Friday, September 9, 2016

Traitors Gonna Hate

The Rules have leaked for some new shininess for my oldest faves, the Chaos Space Marines. It's not anything that's going to be catapulting them to top place at any GTs, but there are a number of tools in here that I'm pretty sure will help a lot in less competitive environments, and maybe even make actual Chaos Space Marines something that shows up on the table again.

First off, we've got some copypasta. Kharn has a new Datasheet, but I can't actually find any changes on it. Not sure what's up with that. Vindicators and Predators can be taken in Squadrons now, just like for everyone else. The Renegade Knights are in, but supposedly split up into multiple Datasheets, which will end up being a slight nerf, since they'll lose the option to double up on guns (specifically no double Gatling Cannon). The Psychic Powers are an exact copy of the ones from Angels of Death, just with different flavour text. This is a big buff, but not as big as they were for Imperials, since Chaos doesn't have anything like the same ability to drop in advance Units to swap with Electrodisplacement, can't build DeathStars on par with TW- or IH-based ones, and can't use them nearly as efficiently, reliably, or safely without the Librarius Conclave. Still a pretty big deal.

As expected, we've got a Decurion-class Detachment as well, the Black Crusade Detachment. As I said above, the benefits aren't enough to rescue the Dex for high-level Play, but they're still pretty good. 1 Core, 0-5 Command, 1+ Auxiliary. We get the usual Dex-specific re-roll on Warlord Traits, Hatred (Armies of the Imperium) for everyone, and free VotLW for everyone who can take it. On top of that, you get to pick a Character each Turn on roll on the Boon table for them, which is a nice little touch, especially in combination with the Chaos Warband Benefits.

Speaking of which, let's dig into the Core Choices a bit. I'm only going to talk about them in the context of the Decurion, because one of the Auxiliary Choices is available for only 30 Points, so there's really no reason at all to ever run the Core Choice outside of the Decurion.

First up is the aforementioned Chaos Warband. It's about as close as you'd expect CSM to come to a Demi-Company, with a Chaos Lord, optional Sorcerer, 1-3 of the basic CSM Elite choices, 2-6 CSM Squads, 1-3 FA (again, just the basic CSM ones), and 1-3 Havocs or Helbrutes. ObSec for everyone, and Characters from the Warband get to roll twice on the Boon table and pick either or both results, which, as I said, combos nicely with the Decurion benefit. With free VotLW to mitigate the usual Morale issues, this looks like a pretty nice option to me. Don't forget that ObSec also applies to Dedicated Transports, which can include Land Raiders from the Termies.

The one I'm seeing a lot of people get all excited about is the Maelstrom of Gore. Chaos Lord or Kharn, plus 4-8 Units of Berzerkers. They get Fleet and extra distance on their Charges, and once per Game, you can have them all make an extra round of CC Attacks at the start of your Movement Phase. Great benefits, but Berzerkers are still badly overpriced and don't have a good delivery system.

The last one, The Lost and the Damned, is possibly my fave. Dark Apostle plus 4-9 Units of Culties. When the Culties get wiped out, they come back on a 4+, with Outflank. Also, the Apostle's Zealot becomes an aura that affects any Culties from the Formation within 6". And if Typhus is in the same Army, he can make them all Zombies, which really appeals.

Command Choices are simple: Chaos Lord, Sorcerer, or Daemon Prince. I expect to mostly see Sorcerers and Daemon Princes here.

There are a couple of basic Auxiliary Choices with no Formation. Veterans of the Legions is a single Unit of Cult Marines, Spawn is (surprise!) 1-3 Units of Chaos Spawn. Always good to have available, and makes for the cheapest Auxiliary Choice in any Decurion yet if you want.

The Trinity of Blood, you're probably never going to see. Three Lords of Skulls. The benefits are cool, but really, they're never going to matter outside of Apoc-type Games, because 2700 Points, and who has 3 Lords of Skulls?

