Monday, December 28, 2009

800 pound Gorilla of 40k part I: input needed


Ok guys I need your help conquering the 800 pound Gorilla of the 40K Tournament scene. If you were contacted by a convention organizer and asked to create a Comp/scoring system for a 40k GT styled tournament what would you suggest? The option of no Comp is not an option at all. So if you had to make a Comp/scoring system what would you like to see in it?

How much would you want to see these four different categories count for in the overall event?

Winning games

Army Composition

Sportsmanship

Painting (although not required to participate in the event)

Do you know of a Comp system that works and doesn’t gimp any of the 40k armies?

Personally I think idea of comp is outdated in 5th, but I have been given a task to help with and would like to get feedback. In fact I was asked to post this up to see what the 40k bloggosphere would like to see.

Any help or suggestions would be greatly appreciated.

Cheers
Big Jim

Sunday, December 27, 2009

To Zombie or not to Zombie?


I’m now regretting the removal of the Rage Zombies from the early Soul Reapers playtesting. It’s not like we removed them because they were broken, we mostly removed them because of my gaming bud Chet. You see Chet hates the idea of zombies in movies or gaming, with the only exception being D&D. He is also out resident Nid player and he was very vocal about the Soul Reapers getting a cheap source of bodies from the onset. So the group relented just as a way to shut him up.

Yesterday we had an Apocalypse game with the Soul Reapers paired up with the Iron Warriors against Guard and Imp Fists. All the guys urged me to bust out the Zombies, so I did. We had a blast even though the zombies munched on a few our sides Reapers and Warriors. Now we are really perplexed as how to continue, every one of the guys who played understands the significance of the zombies to the background of the Reapers. I think Chet is not going to be happy if we decide to revisit the zombies and add them into the January playtest list.

If we add them back in there will be a requirement to field Xusia of Delis to gain access to the Zombies.

Added to the Troops Selections if Xusia is part of the army.

Rage Zombie Hoards


A process perfected during the Karpathian Campaign, the infestation of the 28 nights is the pre-invasion tactic of the Soul Reapers. The Sorcerer Lord Xusia and his Apostles of Malevolence have crafted a potent bio-toxin that when released turns the citizens and defense forces into slavering rage infected zombies with only one need, the need to feed on the flesh of the living. The bio-toxin is released in remote locations so it has time to create an unstoppable outbreak. By the time the infestation reaches the large population centers the planet is in utter confusion. On the 28th night the skies light up as if the planet was witnessing a magnificent meteor storm, but this is a Storm of Chaos as the Soul Reapers bombard and descend upon the planet.

0-2 Rage Zombie Hoards

WS-2 BS-0 S-3 T-2 W-1 I-1/3 A-1 LD-10 Points-8

Unit type:
Infantry

Number/squad:
10-30 Rage Zombies and 1 Apostle of Malevolence

Weapons: Grasping hands and slavering jaws. These count as two close combat weapons.

Special Rules:
Fearless
Infected (Poisoned weapons 4+)
Feel no Pain
Rage Zombies never count as either of the mandatory troops selections and may never claim an objective.

Rage Against the Living:
Due to insatiable rage and hate fed into them by the Apostles, Rage Zombies must move every turn. While the Apostle of Malevolence is alive or have a model within 18” of Xusia, they must move toward the closest enemy non-vehicle unit, in addition they become Initiative 3. If the Apostle of Malevolence is killed and they do not have a model within 18” of Xusia, the rage zombies revert to their base Initiative 1 and become uncontrollable; moving and attacking the closest unit friend or foe. If they become uncontrollable and Xusia moves within 18” he may automatically take control of them. However if they are “Locked in Combat” with a friendly unit, Xusia must roll a D6 to attempt to regain control of the zombies, on the roll of a 4+ he succeeds they will cease combat and act normally.

Lord of the Zombies: Rage Zombie units are Slow and Purposeful, unless they are lead by an Apostle of Malevolence or have a model within 18” of Xusia.

Join Us!: At the end of every Assault phase during which the Rage Zombies have fought in close combat, before ‘pile in’ moves, roll a D6 for every casualty caused in the combat (friendly and enemy). On a roll of a 6, they are resurrected as a Rage Zombie – add a model to the Rage Zombie unit. If the Rage Zombies unit was wiped out that turn this rule has no effect. If multiple Rage Zombie units are involved in the same combat, evenly divide the new models between the units (Chaos player’s choice for any odd models).

