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New Officio Assasinorum dataslate overview

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Hi folks,

I don't normally go for digital media and much prefer actual books. However, in the absence of any info pertaining to an eventual hardcopy, I thought I'd try out the epub of the Assassins dataslate. It's a pretty hefty pricetag TBH for about 45 pages worth of info. However, what sold this to me as opposed to the Inquisition digi-codex was the fact that the assassins seem to have got a pretty significant overhaul in this book. I'm still wading through all the fluff and timeline (it's presented similarly to how a codex is) but what I'll talk about mainly here is the rules changes.

Selection:

Each assassin may be taken as a one per detachment elite slot and comes under the armies of the Imperium for the purposes of allying. The faction is officio assassinorum (they now have their own tab on the GW page, although hilariously all the models are 'no longer available'). Operation assassinate is the command benefit and means you get an extra VP if the final wound on the enemies warlord is removed by your assassin(s). There is a second option in the form of a formation; the assasinorum execution force. This is effectively one of each of the 4 assassins and in addition to the above they get preferred enemy: warlord. A pretty fluffy way to field the assassins - so far so good.#

Generic traits:

The assassins retain the same profile as before except they have gained an all important additional wound! All 4 assassins have fearless and move through cover as before, but now also have infiltrate as standard too. The other 3 common rules to the 4 are lightning reflexes (4++ and ignore difficult terrain penalty when charging), no escape (-2 to LOS rolls against wounds from assasins) and Independent operative (IC cannot join and assassin doesn't get warlord trait if your warlord). Synskin is now gone and fleet is no longer standard. 

Vindicare:

Now slightly more expensive, the vinidcare has some subtle tweaks. He retains blind (defensive) grenades and stealth, but has lost frag grenades. He also has a CCW now for that extra CC attack combined with his pistol. The exitus rifle (sniper) and pistol (pistol) have both changed to AP2 and the rifle has doubled in range! Hellfire shells are the same, shield breakers ignore ++ saves (for wounds and glancing/penetrating hits) now rather than removing them for the game and the turbo penetrator is s10 vs vehicles and D3 wounds vs anything else. The deadshot rule has also changed to bring it more in line with 7th -  now all to hit rolls are precision shots (excluding snap shots). The spy mask also works for to hit rolls (excluding snap shots) and grants ignores cover. 

Callidus:

She remains the same points wise and is a bit more deadly now I'd say. She retains fleet and hit+run but lost stealth. Importantly, she gained precision strikes as a general rule. Her polymorphine rule is now much more useful in keeping her alive as she can either infiltrate 1" away from the enemy or move on from the enemy table edge when arriving from reserve. In either case, the enemy can only snap shot her the turn of arrival. The reign of confusion rule means that you can reroll to seize the initiative and your opponent must -3 from their first reserve roll of the game. The neural shredder changed from being s8 against the targets Ld to being aways wounds on a 4+. It's still a template that can't harm vehicles or buildings but is now AP2 rather than AP1 (didn't make sense to be AP1 if it couldn't harm vehicles anyway). The Callidus retains her phase sword, which is now an AP2 melee weapon that ignores ++ saves on a to hit wound roll of 6. In addition, the Callidus now has poison blades as an alternative, which always wound on a 3+ and rend. 

Eversor:

He went up in points slightly and is arguably still the weakest of the assassins but he got some rules improvements at least. He lost fleet but retained furious charge and feel no pain (now 5+) and finally got his old wargear back. He now packs both a power sword and neuro-gauntlet, with the latter being a melee weapon with fleshbane and shred. Frenzon now means that instead of D6 attacks when charging he gains a set 3 and (to compensate for losing fleet) can roll a total 3D6 for charge range. The executioner pistol is a bolt and needle pistol in one (s1 poisoned) and with his fast shot rule he can fire this 4 times each time he fires (note that it doesn't specify which phase). In addition, the sentinel array allows him to fire all overwatch shots at full BS. Lastly, Bio-meltdown returned and thus when he dies any model in D6" takes a S5 hit. 

Culexus:

Quite a few changes here. Again slightly increased in cost and now has both fear and preferred enemy: psykers (watch out psyker warlords). The Culexus retained psyk-out grenades in their new Grey Knight style format but lost frag grenades and the psyocculum. Life drain is back! No armour saves in close combat and instant death to psykers (on a 6 to wound for everything else)! Etherium is now improved so that shooting and CC attacks against the culexus are BS1/WS1 automatically.  Psychic abomination  means that any psykers within 12" have -3Ld, don't generate warp charge and can only harness warp charge points on a 6 (sounds great for shutting down daemons). Psychic powers do not affect the culexus and any blessings/maledications in place cease to work if that unit is within 12" of it. Lastly, the animus speculum now has 18" range but retains S5 AP1. However, rather than being assault 2 plus all psykers within 12" it is now a psychic phase shooting attack (so you can still run/throw a grenade) which has as many shots as every ML within 12" plus up to 3 warp charge from your own pool. Great if you're in the enemy's face, less so if you're in amongst your own.

