Saturday, December 21, 2013

A starting army for warmachine and the idea for painting it.

A good size starting War Machine army. 25 points
This is what I have been up to since I graduated Saturday. I decided to get a small army going and hope to hit 35 points before a tournament in February. The army is small, shooty yet strong in melee and is a solid army. It isn't competitively optimized, but I don't want a competitively optimized army. I just want something competent that works. I also like the theme behind armies like this one. Small and stealthy, these mage hunters put the hurt on anything in War Machine. Hordes may be a little issue, but with so much shooting and denial, they shouldn't cripple me to bad. At 35 points, they will do better as they will have a strong counter charge element in the added units.  Here is a run down of the list.
Kaelyssa the Night Whisper
With an additional 7 points for warjacks and 7 focus she is a strong choice. To make her even more nasty, she has a gun that fires 3 times and steals a focus on hit. Her spell list is pretty impressive. She is one of the better jack casters if only for how much focus she can have. Her spells are simple yet scary. Backlash makes it to where when a jack is damaged, the warcaster takes a single point of damage. That isn't to impressive until you have the mage hunters (mentioned later) start plinking jacks because their ranged attacks do 3d6 damage. Sure, they may only put a couple of points of damage on them, but every time they do, it will plink one off the caster. It makes riskier moves with the enemy warcaster more difficult. Her next spell is arcane reckoning. Anytime anyone uses a magic attack at a unit with this buff and misses, the magic attack hits the user instead. This works well with the Mage hunters as they have stealth so you always miss if you are farther then five inches away. She has banishing ward which removes any buffs on whoever it hits. Useful for everyone. Has phantom hunter which means the unit with this buff doesn't care about line of sight. She also has arcane bolt that makes people stationary on hit which is really huge. Her feat works well with everyone. You can't be charged and everything has stealth. This puts everyone's range to about five inches for a turn. Really crippling. Lets show what else goes with her.
10 man mage hunters strike force with Unit Attachment
This unit is scary. Advance deployment and phantom hunter sees these guys attacking any model within 12 inches away. They work really well with kaelyssa. hell, they work really well alone. That is probably the best part about them. Alot of the force needs to be able to work alone. Next unit is a must have solo.
Eiryss 2 or maybe 1
Of the three Eiryss that are available, Eiryss two is probably the hardest to work around for the enemy. Her presence alone sets up a bubble 5 inches large where enemy jacks can't get focus and channel spells. On top of that, if she hits anyone with any weapon, they lose all focus. Eyriss one may get a few test games in. She gets a nifty little thing that just messes up everyone's plan. She causes you to drop focus, but you also cannot get focus the following round. Add phantom hunter from her with kaelyssa and a game winning shot is easy to do. It may cost her her life, but she will be avenged. Elven Vengeance is kind of what we do.
the Griffion Light Warjack
This little guy is the Griffon. He is practically a missile with a halberd. He isn't slowed by terrain and he has a powerful charge rule that makes his charge attack easier to hit. He will die to a stiff breeze, but he will take that breeze with him as he dies. Kaelyssa's spells can protect him pretty will. He is cheap and quick.
a Chimera Light Warjack
This guy is a little sneaky one. He has mirage, so he shifts two inches from where ever he is at the start of hit turn. He can also, channel kaelyssa's spells. Any spell kael casts, she can select the origin of the spell as the Chimera. Add in the how hard he hits, he works quite well. He isn't cheap for a light warjack.
The Manticore
This big guy is the Heavy Warjack of the group. Neither amazing in melee or shooting, he finds himself in between. He is good with his 12 inch range and his Gun that shoots three times, but he also has the highest strength hit in the army which will allow him to punch him in the face. He doesn't need any focus either most of the time as he just moves and pumps three shots into everyone. This jack is the one that needs the least amount of focus. He only needs focus on the turn her is going to run in and punch peoples faces off. Should be fun.

This is my 25 point force. It was quick and fun. I really want to get a few games in with my friend rob and see how it does. It is a precision force, but it can really lay down the hurt when it needs to. I really am excited to see this game in action. Wish me luck

Friday, December 13, 2013

Graduation and a new game.

Sooooooo..... Been a while. Haven't been around a lot. I graduate college Saturday. Should give me more time for gaming. The new sisters of battle codex launched, but I haven't gotten to pour over it enough to feel comfortable with a little discussion. Still a fun book and I am loving the digital books. Instead, I want to talk about something else. Warmachine! That is right, I want to try to get together a small army together. There is one thing I feel warhammer is missing something I find Warmachine has in spades. In Warhammer, the army's I find myself running use units that perform a job in a vacuum. Nothing really buffs or changes what they do. A squad used to pop tanks uses it's own powers and really doesn't change. It pops tanks only really. Units rarely have do more then kill people. Unit synergizer on an army basis and don't really interact enough for me. Some strong HQ choices and a few random units can do things like this, but I find the game in general lacking. In warmachine, every unit feels like it can do more then just punch someones face off and they interact in more ways because it is a smaller game.  For example, My ork boy squad never really had much beyond crunching people. They don't really do alot more. Death is the only form of action in warhammer in my eyes. I am not saying I don't like warhammer. I love warhammer. I am a lifer. I just want to try something that requires a little more thought and planning. My planning in Warhammer seems to be units going and doing something alone. A troop goes to claim an objective or target a unit,but they often don't do anything else. Warmachine, everything does something special it feels. Units work well within themselves, but they also work towards helping other friendly units or hurting enemy units without having to kill people.There is more interaction then just kill people. This is why I want to get into warmachine. My army will be.....
Retribution of Scyrah!
This army is all about the interaction with everything. The units have a good synergy with each other and they help cover the weakness their other units have and they can do more then just kill people. The Warcaster is a magical denial caster. She can buff her own units to either help them perform their job in a unique way. She can deny board space, she can cause damage to casters in unconventional  ways, she can deny major engagements for a turn, and she can do things her own.  Her jacks are jacks with options. The griffon warjack which is the one with the shield and halberd is a rocket. He is fast and can really lay the hurt on people. He is a light jack so he dies to a stiff breeze, but he is an assassin. The chimera is an arc node first off so he can have spells cast though him by the warcaster, he is a highly mobile jack who can hurt people, but still has the utility to do more then kill people. The Last warjack in this is the heavy warjack Manticore. This guy is an all around threat. He can shoot well, punch people's faces off, and can still interact with more then just those two elements. He has a special attack that sets down a 3 inch template on the ground that if people walk into it, they get hurt. It is board denial. It is armywide interaction that just isn't there in warhammer. The unit I am adding to the battle box is the Mage Hunter Strike Force. They work really well with the warcaster and they are a strong range choice and they can alter play with their special rule that allows them to shoot without needing Line of Sight. You have to change the way people play when you run the risk of a game losing death if you don't think about it. You then add in a solo character eiyrss. With tons of strong infantry killing power and methods to change the way you play with and against infantry, this solo adds a strong element for fighting Jacks. I really feel that this could be a great all comers list and a fun start. Overall, everything costs roughly as much as a stompa for half of a Tournament grade army. The army works well on paper and provides a variety for me to learn the game. Tell me what you think.

