Friday, August 11, 2017

Funny Death-guard Picture

Discordian here! Every once and awhile I see a picture and I cant stop laughing.

This guy is great. He's apparently one of the new deathguard models coming out.

Here are some of the thoughts that went through my head when I first saw him.

"My friends and I are here to attack you with pestilence. How does that make you feel?"

"We can't kill you if you don't tell us your name"

"What is the estimated worth of your holdings?.... Yes the ones we didn't burn."

And last but not least.

"These prices are to damn high! I Demand Millions in relief!.... Also your trademark rights......"

Wednesday, July 12, 2017

Why 7th edition "failed"

8th is here and in general it seems to be widely embraced by the community. Common consensus seems to be that "This is better than 7th Edition" and/or "This is the best edition yet."
Well, I am here to tell you "So was 7th".

"But 7th edition failed us" you may say. "In the end, it was a terribly bloated mess!"

A-HA! There you have it. The bloat! But we will get to that. My argument is there was nothing really wrong with 7th Edition as a set of wargaming rules. When they first arrived on scene it was to great praise and adulation.

To me there was nothing fundamentally wrong with the core rules of the same. And for the first half of 7th, right up until Codex Necrons IMO, there was really nothing wrong.

Yet today it is a miserable failure in many's eyes. Here is what made it so

1- Formations- These really were the beginning of the end. They must have been a move by GW marketing. That is really my only reasonable explanation for as to why such an imbalancing factor was added to the game. First of all they were largely inconsistent in terms of power and playability. Some formations cost over 2000 points and did virtually nothing where as other gained 10 USRs for units totaling up to less than 400. There was just no rhyme or reason to them. Secondly, they began to more and more often provided exceptions to the core rules. Exceptions such as
-Assaulting out of Deep Strike
-Not paying points for upgrades
-Shooting and Running
-Not rolling for reserves
-Essentially not having to take saves (rerollable 2+/3++ and 2+ FNP rerollable)
-Tons and tons of different rerolls
They really just were a step too far ultimately. Beyond that I felt they started robbing the creativity out of list building, but that's just me.
And lastly in regards to them, there were SOOO many bad ones that you could tell were just made to move models. Did anyone really want a bunch of possessed? I don't think so. This more than anything showed GW's marketing department had a hand in the matter.
2- Decurions- What was more game breaking than formations? Well formations of formations of course. All the same issues as above except expanded across an entire army. Who ever thought hundreds of free points in Rhinos or Upgrades was a good idea? GW marketing that's who. Because anyone actually familiar with games design would tell you that an asymmetrical imbalance is bad for a game.
3- Faction Imbalance. This is largely due to too rapid a release cycle for some factions and not rapid enough for others. Basically a handful of armies got A LOT of attention and GREAT rules and formations while others just languished in ignominy, getting few formations or updates (Grey Knights), and those they did were poorly designed (Orks) or amazingly over costed (Blood Angels) or a combination thereof. On top of that, some armies were just downright BETTER. Eldar, GSC, etc. vs things like DE, Harlies, BA and Orks. It created a system of haves and have nots, and left a lot of people feeling they were loosing just because the tools they had were subpar. Like bringing a knife to a gunfight. Or Orks to a game versus Eldar. Take your pick.
4- Independent Characters, Allies and USRs- If anything was "wrong" with the core rules, it lay in the combination of these 3 things. Sure the Allies matrix was better than in 6th edition, but really it still needed more work. There was no reward for playing mono-faction and Battle Brothers was still too powerful (even at the end after the Chapter Tactics FAQ fix). They were too easily abused too many USRs conferring from random ICs joining squads they were never intended to join (Space Wolves and Dark Angels!?!?!?!). 8th is flirting with this with only faction keywords preventing this right now, But the moment someone gets something that affects all or all we start heading down this slippery slope again.

5- A lack of FAQ or Errata for SOOOOO long. The most tragic and avoidable reason of all. How many little obvious things could have been fixed early on that weren't? We went what, 2+ years without an FAQ? How much resentment and bitterness in players could have been prevented with timely fixes of issues? How much easier for TOs could their lives have been? I am just glad GW has turned a leaf on this and hopefully they really do stay on top of it for 8th. Whether you like their ruling or not, it is healthier for the game that way.
6- No consistent design philosophy. 7th edition changed flavours with the seasons it seemed and nothing was consistent in terms of power level between releases. Decurions is the best example of this. First nothing had them then BAM, Necrons came out with them. Then a little down the road BAM they got turned up to 11 with tons of free options and even better formations and rules. Then BAM they realized they were TOO powerful and turned them back down to useless (looking at you Angel's Blade). And that is just one example. The design team was just way to reactionary and receptive to the will of the playerbase (and likely marketing yet again). They needed to pick a style and stick with it at least through a complete release cycle before resetting. Unfortunately that ship had long sailed by the end of 7th and the only way to fix this was with a reset across the board.
So far 8th doesn't have these issues, and I HOPE it never gains them. GW just really has to stay vigilant on keeping a steady even release for ALL factions that are balanced, maintain a well updated FAQ and ensure that they stay on top of their Keywords. But bloat will inevitably happen to some degree. We can only wait, play and see, all the while hoping GW learned a lesson from the demise of 7th AND doesn't allow GW marketing to butt into rules design too much anymore.

