Thursday 18 October 2012

A tale of four gamers - Warhammer World road trip



So it's come round, finally, me and some of my old gaming buddies are off to Throne of Skulls at Warhammer World. There's Ben with his Necrons:


Liam, he of the scratch built Warhound and Warlord fame with his Dark Eldar:


Otty and his Nids [and that Mycetic Spore is the size of a Farmhouse loaf and probably uses about £30 worth of spare nid bitz!]:


And my own Nids - Hive Fleet Gorgon, Ferron Splinter:


So there'll be two days of gaming at WW and we'll be off on Friday and staying with Ben's cousin who is kindly putting us all up. I'll see what I can do over the weekend to bring some updates. I'm trying not to build my hopes up, I've got increased durability in places and reduced in others I'm hoping to win three out of five games but will be satisfied with two wins - I must remember it's about having fun, showing off my army [though there's going to be plenty of good ones there - as you can see from my mates forces] and hopefully plugging the blog.

Catch you all later!





Wednesday 17 October 2012

'nids part 61 - Much ado about quad guns


Ever since Fortifications became an entity in 6th and the first FAQ came out there's been a big question over Tyranids and their ability to use emplaced weapons. Of course the initial belief back in June was that they couldn't as the FAQ quite clearly stated:

Tyranid FAQ:
Q: Are tyranid units inside buildings subjected to instinctive behavior and can they manual fire emplaced weapons.  
A: No to both questions
However as hyv3mynd pointed out on his blog synaps3 the Aegis Defence Line isn't in a building, it's in 'battlefield debris'. These 'gun emplacements' do not have the same rules as 'emplaced weapons', in fact they don't autofire and can only be fired manually. The main reason everyone is keen to field such items is to combat flyers. With so few items that can hit them reliably a quad gun is a G.O.D.-send. But the FAQ, and lets think for a second just who was 'frequently asking' this question in June, before 6th came out? kind of dumps on 'nids, no other army seemed to get singled out in such a fashion. Then again we've been in this situation before.

The question is if they are not able to use them why not? Is it that access to long range high AP weapons, like the Quad Gun and Icarus Defence Laser changing the fundamental dynamic of the army? If so, haven't they seen that allies does that [unless you're nids of course]. Now you can potentially match whatever army you have with another force that can fill the gaps in your primary forces abilities. So no longer are you choosing a force for one specific type of play.

Hopefully, this is just another oversight on GW's description. I obviously went on to finish my quad gun off and aimed to pose the question to the FAQ folk in advance of Throne of Skulls and hopefully it wouldl swing in my favour so there'll be no arguments. Of course if it didn't I'd have wasted time, effort and a decent Tyrannofex weapon I could have offloaded on ebay! I certainly didn't want to be arguing semantics on the day as some are less than convinced of the above 'they can' argument, although plenty of forums seem to support it more than argue against.


Now we come to today and the recent FAQ updates cleared up the mess [although not in the hoped for way:

Tyranid FAQ:

Q: Are Tyranid units inside buildings (i.e. the Bastion) subject to instinctive behaviour tests?Furthermore, are they able to manual fire emplaced weapons or weapon emplacements?
A: No to both questions.


So this managed to plug the loophole for all us 'pro-activists'. However, whilst all this was going on my friends had contacted Warhammer World and ask the question [amongst others] and their response was that nids could still benefit from the autofire rule which confused me again because it brought us back to the part of the issue that stated quad guns didn't get auto-fire on an Aegis Defence Line, only in a building. So I wanted to resolve the matter once and for all, and contacted Warhammer World through their Facebook page so I could then move past the issue and just concentrate on a list worth using. I'm really pleased at the response, it may not be the answer I was hoping for but it was one that certainly implies they understand the difficulties we now find ourselves in.



Hey Dave - I have spoken to Simon and Jervis from Games Development (note - this isn't something we normally do, but given the pressing time limit, I went and did it!) and the answer is this - "Only emplaced weapons (such as those found on a Bastion or Fortress of Redemption) have the option to be fired either manually or automatically. Weapons attached to an Aegis defence line are gun emplacements, which cannot be fired automatically. The Tyranids FAQ document states that Tyranids cannot fire weapons manually, therefore as much as they are free to use Aegis defence lines, they will not benefit from any attached gun emplacements. We are, however, aware that this is a problem and will be reviewing the situation when we begin writing the next batch of FAQs in a few weeks." I hope that answers your question :) Nick

Ultimately though it begs the question what is the point in Tyranids? I'm not bemoaning my choice in using them but I'm really getting the feeling they've fallen out of favour. After Chaos, although some would claim ahead of Chaos, the Great Devourer is the biggest threat to the Imperium but the battlefield reality is they're just cannon-fodder. I've had great games with them and some of those have been balanced but I'm currently struggling to see them as masters of any type of fighting. They certainly don't scare any of my regular competitors and I'd imagine they'll be looked down upon the same at Throne of Skulls. Hopefully that will be the advantage I need - underestimation.

