Saturday, December 31, 2011

2011 Resolution Recap

It's the end of 2011, so it's obviously time to review the success at scaling back to reasonable and reachable goals.

Friday, December 30, 2011

Battlefleet Gothic

It has been a long while since we've played a Battlefleet Gothic game. This matchup is a fleet formation engagement at 1500 points. It was also the introduction to our homemade ship cards and orders chits. This was a great experience with the new tools.

Tuesday, November 29, 2011

Anaheim trip

I was able to visit 2 game stores while spending time at the House that Disney built.

Sunday, October 30, 2011

Zombies and ghosts

Some of the pictures of today's game.

Ghostbuster Mike

Here's my updated version before our game.

Saturday, October 22, 2011

Warmahordes Tourney

This is my first tourney in 2 years. I took 2 Cygnar lists featuring the new Avenger. Too bad it wasn't allowed since the official cards aren't out yet. Talk about impacting my plans. I scrambled to change my list, swapping the Avenger with a Defender. Tactics had to be modified on the fly. Not a great start to the day. It was only to get worse. At least the players weren't jerks. There were 2 Circle players (both ended up placing 1 and 2), an Everblight, a Cryx, a Merc (Daiymo), and my Cygnar.

Monday, October 17, 2011

Ghostbuster Cornelius

He has come back in time, from a future where apes rule man, to fight ghosts.

Sunday, October 9, 2011

Ghostbuster Mike

Here are a couple of pictures of my Ghostbusters conversion based on some concept art for the 2009 video game. Not quite classic GB, but I think it'll work. The proton pack is a voxcaster with the aerials clipped and the vox speaker cut off. The speaker grill was cut off the cone, and after some filing of the vox and grill, glued flush at the bottom of the vox. The tubing for the flamer tanks were cut and glued to the bottom of the voxcaster to complete the proton pack. The flamer arm just needed the igniter to be cut off and the barrel was drilled out. Next up, primer and paint. Reassembly will happen after the painting is complete. Otherwise, the chest would have been hard to get to.

Sunday, October 2, 2011

Why I still play the game

If anyone has spent any time on BoLS or the various other 40k related blogs, you may have noticed a change in tone lately. It seems like the enjoyment of reading the posted opinions and articles has been drained. There are plenty of posters and blog article authors who are out to intentionally fire up the masses, along with the obligatory bashing between fluffy versus competitive, GW 40k versus all newcomers (Warpath, Warmahordes, etc), and 40k versus GW games.

Wednesday, August 31, 2011

Grey Knight Codex - Heavy Support

It's been a couple of months since my last post about the Grey Knights.
This time I'm going to cover the Heavy Support choices. There are 6 choices up for consideration, but it's really only 4 options with 3 variations of Land Raiders.

Thursday, June 30, 2011

Battlefleet Gothic stat cards

After the last few games of Warmachine, I was struck by applying the concept of having individual unit stat cards to keep track of damage, effects, etc. to other skirmish games where it might be useful. Here's my first* attempt at making some for Battlefleet Gothic, with input from Yodasluck. Printed cards are ~2.49" W x 3.48" H.

Images after the jump. Comments, as usual, are welcome.

Saturday, June 4, 2011

Grey Knight Codex - Fast Attack

This is the second to last Grey Knight review. This one is about the Fast Attack options in the book: the Interceptor Squad and the Stormraven Gunship.

Interceptor Squad
This is the special "jump infantry" that the Grey Knights deploy. They are the ones that have the personal teleporters to move them around the battlefield. They do get a one-time special ability to move 30 inches anywhere from their origin point. From a fluff standpoint, what's the downside from teleporting? The question is, why isn't it on Terminators or Paladins and only on standard power armor troops? This is really to provide the Grey Knights a mobile infantry force and a game mechanic. It really means that the Eldar Warp Spiders have now met their cousins. The depiction does bring to mind of a pair of 1980's movies: Back to the Future and The Ghostbusters. Grey Knights using "unlicensed nuclear accelerators" and a "flux capacitor" to personally teleport them throughout the battlefield. From game play, it might have some uses, but from a fluff review, it doesn't pass the test.