Conclusion:

That's pretty much it. I've tried to highlight and summarise the changes as best possible but haven't gone into the wider implications, strategy etc as I'm sure more intuitive tacticians than myself will write such reviews in due course. What's clear to me though is that the Culexus has been very much overhauled for the better and I'm now tempted to buy one as a result. The Grey Knight release has been pretty controversial but, despite the cost involved and fact it's electronic, I think that rethinking and segregating the assassin codex was a good move. Cheers.

Ork Mega armour conversions

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Well, the Ork codex may have come and gone but the project is ongoing. Today I thought I'd post some pics of the remaining orky projects I'm working on. I've also got some converted flash gits that are done and some walkers that should be soon. For now, however, here are some converted meganob characters.



first big mek with KFF, klaw and KMB


next big mek with tellyport blaster, klaw and saw

warboss nazdreg of the bad moons. meganob body and head n arms from AOBR warboss leftovers. Plus various bits here and there.


finally, the scratchbuilt morkanaut nears completion.

Operation: assassinate. part 1 - Callidus and Culexus

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Hi all.

when I say part 1 it implies at least another part at some point. I don't know when that may be as my eversor model has disappeared into the ether and so until such time that it reappears from stasis or is replaced there won't be a second part. In the meantime here are the first two of my assassins. the Culexus is the only one to debut in 7th and did not disappoint, though my estimation of it's close combat prowess and durability was overly optimistic.











New Dark Eldar release summary and some thoughts

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Hi folks,

Hot on the trail of the Grey Knights comes yet another Codex update, this time for the dark cousins of the Crafworld Eldar. That leaves a grand total of two (well, four if you count the two digital codexes) codexes to be updated in the 6th/7th ed format. I’ll give a brief overview of the release and I’m sure my friend Alex at from the fang will be eager to post a more in-depth review on his blog in the near future.

Book:



The book follows the recent format and actually in parts appears more like one of the supplements using digital art of individual kabal colour schemes to fill some pages. There’s the usual background, which makes heavy reference to Lady Malys despite her absence from the book (more on that later). The Army list is laid out in the new format and it’s great to compare to the older book and see how much has been added to the range in wave releases since that initial wave way back when. There is a formation and detachment as we have come to expect, but alas no lord of war in a surprising move. Everyone and their Gran was betting on vect for LoW. I have to say the double page spreads of artwork (of which there are at least 3) are absolutely glorious in this book – my favourite to date. All in all a very solid publication. I was actually looking at the old Necron (3rd ed) book the other day and, to be honest, it might have been 1/3 of the price but it was almost half the size and nowhere near as high quality. Books may be expensive from GW these days but you get quality for what you pay and there’s a cheaper digital alternative at least. I’ll also mention the cards here, which are basically the maelstrom deck plus combat drug cards. Most of my 7th games have been maelstrom and there’s no doubt that the cards make life a lot easier for this. Also, being able to draw a combat drug card and leave it on the table is a nice reminder in-game.

Models:



It comes as little surprise that the special characters lacking models got the axe. What is harder to swallow is the fact that there were so many, leaving the book rather scant in terms of special characters. The actual releases were as follows. Wracks got a plastic release, which is a double edged sword really. On the one hand they’re now plastic and got a set of pilot and gunner arms as well as a new weapon, plus the price is about the same as before. On the other hand they’re nowhere near as cheap as warriors and wyches, which is sadly the way it goes thesedays. It’s a good thing that older models don’t get regular price-hikes, but when you compare the size and cost of say a stompa and a gorkanaut then things don’t really add up. The wracks themselves are pretty near identical to their finecast predecessors and I think that despite the fact you have to sacrifice yet more expensive models to make you raiders/venoms/ravagers have coven pilots, it’s great that you now at least have the option. Besides, that would leave you with enough spare weapons to tool up squads plus their acothyst with say liquifiers, making for 3/10. 

Next on to the 3 plastic character clampacks. Again, there are pros and cons to this, as they’ve essentially replaced 3 adequate models with others when in fact these resources could have been allocated to producing plastic special characters, or vect on a dais for that matter. The Archon is in my opinion the worst of the bunch with a static pose and poorly thought out arms. Even the head is inferior to the previous sculpt IMO – glad I have the old one. The haemonculus model is lovely in a twisted kind of way but sadly now that the book is limited to one haemy per HQ slot I’ll be sticking with the older model, which was still pretty darn good. The succubus, however, is IMO one of the nicest models GW have put out in a while. Dynamic and beautifully sculpted I am very tempted to replace my old succubus (still a lovely sculpt) with the new one simply because it’s so awesome. Saving the best til last, there is of course the voidraven. Finally released, it is a gorgeous model, which is essentially a larger razorwing. I can’t wait to get my hands on this model TBH as it looks great. In conclusion, it was a humble release on par with the Space Wolves book that didn’t really add anything to the book but tidied up a few loose ends bringing the range to a tidy conclusion, for now…..