Tuesday, June 27, 2017

Templates and Scatters: Why 8th Ed 40k didn't "fix" the problems they caused

A common consensus seems to be that 8th Edition has "solved" the problem of Templates and Scatters by getting rid of them. Really though, it only treated the symptom of the real problem.

"But they caused so many arguments" you may say. And therein lies the issue.

The issue was never in the rules of blast and scatters. Those were unambiguous and the RAW met the RAI. If played by the book there should have never EVER have been an issue.

The issue was in how players acted about them and the level of sportsmanship one or both of the players had and their ability to reasonably play the game and settle disagreements.
Basically, people can be jerks.

"But the scatter dice and template could be so subjective!" you may say. Well let me tell you there are MANY more subjective games out there that people have no problems with (just go look at historical wargames in general and how open and loose they can be). Beyond that pretty much EVERYTHING is subjective in this game. LoS, measuring distances, what is "cocked" and what is not, etc. etc.

So what is the solution then? Stop being dicks. And an edition change can do nothing about that, only eliminate the rules that are exploited by unsporting conduct.
In 7th, I almost NEVER had a problem with scatters or blasts. Why?
-I rolled the dice as close as possible to the location of the scatter
-Because I tried to never debate where the dice pointed or how many guys the template covered
-If there was doubt or debatable in my own, I would ask my opponent for a judgement call
-If there was a unresolved issue, a simple roll off would decide it.

See how that works? It was sporting, and it was in accordance with the rules by the time we got to the Roll Off. And generally, my opponent would follow my example and the game would go smoother, faster and be generally more pleasant.

Because no one was a jerk.

There may not be the issue with Templates and Scatters anymore, but people can and will still be jerks and poor sportsman to each other. There will be something new that will be exploitable by these players that will become the ire of all. It will be the new Template/Scatter. The underlying problem still exists.
If you found yourself having continuous problems with scatters and templates in 7th and start to find that there is some mechanic you keep fighting over in 8th... take a look at the people you play with AND at yourself.

Are you making every effort to be as sporting as possible OR are you being jerks?

Answer that and you may just find that the "Issues" or "Problems" in game may just disappear.

Friday, June 9, 2017

10 of the Biggest Winners of 8th Edition

Yesterday Discordian and I covered some of the units that find themselves somewhat diminished at the start of 8th edition. Today though we improve our attitude and cover the stuff on the up and up. These all aren't necessarily AMAZING, but they are things that have seen a significant increase in utility or power with the edition change.

Khorne Berzerkers
Wow. Just wow. These guys really are amazing now. THEY GET TO FIGHT TWICE!!! TWICE!!! Ditch the pistols. Axes and chainswords all day, every day for maximum effect. S6 and S5 attacks like CRAZY.

If only they had new models to go with such amazing new rules. I am sure there are plenty of Chaos players running out and buying some right now who in a years time will regret doing so when then get the equivalent of Primaris KBs.

Lord of Skulls

Talk about a turn around. This was hot garbage since the moment it came out. Overcosted and ultimately, not killy enough. BUT NOW it has more firepower than ever before and can shoot EVEN IN CLOSE COMBAT! Heavy D6 and Heavy 12 weapons, all of them with 2, 3 or d3 damage. And then there is it massive cleaver with S16 potential or up to 12 S8 attacks. Just a beast now. And a 5+ INV save all the time.

BUT a word to those running it/facing, this has the be CC w/ INFANTRY ONLY, so if you are going to charge a Lord of Skulls or it charges you, just charge a Rhino in there and it is shut down on the shooting front.


I'm trying to find a army that benefited more from 8th edition better than Tyranids and its hard because they had so far to rise from compared to most armies.

Their units no longer eat themselves outside synapse, HQs became more survivable, monsters can literally explode when they die, instant death is no longer a issue, gaunts got cheaper, and there is far larger emphasis on close combat.

Additionally boring Flyrant/Troop Bomb lists are a thing of the past, Old One-eye literally turned into a lawnmower with teeth (GO LOOK AT HIS PAGE), Trygons can assault out of deep strike, and harpies/crones will be assaulting target any unit turn one.

Turns out not having a matrix formation detachment and shitty formations worked out in their favor, all those hardly used units spent all that time sharpening their teeth.


Turns out toughness on walkers is a good thing. Suffering from middling armour and easy target syndrom before, not even the FAQ with the attack boost helped these guys out too much in 7th. BUT NOW they are much better. Tougher and in general, more firepower (all those Twin Linked Weapons). Expect Dakka-dreads to come back in force.

The Humble Lasgun
Last time I put the Bolter on the Loser's list. Now the Lasgun is definitely on the winners list. This low S, no AP, Rapid Fire 1, 1 damage weapon may seem pathetic HOWEVER it is
1- SUPER CHEAP. Guardsmen are disposable which means...

These are the champions of the weight of dice game. Sure there are really small percentages they hurt something, but enough of them ARE GUARANTEED TO. And sometimes, all it takes is that 1 last W to make all the difference, especially in a system where monsters and vehicles get progressively worse as they suffer wounds.

Who gets to jump out of nowhere?! You Do!

Who gets a save in close combat again?! YOU DO! Yes you do!