Stormraven Gunship
It's fast, it's a skimmer, and its got AV12 all around. Did I mention it's also got 2 Twin-Linked weapons ports, armor that negates melta damage bonuses, and 4 missiles to boot? If I did, then I also forgot about the 12 man and dreadnought cargo space it has. It's the ultimate minivan. Of all the additions to be added to the Grey Knights, this one entry doesn't bother me. The GK should be swooping in onto a target and deploy. A Thunderhawk Gunship would be too large and unwieldly in the gaming mechanics, so this fits into the niche quite nicely. My only issue is that for such a good game design, the model itself doesn't fulfil the visuals one might imagine the Stormraven to be.

That's it for the Fast Attack. Next is the Heavy Support.

Tuesday, May 31, 2011

Grey Knight Codex - Elites

Here's the next installment of the Grey Knight Codex, the Elites selections. Techmarines, Purifier Squads, Venerable Dreadnoughts, and Paladin Squads are the GK options available. This is an interesting set of options. Let's start with the Techmarine.

Techmarine
The Techmarine is the supersized version with the extra 4 arms and he is a GK, so he is also a psyker. Yes, your Techmarine, while studying the Rites of the Machine Cult can also tilt his head and point a servo arm at you and try to kill you with only his thoughts. In reality, his psychic potential is best used to upgrade his strength before close combat, or to allow him to repair something with a better chance of doing it. I don't know if he should exist. Obviously a Space Marine chapter needs their Forgemasters, but should he really be deployed? I would have liked to see a Chaplain character, especially one to watch over those who fight Chaos. The Techmarine looks like he is here because of the emphasis on vehicles and that he could deploy with exotic weapons (conversion beamer, orbital strike relay).

Purifier Squads
This is a strange unit option. They are the guardians of Titan's vaults. They are capable of fighting off hordes in close combat by causing a wound to the unit in melee combat before strikes are made. Beyond that, the Purifiers are very similar to the standard power armor squads. Beyond that, the Purifiers are technically the most faithful (read: fearless). They are a subset of the GK, an elite unit designed to take down hordes. This unit felt like it was misplaced in the Elite section and should have been a troops choice. From a fluff perspective, this unit feels like an add on. The Purifier concept appears as part Star Wars Emperor's Royal Guard and part generic GK.

Venerable Dreadnought
This is your standard, expensive, veteran psyker Dreadnought. He's a little more resilient than the standard one. It would have been nice if he able to buy a couple of the other psychic powers instead of only having the assigned ones. I have mixed feelings toward Grey Knight Dreadnoughts. They don't necessarily fit the fluff (GK in armor wading through waves of Daemons) and that the dead are interred on Titan. Other than as entries in the game mechanics, Dreads don't appear to exist in the TO&E. They should exist and I imagine that they should be used more frequently

Paladin Squad
These are the 2 wound, improved weapon skill Terminators. This squad can upgrade to include an Apothecary, a Standard Bearer, and master-crafting anyone's weapons. The Paladins are what I pictured as the unstoppable Grey Knight Terminators. They can also cast Holocaust, a holdover from the previous edition's elite Terminator selection. I like the design of the Paladins. This is one of the few entries that feels like GK, and it would a centerpiece unit that would escort a Captain or Grand Master into battle and come put on top.

Monday, May 30, 2011

Kublacon 2011

2011 Kublacon was this past weekend in Burlingame, and compared to last year, it seemed a little smaller. It could have been he days I attended (Fri, Sat, and Mon), but 2010 seemed busier.

This year I tried my hand at the Mini Speed Painting competition. I went to two different sessions, once on Fri and the 2nd one on Sat. The winners are invited back for the Masterclass version and for the grand prize. On Friday, I placed 2nd (out of 3 competitors). The second shot at it resulted in a 4th place (1st Place went to a former Reaper mini painter who currently freelances as a mini sculpter. Not bad and I had fun. I did find out more about the judging process and worked on time management in one of those contests. 45min is not a lot of time to paint to high standards. 2 sessions of Paint 'n Take resulted in a mounted swordsman for my 2 year old (I'll post pictures of her work later) and a pair of AoBR marines for myself (1 is painted, the other for me to work on later).

