Friday, November 20, 2009

40K NEWS: Forgeworld Lord of Change Out





Yes, its been a veeeeeeeeeery long wait but the Forgeworld Lord of Change has arrived. This completes the set of the 4 "super daemons" for the Ruinous powers.

New Items Page

Detail Pics Page

~This bad boy is available for preorder now, and shipps out the 30th of November. No word on the final rules, as nothing official has been released. If the point costing trends continue, I would expect anything that clocks in at 999pts to be pretty nasty.

40K ASKEW: I Just Don't Get It.


I would like to think I understand many things. Like humans were created when Tepeu and Gucumatz held a conference and decided that, in order to preserve their legacy, they had to create a race of beings who could worship them. Or when Gary Cherone joined Van Halen, I knew things would not end well. What I also understand is that Games Workshop has created a hobby that has qualities that appeal to all of us. I can remember picking up that hard covered Rogue Trader book back in 1989 and thinking now I can make the perfect robot! At the time 40k was some freak RPG-skirmish hybrid. Now 20 years later and five editions in we have a full fledged wargaming culture.

As 40k has grown, people have become specialized in the ways they get fulfillment from the hobby, for reasons other then an unhealthy relationships with Asdrubael Vect slave girls. We have players that got hooked by the fluff; falling in love with the Greater Good or kneeling before the false Emperor. We have players that create painted masterpieces without even knowing the model's stat line. We have players that spend hours on end building lists and frantically comparing them with others on forums.

We have players that want to see a mass of plastic and metal across on the gaming table just to realize the brilliant fantasies in there heads. We have players that love their beer and chips and play the game with their buddies just to get away from the daily grind. We have players that only want to win, feeding their id in some futile attempt to validate their own self-worth. Then, there are players like me that fell in love with all of it and are so invested it almost becomes an extension of who I am as a person.

What I don't understand is the competitive player. I am not talking about the guy that goes the local tourney to throw some dice against people he has never played before. I am also not talking about the win at all cost player that has serious control or inadequacy issues. I am talking about that guy that is a good sport, but doesn't have any desire to paint or understand the background of the game that makes it great, he just wants to beat face.

He is not interested in tactics as an art, but as a means to an end. It is a certain mentality. One that GW does not understand because GW is concerned not with a game, but with treating us more like model train enthusiasts. It is a bonus that there is a game for our train sets. I have read many comments across the net and one narrative I have seen is - Games workshop fundamentally does not understand the mostly American competitive desire to win. Even as an American I do not understand why more and more 40k players have become infatuated with competitive play.

Here is the basis for my confusion: there are game systems with better and more balanced rules. With 40k (more than most games) every victory can be marginalized or questioned. The competitive player's list can be perceived as unfair or it was just his dice rolling. Opponents or the community never give validation easy, even if the competitive player is deserving. To top it off, GW does not have a structured league system to determine the best players. Is it really as simple as the wargamers nature is inherently competitive or is there more?

What makes a competitive 40k players different from competitive players in other games? Would you consider yourself a competitive player and why? What place does competitive play have in Warhammer? Help!

If you want to be even more confused join the conversation with me on www.bloodofkittens.com

40K POLL: Army Size Edition


Hi guys,

Today lets talk about army sizes. Over the editions we have seen GW gradually crank up the suggested mission sizes, and even today what is the "correct army size" is a hotly debated topic.

Add in the tourney scene with their additional time constraints and it gets even murkier. There are many armies from the ancient Dark Eldar to the most recent Space Wolves that tend to perform better or worse within certain point-bands as well.

Less than 1500 pts
1500 pts
1750 pts
1850 pts
2000 pts
More than 2000 pts

~So today's question is what do you think the ideal point value for a game is, and additionally which armies are most helped or hurt by smaller or larger points sizes.

Poll, right hand column, attack!

Thursday, November 19, 2009

Pic of the Day 11-19-09


Alright, who's the wise guy!?!?

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. We love spectacle and characterful shots so lets see what you budding photographers can do!

40K RUMORS: Xenos Terrain in 2010?


There is some talk about the tubes regarding the possiblity of xenos terrain kits later in 2010. It is possible these kits (if they exist) might be tie-ins to some codex releases.