Rules:

The first thing to point out is that Dark Eldar have gained very little and lost Baron, Duke, Lady Malys, Decapitator and Vect! That’s a massive chunk of HQ lost and actually puts them on par with Grey Knights/Sororitas for least special characters per army. Although Malys can be represented fairly well using wargear/relics, sadly none of the others can. Also gone is the ability to take 1-3 haemonculi and the ancient profile in now simply the standard. FOC shifting is now also gone sadly, meaning your wracks will only ever be elites (unless of course you want a covens supplement, but more on that later). Night vision and fleet remain across the board, while there have been big shake ups on both combat drugs and power from pain. Combat drugs now are +1 stat boosts, where you roll/draw one at the beginning of the game and apply that same result to all units with combat drugs for the game. Simple, but obviously some results will be more favourable than others.

1 - adrenalight - +1 A
2 - Grave Lotus - +1 S
3 - Hypex - +1 I
4 - Painbringer - +1 T
5 - Serpentin - +1 WS
6 - Splintermind - +1 Ld

Power from pain is now a lot more straightforward and there’s a lot less bookkeeping to do. Simply apply a rule per turn. Nothing on the first, FnP 6+ on the second, FnP on the third, then add to that furious charge, fearless and rage (cumulative) as the turns progress. This way all your force are guaranteed to get more powerful as the game progresses and more pain is inflicted. Much more global and simple a system, but there are a few more pros and cons. There are several ways to advance the bonuses by a turn and they are cumulative, meaning you can bolster you units from the start of the game. More on this later. However, there is no more pain sharing to gain instant awesomeness with independent characters breaking off and rejoining other squads. I think these are both changes for the better – simpler and they work better for the army overall.



HQ:
Without going into too much detail, the archon has no access to AP2 melee weapons so should pick his fights carefully, but with access to clone and shadow fields (4++ and 2++ respectively) and a high WS and I he’s still a beast in CC. Sure he lost a few options, mainly wargear and CC weapons but other than that all is the same. Both the archon and his court can also take their own individual dedicated transports. Then there's the Haemonculus, who still has access to all kinds of nasty arcane wargear, but can no longer be taken 1-3 per slot and move wracks to troops. He is a master of pain and thus can advance his squads PfP level by one turn, making him a good bolstering unit also.  Lastly there’s the succubus, who’s a close combat monster and has access to a great weapon, the archite glaive, which has both an AP3 and AP2/+1S/2-handed mode. All 3 have access to webway portals, which now simply allow the unit to deep strike without scatter!

Of note is the fact all. The Archons court is now a bit different in that you can take 1-12 in any combo rather than 1 minimum of each. Slyth got cheaper, medusae more expensive (but also more reliable) and the others remained the same. The Lhamean now packs a blade which is poisoned 2+ and has the lethal dose rule (along with several other weapons) granting instant death on a to wound roll of 6. Not bad. The 3 special characters remaining are Urien, Lelith and Drahzar. The former is more of a super Haemonculus, where the latter are awesome in combat, especially Lelith, who still ignores armour saves and has 7 attacks on the charge with rerolls in challenges! All 3 of them got significantly cheaper too! Shame about Drahzars old model though – it’s the only remnant of the old models range and looks terrible next to the other glorious models which are arguably GWs finest.

Troops:
Still warriors and wyches, with a couple of differences. Warriors got cheaper, though splinter cannons went up and became salvo 2/4 weapons. You now need to upgrade all members of the squad to either trueborn or bloodbrides for 3 points, at which point the wargear options change somewhat. Sadly though bloodbrides no longer have access to haywire grenades universally and trueborn cannot take shardcarbines. Is this a bad thing though as both those units used to see a lot of action from what I understand and so toning them down somewhat will at least give other options a look in.

Elites:
As mentioned trueborn and bloodbrides are now upgrades to warriors/wyches which move them to elites, meaning the no loner have separate entries. Wracks remain pretty much the same except they can’t shift to troops any more and gained the ossefactor. Groteques have gotten more viable as they now all pack a flesh gauntlet as standard (same rule as for the lhamean weapon granting instant death on a 6) and can all be upgraded to pack liqifiers - nasty! Shame no 3 pack of models for them though with some more dynamic poses. Incubi got a bit cheaper and lost their onslaught/murderous assault rules, though retained ap2 making them the dark eldar premium terminator slayers.  Mandrakes got a 20% cost reduction, can now fire their baleblast from turn 1 and gained a much needed shrouded (and a token fear). Finally these chaps will start to see some action on the tabletop. No more harlequins despite a 2-page mention in the fluff part of the book. Dataslate inbound I suspect.



Fast attack:
As per the new codex formula transports have moved to fast attack and thus we have the raider and venom here with a few points changes. The venom is the only vehicle as best I can tell that gets access to flickerfields now and a 5++ save as a result. Probably worth mentioning here that shock prows allow a ram at av14 now, splinter racks give passengers twin linked and chainsnares allow the model to tank shock. The razorwing is now a fast attack choice rather than heavy. No real net change in points as some costs got redistributed, but of note is that it can only take nightshields (stealth) and no flickerfield. Scourges got a boost as they can now take 4 heavy weapons in a 5-man squad – nice! They are also the only unit (except slyth) who can take sharcarbines now that trueborn have lost access and are cheaper all around. Reavers got significantly cheaper but no longer have bladevane and caltrop attacks in the movement phase - instead these are resolved as hammer of wrath style attacks meaning you have to actually get invlolved in a combat now. Hellions got cheaper and stayed pretty much the same but now obviously have no way to move to troops without Baron. Beastmaster packs got much the same treatment as the Archons court with it now being up to 12 in any combination including the beastmasters. Although most got cheaper, razorwings went up in price and a few things changed around such as clawed fiends getting rage and Khymerae becoming daemons.

