Tuesday, March 16, 2010

Dark Eldar are coming in October!?!



An inside source tells the guys at Dice Like Thunder that Dark Eldar will be released round October this year. They talk about this in their current episode.

This also strengthens the words of everyone's favorite Pie Man, Harry on Warseer who has implied a Games Day UK release may be in the cards.

A few tidbits from the episode:

The Dark Eldar are very fast and make great use of the deep strike rules.

Haemonculi will be able to take control of opponents run down from assault.

Jet bikes may make hit and run moves, when leaving close combat an enemy model must make a save, if failed the models is removed from the table. (being drug away by the chains attached to the bikes) On the following movement phase the DE Bikes may make a 24 inch move in a strait line and use the captured model to bomb a unit with Str 4 small blast.

The Talos is now a Walker of some sort.

Standard Salt Disclaimer applies: while interesting they my be wrong, so view it with a grain of salt.

I cannot wait to see the Dark Eldar miniatures and Codex; I say bring on October!

Picture yoinked without permission from Mybattllion.com

Monday, March 15, 2010

Beware the Ides of March, and Big Jim throwing out new unit ideas!


Heed the warning signs, don't be caught off guard like Caesar.

Now that that is out of the way, lets get to the real reason for this post. New unit ideas for the Soul Reapers.

I will be adding Drop pods to the next playtest min-dex, they will basically be clones of the loyalist versions with a Chaos twist.

There will be two ways to field them. The fist is as a normal transport, the second will be a Planetary assault. To gain access to the planetary assault rule the list must contain no units that may not deep strike or take a pod, the only exception is bikes if Eris the Seeker is in the army.

The next thing I am debating adding is a new type of Predator.

Soul Reapers Predator Exterminator

Base cost 90 points

The Exterminator has twin-linked Exterminator Autocannons mounted in the turret. With the same stats as the exterminator AC from the codex IG.

Range-48, Str-7, AP-4, Heavy-4, twin-linked

It may have heavy bolter sponsons as listed in the Pred entry in the CSM codex; or autocannon sponsons for 45 points.

The upgrade options are as listed in the Pred entry also.

I may also be adding a Pintle mounted Heavy Bolter upgrade for 15 points to all Soul Reapers Rhinos. First off I think it will look awesome, secondly it makes for a more realistic support weapon for a battle taxi.

I have one more unit idea brewing in my head but it still needs fleshing out before I present it.

Cheers,
Jim

Saturday, March 13, 2010

Terminator Squad Crixis and a tourney challenge list


Here is my converted Combi-plasma Terminator squad; as with all the rest of my Chaos Marines the horns had to go. So I decided to go with a Grey Knight style conversion.

I have been issued a challenge by a few of the local gamers to take an unmarked Chaos Marine force to a tourney. I walked in on a discussion about the uselessness of the non-cult choices from the codex CSM in the competitive scene. While I agree a non-cult army is not optimized toward winning, they can be competitive if run correctly.

So here is the 2000 point list I came up with. It is kind of an all or nothing list, it will probably win big or lose big. The walking terminators relying on DS is a big gamble, but it can be mitigated with the icons; the bikes can also help get them in a good location.

HQ
Chaos Lord 150
Bike, combi-melta, power weapon, melta bomb

Daemon Prince 130
Wings

Elites
4 Terminators with 3 combi-melta, Reaper AC, Chainfist, Icon of chaos glory
185

4 Terminators with 3 combi-plasma, Heavy Flamer, powerfist, Icon of chaos glory
160

Troops
10 Chaos Space Marines with 2 melta guns and icon of chaos glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 2 melta guns and icon of chaos glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 1 Plasma gun, Lascannon and icon of chaos glory
Aspiring Champion with power weapon and combi-plasma
Rhino, extra armor
285

Fast attack
6 Chaos Bikers with 2 meltaguns and icon of chaos glory
Aspiring Champion with power fist
268

Heavy Support
2 Obliterators
150

Predator
LC sponsons
130

Wednesday, March 10, 2010

Sunday, March 7, 2010

To pod or not to pod?!?


The topic of adding drop pods to the Soul Reapers has been brought up many times. Most recently by Magilla Gurilla and Derina, while I agree with the sentiment, I have never really tackled the concept.

There are many things in 40k that baffle the mind when it comes to the differences in wargear between Chaos and Imperial Space Marines. Currently it seems that the second a Space Marine turns traitor he forgets how to maintain his wargear; so he discards drop pods, land speeders, storm bolters, landraider variants and the list goes on. Lets not forget he forgets basic doctrines like combat squads and tactics; plus he forgets that he knows no fear.

I understand that GW are trying to make both armies different, but there comes a time where the suspension of disbelief doesn't quite cut it any more. Especially with the current regurgitation that is the Chaos Space Marine codex, that swaps the focus to more recent renegades over the original traitor legions.

So my original choice was to forgo this issue in an effort to no be overly ambitious. I am now at a point where everything else in the mini-dex seems pretty well balanced and maybe trying something ambitious is needed.

There are a couple of ways I could add drop pods to the Soul Reapers; I could add a special Planetary Assault rule, that would force all units to deploy by drop pod or deep strike forgoing any sort of tanks in the army. Or I could just add them as a transport option just like in the codex SM.