Besides painting, I sat in on a mini sculpting seminar. A freelance artist who sculpts minis for Reaper gave a demonstration on how to use green stuff for fixing gaps, making fur, scales, and other tidbits. He fell into the job after working for Reaper as a painter. Compared to last year's seminar, his answered questions and showed/demonstrated techniques versus the hands on teaching in the 2010 class. There were fewer people clamoring for this class since the Warhammer people were at the GT tourney and the Warmachine/Hordes group also had a tourney. Most of the remaining students were GW players who didn't play the tourneys, Malifaux, or Mordhei
players. It was about 20 people who were interested.

For the 40k tourney, that was going at the same time as the FB tourney, unlike 2010 where they were on separate days. 40k dominated a number of tables, but not as many as the 2010 tourney. There was still room for about 12 FB players, including a nicely painted Calvary Bretonnians, a Tomb King army, and a Dark Elf army. 40k was mostly SM builds, with only a couple of Spore Nids lists to balance the occasional Dark Eldar lists and the IG lists. A lot of flyers this year; plenty of Storm Ravens and Valkires.

I also checked out the WM tourney and the Steamroller on Mon. The Mon Steamroller felt like the players were on the lower side of the experience scale. As for the tourney, a lot of jacks were on the table.

More details to come later.

Thursday, May 26, 2011

Nightmare descends on the coasts of Khador

The sea is not safe. The evil forces of Cryx ply the coasts and range far inland, terrorizing towns all over the coastal areas of Immoren. A raiding party lead by the Pirate Queen Skarre has landed in Khador and is making its way inland. But in its way is Sorcha and her small patrol. Can they drive the evil Cryx force back into the sea? Can they save the people of Khador from devastation?

The Forces:

Cryx is lead by Pirate Queen Skarre, warjacks include Nightmare, Stalker and Deathripper, one unit of 5 mechinthralls.

Khador is lead by Sorcha, warjacks include Juggernaut and Destroyer, one unit of 4 widowmaker snipers.


The layout: Widowmakers in the forest on the Khadorian left flank. Destroyer on the right flank. Sorcha and Juggernaut in the middle. On the Cryx side, Stalker is way out in the woods on the left with the Deathripper, then comes Nightmare and the mechanithralls lined up in front of Skarre. Nightmare lays it eyes upon Juggernaut as its first Prey target.



Turn One: Cryx moves up.



On the Khadorian turn the widowmakers take the opportunity to pick off four mechanithralls. Cryx realizes the power of Khadorian marksmanship.



Turn Two: Cryx runs Stalker and Deathripper down the left flank and hide Skarre and Nightmare behind the Eldar rustic home. Skarre disposes of the last mechanithrall in a ritual sacrifice.



On the Khador side, Juggernaut moves in to capture one of the objectives. The Widowmakers and Destroyer both miss their targets (Deathripper and Stalker respectively)



Turn Three: Nightmare ghostwalks and charges the Juggernaut. With the focus boost, spells from Skarre, Skarres feat, and Prey bonuses Nightmare does significant damage to Juggernaut, ripping an arm off. Deathripper unsuccessfully channels Skarre's spells against the Widowmakers, they are experts and stealth and melt seemlessly into the forest.

Juggeranut strikes back, but ineffectually, the Destroyer fires into melee and does nothing. The widowmakers manage to deal a few points of damage to the Deathripper. Sorcha boldly moves in to deny Cryx the second objective should Juggernaut go down.



Turn Four: Nightmare finally rips Juggernaut apart in a hellish frenzy of violence. Its gaze falls upon Sorchar next as a Prey target. Deathripper retreats behind the building.



Destroyer moves in to contest the objective, but more interestingly Sorcha charges Nightmare. She deals considerable damage to the helljack but falls short of damaging any systems. She then pops her feat, icy gaze, that renders Nightmare and Skarre stationary.

Turn Five: Skarre and Nightmare both shake off their stationary statuses. Nightmare crushes Sorcha and the game ends.

Sunday, May 15, 2011

Halloween Comes Early this Year!


I've finished the core of my new Cryx army (I sold the other ones, the paint scheme was a little too bright for me in the end). It's Halloween (in Immoren at least) and the little nasties are coming out to play. You can see pumpkins, fallen leaves and wheat that is ready for harvest scattered among the models. More pics below.