Heavy:
The ravager still resides here and there is now a point charge to upgrade disintegrators to dark lances. The voidraven also has had some points adjustments and a downgrade to av10 all round. The void mine is now a large blast though and there is a new weapon option in the form of darkscythes, effectively blast template dark lances for attacking non-aerial targets. This is a fairly lightly armoured vehicle that once you start piling on the upgrades gets very expensive very quickly (235 with missiles and night shields). Both the talos and cronos saw some tweaks. The talos now no longer has random attacks and, most notably, both can now be taken in units of 1-3, but with no mixing and matching. Costs generally went up for these chaps and some of the upgrades changes points, though they both get feel no pain as standard now.  



Formation and detachment:

The detachment first, which is pretty similar to a normal detachment except you get 6 FA slots of which one is compulsory. You get the usual reroll warlord trait and in addition get a 5+ cover save for troops and 6+ for all else in both the first turn and any night fighting turn. Hardly worth getting exciting about but the extra FA slots are handy. The formation requires lots of kabalite units and all must have transports. In addition to the above, they also get the ability to add 1 to the PfP turn so long as the warlord/archon is alive. This is cumulative with the rules for the haemonculus and one of the relics discussed below.

Relics and Warlord Traits:

Animus Vitae - s4AP2 8" one use - that turn add 1 to the PfP turn for the whole army.
Archangel of pain - one use - Ld test within 9", wound for each point failed by (no saves - fearless and ATSKNF ignore)
Armour of misery - effectively ghostplate with -2 Ld penatly for units within 6"
Djin blade - AP3 melee - user gains +2 attacks but on a roll of 1 wielder wounded
Helm of spite - all units in 12" gain admantium will and all psykers suffer a perils for any double on a psychic test
Parasites kiss - 2+ poisoned AP5 MC pistol - unsaved wounds grant a wound back to bearer.

1 - ancient evil - all units in 12" have fear
2 - Labyrinthine cunning - reroll seize, night fight and reserves! (clearly very useful!)
3 - soulthirst - warlord has rage
4 - hatred eternal - warlord has hatred
5 - blood dancer - warlord has +1 WS
6 - towering arrogance - all units in 12" have fearless

Coven supplement:



I don't know much about this TBH but from what I've read it has several formations and a detachment which allows more HQ, elite and heavy slots to be taken but no troops are compulsory. A good way of approaching the fact that all the coven units are in the HQ, elite and heavy slots. There are obviously warlord traits and a seperate list of relics both power from pain table. Here's what I found on BOLS so all credit to them and their sources. (haven't had time to digest this yet nor can I confirm their accuracy):

PFP table
1 – nothing
2 – Fearless
3 – Fear, Fearless
4 – Fear, Fearless, it will not die
5 – Fear, It will not die, zealot
6+ - Eternal Warrior, fear, it will not die, zealot

Warlord chart
1 – talos & chronos reroll FNP rolls of 1 within 12”of warlord
2 – warlord plus any grotesques he joins gain it will not die
3 – add or subtract 1 from reserve rolls
4 – If your warlord is slain by an attack/weapon with AP 1 or 2 or with the ID rule, gain D3 VP
5 – Warlord plus wracks he joins gain FNP4+
6 – Warlord gains preferred enemy

Artifacts
10pts – pick one of the following at the start of your turn which lasts until your next turn – IWND, fleet, poisoned 4+, rampage (used each turn)
10pts – fighting in a challenge – opponent suffers -5 to initiative
25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)
10pts – Additional D6 attacks at S3, AP- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc
20pts – IWND 4+, only wounded by poisons special rule on 6
35pts - +1 to FNP rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost

Coven Detachment
Required – 2HQ, 2 Elite
Optional – 4HQ, 6 Elite, 4 Heavy Support
Units that are available in the detachment – Urien, Haemonculus, Raider (DT only), Venom (DT only), Wracks, grotesques, talos, chronos
Benefits – if this is the primary detachment you can reroll warlord chart from this book. All enemy units within 12”of 1 or more models from this detachment suffer -1LD

Formations
1 - urien or haemy plus 2 units of grots - d6 roll at start of game for grots - +1S, +1T, fleet, shred, rage, 4+ FNP
2 - 1 haemy, 1 chronos, 2 units of wracks - all wracks gain precision strike, wracks treat turn 1 higher for pfp. if haemy is the warlord he gets trait 4 automatically
3 - 2 units of wracks in 2 venoms - if a unit in this formation scores first blood, gain D3 vp rather than 1. Wracks must start embarked an in reserve. Deployed turn 1 via deep strike
4 - unit of 5 Talos - gain scout. Score an extra vp for any non vehicle unit killed in combat
5 - 1 haemy, 1 Chronos, 1 Talos - form a single unit. Characters may not join it outside of this formation. Talos and chronos gain +1ws and init. If haemy is warlord, gain trait 1 automatically
6 - 1 haemy, 3 units of wracks with raiders. Master of pain from haemy confers to all units in this formation within 12". Warlord trait 5 if haemy is warlord
7 - all 6 formations as above in 1 formation - called the carnival of pain. Urien form formation 1 has his master of pain rule confer to whole formation. All non vehicles reroll 1's to wound in combat

