Wednesday, June 30, 2010
The price is probably £60 and $90 US, but not totally confirmed.
The rulebook included is in full colour and has all the rules, basic scenarios and spells, sections missing that are present in the hardback edition as rules (as well as the fluff and hobby sections) are:
- Armies of Warhammer, describing every army with lots of pictures
- Extra battles (like battles taken from the story line, campaings, linking battles, etc; last section in the big book just before the spells)
Now onto the models themselves:
High Elves (Not sculpted by Gary Morley, the person responsible for the current ugly hands/feet in certain sets, but rather by Martin Footitt, who has done the slimmer and prettier High Elf kits)
Prince on Griffon
Mage on foot
20 Sea Guard
10 Swordmasters of Hoeth
5 Ellyrian Reavers
About 1100 points in total, assuming full command on all units, a smattering of extra equipment, Lvl 2 Mage but no magic items.
Poisoned Wind Mortar
2 Rat Ogres with Packmaster
5 Poisoned Wind Globadiers
About 800 points in total, assuming full command on all units, a smattering of extra equipment, Lvl 2 Warlock but no magic items.
Various small pieces of terrain detritus, High Elf themed I think (not quite confirmed).
Never had I thought it would get this hardcore...... I just got the latest issue of WD in my mailbox and I am truly shocked.
Most of you would know this by now. I have been in Hong Kong for 1.5 years now but am leaving for Singapore permanently. The guys at the store had organised for a mega battle 2v2 as a good-bye game.
1500 points each player. It was Alex and I (Tyranids) vs Yonathan and Ivan (Space Wolves and Tau).
Head over to http://picasaweb.google.com/enrgie/290610MegaBattle# and check the battle report out!
Alirght guys, once again another battle report. This one was part of our training battles we have been conducting in hopes to help eachother refine and retool our lists for the upcoming tournament in Hong Kong.
A bit of background info; my opponent alex has been known in hk to have the deadliest space marine list in the city. Not much of a claim for a population of 7 million seeing there isn't more than 30 people who play 40k but still nonetheless the best in my region.
This batrep shows how space wolves can weather powerful lists with just a bit of thought and natural cunning. Have a look boys, no sm or nids have been able to beat this just yet. I'm just waiting to stir up enough trouble for the blood angel boys to challenge my sons of russ...
Click this link below to see how this should be done... cuz this style... is identical to none... lol
Tuesday, June 29, 2010
Played the second game against Ivan (the Obvious) who was playing Tau.
We had a game at 1500 points each. I brought the same list I used against Jay earlier - the Space Wolves battle.
The Tau used to be my old opponent in 40k 3rd Edition since both my cousin and house mate used to play them. In the new edition however, I have never quite fought them so it proved to be quite a learning experience for me.
Head on over to http://picasaweb.google.com/enrgie/270610TauIvanVsNidsRay# to learn how I did.
1500 points of Space Wolves (Jason) vs Tyranids (Raymond) over the weekend. It was the match to decide who gets bragging rights. A very close fought game!
The batrep can be found at the following URL: http://picasaweb.google.com/enrgie/270610JayVsRay#
Monday, June 28, 2010
It’s been a great weekend playing a game with Ray (enrgie) to finally settle our long rivalry before he peaces out back to where he is from. We played an annihilation game at 1500 pts. Very close game. Space wolves managed to win only by meager margins. In hindsight, I actually wanted the nids to win. I cannot stress enough how much of a potential I believe nids possess.
Based on this belief, I’ve decided to give my two cents on how I believe the nids should best function. At least against my space wolves. I’m not a nid player, never used them in my army, my only knowledge of them is from the ample experiences I’ve had while playing against them.
Looking at the codex, a lot of the mc’s have really interesting upgrades to soup out your bugs. Predominately the quest for nids on steroids is to find the hardest hitting HQ build that can support the little guys instead of letting them be meat shields. While many people believe you must accept nids will most likely sustain substantial losses, I believe while doing so, nids can also take a lot more lives with them as they get shot or smashed to pulp. Its just what aliens do… I think the most obvious element to consider is timing and synchrony.