Item mentioned were:
-Tyranid terrain (Forgeworld has plenty of good examples)
-Eldar Webway gates

~Hmmm, the plot thickens... So what is your take on the recent large scale terrain kits for both Warhammer 40k and Fantasy? It would seem that Games Workshop has found a niche with these oversized kits produced in China to get out items that have broader appeal than codex-specific models.

40K TACTICS: Eldar Seer Councils

Can't Touch This!


Fritz here from Way of Saim-hann. One of the few sweet advantages that Eldar still enjoy from their codex, in my experience playing most non-Eldar opponents is they don’t really understand the crazy dynamics of a Seer-council. It is this lack of experience that gets them killed leading to cries of “cheese” and the unit being banned in some tournaments as “overpowered”.

For this article I’m going to start from the very beginning for you new guys out there and then offer some observations for my fellow craftworld brothers struggling to hold on against the newer codexes.

What is a Seer-council?
A council is a group of warlocks that accompany a Farseer with both groups of model's psychic powers working off each other. Available on foot or mounted on jetbikes, the current “best” option is putting them on jetbikes for the mobility, range of threat, and so they can keep up with the rest of your mechanized warhost.

What Makes Councils so Dangerous?
Mounted on jetbikes, the unit gets a 3+ armor save/3+ cover save from turbo-boosting, plus their invulnerable rune armor save of a 4+. When this is combined with the farseer psychic power Fortune the entire unit gets to re-roll those saves. Hit me with a las-cannon; I get to make a 4+ save that I can re-roll. Having the 4+ invulnerable save also means I don’t have to hug cover all the time, and when I do have to move thought it dangerous terrain tests are a joke! If I roll that “1” I get a 4+ invul save that I can then re-roll due to fortune. So just from this alone we have a tough and fast unit.

When you combine this with the offensive capability of the Seer-council things click into place. Each warlock you take get's their own psyker power; the most popular being Destructor which is a heavy flamer template, but Embolden for the LD reroll and Enhance for the +1 I are also popular. When these powers get combined with Doom we have something like this…

The council fortunes up and then dooms a nearby enemy unit. Now the council gets to re-roll failed saves and re-roll failed wounds on the enemy unit. Council moves out 12” getting close to the unit and then drops X number of heavy flamer templates for the number of warlocks in the unit. Any failed wounds then get re-rolled. Scoring 20-30 wounds with a full sized council is often easy to do.

If you are on the receiving end of that and still alive what follows is an assault with the witchblades. Each warlock and Farseer carries a witchblade (or singing spear) that wounds on a 2+ no matter your toughness or counts as a S9 hit against vehicles. Timed with a good wash of destructor and assault not much will still be standing. Fortune then shrugs off any shots and the Eldar player rinses and repeats down the table.

How to Deal with a Seer-council?
Don’t panic yet as I put down my Seer-council on the table. Have a plan to deal with them and stick with it.

The key to shutting down a Seer-council is stopping fortune and using lots of high rate of fire weapons. Combining both works best, but exploiting one or the other will also pull it off. Denying Fortune means no re-roll, each failed wound poses a real risk of losing the model. Obviously the easiest way to do this is though a psychic hood. The older Inquisition hood with the unlimited range is best. If you are playing a xeno race or traitor marines with no hood then you want to exploit shooting on the first turn if you are going first and your opponent puts down the council on the table. Forget those long range shots on grav-tanks for a moment and try to drop a few warlocks.

What Happens once Fortune is Gone?
Once Fortune is gone forget small numbers of high strength shots; go with volume. Throw lots of 3+ saves on the council and even with Fortune a warlock will drop here and there. It is still going to take a lot of shots but it is possible to pull off over a few turns.

Other Anti-council Options…
Depending on your army, target the Farseer if you can. She is only T:3 base so it is easier to instant-kill the model. No Farseer means no Fortune and then the warlocks fold like regular jetbikes. Send in a sacrificial hammer unit and get into base with the farseer. If the Eldar player bunches up with the council, (think about how you can force this to happen), drop a large template on it forcing a potential wound on each model.

Another sound option is to just tarpit the Seer-council for the entire game. The key to this is pulling off the charge and not getting washed by destructor on the way in. Wichblades are not a power weapon so large terminator units or mass infantry that are fearless work wonders. My council has been held up for the game by both large Necron and Plague Marine squads.


Curse 40K club mate Danny Internets for tarpitting my council with TH termies!

