really inspired me to collect an Eldar army. However I don't just want to amass every unit in the Codex and use the models that GW provides. Instead I am going to make this army my ultimate conversion army. I will vow to make it almost entirely out of Plastic bitz and start to learn how to cast my own resin parts to convert particular units.

I found an AMAZING post that has inspired me to do this task but I won't release my sources.... haha!

So after about 90% of my Nids are painted and battle hardened, it is official that Eldar will be my next army!

So my first order of business is to write a 2000 point list and work to layout designs and bitz accordingly.

Eldar rejoice!

With the new Imperial Armor 11 book en route the UK Gamesday revealed a bunch of new units/models under construction. Besides the usual Imperial type units that are typical to be released (this time rumor mill includes a new Land Raider variant, Space Wolf Thunderwolf Calvalry models, Dreadnought variants, etc.) this time Forgeworld is focusing on some much needed Craftworld Eldar!!

The known facts that this book will reveal include new vehicles (rumored to be 3-4 new tanks, 2 confirmed), new Aspect Warriors (1 confirmed, 1 more rumored still under development), and 2 new troop choices!!!

Here is what I could find on the new releases by Forgeworld.

First up the Lynx! It appears to be a mix between the Apocalypse Scorpion tank allowing an Eldar player to field a Pulsar (Apocalypse level Brightlance) on the field. As you can see the model is slightly larger than the Falcon/Prism tanks. My only thing that I don't like about this type of tank is that it is very vulnerable to weapon destroyed results relying up Holo-fields to save them.



Next up is the Hornet. If the Vyper, Warwalker, and Falcon had a baby, this would be the result. The experimental rules are up on Forgeworld.

Hornet: Armor F 11, S 11, R 10 BS: 3 55 points FAST ATTACK

Unit Composition: 1-3 Hornets
Unit Type: Vehicle (Fast, Skimmer)
Special Rules: Scout
Wargear: Star Engines, 2 weapons from the following list

Weapons: Must be armed with 2 of the following weapons...
Shuriken Cannon @ +5 points each
Scatter Laser @ +15 points each
Eldar Missile launcher @ +20 points each
Starcannon @ +25 points each
Bright Lance @ +30 points each
Pulse Laser @ +40 points each

Options: Any Hornet may be upgraded with any of the following...
Holofield @ +35 points
Vector Engines @ +20 points
Spirit Stones @ +10 points


These beauties will in my opinion replace both Warwalkers and Vypers. They can bring the same firepower that Warwalkers bring and still can outflank, but they are more resilient (Not open-topped and higher Front and Side armor) as well as much faster (built in Star Engines). Vypers are 10 points cheaper but think about what you get with the Hornet vs. the Vyper....

+1 Front and Side Armor, NOT open-topped, built in Star Engines, can Outflank or Scout move, Pulse Lasers!!!

The good news is that these babies are Fast Attack choices and don't compete with all the Heavy slots within the Eldar army.


Now onto another awesome new unit!!!

Say hello to the Shadow Spectre!!!






The low down on these little beauties is thus.... Imagine a Jet-pack (Not Jump pack), armed Infantry with a Prism cannon. That is what you get with this beauty.
Only 1 model has been sculpted thus far but Forgeworld has confirmed that they plan to design 5 models (a full squad with Exarch), as well as a possible Pheonix Lord!!!
Rules for these guys are still in the rumor mill but what we are fairly sure is this...
They can link fire similar to Fire Prism tanks, getting stronger with each linked shot. They have Jet-Packs, so they move like Tau battlesuits and can still fire their heavy weapons. The gun is rumored to be able to provide both the focused and dispersed beams like the Prism tank. We know that the gun is a Heavy type and a Lance weapon. Everything else is speculation. The hope is that these guys will be Fast Attack but I doubt it as they have HEAVY weapons and are similar to Tau Broadsides which are Heavy choices.
The other rumor for the remaining aspect warrior is a melee jump pack infantry unit. Something like a Banshee and Swooping Hawk mixed together.
This really makes me want to start a Craftworld now!!

Tuesday, November 9, 2010

Hive Fleet Hellmouth cont...



3 Warriors with Boneswords & Lashwhips completed. 3 more in the works.
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Sunday, November 7, 2010

Last few weeks work...


Found this from another Tyranid Player. Apparently his kid found it at Toys'R'Us and it had a baby Dragon in it... Kid didn't want the egg... Looks like I will be making a trip to Toys'R'Us to pick about 4 of these up to make new and improved pods...








