Wednesday, August 13, 2014

Destiny of The Greater Good


Destiny of The Greater Good


Lying directly to galactic northeast of the Tau Empire the soldiers of Kandavar have had their run ins with the upstart race. The military might arrayed in the Kandavar would be more than enough to hold back the problematic Tau if it wasn’t for the recent threat of Hive Fleet Kraken and the effort to hunt down isolated dormant sleeping cells that still hide within planets previously devoured by the Hive Mind . Luckily for the people of Kandavar the Tau do not yet posses warp travel technology and the distance from Dal’yth across the Perdus Rift in northern Tau territory is far for the near light speed space craft they possess.
 
However, that will not keep the expansionist Tau at bay forever. Aun’Va has deemed it time for the Third Sphere Expansion and Kandavar will see war soon.

A new commander has been awoken from cryostasis to lead the attack. Years before on Sha’Draig a young Shas’Ui made the killing shot against a Hive Tyrant that ended the threat from Hive Fleet Gorgon, now newly appointed by the ethereal caste Commander O’Shasshi has prepared for the opportunity to strike.
 
 

While Commander Shadowsun has already started the expansion phase across the Damocles Gulf, Tau forces have been preparing for war on Kandavar. As forces have been mounting in preparation, probes were sent out into Kandavar space to spy on the Imperial Forces. Finally after one year of patience the time has come. Always so slow to react, Imperial Forces in Kandavar have finally received the plea for aid from Mu’gulath Bay and a retribution fleet has been sent out.

The closest planet across the Perdus Rift is Tanacus and this is where the Tau must establish a beach head for further advancement into Kandavar. Even with a massive portion of Kandavar’s fleet out of the picture, Tanacus is not defenseless. More steel than planet anymore, Tanacus has been all but consumed by the Mechanicus. Ringed by twin orbital defense platforms, along with the entire Cadian 876th defense force, Tanacus is almost as well defended as Kandavar herself.

The timing is right, and the hunter as made the decision to pounce, but nothing is more dangerous than a cornered animal.
 
Marshall your forces and deliver the Mont’ka to those that stand in the way of the greater good, or stand firm and expunge the vile xenos from the domains of mankind. Which will you choose?

 

Thursday, July 31, 2014

Kandavar Campaign

Crushing at Kandavar

Campaign

 

On the outskirts of the Eastern Fringe the Kandavar System was originally discovered by Rogue Trader Suleman Kandavar in 756.M32.

With the exception of a feral Orc tribe little stood in the way of a quick assimilation of the Kandavar System. Mechanicum cartographer survey teams assigned the Kandavar System as a level Beta resource system due to the abundance of precious adamantium on the planet x75638.35 now called Dependance and small extractor teams began the oh so glorious process of removing it.

The neighboring planet to Dependance was within tolerances for human settlement and was named Kandavar after its founder. A small PDF garrison was established and Kandavar was left to provide it tithe. 

In 384.M37 the Imperium saw it necessary to increase the number of Space Marine chapters patrolling the Eastern Fringes. Kandavar played a pivitol role in this for two reasons. First being the convient fact that Kandavar currently has a stable warp route, and second is that for the first reason The Lords of Terran deemed it that a new progenoid processing lab would be established to facilitate the rapid expansion of Space Marines in the area.

Kandavar saw a rapid expansion in growth for the next thousand years as defenses were raised and construction of all forms came flooding into the system to the will of The Lords of Terra. Yuion was the next planet in the system selected for utilization to provide the food stuffs for the ever increasing population as Kandavar was quickly covered from its north to south poles with hive cities, and defense works and was no longer capable of production of that manner. 

Kandavar quickly became a prominent system on the fringes of the Imperium and soon eclipsed all other systems in the area except for beautiful Macragge.

For thousands of years now Kandavar has stood as a bulkwark for humanity spreading the Emperors Will into the lightless edges of mankinds domain, but now is the Time of Ending and no where is safe in the galaxy that knows only war and Kandavar is no exception. 
  