Consider this; you only need to hide your MC’s as they get into position. The longer it takes for the MC to get into position, the more vulnerable they are with only 3+ saves and to protect them means using cover (also taking more time to get from a to b) or committing cannon fodders to buy cover saves. All this can be minimized if the MC can be in position as soon as possible. This is where the nids truly shine. When they are at the right place fast enough to break the back of the opposing army.
To fulfill this role, I’m looking at making small additions to Ray’s already powerful list to something even more deadly against space wolves and marines alike. For this I’m looking at the hive tyrant:
Hive tyrants can take many different loadouts to fulfill a wide array of specialized roles to “support” your army. It is by no means a stand-alone unit. For it to function at it’s optimum level, you must make use of it’s synapse ability to buff up the little bugs. Its got heavy combat potential but again, being an mc, it is hard to hide, no invulnerable saves means look out for snipers.
This is my build for a very melee intensive angry Hive Guard, here goes nothing…
Either Lash Whip and Bonesword and Scything Talons or two pairs of Scything Talons, Old Adversary, Wings, Leech Essence, and Paroxysm.
This build is meant for rapid response and close support of your troops. It is meant for getting Preferred Enemy to the area that needs it most, and providing covering fire/extra CQC punch when it gets there. The melee intensive build saves you some points as those weapons are all free/standard, and while Preferred Enemy gives you rerolls against things with WS, it doesn't help at all versus normal vehicles, but the Scything Talons do work.
For Ray’s current list, since your trygons do nothing after deepstriking (not able to assault while shooting its pathetic guns), you might as well scrap that for something that can truly enhance the performance of your overall army. Just remember, the points I want to accomplish with this unit are synergy and synchrony. With these 2 elements, I believe nids will truly be a force to be reckoned with.
On a side note, although pricy, wouldn’t you rather pay for something that works instead of something that just looks like an ugly snake?
There you go Ray, I look forward to facing these when I come for a battle tour in sg. comments are welcomed.
Sunday, June 27, 2010
Thursday, June 24, 2010
Just got back from the bar watching the England vs Slovenia match... the point is, USA won. lol... so it is kinda late and I am kinda drunk but nonetheless I will still post. so... there you have it boys... mr. topcoat. you should be able to get him at any model store that sells gundam. they run for about 76 dollars hk for a 170ml canister. peace out............
Wednesday, June 23, 2010
Jason: That space is all yours so go to town with it!
On another note, I have updated mine to include my completed Carnifex. Looking forwards to completing more models and add that in my Bestiary. Hopefully I will be able to play a fully painted army soon!
Tuesday, June 22, 2010
Most people associate space wolves with headstrong full frontal assaults. However, with the long fang's ability to split fire long fangs are a huge asset when it comes to swinging the tides of battle.
The only draw back is without the option of being able to take more than 5 long fangs for ablative wounds, they are more vulnerable than your standard marine devastator squad load-out. To counter this, some like to field an extra wolfguard in terminator armor with ass cannon and missile rack.
4 long fangs with missile launchers + wolfguard with missile rack allows 6 or 7 shots of missiles... I can't remember if the missile rack shoots 2 rounds or counts as twin linked, but nonetheless this is a whole lot of dakka.
In case that wasn't enough, Rune priest can also support Long Fangs with their living lightning abilities. D6 hits at S7 AP5 with unlimited range hitting on a 2 up with chooser of the slain... btw, space wolves can field up to 4 rune priests.
Monday, June 21, 2010
Lore of Fire - The Wind of Aqshy
Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.
- Basic Spell: Fireball: Magic Missile
D6 S4 hits 24" range
2D6 S5 hits 36" range
3D6 S6 hits 48" range
1. Cascading Fire Cloak: Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.
2. Flaming Sword of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.
3. The Burning Head: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.
4. Piercing Bolts of Burning: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.
5. Fulminating Flame Cage: Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.
6. Flame Storm: Magical Vortex. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".
Lore of Metal - The Wind of Chamon
Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.
- Basic Spell Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increased to 2D6 at next level.
1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled up.
2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range scaled up.
3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at higher level. Unit gains a 5+ Scaly Skin save for one turn.
