I thought I'd start this out with a History lesson.
I started playing 40k in 1998. I had been collecting and painting GW miniatures and buying White Dwarf since 1993 or possibly earlier I cannot remember. I got started with HeroQuest and then BattleMasters. This introduced me to the GW universe.
No one I knew, including myself, had the money to buy an entire army. What I would do is buy a box here and a blister there and I saved up money at one point to buy the Fantasy Battle 4th edition box set. I was into fantasy at the time and I built a small Dwarf force and then started buying some Chaos stuff.
By 1998 I had gone off to college and there was a game store just a few blocks away from campus. I decided to hit it up and see what was happening there. I also decided that I would buy the 3rd edition rulebook for 40k because it just came out and I figured what better time to get into a new game then when its newest edition of the rules came out? I also found out that every Tuesday there was a 40k night at the store. This began me on my journey into 40k, one which today found me walking into my local gaming store and purchasing the newest Chaos Codex.
Chaos had fascinated me since I was young. I loved the Chaos Warriors and the Sorceror and the 'Gargoyle' in the HeroQuest box and whenever my Dwarf character rounded a corner and bumped into one I would always be scared to take him on.
I started with a Dwarf army as I said earlier and then switched to Chaos for Fantasy Battle. When the new edition of 40k came out I figured I stick with Chaos because I already knew about the 4 gods and the daemons and such.
In the 3rd edition rulebook there were rules for all of the 40k armies including Chaos Space Marines. They had to reboot the army rules and throw out the 2nd edition Codexes because 3rd edition was such a huge change to the rules. 2nd edition was really more of a skirmish game. If you played a game of 2,000 points in 2nd edition it could go all day long. Necromunda was based off of 2nd edition rules.
Third edition was really the beginning of 40k, the miniatures war game. The rules allowed you to field an entire army and actually play a game in under 3 hours, many games I played were under 2 hours. This was the environment I was walking into.
The rules in the Big Black Book(BBB) of 3rd edition were OK. They were quite basic but they had a lord and sorceror and daemon prince and all of the greater daemons and lesser daemons for ALL 4 chaos gods. Great I thought, I will play Black Legion because I thought the Horus Heresy fluff was awesome and that The Black Legion were the best of all the bad guys.
Shortly after the BBB came out GW released the 3rd ed Chaos Codex. This codex fleshed out alot of the rules and added new stuff which I can't remember all of it right now and I don't feel like finding the codex. But it was a nice bump from the BBB rules.
Over the next several years White Dwarf started adding new units like Cult Terminators. For those of you who don't know what those are, they are Terminators which are basically Plague Marines, Berzerkers, Thousand Sons, and Noise Marines but in Terminator armour. They added Minor Psychic powers for every Psyker in the game. And they started their Index Astartes(I:A) series. This was an article in White Dwarf each month with background fluff and rules to play each of the original founding legions in order from 1st to 20th legion (but as they were currently in 40k).
When the issue with the Iron Warriors I:A article came out, I read the fluff and was hooked. This was also around the same time that Graham McNeill's novel Storm Of Iron was released. I started buying more models and building the army using the rules in the White Dwarf. It was the first time (since 2nd ed) that any chaos army (but only if you were Iron Warriors) could take a vindicator (or a basilisk). I loved the idea of Space Marines running around with servo arms and big guns and tearing down the fortresses of the False Emperor just because they were bitter and angry.
Rumors then began swirling about a new Chaos Codex and I was so excited! It looked like it would have all the rules for all the legions in the codex itself and I couldn't wait.
When I bought that book I thought it was the best thing GW had ever created! There were so many options and so much wargear and so many ways of building your list it was mind-boggling! There were rules for all 9 of the Legions. Daemon Weapons were first introduced. This codex had everything you could easily build a warband or renegades or a legion of 10,000 year old bitter veterans of the long war. You could lean heavily on daemons or on psykers or just marines and guns (which is what I did).
After Tuesday night gaming sessions at the game store me and my buddies would head out to a local greasy spoon and order breakfast at 1am and talk for hours about this codex. There were so many combinations and combos that we never got tired of trying to find new things to do with it.
My Iron Warriors began expanding as my gaming group started making our Big Game an annual event. I scratch built dreadclaw assault pods and a titan as well as a flyer. My army quickly reached 10,000 points of fully painted 10,000 year old bitter and angry Iron Warriors. And it was a golden time to be a chaos player.