Tuesday, May 28, 2013

Waac vs Faac: The Two Extremes and Gamers Versus Hobbiests

       Hello everyone. Today, I want to talk about something I have been giving a lot of thought as of late. I want to talk about the ideas of being a Win at All Costs player and being a Fluff at All Costs player and where we all fit in.  There are not nearly as many WAAC or FAAC players as the Internet would suggest . These two phrases get thrown around a lot on the Internet and I feel they aren't nearly as justified as often as they are used. Almost always used with a negative connotation, these two phrases are often used to discredit or insult someone . For a better look into both, I am going to break down what I feel is each one and give some examples of each and how they are both similar to each other.

    I want to discuss the Win At All Costs player. This phrase gets thrown around the most. In the six years I have been playing warhammer, I always thought I knew what a WAAC player was. It always seemed like that guy who came in with the toughest army you could put together and always played their hardest against everyone. This was my view for the longest time and I often would try to play against some of these players to try and get better at warhammer. They were seriously tough opponents, but the game was still fun so I kept playing them. Then I met the person who I would soon learn would be the model for what a WAAC player would be. A WAAC player is someone who plays the game to the extreme point that the win is more important than anything else. The win will come even to the exclusion of everything else. A win comes before fun,  before friends and before anything else. That win has to come or else the WAAC player isn't happy. The means of the win doesn't matter either. Even in the friendliest of games, a WAAC player will use any trick to make sure they win. Whatever type of game you are playing isn't important just so long as they win.

     As an example, I will use someone I know and shall call Will. This person was the person that became to define what I came to think of WAAC.  This person was so bad that they described sportsmanship in tournaments as "Sportsmanship is about sucking up and telling your opponent you like their paint job, asking them about the tournament so far, yucking it up over your own bad dice and talking about lunch."  and had this idea only so he wouldn't lose points in a tournament and have the best chance of winning. I once saw this guy play at a tournament and he made a younger kid cry. The kid had spent his entire game setting up for what he thought was the game ending move. It was something that was against the rules and at the last moment he found out and had pretty much lost because of it. He got a little teary eyed and was visibly upset. At this point, instead of just relaxing and playing through the rest of the game, he is a dick to the kid as he is about to cry and goes about crushing him. The win was so important to him that he didn't care at all if this kid cried or not and certainly didn't care if anyone had fun.  He wanted a Win and to go to the next round.

        The other side of the WAAC  FAAC coin is the Fluff at All Costs player. FAAC players are a lot more rare but are just as extreme. The fluff they use is more important than anything else. They often will ruin anything they want to for their fluff. Everyone could be having a great time and they will try to interject all the fluff into things they can even if it ruins the moment. An air of superiority is often held around fluff. It doesn't matter what happens,  the fluff is what is important. Something rare happens? Fluff is used to defuse a possible funny situation by referring to some a time when that isn't how things went and that it is bull crap things went that way. Things going exactly how it would go in the fluff? Let me tell you over and over again about how this in the fluff. Like that unit you are using? Let me tell you all the unfluffy things you are doing with it and how to play your unit so that it can be fluffy.   Having fun? Not if the fluff can help it! If you haven't figured out by now, this is the kind of extreme player I hate of the WAAC and FAAC players. A WAAC player can ruin a game, a FAAC player ruins an entire room.

      My example of the FAAC player isn't pretty. Just so you know, I used the phrase "Basement Dweller" to try and figure out the guys name and everyone knew exactly who I was talking about. Not a good start for him. He would try to add fluff into any conversation even if it wasn't game related at all. No one wanted to talk to him if they could help it. First time I met the guy, I genuinely felt bad for him. That was when I Started to talk to him and I even played him in a game once. I only ever played against him once. Orks versus Blood Ravens.  He brought tactical heavy marines and I brought boy heavy Orks. I don't mind that everything had a story or had some back ground in fluff. It really makes the game better sometimes. This guy used every once of fluff he had to whine about anything he could. 20 boys with nob with Power Klaw kill a 5 man tac squad on the charge and he would use tons of fluff to complain. Something went right for him and he would use tons of fluff to pat himself on the back. Things slowed down to such a crippling pace that I nearly lost my mind in a single game. He lost by quite a bit and the fluff never stopped. Any and all fun was dashed against the rocks in the name of fluff.

        Where does that leave the rest of us? That is what I want to spend the second half of this article talking about.  I feel we all drop into the realm of gamers and hobbyists. Very few people actually fall into the extreme categories of WAAC and FAAC. Often times these two groups clash over what they want out of Warhammer to a degree. Few people are pure hobbyists or pure gamers. I will use myself and a friend as an example of what the two sides want.
     This is me. I am a gamer. I play Warhammer because I love the game. It is a solid system, but more importantly, it is a fun system. I really enjoy playing. I have delved into the hobby side of things a few times and I enjoy it, but it isn't why I play. It is the biggest reason I don't play Warmachine and hordes is because there really is not much of a hobby side to it. I paint on rare occasion and I play more than I paint. I was most proud when I finished painting my first army. I didn't enjoy painting, but I was proud to do it.  I have to want to do hobby stuff or be inspired to do hobby stuff. I am always up for a game. I will try any type of game once. I will play against any person and any list at least once. Some of my best and most fun games have been against some of the toughest list and players out there. I have done some cheesy things, but I try to shy away from them as I want everyone to have fun. I only have a single themed army and it has taken me years to put together and it is my primary fantasy army.