The only thing missing is Sir Commander and Chief Kheradruakh the M*F*ing Decapitator, and the hopped up on PCP murder shadows band will be back in business coming to a dark alley near you.

Any High Initiative unit without Frag Grenades

Well well well, ain't this a surprise. Turns out removing tons of rules means armies like Tyranids and units Incubi no longer have to be afraid of stubbing their toes.

They will still get shot up by over-watch, but now taking on entrenched units in grassy meadows isn't such a pain.

Grey Knight Librarians

So this is a odd one. At first people are going to see that GK librarians in essence lost a mastery level and have a reduced smite, and say whats the point

Then people will realize that it means that there's a GK unit with access to Librarius Discipline (psychic focus on p.215) and a HQ choice with a 2++ save in close combat.
*missed the restriction against this

I think people will be seeing other HQ options for Gk in the future..... mostly Voldus..... but GK librarians are still are a solid choice in 8th because of how the insert themselves into a GK list. This will probably get more important if GW full-files on the promise that you'll be encouraged to field pure faction lists in the future through rules additions.

Anything shooty that deep strikes
Crisis suits I am looking at you. Guaranteed Deep Strikes on the turn you want your unit are amazing for killy squad like this. And you can place them anywhere outside of 9" without worrying about mishaps. Score. We may even see normal terminators come back with rules like this. Sure this can be nice for assaulting units too, but they only get a 28% chance to make the 9 inch charge required (before rerolls from command points). Units with a lot of 12" firepower though are guaranteed max performance potential.

Brief List of a few of these units
-Crisis Suits
-Stealth Suits
-Vespids (thats right, I said Vespids. Start playing them Tau players. WAY better now)
-Swooping Hawks

There are probably a few more but you get the idea

Anyone carrying a special/heavy weapon

Tired of having to choose between wasting your missile launcher on something it is overkill for or not shooting with the other 9 men in your squad because they are out of range or can't hurt the target?

Well be tired no more! SPLIT FIRE FOR EVERYONE AND EVERYTHING HURTS EVERYTHING. So now you can target select that heavy or special weapon at a target it was meant for and pour the rest of the unit into a different target. Conversely, you also won't feel like those other 9 guys in a squad are a complete waste now that they could fire at the same target as their specialized weapon holder and potentially cause damage as well. Wins all around for unit utility.

So who are the winners for you? Let us know in the comments!

Thursday, June 8, 2017

10 of the Biggest Losers of 8th Edition

Having scanned through the indices a couple times, Discordian and I came up with a list of some of the losers of 8th. Don't worry, tomorrow we will hit the winners, but lets start bad and go to good.

This list isn't even neccessarily a list of BAD things in the game. Rather, it is a list of the units that got significantly worse (in our opinion) in the move from 7th to 8th edition. Reasons range from a significant loss in utility, to extreme nerfs in terms of rules reduction.


What a yoyo this guy has done. From meh in the Inquisition book to AMAZING in Imperial Agents and Gathering Storm to meh again. He was the MUST TAKE choice in a Castellans of the Imperium army, but not any more. Such a cool model and such a waste. Sorry Lord of Formosa. With no ObSec in the game, and the fact your "Interceptor" is now just an overwatch... and only for other Ordo Malleus models...well there is nothing really impressive about you.

*Not a playable unit pictured
Paladins are never going to really make me happy. Their own fluff hypes them up to much, and then they always just end up coming across as fat terminators.

Last edition my only motivation for taking them was for Feel No Pain and a Banner, the later only because they stole it from my erased ghost knights from the previous edition.

And that's were we start with talking about their issues, both those things no longer are unique to them because the Banner-Man and Apothecary are separate dude units now. Now they literally are a unit of terminators that are just slightly better at being terminators. The two saving graces I can see with them is that you can take less of them (not a joke even though it reads like one, 3-10 man units) and you can take 2 special weapons per 5. The later you don't do if you make use of the former.

I also want to bring up that a base custodian is 52 points and a base paladin is 55. Custodians hit harder, still toughness 5, remembered storm shields were a thing (only 59 points when they do that), their banner is hidden in the unit (and drastically cheaper to include), and are a troops choice in a kitchen sink faction army.

Now Paladins are pyskers and they do get grenades, but both those things have really lost importance. Custodians don't get deep-strike anymore and can't gate, fair enough. But I'm going to point out if a Paladin unit gates, it's actively running away from the two models giving them buffs that used to be in their unit.

I keep trying to say something nice about them, but it always has a caveat. And then I have to ask myself why bother.

Inquisition as a whole

This army really got nerfed with the breaking up of Inquisition Henchman Warbands. Several units don't even have Inquisition as a Keyword anymore (Death Cult Assassins and Crusaders). A lot of wargear has been cut (psychotroke grenades, hell rifles etc. etc.) and all the amazingly cool synergistic effects are just GONE. I know they were there because one of my team mates at adepticon ran them! (somewhere a Texan I know screams in the night)

Along with the nerf coteaz got, this army went from being hard to use/bad to just garbage on its own. Really, it only exists now to be mixed into the Imperial Soup. Sorry.

Non-codex and Legion marines
I know this is really temporary, but anything other than Vanilla Marines on both the loyalist and chaos sides lost a lot of flavour for now. Really all their flavour. With no chapter tactics any more all the individuality is gone.