Deathripper and Stalker (I still need to clean up that wheat but otherwise, these are done)


Here's Pirate Queen Skarre and some of her mechanithralls. I took another look at her rules and she is pretty cool actually. I also have Asphyxious and Deneghra waiting for the paintbrush.


Finally, my favorite model, Nightmare. Him and that little girl are playing a little game of hide and seek. I think Nightmare won, what do you think?

Do you guys like this scheme better than the other one? I think it's more, let's say, Cryxian. Next up, Khador!

Saturday, April 30, 2011

Grey Knights - Troops

This section being reviewed covers the basic troops for the Grey Knights. This section has changed the most from previous version. Troops choices now are Grey Knight Terminator Squads and Grey Knight Strike Squads. Dedicated Transports are Rhinos and Razorbacks for the Grey Knights.

Grey Knight Terminator Squad
In comparison to other Terminator units, the Grey Knight squads are also 5 Terminators but have the option to upgrade the Nemesis Force Swords to the other Nemesis weapons. For every 5 terminators, one could buy a support weapon for the squad. The squad could replace one NFW for a Brotherhood Banner to upgrade the squad. As expensive as each Terminator costs, the combat potential might be worth the costs. This helps to match the previously established history of Terminator troops clearing the path for a commander to banish the daemon prince.

Justicar Thawn
Thawn is an upgrade for Terminator Squads. He's also immortal. He's a Terminator Justicar who can't die. Despite his longevity, he doesn't have really upgraded stats. He has an ability to re-awaken after dying during a game, making him really hard to kill. However, his fluff made him a Highlander.

Grey Knight Strike Squad
This is a unit that provides a general with a cheap selection. There was a cost improvement compared to the previous edition. To help the Strike Squad to match up with the fluff, Strike Squads may now Deep Strike. In addition, they have the option to use a Rhino or a Razorback. To help protect the infantry squad, they could use the psychic power of Warp Quake (Enemy Deep Strike impacted). They can get a support weapon for every 5 Strike Squad members and they may replace their Nemesis Swords for other weapons.

Rhino and Razorbacks
These transports are identical to the standard variants, except they have Psyker Pilots. Specially, they are only available to non-Terminator units. They also can upgrade with special Grey Knight equipment.

What isn't in the dedicated transport section is a Land Raider. This means that the Land Raider will be competing for a FOC choice.

Next up - Elites.

Grey Knights - HQ Units

Welcome to the new paradigm of dramatic hero Space Marines. For the HQ selections, there are 4 Special Characters and 4 generic selections. I'm going to start with the generic ones and then go over the Specials.

Grey Knight Grand Master
There are ever only 8 of these guys. Each command a portion of the Knights in some function. They are similar to Space Marine Chapter Masters or Space Wolf Lords. In this manner, the Grey Knights aren't like a standard Chapter and are closer to the old Legions formations. His special ability is Grand Strategy. This gives d3 select units one type of abilities: Hammer of Righteousness (re-roll wounds of 1 thoughout the game), Shield of Blades (Counter-Attack USR), Spear of Light (Scout USR), and Unyielding Anvil (claim objectives as troops). He also has the Psychic Communion ability (modify reserves roll and cumulative). He's outfitted with Terminator Armor and an Iron Halo; wargear for grenades and Orbital Strike Relay may be purchased.

Grey Knight Brother-Captain
Brother-Captains lead a standard company of Grey Knights (100). He is nearly identical to the Grand Master, but doesn't have the Grand Strategy ability. He's the lower price alternative to the Grand Master for low points games.

Brotherhood Champion
This is an interesting HQ choice. He's a power armored Marine with Iron Halo out to duel other HQ and Independent Characters. He has a number of special rules to allow for re-rolls to strike and wound. In an assault, he's got 3 battle stances since he's "The Perfect Warrior:" Sword Storm (a strike on everyone in base contact with him), Blade Shield (no attacks, re-roll saving throws), and Rapier Strike (D3+Charge against a single independent character or monstrous creature). He's really an upgraded Emperor's Champion and Eversor Assassin. His final strike is Heroic Sacrifice after dying in assault. It's a single psychic strike to take out a single model in base contact before being removed from the table, no saves available.