The Helldrake Terror Pack, on the other hand, you're going to see all the time. This is the one that will almost certainly show up on its own, outside the Decurion, probably even in most Chaos Armies. 2-4 Helldrakes, no tax Units. One of the bonuses is really weird, gives extra Hits when Vector Striking Units that are Falling Back or Gone to Ground, which is incredibly unlikely to be a thing during your Movement Phase. The other dishes out Ld penalties for Units close to more than one Helldrake, getting worse if they're near more Drakes.

The Helforged Warpack is where you get your MaulerFiends. Technically you can also get Helbrutes, Forge Fiends, and Defilers, but let's be real. 3-5 war engines, plus a WarpSmith. One gets designated the leader and becomes a Character and gets a 4+ Invul.

The Fist of the Gods is our second WarpSmith Formation. This time he brings along 3-5 Predators, Vindicators, or Land Raiders. They get a 6++ while within 12" of him, and he gets +1 to Repair them. Nothing to write home about, but it's how you get them in.

The Cult of Destruction fills out the WarpSmith trilogy. 1-3 WarpSmiths, 3-5 Units of Oblits or Mutilators. Each Turn, each Smith can buff a Unit from the Formation within 8", letting them shoot or make CC Attacks twice in that Turn, respectively. As usual, you can't use the same Weapon two Turns in a row, and you also can't use the same Weapon twice in the same Turn. Handy for Oblits, Muties are still too slow to matter.

The Raptor Talon is another that I think is really cool. One Chaos Lord (with a free Jump Pack), and 3-5 Units of Raptors or Warp Talons. They dish out a Ld Penalty during the Turn you Charge a single Unit with more than one Unit from the Formation, but the big deal is that they can Charge on the Turn they Deep Strike. As with so many of these things, it's not nearly as cool as it would be for Imperials, since Chaos doesn't have Locator Beacons or anything, but keep in mind that Warp Talons can use Chaos Daemon Icons to reduce their Scatter to d6".

The last two are kind of medicore. The Terminator Annihilation Force is a Chaos Lord or Sorcerer with free Terminator Armour, plus 3-5 Units of Chaos Termies. They pick a Target Unit before Deployment and whenever they finish off a previous Target, and get Hatred against that, plus, when they Deep Strike, they can take a free round of shots at that Target immediately after landing. Possibly useful against Interceptor-heavy Tau, but risky as hell, and Termies aren't exactly great.

Finally, we have the Favoured of Chaos, where GW again fails to realize the problem with Possessed. Daemon Prince and 3-5 Units of Possessed, the Possessed gain all three of their benefits instead of rolling on the table when close to the DP. Still doesn't help them actually make it into CC, tho.

I still haven't gotten round to working up Lists with it, but as I said, I see some substantial possibilities for more casual play. I've been frustrated by my CSM at even fairly low competitiveness levels for quite a while now, and I think this might at least let them hold on there while actually using Chaos Space Marines. Here's hoping, and y'all have a good one now, y'hear!

Tuesday, September 6, 2016

Check out this Excellent Wargaming Terrain Kickstarter

Worldsmith Industries is doing a third production run, and it's up on Kickstarter to fund materials for the production molds, resin, and all that. The first two Kickstarters were both successful and fulfilled ahead of schedule, and this one looks to be no different. The first two Master molds are already made, Jim's got time set aside to do the casting, it's just waiting on the funding for raw materials.

I didn't have the cash at the time to back his first two efforts, but I've seen his products in person, and they're great. The price points are all kind of high, but that's because they're all pretty large pieces.  Looking around, they seem comparable in cost to other resin terrain sets of similar size, and Jim's work is some of the best I've seen.

It's all masonry-type stuff, but given 40K's aesthetic, that works just fine, especially if you add a few touches to grimdark it up. The core design, tho, is for Ranked Combat games like 9th Age or Kings of War. As such, almost all of them are set up so that the major chunks can be removed to allow Units to move freely across the area, and then accurately replaced.