There are a few characters here and there that give aura effects, but this are trivial at times and none are really army influencing. At least SW, DA and BA have numerous characters and can distribute them across the field, but something like Raveguard or Salamanders really got hit. 1 Character each with a small 6" bubble. And if for any reason you don't like playing that character, well then all the flavour is gone.

On the Chaos side, it really stink that they have been waiting for Legion rules for ever, just to have them stripped away. I know the Death Guard in particular are hurting right now with apparently lack luster rules in the Dark Imperium box AND they are unable to give the Death Guard keyword to many characteristic units, like Terminators, meaning that what ever characters they do take don't even transfer their rules to such fluffy choices.

Hopefully we don't have to wait to long for codicies. Then again, I am kinda sore that I had to already discard all my 7th ed books, now buy an Index and then will have to buy yet another book to get my real rules.


The workhorse of marine armies, the most common army in the game. It isn't that they got worse necessarily (though everything with a 5+ or 6+ armour save is rejoicing)... its that everything is just so much... well better.

The opening of the "Everything wounds everything" is what really takes it down a notch. Lets compare to a lasgun. Against T5 they now wound the same. T6 and 7 the bolter has the slight edge, but T8 or above they are the same again. And it is looking like T8 is a pretty common "Big Guy" or "Vehicle" threshold. So point for point, you are paying more for the Bolter than for the Lasgun (sure they are both 0 points, but that means the cost is built into the model, not the weapon).


So here is the thing, min/max move with 90 degree turns kind of sucks on a 4/6' table. Because now the edge of the table is literally oblivion to flyers.

Imperial pilots won't care too much because they largely have hover as a back up plan. And they will also be too busy shooting the massive amounts of twin-linked weapons they always seem to have.....

But everything else can literally check mate itself if they're not careful.

The eradication of fire arcs has given flyers a pretty good edge. But the changes to hard to hit, still being always visible to everything on the table, being assault-able, and the infinitely tall brick wall around the table. It's going to be a rough transition.

This isn't the Cypher you are looking for, but he might as well be now
Cypher like a lot of characters suffers from the chronic rules trim down of 8th edition. Largely in 7th he was a support character, actually counter to fluff.

He lost all of that and now just shoots people. He does give fallen a rule..... which they also have naturally themselves if they stay stationary..... And he can be taken with Dark Angels.... (somewhere a Texan I know STILL screams in the night)

You could argue that this is good for him as a person, well not that last part. But it doesn't change the fact he massively lost a lot of force multiplication bonuses he gave to your army when you took him in 7th.

Sniper Drone Team

Sniper Drone Teams didn't necessarily get bad, they just became super inconvenient.

Last edition they were a heavy support choice, were you could take 1-3 marksmen and 3-9 drones. Now the marksmen are a 1 model elite choice and the drones are a 3-6 heavy choice. I accept that characters are now going to be separate (not that marksmen were ever characters), but this is literally equivalent to taking a sergeant out of a devastator squad and saying he goes somewhere else.

Now before you freak out and go look, they didn't do that for devastators.

Hilariously its a great change for the marksmen, just crappy for the drones and FOC. Yes you can inflate the amount of detachments you can take. But how long before the tournament circuits start putting limits on that?

Sniper drones already had to compete with Broadsides and Hammerheads, in 3-4 years of playing I've only seen myself play them. Now they have to compete with that and Riptides, Ghostkeels, Crisis suits (no longer being a troop choice), Bodyguards, and stealth-suits. Couple this with the fact they lost rending, BS5, and 2++ cover save, they kind have moved further from being included in tau lists.

I'll probably still take them......

It has yet to be seen how vital the Sniper Rule will be. But with that low bs... will it be worth it?

Death Company

It is really in comparison to other units that this unit really fails. In particular their closest fluff and game counterpart- Khorne Berzerkers.

The new Berzerkers have 1 more strength than DC and other wise have the same stat line. They cost one point less (16 to DC 17). Berzerkers can be troops in World Eater armies as well.

Special rules wise Berzerkers get the Death to the False Emperor (on a 6+ to hit, gain 1 more attack vs Imperial targets) and they get to fight twice in the Fight Subphase.

Arm them with a chainsword and chainaxe and that would be 4 S6 attacks, 2 S5 attacks and potentially 1 additional attack (with the chainaxe that is one more S6).

Death company get 3 S4 attacks, 4 if they charged (black rage), and a bolt pistol shot. They also have a 1 in 6 chance of ignoring a wound. That is a 6+ FNP essentially. In 7th ed, they got +1S for charging, had 3 attacks, 5 if they charged (Rage), and a 5+ FNP. And Chaplains let them Reroll hits and wounds... in 8th its just hits.

In 8th they get to reroll morale. In 7th they were just plain fearless.

Pretty much completely dumped on. The only way to get them back to a portion of what they did is to surround them with characters now. And still Berzerkers do more damage output.


Haha everything has more wounds! And your stat line got dumped on! Once again are the days where melta and lascannons will reign supreme.

But you're free from the bondage of salvo, so there is that.

So, who are your biggest "Losers"? Tell us in the comments.