Librarian
Grey Knight Librarians are upgraded versions of the Codex Space Marine versions. Their powers are listed in the previous post. The thing to note about these Librarians are that they start at Mastery Level 2 and upgradeable to Level 3. Also, they wear Terminator Armor as standard issue.

What's missing from the Grey Knight options is a Chaplain. This character makes a lot of sense for the type of engagements that this Chapter was designed around. Maybe the next version will include a Chaplain.

Lord Kaldor Draigo
This is the Supreme Grand Master of the Grey Knights. He's apparently the only one who has a Storm Shield with a Storm Bolter. Really? He also has a psychic power no one else has developed, Sanctified Flame, a template weapon to clear space and add to his character. He also has a anti-daemon, master-crafted force sword that strikes at Strength 10 versus daemons. Apparently he is one of a kind. He's also lost in the warp, trapped by a vengeful daemon. Are we getting cartoony yet? The best is that when Chaos has invaded normal space, he can also return long enough to banish them back and be sucked back in too. He is the Ronin Samurai, killing all the daemons he sees in the Warp, forever wandering for a way to return. This character should have just become a Primarch because this is rediculous. For now, I'm nicknaming him Michael Knight...

Grand Master Mordrak
This is another hero that feels a bit cartoony. He is a Grand Master (1 of 8, as noted above). Besides getting all of those abilities, he gets a spectral squad of Terminators. Yes, he's Aragon, and he's got a Stealthy Terminator Retinue that can be increased every time the Grand Master gets injured. He also deploys via deep strike, on target every time and in the 1st round. The fluff is that he's haunted by both survivor's guilt and the psychic imprint of those Grey Knights who fell before him. Ok, this was a great idea for a fantasy character, but for the grim dark future, I'd think the Chapter Librarians would have stripped his personality and stuck him inside a servitor's body. If these ghosts were really psychic imprints that a Grand Master could call upon to support his battles, all the Grand Masters would be able to do this (never mind the fact this feels a little Qui Gon Jin/Obi Wan Kenobi-ish). This character would be useful in the game, and the modelling of the Ghost Terminators would be colorful, but the fluff makes no sense. This chapter descended from the original Legions, all the Legions, and is called on to battle the amazing without resorting to the improbable. Until this character.

Brother-Captain Stern
This version of Stern clarifies, reiterates, and slightly alters the previous version. His fate is still cursed to be involved with M'kachen, the daemon, and the story is now fleshed out. It might be an elaborate game played on Stern, or Stern is M'kachen's mortal enemy. He still has the ability to re-roll one attempt at each phase, but the opponent gets a chance for every die re-rolled for Stern. His other power is a psychic power; Zone of Banishment. It is a strength test, friend or foe, no saving throws. Daemons would have to re-roll successful tests. Stern's story is more tragic now, and he really hasn't changed from the previous version. Of all the heroes, his background is consistent with the established fluff.

Castellan Crowe
He's the leader of the Purifier Order, a group of Grey Knights that protect the deepest vaults of the Grey Knights. They are the most incorruptable Grey Knights (even though no Grey Knight has ever been corrupted, and that all of them are incorruptable). For this, he uses a Daemon Sword as his personal weapon so that he can protect those around him from its whispers and so that it will never fall into the corruptables' hands. He also can rend 50% of the time after a successful strike with the Daemon Sword without using the Sword's abilities. The sword does grant opponents Furious Charge and re-roll to strike against him. This character makes no sense in the fluff. Such a dangerous weapon should never leave Titan for fear that the wielder would fall (which, according to the fluff, has happened before because the sword has been handed down from past Castellans for a 1000 years). He also has rules that make him a named Brotherhood Champion. Purifier Squads count as troops when he leads the army.

That's the roundup of Grey Knight commanders. There are 3 special Inquisition HQ choices as well as 3 generic ones. I'll review those in a Inquisition post. And yes, that would mean 8 Grey Knight HQ choices and 6 Inquisition ones.

Next up: Troops choices.

Grey Knights - Special Rules

Wow, been a little while since I updated this.

Here's an introduction to Grey Knights and their rules. HQ units will be covered after this introduction. As this is the Grey Knights codex, I'll save the Inquisition and its allies for later. That means only Space Marine badness. On to the rules!

