Sunday, August 12, 2012

X-MEN 40K: LEADERSHIP:


In honor of my newly released superheroic short story I have decided to run a series of 40K X-Men posts, using Heroclix models as the inspiration for making 40K stats.  You may have seen my Avengers run in the same vein (and if not check 'em out under the AVENGERS label, though I may redo a few of those for 6th ed just for fun too).  I haven’t come up with point values or anything for these guys, it’s just fun to imagine what the X-Mn and Brotherhood of Evil Mutants would be like in the 40k game system.  So here we go, episode one: Leadership.



Part One features the three leaders of the X-Men: Professor X, Cyclops, and Storm.  Each of these characters are elligible to be selected as a Warlord for the “army”, and at least one of them is required to lead the team (if more than one is taken, choose one as your Warlord).  The chosen character would then also get a Warlord Trait rolled at the beginning of the game.

But before I get into their stats, I am also going to invent a new rule.  I will invent a few more in the course of this superheroic trek, rules more befitting the comicbook characters we are trying to represent here.  The first is SuperHeroic Recovery, which pretty much all of them will have. 

SuperHeroic Recovery (SHR) – To represent the uncanny ability of superheroes to take an apocalyptic beating and get back up five minutes later to save the day, I have invented a new rule.  When a character with this rule is reduced to zero wounds, do not remove them from play.  Instead lay them on their side.  At the beginning of each of your turns, roll a die.  On a 6 the character gets back up with 1 wound remaining.  Treat as if they’d just regrouped and continue playing.  If they are again reduced to zero wounds, remove them from play: they are officially a casualty of war.

Super-Spandex – Most superheroes wear tights, though these are no ordinary leotards we are talking about.  Super-Spandex gives the wearer an Armor Save of 6+ (not great, but hey, it’s just spandex).



1. Professor X

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   2
   2
   2
   3
   3
    1
   1
   10
  6+

Rules:  SHR (as above), Independent Character, Psyker (mastery level 3), Warlord option

World’s Greatest Telepath:  The Professor knows all the Telepathic psychic powers in the 6th Ed book and has Mastery Level 3.  Therefore he can use up to three powers per turn, though none twice in the same turn.

Wheelchair Bound:  Professor X gains a small measure of defense from the chair, resulting in a 6+ armor save.  He does, however, treat open ground as Difficult and all Difficult as Dangerous.  He also counts as Bulky.   

Dedicated Protectors:  Those at his side are so determined to protect him that Look Out, Sir rolls made on his behalf succeed on a 3+ instead of the normal 4+. 

The Ultimate Intelligence Collection:  Having a man who can read the enemy’s mind has its advantages.  Before the game begins but after Infiltrators are placed, your army can redeploy D3+1 units.  Prof X also Steals the Initiative on a 4+ instead of a 6.

Telepathic Link:  All friendly models within 18” of the Professor can reroll failed Leadership tests (including psychic tests as he guides their power use--except for Perils of the Warp on double-ones, as the extra telepathic help makes successful overload a bit more likely).



2. Cyclops

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   4
   5
   3
   3
   3
    4
   2
  10
6+/--

Rules:  SHR, Independent Character, Warlord option

Super-Spandex

Ruby Visor:  The visor controls Cyclops’s mutant power.  With it he may vary the focus of his optic rays, allowing him to choose one of the following options in each of his shooting phases:
            * Optic Blast:        Template      S5        AP4     Assault 1
            * Optic Burn:         12”              S8        AP 1    Assault 1, Melta,
            * Optic Beam:       24”              S7        AP4     Assault 1, Beam

Natural Leader:  All X-men (and units they have joined) use Cyclops’s Ld for all Morale and Pinning tests while he is alive.



3.  Storm  

WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
   4
   5
   3
   3
   3
    4
   2
  10
6+/--

Rules:  SHR (as above), Independent Character, Psyker (mastery level 2), Warlord option

Super-spandex

Flight:  Storm counts as Jump Infantry.