One unfortunate caveat: due to how international shipping prices from the US have skyrocketed lately, he isn't offering international sales at this time. For those of you in the States, tho, definitely go give it a look.
Until next time, y'all have a good one now, y'hear!

Saturday, September 3, 2016

Inside the Gamer

I forgot to mention this*, but when I was at the OFCC at the end of July, I found out that a guy I know from there** is part of a group blog called Inside the Gamer. They've got a bunch of cool folks on there, talking about gaming of all varieties. Lots of it is podcasts, but even for people like me who prefer text, there's plenty of great content over there. Go give 'em a look!

*It would have been part of my OFCC Post, if I had gotten around to it :P
**I met him when I was running my Khorne for the first time, back before DaemonKin were even a thing, and Kharn ended up defeating Lysander in an absolutely epic Challenge.

Tuesday, August 23, 2016

StormTalon to StormHawk Magnetization

Since Michael recently reviewed both the StormTalon and the StormHawk, this seemed like a good time to put up some pics of my latest Flyer, which I've built so that it can used as either a StormTalon or a StormHawk, with the aid of surprisingly few magnets.
That's all the bits laid out individually. The only magnets are in the chin-mounted TL Assault Cannon, and the Sensor/Weapons Pods that go on the stubby little mounts just above that. Everything else pressure-fit once I primed it, tho I reinforce the StormHawk Wings with a little Blu-Tac, because they're a little shaky.

I didn't bother popping them off for this, but the SkyHammer fronts on the Weapons Pods are also swappable, also pressure-fit. They can swap to the Typhoon Launcher perfectly, or the Heavy Bolters/Lascannon, but they'll look a little odd if anyone compares too closely with the official build for the Pods.

 A couple of pics in StormHawk mode. Ideally, I would have taken pics at basically any point other than when it was just primed, but the basics still show up alright, I think.

And StormTalon mode. I used Nephilim wings on my other two Talons, so had to follow suit here. I put these ones on a little differently, tho, since I was doing it as part of the initial build instead of a retrofit, and they ended up at rather more of an angle. Not sure if I'm going to leave it like that and come up with some fluff about them being variable-angle, or just go back and fix it so it's like the other too.

There are a few bits that just stay as StormHawk mode, because they would have been a pain to do, and don't really make a huge difference in the overall appearance. The Halo Launcher itself wouldn't have been so bad, but getting the StormTalon's Sensors magged on there would have been a nightmare, and getting the Cockpit swappable would mean magnetizing the entire hull, which I really didn't care enough to do. Neither of those things represent options that are even a possibility for the StormTalon to take, and I figure it's pretty obvious which it's supposed to be based on the number of guns and the location of the Assault Cannon.

Until next time, y'all have a good one now, y'hear!

Sunday, August 21, 2016

Bro! Hold My Beer and Watch This!

I've been looking forward to the DeathWatch getting some significant Rules since their first mention back in 3rd. I still haven't had a chance to play with them, but I'm gonna do a quick rundown of the things that really jumped out at me. This will not be complete, if you want a full Review, there are plenty of them out there. Much of it is just very minor variations on basic SM stuff anyhow.

Wargear: The basic "SternGuard" Squads can take a Special Weapon for everyone, and up to 4 of them can take "Heavy" Weapons. "Heavy" is in scare quotes there because you're never actually going to take the Heavy options. It's all about the Frag Cannon and the Infernus Heavy Bolter here.
- The Frag Cannon is one of the best guns in the Game as far as I can tell. It was already good on Furioso Dreads, and now it's spammable, and has a longer-ranged mode that's a Marine Killer out to 24", and turns into a two-shot Lascannon within 12". Just ridiculously good.
- The Infernus Heavy Bolter takes a Heavy Bolter and fixes one of the big problems with it by making it Assault. Then it bolts a Heavy Flamer on as well, for the same amount you'd normally shell out for one of each, with the Bolter still being Heavy. Not as ridiculous as the Frag Cannon, but still solid.
- They're also relatively easy to convert. You just need a Heavy Bolter and a Flamer (regular Flamer actually matches the size of the official bit better), and anyone who's been playing Marines for any length of time should have those around.
- Be careful not to load up too heavily on them, tho. Your basic dudes are already expensive, and if you don't watch out, it's easy to end up with an Army almost entirely consisting of 40+ Point Models that are just as fragile as 14 Point Tac Marines.
- Cool thing that Greysplinter pointed out to me: You have to swap your Bolter for one of the Special or Heavy Weapons. But you can also take options from the Ranged Weapons list, which lets you swap that useless CCW for another Bolter for free.