4. Gehenna's Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A single enemy model (can be a character) suffers D6 hits. Characters can use "Look Out Sir!" to save them, rolling once for each hit.
5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn. Range 48" scaled up.
6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all units within 12" of the original target to test for stupidity at the start of their turn. 26" range scaled up.
Lore of Shadow - The Wind of Ulgu
Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".
- Basic Spell: Melkoth's Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).
1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).
2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.
3. Withering: Hex. As above but T rather than S and 3 higher to cast.
4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.
5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)
6. Okkam's Mindrazor: Unit Buff. Pick a friendly unit within 18", they attack with their Ld amount for their Strength. The scaled up version has a 36" range.
- Lore of Beasts - The Wind of Ghur
Special Bonus: Wildheart. If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.
- Basic Spell: Wyssans Wildform: Unit Buff. +1 Strength and Toughness. Scaled up version 24" range.
1. Flock of Doom: Magic Misslle. 24" range. Deals 2D6 S 2 hits. Scaled up version 48" range.
2. Pann's impenetrable pelt: Character/ Caster Buff. 12 " Range. May be targeted on any character, or the wizard himself. Target gains +3 toughness. May be expanded to affect all friendly characters within 12 ".
3. Amber spear: Magic Missile. 24 " range. Resolved like the hit from a bolt thrower. May be boosted to gain S10 and causing D6 wounds.
4. Curse of Anrahir: Hex. 36" range. Targeted unit suffers -1 to hit (melee and ranged). Targeted unit treats any terrain as dangerous terrain, and suffers a wound on a roll of 1 and 2, not only 1. Scaled up version 72" range.
5. Savage beast of Horros: Character Buff. 12" range. Targeted friendly Character gains +3 attacks and +3 Strength until the start of the next magic phase. May be expanded to affect all friend characters within 12".
6. Transformation of Kadon. Character Buff. Remains in Play. The caster BECOMES the creature, not summoned on any board edge etc. Transforms the Caster into 1 of three lesser Creatures.
Becomes the Hydra (similar to DE one), Black Dragon (with Moon Dragon Stats), or a Manticore on one casting roll.
Becomes the Greater Fire Dragon or Mountain Chimera on a casting roll 4 higher.
S7 T7 W10, Fly, 4D6 attacks! Mage has to be on foot.
Greater Fire Dragon
WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot.
Any lost Wounds are transferred to the new form (so, if the dragon lost 3 wounds, and the wizard is than transformed back, he would be most probably dead).
The Character may not use any wargear nor does he have any benefit from it, and may not cast any spells at the time. He keeps all his special rules, though. So a High Elf would transform into a first strike Chimera for instance.
Lore of Heavens - The Wind of Azyr
Special Bonus: Roiling Skies. Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.
- Basic Spell: Wyssans Wildform: Unit Buff. +1 Strength and Toughness. Scaled up version 24" range.
- Basic Spell: Ice shard Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+.
1: Harmonic Convergence. Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. The scaled up version is any unit within 24".
2: Wind Blast. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. The scaled up version pushes units back D6+2".
3: Curse of the midnight wind. Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24".
4: Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now.
5: Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2.
6: Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it.
Lore of Light - The Wind of Hysh
Special Bonus: Exorcism. If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.
- Basic Spell: Shem's burning gaze: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version is 48" range and S 6.
1: Pha's Protection: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"
2: Speed of Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.
3: Light of Battle: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase.
4: Net of Amyntok: Hex. 24" range. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase. 48" range scaled up.
5: Banishment: Direct Damage. 12" range. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1. 48" range scaled up.
6: Birona's timewarp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12"
Lore of Life - The Wind of Ghyran
Special Bonus: Lifebloom. Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”
- Basic spell: Earth blood Wizard and unit gets regeneration 5+ for one turn.
1: Awakening of the wood: Magic missile. 1d6 str4 hit to a unit within 18" of a wood. Or 2d6 strength 5 hits to a unit ipartially or wholly within it.
2: Flesh to stone: Unit Buff. +2 Toughness to one unit within 12”.
3: Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster:
Earthblood is 4+
Awakening of the wood is S6
Flesh to stone is +4T
Regrowth restores d6+1
Shield of thorns is S4
Ignore miscasts on 2+.