Monday, June 5, 2017

Allies of Inconvenience- Episode 5: Primaris Marines and 8th Edition 40k Leak Discussion

Another month and that means another episode!

This month we do a really quick (less than 5 minute) discussion on our hobby progress followed by some great discussion on the fluff of the new Primaris Marin Faction and then dive deep into the full 8th Edition 40k rules leak (and all the shenanigans they entail). Our longest but most fun episode to date, so join us!

00:00 Intro
02:11 Hobby Progress
07:55 Primaris Marine Fluff Discussion
24:07 8th Edition 40k Leak Discussion

Songs and Soundclips
Blue Mark- AtlanUrtag 
Kaap mere- Bugotak

Clip 1 - Rogue One
Clip 4- The Princess Bride

Friday, June 2, 2017

There are over 50 units missing from 8th Edition (not Imperial Armour rules)

8th Edition has leaked. I am not going to tell you where to find it or how to get it, but I myself have seen it all. And I noticed something- Despite GW's assurances, not everything made it into 8th edition (at least for a day one release).

Now some of these are understandable or forgivable. Most of these units happen to be "Character" variants. Sure it was nice to have a little unique character, but they can still be played as their generic version. Less undertandable are the Characters with MODELS that aren't in the game, like the DW Ortan Cassius and Canoness Veridyan, but at least you can use these as non-character units as well.

Other things are even worse- Various custom super heavies that you may have built that are just nothing now. There is also one whole codex entry missing (Vendetta Gunships).

Here is the total list. There are 53 (or 54 if you count the Revenant twice for Eldar and Dark Eldar) units that didn't make it into the game. In the list I have included the unit, their faction, their current rules source, and a brief summary of their actual usability in 8th ed (like if there is a generic, non character version of them or not).
  • Canoness Veridyan- SoB, rules included with model- Special made model, still playable as a generic version of unit
  • Death Company Chaplain- BA, Angel's Blade- Model playable as a generic version of a DIFFERENT unit (generic Chaplain) 
  • Cassor the Damned- BA, Shield of Baal Death Storm- Model playable as a generic version of unit
  • Rafen's Death Company- BA, Shield of Baal Death Storm- Models playable as a generic version of unit
  • Captain Karlean- BA, Shield of Baal Death Storm- Special made model, still playable as a generic version of unit (and was kinda already invalidated by Angel's Blade)
  • Squad Alphaeus- BA, Shield of Baal Death Storm- Models playable as a generic version of unit
  • Fortress of Arrogance- IG, Apocalypse- Model playable as a generic version of unit
  • Traitor's Bane- IG , Apocalypse Warzone Pandorax- Model playable as a generic version of unit
  • Vendetta- IG, Codex- NON EXISTENT
  • The Children of Cryptus- Nids, Shield of Baal Death Storm- Models playable as a generic version of unit
  • Phodian Hive Warriors- Nids, Shield of Baal Death Storm- Models playable as a generic version of unit
  • The Beast of Phodia- Nids, Shield of Baal Death Storm- Model playable as a generic version of unit
  • Death's Companion's- Harlequins, Death Masque- Model playable as a generic version of unit
  • Company of the Threefold Stranger- Harlequins, Death Masque- Model playable as a generic version of unit
  • Inriam's Spectre- Harlequins, Death Masque- Model playable as a generic version of unit
  • The Blades of Fate- Harlequins, Death Masque- Models playable as a generic version of unit
  • The Serpent's Breath- Harlequins, Death Masque- Model playable as a generic version of unit
  • Squad Crull- DW, Death Masque- Models playable as a generic version of unit
  • Squad Galatael- DW, Death Masque- Models playable as a generic version of unit
  • Venerable Dreadnough Nihilus- DW, Death Masque- Model playable as a generic version of unit
  • Ortan Cassius- DW, Overkill- Special made model, still playable as a generic version of unit
  • Jensus Natorian- DW, Overkill- Special made model, still playable as a generic version of unit
  • Squad Donatus- DW, Overkill- Special made model, still playable as a generic version of unit
  • Edryc Setorax- DW, Overkill- Special made model, still playable as a generic version of unit
  • Antor Delassio- DW, Overkill- Special made model, still playable as a generic version of unit
  • Garran Branatar- DW, Overkill- Special made model, still playable as a generic version of unit
  • Jetek Suberei- DW, Overkill- Special made model, still playable as a generic version of unit
  • Patriarch Gossar- GSC, Overkill- Special made model, still playable as a generic version of unit
  • Mags Orthan Trysst- GSC, Overkill- Special made model, still playable as a generic version of unit
  • Primus Vorgan Trysst- GSC, Overkill- Special made model, still playable as a generic version of unit
  • The Favoured Disciples- GSC, Overkill- Special made model, still playable as a generic version of unit
  • The Faithful Throng- GSC, Overkill- Special made model, still playable as a generic version of unit
  • The Purestrain Princelings- GSC, Overkill- Special made model, still playable as a generic version of unit
  • The Brother's Abberant- GSC, Overkill- Special made model, still playable as a generic version of unit
  • The Fierce Eye's Wolf Guard- SW, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Hengist Ironaxe's Grey Hunters- SW, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Egil Redfist's Blood Claws- SW, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Grukk Face-Rippa- Orks, Sanctus Reach Stormclaw- Model playable as a generic version of unit
  • Skrak's Skull Nobz- Orks, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Rustgob's Runts- Orks, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Krumpa's Killa Kanz- Orks, Sanctus Reach Stormclaw- Models playable as a generic version of unit
  • Skullhamma Battle Fortress- Orks, Apocalypse- NON EXISTENT
  • Looted Wagon- Orks, White Dwarf PDF- NON EXISTENT
  • Obsidian Knight- Imperial Knights,, Apocalypse Warzone Damocles- Model playable as a generic version of unit
  • Plague Reaper of Nurgle- CSM , Apocalypse Warzone Pandorax- NON EXISTENT
  • Tower of Skulls- CSM , Apocalypse Warzone Pandorax- NON EXISTENT
Now there are a few things that GW has the rules for that will likely be in Imperial Armour in the future instead. So I expect to see these rules when the FW rules drop, but as of right now in 7th the most current rules are GW rules, not FW, and they are not in 8th as is.