We can only hope that some of the rumours regarding new forces and changes to the Pyrovore rules will mean a rekindled love for the gribbly. The Codex is a long, long way from being looked at again, there's plenty more Codices due for update before nids get a look in but I think something has to give to try and make them stand equal in the eyes of gamers.


Lastly, if you ever need to ask a FAQ, here's the email to send it to:

gamefaqs@gwplc.com


Monday 15 October 2012

Thawing hell!

Here's an update on my frosty figures. I obviously searched a bit for advice and received some in the comments. I thought I'd try a couple of solutions to see which was most effective. First up was acetone - nail varnish remover. I can't help thinking that's going to be difficult to put on without removing all the paint and I didn't actually have any. But I had a quick idea that liquid poly glue - ketone, which is like acetone might achieve the same thing and I have quite a bit of that and with a fine needle glu applicator I can drop it on. Tried it and it works, in a fashion.

Where it pooled I tried to whick it away with a corner of card, even that light touch allowed the paint underneath to melt. However, where it was left seems to have dried, unfrozen the frost and left it with an ultra-glossy finish, I mean hyperglossy as you can make out on the Tyranid hoof below. That white spot is pure gloss sheen! I only applied it in small places - pipes, hoof  and thorax but where the glue soaked into the Purity Seal you could actually see it working, like the frost was having hot water melt through and where imperfections existed they just melted away!


You can see the gloss on the adrenal gland thorax join here.


These pics show just how frosty the Hive Guard got, I know it could have been worse but this was still disheartening. The next option was to try Da masta Cheef's organic solution of Olive Oil.


WOW! I couldn't believe this. It worked, and it enriched the colours greatly. Sure it's not matt, but it's not quite glossy either and I really like the finish. With results like this I half fancy doing everything without bothering with any further tests. I've tried to brush away any excess and it doess dull the sheen a little bit but somehow it looks all polished again an hour later!

As you can see it looks a bit oily in the creases but it kind of looks a bit 'niddy' so we can live with that. I'm just amazed such a simple solution gave such good results. Of course it precludes my mix of glossy varnish on all the black 'hard points' but I can live with that too.


Theses are the worst affected Devgaunts, I will try some of the other options on these when I get chance.


The Devourers took the worst of the frosting, hopefully we can fix that. 


I'll get round to testing/fixing these as and when.


Saturday 13 October 2012

Tuesday night's all right for fighting - 500pts Nids v Dark Angels

Over at the local friendly neighborhood gaming club there has been renewed interest in 40k. Warmachine has gone off the boil a bit and there's a Fantasy campaign underway so one of the guys - Gonders [who has an excellent blog you should check out] has put together a loose 40k campaign, starting with just 500pts and growing each month by 250pts. There are other restrictions:

1) Must include one HQ choice.
No more, no less. When this rule is removed, the second HQ option becomes open, and with it, so does the chance to take allies.
2) Must include one troops choice.
When this rule is removed, players will be forced to take a second compulsory troops choice.
3) No model my have better than a 3+ save.
This goes for both Armour, and invulnerable saves.
4)No weapons that can use the large blast templates.
Includes ordnance, and other effects, such as eldritch storm.
5) No vehicle may have a total Armour value or more than 33, including front/side/rear.
This makes the heaviest vehicle available at the start a devilfish transport.
6) No model may have more than 3 wounds.
7) No models with the flier special rule.
8) No psykers with a mastery level of higher than 1.

Of course that makes my list slightly difficult and easy - no Tervigon, Barbed Stranglers and I pretty much HAVE to take a Warrior squad to provide synapse along with the Prime. So my list was:

Tranid Prime, lash whip, bone sword, Deathspitter (Intimidating Presence)
1 Hive Guard
10 Termagants with Devourers
12 Hormagaunts
3 Tyranid warriors with scything talons and Deathspitters
5 Genestealers

And Gonders had 
A Librarian  with the psychic powers to twin link shooting or overwatch on full BS (Inspiring Presence)
10 man tactical squad with missile launcher and plasma gun.
5 man Tactical squad with plasma gun
Twin Linked Las Cannon Razorback

Now that's all out the way here's the game - Dawn of War, Purge the Alien, Gonders got first turn and I didn't steal. The only thing to note is the 10 man squad in the ruin top left and the five man squad in the Razorback.


Here's my force 'hiding'.


and the Stealers Infiltrated in the central ruin.


Gonders moved through the ruin and fired at the Stealers killing the two that were visible.


The Razorback trundled backwards [after this pic that is] and managed to target a stealer through the ruined window with it's Las Cannons but it was saved by cover.


