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Thursday, May 22, 2014

7th Ed Psychic Powers!

The new 7th edition psychic powers leaked today and there are a number interesting points herein. Of note is that the Sanctic Daemonology powers are really fascinating. On the whole they're easier to cast than the counterpart Malefic powers, although on the surface it seems they are not as incredible as summoning troops with wargear or summoning greater daemons. I do see that they match up well with many Grey Knight units, however. A 2++ on Draigo would be incredible. Or 4++ on Terminators would be very helpful. Teleporting slow-moving units like Terminators or Henchmen via Gate of Infinity looks like a powerful tactic as well. And then of course the big surprise is...Vortex of Doom with a Stength D profile! That looks very worth a possible failure and perils.

Other changes worth note are that Misfortune is much less useful now, especially to Eldar. I doubt I'd even keep it if I rolled it. Biomancy has some amazing powers and the ones that were good before only got better. Iron Arm is beyond amazing now that it gives a flat +3 to both S and T. Telepathy got worse in some respects, particularly Hallucination and the loss of Puppet Master, but Invisibility is still very good and Psychic Shrierk, which was my favorite anyway, picked up another six inches of range. Shrouding looks great, but if you read carefully it only buffs models within six inches of the psyker. I don't see it as a great option unless used to protect vehicles or unless used from inside a vehicle.

I like the look of many Telekinesis powers too. Again, some those would work great with Grey Knights. Using Levitation to position shooting units into their sweet spot 24" range stands out as a good option. Sorry for all the GK-centric thoughts, them and Inquisition are the only Imperial armies I really play. Anyway, have a look for yourself. There's a lot to gleam here.

Edit: to get the pictures to display large enough to read the text I'm finding I have to open them in new tabs first. FYI.



















Saturday, April 26, 2014

Finally getting around to posting about my game! 2k Eldar vs Eldar

I was already planning to visit friends in Tokyo about a month back, but out of nowhere I got a free day off on a Friday and I got some 40k in too. What a lucky break! Scott and I are slugged it out with the most brutal lists we could put together at 2000 points. I laid down my ForgeDar Council to see how it would fare against him without allies. Here's my list.

HQ

  • Farseer - Jetbike, Spear
  • Farseer - Jetbike
  • 8 Warlocks - Jetbikes, 1 Spear


Troops

  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, Underslung Shuriken Cannon
  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, Underslung Shuriken Cannon


Fast Attack

  • Nightwing Interceptor
  • 2 Hornets - Dual Pulse Lasers, One with Holos
  • 2 Hornets - Dual Pulse Lasers, One with Holos


Heavy Support

  • Pheonix Bomber
  • 2 War Walkers - Scatter Laser/Bright Lance
  • War Walker - Scatter Laser/Bright Lance
2000 Total Points, 13 Kill Points, 2 Scoring Units



Not having Dark Eldar presents some of the old challenge in using the Seer Council (no Hit and Run). And it makes my powers less reliable (no Grisly Trophies). Part of what we were trying to do was test ways of bringing down the Council when it is backed by a powerful list, but not by the Baron.

Opposing Eldar:

HQ

  • Spiritseer
  • 3 Warlocks on Jetbikes, 2 Spears


Troops

  • 5 Wraithguard with D-Scythes
    • Wave Serpent - Scatter Laser, Holofields
  • 5 Wraithguard with D-Scythes
    • Wave Serpent - Scatter Laser, Holofields
  • 3 Jetbikes with a Shuriken Cannon
  • 3 Jetbikes with a Shuriken Cannon
  • 3 Jetbikes with a Shuriken Cannon


Fast Attack

  • 2 Hornets - Dual Pulse Lasers
  • Nightwing Interceptor


Heavy Support

  • Falcon - Scatter Laser, Shuriken Cannon, Holofields
  • Warp Hunter - Holofields
  • Warp Hunter - Holofields


Basically our idea was to force the Council to roll a lot of 4++ saves against the Wraithguard and Warp Hunter templates. There is also a good amount of firepower coming in from other platforms on the other side. If the Council were dwindled down, my relatively low AV force might be dealt with over the course of the game.