  • Big Mek Stompa- Orks, Apocalypse
  • Gargantuan Squiggoth- Orks, Apocalypse
  • Tiger Shark- Tau, Escalation
  • Reaver Titan- Apocalypse
  • Warhound Titan- Apocalypse
  • Phantom Titan- Apocalypse
  • Revenant Titan- Eldar and Dark Eldar, Escalation

What I find strangest is the random special characters from supplements that made it while others didn't. Why did Ortan Cassius get cut while Watch Captain Artemis made it?  Why was the Imperial Space Marine included, but not Canoness Veridyan.

Also, why are vendettas gone? Maybe they are moving to Imperial Armour since FW sells the conversion kit)?

So did I miss anything? I mean, if the design studio could, I can be forgiven that right? Let us know in the comments if we did or how you feel about some of the units from list above now being gone.

Friday, May 19, 2017

Thunderer Siege Tanks

As I work on my all Death Rider army, I took a small break and made their armoured support: a pair of Thunderer Siege Tanks! First rule of Forgeworld- Why buy one when you can get two for twice the price!

These are fun little tanks. These turretless LR Demolishers act essentially like up-armoured vindicators on the battlefield. I can't wait to see their 8th edition stats!

I went with these because I
1- LOVE the models
2- Think the imagery of a low profile tank with a large front cannon advancing in support of an all cavalry army just looks right. WWI style for the win.
This was a great little kit to work on and each vehicle took me a single night to do, so relatively easy to. The cast was stupendous (specifically pulled for me while they were out of stock for delivery at Adepticon, so that may have something to do with it). I really can't wait to use these two tanks. I just wish the Imperial Mine Plough was still a kit because I totally would have used that instead of a traditional dozerblade.

Thursday, May 18, 2017

Opinion: 8th Edition missed the mark with 2d6 charges

First of all, I understand that the leak on the charge phase is being seen without the full intricacies combat phase right now, and more importantly, the entire rules. With that said though, this really has nothing to do will the full interaction of combat or overwatch or morale etc. etc.

It really comes down to this: Why is charging still 2d6 inches?
With the reintroduction of movement values, GW had a great opportunity to make units truly feel faster or slower with the modification of the charge mechanic.

As it is right now, I could have a unit that can move up to 12" then charge 2" where a unit that can only move 4" or 5" charge 12'! Sure there are averages to consider, but those really don't make sense.

First of all,we can reasonable assume that the military units in warhammer are "trained". The point of training is to ensure consistent, and ideally peak, performance. This includes physical fitness. So we can deduce that a unit TRYING to close to close quarters battle with the enemy, ie A CHARGE, will push themselves striving for "above average" performance.
Then there are things in 40k that are essentially blood crazed. Khorne Bezerkers and Death Company for instance. These guys will ALWAYS move AS FAST AS POSSIBLE towards the enemy. There is no cautious advance.

But as it is, I could have a unit of ponderous Mega Armour Nobz move 12" while my Death Company trips and moves 2".

It just doesn't make sense and was a great opportunity to really make use of the movement statistic.
They could have made charging d6+movement or perhaps have implemented a table like this:
-Move 1-4, charge 1+d6
-Move 5-8. charge 5+d6 or 4+d6
-Move 9-12, charge 9+d6 or 8+d6

This would have had some randomness still but really have capitalized on the inclusion of the new stat AND made units more consistent with both their fluff and purpose. It would also have better fit the design teams intention for bespoke rules and a unique feel for each unit.

Wednesday, May 17, 2017

New Rumor Engine Picture + Design Studio Conversation

So In case you haven't seen it, this is the latest Rumor Engine Picture from GW.

Got me thinking about a possible conversation that was had..........

