Wednesday, June 6, 2012

6th Edition! Here I wait!

Almost got myself a Summary Execution for not posting, what kind of a commissar I have. But to satiate the appetite of some readers maybe I could include some stuff for the upcoming 6th Edition of the Rulebook in about two weeks time from now.

The 6th Edition rules for Warhammer 40k is more or less being streamlined to have quite the similarities with Warhammer Fantasy Battles (The Turn Phases, the army composition) and of course some juicy bits and pieces of rules which either a big YAY, a just a MEH! or a disappointing DARN!

Based on my Imperial Guard collection, the possible few major rules change in the game which could affect the play style of my army and I could recall as much as possible.

1. Shooting at charging squads for infantry squads before close combat
The first thing to do in the turn is to declare all charges. In a nutshell, upon an infantry unit declaring its charging move, the infantry unit receiving the charge could choose to shoot prior to close combat. With a crazy quantity of firepower, even lasguns could wither down any charging unit. Verdict: YAY!

2. Tanks have the rule "Multi-targeting (X)"
Tanks could fire at different targets up to the number X. This means that tanks with many weapons can shoot at several targets using a different weapon. Ordnance weapons takes up 2 slots. With Leman Russ Tank Variants which have Multi-targeting having 4 big guns including sponsons, without heavy stubber and hunter killer missile, makes the tank an awesome killer. Plus if the vehicle remained stationary, the number is doubled! I'm starting to drool for my tanks, especially in squadrons! Verdict: YAY!

3. Power Weapons have AP values
A general three type of power weapons being categorized Chainfists have AP1, Power Fists have AP2 while Power Weapons have AP3. For my blob to work, power weapons are super effective in 5th Edition. In the new rules, it works only against power armored or similar beasties, rendered not effective against better things. When a squad of Terminators or beasties with 2+ armor, I'm going to have a real hard time! Verdict: DARN!

4. You can exchange for two slots for another one slot one the other
For example, you can exchange two slots from the Fast Attack for one slot of Elites or Heavy Support. Even exchanging one slot from Elites and one slot of Fast Attack for a Heavy Support. With the Imperial Guard seldom field Elites (which are too expensive anyway), it could be nice to have more Fast Attack or Heavy Support elements. The only thing that cannot be used in either way is the HQ slot. I could probably able to live without it. Plus at 1750 points, it wasn't really much you can alter the Force Organization Chart much. Useful only on really large games probably at larger than 2500 points. Verdict: MEH!

5. All units get a 6+ save against all psychic powers targeted at them

No big deal here, it is a 1 in 6 chance of nullifying the psychic power being shot at them which is at least offer some protection against it as more and more of these weird powers flying around in the few latest release of codices especially Grey Knights and Blood Angels, but we don't really know what will the new codices would look like for Chaos Space Marines and Elder would look like on their respective release, especially their psychic powers. Verdict: MEH!

What is left for me to do is sit back and wait for the real deal to come along, until then it is all pure speculation. By the way this also put back my WH40k gaming in the back seat for a while until the new rules came out, yet I still keep track on all gaming activities within the neighborhood.

Monday, March 12, 2012

Battle Report: 1750 pts Blob Guard versus the Decent of Angels

Straken was poised to defend themselves against the Decent of Angels by the writer of Decent of Razorbacks, the points is at 1750 points so armies at a glance

1750 points in a tray not even an A4 sized box.
The Decent of Angels
HQ: Librarian with Honor Guard
Elites: 5 men Sanguinary Guards, 5 men Vanguard Veterans, Sanguinary Priests attached to Assaults Marine Squads
Troops: Two 10 men squad of Assault Marines, 5 men Scouts
Heavy: Devastator Squad

Straken's Legion of Blobs
HQ: Colonel Straken and his Melta Command Squad and Officer of the Fleet
Troops: Infantry Platoon of 57 men. (PCS with Flamers, 5 infantry squads with Grenade Launcher and 2 commissar's), 2 Melta Vets with Chimeras each
Heavy: Battle Tank, Demolisher, Executioners all with Lascannon and Plasma Cannons.

Friday, February 24, 2012

Can't bear to see them unpainted

Still remember that I've stripped the paint off my first 21 Cadian Shock Troopers including 3 Sergeants? I just can't bear the sight seeing them unpainted plus I may not be able to join the painting tourney as there are some pressing things to attend e.g. my brother's marriage registration day for the weekend so I've decided in the last moment to paint them all up. Another reason is that I would like to see my army in color for my upcoming Spearhead game.