     This is Bob. He is a hobbyist.  He does things with paint that are amazing. He has several painted armies and tons of highly detailed models. He also will play almost any one once , but he likes painting and the fluff almost as much as gaming.  He reads the books, buys the paint books, and generally knows a lot about all things Warhammer. His armies are almost all themed and while they play really well, theme is important. His NorlandEmpire army and Deathwing themed Dark Angels army are his pride and joy. They are both fun to play against and amazing to look at. He is a fun person to have no matter what you are playing.

     Neither of us are pure gamers or pure hobbyists. Few people are. Even less people are pure WAAC or FAAC. Next time you want to claim either, think about it before you say it.Trust me, you will know them when you see them.

Wednesday, April 24, 2013

Themed Warhammer Fantasy army? Heresy! *Blam* (2000 points)

A good read so far

Today, I want to talk about my Vampire Counts Fantasy army.  It is a themed army. Everything is grave based. It is based of the Idea of the army from the book Dead Winter. I haven't finished reading the book yet, but I know the general idea of what was in the army. Pretty much, the army is made up of zombiefied people who have died from the black plague, a skaven born disease that killed pretty much everybody it could in an attempt to weaken the empire for a rumble from down under. Everything in the army has been modeled to use some aspect of some other army zombified in order to go more with the theme. I can tell you about it all day long, which some people have been hearing about it for years with little to no work done on the army.  Here is the end result.

2000 points!

No black nights, but I need a second group of Crypt Horrors

Lord & Heros!

The Trio
These guys are the trio. Lord choice is the very priest of morrish, Henrich Kemmler. Fluff wise, he will play the role of Fredrick Van Hal. This man was such a potent caster that he has his own spell caster. He has to be the Level 4 caster with lore master. Usually, these guys die like no ones bushiness.  Kemmler helps here in the fact that he is actually ethereal. Anyone who can kill him will murder him, but anyone who could kill him will murder Master Necromancer I care to use as a general. Hero choices are a pretty standard. The fighty character that goes with Kemmler at 2000 points is a Wight king. His gear is simple. Enchanted shield, sword of striking. Hits on a 3+ which is nasty with killing blow, has a 3+ save, is really at T5 with 3 wounds all for 105 points. I don't have a picture of him, but my old school Krell Model will work nicely for him. Now, for my extra caster I decided to do something nifty. The guy in purple is a level 2 necromancer with a dispel scroll or Book of Akhan with death magic. I love death magic. It has all the serious punch the guy needs. Debuffs work wonders or the casting that dreaded Purple Sun and go for the irresistible force. He is only level 2 so blowing him up isn't to bad. I have blasted purple sun through my own zombies (mulching the unit) to net me tons of power dice. The choice between dispel scroll and book are simple. A magic heavy opponent can have a whole magic phase shut down if you dispel scroll at a good time. If the opponent isn't magic heavy, the book casts Fredrick Van Hals signature spell Vanhal's Danse Macrabe as a bound spell. Great Surprise from the death wizard. It moves anyone 8 inches and allows them to reroll to hit until their next phase. This makes even the skeletons nasty.

Core! (and the problem)
The three groups in front.
  Three groups of 30 skeletons with spears, shields, light armor, standard and champion. They don't look like it, but that is how I want to run them. Everyone hates playing against zombies because they don't do anything and just bog everything down. I hate them. Opponents hate them. Bad choice all around. It is bad enough that I don't want to run them. I could run crypt ghouls, but at 10 points a piece and no way to raise past starting value, they really degrade the horde feel of the army. I have goblins that are wysiwyg with spears and shields and light armor, but they just feel out of place as skeletons. I want to use these guys to represent core because they feel better for the role. The build allows for an avalanche feel. Tons of attacks from everyone. The armor adds to toughness of the core section.  Fluff wise, these guys are basic plague zombies. They are numerous, tough, and ferocious. Skeletons work better for that than the other 2 core choices. Zombies are stupid. They just derp across the battle field and bang their foreheads into people until they are dead. Ghouls are great, but they cost such an incredible amount that they can't really be horded. A good horde unit will take up your entire core section quickly. Also, on the subject of raising more, here is more.
Here is an extra 50 guys for summoning fun.


2x 6 Crypt Horrors
 These guys are nasty. 6 guys that all have toughness 5, 3 attacks with poison, 3 wounds, stomp, movement 6 and a 5+ regeneration. That is 18 attacks and a wall of flesh to stay in combat. They will put the hurt on people and all for the low cost of 200 something points. They are good, but with magical support, they are beasts. They will hurt anything with their poison and will survive most hits back. Also, they are fast enough to be important. I could run them as verghiest, but glass cannon<Hammerish anvil.


The start of this section is the dreaded Terrogheist. This guy has the scream from hell. He hunts monsters and war machines. High toughness doesn't matter as it is wounds+2d6 against an opponents leadership with no armor save. Often , this will put things like war machines and monsters on their asses fast. A double 6 often sees any monster dead as 8 wounds minimum is tough to save though as often the only save will be regeneration. Kills heavy cavalry dead. He isn't a slouch in combat either. 4 attacks isn't all that good, but d6 thunder stomps and a flank charge with a few extra things can be good. He flies... Jumping spiders I guess....
Mortis Engine!
This is my favorite model I have ever owned. It is the original Black coach model. I love this chariot, but I really want something more fitting in theme. I am running it as a mortis engine with a black tome. This adds +2 to cast my spells, +1 to any regeneration save I have or gives a 6+ regeneration to anyone within 2d6+the number of turns if it is friendly and does d6 hits with strength equal to the number of turns and has a banshee's scream. What all does that mean? It means that my skeletons will have a 6+ regeneration save after a 5+ armor save, my crypt horrors will have a 4+ regeneration save and my general will actually have a save past being ethereal. This really helps with the army's lack of survivability. They are both chariots so it is ok.