Mistress of the Elements:  Storm is a Mastery Level 2 psyker and may choose three of the following powers drawn from the rune priest lore found in the Space Wolves codex: Thunderclap, Living Lightning, Storm Caller, Tempest’s Wrath, and Murderous Hurricane.

Morlock Leader:  When Storm won command of the mutant Morlocks in single combat she proved her true grit and mettle as a leader.  Friendly units within 6” of her count as Stubborn.    

*

Next round will include four more x-heroes...

Thursday, August 9, 2012

Now Available: Super-Duper Story Telling!


My dreams of getting stories and fiction out to the masses (rather than hording it in a my dark and dusty closet) have finally come to fruition.  “Dreams of Flying” is now live and available on Smashwords.com and Amazon.com!  On Smashwords you can find the story in nearly any format you can imagine, usable for Kindle, Nook, desktop or laptop computer, iPad, cellphone, and what-have-you; pretty much anything but Morse code.  On Amazon you can obviously get it for Amazon’s Kindle models and all Kindle-friendly apps.  Whichever way you like to read (other than good old-fashioned books, which is, admittedly, my fave method) you can get it here.



And visit my writer's blog at Fugitive Fiction to read the full story about the story...

Friday, August 3, 2012

BATTLE REPORT: Rumble in the Jungle, Part 2


In the steamy jungles of Germanium Prime there was an old Imperial outpost forgotten decades ago and overgrown with thick tangle vines.  The ruined buildings were home now to night monkeys and swarms of the deadly Godzilla mosquito…



Actually, it would have been cool to use the strange terrain rules, but as this was one of our first goes at 6th ed rules, we kept the complications to a minimum.  The board looked good, just a handful of sparse ruins among large sections of vines and plastic leaves.  The jungle itself was very thick, to the point of being Impassable Terrain – you couldn’t get a model inside it, though they could still hide along the edges of the foliage for cover.  The first turn rolled up as Night Fighting as well, which set an even better scene.  The Dark Eldar’s Orgy of Naughtiness had the first turn, with a unit of warriors set up within ruins and two venom transports slithering among the shadows, one carrying the Archon and his court, the other with five Incubi ready to pounce.  Their objective (one of two large and forgotten tech components, which both sides needed… um... for building the old Cobra weather control device—yeah, that’s it) was planted in a clearing near their edge of the board.  The Alliance for Decency had a predator and razorback positioned (five sternguard inside), neither with much to shoot at, the sniper scouts infiltrated into the ruins that sheltered their objective, and the Autarch and his Eldar jetbikers were hiding behind another ruined wall.  Azimodais, my warlord, chose not to try to steal the initiative, thus the first turn went to the Dark Eldar.

TURN 1: 

Having little on the board and nothing to shoot at, the DE has little to do that first turn.  The warriors hold their position, waiting for targets, and the two venoms snake around and advance toward the Alliance.  Then the treetops shudder and the earth shakes as the Crimson Fist drop pod makes planetfall.  It actually deviates a little bit into their turf, more than I planned, but it slams into the jungle floor and pops its hatches, ten tactical marines and their warlord psyker unload in the smoky fog.  Thanks to the new Snapshots rule my heavy bolter marine can still fire (love that rule—now heavy weapon boys can still be active in the game without giving up their shots).  The tac squad unloads into the DE warriors, who have no cover from this angle, killing a few of them (the pod’s stormbolter joins in too).  The sniper scouts have a missile launcher and he fires a frag at the two warriors he can see, taking a few more warriors out, though the DE stand resolute.  The sternguard’s razorback fires its twin-linked heavy bolters at the inbubi’s venom, though firing through darkness and foliage at a flat-out skimmer gives it a 2+ cover save, thus no effect.  The Autarch and his biker boys vault over the wall, fire at and then assault the Archon’s venom, the laser lance tearing up the small craft and wrecking it.  The DE warlord and his court of freaks unload and prepare for a fight.