Cool Tricks
Ok, so now some ideas for my fellow craftworld players… I’ll leave council size and warlock power load out up to you, but consider dropping the witchblades for singing spears along with adding Guide on the farseer. Spamming jetbike spears can make any army cringe in fear. On the way in your Farseer can Guide on your accompanying Vypers, oh sorry…Vypers suck…Wave Serpents…and then break off and Guide on the council.

Get up close to that pesky enemy tank and throw 11 S9 shots re-rolling failed hits. When the thing explodes then assault! Yes you lose an attack compared to witchblades, but with some synergy with your other units it is easy to make up for this. Move the council up, throw spears and pop tank, other long range units like fire prism then lay templates on the disembarking dudes thinning the numbers, and then you assault.

The other bit of tactical advice I want to leave you guys with is sometimes it's not what the seer council does, but rather what it can do that wins the game. Using a tricked out council to project a sphere of influence is a powerful option. Take the example of Chimera spammed IG. Does your warhost have enough shots to stop all those tanks? Even with the speed of your grav-tanks how can you counter the ability of IG to fan out across the table? You want to bottle neck all those tanks and logjam their movement.

What I often do through objective placement is force the bulk of my opponents tanks to pass a central point where I can completely hide my council from LOS with the given angle- of course this depends on the table terrain!

I then fortune up and just sit there waiting…


Why is there a brick in the cente of this table? Who cares as long as we can hide behind it! Fortune up!


Being able to jump over the terrain 12” and throw the spears 12” projects a nice anti-tank bubble. Being able to move up on the terrain, shrug off difficult terrain, throw the spear 12” and then hide back 6” also works.

When this scenario does present itself, the threat of what my council can do often has a bigger impact. This also works well with reserving all your forces so when your opponent moves around your council threat bubble and is close to the table edge you can hit them when your reserve units enter the game..but that is tactica for another time…

What's your take on Seer-councils Monkeigh? Fritz out.

40K NEWS: Abnett Talks Ultramarines Movie



~Hot off the press wire...



ULTRAMARINES: Codex Pictures Announce Director and Writer!
Codex Pictures revealed today the director and screenwriter for the forthcoming Warhammer 40,000 movie ULTRAMARINES.

The director is Martyn Pick, whose credits include the 2009 film The Age of Stupid, on which he was animation director; London 2012, the promotional film commissioned by Film London and the London Development Agency which was premiered at the Beijing Olympics; the 2001 US Budweiser NBA commercial; and the celebrated BBC promotional trailers for the Euro 2004 soccer tournament. Martyn was chosen to direct Ultramarines for his renowned and highly distinctive ability to fuse live action and animation and the fluid, rich painterly style of his film-making.

The screenplay has been written by someone who needs no introduction to Warhammer 40,000 fans – best-selling author Dan Abnett. Dan has penned more than 25 books for Games Workshop’s Black Library, with total sales in excess of 1.2 million copies. He also works regularly for 2000 AD, Marvel Comics and DC Comics and has recently seen publication of the first of three novels for HarperCollins' new sci-fi, fantasy and horror imprint, Angry Robot.

ULTRAMARINES, a sci-fi thriller employing CGI and state-of-the-art production techniques, is being produced by Codex Pictures in association with Good Story Productions Ltd. The Canadian co-producer is POP6 Studios.

Keep up with news of the film at http://ultramarinesthemovie.com

~Have at it guys

Wednesday, November 18, 2009

40K Pic of the Day 11-18-09


Caption Contest- Tyrant of Badab Edition. GO!

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. If its one of the rarer xenos races, even better!

WFB RUMORS: Beastmen Latest


Latest from 79hastings69 over at the Herdstone and 40kOnline's: Lorizael

"I'll start off by saying that the Gor & Ungor plastic boxes are not bad, I think that came across quite badly on my post on Warseer, they are just too alike the existing kits to be of any real note.

Gors have some new poses, some new weapons (not options - just different weapons - i.e. maces) and shields.

Ungors are a little different to the existing models, they have some different heads (one or two I'm not too keen on - especially what I am assuming is the Ungor unit Champion head) they still come with options for spears, shields, hand weapons but now come with short bows.

As a bit of an exclusive (as well as to show I am really me and not someone using the same user name) for you guys, I'll be happy to tell you that there is a Shaman named special character called "Malagor the Dark Omen" and a Centigor special character called "Ghorros Warhoof", sadly neither model is great."


and...