Terminators, Bikes, and Vanguard Vets: At first glance, I thought these were all pretty badly overpriced, but the more I dig into the Dex, the more I like them. The big thing they all have going for them is that their Unit Size goes down to a single Model. This lets you go MSU with them to a ludicrous degree, but it also makes them very easy to slot into the various Kill Team Formations, where they each add something cool to the whole Unit.
- Terminators: Since every single one of them can take a Heavy Weapon, these guys can add in some serious firepower, either as a bunch of scattered singletons or in Kill Teams. In addition, they're Fearless, and that's one of the USRs that affects the whole Unit, so adding just one to a Kill Team will make the whole group Fearless as well as giving the Terminator(s) some cheaper ablative Wounds around.
- Bikers: The Bikers have Skilled Rider, which lets them Tank for the Unit a bit in a Kill Team, and also lets them function as very mobile and durable Objective Grabbers. A bigger deal, tho, are the cheap Power Weapons they can pick up, and the Teleport Homers they get, which work not just for Terminators, but also for any Unit using the DW Detachment Benefits to Deep Strike. A few of them scattered around can give you a lot of options for any Deep Strikers you've got in Reserves. Once again, tho, they really come in to their own as part of a Kill Team. This gives them some protection for that Teleport Homer, and in return, they really help the Unit get into Assaults. They still have to maintain Coherency, but their Move+Base Size can easily take 4-5" off what you would need for a Charge, just by shifting them from one side of the Unit to another. On top of that, they provide Split Fire, letting you unload all those Frag Cannon or whatever into one Unit while you just pop off a Bolt Pistol into the guys you actually want to Charge.
- Vanguard aren't as big of a deal as the other two, but they're also significantly cheaper. I don't really see much point in running them on their own, as one of the other two options here will probably do whatever you want better, but as part of a Kill Team, they add their Heroic Intervention Special Rule, letting you Multi-Assault without penalty and giving you Pseudo-Fleet that doesn't work while Running, but helps your Charges just as much. One of these guys and a Biker in the same Kill Team should provide some serious flexibility for Assaulting, which may well catch a few people off guard.

Kill Teams: These are all built around the same basic formula: A Squad of Veterans, plus one or more of Librarian*, Terminators, Bikers, Vanguard, up to a max of 10 Models total. They all get combined into a single Unit, and even the IC(s) can't leave.
- Aquila Kill Team: The basic version is my favorite. It has the weakest, but broadest, benefit, and no restrictions other than listed above. Re-rolls 1s to Wound or Penetrate Armour against everything. Very hard to go wrong with that, and you can unlock it with a single Vanguard or Biker for just a few Points more than adding another Vet to the Squad.
- The other five each target a particular FOC slot. If your target Unit has any Models with the appropriate Battlefield Role, you get to re-roll all failed Wound and Penetration Rolls. They each also have extra restrictions. For instance, the Fast Attack one requires you to take at least 2 Bikers, and the Heavy Support one not only requires you to take Terminators, but also that at least two Models in the Unit have Thunder Hammers (Heavy or regular). Outside of Narrative Games, the only one I can see using regularly is the Furor Kill Team, which gets re-rolls against Troops (which show up in most Games), and only requires one Terminator and that at least one Model have a Frag Cannon or Infernus Bolter, either of which are pretty solid against most Troops.