Hopefully, this list will be fun and fluffy.  The list is tough, but not double terrorghiest/graveguard spam tough. It is based almost entirely on the idea of fluff. I am actually quite proud of it. Magically, it is as caster as vampire count lists often get. +6 to cast and knowing every spell in the army is great for the feel of Fredrick Van Hal I will begin painting it soon. The scheme is black and brown for the common zombies while Fredrick will get painted like a Priest of Morr/Amethyst wizard.  Tell me what you guys think.

Monday, April 22, 2013

Here is one of my Bruiser Buses of crypt horrors and a monster I have been working on.

Here is what I have been working on as of late. Every model has a story

The Thumper

The Terroghiest.
I don't like the Terrorgheist model. I got this one to use as one instead. 

The Jowls

Mr. Fisty Cuffs

"Pillow" hands
 This guy is one of my favorites. He has live goblins for hands.
Here is the bus in all its glory. This is a single squad with the two additional guys from earlier in the blog. 

This is just a little bit. All I need is another box of ogres for my second squad and that should be all I need for my 2400 point Full Themed army that is pretty fluffy and decently good. Tons of tough units and even a few hammer units. I just really hope people want to start playing fantasy as it is a really great game. Imagine all the fun parts of warhammer 40k with less importants on shooting, more importants on combat, suitable psyker(magic) defense for everyone even without anything psyker, and almost no annoying And They Shall Know No Fear!.

Friday, April 12, 2013


The real reason the rapture didn't happen.
   I want to talk about an idea I had for a Duengons and Dragons character. I usually play a decently powerful cleric. This character is usually Lawful evil and a real bad ass. They often have the ability to break the game or turn deadly encounters into a cake walk. I often don't go all CoDZilla on people, but still stay powerful.  I will admit that at times, I have gone Over Powered when playing with a group I have never played with  before because I would rather be Tough and not need it than need to be tough and unable to be tough.  Today, I want to discuss a character that I want to play that is new, fluffy, and fun from what is considered one of the most useless classes in the handbook.

How do you make a grappler?
You need a character with a decent attack bonus for grapple and doesn't have alot of required stats. Size is needed so you don't get -4 on grapple. A spiked gauntlet is needed to do lethal damage. Eventually, you will want Enlarge person permanent spell cast on you.  Not alot is needed for a good grappler.

The useless bard
Start with a bard. Decent attack bonus, tons of skills (for fun moments with skills), good utility spells and ok feats. The perfect grappler. Anything the bard can't grapple down, he has the ability to spell out.  On top of this, he has use of the Perform (Oratory) skill. Means you don't need in instrument to use your skills which is great when both of your hands are wrestling someone to the ground.  Combine all of this together and what do we get?
The Macho Man Randy Savage!!!
     You have a grappler who has perform speech, doesn't wear lots of armor, doesn't need to be muscular, but is absolutely massive and is larger than life. He can grapple down people quite easily and keep them down.  This kind of character is really fun. Climb atop a tree and elbow drop on to someone. Use intimidate and perform oratory to explain to your enemies how you are go break every bone in their pathetic little bodies. Woop some ass.  Have fun. Enjoy.

Wednesday, April 10, 2013

Goblins everywhere!!!

Look what I got!
     So after a bit of a break from playing, I have decided to pull my fantasy set out again. Last time I started playing, I picked up the vampire counts. It was a fun army, but it is really static and hardly ever plays differently save when the winds of magic crap on you. So instead, I have decided to pull something out of the closet that I have had for a good while. A long time ago, I traded my Tau army for a much larger and more valuable  Orcs and Goblins army. It comes to about 2500 points of orcs for roughly 1750 points of tau.  I wrote a little something up and I think it will be fun to play with and against.
Chariots and artillery!

    Ok, so that is 1000 points worth of orcs and goblins (minus the orc chariot)


Night goblin warboss: Fencers blades, Glittering scales, potion of stength

This guy is a murderous hurricane. He hits on 3's at int 5 and can wound most things on a 2 for one round. To hit him back, he is WS 10 and has -1 to hit him. He is a dualist type lord. It will be hard for anyone to hit him back for the most part. I may try to switch him out for something else, but for 130 points, he is pretty kick ass.


50 night goblins: Standard, Boss, Musician, 3 fantatics

This one unit is my core. Big block of guys is nice, but the real points in them is the 3 fanatics. Those 3 guys will do 3d6 s5 armor piercing hits to anyone who gets within 8 inches. Really, the core for an all goblin army isn't that good. Sure, I can drop some goblins and take spider riders instead, but they aren't gonna do much better. They won't stand with steadfast and really, they aren't meant to.


6 spear chukka's

3 Wolf chariots

This section is a fun one. The six spear chukka will put a serious hurt on people. Sure, they won't hit alot needing 5's to hit past 24 inches, but with six of them, They should do some work. The wolf chariots are there to hit hard and run. Tons of impact hits and a decent attack, these guys can kill quite a few people. They also bait really well. The only thing I don't know about is do I run these guys. A single unit will see these guys hurt people. 3 separate units can see multiple targets engaged as well as more feints and run away from more fights and try and bait into the fanatics. The downside to fleeing is that with a ld 7 on the general, they might not rally.


2 Doom divers

2 snotling pump wagons

   These guys are some nasty customers. The pump wagons do 2d6 impact hits. They are really nice for 45 points. They move 3d6 random distance. This means they charge 5d6 inches (I believe). Cheap, effective, fast. The doom divers are only 80 points and they are nasty. They fire as a stone thrower so scatter 2-10 inches unless they roll a hit. The doom divers can than correct their shot d6 inches. They than do d6 hits at S6 with no armor saves allowed. Drop Knights like a champ. Anyone that needs an armor save will fear these guys, but because of the massive reach of the divers, you really can't avoid them.