Brotherhood of Psykers
This is the realization that the Grey Knights are psykers at some level. This means a squad of GK counts as a psyker, using the leadership of the squad leader, if possible. This is important because if the squad leader is gone, that doesn't mean the squad loses its psychic ability.

Psyker Mastery Levels
This feels like it was lifted right out of either Lord of the Rings or Warhammer Fantasy Battle. Whatever level you are equals the number of psychic powers used per turn. I don't know if it was really necessary, but it may give people an idea of where 6th Edition might be headed. At first glance, it doesn't appear broken, with a GK Librarian upgradeable to Level 3.

Psychic Pilot
Again, this might be where 6th Edition is headed. Level 1 psyker with leadership 10 for psychic tests and hoods. Perils are glancing hits. This means that the GK vehicles, including dreadnoughts, are bubbles of effect on the battlefield. This makes sense since drivers and undead heroes are all psykers.

Preferred Enemy: Daemons; Need I say more?

And They Shall Know No Fear
GK are Space Marines, and those rules haven't changed. One little note for it is that non-marine units benefit from it as long as a GK is apart of the unit. This may have been designed for a Techmarine with servitors, but the wording of this rule may mean that the GK are inspirational (like a big Commissar) to non-marine squads.

Combat Squads; same as Space Marines.

The Aegis
In the previous version, this was a shrouding-type affect. This version of Knights have the baroque armor act as a low-powered version of the psychic hood. A leadership penalty will be taken if the GK is targeted. Not so if the power doesn't specifically target a GK or his unit.

Now that's all the special rules. It does make the Grey Knights more akin to the Codex Space Marines with only a couple of special rules. They are also all psykers. The ruleset isn't the greatest to represent other psyker heavy fluff armies, like the Imperial Thousand Sons or Blood Ravens. This is made tougher with the psychic powers available to the GK.

Hammerhand
Standard issue power for the GK. A pip bonus to strength, but usually at the expense of NFW instant kill. The bonus occurs before any other strength modifiers.

Dark Excommunication
In the Assault phase, GK in base contact can strip Chaos gifts before anyone strikes. Very specific to their favored enemy.

Might of Titan
Here's an ability to add on to Hammerhand, and to make the unit that's been buffed by this power to be a threat to vehicles.

Quicksilver
A unit buff to top out the initiative to 10.

Sanctuary
This power gives a unit another round of shooting, on average. It shields a unit from assault by making it difficult and dangerous to get close.

The Shrouding
This gives a unit the Stealth USR.

Smite
Lightning bolts that'll take down termies half the time.

The Summoning
Drop pod mobility for a non-vehicle unit on the table near the Librarian. Could almost be better than what Interceptor Squads can do.

Vortex of Doom
Just like the Codex Space Marine version. Just don't miss.

Warp Rift
Here's a template power that slow troops like Tau and Guard will dislike. Take an initiative test and if you fail, fall into the warp. If you're a vehicle, take a penetrating hit.

Fortitude
Here's a vehicle psychic power. Essentially, a successful test results in nullifying any of the crew effects before moving.

This covers all the special rules and psychic powers that you would use or encounter with Grey Knights. In short, they are still Space Marines. Many of their powers are identical to their codex versions. However, the other abilities are to encourage mobility for the Knights, and to allow the Knights to thin out the opposition before getting into close combat. Once there, their Hammerhand power will reduce opponents quickly. It feels that the Grey Knights are consistent with their previous versions and it has a couple of nice little twists to give it a chance at last stands and at arriving just in the nick of time for dramatic endings.

Next up: HQ units (Honest)

Thursday, April 7, 2011

Codex Grey Knights - Wargear

There are plenty of other sites that discuss the various Grey Knight options, wargear, and tactics, however this one differs in others because it won't be looking at this from a competitive tournament style and from the perspective of the army's narrative. The Grey Knights have typically carried Nemesis Force Weapons, mostly swords and halberds. This version of the Grey Knights have expanded the Nemesis Force Weapon selections to include Daemon Hammers, Warding Staves, and Falchions for the infantry, and the Doomfist and Greatsword for the Dreadnoughts and Dreadknights. Each of the options now provides a different effect for the weapon user, ranging from increased invulnerable saves in close combat, increased initiative bonuses, and to additional attacks. All the NFWs are force weapons in the hands of the Grey Knights, which means that multiple wound creatures are going to hate close combat with the Knights. What is missing between the versions is the increase in strength bonus of the old NFWs. The 5ed version does not increase the damage potential. This is balanced off with the special bonuses each type gets and really forces a combination strike with the psychic power, Thunderhand. This combination does give the GKs more of a reliance on their psychic potential, which did seem to be missing in 3rd edition.