TURN 2:  

Under the new reserve rules, each roll is for a 3+ on turns 2 and 3, and then anything left enters on Turn 4 automatically.  (We didn’t look into the Ongoing Reserves stuff yet).  Due to either a communications gap or the other Naughty forces just being too eager to spill blood, all of J’s reserves come in on Turn 2.  This was not as planned, as he still has a Warp Portal yet to activate (and J was pretty pissed).  This also frightens Azi and his men, who feel they are dominating the enemy’s side of the board, until a crowd of wyches led by Lelith come on not far away, along with hulking Clawed Fiend and Beastmaster, a Razorwing Jetfighter and 3 Reaver jetbikes.  The jet glides in silently below the tree canopy and lets go with two dark lances and two monoscythe missiles, nuking my razorback; the sternguard pile out, and once again my shootiest unit is stranded on the wrong side of the board with no targets! (Always happens to them – must be their sucky commander’s fault.)  The Reavers shoot at the predator tank with little effect. 



The warriors unload on the tac squad, the first marine taking 3 hits before dying, the second not as many.  (The shoot the first man in line rule is kinda cool, though marine power armor still takes it well.)  The wyches shoot their splinter pistols with little effect and then the beastmaster and his pet charge (we forgot the new “can’t assault from reserves” rule).  Having not expended his psychic points from the last turn, we decide that it is logical that a psyker can use a psychic shooting attack as Overwatch (again, we’re muddling our way through the new rules).  Azi unleashes Psychic Shriek on the clawed fiend; he rolls 3D6 and subtracts the target’s Ld score (for the mindless beast, a 5) and the difference is wounds with no armor or cover saves (in this case, 4, just enough to do the job).  The eye sockets of Azi’s creepy mask glow green and the air is filled with a terrible scream… and the huge beast falls mid-charge, ears bleeding, his dead body tearing up grass and earth as it continues in a forward drag along the ground.  The thing’s master, hovering on his little goblin glider, is torn to shred as bolters, a flamer, and a heavy bolter all fire overwatch on him.  The incubi, having allowed the Master Blaster team to absorb all the overwatch shots, now jump from their venom and charge.  Normally these guys are marine-death but the dice were against them today.  They sliced and diced with inhuman speed, cutting down only 2 or 3 marines (including my fave power-mace wielding sergeant who didn’t get to swing!).  The marine counterattack kills 4 of the 5 incubi, Azi’s force sword cutting their armor and some tac marines getting good blows in with the blunt ends of their bolters (and bad save rolls on J’s part).



On the other side of the board, the DE Court unleash their ranged attacks, the Medusa’s gaze rotting two elder bikers right on their mounts, and then charge.  The Archon and his freakshow kill another guardian and wound the Autarch with their serrated and poisoned blades, and the Alliance Eldar, now just the Autarch and his Warlock companion, kill two of the Archon’s lackies.  The fight holds at a draw at the end of the DE turn… and continues into the Allies’ turn.  Again the Archon gets the initiative, his deadly huskblade penetrating the Archon’s chest and sucking every drop of moisture from his flesh and bones.  The dried husk of the Autarch falls off his bike still clutching his laser lance.  The Archon then points at the slow-moving Warlock; his remaining court of freaks leap hungrily onto top of their Eldar cousin, knocking him from his bike and tearing him a piece at a time out of his wraithbone breastplate. 



The Sternguard run for cover, firing snapshots at the lightning-fast Razorwing, failing to hit.  The snipers also fire on the jet, a krak missile buzzing past harmlessly.  One sniper round hits and “rends” enough to inflict a hull point of damage.  The predator tank moves into position to unload next turn on the Archon and his minions(who, by the way, consolidated into the jungle for cover). 

Azi, being a psyker of extraordinary skill, casts his enfeeblement curse (a biomancy power) on the wyches while still engaged in combat with the last incubus.  (My understanding is that most psychic powers can be cast in and out of combat, and this power, while not seeming too great at first, proves to be an awesome weapon).  The last incubus slashed the legs out from under one marine and is then crushed under the bulk of the tac squad’s assaulting bodies.  Just yards away, the Crimson Fist’s drop pod is still smouldering and firing its stormbolter into the wyches and sending out a homing signal (has a locator beacon).  Thus when the Assault Squad arrives from reserves their deep strike is perfectly coordinated.  They land in formation next to the on-coming sorority of wyches and unleash their flamer.  The huge gout of flame (along with 4 bolt pistol shots) devours seven of the ten wyches, sending them screaming into the jungle as burning silhouettes.  Lelith, however, is unimpressed.