This codex lasted through part of 3rd and most of 4th edition. It did well and you could adapt it and your tactics as the main rules changed. Near the end of 4th edition rumors of a 5th edition were out there on the internets. But right before 5th edition hit, we chaos players got blind-sided.
GW released the above codex. This codex was supposed to herald a new age of codex and rules writing which 5th edition would carry on. It was streamlined and simple, not a whole lot of flipping back and forth and trying to find fiddly rules. It moved Dreadnoughts to Elites (They used to be heavy support and in the previous codex IW could take 4 heavy slots.) which seemed ok until I read their new fire frenzy rules which made them almost unplayable. Now they shot at the nearest unit friend or foe. It removed the god-specific daemons and gave us generic 'lesser' and 'greater' daemons. There were no legion rules anymore. They barely mentioned the Iron Warriors.
I was initially a bit perturbed. and thought well I can still kinda build my army. I can take marines and tanks a vindicator so its not so bad. Then they released Codex Chaos Daemons and Orks. These two codexes seemed to have a bit more options in them then my codex did. And then 5th edition hit. I loved the new objective based missions and tanks were actually pretty good, so my army was ok. I was miffed about no legion rules, but it could be worse.
Then the current Space Marine codex was released. It had a bunch of chapter-specific characters in it which allowed you to play that chapter if you took them. I was not happy. They took away my special rules for my army and gave the loyalists a bunch of new armies in one book. They also added a ton of new units and new options for customization. All of the things they removed from the chaos codex they gave to the loyalists and thus began a new age of Cdex writing for GW where each codex got more and more options and ways to build multiple armies from the same book.
All of 5th edition was codexes that got more and more customisable while my codex remained incredibly static and boring. I moved on to Forgeworld buying the Vraks books because of the new chaos army lists that were in there. I built a traitor guard army based off of those rules. I even built an Apostles of Contagion Nurgle warband from them. I then went Imperial with the Minotaurs Chapter from the Badab War Forgeworld books because they had special rules for fighting Space Marines and were pretty dark.
Rumors of 6th edition began sprouting up and I began getting excited for some new rules that might lend my chaos army a new life. 6th ed came and I like it a lot! It makes everything fresh and interesting and adds more story elements into the game. And now after waiting for 5 years for GW to do something with my beloved Iron Warriors a new book was released at midnight.
I ran out a bought it just a few hours ago.
I have been looking through it and coming up with new army lists. It is a very nice book full color and hard bound. There are a lot of options that are new in it including cultists!
In part two I will go through my thoughts on the new codex.....
Saturday, October 6, 2012
Chaos Codex Review Part 1
Labels: Introduction
6th Edition,
Chaos Codex,
General Info,
Iron Warriors
Thursday, October 4, 2012
New Chaos Codex
I am picking up the new codex this Saturday and I can't wait!
From what I've seen on various blogs and such its been leaked on the internet and people have begun weighing in on the ups and downs of it.
The things I have been hearing have all been pretty darn good and I am starting to build some ideas as to what I want to do with this new codex.
I am excited that the basic Chaos Space Marine is going down to 13 points. Its not identical to the previous codex as far as what that 13 points gets you, but I am very ok with it. I will be able to field more Iron Warriors for the same points cost as before. This is one thing that frustrated me with the current codex is that everything was so expensive points-wise.
The War(p)smith seems to be exactly what I want in a WarSmith. If Predators go down in points I will be a very happy camper.
Once I get the Codex on Saturday I am going to post a review as well as a few army lists. Saturday is my day of Chaos!
Talk to ya then...
From what I've seen on various blogs and such its been leaked on the internet and people have begun weighing in on the ups and downs of it.
The things I have been hearing have all been pretty darn good and I am starting to build some ideas as to what I want to do with this new codex.
I am excited that the basic Chaos Space Marine is going down to 13 points. Its not identical to the previous codex as far as what that 13 points gets you, but I am very ok with it. I will be able to field more Iron Warriors for the same points cost as before. This is one thing that frustrated me with the current codex is that everything was so expensive points-wise.
The War(p)smith seems to be exactly what I want in a WarSmith. If Predators go down in points I will be a very happy camper.