Then I have to decide if I want to use the FW IA rules for the Dreadclaw or just use the SM rules for a drop pod. I am leaning toward the latter option as the FW IA rules seem a bit clunky in game terms.

So what do you guys think?

More thoughts on adding a few more options tomorrow.

Tuesday, March 2, 2010

Soul Reapers Version 4 is ready



Ok guys and gals here is the 4th update to the Soul Reapers mini-dex.

The Soul Reapers Mini-dex Version 4

Download Here



The main changes made are as follows:

The range on the Demo-charge should red as 6 inches.

The Gore Daemons have their strength lowered to 4, but they retain the rending which has so far been awesome for me in game. I didn't want to raise the points value, so lowered the strength, it just made sense as they were too good for the points.

There are also various minor formatting changes, too.

Thanks for you patients and Playtesting.

Remember to send your feedback to me at galaxynflamesblog at gmail.com before the end of March for the next update.

Thanks,
Jim

Soul Reapers update delayed


Sorry guys the new version of PDF creator on this crappy laptop keeps screwing up the Fonts in the Document. So I have sent the Doc to my Pop for him to render it, I should have it back tonight or tomorrow.

The main changes made are as follows:

The range on the Demo-charge should red as 6 inches.

The Gore Daemons have their strength lowered to 4, but they retain the rending which has so far been awesome for me in game. I didn't want to raise the points value, so lowered the strength, it just made sense as they were too good for the points.

Cheers,
Jim

Monday, March 1, 2010

New Podcast to check out!


The 11th company is a new podcast out of South Carolina. They discuss strategy and tactics. Their grasp of the aforementioned topics is really good.

The podcast is built around a regular gaming club with many years of 40k gaming experience.

I have really been enjoying the podcast a lot. Another perk is that it's great to hear about 40k gaming from a females perspective, and there are two regular female commentators on the show.

So check them out, the 11th Company. They have great forums too, you can find me there posting as BDJV. If you join let 'em know that I sent you!

Friday, February 26, 2010

GiF update and things to come



Hey guys, I've been busy with real life issues, sorry it's been a little slow round here.

I am getting ready to post a quick update on Monday for the the Soul Reapers Mini-dex. Nothing major just couple of tweaks.

I will post finished pictures of Xusia the Sorcerer on Sunday afternoon.

I have a few more Homebrew articles to finish and post in the next few weeks also.

I posted my planned Space Wolves list for the upcoming Ragnarok GT in San Fransisco over on the SW blog. While preparing for the event things will slow down here on GiF a little bit. As I need to convert and paint a bunch of miniatures for the tourney.

Playtesting of the Soul Reapers is going strong and will continue while I work on my Wolves. So all in all lots of good stuff from me coming you way soon. I will keep you guys informed on what I am doing between the two blogs every Friday in an update post like this.

Cheers,
Jim

Wednesday, February 24, 2010

Dice Like Thunder talks Fandex and homebrew


Rich, Dan and the Chicago crew discuss all things Fandex and touch on Homebrew too. It's a pretty good listen, and has a few nifty ideas put forth.

DLT episode 78

Topics covered are:

#1 Do homebrew codex's have a place in the 40K game scene?
#2 If yes is it something that should be reserved only to upgrade an older codex, a weak army codex or can anything be "personalized"?
#3 How much of a change are you willing to accept; FOC changes (i.e. elite can be taken as troops, etc...), stat line and point changes, or completely new sets of rules?
#4 If someone gets to make their own codex to match their personal game style should be used to balance it off? How much?
#5 What should the source inspiration for a homebrew codex be?
#6 How do you balance a homebrew codex so it doesn't get "over the top"?

Now a warning before you listen; DLT is an adult podcast, there will be fart and other inappropriate jokes.

-Jim

Monday, February 22, 2010

Forge World Imperial Armor rules: part 1


Many gamers void the FW IA rules like the plague, and there are lots of claims that they are really unbalanced. While this may be the case with some IA units, it just isn't true in the broadest view of the IA rules.

As an amateur game designer I can see that the units in the IA books have not been vetted for competitive play. All I have to say is "Duh...." these rules are made for themed gaming which is usually done in a casual setting. Now lets face the brutal facts; GW is far from perfect in 40k unit and Codex design even with their 18 month playtest and design structure.

If you find something that is really under pointed in the IA rules, like the 5 point Autocannon upgrade for the Chimera, by all means fix it. Make sure you discuss this with your opponent before hand. I am pretty sure that nobody is going to argue with you paying more points for an option than the IA book says to.

One tip I would give out to anyone playing with IA rules is that both players pick something to use from an IA book. This will number one help offset a lot of the perceived balance issues, it will also add to the fun of the game. IMHO!

Why should the casual gamer hamstring himself to the "officialdom" of the base 40k rules and Codecies. The IA rules add some great flavor options for almost every 40k army out there. If you have the opportunity to use the IA rules I say do it!

I originally had a very long article written for this topic, but lost it with my Computer issues last week. I have decided to instead do a short series of articles on the IA rules over the next month. So this is just the opening for the series.