TURN 3:

The Orgy of Naughtiness’s Razorwing screams above the battlefield, streaking past the ruined tower holding the marine snipers and unloading on the exposed side of the predator tank.  The tank’s armor holds, however (can’t remember if it did a hull point of damage or not but I don’t think so).  The now empty incubus venom swoops around the trees and fires on the sternguard squad, but their armor holds as well.  The Archon and his crew stick to the jungle cover, having nothing to face off against but the predator tank.  The DE reavers make a sharp turn and turboboost over the assault marines and tac squad, inflicting vaneblade and exploding caltrop hits on the assault squad.  One jump marine and the sergeant are killed, their heads taken off as the bikes burst through their ranks and then disappear.  (My super-cool, double-lightning-clawed sarge never got to do anything…)  The last two warriors also spray the assault squad with toxic splinters, maybe killing one more, though the powered armor was proving nigh-invulnerable today. 

Lelith and her last 3 wyches charge Azi and his tac squad.  Again, Azi still has a psychic power point unspent and so Overwatches his psychic shriek.  At the same time the marines are firing their weapons, the flamer creating a wall of fire between them and the Eldar.  The trio of wyches never reach the flames, dropping to the ground holding their ears, their minds bleeding out onto the jungle floor.  Lelith’s mind proves too elusive for the psychic attack, and she dodges the bolter rounds and leaps through the flames, somersaulting into the marines.  Now this is where that psychic enfeeble comes into play.  They were too close for the “always count as moving through difficult terrain” part of the curse to matter much, but Lelith’s S and T are both reduced to 2s now.  So even with her 5 bonus attacks on top of her normal attacks, even though her shardnet hair is reducing the attacks of those in contact with her, and despite the fact that her well-placed blades ignore armor, with S2 Lelith needs to roll 6s to wound these T4 marines.  Her blades strike deep under two marine ribcages, ending their lives, but she fails to wound beyond that.  And being at T2, my marines only need 2+ to wound her.  She would be brutalized by the number of hits and wounds on her, both by Azi’s force weapon and the mighty marine fists, but she manages to dodge most of the blows (she takes 2 wounds).  The combat is a draw.



 Marines’ turn.  The landspeeder deep strikes in following the pod’s beacon and fires on the rear end of the Razorwing as it’s streaking by—no hits.  (And that is the extent of the speeder’s role in this battle.  Well worth 50 pts, I’d say...)  The sniper scouts fire on the jet with another lucky sniper hit; no damage done, however.  The predator opens fire with 2 heavy bolters and an autocannon into the leafy green, blowing the Lhamaean to little bits but failing to hurt the Archon, whose shadow field deflected everything that came his way (2+ invuln save until it fails and flickers out).  The sternguard change course (now that the jet has passed over them) and advance toward the venom that shot at them.  With dragonfire rounds (ignore cover, like the jink save) and a combi-melta, they bring down the small skimmer.  (And celebrate that the 25-point-per-model unit actually did something. ‘Bout time!)  The assault squad, out for revenge, leaps over the tac squad’s melee and charges the reaver bikes, shooting down two with bolt pistols and tearing the last one apart manually.  This leaves just the final showdown to continue: Lelith again strikes with unparalleled speed and grace, but in her feeble condition she only manages to kill one marine before they finally overwhelm her (even with 3+ invuln saves in combat, she could only pass so many of them…).

The game had to end at Turn 3: for one thing, both J and myself had to get home, as this game took twice as long as normal due to location changes and looking up rules in a 400+ page book; and because by the end of this turn there was little doubt the Crimson Fists would win the game.  With Lelith’s death, the tactical squad and Azi had a clear run for the DE objective (and being Troops were a scoring unit).  Unless the Archon got past the tank and managed to reach and kill the scouts (and probably the sternguard too), the marine Objective would be safe.  The Jet was the DE’s biggest wildcard, likely causing lots of havoc yet but of little value for scoring other points.  The Rumble in the Jungle concluded and the Alliance for Decency won the day.