Deployment.
I failed to roll either Fortune or Protect. And getting too focused on trying to Fortune I forgot to roll for Prescience and Psychic Shriek. I was off to a bad start. Then I lost the roll for first turn and failed to seize. This was basically the worst case scenario for the army I brought.

Scott's Saim Hann force. A work in progress, and I think his best painting to date.
But what we found was that while my opponent made a few mistakes in his movement phase, particularly putting long ranged assets too close (he's used to Dark Eldar skimmers with rifles firing from the inside) and his D-Scythe Wraithguard too far, it wasn't of great consequence that I lost a lot of my Council. What I had been wary of was him hammering even 2-3 models with 5 templates with both units. That could cripple the Council without even accounting for firepower coming from his vehicles. Instead the Wraithguard were too far away to lean on their optimal target and he had to fire on the Council with his Hornets and tanks. That spared my own vehicles a lot of damage. His battle tanks were also too close to avoid getting assaulted by the few Witchblades that remained, meaning that despite hurting the unit badly they were still causing roughly the same damage they would have at full strength.

Council casualties and their following assaults. Scott's Hornets really pounded them. We found Hornets to be obscenely powerful in this game, especially when Guided.
I discovered a few things about my list in this game. The Council is as amazing as always at killing vehicles with weak rear armor. While I think it would have been too diminished to fight large units of infantry or other tarpit units, I think it is likely armies with points invested in those units would have a hard time hammering the Council at long range. A list like that may not be able to deal with my Serpents, Hornets, Walkers and Flyers as well. It might also not have the ability to ignore cover which is huge in dealing effectively with a Fortuned 2+ Council, which before the game started was a very real concern.

Fielding a Council in my ForgeWorld mech list basically throws a wrench into target priority for my opponent. It takes very specific tools to bring it down. Even if it doesn't have a 2+ and 2+ cover, and even if it doesn't have Fortune, at long range you need to use weapons with AP 2/3 to kill them effectively and that keeps my mech elements mostly unmolested. Ignoring the Council, especially when there is a nice opportunity when they don't have Fortune up, can spell doom for many armies as well.

I also discovered that Pheonix Bombers are much better than the internet seems to believe. I've seen any number of times that people advise taking Nightwings instead for better jink saves, similar firepower and cheaper costs. But similar firepower is so untrue in my opinion. With the missile launchers you get a lot more shots at very good AP. I found my Bomber could basically remove a unit of Wraithguard every turn. And I'd be comfortable shooting it at almost anything: vehicles, weakly armored troops, other planes, really anything but AV14.

Before flyers.
After flyers. Cleared a Serpent and WG unit.
And finally what I learned is that even though I love the Council I built and using its rules is really ridiculously fun, I can't see what place it has in 40k generally. Most armies can't deal with it, especially not when it is backed up by a powerful force. I already felt like it clearly doesn't belong in casual games, but even when you tailor specifically to it and field a quite brutal army it throws off the balance of the game too much in my opinion. It takes a lot of force to destroy even when it doesn't have any of the powers that make it durable. And it takes very specific equipment even if you apply the force. You really need both AP2 and ignores cover and there aren't many armies that can wing that. Even if they can, I don't like it when a battle can be compared so easily to paper, rock, scissors. It's a strategy game, after all, and strategy ought to win the day.

I think I'm done using my Council, and likely my Forge World units, in all but Apoc battles. Fun as they are there just aren't many situations where they are fair. For most of 5th edition I played feeling like within reason (ie as long as you're not facing utterly ridiculous lists from the few top tier books at the time), superior strategy would win out. But the game is clearly not balanced for competitive list-building under 6th when there are units that deal a lot of damage and are essentially unkillable to a lot of armies. I suppose that's just something I have to learn to accept. Hopefully it draws me back toward aspect warriors because then I wouldn't need to paint or build anything to keep my lists up-to-date.

Tuesday, March 18, 2014

A Brutal ForgeDar Mech List at 1500



Here is a list that I wrote recently when I found out Hornets got buffed. I have run a variant of this, but with the Hornet changes that list dropped so much in points that I could fit in a lot more potency.