Relics: There are two real standouts here for me.
- The Dominus Aegis provides a 4++ for the Bearer's entire Unit if the Bearer himself didn't move in that Movement Phase. This is great for protecting Kill Teams that are planning on mostly camping one area of the battlefield, and becomes fantastic while you're Locked in Combat, and thus automatically not Moving in the Movement Phase. It's also great to bring in as an Allied choice for something like Imperial Guard, where it can be a much cheaper way of getting a 4++ than Azrael, if somewhat more limited as well.
- The Beacon Angelis is a Locator Beacon (which is already cool to be able to get on an IC who's potentially starting on the Board), and in addition, once per Game, you can pull another one of your DW Units off the table (even if they're in CC) and Deep Strike them within 6" of the bearer with no Scatter. All kinds of shenanigans possible with that.

Tactical Objectives: Not particularly powerful or anything, but they've got a cool mechanic. Unlike the other Factions with their own sets of Tactical Objectives, the DeathWatch get three possible sets to replace the 11-16 in the deck, and get to select which at the start of each Game. The Secundus would probably be my default choice, but against someone with lots of Elites and Characters, the Primaris are cool, and the Tertius provide a couple of extra targeting FA and HS.

Until next time, y'all have a good one, y'hear!

*It's unclear whether or not you can take a single option from the list multiple times. If you can, you can get an absolute shitload of Librarians in Kill Teams.

Thursday, August 18, 2016

If I Ran the Circus

I've been getting a lot done, but haven't had much luck getting myself to take pics or write about it. With the rumours of 8th Ed abounding, I figure I'll do something easy here to try and get some momentum going: Wishlisting! Note that I'm just going at the Core Rules here, and I would also do some big re-balancing of Codexes if I were actually in a position to implement any of this.

Overall Turn Structure: Add in "Start/End of Turn" Phases, and defined "Start/End of Phase" sub-steps.

Movement Phase: Pretty much the same, except that Running/Turbo-Boosting/Flat Out would get folded into the Movement Phase. No Models get moved in the Shooting Phase except to take them off the Board. Speeds things up, keeps the Phases more in line with their names.
- Add some Size Categories for Terrain. Mostly for LoS/Cover purposes, but might affect some Movement.

Psychic Phase: I think the basic mechanics are pretty sound.
- Change DtW so that each 6 rolled cancels one Harnessed Warp Charge, making it easier to Deny multi-Charge Powers.
- Make it possible to get bonuses to Deny Powers that don't target Enemy Units.
- Clean up the definition of "Psyker", since it's kind of a mess right now, with some counter-intuitive consequences.
- The rest of the fixes would come from changes to the Disciplines and Codexes.

Shooting: Snap Shots go away. Perhaps not 100%, I can't off the top of my head think of a better mechanic for dealing with Flyers, but other than that, any situation where you'd be firing Snap Shots in 6th/7th, you simply can't fire. Speeds things up.
- Wound Allocation completely changed. Defender simply removes the Models they want to, without regard to range or LoS. Simplifies and speeds things up.
-  Exception: When a single Attacking Unit generates Wounds equal to or greater than the number of Models in the Target Unit, in which case the Attacker may select one Model that must take one of the Saves on its own. They can do this multiple times if the Wounds from a single Unit are multiple times the number of Models in the Target Unit. For example, if an IG Platoon opens up and inflicts 12 Wounds on a SM Combat Squad, the IG Player may choose which Models take two of the Saves. You may choose the same Model more than once, but if it fails more Saves than it has Wounds, the excess are wasted. Balancing mechanism to cut down on MSU, still gives the Attacker some control.
- If a Unit contains multiple Armour Saves, Wounds must be divided among them as evenly as possible (after any the Attacker may get to assign) before rolling Saves. Simplification, also helps deal with "mixed" DeathStars like TWC/FenWolves.
- Cover Saves go back to a Unit-by-Unit basis. If half or more of the Target Unit is in Cover from the Firing Unit's PoV, the whole Unit gets Cover. If in mixed Cover, they get the Cover Save that the greatest number of Models would benefit from. Simplification. Also makes it easier for squishy Units like Stealers to get closer without losing Cover.
- Cover Saves for intervening Units are determined in part by the Swarm and various Bulky Rules. Basically, a Unit can only gain Cover from an intervening Unit if they're no more than 2 Size Categories larger than the intervening Unit. Add some categories for Vehicles and Terrain.
- Going to Ground and Jinking are declared after determining how many Hits are scored, but before Rolling to Wound/Penetrate. This leaves it as late as possible in the sequence without having to make exceptions for Vehicle Squadrons.

