Sunday, April 28, 2013

New High Elves

Oooh! Shiny!

That said, I am not starting a new army. I need to at least finish 1 for Fantasy before I start another. What my second army will be remains to be seen, but you won't know yet. I do suspect that despite his current focus on the forces of chaos, Mr. H will be excited for this release. As of yet I am attempting to get him to purchase a Sky-boat(read: Lothern Skycutter), and a bird(read: Phoenix), because I would quite like to see both those things on the tabletop, even if they are pummeling me instead of my opponent. Anyway, there might be more High Elves stuff on here at some point, cause they are back in a big way.

Friday, April 12, 2013

GGH update

Hey all, as Duncan said we are sorry for the lack of posts. I've been wanting to make posts but again like Duncan said we've had school conflicting with our blogging time. I have been wondering what to write about, I do enjoy writing about Warriors of Chaos but I do not know what else to really write about. I could do some more reviews but I have reviewed everything that I thought could use a review (or sometimes I just feel like reviewing a particular unit). So if any of you readers have any ideas go ahead and post a comment on this post. At the Great Gaming Hall we welcome your comments (as long as they're polite) so we can improve this blog and meet your requests. Also if you haven't already I urge any Warriors of Chaos players to visit the Chamber of the Everchosen. It is a Warriors of Chaos forum and is great if you need any advice with your pillaging and slaughter in the name of the dark gods.

Lack of posts...

I can't speak for the other members, but I am sorry about my lack of posting here recently. Homework has been cutting into my free time, especially for writing. I can promise an update for 'Whispers' soon and a new story is in the works, this time for Fantasy.

Thursday, April 4, 2013

Vampire Counts Tactica Part 1: Introduction

Well, I guess I just like making tacticas for my friends. I'm not likely to play the vamps soon, mostly cause Tomb Kings are a whole lot like them. That said, they are a nice army, and Rise of Nagash makes me want to play them. We'll see though. This post mainly is to say: I've found a formula for the order of tacticas.
1. Introduction
2. Lords and Heroes
3. Magic items and Magic Lore
4. Core
5. Special
6. Rare

Friday, March 29, 2013

IG Tactica: HQ

HQ


Company Command Squad
Very versatile. They can have weapons teams, special weapons, medpacks, standards. These guys have it all, and start at the bargain price of 50 pts. They can also take regimental advisors.

-Astropath
+1 Reserve and reroll Outflank. Not that useful usually. Skip unless you're spamming Valkyries.

-Master of Ordnance
Against the numerous marine armies out there, this will be invaluable, as it will tear through their armour. Useful in combination with heavy weapons on the rest of the squad, as you will be staying in place to use all of the weapons with anything.

-Officer of the Fleet
-1 enemy reserve, reroll their outflank if you want them to. Not great.

-Bodyguard
A veteran with more attacks that can auto-look out sir twice per turn for the commander. Good stuff. Also, this is not technically Look Out Sir!, so you can look out sir again. Useful, as the commander is not exactly hard to kill.

-Lord Castellan Creed
Gives an infantry unit or vehicle Scouts. Four orders a turn, and knows every order there is, plus a unique order.

   -For the Honour of Cadia!
    The ordered unit has Furious Charge and Fearless.

-Colour Sergeant Kell
Has a powerfist, allows squads to take orders on his officers leadership, and can use Look out-Arghh, if he in a unit with Creed. Not really worth 5 pts less than Creed unless you are using both.

-Colonel 'Iron Hand' Straken
Fearless, all units within 12", including his squad have Counter Attack and Furious Charge. Ignores armour saves and has 2d6 AP.

-Nork Deddog
An Ogryn with a plethora of special rules, has Look Out-Arghh!, can't be executed, and deals a D6 of S6 hits if he dies. Also, if his commander is executed, he kills the Commy responsible.

-Lord Commissar
Stubborn to their unit, will execute commanders to restore moral, and Ld 10 to units within 6".

-Commissar Yarrick
Fearless, 12" Stubborn aura, his squad rerolls to hi ton charges. Has almost a 70% chance of coming back to life each time he dies, hot shot laspistol, and a force field that forces wounds to be rerolled.

-Primaris Pysker
An offensive psyker.

-Ministorum Priest
Reroll failed to hit for his unit on the charge, unless Ogryn or Ratlings.

-Techpriest Enginseer
Like a techmarine without power armour. Can take servitors to help him fix things.





Saturday, March 23, 2013

Warriors of Chaos: Hellcannon Overview

Go Hellcannon's!!! These guys are great, they're basically very Chaos-y stone throwers. With their strength of 5(10) they will devastate infantry. There is one slight problem, misfiring. If you misfire with a Hellcannon there's a good chance that it will do no good for the rest of the game if it isn't dead already. A good chunk of the misfire outcomes are killing Chaos Dwarf crew members which keep the Hellcannon from driving itself straight into the enemy. So they can be risky, though always take one because the long range fire support will help a lot. One very important thing to remember with Hellcannons is that if you have bad luck with it it will die most likely or at least do nothing for the rest of the game. So Hellcannons are a bit risky so have a good plan and try to make the most of them before they die.

Thursday, March 21, 2013

Imperial Guard Tactica: Special Equipment

This part will only cover weapons and items that are ubiquitous to this codex. Unit specific weapons, and the ones in the rulebook, will not be covered here.

Infantry Armoury

Demolition Charge
Notably carried by Guardsman Marbo, the Demolition Charge is a S8 AP2 Assault 1 large blast, one shot only. That sounds nice until you realize it scatters and has a 6" range. Best used on Marbo, as a suicide unit. Seeing as he won't get a charge until the second turn that he's there, this is the best use for him.

Grenade Launcher
An Assault weapon. Can fire a S3 AP6 small blast or a S6 AP4 single shot. You want as many of these as you can get your hands on playing against 'Nids or Orks. That is all.

Hot-shot Lasweapons
Like normal lasguns and laspistols, except AP3.

Sniper Rifle
Long ranged, Heavy 1, with the Sniper special rule. Notably carried by Ratling Snipers.

Vehicle Armoury

Camo Netting
A Vehicle with this upgrade has Stealth, provided that it didn't move.

Dozer Blade
Vehicle with a dozer blade re-roll failed difficult terrain.

Extra Armour
Crew Stunned turns to Crew Shaken.

Heavy Stubber
3 shots, a long range. That's all.

Hunter-killer Missile
BS3 Krak Missile, 1 shot and unlimited range.

Multi-laser
Good for lots of high strength shots. Will take down MC's pretty well, but lack of a decent AP will screw you over against something with a high armour.

Camo Cloaks
Stealth.

Medi-pack
Available to command squads only. Grants Feel No Pain.

Refractor Field
5+ Invuln.

Regimental Standard
+1 combat result, friendlies within 12" reroll morale and pinning.

Vox-caster
Highly recommended. Allows failed orders for the unit to be re-rolled.