Conclusions:

Well, where to start. I think the book has made a good transition to the new edition all in all. Although the model release was maybe not that spectacular in scale or adding anything new, the models are still great. It's no surprise that special characters went which is a shame but if the past few releases have shown us anything it's that this edition (and 6th) is all about consolidating armies and getting them up to spec. There's no guarantee that when the next Dark Eldar book comes along we won't see some of these chaps returning. I like that a lot of the overlooked units in the previous book are now viable options and that a lot of the no brainer units have, for one reason or another, been toned down. On the surface of things it looks like this book is fairly well balanced overall and should give Dark Eldar players some fun coming up with new ways to play, new units to use and new combinations to come up with. I get the distinct impression that the next 2 releases will be much the same as this in terms of model releases and tidying up loose ends from 5th edition.

Now I have some studio lights....ho ho ho.

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Very brief update folks but look out for more on my other blog later on. Thanks to feedback from readers and my own personal frustrations I have taken the plunge and invested in a set of studio lights to go with my light tent. In concert with playing around with the camera settings, I think I have come up with a decent combo for improved photos on the site. I hope to invest in a decent tripod in the near future and who knows, one day may even buy a decent camera. For now though the studio setup (which has cost less than £50) is more than adequate to show off finished models in a lighting that does them more justice. A few pics of inquisitor Eisenhorn as a test-run will hopefully demonstrate that, though I'm still very much learning the ropes here and any further tips are very welcome. I intend to put up some more proper galleries as time passes now I have the right tools for the job. Cheers.




November mega hobby update

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Hi folks,

Been a month since my last post as I've been busy at work and with painting crimson fists and deathwatch. Suffice to say I am taking a bit of a break from marines (short lived if the blood angel rumours are true) and trying to give the xenos some love.

Orks are still ongoing as I have a gorkanaut and morkanaut ALMOST finished but just needing me to crack on with them for a couple of hours. I also picked up some cheap fantasy orcs to convert to a snakebite mob and have some kans/nobs from stormclaw sitting in a box waiting for assembly. Essentially, they're on the to do list but keep getting shoved to the bottom of the pile.



Dark eldar, however, have been more in the spotlight and I've assembled 5 more wracks to make 10 total and a court of the archon. Add to that a voidraven and my de army is just about where I want it. Mankdrakes and grotesques are on the long term wish list and so the dark eldar are due a revisit sometime in the future.



 I went a bit crazy a few weeks ago and decided to fulfil some wishlist love with their craftworld cousins, however. I have assembled a fw avatar to replace my poor, tiny metal one. Also, my first fw superheavy is in the process of being put together - a revenant titan! Amazing kit!



Tyranids I am trying to ignore the existence of as there are so many great kits out there I would love to get ahold of and by the time I've done that my army (which is fully tabletop painted at present) would double in size! However, I may not be able to resist a small purchase in the new year.

Necrons I am also ignoring until they get their update. That being said, I am painting a small group of them up for Matt and Alex to take to a tournament end of this month and so it will be nice to have some units already done in advance of a Codex release.



As for other projects, I have no plans in the near future. Tau i consider finished and chaos is a project so vast in the undertaking that I want everything else done and dusted before even attempting to tackle them.

My knight is assembled and sisters of battle will never even be attempted without plastics. I do at some point need to assemble my imperial guard infantry who are well overdue some love. Inquisition forces gained a new ally in the form of a Gideon lorr model I picked up for a bargain and are awaiting the construction of a third stormtrooper squad to complete them. And I still haven't found that pesky eversor assassin to finish my assassin formation.


And so that's about it then. Busy busy busy and all over the place as usual but I've made some solid progress in what has been a solid 18 months of releases. Aside from the above there is talk of myself and Dan starting up a joint mechanicum army after Easter time and soiI am aiming to be on top of all other projects by then. Cheers.










Revenant titan assembled!

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Hi folks,

As I'm wading through photography as well as hobby stuff at the moment I'm trying to share as many pics as possible. Newly assembled is my first FW super heavy kit in the form of a Revenant titan. She's in need of some basing and needed waist pins to hold together but I'm really pleased with the pose and scale of the kit. The Knight/Titan base is an MDF one from Ebay by the way.









Well that's about it for now but hopefully there should be a fair few more updates before Christmas as I'm getting through things at a fair pace at the moment. Cheers.


Eldar army gallery

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Hi chaps,

Finally got around to getting some decent photos of the Eldar contingent I painted up for Blog Wars 6 last year. It represents about 1/3 of my Eldar so there's a fair way to go in terms of finishing the army but obviously some of the units are pretty core to the army, such as Wave serpents, and so are likely to see action more frequently. Without further ado here's the photos. Fingers crossed I'll have some necron to add in about a weeks time. Cheers.























Necron painting session.