The only thing I get is that my painting skill is not all that shabby after all these time I haven't been painting on a large scale. So here is the result of the "not so shabby after all" type of painting.

Thursday, February 23, 2012

Spearhead coming your way! Part 2

Now it is my turn to show what kind of Spearhead he can expect me to field this weekend, based on what I have in my collection! Just to say "Nothing surprising! For Yee How being a Tread Head!"
Expected Units: Leman Russ Tanks of various patterns
Expected Tactics: With the Imperial Guard Leman Russ Tank Squadrons make this Spearhead scarier than most. It will be a blasting good day......
Expected solution: Using deep striking Sternguard Veterans are a sure fire method to take down the tanks in one sweeping blow for a low point cost compared with the tanks which I can field. Bikes and Land Speeder are also considered for this purpose.

Wednesday, February 22, 2012

Spearhead coming your way! Part 1

This weekend will be my first game for the expansion Spearhead, an expansion features incredible heavy tank battles. The key point in this game is the Spearhead Force Organization Chart (FOC) which has some rules and abilities for the units selected for the Spearhead plus it does not take up your standard mission FOC when fielding units from their respective slot in a Spearhead.

My scheduled opponent will be Shazli, a true blue Ultramarine player with quite the experience in his belt against a intermediate player like me so most probably lists will be tailored to counter each other. I do not have much elements that counter his but he has all the firepower to send in to wreck my day so I have to improvise in a way. These are the possible Spearheads he could field......

Giving a new lease of paint

My first batch of painting looks a little smudgy, caked up and of course the outlook does not seem to be consistent with my later batches of painting. So I've decided to strip all the paint from my pack in batches, starting with my Cadian squad of lasgunners and some sergeants. After all I'm also preparing for the painting competition coming on April or May this year, if possible that I could join.

The conditions to fulfill prior to the painting competition
1. Must have at least 3 boxes of GW stuff containing either one of the following:
    a. Infantry boxes with a minimum of 5 models
    b. One vehicle/Monstrous creature.
    c. 3 Bikes or Cavalry.
2. Must have five (5) colors declared prior to the event, primer included.

So for this event I'll be painting 30 infantry men so that makes up 3 boxes of Cadian Shock Troops and I have only 12 hours to do it. Based on previous experience I can only finish 10 men in about 5 hours which is doing it at a relaxing pace, so this will be quite a challenge to complete.

Monday, February 6, 2012

634 points Doubles Tournament @ Comics Mart Midvalley

The ashes of war is now over for the doubles and might I say this is my first official tournament win shared with Redeye. Good times, great rolls and awesome blasts, gruesome slashing and pounding on the table marked the day. The tournament requires the players to field an army up to 634 points with a minimum scoring troop choice of 200 points including their dedicated transport and so this is what I've came up with!

Veteran Squad (270 points)
Gunnery Sergeant Harker
3 Grenade Launchers
Chimera with (Multi-Laser, Heavy Flamer, Heavy Stubber, Hunter Killer Missile and Extra Armor)

Heavy Support
Leman Russ Battle Tank (180 points)
Extra Armor

Leman Russ Battle Tank (180 points)
Extra Armor

That sums up with 630 points, can't do much with only 4 points so I'll just leave it as it is.

The partners are randomly chosen thus got paired up with Redeye with the following army
10 men Assault Marines Squad
Sergeant Power Fist
2 Meltaguns
Rhino Troop Transport (Storm Bolter)

Furioso Dreadnought
Frag Cannon
Dreadnought Close Combat Weapon with Meltagun

Sanguinary Priest

Heavy Support
Stormraven Gunship 
Twin Linked Assault Cannon, and Twin Linked Multi Melta

Some battle reports shall we? Simple ones will do.....

Sunday, February 5, 2012

The Exploits in the Underhive

The Comics Mart Midvalley Underhive is in turmoil for the first time in many years. Fights among the Underhive Houses, Genestealer Cult, Chaos Cultists, Redemptionists and the Orks wandering around the Underhive to claim the many resources which can be found in the Underhive.

This is my first time playing Necromunda, a tabletop skirmish game set in the 41st Millennium where there is not just war between the Imperium, Chaos Legions, Tyranid Swarms, Tau Empire, Eldar Craftworlds, Kabals of the Dark Elves and many more, the fight for survival and power in the Underhive  goes on and on.......

After being tardy and all for such a long time, it is about time that I posted something on the board for my Project Necromunda which is relatively easy for my as most of my things are already there such as the many Gangers in my list which they are using Lasguns. Using Imperial Guard Catachan Jungle Fighters and some ingenuity, here is what I've managed to make up with.