I moved forward, the Hive Guard stormed through the cover with a 6, fired at the Razorback but with a 1&2 failed to penetrate or even glance! The Stealers advanced through the building and were out of sight.


The Devgaunts advanced, hoping to reach cover but their run move falling short. Exposed, in Gonders next turn three of their numbers were killed through bolter fire.


With little for the Dark Angels lack of targets my turn came around soon, the Hive Guard got a glancing hit on the Razorback after another storming move into cover.


Everything else was out of range after their move forwards.



The Tac squad finally left the cover of the ruins...


... and were in range to do some serious damage to the Devgaunts.


Leaving one solitary gaunt on his tod, but not for long as the Razorback drew a bead on him with his Las-cannons! To which I scoffed as he was vaporised only to be shown tactical genius as Gonders claimed first Blood!


Bit of loss of pics here. The five man squad had disembarked from the Razorback earlier. Advanced, thrown a grenade at the Hormagaunts - killing five and then assaulting. I struck first and two marines went down. In return he killed four but we were locked.


The Stealers charged the squad two more Marines were killed for one Hormagaunt. The front two Warriors fired at the Rhino but no damage, meanwhile the Hive Guard once again sprinted through difficult terrain only to shoot like girl ;)


The Marine sergeant died in a frenzy of teeth and claws, the stealers consolidated 6" and the Hormagaunts 5". The Warriors took fire from the tac squad and Razorback but Look Out Sire saved the Prime [although we really do have to check how that works as other folk were playing it differently]


As you can see, 1 wound on the Prime and 2 on the Warrior.


The Warriors moved to target the tac squad. Hormagaunts hid to deny a VP and the Hive Guard finally rocked up and shot the Razorback to pieces leaving the Stealers with nowhere to go but hang around in the backfield for Line Breaker.


The marines returned fire but with some judicious position I was able to Look out Sir on a different Warrior for bolter shots and prevent Insta-kills with the Missile launcher on the Prime.


By this stage almost all the Warriors had been wounded and he had tried to gain Line Breaker. His Librarian had been casting the Overwatch on full BS in fear of the assault and this caused all the wounds. His Sergeant accepted a challenge by the Prime and was slaughtered. The remaining Warriors killed three more but they stuck at it.


Another round of combat and the Librarian was duly challenged and slaughtered, two more Marines fell to the nids and they ran screaming, too quick for the Warriors but straight towards the stealers who had been crossing the back field.


Even then they did not reach the awaiting gribblies as Deathspitters cut them down as they fled.


So it was a win from me but Gonders did some really neat things - using the Grenades, tactically using the right psychic power at the right time, taking First blood and heading for Line Breaker. I can't say my Devgaunts did much and the hive guard could run for Jamaica but wouldn't be allowed on the Great Britain shooting team! Not sure if I have an MVP but the bonesword is a beast of a weapon but I'm forever dismayed that he doesn't have the re-rolls for scything talons that the other Warriors have.

Still a good game and more to come no doubt.

Thursday 11 October 2012

'nids part 60 / Terrain is everything - Tyranid Aegis Defence Line Pt7

One thing I learned through the tediousness of painting these things is do something that tricks your mind into what you are doing. So for instance I would plan to paint plates but then after I'd done two I'd then switch to doing the red planet basing - say adding the Badab Black wash. that way having been bored with the first task I broke it up with the second only to find that when I planned to complete the second task parts of it were already done and therefore it went quicker and became less boring.


Each panel was taking 15 minutes to do the highlights with 12 in all that was 3 hours. But sitting down knowing I could handle 45-60mins at most was both hard and daunting. Its great to have those figures in your head but it can put you right off. The advantage was that I could find 15 mins from somewhere and just do a single panel but setting aside an evening was just awful to contemplate - hence the diversion tactics.


One way to speed things up was by using a cocktail stick for all the dot. Cutting it in half meant I had a point and a large flat circle which actually made some dots way bigger than I normally do but these are larger pieces of Chitin than I normally do.


What amazes me is the reservations I had about achieving the same finish because they were too denim seems to have been premature, once again I refer you to the most important rule of painting. I thinkeven without the next set of highlights most of the Turquoise covers any discrepancies and the mixed tones add depth and variety. Simply he lighter colour makes the darker colour 'appear' darker, it's pretty much an optical illusion.


The kicker for all this is that in doing the red planet basing I also have to do the bone white fragments which meant one of the other diversions from the monotonous Chitin was the backs of the panels. So once again these things start to come together all at once.


I also tried some Mechrite Red on the alien tentacle vines to see if that would make them stand out a bit more.


The backs are pretty much done, no secondary bonewhite highlights I think, just a few highlights on the alien tentacle vines to pick it out from the base a bit more.


Once again the quad gun in context with the defence line.


Next up more highlights, another 15-20 mins per panel - oh joy!