Assault Phase: Keep the Charge Sub-Phase the same, except Overwatch goes away, just like everything else involving Snap Shots.
- Units with Move Through Cover can choose to either ignore the 2" Charge Distance penalty for Charging into Cover OR ignore the Initiative Penalty for Charging into Cover. 
- Only one Pile-in Move per Model per Phase. Possibly go back to the 5th Ed Defender Reacts system where the Charging Unit doesn't get a Pile-In, and other than the Charge and that one Defender Reacts Move, Models only move after Combat Resolution. OR like AoS, where Units get to Pile-In as they Attack, but don't at the end of the Combat. Possibly mess with the distance of the Move as well, but the key point is that no Model in an ongoing Combat should Move more than once per Turn.
- Wound Allocation changed as per Shooting.
- Outnumbering factors into Combat Resolution. If one side has more Models than the other, they count as inflicting an extra Wound when determining Combat Res. If they have more than twice as many, they get +2, and so forth. Models with some version of the Bulky Rule count as the same number of Models they would for fitting in a Transport/Building. Walkers count as 5 Models if their Front AV is 11 or less, 10 Models if it's 12 or more.
- If an outnumbered Unit is Fearless or gets caught in a Sweeping Advance but not wiped out because of ATSKNF, it must make one Save for each extra point of Combat Res the Outnumbering side gained from their numerical advantage. Gives Hormies and Ork Boyz something to shore them up against DeathStars.
- EDIT: Add back in the ability to Charge on the Turn a Unit Disembarks from any Transport, as long as the Transport didn't Move first.

Morale: Morale Tests work pretty well. Haven't changed much in 5 Editions for a reason.
- Regrouping is really harsh on non-ATSKNF Units right now, tho. Change it so that a Unit that Regroups has their basic Move reduced to 3" for that Turn, counts as Moving for all purposes, regardless of whether they do or not, and suffers a 3" penalty to their Charges.
- ATSKNF just means that they auto-pass Regrouping tests and don't get wiped out by Sweeping Advances.

Unit Types: The biggest change I'd make here really is about ICs. ICs can only Join Units of the same Unit Type as them. Bikes/Jetbikes are counted as a single Unit Type for this purpose, as are Cavalry/Beasts. This takes out some of the DeathStar shenanigans.
- Bikes cannot gain a bonus Attack for 2 CCWs, nor can they use 2-handed Weapons or any CC Attack other than their basic profile if equipped with a Storm Shield or something else that keeps them from gaining that extra Attack. Basically, they need to keep one hand on the Bike at all times. Pushing Bikes more toward a firepower Unit.
- Jump Infantry can use their Packs in both Phases. And pushing Jump Packs up as Assault Units.
- Beasts/Cavalry only move 9", but can Run and Charge in the same Phase. Not as fast as Bikes/Vehicles, except when they kick it into high gear for the Charge.
- Add another tier between Monstrous and Gargantuan Creatures. The mid-level monsters wouldn't get the 12" Move or Stomp, and would only reduce Poison to 5+, but would otherwise gain all the benefits of GCs. There are enough MCs needing a boost that it's worth making a category for them.
- Gargantuan Creatures get AoS-style Statlines that degrade as they take Wounds.
- Some kind of buff for MCs against Vehicles in CC. A single Smash Attack is not enough.
- New Unit Type: Monstrous Beasts. MCs with 12" Movement, not slowed by Difficult Terrain. Things like Trygons, Haruspexes, and Giant Chaos Spawn need some help.