MVP:  I like to name a Most Valuable Player for my army (and sometimes a Boobie Prize Winner) and in this battle it was definitely Azimodais, my brain-frying, strength-sapping Librarian and Crimson Fist Warlord. 
   

Sunday, July 29, 2012

BATTLE REPORT: Rumble in the Jungle, Part 1


J and I decided to test out some new 6th edition rules.  This was my first go at it and his second or third.  That being the case, we tried not to bite off more than we could chew.  We weren’t trying to tackle all the rules at once, just a little at a time.  For example, we did roll a mission and go for the primary and secondary objectives, but we didn’t roll out special terrain or mysterious objectives or anything like that-- we’d have choked.

As it was we only got through three turns before we called the game, mostly due to: getting late in the day and we both had things we had to do; it had taken us HOURS just to get that far with our constant referencing of the thousand-page book (okay, more like 400 pages or so); and by the end of turn three a winner was pretty predictable.

I also tried to be a better journalist and took lots of pictures, but not many turned out. 

We played 1250 points to keep it small.  I had my Crimson Fist Marines with Eldar allies (trying to vary my troops and use as many new rules as possible) and J tried out his new Dark Eldar (including a Flyer).  It was a cool and fun game, if bogged down in the swampy rules referencing.  But both sides dove right in and in three turns the blood bath hadn’t left many men on the board.  The set-up was something like this:



The Alliance of Decency:

HQ      Azimodais – librarian level 2: psychic shriek (telepathy), enfeeble (biomancy)
T          Sniper Scouts (5)
T          Tac squad (10) in Drop Pod with locator beacon
E          Sternguard (5) in Razorback
FA       Assault Marines (7)
FA       Landspeeder
HVY    Predator Tank

HQ      The Vandal Prince – autarch on jetbike
T          Guardian Jetbikes (3+1) with Warlock   





The Orgy of Naughtiness

HQ      Archon with Court in Venom
HQ      Lelith
T          Wyches (10)
T          Warriors (10)
E          Incubi (5) in Venom
FA       Beastmaster with Clawed Fiend
FA       Reaver Jetbikes (3)
HVY    Razorwing Jetfighter

My Librarian was my Warlord and the Archon was his.  We rolled out Warloard Traits but, honestly, I don’t remember what they were and they never came into play in our short game. 



The shop had some great fake plants (great for scenery, terrible for fake plants) so we set up the board as a lush jungle with ruins.  Apparently this had been an outpost of sometime in the past and was long abandoned and overgrown.  But there was still something of value here (we each had one objective on our side of the board – The Emperor’s Will mission, formerly Capture and Control, I believe).  The Game started in night fighting, which was solely to the Dark Eldar’s advantage... 
   

Thursday, July 26, 2012

MOVIE REVIEW: The Dark Knight Rises


I don’t do a movie entry on everything I see, of course, but some of them I feel compelled to share my thoughts on, usually if I have strong feelings one way or another, and I have strong and mixed feelings about this one.



This was a highly anticipated flick, not just for me but for everyone.  The Nolan Batman trilogy has been a great take on the Batman character and legacy.  In general, I expect the third of a trilogy to let me down.  They can rarely meet the expectations of the audience or fulfill the promises made by the first two, especially after a marvelous second movie (the Spider-Man and Matrix movies come to mind).  This actually is a great movie.  No matter the criticism I’m about to make, it was awesome with deep storytelling and was better than I expected... but I was still disappointed.  While this was a great movie, it really wasn’t much of a Batman movie.  (A sentiment I’m about to repeat several times...)

It comes full-circle.  One of the great things storytelling-wise about this movie was that it linked so well not only with the second movie, but came full-circle back to a lot of the first movie (Batman Begins).  The downside of that (at least for my wife, who was watching with me), is that if you’re not as familiar with the first as most of us geeks are, you miss a lot of good stuff.  (But hey, it’s the third of a series, you better have seen the other two, right?) 

