Tuesday, May 27, 2014

Whats new + faq

By thegravemind

So the new edition is out and there a few changes, some big and small.  Some of the major ones are covered else where, but I wanted to point out a few minor things.

Hit and run is now worded where you have to move the exact distance rolled like it was in 4th edition. Picking the right direction is more important now.

Going flat out no longer increases your jink save.

With the faqs out, tau and necrons now have better magic defense than tyranids and wolves. Shadows in the warp still only effects leadership so does nothing and runic weapons give +1 to deny. The tau talisman gives +2 and necron still have the spyders ability.

All pre 6th books lost their codex powers. Blood angels and wolves take the biggest hit from this I think.

All characters lost precise shot/strike.

There are many others. Ignoring the daemonology fiasco, what are the changes that have effected you guys the most?

Saturday, May 17, 2014

Some size comparison (knights and fliers)

By thegravemind

When the knights first came out I was trying to do a little research on them, and the leviathan sale had just ended as well. I was getting frustrated cause it has been surprisingly difficult to find a side by side. Newbreed had gotten some of each, and so I recently jumped on the chance to take some pictures.

Tuesday, April 29, 2014

Wardens of Truth

I've been practicing painting marines. It feels so different compared to painting tyranids or tau. I think I'm getting the hang of it though. These have turned out pretty well for dark vengeance marines.

Monday, April 28, 2014

FoC evolution

With all the rumors and reports of a new edition coming out in the next month, I wanted to take a look back at how far we've come in one edition. A look back at simpler times.
The foc has evolved faster and more advanced than anyone thought possible!
This isn't even its ultimate form!

Sunday, April 27, 2014

Knights of the 6x4 table

I was able to make it down to bloomingtons tournament last weekend. I brought my space marines this time and decided to give them a try. I had gotten a practice game against a Knight primary army the day before with my tau, and it seemed I was going to get practice in with my marines now too.
My first game was against a Knight list, with space marine allies. It was a five objective missions, so I though I had the advantage. We had night fight and he deployed spread out, so I refused flank to deny him good shooting first turn. First turn went in my favor as I killed his sternguard, his droppod, and his first knight. Second turn my storm talon blew up his storm raven. From there it went down hill as I got poor assault distance rolls, he got remove from play stomp effects, and I failed about three ld tests in a row while forgetting about atsknf (I'm a xenos player.....shhh)
The game ended with him having one knight left, and I had a tac squad on the other far side of the table for a tie. I won by linebreaker and first blood as we both had slay the warlord. Overall knights don't seem to be a push over list. They are beatable just like the deathstar lists, and can be a bit rock paper scissors in match ups. Some lists will struggle against them, and others won't. If your army can handle AV13 walkers, you should be fine.