Vehicle Types: Heavy Vehicles ignore the penalties for firing Ordnance Weapons.
- Possibly bring back something like the Agile Vehicle Type, with less max speed than Fast Vehicles, but more ability to fire while moving slowly.
- Super-Heavy Vehicles modify the Damage Table instead of ignoring it. Each Shaken result stops a random weapon from firing this Turn. Each Stunned result does that and takes d6" off its Movement for the Turn. Weapon Destroyed: Certain Weapons are designated as "Main Weapons". It takes 2 Weapon Destroyed results to remove one of these. Immobilized becomes Drive Damaged, taking off d6" Movement permanently. Explodes still does an extra d3 HP.

Weapon Types: Change Salvo so that it gets the larger number of shots out to half Range, and the smaller number from their to max Range, regardless of the firing Model's Movement. Right now we basically only ever see Salvo Weapons on Relentless Units, and many of them (e.g. Grav) are badly overpowered on those.
- Grenades used in Combat by basic Models against MCs or Vehicles with a WS only hit on 6s. Grenades used by Characters hit based on their WS. Trying to find a balance that doesn't feel like an arbitrary limit, but still keeps Walkers from just getting Kraked to death. Also makes Characters a bit more Heroic.

Terrain: Just add a bit more detail back in. Include some guidelines on size values for Movement/LoS purposes.

Missions: Bring non-random Progressive Scoring into some of the basic Missions. Stuff like Border War from the AoS General's Handbook.

I think that would about do it for Main Rulebook changes. Again assuming that I had complete freedom here, it would also be a "hard" reboot, with completely new Army Lists for everyone (This is another point I'd take from AoS. Every Unit's Dataslate would be available as a free download.) I'd roughly double everything's cost to allow more granularity, benchmarking things against a 10 Point Guardsman and a 30 Point Tac Marine.

Hopefully I'll get around to taking some pics of my recent Modeling projects (Tauroxen with Blood and Skulls Industry wheels, DeathWatch, a bunch of Daemons), and talking about some of the Gaming I've been getting in (OFCC, the LoW Bash we did one Saturday, dipping my toes into AoS). Until then, y'all have a good one, y'hear!

Friday, July 29, 2016

Machines that Kill 2: Kill You Harder

Tomorrow morning (OK, technically later this morning), I'm heading down to Portland as Captain of Team Dice Hard 2: Dice Harder for the 2016 Ordo Fanaticus Club Challenge. Despite the name hanging on, the competitive level of the event has been progressively emphasized less and less over the years, and at this point, they're not even making a Best General award, and it's very heavily, if informally, comped, with a List Rating Committee looking over everyone's lists to try to keep it all under a certain power level.

Given the name of our team (We were just Dice Hard last year), I felt compelled to pull out my KDK, which I had originally put together as a CSM/CD Allied Force for the 2014 OFCC, before the Faction even existed, with a theme of bio-mechanical hybrids, and called Machines that Kill, after an old SF/Horror anthology I had as a kid. The sequel name combo was just too much of a draw, and they are fun as hell to play.

The rest of this is basically just a PicSpam. Most of them behind a cut, because it really is a ton of pics. Not everything is where I want it to be, but everything is better than it was previously, and in particular, I finally got around to doing all the Daemonic Flesh in BftBG, with the theory being that the Summoned Khornate Daemons are literally made out of blood. There are some pics of the Kytan at the very end, too, but they're not that great, as I didn't have time to mess around with the supplemental lighting that something that tall needs in my lightbox. Anyhow, I'm gonna let the pics take it from here:

My JuggerLord, now more painted, and with a newly-added Power Maul