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Friday, November 25, 2011

Painting the Crimson Fists Army: Rhino One is Done

First Rhino is finished. Now all that is left to do is glue the hatch doors on the top back down, drill out the exhaust stacks and coat the whole thing is flat clear coat to really saturate the colors and protect everything. Was going to put some more pictures on here, but they were all turning sideways when I tried to get them in here. Such is life.







Painting the Crimson Fist Army: Rhinos!

Well, painting up a Crimson Fist army. These were pretty ugly when we got them but that is ok. They'll be bangarang when they are done. Here's some pictures of them so far. (Yeah, I know the middle back one isn't a Rhino).


Monday, November 7, 2011

Will Necrons Be Viable in Tournaments Now?


Necron12.jpg
Not enough of this going on.


   Well, the whole nerdy internet beast is buzzing with one word right now: Necron. And rightly so. GW has a serious love affair with Space Marines these days and it is nice to finally see them bringing an ancient xeno codex back from a purely nostalgic status (granted, they brought the Dark Eldar back too, but the jury is still out on that one). I'm not doing a review on the codex or a breakdown of the units. There are a million sites out there with much more qualified reviewers of the new Necrons than I could ever hope to be. What I can talk about, is the future.

   Basically, I am praying that GW released a solid codex. Yes, of course they are trying to make a bundle off of the new army, but hey it's a business. People were going to have to buy models anyway. What the determining factor will be on whether or not they are just money grubbing jerks is the viability of the codex in a more competitive environment. Because try as they might, I am still not seeing or hearing about any “broken” (read “tournament winning”) Dark Eldar lists running the tables out there in game land. I think the dedicated players might be getting somewhere though, it isn't a dead end fail street like the Tyranid codex. The Necrons, however, might be able to bring enough thunder to shake up the current norm for tournaments. You know what I'm talking about. You're either getting your leaves blown by the IG, fighting for parking spaces against 9 Razorbacks or trying to figure out some crafty way to blow up some Dreadnoughts to stop the Psycannon headache.
  
   I would love if someone out there comes up with a Necron list that trounces these styles of play so hard that the Imperial players have to go back to the drawing board. I'm not hating on Marines or anything, they are just incredibly boring to play against 90% of the time because they're using variations of the same list in tournaments. And frankly, many of them are testing tweaks to their tournament lists when it should be friendly game time.


Go Necrons, go.



Close, but no Dakka.
If only Hit&Run on Deffkoptas was as awesome as this conversion.



Ok, so Hit & Run doesn't work against vehicles. We finally found the needed part of the rules to shoot this one down in the BRB. Guess it is just another semi-useless Ork power.

Wednesday, November 2, 2011

Hit and run

I recently had it suggested to me that deffkoptas could possibly use hit and run after assaulting a tank. The benefits to being able to do this would be amazing the biggest reason my deffkoptas die is that I tend to use them as a first turn missile to take out the enemy tank/transport of my choice. However after the assault they are stuck there, surrounded by enemies waiting to be killed. Were they able to hit and run after that even if they still died it would be more work for the enemy force. They would have to chase them and get out of position the deffkoptas would have at least served a second purpose.

However as I look at the rules I would say that this is a gray area in the rules. Hit and run says a unit locked in combat can hit and run at the end of the assault phase. The rule book however fails to ever clearly define "locked in combat" it gives situations where things are or are not locked in combat, like in assaulting tanks it says that units in base to base with a tank can be shot because they are not locked in combat and in the movement phase either unit can move away because they are not locked in combat but it does not sat that they are not locked in combat during the assault phase which is when the rule takes effect. I would say once you attack a unit if nothing else for that one phase you are locked in combat. If not you would be able to assault something else but since you locked your unit into an action which was combat they can make no other action.

I can also see the other side of this where if in the movement phase and the shooting phase you are not locked in combat why would you think that you would be in the assault phase.

Another thought I have had is when is the end of the assault phase? Is it after pile in? If it is after pile in I have seen a lot of people use it incorrectly.
Say I have two units in a fight one breaks and the other is my deffkoptas who are using hit and run does the enemy get to sweep the unit that broke or does the end of the assault phase happen after we stopped them from being able to do that?
I would say the end of the assault phase is after all assaults are complete all saves had been made and all morale checks/sweeping advances have been made. You then have the option of using hit and run with all units that have that universal special rule. I have never seen it played that way but that is how I would think that it is meant to be played.