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Wednesday, July 31, 2013

Eldar Review: HQ: Psykers




Farseer

The Farseer is the iconic Eldar HQ, a psyker designed to augment the rest of the army around him. As a level 3 psyker with access to the Runes of Fate, Divination, and Telepathy, the Farseer is very capable in this role. Otherwise, he doesn’t do much. With his witchblade, he can do a few reliable wound in combat but he won’t kill much. Armed with a singing spear, he can add some short range shooting to a squad and reliably damage vehicles. With a 4+ invulnerable save, he’s not easy to kill but not too tough either.

On the table, the Farseer just needs to stay alive and within range to use his powers. The best way to do this used to be to give him a jetbike. However, I don’t think that’s so necessary now that his powers have a much longer range. If you have points left over, Runes of Witnessing would be useful to make sure he passes a critical psychic check. I’m not so sure about the Runes of Warding; they seem very situational. As far as the Remnants of Glory, only the Spirit Stone of Anath’lan really benefits the Fareseer. It allows him to reduce the cost of any power by 1, to a minimum of 1. This is pretty useful given the number of Warp Charge 2 powers in the Runes of Fate. However, using it means the Farseer can’t use his invulnerable save until the start of his next turn. That’s a pretty hefty penalty, but if you can protect the Farseer, it may be worth it.

Overall, the Farseer is a great addition to any Eldar list. He primarily aids a shooty list, but it’s 6th Edition Eldar; of course you’re playing a shooty list. Keep him out of direct danger and he’ll make your army much more efficient.

Saturday, July 27, 2013

Will there be a Dredd Sequel?






You all know how much I loved the recent Dredd movie. It was a great representation of the Dredd universe, and Karl Urban is absolutely perfect as Dredd. There's been a lot of talk about how, despite being loved by critics and common movie-goers, Dredd didn't make much money at the box office. It's been assumed that this would kill any chances for a sequel.

However, Karl Urban announced at Comic-Con that Dredd did really well on DVD sales. Really well. Enough so that the studio is considering another Dredd movie. This has really lit a fire under the fans that love the movie, and we now have a petition for another Dredd.

Friday, July 26, 2013

Game 1 with Eldar

I got my first game with Eldar in this week. It was a team game; I took 1,000 points of Eldar and paired with 1,000 points of Tyranids. Our opponents were Eldar and Necrons. The game was Purge the Alien with Hammer and Anvil deployment.

My list was designed to be fast and relatively aggressive, while trying out units that I like.

Farseer w/ singing spear, Guide, Prescience, Mind War

9 Dire Avengers
Wave Serpent w/ scatter lasers, shuriken cannon

9 Dire Avengers
Wave Serpent w/ scatter lasers, shuriken cannon

6 Rangers

10 Warp Spiders w/ exarch w/ twin-linked Death Spinners, fast shot, marksman's eye

5 Swooping Hawks

Wednesday, July 24, 2013

Eldar Review: Runes of Fate




The Runes of Fate include most of the old Farseer powers, and many of them are just as good as they used to be. The big change is that four of the seven powers use two warp charges. No other psychic discipline has so many expensive powers, which kind of removed the advantage of having psychic mastery: 3.

The Primaris power is the old standby, Guide. It allows one squad within 24” to re-roll missed to hit rolls when shooting. Simple, effective, and extremely useful. The main change is that it went from a 6” range to a 24” range, which means that the Farseer can Guide your frontline units without putting himself in danger. This will really expand the pool of units that you can guide, meaning that Warp Spiders and Dire Avengers can easily get the benefits that used to be reserved for War Walkers and Dark Reapers.

Monday, July 22, 2013

Eldar Review: Runes of Battle



The Eldar are synonymous with psychic might, so I figured I would cover psychic powers first. They have access to two unique psychic power tables: the Runes of Battle, which can be used by Spiritseers and Warlocks, and Runes of Fate, which can be used by Farseers. In addition, Farseers can use Divination and Telepathy while Spiritseers can use Telepathy.