"Ungors (new ones) come with 20mm bases, I'm really hoping that there is still an option to have a mixed herd if not looks like I'll be having to remove my current Ungors from their current bases, which frankly is a pain in the arse but not unheard of.

The new gors come with hand weapons, there is no option for halberds on the sprue so I'm guessing there won't be that option in the book either. Perhaps some conversions would be in order so you could still use the old ones.

There appear to be no "vanilla" characters in the first wave of releases, which is a bit dissapointing as I would have really liked a couple of new shaman minis. The centigor character Ghorros is quite plain, he is slightly rearing has a horn on his right side and is armed with a club with a couple of spikes through it, he also has hooves which I thought was unusual as the other centigor have clawed feet, however as his name contains "hoof" I guess it would have been odd if he had claws. A nice touch on the character is the head, he appears to be wearing the skull of a unicorn pushed down over his horns, and for me it's the only real high point of the model. I would recommend buying the Mordheim centigor and doing a headswap as a basis for a centigor character (if indeed the book has that as a hero choice).

I'm really looking forward to the book most of all, as we've all read the rumours about the loss of Chaos Trolls, Chaos Ogres, Dragon Ogres & Shaggoths, so they'll need to add some new units other than the Razorgor to flesh the list out."


~Standard caveats apply until the black boxes start shipping out. Have at it guys...

40K BATTLE REPORT: Eldar vs Necrons (Video)


Hi everybody.

The BoLS video battlereports continue. This time we have Bigred taking an Eldar Warhost onto the tabletop. BushidoRedPanda has taken up the challenge of defending his Tombworld with a Necron force. Ancient foes clash in a recreation of the War in Heaven. Who shall prevail?




BoLS YouTube Channel (check us out)


~Comments are welcome guys! You can expect many more battle reports and videos featuring all aspects of the hobby from your favorite writers, and more. Get on in there and let us know what you liked, wanted to see me improve, and of course Monday-morning quarterbacking is always great fun after a battle report.

40K TACTICS: So You Have an Army - Now What? Seize Ground!


I had originally thought to briefly cover all the missions and deployments in a single article, but doing so turns out to generate a prohibitive wall of text. So tonight I will start with Seize Ground.

Mission: Seize Ground


PITCHED BATTLE TACTICS
The primary strengths for determining your deployment decisions in Pitched Battle are Nonlinear and Maneuver ability. Every army has some way to kill opponents, and with objectives all over the board, you’ll have opportunities to use yours, so we can ignore that for primary consideration.

Nonlinear Factors
First determine if you are superior in Nonlinear or weaker than your opponent. If you have the advantage, deploy very little, focus your strength on the opposing troop choices and clear objectives for your troops. If weaker, deploy strongly on a single objective (ideally with others nearby) and make your opponent commit to either breaking your position or trying to grab multiple other objectives. Take the opportunity to defeat elements in detail as they arrive, but don’t get distracted with killing, and make sure you are in position to control objectives on turn 5. Good examples of strong Nonlinear are IG in Valkyries, heavy Drop Pod Assaults, Genestealer Outflankers, and Khan armies. Other armies can have units appear all over the board, but these are armies that can deliver troops on objectives directly from Reserve.

Maneuver Factors
The second factor is Maneuver. If you’re Eldar, this is your time to shine, as Eldar armies are typically all about Maneuver. If you’ve got a clear advantage in Maneuver, get the objectives spread as far apart as possible and focus your efforts on single objectives in detail. If you’re less Maneuverable, place objectives so they are near one another but not so close as to allow one transport to disgorge its passengers and have them run to contest a second objective. As far as deploying goes, fast skimmer armies have no reason at all to deploy in these missions unless their opponent is purely assault ranged. Other Mechanized forces have to look at their comparative strengths, but generally deploying is going to be the best choice.

If your opponent is strong in Assault and has good Firepower (CSM with Obliterators, for instance) it might be worthwhile to Reserve a couple of Maneuver elements until you have the Assaulters committed and the Firepower thinned a little. This is a decision that requires practice and understanding of your own temperament to make well; what works for me might be nothing but agony for you. A foot army (and yes, I do hear those exist beyond Tyranids and Necrons) has to deploy to maximize their ability to contest objectives by turn 5. Unfortunately, your opponent can count as well, and should be able to eliminate selective units to make success difficult. Foot armies almost always have to deploy aggressively and heavily to be successful in Seize Ground. The Seize Ground mission, by itself, is enough reason not to play a footslogging army if your Codex allows you to do otherwise.