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Hi folks and a happy New year to all.

Who knows what this year will bring in terms of mini releases, but suffice to say necrons (as the only non hardback codex remaining) will be getting an update soon.

Back in November I painted up a few of my collection for Matt to take to a tournament. I saw this as an opportunity both to do Matt a favour and also to get a head start on crons. Sadly I ran out of time to paint the annihilation barge entirely so that will have to wait for another day. Except for varnishing tho I got a unit of warriors, overlord, Lord and 4 crypteks painted up. O haven't photographed them properly yet but here's some snippets:









Necron Codex review part 1 of 3

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Hi folks,
Has been far too long but finally I've got the chance to hammer out some thoughts on the new Necron codex and release. This will be far from comprehensive and there are much more thorough looks at the dex out there but I always like to do these reviews if only to get my head around what's changed and what hasn't. I'll also give brief mention to the rules found within WD and Exterminatus for the Mephrit dynasty. Due to the sheers amount of formations, I'll split the review up into three parts; one for them and another two for everything else. Any wargear that has changed will be covered in the most appropriate entry. 

Overall release impressions:
As has become the norm now, necrons came with both a codex and set of datacards. Both I have to say are very nice and fit in line with what we are used to by now. The codex has the added benefit of being larger than all other codexes save for the Space Marine one, but alas many of the extra pages are taken up by rather low quality CG schematics of infantry and their markings. A lot of this seems rather superfluous and not really that interesting or aesthetically pleasing to look at. A shame as I think it detracts from an otherwise lovely book. The only model release (let's face it, they didn't really need any) is a new Lord with a rather scythe-like warscythe. Much nicer than the FC Lord and the model represents one of the relics nicely.



Army special rules
Reanimation protocols is now different and works a bit like feel no pain in that it is an additional roll made after a failed save. Only destroyer and remove from play rules invalidate it. Roll a D6 and on a 5+ the model survives (subtract 1 if it was an instant death wound). The roll can never be better than 4+ and if the model/unit has feel no pain the you must choose which roll to use, not both. This seems a much better way of doing reanimation as it saves any confusion with models laid on their side with the old version. Ever living has also been moved to a formation perk. Living metal now not only ignores crew shaken, but also has the chance to reclaim a single hull point on a roll of 6 every turn for the heavy/super heavy vehicles. Note that the Phaeron rule has disappeared.

Warlord traits are as follows:

1 - Enduring will - Warlord has eternal warrior USR.
2 - Eternal madness - Warlord has zealot USR.
3 - Immortal hubris - Warlord and friendly Necron units in 12" can reroll morale, pinning and fear tests.
4 - Hyperlogical strategist - May +/- 1 from seize the initiative and reserve rolls.
5 - Implacable conqueror - Warlord and all friendly Necron units within 12" have relentless and crusader USRs.
6 - Honourable combatant - Warlord must always issue/accept a challenge. Can then reroll failed to hit rolls in challenge. No-one may intervene save for Obyron. If enemy refuses challenge then Warlord gains hatred for the rest of the game.

Artefacts of the aeons (relics) - a lot of these are formerly cryptek upgrades:

Gauntlet of the conflagrator - S7 AP2 template - one use only
Solar Staff - 12" S5 AP3 assault 3, blind, solar pulse (once per game can cancel out night fight and only snap shots can be made against the bearer and his unit)
Nightmare shroud -  2+ armour save and fear USR. Once per game can choose an enemy within 18" and make them take a morale check.
Veil of darkness - bearer has deep strike and can also relocate once per game via deep strike even if in combat.
Orb of eternity - after a reanimation protocol roll is failed, can activate this item (once per game). The failed roll can be rerolled as can any failed reanimation protocol rolls in that unit for the rest of the phase. Also, all rolls get a +1 bonus.
Voidreaper - a master crafted, fleshbane warscythe.(especially cool if you use this chap)



Tactical objectives:

11 - thrall of the Silent King - generate an additional objective - if it is achieved you score that plus D3.
12 - Dust and ashes - Nominate one Necron character - score 1 VP if still alive at the end of the turn.
13 - Reclaim and recapture - roll a D6 - if odd numbered you score D3 if controlling all 3 odd numbered objectives. If even, then same for even numbered objectives.
14 - Age of the machine - Score 1 VP if an enemy gun emplacement, vehicle or building destroyed (or D3 if at least 3). If super-heavy or mighty bulwark, score an additional 3.
15 - Slaughter the living - 1 VP if an enemy unit was destroyed.
16 -Code of combat - 1 VP if you issued a challenge.  

Units

Overlord - Now a bit cheaper and with 1 point extra of WS/BS but otherwise unchanged. Ever living is now gone as it has been made redundant by the changes to reanimation protocols. Sempiternal weave and tesseract labyrinths are now gone and much of the wargear has changed. I'll cover the melee weapons under elites but save to say the all got cheaper except the warscythe which doubled in cost. Phylactery now grants it will not die, a resurrection orb works as for the orb of eternity except that you don't gain the +1 bonus and mindshackle scarabs have been changed (thank goodness) so that in a challenge the model causes fear which tests on 3D6. Gauntlet of fire and tachyon arrow are mostly unchanged, with the arrow now having a 120" range. Phase shifters are now a 4+ invulnerable save which does NOT confer to chariots. Overall, the wargear seems much more balanced now so that Overlords are not overpowered.


