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Monday, September 22, 2014

Warmachine: Reckoner Heavy Warjack



This fellow is my latest painted model, a Reckoner Warjack for Warmachine. Every person that makes fun of how unrealistic the proportions on a Space Marine Dreadnought are should look at this guy. He's all shoulders and arms with itty bitty legs. Imposing, but not practical. I'm trying to relearn my Menoth painting technique. This came out rougher than I planned, but I think part of it is that my Menoth White Highlight paint is getting old. It's got way too much grit in it.

Friday, September 19, 2014

Space Marine Codex Review: Legion of the Damned and Centurion Assault Squads



The last two Elites choices are a bit mismatched, being the only ones without multiple versions in the slot. Even so, discussing them will bring some 40K back into they Warmahordes dominated week here in the Fourth Company Librarium.

Legion of the Damned

The Legion of the Damned took a cut in points cost and went from being a laughable unit to a very effective but niche unit. Legionnaires have the statline of veteran Space Marines with LD10. The also have Fear and Fearless, as well as Slow and Purposeful. All of their weapons Ignore Cover and their power armor save is invulnerable. All in all, a tough package for a few more points than Sternguard Veterans. Legion squads always have to arrive by Deep Strike, but they get to re-roll the scatter dice when they arrive.

Combined, these rules make Legion of the Damned an excellent unit to Deep Strike into the enemy army and light up an important enemy unit. Their reliable placement, ability to fire heavy weapons when they arrive, and Ignore Cover allow them to do more damage on the drop than any other Space Marine unit. Most commonly, Legionnaires are armed with a meltagun, combi-melta, and multi-melta in order to destroy an enemy heavy vehicle. They even reliably kill skimmers as they ignore Jink saves. However, they can be armed with plasma weapons to kill heavy infantry or flamers (including a heavy flamer) to wipe out light infantry.

Wednesday, September 17, 2014

Beginning Playing Hordes: A Solid First Unit, Warpborn Skinwalker

Starting Hordes with the Circle Orboros Warpborn Skinwalkers

Hordes Circle Orboros Warpborn Skinwalkers 1

As I've brought up before, I started playing Hordes by purchasing the 2 player battle box which features a unit of heavy infantry for both factions. The Circle Orboros infantry is a full unit of Warpborn Skinwalkers, soldiers given a small amount of the Warpwolf elixir that creates the two huge Warpwolf beasts from my previous posts. The result is a awesome looking unit of werewolf soldiers that look great with the rest of the force.

Hordes Circle Orboros Warpborn Skinwalkers 2

How Warpborn Skinwalkers fit in Circle Orboros and play in Hordes


The story is that some druid overseers in the Circle will take volunteers from the Wolves of Orboros, the faction's standard human spear wielding grunt infantry, and give them a small amount of the elixir. The result allows the soldiers to transform into hulking, werewolf soldiers when the faction is in need of their support. The catch is that even while in human form, they become aggressive and confrontational, and generally screw up their life from before they took the elixir. But, these guys look awesome and are durable with 8 wounds each, which is not nearly as awesome as 8 40k wounds. They serve as a great front line for the teleportation tricks of the faction to move around because they can take a beating and have strong weapons with the reach ability so they can attack models 2" away from them. They form a nice threat bubble to move up the field around.

Monday, September 15, 2014

Warmachine: Choir of Menoth

I last put paint to a Warmachine model in 2011, before putting them on the backburner to concentrate on 40K. However, I did start painting one of my units before I did. As such, they've been sitting unfinished on my shelf looking at me for the better part of three years. Since it's now my goal to paint up all of the models that I have assembled, they were a logical next step. Also, my brother's series of articles on getting started in Hordes has rekindled a bit of my interest in the game.

Here's my latest unit, the Choir of Menoth:

Friday, September 12, 2014

Space Marine Codex Review: Terminators and Assault Terminators



Terminator Squad


Terminators are the iconic Space Marine elites. They have the excellent veteran statline, a 2+/5++ save, and carry a storm bolter and power fist. The squad can take an assault cannon, cyclone missile launcher, or heavy flamer for every five models in the squad. The assault cannon adds to the squad’s anti-infantry firepower while the cyclone gives it some flexibility by adding anti-tank firepower. The heavy flamer is generally not a good choice, as standard Terminators are not really assault troops. They don’t have the speed to use such a short ranged weapon, and they will be left in a poor position if they ever get the chance to fire it. Beyond this, any model can take a chainfist. I’d suggest at least one to give the squad the ability to carve up heavy vehicles or walkers. It’s a great addition for a few points.

Wednesday, September 10, 2014

Beginning Playing Hordes: Some of the Basics, Cards and Combat

The Basics of Warmachine and Hordes

Warmachine and Hordes do have army books/codexes, but unlike Warhammer, they're not required for play. All of the characters and units come with cards with all of that unit's stats and abilities on them. This way, it's simple to have access to all of your unit's info and mark off damage on multi-wound models like warbeasts. Special rules are listed on the back of the unit's card and Warlocks have an extra card with their spells and feat listed. These cards have the unit point cost on them as well, so its easy to assemble and alter army lists with just them.

Hordes Kaya the Wildborne Card 


Units all have individual movement, strength, melee attack rating, ranged attack rating, defense, armor and command. Below these stats are the unit's weapon(s), which determine number of attacks. Weapons can be a variety of things, from a soldier's sword or axe to a beast's 2 claws and jaws. Special rules are shown by icons under each weapon listing and each weapon has a power rating which is combined with the units strength for their attack. These are general rules, all these stats can be affected by special rules.

Here are some of the basics. You can move your speed stat, charge your speed plus three inches, or run double your movement, but if you run it takes that model/unit's entire activation. Units can then use their ranged or melee weapons or abilities. For each respective type of attack, they use their attack rating and add the value of 2D6 to beat the target unit's defense value. If you successfully hit, roll 2 dice and add them to the weapons Power+Strength (P+S) listed under the weapon name to try to best the targets armor value. Every point you beat the armor by is one point of damage.

Monday, September 8, 2014

Dire Avengers with Exarch

Here's the second half of my Dire Avenger squad, which includes the Exarch with power weapon and shimmershield. Here are the normal aspect warriors.

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