Brian's Wave Serpent that I helped him paint this weekend to get him started on his Eldar. For my first vehicle ever, it's not too bad.





Another view...













My Nid's that I have completed painting these last few weeks....




3 4th edition Raveners (Pewter).













2 Lictor's and 1 Deathleaper (camo legs)...













8 Ymgarl Genestealers...













10 Gargoyles....














3 Pyrovores...















1 Trygon Prime...... god this thing took forever....




Next on the agenda for painting includes ... 10 more Gargs... 6 Warriors with Boneswords.... 1 Tervigon.




Monday, November 1, 2010

Walking Dead

A fantastic comic book series has come to TV. AMC is hosting 'Walking Dead' which premiered yesterday (10/31). I haven't watched it yet but I have read the comic series. It should be epic if it is anything like the comics. Even if you don't watch it, go read the series.

Go get your fix of zombie apocalypse.

Demons and Robots

DEMONS AND ROBOTS
The new robotanic metal band is on tour at your local dive bar!

If only...

This Saturday was supposed to be the début of my Cyrxian forces against the Protectorate of Menoth. Alas the Protectorate bailed so the battle never happened. Probably for the best as I still haven't come to an understanding of the rules.

Game 1
Instead there was a 4-way battle of 500 point teams. Demons and Necrons (team democrons) vs. Orc(k)s and eldar (team Eldorcs). At 500 points I have room for my required choices and that's it. 20 Necron warriors, 1 Lord with a rez orb.

Objectives on opposite ends of a square table, lots of random terrain between us.

Turn 1
Eldorcs elected to go second so I deployed behind a bowl of fruit next to our objective. My demon ally does not get his choice of the wave of demons and his khorne bloodletters and whatever that superbloodletter's name is show up and run for cover.

Eldorcs (2 units of jetbikes, a warwalker, a wraithlord) (big orc with lots of CC stuff, 2 trucks full of boys and a nob with a power claw, a can) have the jetbikes and trucks rush forward. The artillery (orc can, warwalker and wraithlord) open fire and wipe out a bunch of bloodletters.

Turn 2
Demon reserves don't enter, bloodletters and superletter run 2" through the cover (1" difficult terrain and 1" run). Necrons position themselves to shoot (did I ever mention how I dislike 'rapid fire'?).

Eldorcs trucks and jetbikes run forward and shoot. Artillery takes out more bloodletters.

Turn 3
Demon reserves don't show up. Bloodletters continue to run 3". Necrons open fire on the trucks but only destroy a weapon.

Eldorcs jetbikes open fire on the Necrons but to no avail. Orcs jump out of the trucks and rush the Necrons. They manage to deal no wounds (half are swinging at the lord anyways) and my Necrons don't hit anything either. Artillery takes out more bloodletters (me demon ally could not roll for crap).

Turn 4
Demon reserves (pink horrors and the Masque) come and land right next the eldar jetbikes. The Masque tries to do that puppet thing where it makes the enemy move. One group of orcs not in the truck but not in combat get moved right into rapid fire range. Pink horrors and Necrons cut them down.

My lord is take out in close combat.

Eldorcs open up into the pink horrors and Masque, wiping them out. More Necrons go down against the orcs. The superletter and remaining bloodletter are charged by the orc boss and can. No one is wounded.

Turn 5
With my demon friends deadlocked with a khan, jetbikes bearing down on my one free unit and my other unit locked into a close combat that they would eventually lose to attrition, things were looking grim for the Democrans. The orc boss went down to the superletter but was then cut down by the can. The remaining bloodletter wouldn't be able to hurt the can because of the armor value.

My Necrons in combat were wiped out by the orcs (lord did not make the WBB roll). The remaining unit of Necrons were hit by the jetbike unit but few loses. I called the game at that point.

Thoughts
I dislike 500 point games. Not because I lost but because Necrons are worthless in such small games.

Game 2
The eldar player had to leave, something about catching a plane to Ohio. So we played one of those 3-way battles where two people fight it out and the last person wipes up whatever is left. This time I got to be that third person, sort of.

1000 points (thank the toaster gods) Demons vs. Chaos vs. Necrons.

Same table with two objectives in one quarter and everyone else in the others.

Turn 1
Necrons go first castling up in one quarter with the monolith out front screening the warriors, a small unit of scarabs screen behind the warriors, immortals and a lord next to the monolith, one unit of warriors in reserve. We run for some cover, awaiting the inevitable badness of demons but safely out of range from the chaos warriors.