Runes of Battle


The Runes of Battle have unparalleled flexibility, as each power can be use either to buff your own units or to hurt the enemy. This flexibility comes at a cost, as the buffs only work on the unit that contains the psyker. This isn’t a big deal for the Independent Character Spiritseer, but Warlocks can only join Warlock Councils and Guardian units, which don’t benefit from many of the powers. Fortunately, the offensive versions of the powers can target any enemy within 18”, making them useful even with Warlocks.

Friday, July 19, 2013

Movie Review: Pacific Rim


As regular readers will know, I don't do much in the way of movie reviews. I tend to stick to movies that are pretty closely tied to my gaming background. Pacific Rim owes more to anime and Japanese Kaiju movies than anything like 40K, but let's be honest. Most of us were into that stuff before we got into 40K and many of us still are.

I loved Godzilla movies when I was younger, and was an avid fan of Transformers. I never really thought of it, but they're both easy introductions to science fiction, even more accessible than Star Wars. What kid doesn't like giant robots and monsters throwing down and destroying a city around them?

Wednesday, July 17, 2013

Eldar Review: Initial Thoughts




 I was initially going to write an article on using Eldar as allies for Space Marines. However, the more I thought about that, the less it seemed like a good idea. Since the armies are only Allies of Convenience, the Eldar won’t be able to cast psychic powers on Marine units. With Eldar, that’s a big deal.

However, I started playing Eldar with their 3rd Edition codex, and I’ve got almost 3,000 points of them. I ran a Swordwind style army, with lots of aspect warriors and Wave Serpents. However, that style stopped being really viable (at least for me) about halfway through 5th Edition. While you could concentrate on just surviving and using your Serpents for last turn objective grabs, that was really boring. I shelved my Eldar.

Monday, July 15, 2013

Commission: Ultramarines Drop Pod



This Drop Pod is my latest addition to the Ultramarines army that I'm painting. I went pretty basic on the scheme, as Drop Pods don't seem like an appropriate place for lots of detail and freehand. I did discover why everyone says that you should paint Drop Pods before fully assembling them.

Friday, July 12, 2013

Allies: Space Marines and Tau




Tau are one of the newer codices, and are currently a very strong list. For reasons I can’t really fathom, Tau and Space Marines are Battle-Brothers, so the Tau will fully interact with your marines.

Tau bring the best anti-flyer units in the game to the table. Their bargain choice is the Skyray, which comes armed with six seeker missiles, two networked marker lights, and one additional weapon system. It comes with Skyfire and is relatively tough with AV 13 to the front and AV12 to the sides. Thanks to the networked markerlights, it can act autonomously, which is great as you may not be able to bring many markerlights in your allied detachment. Alternatively, you can take a Broadside squadron with Skyfire and high yield missile pods. This can be paired with a smart missile system, giving each suit eight shots. This firepower will tear through most flyers, and has enough shots to chew through infantry as well. A Broadside team is extremely dangerous to a variety or targets, though it has a cost to match. Fortunately, they’re also pretty durable. The final option is a Riptide, which can take both Interceptor and Skyfire. Though the heavy burst cannon is probably the best choice for taking out flyers, I like the look of the ion accelerator for its ability to also deal with infantry and tanks.

Monday, July 8, 2013

Commission: Ultramarines Terminators


Here's the next batch of Ultramarines, and this time it's more Terminators. They're pretty similar to the last batch, with the same overall paint scheme. I do have to say that I really like the look of the white helmets against the blue armor. They look quite striking.

Friday, July 5, 2013

Allies: Space Marines and Imperial Guard





I’ve finally gotten around to returning to my long delayed series on Space Marines and their allies. Since it’s been so long, I thought I’d better mention what I want out of allies.

1)      Skyfire
2)      Efficient scoring units
3)      Numerous infantry

Imperial Guard make an excellent addition to Space Marines, as they’re about as opposite to marines as they could be. Combining elite heavy infantry with mediocre but numerous light infantry is a recipe for a well-rounded army. From a fluff point of view, Space Marine armies very often fight alongside the Imperial Guard. Fortunately, they’re Battle Brothers so your marines and guardsmen can fully support each other on the table.

Monday, July 1, 2013

Commission: Ultramarines Predator



Here's the next unit for the Ultramarines commission. It's a Predator that was a bit beat up when it came to me, so I did my best to clean it up. I think it looks pretty good, all things considered.

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