Apostle of Malevolence

WS-4 BS-4 S-4 T-4 W-2 I-4 A-2 LD-10 Points-100

Unit type:
Infantry

Wargear:
Power armor, Bolt pistol, Force Weapon, Frag and Krak grenades

Special Rules:
Fear is for the Weak
5+ Invulnerable save

Psychic Power:


Chains of Torment:

The Apostle creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

Any thoughts or feedback would be greatly appreciated.

Friday, December 25, 2009

Merry Christmas Y'all!



I hope everyone has a safe and fun filled Holiday! Oh yeah, Stacy Keibler is hot! lol

On a hobby related note, Doghouse just posted this WIP Wordbearer Lord up on the Bolter and Chainsword.



I am definitely making a go at Actual Scale Astartes, they are just too Kool not to have a squad of!

Thursday, December 24, 2009

Hobby Spotlight: Actual Scale Astartes by Doghouse


Well it’s time for me to spotlight the fantastic work of a friend of mine. Doghouse is one of the Pioneers of the True Scale Space Marines craze that has infected many forums. His journey began way back in 2002 with great strides made in the realm of True Scale Marines. Culminating back in 2007 with the advent of Actual Scale Astartes..

He takes Marine Terminators and turns them into fantastic looking models that represent the 7ft tall power armored Marines on the tabletop perfectly. They are true behemoths to behold.



Here’s a quote from Doghouse on the difference between True and Actual scale Marines:

“Actual Scale differs from True Scale in that it is an attempt to make marines that are proportionally in scale with the other denizens of the 40k universe rather than just make bigger marines.
Compared to regular human models they stand at approximately seven foot six in scale terms, towering over the regular plastic marines and terrifying your opponents.”






These days Doghouse and his work can be found on the Ammobunker and Bolter and Chainsword forums.

Actual Scale Astartes are a great way to represent the Movie Marines both loyal and traitor. I will be making my first attempt at creating one over the weekend!

Cheers,
Big Jim

Tuesday, December 22, 2009

Chaos Marines in the Movies


Inspired by Mkerr and his fantastic Movie Marine Article on Bell of Lost Souls. As a response I have created a Chaos Marines in the Movies list for grins. This is yet untested and done purely for the sake of fun. Besides every Movie has got to have it’s Baddies!

I'll do a quick rundown of the additions and changes to the list, for ease of use I have made a PDF of the full list.

Download Here


Overall changes: both Stubborn and ATSKNF were replaced with Fearless. I changed the name of the "Do You Want Some of This?" rule to "From hell's heart, I stab at thee" in an attempt to make it sound more like Chaos, but the actual rule is too Kool not to use! Both Demi-squads gain Combat Blades wargear, this was my way of dealing with the extra attack CSM's have without having to give them Bolt pistols.

HQ

1 Aspiring Champion
"The Chaos movie army is led by a tough, grizzled Veteran of ten thousand years of perpetual war, leading in a vicious and brutal fashion. He is a lethal Warrior surviving thousands battles and is more than eager to free the servants of the Imperium of their slavery to the Corpse God."

The stat profile is the same as the BoLS article as are the points.
The option to upgrade the Chainsword to a Chainaxe was added.
The Listen up maggots rule was replaced with:

I feel the warp overtaking me...: The Aspiring Champion is infused with the power of raw Chaos. On any turn that he launches an Assault he gains D6 extra attacks. Roll these dice separately; on any results of a one the Aspiring Champion must make an armor save or take a wound.

Elite
The "Dude" has been replaced with a Possessed Marine.

Possessed Marine
All the great sci-fi bad guys have a subordinate or partner that is Mad as a Hatter. He’s the guy that takes his orders way too far and revels in the carnage while he’s doing it. Sometimes he’s the grim sort of comic relief that you know it’s wrong to laugh at, but do so anyway.

The stat profile is the same as the BoLS article as are the points.
The bolter is swapped out for a Bolt pistol he also gains Daemonic Talons.
The Special Issue Ammunition stayed with its name Changed to Warp Infused Ammunition.

The Second in Command rule is dropped for the following two rules:

Daemonic Visage: The possessed Marine is a terrifying sight to behold as metal is fused with flesh. Any unit that wishes to assault the Possessed Marine must pass a leadership test to do so. If the test is failed the squad must fall back.

