10.07.2013

Relics of Treasure - Week 5

Round 5: 1750
Vanguard Strike

James (Space Marines – Iron Hands)
Captain w/Power Sword
5 x Terminators w/Land Raider Crusader
5 x Sternguard
10 x Tacticals w/Multimelta, Meltagun, Rhino, Hunter-Killer Missile
10 x Tacticals w/Missile Launcher, Meltagun, Rhino, Hunter-Killer Missile
5 x Scouts w/Missile Launcher, 4 x Sniper Rifles
5 x Assasult Marines w/5 x Plasma Pistols, Meltabomb
Venerable Dreadnought w/Twin-Linked Lascannon, Missile Launcher
5 x Devastators w/Lascannon, 2 x Plasma Cannon, Heavy Bolter

We were supposed to go up to 1850 this week, but my opponent was relatively new to the hobby, and couldn't quite swing it with what he had, so I agreed to drop back down to 1750. No sense trying to drive the newcomers out of the hobby, after all. As usual, it was Crusade (4 objectives), and since I still had one last unoccupied territory in my area there was a relic in the centre of the table. The last time that will happen, though; from here on out, if I want to add yet more tricks to my Commander, I'm going to have to take them from the smoking plasma-riddled corpses of my enemies.

Which I am totally comfortable doing.

Relics of Treasure - Week 4

Round 4: 1750
Deployment: Hammer of Wrath

Cam (Imperial Guard)
Company Command Squad w/Master of Ordinance, Master of the Fleet
Platoon Command Squad w/Plasmagun, Commissar
Heavy weapon Team w/3 x Lascannon
Heavy Weapon Team w/3 x Heavy Bolter
5 x Veterans w/3 x Meltagun, Chimera
Infantry Squad w/Plasmagun, Missile Launcher
Infantry Squad w/Plasmagun, Heavy Bolter
Infantrry Squad w/Plasmagun, Heavy Bolter
Hydra
Griffon
Hellhound
Leman Russ squadron w/2 x Battle Cannon, 1 x Executioner Plasma Cannon
Aegis Defence Line w/Quad Gun

I was actually getting set to fight someone else, a Grey Knights player, when a couple of late arrivals forced Matt to juggle some opponents around to keep things on the level. Given the choice between Cam, here, and Graham and his Grey Knights, I pretty quickly called dibs on facing off against Cam. I can beat Graham, it's not impossible, but that guy wields his Grey Knights like a surgeon's scalpel, and I wasn't really looking to test myself against the current number one in the league. So, instead, I traded a couple of Stormravens, a Dreadknight and a Vindicare who looks like Deadpool for heavy artillery, a Fast flamer-tank, and a squadron of Leman Russ.

It never rains, but it pours.

9.27.2013

Tau Heavy Support – Part 2: These Guns Aren't Getting Any Smaller!

I just realized, I never actually got around to putting  up the last of my Codex: Tau Empire reviews.  Well, let's correct that little oversight, shall we?

Last time we started on the Heavy Support slot, and unexpectedly got bogged down in the infantry choices. So now here we are in part two, and it's finally time to talk about the tanks. And oh, what tanks they are!

Relics of Treasure - Week 3

Round 3: 1650
Deployment: Dawn of War

Scott (Space Marines: Iron Hands)
Captain w/Artificier Armour, Power Weapon, The Shield Eternal, Relic (Furious Charge)
10 x Sternguard w/2 x Melta, 3 x Combi-Melta, Drop Pod
5 x Legion of the Damned
10 x Tacticals w/Power Weapon, Plasma Gun, Lascannon, Rhino
10 x Tacticals w/Power Weapon, Plsama Gun, Lascannon, Rhino
5 x Devastators w/3 x Lascannon
Stalker
Stormraven
Aegis Defence Line w/Quad Gun

Coming off a defeat and a draw, I was itching to put a mark in the win column, and Scott's Marines seemed a reasonable target to hit to go get it. Only a single drop pod, no real close combat units, no major artillery and, having dropped my flyer for more suits on the ground, the Stalker wasn't going to be doing too much. On the other hand, there were no small number of lascannons on the far side of the table, and I've yet to meet the Stormraven that doesn't inspire at least one moment of heart-stopping fear when it aims its multi-melta square at one's most valuable tank. So I wasn't going into this with my eyes closed; any fight with Space Marines is a serious fight, and I was taking this seriously. Especially since, once more, there was a mysterious relic at play in the centre of the table.

9.23.2013

Relics of Treasure - Week 2

Round 2: 1575
Deployment: Dawn of War

Thom Morden (Chaos Daemons)
Great Unclean One w/Mastery Level 3, Greater Reward, Exalted Reward, Relic (+1T)
10 x Plaguebearers of Nurgle
10 x Plaguebearers of Nurgle
15 Flesh Hounds of Khorne
Daemon Prince w/ML3, Mark of Nurgle, 2 x Greater Reward; daemonic flight; warp-forged armour
Daemon Prince w/ML3, Mark of Nurgle, 2 x Greater Reward; daemonic flight; warp-forged armour
Soul Grinder w/Mark of Nurgle, Phlegm Bombardment

Thom's a good guy, a friend of my best friend's little brother, actually. We've played in a doubles tournament together before, and are planning to do so again. In the not so distant future (read, next Saturday).  Unfortunately, I don't really have any experience fighting against him, and even just a pair of FMCs makes me a bit nervous. Not least because every one of his MCs managed to roll up Iron Arm, amongst other things, on Biomancy. Because if there's anything Nurgle daemons need, it's even more toughness!