   Ok, so by now, you might understand the theme of the army. Quick and Hits like a sledge hammer. Even the immobile targets have a range of 48 inches+.  the list comes to 8 war machines and 5 chariots. I may try to fit in more speed and guns instead of that horde night goblins. I do have 30 spider riders that will make for a fun little core. What do you guys think?

Monday, March 18, 2013

Sisters of battle:Paper Tigers of a Thousand Paper Cuts

Watch for those paper cuts
     So after my first five games with my sisters of battle I have decided that I am going to go off to a tournament. I have had great success with them. The results for the army have been rather surprising. I have dominated the relic in the one game where I chose to go for objective and the other four games I have come really close to tabling my opponent or the game ended really early. The most notable of these was when I played a test draigo wing on turn four. I noticed a few things that seemed strange. When I first looked at these girls on paper, they looked good, but there were several things I noticed that really set the sisters apart from everyone else.  I want to talk about a few of these advantages that I have found.

Good luck with Target Saturation

      Sisters of battle have one of the strangest and most difficult choices for target saturation. The tournament army I am running at 1850 has all but 2 units  of 10 units costing 175 points. Each and every unit is a particularly nasty threat to everything. The game usually opens with 2 squads of 2 melta, a combi melta, and a twin linked multimelta scouting forward. You can kill them, but than the rending heavy bolters are gonna go to town on you from behind an aegis line. Kill the rending sisters and you have to worry about celestine and her friends running up and hit and run jumping from combat to combat surgically gutting your army. Celestine is immortal, so good luck keeping her down. While you are trying to kill all of this, the forty power armor sisters in rhinos are running around the field clogging the place up and scoring.  Often the only clear target is the Excorcist battle tank. I only run one, so shooting it often hurts you more than helps. AV 13 is hard to kill behind an aegis defense line.  This presents the problem of what to actually kill first.  To make this problem ever harder, a lot of people have rarely seen Sisters of Battle. I have seen two other people play them in five years. The only way to solve this problem is to play against Sisters and most people can't.
It's power armor but better!

    Sisters of battle are power armor soldiers, but better in an odd way. They are reduced in cost and things like toughness, initiative, and strength to show they are regular humans. They are better because they have something called the Shield of Faith.  It is a six plus inv save. Doesn't sound like much, but it really helps. Most weapons that kill marines in bulk are ap3-1. At the same time, most of these weapons are str 6 or higher. This means that such weapons like plasma guns and battle cannons kill less sisters than they do regular marines. Also, Sisters of Battle vehicles die less often then their Marine counterparts. I have had plenty of vehicles actually survive an extra round because they saved a lucky pen or glance that would have killed them. It is random enough that you can't rely on it. Strangely, it is quite encouraging to make a save like this every once in a while. This also means that Sisters are better apt at handling things like Monsterous Creatures and anything with a power fist. Also, things like Mawlocs and Doom of Malantie are not as effective.
Killing them all with fire

     Sisters of Battle are incredible at overwatch. These girls have killed a lot of people with overwatch. Logan Grimnar has fallen to the flamers of Sisters of Battle. They are a medium to short range army. I run my units to fight specific unit types. The basic Battle Sister squads have two flamers for their heavy weapons because they have so many bolters that go for infantry, so add in more anti infantry to those squads. This also means that while 16 bolter shots go at the enemy for overwatch, 2d3 flamer Hits go to the enemy jsut for declaring a charge. This gets even worse when you add in vehicles as they usally end up charging the rhino (2d3 overwatch hits), destroy it, see the whole squad get out, get rapid fired by bolters and than templated by two flamers. This wouldn't be so bad if you could consolidate against vehicles, but because you can't you are left bunched up in a great formation for max template hits. Than, they get to attempt to finish off the squad charging again.That is just the basic sister squads. Seraphim that I  run get 2 hand flamer per models. I run two, so that is 4d3 flamers per charge against them. Add in celestines d3 heavy flamer hits, and you have a ton of hits before a charge. The Wall of Death special rule has made Sisters very tough.


     So, to conclude this article, I want to talk of the future. Five games isn't enough to really talk about definites, but this army is by far the my favorite army to play. I am attending the Brawler Bash in april with my Sisters. The tournament has forge world, so I expect flyers to be kept at a minimum because there will be so much Anti Air units. Rending quad gun is all my AA for this event. I will be running 70 armored battle sisters in vehicles. It is a tough list. It is a beautiful army too. I have a good chance to win any of the accolades the event offers. Everything is painted well, so best painted is good, I have never had a problem with sportsmanship (won sportsmen from my first tourney) , I have never done worse than 2-1 at a 3 game tournament and that was with a list that was both weaker and less diverse than this army. I think I can do this.

Monday, March 4, 2013

The sisters first outting...

Sisters of Battle in all their glory
Howdy everyone. It has been a while. Since I last wrote, I got engaged. It has been a great month. In that month, I acquired an entire Sisters of Battle army. When I say an entire army, I mean it. I got roughly 1200$ worth of them at one time. The list totals something along the lines of this

  • 40 bolter sisters
  • 4 meltagun sisters
  • 6 flamers sisters
  • 4 heavy flamer sisters
  • 2 heavy bolter sisters
  • 2 multimelta sisters
  • 10 seraphim, 2 with hand flamers
  • 5 rhinos
  • 3 immolaters
  • an excorcist
  • 10 repentia
  • inquistor and friends
  • 5 power sword superiors 
  • 4 power maul superiors
  • 3 flag sisters
  • various odds and ends
This is just a list off the top of my head.  It an amazing deal that I was happy to make. I have been writing something to play with this for a while and I finally just said screw it and decided to run what I wanted to try. There was a little bit of everything. I ended up with this

10 sisters 2xflamers rhino with dozer blade
10 sisters 2xflamers rhino with dozer blade
10 sisters 2xflamers rhino with dozer blade
Fast attack
5 dominion sisters 2xmeltaguns combi melta immolater with twin linked Multimelta
5 dominion sisters 2xmeltaguns combi melta immolater with twin linked Multimelta
9 seraphim with 2 hand flamers
 Heavy support
Excorcist (proxy)
5 retributor  4 heavy bolters (2 proxy)

1500 points. This list was surprisingly good. I played two games. They went something like this.