Lord - now a cheaper alternative HQ choice rather than part of a court, Lords got a bit more pricey but gained a wound. They are otherwise identical to overlords in terms of options and rules. 


Cryptek - These chaps got a lot more pricey and also gained a wound. They are also a separate HQ choice now and no longer part of a court. No longer do they have so much variety and flavour with their wargear choices sadly and so have to make do with the relics and regular wargear. They do however bolster your reanimation protocols by +1 for the whole unit as well as having sole access to the chronometron, granting the Cryptek and his unit a 5++ against shooting attacks. A useful bolstering model but no longer the must take of old. 


Destroyer Lord - not much to say here. Bit cheaper, otherwise unchanged. The big difference is that he's now jet pack infantry (I will discuss later). 


Nemessor Zahndrek - a fair bit cheaper now and one of the few models to retain access to a 2+ save. He lost phased reinforcements and his resurrection orb, both of which are a shame. Instead of granting special rules for units, adaptive tactics now allows him to change his warlord trait every turn but he may not duplicate. Counter tactics has also changed and now allows you to mirror special rules from other nearby enemy units  - as long as they're on the list and within 24" there doesn't seem to be a limit to how many per turn. Overall he seems different but not really better or worse for the points. He's quite a tricky character to use effectively, but with the right squad and against the right enemy I can see him being effective. 

 
Varguard Obyron - Again, a fair bit cheaper in this edition. Obyron retains the ghostwalk mantle and a 2+ save, but has lost a wound. Varguard's duty now auto passes glorious intervention tests. The mantle can no longer be used if he is locked in combat and is a one use only piece of wargear. He doesn't scatter if he arrives within 12" of Zahndrek. Cleaving counterblow is much the same. Overall I would say Obyron hasnt really changed as the loss of a wound evens out the points drop.


Illuminor Szeras - A bit more expensive than before, Szeras retains the same stat-line and is now the only Cryptek with access to an eldritch lance. Mechanical augmentation is the same and he also benefits from a better version of technomancer, enhancing not just his squads reanimation rolls but that of other squads within 6". He did lose gaze of flame, but on the bright side now causes fear! Overall, pretty good and worth considering now ordinary Crypteks are more limited.

 
Orikan the diviner - significantly cheaper than before, though he did lose the transdimensional beamer and temporal snares. His two profiles remain the same as in the previous book as does the manner in which he upgrades, except that it is now a permanent change. The staff of tomorrow is pretty much the same except that the AP2 is now clarified. Master chronomancer is an another better version of the standard cryptek rule, which means not only does his squad add +1 to reanimation rolls but also that they can re-roll saving throws of 1. I think this chap is again worth considering as an alternative to a Cryptek if you have the points spare. 

 
Anrakyr the traveller - About the same points as before and pretty much fulfils the same role as a pimped warscythe overlord. He still has his tachyon arrow, counter attack and furious charge, plus retains his two special rules. Mind in the machine is slightly different in that he must select a vehicle within 12" now and it only works on a 4+. If shaken/stunned it must fire snap shots and it can only be one of the vehicles weapons, not all as before. He's been toned down a little but is pretty much the same as before and still worth it IMO. 


Trazyn the infinite - yet another character to see a significant points drop (spotting a pattern here?). Trazyn has lost his mindshackle scarabs and, due to the changes to scoring in this edition, also lost his 'another piece for the collection' rule. The empathic obliterator is pretty much the same (fairly lame) and his surrogate hosts rule is similar, in that on a 2+ he replaces a character model (non-unique) when he dies. Given that the necron army isn't replete with characters I think it's a rather limited rule and given that Trazyn isn't actually that great would you really want to replace your destroyer lord with him, assuming you bothered to take him in the first place. IMO the weakest of the Overlord characters. 


Catacomb Command Barge - now a seperate entry rather than dedicated transport, these guys have changed a fair bit. They are overall a lot cheaper now and obviously the chariot rules now govern things such as sweep attacks and the passenger. Phase shifters have been clarified and symbiotic repair now no longer exists, again due to the chariot rule changes. A new rule exists in the form of command wave, which either grants the same benefits as the immortal hubris warlord trait, or stacks with hubris to extend to 18". Also, it's a big change in that now it can no longer be taken as a dedicated transport for named HQ characters.

 Part two will look at the other codex datasheets for individual units. Cheers.

Necron Codex review part 2 of 3

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Welcome to part 2 folks, which covers all the non-HQ datasheets save for formations. These are brief reviews basically looking at what's changed rather than how to use the units and so don't expect an in depth analysis. The more I've read through the book, however, the more Necrons have turned from the army I love to hate into the army I want to love.

Warriors - completely unchanged save for a limit of 10-20 per squad rather than 5-20.


Immortals - again, completely unchanged.