Lots of good characters; too bad Batman isn’t one of them.  This one draws in a lot of characters from previous movies and gives us some new ones, including a lot of classic comic book personalities.  Catwoman was great, Bane was great—both very well portrayed with cool looks.  New characters were introduced, well developed, and got lots of screen time.  Gotham came alive with good characters.  My main complaint here is that Batman wasn’t one of them.  Of all the characters in the movie, Batman probably got the least amount of screen time.  One of the things I liked about the first movie was that Bruce Wayne was as much a character as Batman.  And while that also contributes to the coming full-circle idea here, I was gravely disappointed with the severe lack of Batman.  Bruce Wayne is a troubled character with a lot of stuff going on, and that’s all well and good, but by the third movie, we want more Batman.  There was a lot of Dark Knight Returns to this movie and it starts in a cool place with Batman retired and he has to find his way back.  That’s great story.  And the first time we really see him come back on he’s on the Batpod bike and he materializes out of the darkness and BAM! there he is.  I got all excited—everyone did.  Alright, he’s back!  But that didn’t last.  Most of the time that he was Batman he was in his new flying car, which was great for flying contraption fans, but not so great for Batman fans.  I came to this flick to see Batman kick ass.  Unfortunately, most of the time, he was on the receiving end.      

This movie is epic, dark, gritty, realistic... depressing, dismal...  and not really a Batman movie.  It is a great movie.  It is.  Awesome story, but it certainly was darkest before the dawn and just kept getting darker all the time.  This became almost more of a dark utopia type of movie than a Batman flick.  And while in the second movie we had the comic book flare of the Joker and Two-Face, any flare was strained out of these characters.  I did like Catwoman’s look, the visors that looked like ears when pushed up on her head, her attitude and selfish portrayal (Anne Hathaway did a good job—and looked good doing it too, by the way).  And I loved the dark theme and drive of the League of Shadows stuff and supposedly turning Gotham over to the under-privileged and all that.  I thought I wanted just the gritty, realistic Dark Knight kind of movie Nolan’s given us here but...  Somewhere in making it more realistic, he lost the fantastic.  Somewhere in translating it to match our world, he lost the fun, cool, super-heroic aspects that made it what we wanted to see: a Batman movie. 

Despite all that, I did like the ending.  Dawn does finally break and the resolution of everything is pretty cool.  Lots of strings that get tied off (or left untied) in ways that contradict the usual Hollywood norm.  Everything in the ending was very satisfying to me. 

All this said, it is an excellent, epic, dark, realistic movie.  Well done in almost every way.  It just doesn’t come off to me as much of a Batman movie.  In fact, this might be the most appropriate poster I could find:



To score it, I’d say 4 of 5 stars.  (4.5 as a movie in general, with a penalty of minus 0.5 points for not being the movie I went to see.)

(this blog entry is being simul-cast, by the way)

Wednesday, July 25, 2012

The Great Schism

The Great Schism here isn't referring to Chaos in the Warhammer universe (sorry to disappoint).



If you've perused this blog before you may notice some changes.  For one, the down-the-gullet shot of my badass defiler here used to be my profile photo rather than my background.  (Damn, I'm going to have to run my Chaos again soon just so i can use this monstrosity!)  You may also notice an awesome classic image from Gustave Dore taken from his work on Dante's Divine Comedy, now nestled at the top of my menu.  The Schism here is the creation of a new website and subsequent separation of my cyber-activities.  Brink's Chaos Theory will continue to be my 40K blog (about 80-90% of the content), while still occasionally featuring other topics as I see fit (it is my blog, after all).

Fugitives of Purgatory is my new author's website.  If you take a moment to check it out, you'll find what that's all about.  In a nutshell, I'm taking my writing ambitions in a new and more active direction.  Therefore, 80-90% of my blog activity on writing will go there, though some articles and entries will cross-pollinate from time to time.  (After all, who's going to promote my work if not me??)