Once I get the Codex on Saturday I am going to post a review as well as a few army lists. Saturday is my day of Chaos!
Talk to ya then...
Labels: Introduction
6th Edition,
Chaos Codex,
General Info,
Iron Warriors
Friday, September 28, 2012
Pics of NEW Minis
Here are some pictures of my newest figs I've put together.
Up first is Lord Zhufor of the Skulltakers with his retinue of Khorne Terminators:
Next up is some Khorne Berzerkers and some champions:
Here are some pics of some Traitor Guard allies for my Iron Warriors:
By the way, I was spurred to action to take these pics and post them because of my friend's blog who just posted a bunch of his guard today! Check it out here: http://excursionsbeyondthecall.blogspot.com/
I have been working n lissts in my head the last 3 days or so since pics have been surfacing of the new rules from the new chaos codex. I will share those thoughts soon.....
Up first is Lord Zhufor of the Skulltakers with his retinue of Khorne Terminators:
Next up is some Khorne Berzerkers and some champions:
Here are some pics of some Traitor Guard allies for my Iron Warriors:
By the way, I was spurred to action to take these pics and post them because of my friend's blog who just posted a bunch of his guard today! Check it out here: http://excursionsbeyondthecall.blogspot.com/
I have been working n lissts in my head the last 3 days or so since pics have been surfacing of the new rules from the new chaos codex. I will share those thoughts soon.....
Labels: Introduction
Iron Warriors,
Khorne,
Traitor Guard,
Work In Progress
Thursday, September 27, 2012
Its been awhile....
So I haven't posted anything in quite a while. I apologize to anyone out there who reads this blog but I have been very busy the last couple of months.
I will get back to posting regularly very soon.
With all of the new stuff coming out for 40k I will have lots to talk about in the next month.
Some things that have been on my mind:
- New Chaos Codex.
I am very excited about this. It looks like the Iron Warriors will be back in a big way. I am very curious about the options that the War(p)smith gets. If he can take different weapons besides a power axe I will be quite happy. I also hope I can take a War(p)smith as the compulsory HQ choice so I don't need to take a chaos lord. If I can the Warsmith Morgoth will come out of retirement so long as he can keep his lightning claws. I will update the model with Mechadendrites and I think it will look really cool.
I also have been eyeing up the new Daemon Engines and have been thinking about some conversions to do to them. I am not 100% happy with the looks of those models right out of the box so I have some ideas on how to use the kits. I want to get some legs from a Defiler and put them on the Forgefiend and give him the 2 hades autocannons. The Dragon I want to convert to look more like the Forgeworld Hellblade/Helltalon and either use the Forgeworld rules or the GW rules. I won't know until I can look at the codex.
I am excited for cheaper Chaos Marines and to a lesser extent Cultists. I have been adding guardsmen to my traitor guard and may just use allies instead of cultists. Again I have to wait and see what the codex has in it.
I also heard rumor of a fortification upgrade in the codex and I can't wait to see what it is.
- Horus Heresy Forgeworld Books
I am planning on picking up all of these books eventually. If I field an army out of them it will probably be Iron Warriors. I will probably only buy the Perturabo Model.
- New projects
I have been assembling Khorne Berzerkers and Khorne Terminators for my Skulltakers warband based on the Siege of Vraks books. I bought the Lord Zhufor model from forgeworld and he is assembled and almost ready to be primed.
I also have been working on more traitor guard for my Iron Warriors. I have 3 Chimeras and am looking to buy more from a buddy of mine along with a Vendetta. I bought a Forgeworld Vendetta upgrade kit at Gen Con. I have three squads that are mostly done that will be mounted in the chimeras.
I am going to take some pictures of some of these projects soon and will post them hopefully this weekend.
Look for more posts soon...
I will get back to posting regularly very soon.
With all of the new stuff coming out for 40k I will have lots to talk about in the next month.
Some things that have been on my mind:
- New Chaos Codex.
I am very excited about this. It looks like the Iron Warriors will be back in a big way. I am very curious about the options that the War(p)smith gets. If he can take different weapons besides a power axe I will be quite happy. I also hope I can take a War(p)smith as the compulsory HQ choice so I don't need to take a chaos lord. If I can the Warsmith Morgoth will come out of retirement so long as he can keep his lightning claws. I will update the model with Mechadendrites and I think it will look really cool.