HQ

  • Farseer - Jetbike, Mantle of the Laughing God
Troops
  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, Underslung Shuriken Cannon, Holofields
  • 5 Dire Avengers
    • Wave Serpent - TL Scatter Laser, Underslung Shuriken Cannon, Holofields
Fast Attack
  • Nightwing Interceptor
  • 2 Hornets - 2 x Pulse Lasers, 1 Holofield Upgrade
  • 2 Hornets - 2 x Pulse Lasers
Heavy Support
  • Pheonix Bomber - Anti-infantry Missile Upgrade
  • 2 War Walkers - Scatter Laser and Bright Lance
  • 1 War Walker - Scatter Laser and Bright Lance
1500 Total Points, 2 Scoring Units, 11 Kill Points
Shooting Potency: 2-14 S7, 38 S6, 23 S8/AP2

The idea is to flood the board with AV hulls and strong long-ranged shooting. The Farseer should be casting Guide and Prescience on the Hornets and I'd probably pick up Psychic Shriek for his third power. That makes my first choice powers the ones I can definitely get.

Speed is of the essence. Not only does the list have two hard-hitting fliers with vector-dancer, but it also has Hornets that can flat out and still snap fire. With rerolls to hit and their volume of fire, they should still be able to take some good crucial shots against back armor. This is even better against flyers since you have to snap fire at them anyway and many flyers have AV10 in the back.

"But you only have two troops!" This is a problem for sure, especially considering that my two troops are as soft as they come when their Serpents crash. It basically means that in objective games I have to crush the enemy's troops. Wave Serpents are fortunately very durable, so that may help me keep those Dire Avengers alive until I need them. Depending on how I perceive the enemy's ability to bring down my Serpents and kill or strand my DAs, I can play more or less defensively with them.

There are plenty lists that could give this one some challenge, particularly if the ForgeDar had to go second. With a list focused on shooting capability it is just so beneficial to strike first and negate some of the stuff that can bring down AV 10-11 targets easily. Still, it's a really brutal list that was for some reason made much better than it even needed to be when IA: Aeronautica upgraded the jink save for Nightwings and IA: Apocalypse 2013 updated and improved Hornets.

Hornets are actually something I want to post about later on because the changes to them were astounding, to put it lightly. But that will have to wait for another day.

Saturday, March 15, 2014

Jetbike LoLtarch Conversion (WIP)


This is a project I started a long time ago and just never got around to finishing. What held me up was annoyance at having to redo how he attaches to the bike. His left foot binds to a magnet in the hood, but instead of a magnet I had originally put a pair of paperclip clippings inside his foot. Well the other day I cut his foot all to hell and started redoing it with green stuff and a proper magnet. I also bound his other foot to the handle bar it had been resting on.

One of the benefits of magnetizing him is that I can reuse the bike for another conversion I want to do. When I run my Jetseer Council I like to have 2 Farseers on bikes, so later on I'll magnetize a Farseer to this hood with a different pose. Another benefit is that it makes transportation much easier because everything fits snugly in my case. On the other hand, I really want to do another project like this some day using a model made all in one piece so I can get a more action-oriented pose out of the rider. Something like a guy leaping off the front. But that would mean a smaller point of contact on the bike and reduced stability--better in my opinion for a show piece than a unit to be used on the table.

Ignore my ugly base please =) I'll clean it up someday, I swear it...


And here is a video about the model and conversion. Pay no mind to where I mention another video. I realized afterward that this one makes it redundant.


Post them up if you have any questions or comments! Cheers!

Friday, March 14, 2014

NagoyaHammer 2014



Things have been really busy this year and I've only recently been able to squeeze hobbying back into my schedule, but rather than harp on that let's talk about NagoyaHammer 2014 and how much it will suck if you miss out on the awesomeness. NagoyaHammer is the big Nagoya event hosted every year during Golden Week by the ever-vigilant, stalwart shield of the Imperium of Man, Primarch (who runs the NagoyaHammer forums that you should be signed up for, by the way). Last year was absolutely fantastic. We had beautiful tables all around and a ton of really cool people with gorgeous armies. It was a great weekend and this year is sure to be awesome as well.

There is always a variety of games played at NagoyaHammer, but 40k remains the central event. This year there will be Bolt Action and tables set up for pick-up 40k on the first day. The second day is a 40k campaign-like set-up with four factions battling it out, defending and assaulting tables.

Below, I'll post the essential details and the links to the original posts. There is still a lot of time before the event, more than enough to sign up and get your army ready to go.