Demons go second, the chaos gods disagreeing with the wave choice (this guy has some of the worst rolling, ever he really needs to make his waves even to avoid that). So the superkhorne greater demon (where everyone re-rolls to hit and he can't fly) with 2 units of 6 fiends try to drop on the chaos warriors but scatter off the board and then are destroyed by the deep strike mishap roll. Considering half of his army was wiped out we told him to try that over again. This time he landed pretty close to the chaos warriors and then ran everything forward towards them.

Chaos warriors roll up towards the demons (3 rhinos full of 2 units of guys and then a unit of possessed with a psycher of some kind) and open fire, wiping out a unit of fiends.

Turn 2
Necrons begin to take pot shots at everyone, taking out a weapon on a rhino and killing a fiend. I continue to press close to the objectives. My reserves come in, surprisingly so I let them file out of my monolith.

Demon reserves decide to come in: a soul grinder (fully loaded) and a unit of demonettes. Grinder opens up on my Necrons with phlegm (big template) but misses entirely. The demonettes run forward.
The other half (superkhorne and fiends) rush the chaos marines opening up one rhino and devouring the gooey insides but leaving themselves exposed for the other two.

Chaos marines kill the superkhorne, psycher and possessed rush the fiends and a fierce battle ensues with the possessed coming out on top.

Turn 3

I open fire with everything I've got against the soul grinder and even get my particle whip to land right on the thing's head then fail to roll a penetrating hit (needed a 4+ damn it). My immortals manage to glance off the phlegm cannon while the other unit of warriors wipe out the demonettes until there is only one left.

Demon fiends are finished off by the possessed, the soul grinder rushes my Necrons and tear up 5 of them. Luckily they are close enough to my Lord to get the benefit of the rez orb. The lone demonette rushes the other unit and the Necrons take it down.

The lone chaos rhino still intact rolls up towards the objective and the possessed start to walk down towards it as well.

Turn 4
With the soul grinder breathing down my neck and chaos marines lumbering my way I'm in a tight spot. I luckily make all of my WBB rolls then pull that same unit away from the soul grinder. Then proceed to ram my monolith into the chaos marine rhino but I don't roll high enough to penetrate the armor. I open fire with all of my Necrons into the soul grinder and manage to whittle it down to one close combat weapon. I then rush my scarabs (remember those? They've been hiding this entire time) into the soul grinder to delay it. Meanwhile my immortals and lord teleport within firing range of the possessed and start picking them off at a distance.

The soul grinder wipes out a base. And combat resolution wipes out another base.

Chaos possessed run towards my immortals. The rhino backs up and tries to take out the monolith with a melta weapon but misses.

Turn 5
My monolith particle whips the possessed and takes most of them out. I would have whipped the rhino but I was worried it would scatter right back on my or my other units. My warriors run away from the grinder towards the objectives. My scarabs are wiped out in close combat and the grinder consolidates up.

The grinder then rushes the monolith (surprise there but considering the demon player has just this model left I think he was in the mood to goof off at that point) but he glances it.

Chaos marines again try and take out my monolith but fail.

Turn 6
My immortals take out the rest of the possessed, my monolith closes in on the objective next to the chaos marines, contesting it, fires at the grinder, misses. The rest of my forces close on the remaining objective.

Grinder tries again to take out the monolith and fails.

The chaos marines try again and fail.

Victory Necrons

Thoughts
On the one hand I was lucky that the fiends did not target me. On the other hand I castled up pretty well and defended my quarter pretty well. The mobility provided by the immortals and the lord is always nice but I did miss my destroyers. I don't have a lot of options to open up armor. Sure, ALL of my forces can glance something but that usually does not happen. 20 warriors with rapid fire hit on a 3+ lay down a lot of hits. But then I need 6's to glance and 5-6 to take off weapons or immobilize the target. That doesn't happen as often as you'd think. Additionally it seems like every vehicle now ignores shaken and stunned so glances statistically don't do much for me ever.

Toast for the toaster god!

Friday, October 29, 2010

Dark Eldar Thoughts

So I played my first game against the new Dark Eldar against a VERY experienced player who wrote what he referred to as, "the unbeatable list." Here are my initial thoughts on the codex, the units, tactics, and counter-tactics.

Initial Thoughts: Dark Eldar are a beast! They have been and still continue to be the embodiment of a 'glass cannon.' They hit like a freight train but can be killed in a matter of seconds from the most humble of weapons.