I also have been eyeing up the new Daemon Engines and have been thinking about some conversions to do to them. I am not 100% happy with the looks of those models right out of the box so I have some ideas on how to use the kits. I want to get some legs from a Defiler and put them on the Forgefiend and give him the 2 hades autocannons. The Dragon I want to convert to look more like the Forgeworld Hellblade/Helltalon and either use the Forgeworld rules or the GW rules. I won't know until I can look at the codex.
I am excited for cheaper Chaos Marines and to a lesser extent Cultists. I have been adding guardsmen to my traitor guard and may just use allies instead of cultists. Again I have to wait and see what the codex has in it.
I also heard rumor of a fortification upgrade in the codex and I can't wait to see what it is.
- Horus Heresy Forgeworld Books
I am planning on picking up all of these books eventually. If I field an army out of them it will probably be Iron Warriors. I will probably only buy the Perturabo Model.
- New projects
I have been assembling Khorne Berzerkers and Khorne Terminators for my Skulltakers warband based on the Siege of Vraks books. I bought the Lord Zhufor model from forgeworld and he is assembled and almost ready to be primed.
I also have been working on more traitor guard for my Iron Warriors. I have 3 Chimeras and am looking to buy more from a buddy of mine along with a Vendetta. I bought a Forgeworld Vendetta upgrade kit at Gen Con. I have three squads that are mostly done that will be mounted in the chimeras.
I am going to take some pictures of some of these projects soon and will post them hopefully this weekend.
Look for more posts soon...
Labels: Introduction
6th Edition,
General Info,
Iron Warriors
Tuesday, July 31, 2012
2013 Big Game Plans
So it appears no one in my gaming group has as of yet stepped up to run the big game. I threw in my services if people want them. I figured I'd post up something on here about some ideas I have.
6th Ed and the Future Thoughts for the game:
- 6th Edition is here and I want to use its allies rules for the big game because they make everything easier from an organizer's stand point.
- 6th Edition also has rules for flyers, so that annual debate about what rules to use can be settled once and for all.
- We always allow Forgeworld and with their new supplement for fliers we are good on that front.
- I have a feeling there will be many new releases from Forgeworld and GW before this year's big game so I will have to account for that.
- I like the idea of adding Fortifications both the ones in the main rulebook and perhaps new ones the players create or ones that I create for the scenario. This is a great addition that GW threw at us gamers to develop and make our own.
Existing Terrain thoughts:
- I have built large walls which I used in my previous big game and could use in the new one (in a much less prominent role).
- I built tunnel terrain for my Book of the Arbitrator campaign.
- I have been working on new high-tech walls and other small pieces of terrain for zone mortalis/boarding action scenarios.
- My friend Joe has plenty of buildings and hills and forests.
- My friend Dale also has lots of Orky terrain.
Existing Armies of friends:
- Sisters of Battle
- Black Templars, Blood Angels, Space Wolves, Grey Knights, various Vanilla Marine codex armies
- Orks, Tyranids, Eldar, and Dark Eldar
- Chaos Marines and Daemons
- not much Tau really.
- Imperial Guard with tons of flyers and ground pounding guard.
- Warhound Titans, Eldar Titan, Ork Stompas, Thunderhawks, Baneblades
- Ork Flyers
With this being said I have some things I want to try to do.
- World clock - meaning not everyone is always on the same turn. (this is an idea and may not happen)
- Different areas are different 'scenes'
- Multiple objectives in each area that are 'interactive'
- Multiple objectives for each player some of which may be random some of which may be chosen by the player and some of which may be secret.
- World effects - effects that happen simultaneously across all 'scenes' because of an event (like a particular objective is taken or destroyed).
- Multiple teams as opposed to one team versus one team we could have 3 teams like Chaos, Imperial, and Xenos each with their own goals.
So with these things written down here I will let them stew in my mind and yours for awhile. If anyone has any ideas or comments please share them with me below.
Thanks.......
6th Ed and the Future Thoughts for the game:
- 6th Edition is here and I want to use its allies rules for the big game because they make everything easier from an organizer's stand point.
- 6th Edition also has rules for flyers, so that annual debate about what rules to use can be settled once and for all.
- We always allow Forgeworld and with their new supplement for fliers we are good on that front.