                                                                 GAME 1

Chaos demons!
 My friend rob got the new Demons of Chaos codex and we decided there was no better way to test a codex that we had no idea about like an army that none of us had any real idea about. I have only seen one sisters of battle army played in five years of play.  It was gonna be a wierd game. Here was his list at 1500 points

Blood thirster-2 greater gifts, lesser gifts
2 heralds of nurgle-2 greater gifts, 2 psyker powers
18 blood letters
15 blood letters
10 plague bearers
10 plague bearers
5 nuglings
Demon prince of khorne with wings

Or something close to that. The game was a long but interesting set up. Hammer and Anvil+Big guns never tire saw me with six scoring units. Tons of viable upgrading with the rewards. The demon prince got It will not die, reroll inv save, 4+ feel no pain, and +1 Wound. This guy was a nightmare as an entire round of shooting saw no damage sticking. The blood thirster was almost as tough , but with 1000 points of sisters dumping fire into him, he only died by an extra wound. Celestine and the seraphim squad Hit and Run with 3 inches of the big blood letter squad and they caused 28 wounds in a round of shooting. It was pretty incredible. This game also saw my only shield of faith save as a random Warp storm saw a pen on an excorcist. Saved on a six. We called the game on turn 2 as demons are gonna be a complicated game and by turn 2 I had killed almost all the blood letters easily and had only lost an immolater and 2 dominion sisters. Gotta get a rematch on the books for this one.
Game 2
Game 2 was against a friend from work named Micah. He is a friend from work. He was kind of new and he wanted a game and I was the only person available to play. His list was kinda suit heavy. Here it is

Shasel with twin linked plasma gun missile pod and toys
2 crisis suits with plasma gun, mutlitracker, and missile pods
2 crisis suits with plasma gun, mutlitracker, and missile pods
2 crisis suits with plasma gun, mutlitracker, and missile pods
6 fire warriors
6 fire warriors
6 fire warriors
6  warriors
fast attack
2 terta
2 terta
2 broadside with 2 shield drones
hammer head with toys
hammer head with toys

This game was alot closer.  Relic with dawn of war deployment. The suits all died to dominion sisters meltagunning them to death when he moved them forward. This is where the sisters were awesome. It was relic and I ended up clogging up the objective the entire time with all my marines with a 6+ inv save and vehicles. Dominions scouted up onto the relic and waited for back up. 50 Power armored sisters decided the relic was the place to be.  After killing all his suits, he didn't have enough to really kill my guys with the objective after I had LoS blocked with every rhino and wreck I could manage. Celestine died a few times, but kept getting back up. The tertas ended up lighting up anything they shot at, but since it was mostly vehicles, I wasn't to hurt by it. The vehicles showed their worth by being boxes against fire.  I feel it I had gotten first turn, this game would have gone a lot different, but I didn't get it.  It was a fun game.

Overall, this army has recaptured my love of the game. Beautiful models combined with fun rules. I really gotta get more organized in this. I want to pursue an idea with this army. I want to look at the idea of units being good without having to make their points back. For instance, where the dominion sisters melta'd the suits. Not nearly enough of a trade to make back points, but it really defanged the opposing army.  I am still ecstatic about the army and I will have more for everyone the more I play. Lets share in this adventure together!

Monday, February 11, 2013

Turning 23

So, I am 23. Meh. Gonna have some fun and be back with a great article. Later yall!

Sunday, February 3, 2013

A Balancing Act: part deux

So after last weeks article on balancing out a list, I decided to list to the feed back. In general, the feedback was not good. It went something along the lines of "You haven't fixed the problem. This still looks like something I wouldn't want to play against. Go die in a fire." That was paraphrased of course. So I have decided to address some of the issues people were having. Some of these will come from Frontlinegaming while Others will come from the Lesserofallevils.

#1 Neverness- Neverness brought up an issue with having two Wraithlords and 4 units of Bladestorming Dire Avengers.  It didn't seem like much at the time as I have never even seen these units in action. Than I got to think about it. There was no balance in this. It literally was rock paper scissors. Sure, it would hurt alot of people, but with a counter, it is game over. The counter part isn;t even what bother me. What bothers me is the fact that if it counters you, you are in for the most boring game ever.  The thing I hated about flyers was that often people needed six's to hit them. So what did I do? I throw out a unit that can't be hurt by anything unless it is S5 or better. Gonna change that one.

#2 Hive Angel- Hive Angel went on a huge long rant about how I was missing the point. He said that I needed more diversity. I "only" had six different unit types in a 1500 point list. He thought that this resulted in a list that was far to narrow and not as diverse as it needed to be. The new list that I put up wasn't better but in fact worse. I took one of the most diverse armies in the game and narrowed them down to a handful of choices that got spammed.  I plan to try and run more different units. I still think I have been in the mind set of the old necron codex where at 1500 points, I had 3 unit types. My 2250 tournament list fit on a single que card. My friend's Wolf lord had more options than my entire army had. So I have decided to include allies in the army as this will help diversify the army as well as jump up the points a little bit. Necrons are really expensive  at times point wise. Also, the only thing I could think of when I read your giant rant about diversity was this.

#3 Reecius- Reecius suggested something I hadn't thought of. Since balance at times can be subjective, allow the opponent to decide what they want to play against. Bring multiple lists. This way, everyone knows what they are getting in their game. If someone brings a soft list and wants to play a softer list, have one in the options. It is sort of a pick your own poison sort of affair. Even if this isn't a permanent thing to do, it will help me learn what people want to play against and allow me to build something that both myself and my opponent will enjoy playing. Proof that every little idea helps. Could make a huge difference in the future and not just a difference now.

#4 Jgrand- Jgrand made the point that balance is often subjective. He than went on to tell the simple truth about the list I put up. The point of what he was saying that at some point you have to say enough. Have fun, don't be a dick, relax, and most games will be fun. Some people may not want to face tough lists, but you gotta draw the line somewhere. This reaffirms the idea of bringing multiple lists, but it also suggest that just trying to have fun is the key to a balanced list. Sure, you can gimp the crap out of what you do, but if I write a list in order to gimp myself, than I honestly haven't addressed the problem.