Firepower Factors
Having reviewed our primary issues, look at your army and determine if Firepower is your friend or enemy. If you have the guns, use them to drop opposing Maneuver – killing things is essentially unimportant for the mission. A stunned vehicle is generally a great result – many people won’t get out of a stunned transport that then ends up too far away from objectives to accomplish anything meaningful. If you’ve got to dodge bullets, try to use your vehicles to provide cover for one another – prioritize keeping Troop transports mobile if all other factors are a wash.

Assault Factors
Assault armies have to do the assault thing in Objective missions – do whatever it takes to get nose to nose and kill enemy Troops. If you’ve played an assault army for any length of time, there shouldn’t be much difference between mission types. First, identify what path leads you to the richest grouping of targets to rip apart. Second, get there and do it. Third, profit. Remember not to get so excited about killing things that you don’t grab objectives. Against very shooty armies I will actually Reserve everything and let the enemy close towards those juicy and undefended objectives on my side of the board. This at least allows me to smoke my vehicles on entry, and I use plenty of Nonlinear elements, so if everything goes perfectly I have units appearing all over the board at the same time, making target priority impossible.

Resilience Factors
Resilence figures into objective missions solely in determining how heavily you have to hold or assail objectives. A unit of Plague Marines with a Rhino can hold an objective against almost any level of shooting attacks, but need help to withstand Assault Terminators.

I’ll be brief in covering the other deployments for Seize Ground, as the basic truths remain constant.



DAWN OF WAR TACTICS
In Dawn of War, most armies do well to have the first turn and put something disposable on the center line, so as to restrict the enemy’s ability to get across the board. For Guard, I find that 2 empty Chimeras and a long combined Infantry Platoon works fantastically if I’m going first. I can put the enemy right on their board edge, and the Chimeras can use spotlights to let the Heavy tanks kill them. This is generally transparent, so most opponents choose to hold everything off of the board, which is, again, great for me. I would rather have nothing to do until turn 2 and my opponent entering from his board edge than have a chance to kill something on turn 1 and my opponent more aggressively deployed. If you have the second turn, you either accept that everything is coming from the Board edge and hope to have enemy units entering in useless places, or you try to use your deployed units to draw enemy attention to a location that suits you. Whatever you deploy as a second player in Dawn of War should not be meant to accomplish more than distraction. Lash Princes can do some good by grabbing the unit on the center line, but mostly you can’t reach what you’d like to assault, and whatever is on the center line probably isn’t worth the deploying units to try to kill. Almost all armies benefit from the same strategies as in Pitched Battle in the same ways, with the exceptions given above.


SPEARHEAD TACTICS
In Spearhead, we have some very different circumstances. First, armies can deploy further away (almost 7 feet) and closer together (less than 18 inches) than in any other mission. Second, normal Reserves provides a lot of ability to cover ground – a Rhino deployed at the edge of your deployment zone has to drive full out for two turns to reach the furthest objective near your long board edge, whereas the same Rhino could enter the board and be on that objective without possibly getting shot or tipping your hand. This is also true of objectives in your opponent’s deployment area – you may be able to reach them more quickly and safely by using Reserves than by deploying normally. Third, consider that units advancing from one deployment corner to the other will be hit in the flanks, and possibly rear, by enemies entering from the long board edge away from their own deployment area. This is especially good for destroying Chimeras and Predator chassis vehicles.

Spearhead provides a lot of obvious advantages to the best Firepower armies, as Railguns and Battlecannons have the range to take advantage of the deep deployment areas. What is harder to see is how Spearhead benefits Assault armies. Because Spearhead has the deepest deployment area for your whole army (Dawn of War has more deployment area, but only for a small portion of your army), the temptation to go for every objective is often irresistible, which means that you are more likely to be able to get into assault sooner and with more units. When considering how many objectives to pursue in a Spearhead deployment, remember that lower Resilience armies have to deploy more force per objective. I favor going for a small number of objectives while ensuring that enemy Troops can’t make it to more than one as the means to winning, especially in Spearhead.

I’ll continue discussing the missions and deployments next time. Your comments and questions are welcomed.

Tuesday, November 17, 2009

40K Pic of the Day 11-17-09


Caption Contest. GO!

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. If its one of the rarer xenos races, even better!
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