Friday, April 29, 2016
Friday, April 22, 2016
The TIE Interceptor is currently my favorite ship in X-Wing. I'm not sure that it's the best, but I have the most fun playing it. It's the definition of a glass cannon, with 3 Firepower, 3 Agility, 3 Hull, and no shields. However, it has a great action bar with Focus, Evade, Barrel Roll, and Boost.
The TIE Interceptor possesses a really impressive movement dial. With 1 turns, a full array of 2 and 3 maneuvers, and both 4 and 5 straights and a 5 k-turn, you've got a ton of choices. In addition, all of your 2 maneuvers and most of your straights are green, allowing you to shed stress very easily. With the k-turns being your only red maneuvers, Interceptors can take great advantage of abilities that stress them.
Friday, April 15, 2016
I often hear Space Marine players complain about their Tactical squads. It's commonly said that they "don't do anything" and that they cost too much, weakening the rest of the army. With the advent of Space Marine detachments requiring a large number of Tactical Marines, being able to use Tactical Marines well is more important than ever. In honor of the 30th Anniversary of the Space Marine, I thought I'd share some lessons I've learned about Tactical Marines.
They're not going to wipe out enemy squads on their own. Tactical Marines are all about board control. They get in the enemy's way, holding or contesting objectives, blocking important assaults, and threatening fragile shooting units. Sure, 5 Tactical Marines won't kill an enemy heavy weapon squad, but they will tie it up in assault for the rest of the game. Don't look for ways to wipe out the enemy with Tactical Marines. Figure out what your opponent's battle plan is and then look for ways that your Tactical Marines can throw a wrench into it. But to do so...
Friday, April 8, 2016
I've been planning some small allied forces for my Executioners and Blood Angels for a while. For example, I was given a Bike squad for just such a force as a wedding gift (I'm rapidly approaching my second anniversary). Now that I've finished all of my projects for my main armies (at least those that I've already bought), I can start on my allies.
First up is a small contingent of Mantis Warriors. The Executioners don't use Bikes, and I wanted to add some to my force. The Mantis Warriors seemed like an obvious choice, as they fought alongside the Executioners during the Badab War and are a White Scar successor Chapter.
I had originally wanted to do a middle Eastern theme for the Mantis Warriors, based primarily on the name of their special character, Ahazra Redth. However, it turns out that nobody makes Arabian style bits for Space Marines. I fell back on a combination of White Scars (i.e. Mongolian) bits and Japanese inspired bits. This second part was due to the Bell of Lost Souls Badab War background, which preceded the Forgeworld coverage. In that, Mantis Warriors were heavily inspired by samurai. There are some Kromlech Cyber Samurai helmets and backpacks in the squad, and my Captain will have one of their vibro katanas. Nice bits all around.
Friday, April 1, 2016
The TIE Advanced is the next Imperial ship that I'd like to cover. Overall, it's similar to the standard TIE Fighter, with 2 Firepower, 3 Agility, and 3 Hull. In addition, the TIE Advanced picks up 2 shields and the Target Lock action.
Friday, March 25, 2016
Here's my second Storm, the Devil of Shem. This one carries a multi-melta, since I acquired it after Scouts received BS4. I figured it would be a decent idea to run the two Storms together, with one armed for anti-infantry and the other for anti-armor.
Friday, March 18, 2016
Since I started collecting the Executioners, I've acquired 2 Land Speeder Storms. I hadn't really intended to use too many Scouts with the Executioners until the current codex, but both of these Storms were really good deals from players that had started Space Marine armies but decided not to finish. It was just one of those cases where I couldn't pass up the deal.