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Showing posts from March, 2013

Great Minds

It is always fun when a project I am working on currently hits the webs as big news- link . I had just finished ordering some super cool models off of eBay determined to make a skaven Bloodbowl team. One of the central ideas was as opposed to using some of the existing bloodbowl models I wanted to convert some stupidly expensive new models to create a more amazing looking team. Don't get me wrong. The skaven team from Games Workshop looks pretty cool. I just rarely ever field the throwers or the stormvermin. For me the Gutter Runners are the bread and butter with lots of linemen and a rat ogre. But the boxed set comes with three Gutter Runners, four models I really don't want to buy, and I am going to be short about half a team. So I was debating between using these guys: Or this? In the end, you can kind of guess which model I really wanted to use. But I debated this for a long time. Finally after sitting on the idea for what seemed like an eternity, I decide

D&D Next- again

So the good folks over at Wizards of the Coast released another playtest for D&D Next. You can sign up and download it here . I love the direction they are going with this edition in general. I suppose I will add some key points here and make some notes about likes and dislikes: Ranger doesn't have a weapon style. Now to me that has irked me. Every ranger was stuck between two weapon fighting and archery for the longest time. What if I don't want that? I am digging the fact they get spells in this edition too. Just a few little magical effects to toss around. Both he and the paladin get cool things to cast, but are primarily just mundane guys. Speaking of the paladin- now here we have a cool way to build a necromancer. I wish they hadn't dropped that specialty after the second playtest. He was kinda of neat twist, but I think the paladin is solid. Can definitely back up heal which is a groovy thing. But then again every one except the wizard currently has

Razorback

My brother and I were talking this morning about the wonderful little Razorback. For just 40pts you can have one zipping around as a dedicated transport armed with twin-linked Heavy Bolters. Because of the high BS of the vehicle it will most likely hit and the rerolls are awesome, but the Heavy Bolter doesn’t have the most stellar armor penetration value. His question to me was would you go with the upgrade of Twin-linked Lascannon. It slightly improves the range of the weapon and makes it more of an anti-tank weapon. The Lascannon nearly guarantees you a wound if you shoot a model with its Strength 9. But spending 35pts on one shot seems a little expensive. If I want an anti-tank option for the Razorback I would just add a Hunter Killer missile for 10pts. The thing that makes me really like the Razorback is the fact that it is really cheap. It is not the most durable vehicle on the list, and in a smaller type game where you are not fielding many tanks it is easily singled

Chaos Daemon Codex

I actually picked up both versions last week when they came out. One of the local games stores ( link ) was offering to stay open a few minutes after midnight to sell a few to loyal fans who showed up, and I was right down the road listening to a little blues. Being more of a 40k player, I have literally only gone over that version of the rules bit by bit at this point. My army is based on sqaure bases, so for WFB I do have a significant army. I have to admit at first I wasn't too upset with the new rules for 40k. That being said as time as gone I am more and more concerned. The random elements are structurally hard to plan for. In one turn, you can lose a powerful model, create one by destroying an enemy psyker, hit every single opponents unit with a powerful attack, or lose your saving throws. That is just at the start of the turn. There are some many crazy effects in the Warp Storm table it is staggering. Other things are popping up too. The idea that Pink Horror