As an Imperial force, they have all the standard weapons: Assault Cannon, Autocannon, Boltgun, etc. What's new would be the Condemnor Bolter. It's to hunt werewolves and vampires. It's a single-shot stake on a Boltgun used on psykers. It's a characterful piece of wargear, forcing psykers to survive the Perils. Other anti-psyker weapons include the Mindstrike Missile, Null Rod (which has been upgraded from the previous version), and the Psyocculum (BS bonus versus psykers). The Conversion Beamer makes another appearance, which makes more sense on a Pre-Heresy army than on a Chaos hunting one. It would have been more worthwhile if the Purgation Squads could take the Beamer, but only Techmarines and Ordo Xenos Inquisitors are allowed to. The Needle Pistol makes another appearance, similar to the previous one, and the Orbital Strike Relay is wargear that brings the Orbital Strike from the 3rd Edition back. The Psycannon has been upgraded with a higher strength, rending, and rate of fire. Rate of fire would define the Psilencer, a weapon of possible alien origin. The Scythian Venom Talon make little sense in this codex, since it really is a Ordo Xenos weapon.

For the Radical, two weapons that may be used are the Daemonblade and the Hellrifle. The Daemonblade has 2 of 9 random powers that gives it bonuses. The Hellrifle is a marine killing sniper rifle.

Grenades. It makes no sense, but Grey Knights now get a whopping 8 different grenade types. The Frag, Krak, and Melta bombs are standard types. Blind grenades, Empyrean Brain Mines, Psychotroke Grenades, Psyk-out Grenades, and Rad Grenades are the new ones. All the new grenades affect the assault phase in some way. The Psychotroke ones have 6 random options, the Rad penalizes a unit's toughness, the Psyk-out knocks warp sensitive creatures to a minimum initative, and the Brain Mines just keep you from doing anything.

For Vehicles, only 2 really new items are worth reviewing: Truesilver Armour and Warp Stabilisation Field. Truesilver wounds Daemons and psykers for every successful strike on the vehicle. The Warp Field lets a psyker move the vehicle via Summoning.

The equipment section has a number of items that look worthwhile. The Iron Halo is now available to GK independent characters. GK Brotherhood Banners for their Terminator squads gives them a bonus attack and auto activate the Force Weapons. Psybolt/flame adds one more strength to the bolt and flamer weapons. Servo-skulls now act like the version from Dawn of War, need I say more. The Plasma Syphon lowers plasma weapon wielders' BS with alien crystals, which gives the GKs a nice shield against those weapons when a Xenos Inquisitor joins them.

In the end, the wargear section is fairly confused. There are a lot of radical inquistor weapons and Xenos weapons that require inquistors to use. In the end, this edition feels more like a video game with all the options and benefits available to the Grey Knights and inquisitors. The gothic feel of the weapons, psychically imbued and sanctified in purity, aren't as evident in this edition. At times, the weapons have that feel with the inclusion of the psybolts, psyflames, and psycannons. But then the grenades and alien weapons make the codex less about Grey Knights and more about deviant inquisitors.

Next up: HQ options

Wednesday, April 6, 2011

Codex Grey Knights

I picked up my copy of Codex Grey Knights from Game Kastle on April 1st. At first glance, there seems to be a lot of new history linking to both the Horus Heresy novels and the artbook. It should be noted that Mat Ward wrote this codex, who seems to be the new owner of all things Space Marine. Mat's previous works includes the 5th edition Codex Space Marines and Codex Blood Angels.