Do you hear the voices too?: The Possessed Marine constantly hears the whispers of Daemons in the Warp, he is quite a nutter! Roll a D6 at the beginning of every Chaos turn and on the result of a one the Possessed Marine charges off in some random direction in the movement phase. Roll the scatter die and move the model his full 6 inches in the direction indicated. If a Hit is rolled on the scatter die the Possessed loses the option to move this turn as he deals with the voices in his head.

Troop
Basically the both are the same as the original article with the Changes listed above in the overall changes entry and they lose Combat Tactics.

Demi-Squad 1


Demi-Squad 2
Has the Heavy Bolter option swapped out with an Autocannon option at 110 points

Now we get to the fun stuff!

Fast Attack

0-1 Chaos Spawn

“The Chaos spawn is what the heroes of any great sci-fi film are afraid of when Jones goes missing. It skulks around and attacks when you are most vulnerable its only goal is to assimilate you into its massive body. It is the terror in the dark that everyone fears”


Chaos Spawn WS-5 BS-n/a S-7 T-7 W-5 I-5 A-D6+2 LD-9 Points-175

Composition:
1 Chaos Spawn

Unit Type:
Beast

Wargear:
None

Options:
None

Special Rules:

Fearless
Slow and Purposeful
Rending
5+ Invulnerable Save

Terror to Behold: The presence of the Chaos Spawn evokes feelings of dread and terror in its enemies causing even the most strong willed to cower in fear. All enemy units within 6 inches of the Chaos Spawn reduce their leadership by 1 and must pass a Leadership test or fall back.

Regeneration: The Chaos Spawn is constantly evolving and incredibly tough to hurt. If the Chaos Spawn fails its invulnerable save it may ignore the wound on a die roll of 4+.

Vulnerable to Fire: The slick nauseous flesh of Chaos Spawn is extremely vulnerable to damage caused by incendiaries. When hit by a Flame weapon the spawn reduces its toughness to 5. The Chaos Spawn may not regenerate any wounds caused by Flame weapons.

Assimilation:
The Chaos Spawn is constantly looking to feast on flesh of its victims. During this process the Spawn grows more massive. For every casualty caused in Close Combat by the Chaos Spawn roll a D6 and on the result of 5+ one wound added to the Spawns profile, up to a maximum of 10 wounds.

Heavy Support

0-1 Chaos Rhino
The same as the original article with one addition.

Add a Havoc Launcher for 50 points

Havoc Launcher: Range 48, Strength 6, AP 4, Type: Heavy 2, Large Blast, Pinning

CHAOS SPACE MARINE ARMORY

Auto-senses: Chaos Space Marines count as being equipped with an auspex and may re-roll the dice when determining sighting distance for Night Fight.

Power Armor: Models in power armor may re-roll unsuccessful armor saves. Additionally, models in power armor gain a 4+ Invulnerable save.

Chainaxe: A Chainaxe is a power weapon that confers a +1 S bonus and allows the wielder to re-roll any failed roll to wound. Additionally, all close combat attacks gain the Rending quality.

Close Combat Blades: Close combat blades are vicious Admantium bladed short swords carried by Chaos Space Marines, which add +1 to their attack profile.

Daemonic Talons: The Possessed Marine has mutated brutal talons attached to his arms, sometimes replacing his hands. All close combat attacks gain the Rending USR and allow the Possessed to re-roll any failed roll to wound.

Autocannon: A Chaos Space Marine Autocannon has two modes of fire; M1 Assault for when it is fired on the move and M2 Heavy for when fired stationary. When firing the Autocannon in the assault mode roll one additional D6 for determining the distance of any scatter results.

Autocannon Mode 1: Range 30, Strength 8, AP 3, Type: Assault 3, Small Blast, Barrage
Autocannon Mode 2: Range 60, Strength 8, AP 3, Type: Heavy 6, Small Blast, Barrage



This has been a fun little distraction from my Mini-dex project. I hope you enjoy tying it out as much as I did making it.

If you do get a chance to playtest these, please send your comments and feedback to me at galaxynflamesblog@gmail.com

Thanks to Menzies for the quick cover art for this project.