And if the Emperor finds me favorable, I may one day be sharing news of forth-coming 40K stories and/or novels from the Black Library (submissions in their in-box at this time).  THAT would be wonderful, but whether or not I am chosen to join the BL's illustrious chapter of writer-astartes, I'll soon be producing work of my own for free and for sale in e-book format.  Stay tuned for that.  And for more 40K and other entries.

Let the Chaos Theorizing continue...

Sunday, July 22, 2012

Challenges: Why bother??

Okay, I didn't mean for that to come out so cynical, the new challenge rules make it very cinematic for characters (minor and major) to step away from the ranks and duke it out old-school.  But if GW went to the trouble of creating such a cool scenario for us to play out, why didn't they include some benefit for doing so??!


As far as I can tell, if you refuse a challenge there's a penalty: you don't get to fight and your unit cannot use your Leadership cuz you're a cowardly wuss (or because a cowardly super-character with a 2+ save and power claws challenged a single-wound sergeant with a bolt pistol and a bum knee just because he knew he could beat the hell out of him).  So if you decline the challenge there's a bad side.  But what if you win, which is of course the whole point?  Is there any benefit, other than singling out and killing the best model in the unit?  As far as I can see, there isn't one.

You would think after all that pomp and circumstance there would be a prize for single combat.  I suggest things like this:

   * The victorious unit adds an additional +1, or maybe even adds again the full number of wounds the killed combatant had, to their combat resolution total for determining the winner of the assault.  So if a mighty chaos lord with 3 wounds was killed in single combat among the violent press of bodies, at the end of the phase add the number of wounds dealt to that dead lord, plus his 3 original wounds, representing the great achievement of slaying such a powerful character in a duel.
   * The side of the winning combatant cannot be routed by a failed morale check if they end up losing the total combat.  Let's say your side wins the challenge but loses the combat in total wounds: you may lose but no morale check is needed -- having won the combat was a bolster enough that your men fight on regardless.  They count as having tied the combat and the fight continues as normal next round.
   * If the total combat goes on into a second round after the challenge has resolved, the winning side counts as having Preferred Enemy for that next round, having been bolstered by the victory to press ever further into the fray.

SOMETHING.  It just seems too cool an event to have no real value or benefit in the game.

Any other ideas out there...?

Friday, July 20, 2012

SPAAARTANS!


Just a short note here.  These are my first two prototypic Sternguard models (in dramatic buddy-cop TV close-ups).  For better than 2 years I’ve been telling myself I need to come up with something that makes my sternguard vets stand out from the rest of my Fists, and now I have it.  I ordered these Spartan-styled heads from Scibor’s miniatures (http://www.sciborminiatures.com/).  He’s got some good stuff over there!  When I finally get around to building the sergeant, he may have the torso of a blood angel sanguary guard, which is some very Greek epic hero-type armor, plus a grey knight halberd/spear hand.  It’s all still in the works.  I generally would prefer not to post guys not completed but I was kinda excited about how they were looking.   



I’m also kinda excited about playing my first game muddling through the 6th ed rules.  J and I are planning to have a go at it sometime soon, probably with a small force of 1250 pts or so just to test the waters.  So the last few days I’ve been dreaming up the kind of list that will let me play with a variety of new rules, such as the new psychics, vehicle rules, jetbikes, jump troops, snipers, allies, etc.  I’m also very eager to try the new character stuff—there’s nothing I like more than seeing the most unlikely minor hero turn out to be the VIP of the war effort! 





So at the risk of exposing valuable intel to my enemy, here’s the rough list I’m thinking of playing:


CRIMSON FISTS


HQ
Brainiac -- level 2 Librarian
T
Scouts (5) snipers
T
Tac squad (10)
FA
Assault Squad (6)
HVY
Predator Tank
E
Sternguard (5)
FA
Land Speeder
*
Drop Pod
*
Razorback



ELDAR


HQ
The Vandel Prince -- autarch on jetbike
T
Guardian Jetbikes (4+1)
(T)
Warlock on Jetbike



My list is somewhat influenced by the fact that I’d like to run mostly painted models, though I haven’t decided yet who will play the role of Brainiac in this school play – don’t really have a librarian model, but also no lack of candidates who want the part!