4: Shield of Thorns: Unit Buff. Remains in play, friendly unit does 2d6 str3 hits on a enemy unit engaged in combat with it during the magic phase. 18" range.
5: Regrowth. Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately) Cavalry take 2 wounds to heal. 12" range
6: The Dwellers Below: Direct Damage. All models in an enemy unit within 12" take a strength test or die with no saves allowed.
Lore of Death - The Wind of Shyish
Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
- Basic Spell: Spirit Leech. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.
1: Aspect of the dreadknight. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.
2: Caress of Laniph. Direct damage, 12" range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version is range 24".
3: Soulblight. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24". Lasts 1 turn.
4: Doom and darkness. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version is 48" range.
5: Fate of Bjuna. Direct damage, 12" range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.
6: The Purple Sun of Xereus. Magical Vortex, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.
The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.
Recieved this mail from GW newsletter/Email early in the morning. What great news on a Monday morning!
Incoming! The Island of Blood
The Warhammer world; it is a place riven by battle, where mighty armies clash for glory, honour or the entertainment of Dark Gods. Darkened skies, tortured by cataclysmic magics tear open and rain blood upon the ceaseless combatants and the landscape is wracked by the carnage around it. Trees writhe in mutated agony, lashing out with limb and branch and rivers flow thick with the corpses of the slain. All upon the land are consumed by the unending battle, an age of war in which victory and defeat hang in the balance.
Cast against this macabre tableau fight mighty armies -warriors by their million raise banners of defiance or icons of dismay, taking up arms in the clash for survival. Beleaguered and surrounded, the forces of Order fight desperately to stem the tide of the armies of Destruction. Delighting in the carnage and ruination, the Dark Gods look on.
The Island of Blood is but one battleground upon the face of the Warhammer world, a mystical and dangerous place that has been twisted and mutated by the warping power of Chaos. In ages past the Island of Blood was a battleground upon which armies have bled and died in the ageless battle for supremacy... and they will do so again. Soon.
The Island of Blood is the new boxed game for Warhammer and is released this September. Packed full of stunning plastic Citadel miniatures and containing all the rules, dice and templates you'll need to play, it's the essential purchase for fans of the Warhammer hobby.
Meanwhile, if you like the Battle for Skull Pass boxed game (and who wouldn't with all those Goblins and Dwarfs) then it only seems fair to point out that once the last few remaining copies are gone they're gone, and they're never coming back! Pick one up while stocks last.
In August we'll feature more information about The Island of Blood on games-workshop.com and the full details will be released in September's White Dwarf.
If you can't wait until September to get your hands on the new rules then don't forget that the new Warhammer Rulebook and complete range of accessories are available to advance order by clicking on the image below.
I've been side tracking a lot lately with different projects I'm juggling all at once. This venerable dreadnought was q pretty fun build. For the time being I think its done. Done in a sense that it is completely expandable... I won't bother with doing the other weapons as the plasma cannon is the only weapon I don't have on a dreadnought, not that I'm a plasma cannon fan lol. they always end up killing myself overheating, don't have to worry about that on a dreadnought though but with how far plasma rounds can scatter, I wouldn't count on it too much.
Ultimately I want to add nid skulls onto this model. I want this to be a tyranid prize fighter dreadnought.
Sunday, June 20, 2010
I spent quite a bit of time with the skin and have gone through a few rounds of painting! I'll let the photos do the talking. The arms are actually magnetized so I can swap out with the other weapon options. Those options I have not painted and will paint them when I need to use them - mainly because the Carnifex is going to proxy for my Tervigons until the actual model comes out. At the moment, I would not use the actual Carnifex in my games as the Trygon is a much better Heavy Support choice.
Saturday, June 19, 2010
Friday, June 18, 2010
Well I guess like many others this will probably be my last* "big" purchase for a awhile since the recent price hike. ( *we are all lying, we will still buy shit-loads of miniatures no matter what. )
Head on over to http://picasaweb.google.com/enrgie/150610RayVsJay# to check out the pictures of the battle and the actual battle report.