- I have a feeling there will be many new releases from Forgeworld and GW before this year's big game so I will have to account for that.
- I like the idea of adding Fortifications both the ones in the main rulebook and perhaps new ones the players create or ones that I create for the scenario. This is a great addition that GW threw at us gamers to develop and make our own.
Existing Terrain thoughts:
- I have built large walls which I used in my previous big game and could use in the new one (in a much less prominent role).
- I built tunnel terrain for my Book of the Arbitrator campaign.
- I have been working on new high-tech walls and other small pieces of terrain for zone mortalis/boarding action scenarios.
- My friend Joe has plenty of buildings and hills and forests.
- My friend Dale also has lots of Orky terrain.
Existing Armies of friends:
- Sisters of Battle
- Black Templars, Blood Angels, Space Wolves, Grey Knights, various Vanilla Marine codex armies
- Orks, Tyranids, Eldar, and Dark Eldar
- Chaos Marines and Daemons
- not much Tau really.
- Imperial Guard with tons of flyers and ground pounding guard.
- Warhound Titans, Eldar Titan, Ork Stompas, Thunderhawks, Baneblades
- Ork Flyers
With this being said I have some things I want to try to do.
- World clock - meaning not everyone is always on the same turn. (this is an idea and may not happen)
- Different areas are different 'scenes'
- Multiple objectives in each area that are 'interactive'
- Multiple objectives for each player some of which may be random some of which may be chosen by the player and some of which may be secret.
- World effects - effects that happen simultaneously across all 'scenes' because of an event (like a particular objective is taken or destroyed).
- Multiple teams as opposed to one team versus one team we could have 3 teams like Chaos, Imperial, and Xenos each with their own goals.
So with these things written down here I will let them stew in my mind and yours for awhile. If anyone has any ideas or comments please share them with me below.
Thanks.......
Labels: Introduction
6th Edition,
big game,
Terrain
Monday, July 23, 2012
New Blogs and Podcast updates
I've been listening to a lot of Podcasts recently as I mentioned in my previous post. I thought I'd share them with you guys:
11th Company Podcast - These guys are still one of my favorites, new podcast every week and they are usually between 2 and 5 hours long. They talk news, hobby progress, and they do interviews in Pat's Corner, they also talk terrain in their tactical terrain segment and they do book reviews from time to time.
Currently they've been going over 6th edition for the last couple of episodes.
Deepstrike Radio - These guys talk fluff a lot. This weeks episode is about the Ordo Xenos and they talk over its history and main characters in the fluff and in rules and then go on to make 3 army lists.
The Independent Characters - This week's episode is about the community's reaction to 6th edition. They also interview Reece Robins (Reecius from DakkaDakka) about 6th edition and tournaments.
Frontline Gaming - This is a blog and business as well and they do a twice weekly half hour podcast. I initially wasn't sure if I'de like the format, but Reece does a good job and I am now ok with recommending this show.
The D6 Generation - Russ Wakelin and company from DakkaDakka have run this podcast for many years and they still do a great job. They do reviews of board games and card games. They also talk about whats new in gaming.
World's End Radio - These guys are from Australia and they play fantasy as well as 40k and blood bowl. The current episode is their 40k 6th edition episode. They are always interesting and entertaining.
Also a friend of mine has started a new blog so I thought I'd link to it here:
Guardsman-a-Day
And here is another blog I've started looking at as well:
Faeit 212 - Mainly rumors, updated many times every day.
So Faeit 212 just dropped new chaos codex rumors along with a few others as I am typing this. So you better go check it out.
I am outta here until next time.....
11th Company Podcast - These guys are still one of my favorites, new podcast every week and they are usually between 2 and 5 hours long. They talk news, hobby progress, and they do interviews in Pat's Corner, they also talk terrain in their tactical terrain segment and they do book reviews from time to time.
Currently they've been going over 6th edition for the last couple of episodes.
Deepstrike Radio - These guys talk fluff a lot. This weeks episode is about the Ordo Xenos and they talk over its history and main characters in the fluff and in rules and then go on to make 3 army lists.
The Independent Characters - This week's episode is about the community's reaction to 6th edition. They also interview Reece Robins (Reecius from DakkaDakka) about 6th edition and tournaments.