Saturday, July 14, 2012

HEAVY HANDED: Crimson Fist Dreadnought

My third installment of HEAVY HANDED may be brief, but it packs a whollup!



This is Brother Brutus, my Crimson Fist venerable dreadnought.  Well, the model comes from the AoBR set, but I always pay for venerable status.  This has made him nigh-invulnerable in the past (though in a recent game he did get immobilized and eventually killed all while still standing on the drop pod exit ramp).  But you have to take a helluvalot of abuse to get Venerable status anyway, and he has.  Many is the Tau missile that has slammed into his adamantium carcass with little-to-no effect.  I generally launch him halfway across the field in a drop pod, placing him in a good position to either discourage the enemy, absorb damage for my oncoming marines, or make an immediate and devastating attack -- or all three!



To spruce him up a bit I added an empty banner post and afixed an Ork skull (also, i think, from the AoBR sprues).  This goes along with the CF fluff, them having nearly been wiped out by an ork WAAGGHH!.  Nearly, but not quite. (One of the things that attracted me to this chapter is their nearly extinct underdog status, along with them being an original iconic chapter, and just having a cool color scheme.)  I also added bullet holes to him and put alot of painting effort into the sarcophagus, as well as adding a transfer to one leg and one shoulder -- I don't really care for the transfers, they always come out LOOKING like transfers for me, but...  can't hand paint that icon on there so what's a boy to do...?



If I want Brutus to be anti-vehicle, I leave him with the multimelta.  If a blast from that into a vehicle hull doesn't do the trick, he just charges in and tears it apart by hand.  If I want an anti-personnel kinda dread, i pay for an assault cannon or plasmacannon (didn't magnetize him, just hope i play with someone who can suspend disbelief enough to imagine the little plastic robot has a weapon other than what you see -- usually not a problem, this is a game for the imaginative type).  And I always trade out the pee-shooter stormbolter for a heavy flamer -- that makes him antipersonnel 24/7.  Helps when a mob of little pests is going to try to tie you down or get in your way.

Did I say this was going to be brief?  I guess I run at the mouth (well, fingers)...

Saturday, July 7, 2012

The Count of Counts-As




Last time I wrote about using Space Wolves as allies for a Chaos force (among others).  Not long ago I bought three warhammer fantasy beastmen centaurs, originally with the thought I could use them as chaos spawn (beasts, tough, savage).  Today, in trying to generate some more “counts-as” ideas for using them, I came up with running a chaotic SW team and using the Thunderwolf Cavalry stats to do justice to my savage centaurs.  So here’s what I came up with (using 5th edition rules):




Hell’s Huntsmen 

           
WS
  BS
   S
   T
  W
    I
   A
  Ld
  Sv
  Pts
    4 
    4
   5
   5
   2
    4
  4(5)
   8
  3+
   50

Bestial Agility:  Their unit type is Cavalry/Beasts.  In addition, they can vault over terrain when assaulting and count as having assault grenades (TWC’s frags).


Infernal Spears: The Huntsmen wield weapons of immaterium in their hunts and in combat.  In melee combat they act as Rending weapons and the beastmen’s savagery adds +1 Attack (TWC have a CCW and pistol).  They can also cast them as javelins from afar, summoning a new one to replace it in a burst of red flame.  Huntsmen may make a shooting attack using the following profile (bolt pistol):
            Range: 12”       S4        AP5     Assault 1
Against vehicles they can make a single concentrated strike at S6 (krak grenades).

Animal Insticts:  The Huntsmen have the following special rules: acute sense, and they shall know no fear, counter-attack, beast-kin (chaos hounds within 12” reroll morale tests).  Being otherworldly, they are also incredibly resilient and as such have a 3+ armor save.

*  *  *

There are, of course, plenty of optional wargear you can buy for TWC but personally, I’ll be running them all as-is basic TWC.  Fifty points a piece is enough for me.