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Monday, September 1, 2014

Dire Avengers



My next project is a squad of Dire Avengers. You can see the first half here. While I do play a Swordwind style list with quite a few Wave Serpents, I just can't bring myself to field 5 Dire Avengers just to get more Serpents. Therefore, all of my squads are 10 strong with an Exarch. Eldar lists don't have to be min-maxed to the point that they're not fun to play against.

Friday, August 29, 2014

Space Marine Codex Review: Vanguard and Sternguard Veterans



Vanguard Veterans


Vanguard Veterans are an elite version of the standard Assault squad, composed of Veteran Space Marines with access to lots of specialist weaponry. Fortunately, they dropped massively in point cost from last edition, but their Heroic Intervention no longer allows them to assault when they Deep Strike. They now ignore the penalty for disordered charges and automatically pass tests for Glorious Intervention. These are handy but situational advantages; they won't change the game like assaulting from Deep Strike but the squad has decreased in cost enough that it's worth it.


You include Vanguard Veterans for their equipment, not their special rules. Any model can take melee weapons such as power weapons and power fists, as well as grav and plasma pistols and storm shields, and the Veteran Sergeant can take a relic blade. If you want a jump pack squad that can take out heavy targets, Vanguard Veterans are your best (really only) choice. Don’t go overboard on the melee weapons; three or four are enough to wipe out most enemy squads, and they get expensive quickly. Alternatively, I’ve heard that some players have had success arming every model with two grav-pistols. These can Deep Strike and produce a ton of very dangerous but short-ranged firepower. This seems very expensive to me (I would prefer to just take a Command squad with plasma guns and a Drop Pod) but it certainly packs a punch.

Wednesday, August 27, 2014

Dataslate Review: Officio Assassinorum



Games Workshop recently released a Dataslate with updated rules for Imperial Assassins. Like many players, I’ve always loved the idea of the assassins, but they haven’t been great at doing their jobs on the table and their availability has been very limited. Their new rules go a long way to fixing that.

Imperial Assassins count as an Imperial Faction and can be included as an Officio Assassinorum detachment, which includes a single Elite choice. All assassins share several special rules. They score a bonus victory point if they kill the enemy Warlord, and all have Fearless, Infiltrate, and Move through Cover. They cannot be joined by independent characters, have a 4+ invulnerable save, and inflict a -2 penalty to Look Out, Sir! rolls against wounds they caused. All of this combines with a very strong statline, equal to or superior to a Chapter Master in almost every stat. All of the Assassins are 150 points or less, so are quite a value.

Monday, August 25, 2014

Eldar Ranger, Guardians, and Heavy Weapon Platforms



I was a bit burned out after the Imperiad, but I took some time off from painting and playing. Now that I've had a bit of a break, I've decided to try and finish painting most of my assembled models. My "needs to be painted shelf" is getting really crowded. This meant painting up some Eldar, as the vastly outnumber unpainted models from any other faction.  First was the limited edition Ranger pictured above. I think he came out with the first Cityfight codex, and he's gone umpainted the whole time. He looks massive next to my older Rangers, as he's kneeling but is almost as tall as the old standing Rangers.

He came out a little bland because his coat and pack are just various shades of brown, but at least he matches the scheme on my old Rangers.

Friday, August 15, 2014

The Imperiad Grand Tournament: Conclusions



At the end of the weekend, I had four losses and a draw. Despite that awful sounding record, I was pretty happy with my play. Four of my games were very close, and a bit of luck would have resulted in some wins for me. Things just didn't fall my way.

The overall winner was a Tyranid player using lots of flying monstrous creatures. I don't know much about the list, but I do know that he absolutely crushed Imperial Knights using a combination of Crone haywire missiles and the fire power from 4 flying Hive Tyrants. Second place went to Eldar, while third place went to Necrons.

Wednesday, August 13, 2014

The Imperiad Grand Tournament: Game 5

My last game was a Maelstrom of War Spoils of War mission using Dawn of War deployment. My opponent was Eldar, and he was using:

Farseer on Jetbike w/ singing spear

6 Jetbikes w/ 2 Shuriken Cannons

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

5 Dire Avengers
Wave Serpent w/ twin-linked scatter laser

10 Warp Spiders

10 Warp Spiders

Wraithknight w/ suncannon

Monday, August 11, 2014

The Imperiad Grand Tournament: Game 4

My third game would be against Tau, fighting an Emperor's Will mission with Vanguard Strike deployment. My opponent's list was something along the lines of:

Buff Commander with all the standard goodies

12 Fire Warriors
Devilfish w/ bonus cover save and ignore difficult terrain

12 Fire Warriors
Devilfish w/ bonus cover save and ignore difficult terrain

20 Kroot

3 Crisis Suits, each with 2 plasma rifles and shield drones

Riptide w/ Ion Accelerator, Feel No Pain, Interceptor

Riptide w/ Ion Accelerator, Feel No Pain, Interceptor

3 Broadsides with all the missiles they can have, including missile drones

Skyshield Landing Pad

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