Event Schedule
Friday May 2nd

09.00 - Doors open
09.00 - 21.00 - Free play 40K, Bolt Action and much more besides.
21.30 - Doors close

Saturday May 3rd - Warhammer Task Force Campaign.

09.30 - 10.00 - Doors open and players get themselves ready for games
10.00 - 12.30 - Game 1 - last turn warning at 12.15
12.30 - 13.30 - Lunchtime
13.30 - 16.30 - Game 2 - last turn warning at 16.15
16.30 - 17.00 - Breaktime
17.00 - 20.45 - Game 3 - last turn warning at 20.30
21.30 - Doors close, Izakaya time begins.


The 40k event, the details of which can be found here, calls for 3-5 lists. For doubles games you need a 500, a 750 and a 1k list. For singles (which might not be necessary), you need a 1500 and a 2k. The teams have the codices and FW lists split up into the four different factions. You can find individual threads for each faction here.

If you have any questions or comments, contact me here or sign up with the NagoyaHammer forums and talk to Primarch there. Hope to see you in Nagoya!

Tuesday, March 11, 2014

On Playin Slayin: a Guide to...Slayin


(Formatting note: I wrote this guide in Google Drive and optimizing it for Blogger would be very unfortunately problematic. If you find it unreadable, please let me know in the comments, but otherwise I'm going to leave it as is.)

If you haven’t already played it, Slayin is a retro-styled arcade game ported over to the iOS. The controls are incredible simple. Your character always runs forward. You can change directions left and right and you have one action button. The action button does something different for each character, but it is essentially both an offensive and defensive move of some kind.


Slayin is really hard. It’s like retro-hard, where you die and die and die and swear to yourself that you are going to beat that damn level even if your fingers fall off as a result. And then they do and you still keep trying. It’s like, retro-hard.


So naturally I wanted help. I turned to Google for answers to certain questions I had while playing. When I searched, I was shocked to find that there was no information. In fact, what I found was a wealth of misinformation. I found advice like “always spend your gold” and “play cautiously, occupying one half of the screen.” This is awful advice if you have a clear picture of the game’s mechanics in mind. Let me shed some light on essential advice to getting to the depths of Slayin’s brutal levels.