Thanks again and enjoy,
Big Jim

Sunday, December 20, 2009

Soul Reapers Mini-dex Updated

The final shakedown of the initial Soul Reapers Mini-dex download is done. After discussing the initial feedback with the group; I've updated the Playtest file to fix a few errors, so version two is up for download.

The Soul Reapers Mini-dex

Download Here


Things fixed or added.

I've removed the Icon of Chaos Glory and replaced it with Personal Icons. Then I added the three icon ideas from the post below as an upgrade option to the personal Icon. With the instructions that an army my only use one of the upgrade types. Only one of the upgrade Icons will make it into the final product.

I fixed the range on Xusias staff ability.

I also lowered the Spiky Death attack from D6 to D3.

There were various typos that were fixed also.

So make sure that your copy of the PDF has the 'V2'at the end to make sure it is the current version.

I sat down with the guys this evening after a couple of hard fought games. They want to give this version of the playtest list roughly one month before any further revisions. Please make sure to get all feedback in for phase one of the playtest by Jan 16th, 2010 so we can discuss possible revisions for the phase two in Feb.

Thanks again
Jim

Friday, December 18, 2009

More Chaos Icon suggestions


Here are the Icon ideas that I have collected so far.

Icon of the Dark Gods: The Soul Reapers are fanatical in offering up souls to the Pantheon of Chaos.

Any unit that bears this Icon may re-roll any ones on the to hit dice in the assault phase.

25 points

My buddy Greg suggested this:
Icon of Perpetual War: The Soul Reapers are favored by the Dark Gods so much so that they shrug of wounds that would be mortal for a normal Astartes.

Any unit that bears this Icon may once per battle gain the Feel no Pain USR. The Chaos player announces that they are going to use the Icon and the effects last until the following Chaos turn.

20 points


Kevin emailed me this:
Icon of Chaos Might: Emboldened by the raw energy of Chaos the Soul Reapers use the strength of the Gods to fell their foes.

Any unit that bears this Icon may once per battle gain +1 to their strength for an assault phase. The Chaos player announces at the beginning of the assault phase that they are going to use the Icon and the effects last until the end of the phase.

10 points


The final suggestion was by Brent and it was to just keep them simple and maybe use them as personal Icons/Teleport Homers. Which like I said before isn’t a bad option either.

Unless someone comes up with something outstanding lets run with and refine one of these ideas.

So which idea do you guys like? What about the points values do they seem fair?

What about having two Icon Choices like the cheap Personal Icons and an option to upgrade it to one of the other three choices?

New Chaos Icon needed, Soul Reapers list feedback


Two days since the release of the Soul Reapers playtest list and I have had 6 emails echoing Paul’s comments about Fear is for the Weak combined with the Icon of Chaos Glory.

Quoted from Paul’s post
“Fear is for the weak is OK, but you might as well just give them fearless as they have nearly the same benefit if they take the icon of chaos glory. Give them a new icon option that is sexy and fun. Morale upgrades are boring.”

The last thing we wanted to do was make the Soul Reapers fearless, and we didn’t, but I do see the comparison when the FiftW is combined with the IoCG.

Now we did try a few things as replacements during the early playtests, but just couldn’t find anything we really liked. The only one close to make the cut and even made it in as a special rule for a while was this.

Icon of the Dark Gods: The Soul Reapers are fanatical in offering up souls to the Pantheon of Chaos.

Any unit that bears this Icon may re-roll any ones on the to hit dice in the assault phase.


We charged 10 points for it just like the IoCG. Looking back at it now, I do still like the idea. I think it totally fell off the radar after it became a special rule then was discarded.

Is the Icon of the Dark Gods a flavorful replacement for IoCG? Should I add it to the Playtest list? Do you have a better idea for a New Icon?

All feedback is greatly appreciated!

-Big Jim

PS: I’d like to the Paul, Jase, Mark, Kevin, Joe, Slummy_1, and Nate for bringing this to the foreground now rather than later.

Wednesday, December 16, 2009

Soul Reapers Mini-dex available for download and playtesting


Finally ready for public viewing!

Galaxy in Flames proudly presents:

The Soul Reapers Mini-dex

Download Here

This book is an unofficial supplement for use with the Codex Chaos Space Marines. You’ll need a copy of it to use the mini-dex.

Please keep in mind that this is a bare bones playtest version of the book with the content and layout being geared towards getting the points values and Special Rules out for trial. The final version will be polished with lots of background and flavor.