Designer    "Yo boss do you think we are being too literal?"
Boss           "MORE LION"
Designer    "But...."
Boss           "Only a colossal Johnson would wear a Lion cloak!!"
Designer    "Again too literal?"
Boss           "Remember what we did to Logan?"
Designer    "Oh God No"

End result

Tuesday, May 16, 2017

Primaris Space Marines: More Questions than Answers

So, GW is making new space marines. They look cool. Their profile doesn't seem super broken. I don't generally mind the release. But, I still had this gut feeling of "wrongness" about them. After giving it some thought, here is what I got
1- First of all the name "Primaris"- as in Primary. This means they are first or before Space Marines... that Space Marines are modeled after them. Shouldn't they be Secundus Space Marines, or something suitable "secondary". Unless they really did come first... which means...
2- Are they just new Thunder Warriors? I really hope so, because there needs to be some downside, some fatal flaw to them. Thunder Warriors embodied that idea of "The candle that burns twice as bright burns half as long." They expired. They burnt them selves out. They were magnificent while they lasted however. This sounds perfect for a stop gap measure during the Imperium's darkest hour, and gives reason to why Chapters wouldn't just fully switch over.
3- If they did get made first and ARE NOT Thunder Warriors, but have just been "on ice"- why didn't the Emperor use them during the HH? Why didn't he let Corax rebuild his legion with them? Or why not use them in the first place? Or if they weren't ready for the HH, why not during the Age of Apostasy or The Beast Rises, when the Imperium was on the brink? So really, there is no plausible reason for them to be "Primaris". -EDIT: So they were commissioned AFTER the Heresy. BUT that still doesn't answer, why have they been on ice until now. And if it really did take 10k years to make them, why? I assume the Imperium can still make Custodes, why would it take 10 millenia to make something similar. And how awfully convenient for them to be ready just now...
So without them being really "primaris", and if they aren't just Thunder Warriors 2.0, then there are a ton of questions their existence creates

1- How did one random priest, Cawl, unlock the mysteries of the geneseed and make newer better space marines. And how did he do it virtually overnight?
2- Why were Primarchs (Corax) unable to figure this out? I know the Alpha Legion tainted his stuff to ruin the marines he was making, but he wasn't making them "better" to begin with, just faster.
3- HOW HAS FABIUS BILE BEEN UNABLE TO DO THIS IN 10,000 YEARS?!?!?! He is literally the most knowledgeable person when it comes to Marines and geneseed after the Emperor himself. 10k years later the mysteries of the geneseed still elude him AFAIK. So once, more, how did Cawl manage where he failed?
4- If Cawl is SOOOOOO great, why is he not the Fabricator General?
5- If these guys don't have some sort of fatal flaw, why ever make normal Space Marine again? Why not just from here on out make super-duper marines?
6- Lets assume it is just REALLY REALLY hard to make them in sufficient numbers and that is why there will continue to be normal marines. But now look at the Grey Knights... They are already really rare and super worth anything AND are not made on a large scale. So why ever make normal GK again. Why not just fully switch them over to Primaris from here on out?
7- Why do they need their own dreadnought. That is just a machine that literally anyone can interface with. The only reason it is ever marines is because it is rare and hard to make dreads and a marine is worth it and can live forever inside one. But ultimately, the neural architecture is like that of a Titan. So once more, why ever make normal dreads again? Why not just use what ever new super dread these guys will get? And if it is possible to make new super dreads, why aren't they making Contemptors regularly. I thought those went out of favour because the technology was just too hard to do. So will these new dreads be worse then Contemptors?
8- Where are they recruiting the candidates from? This is like the hardest thing for current Space Marines- finding genetically compatible candidates and then getting them to survive the process of becoming a marine.
9- Assuming that they keep making "normies" and then primaris, and considering bullet 8- who is getting access to this precious resource of flesh first? And if primaris take longer to make, what is the input/output trade off of both?
Their rules aren't that bad, but if all they are is a 2 wound SM then what was so hard about making them?
10- And if they are just really two wound marines... what makes them so special anyway?!?!?!?!

All this makes me feel like these are really just a marketing ploy and the fluff was just made to not anger all the players overnight that their current army was no longer to scale. I really hope I am wrong on that front and they answer some of these questions. But from what the are releasing I am worried that it will not make sense and that these will just be "Better" marines, which means with time my current ones would be pointless.

Friday, May 12, 2017

5 Things to Change with Harlequins + My Harlequins

So Harlequins have been around for awhile. From their standalone chapter approved release way back when, to being a foot note unit in other Eldar armies, and to finally their own "Standalone" codex that exists today.

They're Ninja clowns that pop out of stargates, that wear masks projecting your own distorted face back at you as they dance on your face.
They also have cool coats 

I didn't get into them until they became a footnote unit, so I don't have any of the super cool retro models. Just the really well done metal ones.
Like this guy

Currently Harlequins exist through a couple units, with only a handful of pages to play with. So there's not much to go over when it comes to changes. So I'll keep my listing of issues brief.

1. HQ Choice

Troupe Masters and Shadowseers used to be HQ choices. Why not still?

Keeping those two as elites, not making any HQs, made it impossible to field min units to pull out voltron death-star rules. So I'm not to angry about it.... but it really did hinders the ability to field standalone Harlequin armies.

It would have been nice to have a chaptermaster equivalent. Just maybe a warlord character that was more then 2 wounds......

Maybe something that will happen now that we know Deathstars wont be thing anymore.

2. USR run charge

Rising Crescendo should just have been a USR for all harlequins and not something detachment dependent. Eldar have Battlefocus, Dark Eldar have Power from pain, and Space Marines have "Pick your special USR".

Giving Harliquins that ability to run and charge naturally just makes sense for what they are. It should have just been a simple "units made up of only models with this rule" get it, they could have even bundled Hit/and/Run into it which would have cut down on Faction rule sharing. But that just didn't happen.