  1. Combos are gold - No,  really. I mean points are nice and all, but combos give you more gold. It is essential to build a 25+ kill combo and maintain it at all times. Buying certain items means buying up the prerequisite items and the costs add very quickly when combined with armor and potentially health that you might buy. You need a lot of gold early-mid game and that means you need combos. I find myself slayin only two to three enemies at a time so that new ones have time to spawn. If I slay everything on the screen at once it is likely I’ll lose my combo while waiting for new enemies to slay.
  2. Gold, in addition to being gold, is also health - This is the other reason why combos are clutch. They keep you alive. The best way to keep your health up is to avoid getting hit...but collecting tons of gold is the next best thing. It can’t protect you from taking tons of hits all in a row, but it’ll keep you topped off.
  3. Great as gold is, don’t lose your combo for it - You have to let some loot and gold disappear. There’s often a coin or a chalice that you’ll want to pick up but there are no enemies over there and you’ll lose your combo to get it. Leave it be. Even if you need the health from the coin, let it go. Your combo is worth more health over time than that one coin. I go out of my way to get the giant coins from treasure chests, though. I find they stick around long enough that it’s rare for me not to be able to get them.
  4. You don’t always need completely full health - The price of health at the vendor goes up very quickly, and extra quickly for certain characters like the Archer (those with low defense, I suspect, but haven’t tested it). Try to be efficient with how much you buy. Use coins to fill your health and leave a little room for that at the end of your health bar when buying health.
  5. Some weapons and abilities are worthless - Just a fact of life in any game. Some of the equipment, units, etc in any game are not worth using. The Knight has a lot of good equipment options in my opinion, but the Wizard and Ninja have some utterly pointless ones. Ice spells in particular, all of them, are terrible. They freeze enemies instead of killing them. The frozen enemies still hurt you if you touch them and they unfreeze soon after. Just avoid stuff that you figure out sucks. So far the things I don’t like to use are those ice spells and any of the Ninja skills except the Shuriken.
  6. Horizontal attacks are the best attacks - This is common sense considering that enemies line up along the stage in rows. If you launch a lightning ball across the board it clears out all the ground enemies in that direction. Remember that horizontal doesn’t just mean along the ground. The reason the Shuriken is so good for the Ninja is that it clears out all the air enemies. The Archer’s bounce arrow essentially does both jobs, flying up into the air and then plowing through enemies in a line on the ground.
  7. Vertical attacks are also the best attacks - Or rather, they are essential because you need to be able to kill enemies in the air and if your air attack has some horizontal momentum to it, all the better. Again, this is one of the Archer’s greatest strengths. His arrow flies in a parabola, killing a couple air enemies and landing on guys on the ground that are out of the reach of his slide.
  8. Master the back and forth shuffle - Your character is always moving forward, so the only way to stay in one place is to run back and forth. You have to do this to time attacks well. It matters a lot with the Archer and Wizard who have some down time between attacks.
  9. Strategize your upgrade purchases - You don’t have to spend all gold immediately to get upgrades like many guides suggest. In fact, if you don’t plan out what you are buying and when you might find you don’t have enough when it matters. I’m sorry to say I haven’t got the upgrades progression figured out, but they seem to be linear. They show you three--if you buy the second one you’ll see two more the next time you visit the vendor. But sometimes the list updates on its own. The Wizard can buy the 80gold spell and then wait until the ice spells disappear on their own, skipping to the lightning ball, for example. I wish I describe a more concrete pattern, but you should be aware that there is one.
  10. Play the whole board - Many guides advise sticking to one side of the stage and keeping it clear. I tend to start at one end and gradually work my away across the board. Then I get to the other side and having collected all the gold and loot, I edge my way back to the other side where more gold and loot are undoubtedly waiting. Playing only half the board makes comboing difficult because you only have access to about half of the enemies and…
  11. Killing fast means leveling fast - Why does it matter what level you are? Because your level determines what enemies spawn and when the stage ends. If a certain enemy tends to  give you a hard time, kill a lot of enemies as quickly as possible and it will stop spawning. I do this most often when I fight spiked walls (really try not to get in a jump/attack/evade cycle that has your jump/attack/evade ending just as the walls crash in since that can get you killed very quickly).
  12. The Dragon Scale item doesn’t help at all with high scores - Every guide I’ve seen talks about how you need to get the Dragon Scale ASAP. I don’t know if it might have been patched since those posts were put up, but don’t bother if your goal is to get a high score. It resets all your points and in most cases won’t be worth it. To get a really great score, you have to just play awesomely. The only times I use the scale are to try and clear a quest that I’ve almost finished or to just play more continuously/further in the game.



Character specific notes:


The Knight:
The Knight is pretty good all around and is easy to get accustomed to. Get used to his jump so you don’t bump your head on enemies. Jump often because the other way the Knight frequently takes damage is enemies biting his ankles as they spawn underneath him. Oh, armor is good. Get armor. But some guides advise getting armor every time it is available. You don’t have to, especially if you don’t get hit a lot. But the price of armor does go up after the Death Worm boss, so at the very least get it half-way through that stage.


His weapons:
The Thief Knife:
It’s good because it boosts your luck which gives you more coin and loot drops. That means more health, more points and more gold to shop with. It is short and that means you take more damage, but to a degree the extra gold makes up for this. Still, you have to be proficient in not taking a lot of hits.


The series of weapons with long reach:
There are several of these and the more expensive they are the better they perform. The weapon prereqs come into play, but I have found you can skip the Bone Cleaver and Silver Sword if you buy the Thief Knife, wait a while and then buy the Broad Sword. That unlocks the Lance for the least amount of gold possible if I’m not mistaken.


The speed weapons:
These are great because the speed lets you play very aggressively which helps you keep up combos and clear the levels quickly. I think I might have noticed a bug where if you buy the upgraded armor enchantment while using these weapons then it makes you slower. I’ll have to try that again to test it out.


The Wizard:
She is really powerful and easy to use. Her action makes her invincible and kills what she touches. While not attacking she charges a spell if you have an active one equipped.