9.22.2013

Shiny, indeed!

I don't care, I'm still free...

Despite Fox' best efforts I watched Firefly in 2002, when it first aired, in its weird anarchic order.  I bought the dvd box set basically as soon as it was released.  I dragged every friend I had to see Serenity in theatres, on multiple occasions.  I own both the regularly and collector's edition of Serenity.  I've read Those Left Behind, and Better Days, and The Shepherd's Tale.  I even know what Inara's secret needle kit was going to be.

So you can only imagine how thrilled I am by this announcement:

9.16.2013

Relics of Treasure - Intro and Week 1

The latest league has started up at Black Knight Games, my friendly local hobby shop, and it's quite the doozy.  Not only is it nine weeks long, instead of the usual six, but it's got a whole host of unique rules and restrictions in play, courtesy of the much-ignored variable terrain rules from the later part of the big rulebook.  This promises to be a campaign like none other!

There's an actual player pack for this thing; for those interested in it, there's a pdf up of it, available here. For those who don't want to go through the whole thing, let me give you the highlights. The league is a tile-based campaign, with everyone starting with a single tile and each victory seizing another one to add to your points overall. No special or named characters; every game is played under the Ice World rules (Dangerous Terrain rolls fail on a 1 and 2, and Gets Hot weapons don't); lightning storms will strike on a 1 each turn, either forcing flyers to hover or to take a S7 hit; every game is Crusade, with D3+2 objectives; any Infantry model can hold an objective.

The big thing, however, is the Relic system. Each warlord starts off with a single Relic upgrade, and gains new ones by either seizing the secondary Relic objective in each mission, or killing the enemy warlord in a challenge (or both). There's a d6+d6 table to roll on, providing a full 36 possible options, though in each of the six sections there is an Explodes result, in which you get nothing. The relic effects can be stacked, and if you get a double that doesn't (having Fear twice, for instance) you're allowed a re-roll.

From a Tau perspective, the campaign rules have a couple of obvious effects. First, the increased risk of dangerous terrain will make it more dangerous to jump crisis suits in and out of nasty pieces of cover to get a better shooting angle. At a one-in-six chance this can be an entirely reasonable risk to take to get a better shooting angle; at one-in-three, however, it means that statistically it'll happen to your three-suit squad every single turn. To me, though, that's more than offset by the fact that Gets Hot stops being a thing. Ion weapons, already good, become even better with these rules in place, to the point where I almost considered trying to find some way to make use of the cyclic ion blaster. But the ion accelerator, the ion cannon and the quad ion turret all get a significant boost from the reliability of no longer having to risk Gets Hot rolls. This is especially useful on the ion accelerator with early warning override, as it means you can reliably pull off the blast against deep striking units of 3+ and 2+ models while they're maximally clumped together. Given that two of these weapons (the cannon and accelerator) were things Tau wanted to bring along from the start, this increased reliability is immense. Honestly, I even considered trying to incorporate the cyclic ion blaster.

Briefly.

Anyway, the league starts off at 1500 points, and eventually finishes at 2000, rising by something in the area of 75-100 points per week. So, let's start from the beginning!

8.13.2013

Tau Heavy Support – Part 1: Breaking Out the Big Guns!

The old Heavy Support slot used to be only slightly less of a no-brainer than the old Elites slot; two squads of XV88s and a Hammerhead, with the number of the former depending on the size of the game. Enough has changed, though, that it's not always so easy to decide. And, as Martha Stewart used to say, that's a good thing.

8.01.2013

Like 300, But With Way More Gunfire

I just have to say this; the opening to Dredd is awful. It's just really, really bad. It consists of a freeway chase and a mall shootout, and while the action is decently staged, it in no way, shape or form looks like the kind of world Judge Dredd should be operating in. It looks like it's taking place in a particularly rundown section of contemporary Los Angeles. It's about as underwhelming as an opening can be, really.

Which is annoying, because the rest of this movie is pretty great.


7.23.2013

The Best $7 I've Spent in Ages!

Pacific Rim is one of the greatest, dumbest action movies I've seen in a long, long time. And I mean that in the best possible way. This movie isn't dumb like, say, Star Trek Into Darkness, whose villain's behaviour can only be reconciled by assuming he is both working for and against another villain simultaneously, or The Dark Knight Rises, which completely wastes the entire emotional arc of the trilogy by having the people of Gotham not do a damn thing to save themselves. No, Pacific Rim is dumb in the biggest, coolest, most fantastic way possible, in the kind of way that doesn't let silly little things like reality and physics get in the way of grandiose displays of pure spectacle.

For example, there's a scene in the trailers where the hero's robot, Gipsy Danger, wields a cargo ship like a sword. This scene is dumb as a box of hammers. Just picking up a ship like that from one end would probably snap it in half amidships, nevermind dragging one end along a pretty long causeway. And then it gets swung through the air and collides with a giant monster. Multiple times! You can punch a hole in the hull of a ship like this by hitting it with a particularly sharp rock; the chances that it would've remained intact long enough to serve as a make-shift weapon for not just one, but several strokes, is essentially nil.

But it looks cool as hell!