This codex follows the format of the previous 5th edition codices; the history and the founding of the Grey Knights, Chapter 666's organization, a listing of the great battles fought by the Chapter, a description of each of the units available in the army, the wargear section, the 'eavy Metal color pictures, and on page 82 of 96 is where the gaming section begins. This section is broken up in the traditional format of HQ, Elite, Troops, Fast Attack, and Heavy Support. Seven pages of HQ options are available to the army, 4 Grey Knight special characters, 4 generic HQ selections, 3 special character Inquisitors (one for each Ordos), and 3 generic Inquisitors (one for each Ordos). 9 Elite choices include Paladins, Purifiers, Venerable Dreadnoughts, Techmarines, Assassins and Inquisitional warbands. Terminator squads and Power Armored Strike Squads are the only Troops options without the special character special rules. The Stormravens and Interceptor Squads are the Fast Attack options in the army. The Purgation Squads, Dreadnoughts, Dreadknights, and 3 Land Raider variants are all the available Heavy Support selections. I'll detail each section of the codex in later posts. However, I'll give you a general feeling of how this codex matches the other Mat Ward codices and the other 5th edition codices.


Like all the 5th edition codices, this codex seems to retcon previously established fluff history to establish a more cohesive link to both the Horus Heresy work and the publications from Black Library. There's also the license to be original that Mat Ward has decided to use. He has a Grand Master of the Grey Knights lost and wandering all eternity in the Warp. He can only return when there's a large enough rift caused by daemonic intrusion. There's another special HQ choice who wields a Daemon Sword. He has decided that the reason that Titan, the moon of Saturn and the home of the Grey Knights, was to be magically hidden from prying eyes since the Horus Heresy. There are additional plot devices that make the Grey Knight fluff less arcane and pure and more magical and driven. It isn't necessarily bad, but it isn't consistent with the imagery portrayed up to this point. Grey Knights have been popularized with dramatic last stands with Aegis Terminators winning against all odds. Mat Ward's version is more of the "look at this new shiny toy."


The number of options available to a general is staggering. Stormravens, 7 special characters (not including the character upgrade for Terminators), unlimited number of Assassins, and the Nemesis Dreadknight. The thing to note, this army will still get outnumbered. The costs are high, but it does give the Grey Knights an army of Psykers. It's good to remember that the Grey Knights are fairly points limited. A five man, not upgraded Power Armored, squad easily breaks 100pts. Many of the changes have made the Grey Knights playable in a tournament and playable against the various codices. At the same time, the changes have really removed the items that make the Grey Knights the pure anti-chaos force.

Thursday, March 31, 2011

Resolutions update

Let's revisit my resolutions for 2011:

  1. Paint my Tau Fleet - not done

  2. Write up campaign mini-dexes before Mar - Revisions have been emailed; out for comments and review; to be updated with additional details. Is anyone still interested in this campaign, or should I take my time and really write it up well?

  3. Paint 25pts of Cygnar - I've got 11pts painted, a lot more models built and ready to paint

  4. 1000pt campaign army - still waiting to finish the campaign book

  5. Super challenge - 1500pts 40k painted and 3000pts FB HE painted
Sorry, no pictures this time.

Saturday, February 26, 2011

Warmachine Update

Here's a quick update to my Cygnar warband. It's about a 15pt force; I'll need to check to see what it acutally is. This is the metal starter box version.

Cygnar Warband



Cygnar Warcaster Commander Coleman Stryker

For those wondering why he's blond, I went with the look of Edward Elrich from the anime, Full Metal Alchemist. It seemed appropriate as a theme.

Sunday, January 9, 2011

Warmachine - Cygnar

So I should really work on Resolution #2 before I get to any of the other Resolutions, but I just needed to paint. Here's my Cygnar faction (Resolution #3):


Cygnar Lancer Light Warjack

Cygnar Charger Light Warjack


Cygnar Ironclad Heavy Warjack

So this is the start of my Southlanders to take on all those Khador factions.

Saturday, January 1, 2011

Resolutions 2011

Considering how well last year's went, I'm going to scale back to reasonable and reachable goals. So here it is:
1) Finish painting my Tau BFG fleet,
2) Write up the campaign mini-dexes before March,
3) Finish painting up 25pts of Cygnar,
4) Build and paint up the 1000pt Campaign army by the start of the campaign,
and 5) my super challenges, finish painting 1500pts of a single WH40K army (either Tau, Farsight Tau, White Scars, or Grey Knights) and finish up 3k of WHFB High Elves.

I'll try to be better this year at posting a monthly update to my resolutions.

How did everyone else do with last year's goals? What goals will be held to by the group?