Sunday, December 8, 2013

Warhammer 40K: Escalation



So the new Escalation book is out and everyone is already in an uproar about how bad it is, and that it has changed 40k forever, and the game is broken, and they are not going to play anymore because the game is play to win, and just fuck GW!!!

Isn't this just a little extreme? Anyone that has played even one game of Apocalypse with super heavies can tell you that super heavies are not all that! Super heavies can actually be quite a liability, and in games of escalation they are even more so.

So to start why the overreaction?

#1 is that D-weapons are too strong for regular 40k. I can see this sentiment. No one wants to see their SS/TH termies wiped out in one round of shooting, but this can be done without D weapons. I think the biggest actual problem with the D weapon is that models get no inv save. Well luckly there is not that many D weapons allowed with the current Lords of War units (currently).  Besides with example above a S10 AP1 shoot can be just as bad as this D weapon. D weapons are tough, but there are ways around this which I will explain later.

#2 I can take a Reaver Titan in a 2000 point army.  I actually read this is someones rant, and was surprised. There is no Reaver Titan in the book (actually the only titan is Revenant, unless you count Stompa's). The main point this guy brought up was is there is no limitation to amount of points you can spend on a LoW unit in a game. This makes the best gripe about this book is why did GW not use the same 25% limitation that FW did in the Horus Heresy books? Probably because 1 of 2 things. Either they are dumb or they felt it wasnt really necessary. I'm going with the later of the two.

#3 These rules make the game pay to win more than ever. This comment has been flying around a lot lately mostly due to the rapid releases we have no, and that everyone that has the newest and coolest toys are the only ones winning. Now I play Blood Angels and still take home a fair number of wins with them (maybe because it was written by Ward) and dont fill this is ever the case. For the price of a Baneblade I can by four Leman Russ, and I know most IG players already have four of them. I think that anyone that really wants to buy one of these super heavies will find a way to buy it. Save lunch money, not buy something else that they want or to start slinging crack on the side. What ever the case, I think you will buy it, if you really want it or think that you need it. Now, I will explain that you don't need to have one to still win at 40k.

As I was saying about these big boys being a liability.

#1 Heavy point investment. The points cost are so high for these Behemoth that can equally put out something superior to it with normal units for the same cost. For example I could take two units of 5 ea Sternguard equipped with a melta and 4 combi meltas in a drop pod for the same points as a Banehammer and blow the crap out of the thing before it fires at me, and probably do it with just one of the units. Now that super heavy is gone and I could of done it without the same points investment.

#2 Victory points. In Apocalypse the destruction of these bad boys give away a VP, but in Escalation they give a VP for every 3 hull points/wounds done do the vehicle/creature. This is a big factor to consider when deciding to deploy a LoW and should not be taken lightly. Between all the melta/tank hunter/ordanance/auto glance on a 6/poison  it is not hard to hurt these guys.

#3 Large blast markers suck. Having those mega super ginormour apocalyptic pizza pie blast markers of destruction can be a hindrance to yourself. The reason for this is that you will be playing on a 4X6 ft table instead of a an apocalypse sized table and since you cannot place the blast marker to be even partially touching any friendly models base or hull a smart player can move right up into your face and keep you from using the biggest advantage of having a super vehicle. Speed is the key and with all the scout / turbo boost moving allowed out there they can be in your face quick and SM drop pods are the best at this. Plus if they dont also have a LoW they will get a +1 to seize the initiative so there can be a good chance you will not get to even shoot that awesome warmachine.

I think this book provides something that a lot of players actually want, and that is to be able to use their big toys without having to do a huge apocalypse game. Lets face it, 40k takes a while to play and Apocalypse can make you want to take a nap and come back later to finish up.

Even with the points I made about super heavies not not being all that, some of you guys might still not want to play with this rules set because if issues 1 and 2. I would recommend trying it out first, because of the liabilities first, and then if it doesnt feel right to you, try making some house rules like inv. saves can still be made against D weapons or implementing the 25% of points cost rule. I think you will not need it though.