#5 Colddawn- His comment was pretty to the point. The Necron codex is broken but beatable and writing a Spam list made no since for balances.. While the spammy part was right, the Necron codex part is something I don't completely agree on. It confirms for me that the idea of balance is subjective. The Necron book is good, but not broken. Sure, some things may be broken, but the whole book isn't that broken.

So after all this, what have I done? I said screw it and wrote something using the units I feel are the most fun while maintaining a coherent force. I wanted every aspect of the game and decided to bring my grey tide Orks out of the closet. at 1850, this should be relatively balanced. It must be able to shoot, assault, be rather mobile, have psykers, and be diverse all while being fun for me to play. Every FoC slot is represented save elite. I decided against it for the sake of keeping out some of the cheese. Tell me what yall think.

Primary detachment


Overlord with phase shifter, semp weave, warscythe, mind shackle scarabs (warlord)

cryptek of destruction with solar pulse


9 warriors in ghost ark

9 warriors in ghost ark


doomsday arks

doomsday arks

allies detatchment


Old Zogwort


20 slugga boys with nob with Pk, bosspole

20 slugga boys with nob with Pk, bosspole

Fast attack

15 storm boys with nob with PK bosspole


Looted Boomgun with hard case

Sunday, January 27, 2013

A Balancing Act and Why I Fail at it.

 A wonderful balancing act.
    Howdy everyone. Edwin here and I want to talk about something I try for in every game I play. Without this key element, games suck. They are really bad no matter what game you are playing.  I am talking about balance. People often don't want to play a game more than once if there isn't some semblance of balance. Great games have been ruined by lack of balance. Players have to have a balance too or often people will not want to play them. Remember that balance is subjective. Today, I will talk about how I try to achieve balance and how I have utterly failed at it when it comes to trying to balance things out. For the record, I am trying to achieve a balanced list with a Necron List. I settled on a few flyers (no more than 3) and armor 13 wall. 

Where I failed: I tried to balance things for all player types and not try to balance for groups of players. My list may not have been tough for a tournament, but it was a tough as nails list for any beer and pretzels style player.
Binding the hands.
     So in my first attempt to try and balance the army list I have been using, I have tried to bind what really makes the army nasty. All the combos  that really pack a serious punch with the list are out. That means to try and avoid Stormlord with Eternity Cryptek, Spyders with Particle Casters and tons of Scarabs, or anything where allies can be abused. I ended up using one powerful combo.  I ended up using death marks in night scythe with a harbinger of despair. After picking this unit, I decided I needed to have a few restrictions to use it. Max the unit size was a good start so the combo at least costs a good amount and no more than one Despair Cryptek. Other than that one unit, the rest of the army consists of solid choices, but nothing on the cheese levels that the codex can really do. Gotta try to keep out the gimmicks because while strong combinations are really powerful, nothing sucks more than losing because instantly pulls a trick out of their . I used to like such tricks and after I saw how bad they were for people, I steadily grew to dislike them. It soon began to cheapen wins and make ties infuriating for other players.

Where I failed: It wasn't the powerful combo units that were cheese, it was how people were playing them.  The other units I fielded were usually play more in a dickish manner than compared to my Combo unit.

Playing the Odds
      I wanted to build an army that played roughly the same no matter what happened. I wanted the odds to be in my favor for surviving against most weapons in the game. If your weapons worked against one half of the army, they wouldn't be very effective against the rest of the army. Flyers are hard to hit, but once hit go down easy. The Ark vehicles were there to be easy to hit, but hard to take down. Everything infantry was protected by their mechanized counter parts.  This leads to an army that was statistically accurate a lot of the time. Things generally worked out how they should. The army generally tried to balance itself inside a vacuum. Everything seemed to work with itself.

Where I failed: The concept worked a little too well. Most things needed six's to hit the flyers and six's to damage the Ark vehicles. Throw in cover saves and other factors and you could have an entire turn of shooting that does nothing which often makes people angry.
What to do?
       With the homage to Harry Houdini complete, I want to discuss the conclusion. Having realized that the list has tons of problems, I have decided to do something out of the box for me. I am trying to tweak the original list for play against people who only want to fight a tough as nails list. I am also going to build a list that is both themed and ready for play against most people who don't want to play against a really tough list.It will be at the end of the article. The list is softer, easier to play against and hopefully won't be that bad. It is a Footdar list without some of the things that make them awesome. Hopefully, with these two drastically different lists, I will be able to play a wide range of opponents in a fun and friendly manner.

Why I failed: I really hope I haven't cause I really want to be a better person to play against.

1500 points


Farseer-doom, guide, fortune, warding/witness/spirit stones, singing spear


10 dire avengers-exarch with blade storm, defend, dire sword shurikan pistol

10 dire avengers-exarch with blade storm, defend, dire sword shurikan pistol

10 dire avengers-exarch with blade storm, defend, dire sword shurikan pistol

10 dire avengers-exarch with blade storm, defend, dire sword shurikan pistol

Fast attack

2 vypers- double shurikan cannons

2 vypers- double shurikan cannons

2 vypers- double shurikan cannons

Heavy support

Wraithlord-Wraithblade, bright lance

Wraithlord-Wraithblade, bright lance

Friday, January 4, 2013

Just an Idea: Doom Scythes are Terrible

The noble Doom Scythe
   Howdy everyone.  So I was thinking, and I decided to talk about something that I feel very strongly about. It is an opinion that I know many people don't share.  I want to talk about why the Necron Doom Scythe is actually a terrible unit. That is right, I said it. The "power house" flyer of the Necron army is actually pretty bad.  I know it is kind of out their as an idea, but I promise, there is good reason for it.

What Makes a Unit Good

      Before, I go into why the Doom Scythe is bad, I want to explain what makes a unit good for me. First, you have to look at all the basic stats and the point value. The best unit in the world isn't going to be that good if it costs tons of points. You than must have the unit fill a role or purpose. The unit has to have focus or else it will be a waste a lot. Well, after that, you gotta find what makes the unit unique. Something has to separate this unit from every other unit out there. (unless you are space marines) After all of this, I tend to look for how something synergizes with the rest of the army. The best unit will suffer if it doesn't fit with the list.