Frontline Gaming - This is a blog and business as well and they do a twice weekly half hour podcast. I initially wasn't sure if I'de like the format, but Reece does a good job and I am now ok with recommending this show.
The D6 Generation - Russ Wakelin and company from DakkaDakka have run this podcast for many years and they still do a great job. They do reviews of board games and card games. They also talk about whats new in gaming.
World's End Radio - These guys are from Australia and they play fantasy as well as 40k and blood bowl. The current episode is their 40k 6th edition episode. They are always interesting and entertaining.
Also a friend of mine has started a new blog so I thought I'd link to it here:
Guardsman-a-Day
And here is another blog I've started looking at as well:
Faeit 212 - Mainly rumors, updated many times every day.
So Faeit 212 just dropped new chaos codex rumors along with a few others as I am typing this. So you better go check it out.
I am outta here until next time.....
Wednesday, July 18, 2012
More 6th Edition Thoughts
Its been a few weeks since I bought the new rule book and I've been pretty consumed by 6th edition.
Between listening to podcasts, reading blogs, reading forums, reading the main rule book, writing up new army lists, contemplating armies, and playing games of 6th ed, I've neglected the blog a bit too much.
Don't worry I plan to continue posting new things on here, its not going away. And I will finish the Book of the Arbitator game battle report soon I hope.
I've come to a conclusion about 6th edition that is somewhat surprising considering before I had the book in my hands, I thought GW may have actually screwed the pooch on this edition. I have come to the conclusion that what they have done is pretty amazing. The rules interact in a very interesting way which is very cohesive and truly are a new version of 40k.
They have turned the game on its head and with one release re-ignited the fan base. I've heard rumors of game stores being packed with people playing and talking and buying stuff. There has been plenty of discussion about the tournament scene and the organizers of the big tournaments trying to come up with codified tournament rules (for things like terrain, missions, warlord traits, etc).
Now before I get off track, which I am wont to do, I want to go over my thoughts about 6th edition and where I am going to go with it.
The rulebook is beautiful and worth every penny. The index is incredibly useful and the rules are for the most part worded well. I have only found 2 instances of bad GW editing, which is new for them. I like the new missions with a few exceptions. I like the changes to force and power weapons. I like the new psychic powers and warlord traits. I like hull points and how vehicles work.
The new missions initially seem unbalanced when playing with certain armies like the necron flyer spam lists, but in reality balance themselves out. Its a strange thing that at first glance some of them seem bad but aren't actually.
I don't like mysterious objectives partly because I forget to use them, or they don't have any measurable impact on the game despite reading the descriptions of what they do and envisioning all sorts of mayhem resulting from them. In the games I've played they've had no impact and its a scramble at the end to grab them like it always has been prior to 6th.
Force weapons and power weapons stats are now based on how they are modeled. Some people will be upset at this because they have a guy modeled with a power sword but really want a power axe for example. I am totally cool with this because it opens up new modelling possibilities for me. Many gamers like myself who have been playing for 10+ years have plenty of bits floating around which can be used to remodel their figs with the appropriate type of weapon and also welcome the chance to go back and update figs.
The new psychic powers are cool but not over-powering nor do they take over the game by adding a psychic phase, which was a huge failing in my perspective of 2nd edition or Fantasy. They give my psykers something new to try out. I like that.
The new warlord traits are neat and add something to the game but have been somewhat underwhelming so far in the games I've played kind of like the mysterious objectives. I like Reece's suggestion from Frontline Gaming of rolling a d6 and then picking one trait from any of the 3 trait tables that correspond to the number rolled. This system would still be random but would give you some choice, which is good, IMHO.
Vehicles have become much cooler in how they operate. Hull points make rhinos tougher earlier in the game because a glance won't impact its usability. The make vehicles weaker as the game goes on, because only a few glances separate a vehicle from destruction. Vehicle movement got a huge boost in this edition because a rhino can now move 18" a turn which is awesome for actually getting a unit somewhere quickly.
These are still my initial thoughts since getting the book. Now I will discuss my plans for 6th ed.
Unfortunately I have to wait until the new Chaos codex comes out before I do any more modeling or painting of anything. I just can't get motivated until that happens. Iron Warriors are my largest army and my favorite, so until the new codex arrives (Sept 1st is the rumor) I can't really do anything.