Various non-obvious notes:
Ice spells are worthless because they don’t kill enemies. Dancing Flame is amazing, but only in the first half of the game. The higher the level of your spell, the taller your tornado attack gets. There is a limit as to how tall you need your tornado to be. I think the best spell is Lightning Ball because it is cheap, gives you a tornado tall enough to kill almost all air enemies all the time and wipes everything in front of you on the ground when cast. This was the first configuration that I beat the game with. I buy Lightning Ball about half-way through Peloria’s stage because on that level there are a lot of air enemies which makes it difficult to combo with Dancing Flame.


The Archer:
He is a monster in a man’s skin. I love this character because once he gets a few armor upgrades (allowing his arrows to kill multiple targets), his gameplay becomes very technically satisfying. I play him dashing back and forth around the middle of the board and launching arrows toward the board edges. Firing your arrow with perfect timing at the end of your slide results in a golden arrow that doesn’t disappear due to striking enemies. Enemies hit by it always drop coins of a grade 1 higher than your combo allows. For example, with no combo, you will get gold +2 coins. With a 25 kill combo, you will get +3 coins from enemies struck by the golden arrow. It adds a layer of depth to the character, which is fun, but it also allows you to get more coins and thus survive longer.


Arrows:
I always buy the basic arrow because comboing with the Archer using only the slide in unbearable. Then I get the first armor upgrade and the Bounce Arrow after that. Then the rest of the armors and that’s it except for health. I have found the other arrows to be more difficult to use and/or obtain. I like the Light Arrow for example, but getting it means throwing a lot of gold away to unlock it. The bounce arrow, by contrast, is cheap and kills enemies in the air and then in a row on the ground. It’s essentially doing the same job as the Wizard’s Lightning Ball. I really only use the other arrows to complete quests specific to them.


Knave:
I have little experience with the Knave, but I have noticed his jump vector is different from the Knight. For example, getting over the Minotaur boss is harder. Killing enemies in the air requires different timing as well. As with the Thief Knife for the Knight, I find that the Knave’s high luck means you can get a lot of coins which helps keep you alive.


Ninja:
The Ninja has a lot of attacks that I found difficult to use. In my uninformed (I haven’t used her a whole lot) opinion, the Shuriken might be the best weapon, but some of the others are fun. I think the biggest challenge is learning to evade with her. She’s not invulnerable for the whole duration of her jump, but it seems like there might be some frames in there where she can’t be hurt. I’d have to test it more to say anything useful about it. I do know, however, that I often take damage coming down from it.


Tamer:
I played the Tamer. It doesn’t get lamer.


I don’t even understand how he kills airborne enemies. Maybe he’s neat if you figure him out, but I have yet to.

Slayin is a surprisingly deep game considering there are only three buttons and a few upgrades. When I first picked it up I had the impression I would mess with it until I got over the iOS app addiction phase, but I've found that there is a lot of satisfying challenge buried within. I hope this woefully incomplete guide will give you the edge you need to SLAY.

If you have any comments, specific questions or advice to add to this, please post them in the comments!

Friday, November 1, 2013

Warhammer Quest and Star Command Updates


I never did get around to a follow-up post on Warhammer Quest. It's late now and I'm flying out to Hawaii tomorrow, but let me hit the points worth hitting. I had a brilliant first playthrough with the four basic characters. Even having used all but one downloadable characters (6 in all), I think the basic ones might be the best balanced. I found the Trollslayer flavorless and the Warrior Priest too unreliable to be of use. The Archmage was useful though, and in my recent playthrough I've been having fun with the Shadow archer-whatever and the fire mage. I haven't played with the new area, but from the description it looks like new tiles and enemies for the end-game, something WQ desperately needs. If you're looking into the downloads, I say skip the Trollslayer and Priest, but the rest of it has been good in my experience.


While I'm at it, Star Command has some new content. I haven't gotten to the new missions, but they did update the UI in some very useful ways. I honestly forget if I've mentioned this game on 2d6D or not, but it rocks inside and out. It is fun, funny and old skool hard--a rare combo these days indeed. Err, well it was hard for me until I leveled my doods and built up my ship. I'm actually thinking of restarting on a harder difficulty now. Still, it is a very demanding game in terms of tactics and dexterity. I strongly recommend it.

That's all I've got right now. I'll be back to posting when I'm back from vacation. Peace out 'til then!