Monday, November 25, 2013

Clan Raukaan: Iron Hands v2.0




When the new Space Marine Codex came out I wrote about what I thought of the new chapter tactics for the cold old Iron Hands. You can read what I had to say here. There are a lot of similarities between then and now, but more reinforced with this new supplement.

Upon reading the story that most of us know already about the role the Iron Hands played in the Horus Heresy, this book kicks off with explaining what the IH's were doing during the Scouring and a interesting meeting called the Tempering.

There are some new wars that bring the IH into confrontation with Slannesh worshippers or The Emperors Children. This only makes sense to keep them as enemies since EC did bitch slap the IH really good during the Horus Heresy.

Next up is a cool battle that pits the IH against the Alaitoc Eldar. This gives a good insight to how remorseless the IH really are, and I think this story would make a cool Space Marine Battle Novel.

Ofcourse no good story is complete without fighting Orks. This battle reminds me of Armageddon (Probably the case with most Ork novels), and an interesting confrontation happens between the IH and the Raven Guard that are also fighting in this battle. More of this leads back to the HH, and issues from Istvaan V.

The big battle for them is against the EC again in the Gaudinia System. This battle is about deamonic weapons in a sense and how abhorant they are to the IH, but end up overcoming them. Awesome battle with a cool surprise.

The coolest thing about this supplement is that some life was breathed into the IH. For so long GW has left them on the sideline compared to other First Founding Chapters. The latest HH: Massacre book gave some great Pre-Heresy info, and now this brings us up to the present under the new leadership of Iron Father Stronos that was mentioned in the new SM codex.

This supplements offers some awesome insight into some of the squads of Clan Raukaan by naming them and telling of their demeanor. There is also a break down of some vehicles as well. These are always welcome for those that want to name their units in accordance with the fluff.


The great new rules that can be used are sweet.

March of the Ancients allows for all types of dreadnaughts to be taken as Heavy as well as Elites choices. Now you do not have to take a Master of the Forge to gain this rule. Give me six Iron Clads please.

Scions of the Forge allow you to take TWO techmarines for each HQ choice just like in the codex. However, if you take a Master of the Forge you can take THREE techmarines. That is some serious HP recovery going on.


Gifts of the Gorgon are the new relics. Ofcourse you must forgo the SM codex ones to use these instead.

The Mindforge Stave: Librarian only. Is a force weapon X2 strength AP2 Melee, Concussive, Force, Unwieldy. This relic is awesome for the points cost. cheaper than actually getting a power fist.

The Axe of Medusa: +2S AP2 Melee, Mastercrafted, Severing Strike (gives +4S if a six is rolled to hit), Unwieldy

The Ironstone: Tanks and walkers within 6" of the bearer automatically pass It Will not Die rolls on the roll of a 4+. If a six is rolled the Ironstone also repairs immobilised or weapon destroyed results.

Betrayers Bane: Basically a combi melta that can use the melta always and is mastercrafted.

The Gorgons Chain: This item grants varying invulnerable saves and USR's (better the less wounds taken) depending on how many wounds the model has suffered. The changes happen immediately upon changing the number of wounds so need to roll each save seperately. Very powerful but expensive.

The Tempered Helm: 24" bubble to use beares leadership for morale checks. Also, a single unit within 12" can re-roll 1's to hit in the shooting phase.


Warlord Traits

Adept of the Omissiah: Your Warlord has the Blessing of the Omnissiah USR, if he already has it you can re-roll that roll.

Will of Iron: Gain Fearless.

Flesh is Weak: adds +1 to any feel no pain roll made.

Student of History: Warlord and his unit can automatically fail a morale check.

Merciless Resolve: Warlord has a 12" bubble that grants Crusader USR.

Target Protocols: Warlord and his unit can re-roll 1's in the shooting phase.

There is also
1 new Apocalypse data sheet
7 cities of death strategems
7 planetstrike stratagems
3 Altar of War missions
and 5 Echoes of War missions

All in all this supplement is a win for Iron Hand players. The new fluff is great for those that always wanted some.

I think the real power of this coddex is obviously with the Master of the Forge and Techmarines. I think this supplemet shows off the benefits of switching to the hull point system and what can be done with it versus the old system.