That being said these are my plans for chaos in the coming months:
I plan to play allied guard and Iron Warriors and the reverse.
I plan to either expand my Apostles of Contagion with more plague marines and/or guard.
I have ideas of doing an Exorcist Space Marine army with Grey Knight allies.
I may also do my Skulltakers Khorne Warband at some point depending on the new codex.
So hopefully I have said something of interest in this post. I have probably just rambled on as I usually do.
Until next time.
Between listening to podcasts, reading blogs, reading forums, reading the main rule book, writing up new army lists, contemplating armies, and playing games of 6th ed, I've neglected the blog a bit too much.
Don't worry I plan to continue posting new things on here, its not going away. And I will finish the Book of the Arbitator game battle report soon I hope.
I've come to a conclusion about 6th edition that is somewhat surprising considering before I had the book in my hands, I thought GW may have actually screwed the pooch on this edition. I have come to the conclusion that what they have done is pretty amazing. The rules interact in a very interesting way which is very cohesive and truly are a new version of 40k.
They have turned the game on its head and with one release re-ignited the fan base. I've heard rumors of game stores being packed with people playing and talking and buying stuff. There has been plenty of discussion about the tournament scene and the organizers of the big tournaments trying to come up with codified tournament rules (for things like terrain, missions, warlord traits, etc).
Now before I get off track, which I am wont to do, I want to go over my thoughts about 6th edition and where I am going to go with it.
The rulebook is beautiful and worth every penny. The index is incredibly useful and the rules are for the most part worded well. I have only found 2 instances of bad GW editing, which is new for them. I like the new missions with a few exceptions. I like the changes to force and power weapons. I like the new psychic powers and warlord traits. I like hull points and how vehicles work.
The new missions initially seem unbalanced when playing with certain armies like the necron flyer spam lists, but in reality balance themselves out. Its a strange thing that at first glance some of them seem bad but aren't actually.
I don't like mysterious objectives partly because I forget to use them, or they don't have any measurable impact on the game despite reading the descriptions of what they do and envisioning all sorts of mayhem resulting from them. In the games I've played they've had no impact and its a scramble at the end to grab them like it always has been prior to 6th.
Force weapons and power weapons stats are now based on how they are modeled. Some people will be upset at this because they have a guy modeled with a power sword but really want a power axe for example. I am totally cool with this because it opens up new modelling possibilities for me. Many gamers like myself who have been playing for 10+ years have plenty of bits floating around which can be used to remodel their figs with the appropriate type of weapon and also welcome the chance to go back and update figs.
The new psychic powers are cool but not over-powering nor do they take over the game by adding a psychic phase, which was a huge failing in my perspective of 2nd edition or Fantasy. They give my psykers something new to try out. I like that.
The new warlord traits are neat and add something to the game but have been somewhat underwhelming so far in the games I've played kind of like the mysterious objectives. I like Reece's suggestion from Frontline Gaming of rolling a d6 and then picking one trait from any of the 3 trait tables that correspond to the number rolled. This system would still be random but would give you some choice, which is good, IMHO.
Vehicles have become much cooler in how they operate. Hull points make rhinos tougher earlier in the game because a glance won't impact its usability. The make vehicles weaker as the game goes on, because only a few glances separate a vehicle from destruction. Vehicle movement got a huge boost in this edition because a rhino can now move 18" a turn which is awesome for actually getting a unit somewhere quickly.
These are still my initial thoughts since getting the book. Now I will discuss my plans for 6th ed.
Unfortunately I have to wait until the new Chaos codex comes out before I do any more modeling or painting of anything. I just can't get motivated until that happens. Iron Warriors are my largest army and my favorite, so until the new codex arrives (Sept 1st is the rumor) I can't really do anything.
That being said these are my plans for chaos in the coming months:
I plan to play allied guard and Iron Warriors and the reverse.
I plan to either expand my Apostles of Contagion with more plague marines and/or guard.
I have ideas of doing an Exorcist Space Marine army with Grey Knight allies.
I may also do my Skulltakers Khorne Warband at some point depending on the new codex.
So hopefully I have said something of interest in this post. I have probably just rambled on as I usually do.
Until next time.
Labels: Introduction
6th Edition,
Apostles of Contagion,
Iron Warriors,
Minotaurs,
Space Marines
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