3. Another Unit

Harlequins don't really need other units, they kind of have most things an army like them would actually field, but it would be cool to field them in different ways.

Troupes for example come with a ton of bits including the ability to build duel pistol wielding models.

Sound like a cool Elite Unit? I think so and it wouldn't require any new kits to be made. Literally just a page that says X amount of models come armed with duel pistols, can upgrade them to the other pistols, and no ccw options. Maybe throw in Precision shoots or something.

4. Skydancer

Skydancers are expensive. Right now they have a bunch of rules that kind of don't mix. They want to be in assault, but they have a lot of shooting potential. This was another unit I wished they had split into two. A close combat version and a shooting version. I wouldn't make either cheaper but give them more focused rules.

CC version would get skilled rider and maybe grenadesd, but would lose their guns. Maybe even just switch to a dual shuriken catapult.

Shooters would lose cc weapon option but would gain skilled rider and the ability upgraded to a prism cannon. Or at least make the bolas not one shoot weapons.

5. Heavy Support Changes

Death-jesters used to be here in a Harlequin army. You could keep IC versions in Elites, so you can create the classic unit we've mostly seen over the years, and then there'd be a a unit of 1-3 DJs as a Heavy option. It would have definitely made the goofy detachments more interesting to field. Maybe the option to get lances back would be nice too.


Void-weavers are just hilariously bad. They're paper bag tanks with weaponry that just doesn't justify their position. For the most part the are just the clown transport, minus the ability transport, with a gun that looks neat. Bonus it has a weird tail gunner rule that encourages you to stupidly drive backwards.

For the most part all that needed to happen was the cannon needed to be 1 point stronger in Str. I don't expect Harlequins to have predators or lemon russes, but they at least needed their heavy support platform to have at least a str 8 gun. Especially when it ended up being required for almost every single detachment option Harlequins ended up getting.
Everyone was excited over Ynnari Scatbikes, 
I was just happy to run clowns without this guy.
Can't even be bothered to find its gun.

So we know Harlequins will remain a standalone faction in 8th, what to expect from that is any ones guess.

My only hope is that they become a actual standalone faction. Recently the Ynnari did breathe new life into Harlequins, but mostly for the wrong reasons. It encourages you to field the bare minimum to get the best advantage you/I can get with fielding Eldar units, just like before, just a lot easier.

Fingers crossed that isn't the case in the future.

Monday, May 8, 2017

Discordian's Model Spotlight: Ta'Unar

Rules, new rules, bad rules, rules guesses, and rules wants. Are the words in the air right now, but we're only getting a tid-bits, and half-truth wish lists being reported as all truths....., so for now lets talk about something else. Models.

Cool Models.

I like building things, usually not to correct specifications. But every once and awhile I find a model I can't do much to, because they are just really well made. Ta'Unar is one of those models. Outside making him safer and easier to move around I had no intention changing him.

Love him or hate him, this model is fantastic. While I had preferred FW had made a Tau version of a Baneblade, this guy was a great kit. FW definitely wanted create a premium version of a Storm-surge (without a silly driver skylight). It was one of the first FW kits I bought that came with actually useful instructions.
Each part of him had a full instructional booklet using the CAD design files 
The arms had holes designed in for magnetizing.

There were only three things I did which were off script. I put a rod in to connect the chest and the legs so that the model would be easier to pack up, reinforced the base because this sucker was warping the base, and magnetized the back weapon because they hinted at other options.
Simple metal dowel pin and hole
Grinding wheel I picked up at home depot
Magnets mostly just secure it, the friction in the assembly holds it there

Haven't gotten around to purchasing its Heavy Rail cannon, but it will happen sooner or later. 

Tuesday, May 2, 2017

Allies of Inconvenience Episode 4: Our Favourite Best Worst Models and 8th Edition Confirmations Discussion

This month Chris, Ian, Jason and myself do a really quick (less than 10 minute) discussion on our hobby progress, reminics about both our favourite best models and favourite worst models. Those models that you have no right liking but you absolutely love them anyway. After that we dive into the first week of GW 8th Edition 40k confirmations and their implications for the next edition of the game.

00:00 Intro
01:10 Hobby Progress
09:48 Our Favourite Best and Worst Models
29:38 8th Edition 40k Confirmations Discussion

Songs and Soundclips
Blue Mark- Atlan
Urtag Kaap mere- Bugotak
Clip 1 - Lego Movie
Clip 2 - Dodgeball
Clip 3 - The Dark Knight

Monday, May 1, 2017

Adeptus Custodes Guardian Squad

Just a quick update on my Adeptus Custodes so far (follow us on Instagram for better and more frequent updates). I actually finished these a little bit back, but finally got good pictures of the squad. Just wanted to share really quick since I am not done editing the next podcast episode yet (it will release tomorrow! Check out current episodes by clicking here!) I will try and get more/better pics of them in the future.

The bases were done by hand, using a technique similar to this link here. I basically flattened Green Stuff and pressed in a brass rod for the grout line. The models themselves were painted using the Warhammer TV paint scheme/tutorial by Duncan Rhodes. Really great pallet for them and good results IMO.

I have more on my desk, just need to get to them. Expect a full 30k army of them by years end (and Adepticon 2018!)