     For Example, the Heldrake is a good unit for Chaos Space Marine. It is rather expensive, but that can be over looked for the stats. It is a tough and it can bring a lot of pain. It fills a very unique role. It is fast and great at breaking open transports, but more importantly, it takes MeQ type units in cover and burns them to death.  Things like the Aegis Defense Line with Quadgun can make shooting things in cover a difficult task while shooting down flyers. The  Heldrake doesn't care about either of these aspects as his attacks ignore cover and he has a 5+ inv save so he doesn't have to evade in order to get a save versus the Quadgun. The focus of the Heldrake is really nice as well especially since he can crack open transports during the movement phase and burn the survivors that pour out of the ruins of their transports. This makes him a great unit for killing infantry even if inside a transport. When it comes to synergy, the Heldrake works well because he is straight kill people. The Chaos Space marine book is really durable, but often has problems killing people. Heldrakes help.  Now time to show why the Doom Scythe fails in almost all of these categories for being a good unit.

Stats and Points

      This is not a good start for the poor Doom Scythe. It isn't very tough as it pretty much is a rhino with hard to hit added on.  With alot of people taking strength 7 weapons, it can rather randomly be taken out with a sinlge luck snap shot from a plasma gun. and will suffer from any damage result it gets with no save if you want to fire the big Death Ray. Speaking of Death Ray, when it comes to weapons, the only reason you would ever want the Doom Scythe is for the Death Ray. This hurts it because if it has to snap fire (from evading, damage, or moving to far) , than you can't fire the Death Ray as it doesn't use a Ballistics Skill to determine if it hits. With it's only other weapon being a twin linked Tesla Destructor, you have a 50/50 chance of losing it to a weapon destroyed result.  The random range makes it sometimes difficult to hit the target you want to hit with the death ray. You can at least fire it at anything withing 12 inches in any direction which is nice. If priced right, this would be a rather solid unit, but coming in a  good 175 points, This is one glass cannon that suffers from being expensive.

 Role and Purpose

      This is also another nail in the Croissant shaped coffin for the Doom Scythe. This is a big one for the Doom Scythe. It is a heavy duty anti vehicle/TeQ weapon in an army that even the most basic infantry can destroy the most powerful vehicle in the game in at least four shots. It isn't the only low ap weapons in the book, so really the high strength of the Doom Scythe is it's only boosting factor in this category and this only helps when you are facing a toughness 5 Deathstar unit (Nob bikers and Thunderwolf Cavalry) and heavier vehicles as their are other ways to get a pretty high strength and AP2. To make this unit worse, most targets for the Doom Scythe will have already done quite a bit before the Doom scythe can come in turn 2. For example, most Land Raiders I see are on top of people turn 2 at the latest. If the Necron Player goes second, than the squad inside that vehicle will be out and on top of something before that Doom Scythe even hits the board and even than, the Doom scythe won't always have a kill on the Land Raider.  Same for the Thunderwolf/Bike oriented Deathstars. It rarely is a one shot kill and because of this, those units will get some hurt where they want to put it.
       Worse yet, the unit suffers from lack of focus. It has a Tesla Destructor which is primarily designed to kill infantry.  It gives the Doom Scythe something to shoot which gives it options, but you pay for that Tesla Destructor and it rarely will get to shoot at the target you want it to. It also has to shoot at something hit by the Death Ray. It is wasted efficiency.
      There is also an extra purpose for the Doom Scythe besides just killing people. It scares some people. People will try to keep the targets the Doom Scythe wants to shoot away from them. Problem is, the Doom Scythe is a flyer which is often fast enough to get there anyway. Scares some people, but not a lot and it isn't a role that is unique to the Doom Scythe.


     It isn't. The Night Scythe has all the speed of the Doom Scyhte and is even a transport that doesn't compete for other Heavy Support slots and has the same infantry/light vehicle killing power for 75 points less while dropping off  Troop choices in places they need to be. A Doomsday Ark has an almost equally strong gun that has greater range as well as can start firing turn 1 instead of having to arrive from reserves and is even a large blast so it can hit clumped up targets extremely hard. It is even tough as while easy to hit, the shielding making the Doomsday ark AV 13 makes it pretty tough. Anything with a gauss weapon can kill the heavy tanks like the Doom Scythe. Necron Warriors can kill the same target as a Doom Scythe and can even get a Ghost ark for durability. You sort of see where I am going with this.


     This is what really destroys the Doom Scythe for me. You know what really helps set apart a list of short range, incredibly powerful, dominating fire power? More short ranged, incredibly power, dominate fire power... All kidding aside, the Doom scythe epitomizes of what Necrons do. It is a tank destroying power house in an army that has so many of them that it doesn't matter. Everything in the codex is tough enough that the Doom Scythe doesn't get much for being tough. It is fast, but with the Night Scythe as a dedicated transport, the speed of the Doom Scythe doesn't help it.  It's range is short, but everything else has a short range as well. Other things do the Doom Scythes job better and cheaper while being more focused on doing that one task rather than not really having much of a focus like the Doom Scythe.

The Verdict


Overall, all of these things just ruin the Doom Scythe for me. I have only ever run a single one and it is mostly for laughs. He has never made his points back and when it does, it just never feels worth it. In any other army, the Doom Scythe would be amazing, but in the Necron army, it isn't that good. There is also one last thing I want to say on the subject of Doom Scythes. They are not really fun to play against. If your opponents dice are hot, it gets blown outta the sky quickly. If they have cold dice, shooting a single one down can be the most infuriating thing to do in all of Warhammer. It was a bit of a turn off, but since mine doesn't kill anyone, I learned to not worry about it.  All of these categories above are the nails for the Doom scythe in my eyes. What do yall think? What makes the Doom Scythe good? I would like to hear from yall because There may be something I missed for either better or worse. Thanks for reading and happy gaming everyone.