So here’s what I’d like from those that are willing. Play games using the list as many times as you can and send me feedback to: galaxynflamesblog@gmail.com

The Beta testing will last from now until the end of February 2010.

I’d like to thank Menzies again for his fantastic Artwork!

Thanks again for all the support during this process.

Clarification: Xusias staff is supposed to have a 12 inch range, damn cut and paste.

-Big Jim

Edit: I've updated the file with a better font for the text and Headers. 09:45 AM PST.

Monday, December 14, 2009

Please Stand by

Hey guys, quick update here. The Flu has hit me pretty hard and I will probably be down and out for the next couple of days.



I will get the Beta test Soul Reapers Mini dex up Friday at the latest.

I will be posting a follow up to my take on Thunderwolves including an updated list over on the Space Wolves blog this week also.

Finally as soon as I am feeling better I'll crack out the new camera and snap some newly painted eye candy for your viewing pleasure!

Friday, December 11, 2009

A look at Thunderwolf Cavalry, from the eyes of a casual gamer


I thought I’d give my take on the Thunderwolf Cavalry from the casual gamers stance, while I am waiting to see Adams keen take on the Thunderwolf Cavalry from a tournament player’s point of view over on the Space Wolves Blog.

I’ll admit that at first I wasn’t really thrilled with the concept of Thunderwolf Cavalry, but I have really warmed up to the idea. In fact after listening to Thunder from Fenris, I cannot imagine not fielding Thunderwolf Cavalry on a regular basis!

The really great thing is that as a unit they are pretty darned good, they are Cavalry so they are Fleet and they Assault 12 inches which makes them potentially very fast moving. Giving them at the worst a 19 inch threat range.

Thunderwolf Cavalry are also very tough with their two wounds and toughness of five only the most powerful weapons are a big threat to them. Opponents with a large volume of fire, is where the Thunderwolves have to be careful.

They also have a lot of useful options making them very flexible, just don’t go crazy with the upgrades! At the very least a couple with Melta Bombs, combined with the rest of them having Strength 5 Rending attacks can make them a serious threat to vehicles as well as infantry.

This is my Space Wolves list for next year, I will be taking as my Tourney list. I’ve decided to give foot sloggin’ Wolves a try, the first tourney of next year is in February so I have plenty of time to test it out!

HQ 215
Rune Priest
Living Lightning, Murderous Hurricane
100

Wolf Priest
Plasma pistol
115

Elites 400
5 Wolf Guard
2 in Terminator Armor with Power Fists, 2 Combi-Melta, 2 Power Fists, 1 Frost Blade & Storm shield
240

5 Wolf Scouts
Melta gun
85

Lone Wolf
Power Fist, Storm Shield
75

Troops 680
10 Grey Hunters
2 Melta guns, Power weapon
170

10 Grey Hunters
2 Melta guns, Power weapon
170

10 Grey Hunters
2 Plasma guns, Power weapon
175

10 Grey Hunters
2 Plasma guns, Power weapon
175

Fast Attack 310
Landspeeder
Multi-melta
60

Landspeeder
Multi-melta
60

3 Thunderwolf Cavalry
Thunderhammer, 1 Bolter, 2 Melta bombs
190

Heavy Support 240
Predator Destructor
LC sponsons
120

Predator Destructor
LC sponsons
120

1845

For 2000 points I’d drop 2 Grey Hunters one with the second Melta from one pack, and 1 Grey Hunter melta from the other pack for two Drop pods. I’d also pick up two more Thunderwolves one with a Storm Shield.

For the Thunderwolves themselves I've got a few ideas for models to to use for the conversions.

PS: While you might be wondering why I have posted this here as opposed to over on the Space Wolves Blog I have done it for a couple of reasons.

Adam has a clear vision for the Space Wolves blog being a Mecca of all things Space Wolf, from modeling and painting to game winning tactics aimed at getting the most out of your Space Wolves, which is fantastic.

I don't wanna muddy the waters by posting my casual fluffy Wolfy spin on things. Because I am first and foremost a casual Beer and Pretzels gamer, with tournaments and worrying about winning running a distant third after painting and modeling.

After the Holidays are over you can expect plenty of conversion guides/tutorials and painted model eye candy from me over on the Space Wolves Blog, so keep an eye out for them in the New Year, if not a little sooner.

Cheers,
-Big Jim