Sunday, October 27, 2013

Sentinels of Terra: Hail the 3rd Company



So I have read the new Imperial Fists supplement and I have to say that this one is great! This has the most new information in the background section compared to any of the other supplements so far...

The story starts off with Lysander and his rise to being Captain of the 1st company, and letting us know how much of a bad ass this guy really is. This section is not entirely new, but the gaps are filled in now and is demenour is really fleshed out.

Lysander was basically the greatest hero of the IF and was kicking the crap out of the Iron Warriors and Lysander was going to be granted the position of Chapter Master as the current one was going to step down for him to take his place, but Lysanders obsession at trying to eradicate the Iron Warriors made him reckless in a battle on Taladorn that sees Lysander censured and demoted to captain of the 3rd company.

After Lysander takes over 3rd company he is set off on the "The Crusade of Thunder" to purge the ork menace in the Magor Rift. This section is really were the story starts to hand off to prime sergeant Tor Garadon, and the lessons that he learns from Lysander and his rise. The coolest part about this section is the complete listing of names for the entire company, so if you wanted to name all of your models correctly after the 3rd company than you have that now.

From there the 3rd is called back to help fend off a tyranid attack close to Terra on the planet Drashin. Here the IF purge a Space Hulk that was infested with a Norn Queen, and the aftermath of the battle sees Lysander return to head of the 1st company and Garadon take captaincy of the 3rd.

The new Chapter Master has the IF return to Malodrax were Lysander was tortured earlier to kill the Iron Warrior Warsmith Shon'tu that ends in epic battle.

So what everyone really wants to know is how does this change my force in the game.

1. You now use the Close Bolter Drill instead of Bolter Drill chapter tactic. this allows you to re-roll all failed to hit rolls made with bolt pistols, boltguns, stormbolters, heavybolters, or combiweapons firing the boltgun at a target up to half the maximum range away, but you cannot use this for the special ammo in your sternguard units.  :(

2. Centurian Devastators are now elite and heavy support, and Centurian Assault Squads are now fast attack and elite. The only thing that sucks is that you cannot double up on both at the same time because they both can use elites slots.... I want Centurian troops :)

3. Sergeant Gardon can be taken as an upgrade for a sergeant in Tactical Squad. He cost 75 pts, get the profile of a SM Captain and is armed with power armour, power fist, and Spartean (see relics below) and the unit is now an HQ choice. This is cool and cheaper than actually getting a Captain , but no iron halo.

4.  Relics

Eye of Hypnoth: used as a shooting attack 18" rng. target unit has its cover save reduced by one until end of phase. A building targeted has it AV reduced on all sides by one (to a minmum of 1).

The Angel of Sacrifice: basically a crozius Arcanum but has the only in death rule, which allows the model to not be removed as a casualty until after all combat attacks are resolved (so if he dies, he still makes his attacks and then is removed from play).

The Bones of Osrak: Only used by Librarians. Bearer gets an additional warp charge, and can re-roll failed psychic tests.  This is my favourite.

The Banner of Staganda: Taken as a company standard. The bearer has the crusader and counter attack USR. In addition all units withing 12" re-roll failed morale and pinning tests.

Spartean:  this is a bolt pistol that ignores cover and is master crafted.

5. Warlord Traits

Seige Lord: +1 to damage result against buildings

Tenacious Opponent: Has it will not die USR

Wise Commander: Can choose to add or subtract one from reserve rolls

Indomitable: If the warlord and his unit do not move in the movement phase, they have the fearless and counter attack USR until start of next turn

Architect of War: If warlord is in a building that building suffers -1 of the damage chart (to a minimum of 1)

Fleet Commander: Once per game can call down an orbital strike, this does not prevent the warlord from charging the unit targeted in the assault phase

6. You get the Apocalypse formation to use the 3rd company.

7. There are 7 city of death and 10 planetstrike strategems

8. 3 new altar of war and 6 new echoes of war missions.

Overall this is the best supplement to come out so far. If you play IF you should buy this book.