Friday, July 22, 2016

Angels of Death: Technomancy Discipline

The Technomancy Discipline is themed around manipulating vehicles and their machine spirits. This manifests both in buffing your own vehicles and weakening or damaging enemy vehicles.

Subvert Machine is the primaris power, and is a Malediction that targets an enemy vehicle within 18". When cast, you randomly select one weapon on the target and roll off against your opponent. If your opponent wins, nothing happens. In the event of a tie, you get to fire Snap Shots with that weapon. If you win, then you get to fire the weapon normally. I hate to say this, but this power is absolutely terrible. You have to cast it, then hope you randomly select a decent weapon on the target, then you only have a 41.7% chance of firing it normally. You need to be able to choose the weapon or have some advantage on the roll off with your opponent to make this worthwhile.

Friday, July 15, 2016

Angels of Death: Librarius Discipline

The Librarius Discipline doesn't have an overriding elemental theme, but is rather based on the collected knowledge of Astartes Librarians. In reality, that means that Librarius is a grab bag of updated Space Marine powers from previous editions.

The Emperor's Wrath  is the Primarus power, and is a reasonably useful witchfire. It's an 18" range, S5 AP3 Assault 1 Blast, so it's threatening to most infantry targets. Nothing special but a solid basic power.

Friday, July 8, 2016

Angels of Death: Anvil Strike Force

The Anvil Strike Force is the Space Marine version of an armored company. It allows you to field an army composed predominantly (or completely) of tanks. Space Marine players aren't as much of tread-heads as Astra Militarum players, and Space Marine tanks don't quite bring the firepower of Astra Militarum tanks, so this probably won't be the strongest or most common army. Even so, it's fun to have the option.

The Anvil Strike Force comes with two Command Benefits. First is Master of Mechanized Warfare, which allows you to choose a vehicle to be your Warlord. If you do, they get the Big Guns Never Tire Warlord Trait. At the end of your shooting phase, your Warlord or another vehicle within 24" can fire its weapons a second time. Compared to most Warlord Traits, this is actually really strong as it essentially gives you another tanks worth of firepower in your army.

Armor of Contempt allows all vehicles in the army to ignore Crew Shaken and Crew Stunned damage results, though they still lose hull points from any damaging hits. This is very useful because it allows your tanks to maintain their fire even when they take damaging hits. It removes "stun-locking" as a viable method of countering your tanks.

Friday, June 24, 2016

Angels of Death: Flameblade Strike Force

Do you love fire? Of course you do! Then the Flameblade Strike Force is for you. It can be taken by Salamanders and their successors (both of them), and accentuates both their affinity for fire and their personal independence. Even more exciting, the Salamanders' rules are the only rules in Angels of Death that aren't a rehash of an older set of rules.

The Flameblade Strike Force brings three command benefits with it. Vulkan's Teachings grant a Warlord from this detachment an extra Warlord Trait chosen from the Personal Traits table. While the Personal Traits table isn't generally considered to be the strongest as it only benefits your Warlord rather than the rest of your army, it can give your Warlord some great benefits such as Feel No Pain and It Will Not Die.  

Scorched Earth adds +1 Strength to any flamer used by a Salamander model in the Detachment. Combined with the re-roll to wound from the Salamanders Chapter Tactic, this makes all of their flamers quite formidable. Even a standard flamer wielded by a Salamander is better than a heavy flamer in every other army. Unfortunately, it doesn't appear that these rules benefit the flamestorm cannons on a Land Raider Redeemer, as it lacks Chapter Tactics.

Finally, Not One Step Back allows a Salamanders unit to become Fearless until your next movement phase by remaining stationary in the movement phase. This has some downsides, as it prevents the unit from going to ground, but it means that your units are incredibly reliable objective holders. Once they get in position, the enemy will have to kill them all to shift them. It's also a great rule for Devastators, as you can keep them in the backfield without having to worry that a bad Leadership test will run them off the table.

Tuesday, June 7, 2016

In Defense of Slaanesh

I know that I said I wouldn't be posting much, but there's an article on Bell of Lost Souls that I felt that I had to weigh in on. It discusses Slaanesh's role in 40K, specifically how Slaanesh is a symbol both of 40K's roots in the 1980s and displays an immature understanding of sex that is detrimental to the game. You can read it here.

Overall, I think the article is well-thought out and well-written. I complete agree that Slaanesh isn't the most mature thing in the game (though I would argue that this is a game where green football hooligans can fight chainsaw wielding knights in space, so maturity isn't really that necessary). I also agree that Slaanesh will likely hurt 40K's marketability with children. However, I believe that the author misattributes the influences that shaped Slaanesh, and in doing so does the early writers at Games Workshop a great disservice.

Thursday, June 2, 2016

Real Life: Welcoming a new Lexicanum

My wife and I have welcomed our first child, Tristan James, to our family. We're both really excited and happy, but pretty tired. Taking care of a newborn is a full time job, so my Warhammer time will be very limited, as will my posting.

Anyway, I just wanted to share with all of you and let you know why posts will be sparse in the near future.

Friday, May 27, 2016

Angels of Death: Fist of Medusa Strike Force

The Fist of Medusa Strike Force is available to armies of the Iron Hands and their successors. In general, it accentuates the already considerable durability of Iron Hands, and I think it will prove to be one of the strongest Space Marine detachments.

It brings 3 Command Benefits. Logical Commander allows your Warlord to take an extra Warlord Trait from the Tactical or Strategic Tables. An extra Warlord trait is always handy, and being able to take it from the very useful Strategic table is amazing. Other armies pay for Relics (such as the Finkin' Cap and Veritas Vitae) to get this benefit and consider themselves lucky. Reject the Flesh, Embrace the Machine grants any model in the Detachment +1 to their Feel No Pain rolls while within 12" of an Independent Character from the Detachment. This grants most Iron Hands a standard 5+ Feel No Pain, while a Command Squad gets a 3+ Feel No Pain and a character with the Gorgon's Chain can have a 2+ Feel No Pain. Space Marines don't get any tougher than that. Roused Machine Spirits grants Power of the Machine Spirit to vehicles in the Detachment within 12" (or while carrying) an Independent Character from the Detachment. This makes the vehicles extremely flexible, able to divide fire or maintain their firepower when shaken or stunned.

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