Units: Their HQ's are pretty good overall. I would even venture to say probably some of the best in the game. Archons are just fantastic! The codex is full of wargear options that put Space Marines to shame! The wargear allows players to customize their Archons to do exactly the kind of combat they want. The Shadow Field is back (2+ invulnerable save), Clone Field, Agonizers, Husk Blades (Power Weapon that causes instant death...... I hate this thing), Webway portals, etc. The other two options for HQ's aren't ask good by a long shot. They have a HQ version of a Wych that has terrible wargear options in comparison for more points.... They also have a HQ Homunculus (spelling) that can be very useful in providing a unit with free pain tokens to start the game.

Their troop section is soooo easy but soooo good; Wychs & Warriors. Warriors are better now that they have poisoned guns, and Wychs put my Genestealers to shame in CC.

Elites: Incubi are fantastic with some new rules that make them even more nasty. I always have referred to them as Striking Banshees due to their mix of both good benefits that the two Craftworld Aspect warriors provide. Wryack's = Troop version of a Grotesque from 3rd edition. Basically a T 4 Dark Eldar with a pain token already. Super Warriors = Basically these guys are Kalabite Warriors with more weapon options, a higher leadership and more attacks. Watch out for small squads of 5 in a Venom armed with 4 blasters! Think of a Fire Dragon squad... that is what they can do. Super Wychs = same as Wyches with more wargear, more attacks, higher leadership, etc. Mandrakes = Dark Eldar mini Lictors.

Fast Attack: Ravagers = PWNAGE! Same stat line and weapon upgrades from 3rd but with a new rule.... They can move Crusing speed (12") and still fire ALL guns! Hellions = super fast warrior equivalents with a few more attack and some additional firepower. Jetbikes = super speed!!! They can turboboost 36"!!!! Scourges = mobile firepower in the form of a slightly better armored warrior.

Heavy Support = Talos = same as before with more options. Mini-Talos = a more gun oriented version of the Talos. Nightwing Fighter = 1 turn wonder for 110 points. Deathstrike Bomber = imagine a mix between a Nightwing Fighter, with a bomb for every enemy type. Grotesques = Str 5 T 5 W 3 with a pain token.... pretty nasty.... especially since they are only 35 points a piece.

Transports: Raiders = same as before with MORE upgrades (about 20 vehicle upgrades). Venoms = Imagine an Eldar Vyper with their gun turret removed and a platform behind that can transport 5 guys. Oh and it is better armed than a Vyper..... for only about 70 points..... (Sorry B).

The game we ended up playing was Annihilation with Dawn of War setup. My list I tailored to fight DE and initially I thought I would get completely destroyed after Turn 1. However that didn't exactly happen. I ended up staying alive and forcing a draw.

Dark Eldar tactics are thus... 1) Get first turn, 2) Destroy as much on the table as possible by either popping transports/tanks/heavy weapon teams, and then 3) fly around your enemy and blast them to death with a little CC action now and then.

Dark Eldar are fast! Believe me reading the rules is one thing but then seeing them in action is quite another... It is very disheartening when in 1 turn your opponent can have his ENTIRE force already assaulting your army or in rapid fire range. Dark Lances combined with Splinter weapons are the best for all enemies.... Lances for the armor and heavy infantry and Splinter weapons for everything else! For christsake they can upgrade their Raiders to move an additional 2D6" for a total of up to 36" in 1 turn AND they can still assault......

With that being said don't be disheartened when a quarter of your army is smashed in 1 turn. Follow these basic tactics to crush them. 1) Put everything you can into cover or provide a cover save to them... This not only can save your infantry or vehicles from the 1st turn massacre but can protect yourself from possible 1st turn assaults as well. 2) Shoot down the transports and then mop up the squads. I had 2 units of Hive Guard destroy 2 Raiders sometimes, just 1 a turn and by doing this it is quite easy to kill Dark Eldar. If their mobility is gone they are as weak as Tyranid gaunts for 2 or 3 times the point cost. 3) Shoot them! Any gun can kill a Dark Eldar and fast! Make sure to have target priority when facing the Dark Eldar. Hit particular targets and wipe them from the board before moving on. Blast & template weapons work wonders!

Overall the codex is very good! Lots of good units, with awesome rules and for once it isn't a Space Marine codex. I am excited to see the first well written and designed/balanced codex to come from GW in years!