Lychguard - got a massive and much needed points drop. The stats, wargear options and special rules are unchanged, but the wargear itself changed somewhat. Hyperphase swords remain the same as AP3 melee weapons, warscythes are clarified as S+2, AP2, 2-handed, armourbane and the biggest change is that dispersion shields now grant a flat 3++ save. So you can either go for a very tough unit that can dice through 3+ armour easily, or a unit capable of ripping apart vehicles and 2+ armour that is a bit cheaper but more vulnerable to AP3 and below weaponry.


Deathmarks - 1 pt cheaper per head. Hunters from hyperspace changed very slightly in that no nomination of units is needed now in order to wound on a 2+. Ethereal interception also changed in that now it is clarified that you can make a shooting attack when you arrive but cannot shoot in your following turn.


Flayed ones - a much needed improvement. For the most part everything remained the same (save for gaining fear - whoo!) except that these chaps now come armed with 2 flayer claws each, granting an extra attack, AP5 and shred. A much needed boost in melee but may still not make them that desirable.


Triarch Praetorians - like the Lychguard, they also got a lot cheaper. They gained an extra attack and access to a night scythe as a dedicated transport. Rods of covenant are S5 AP2 weapons in melee and gained an extra 6" on their ranged attack also. Particle casters are the same and voidblades are now AP4 base with the new rules for entropic strike (covered under scarabs). Now a much more attractive choice.


Triarch Stalkers - a power fist cheaper and now in squadrons or 3. All else is much the same except the targetting relay now changed so that all Necrons within 6" add +1 to their BS except if firing snap shots.


C'Tan Shard of the Nightbringer - Shards are now separate entities rather than build your own. Probably an IP protecting move but sadly I think it takes away from the uniqueness of the unit. Whereas before you could build a C'Tan to suit your fluff, now you're limited to the 3 that have models. Nightbringer has a slightly different profile to before with WS6/BS4 and retains the eternal warrior, immune to natural law and necrodermis rules. He also gains fleshbane and has gaze of death as standard. This works differently now and rather than being a melee attack is now a shooting attack. A single unit takes 3D6 -Ld AP2 wounds that ignore cover. If 1+ wounds are inflicted Nightbringer regains a wound. Probably a bit cheaper now that his rules are incorporated and not upgrades but still not a great choice for the points - T7 4++ just aint that tough thesedays. Add to that the randomness of the C'Tan powers which I'll cover under the transcendent C'Tan. 


C'Tan Shard of the Deceiver - Same cost as Nightbringer, just shy of a land raider. This chap retains his stats from before and gains a few new rules. Grand illusion is pretty much the same but now he can also hit and run and has dread, meaning models within 12" -2 from their Ld. Less of a beatstick than the Nightbringer and much more of a strategic model to outmanoeuvre and rout the enemy - probably better against slow, low Ld armies.


Night scythe - much needed points increase to make it more balanced, the scythe now has the invasion beam rule clarifying unit disembarkation. Also, the change to tesla is much needed and now clarifies that snap shots do not generate more tesla hits.


Ghost Ark - a bit cheaper and some changes to repair barge meaning you can no longer damage yourself and simply roll D3 to restore models to a unit of warriors. It retains quantum shielding, which is now a fixed 13 for front and side until a penetrating hit is scored. The Gauss flayer arrays are now salvo 5/10 and have independent targetting making them more useful. Speaking of gauss, in addition to auto-penetrating on 6's they now auto-wound on 6's also. Nasty.


Canoptek wraiths - in almost any codex there will always be one unit that stands out above the rest. Already a strong contender in the previous book, the canoptek wraith has gone from good to amazing. A straight 3++ now, plus all the same stats as before including an upgrade to T5, making it much more durable. It is also now a beast unit rather than jump infantry but retains wratihflight in order to bypass intervening terrain. All for a very modest points increase. Whip coils now add 3 to initiative rather than affecting the enemy's initiative value. The transdimensional beamer changed to a S4 AP2 heavy 1 weapons which causes auto-wound/instant death on a 6 and auto-penetrates vehicles on a 6 also.


Canoptek Scarabs - these chaps mostly retain the same stats but have gone up in price a bit and had their save reduced from 5+ to 6+. Also, entropic strike has changed dramatically so that now it is just effectively the same as gauss but in melee. Not as good as before obviously but many would argue they were too good then. 


Tomb Blades - stats remained the same but they got slightly cheaper and all the upgrades got significantly cheaper. What's more, all the upgrades are now useful. Shield vanes remained the same upgrading the blade to a 3+ (so now for the same cost as the old model you get a 3+ save), nebuloscopes now grant ignores cover instead of a pretty redundant (on a TL weapon) BS5 and the shadowloom grants +1 cover save rather than stealth, so presumably it can be stacked with stealth. Several subtle but needed changes mean they're likely to be more commonly seen, especially now they're a compulsory choice in a decurion detachment (more on that later).


Destroyers - Now jet pack infantry which is great as they can use the old Tau tactic of move-shoot-move. The cost remains the same, but now destroyers are a much needed 2 wounds rather than 1. The unit size maximum is now 6 and only a single model may be upgraded to a heavy destroyer for half the points cost of before. But.....


Heavy destroyers - ...they now have their own unit to compensate in the heavy support slot. A 1-3 unit and each is effectively 10 points cheaper than before and, as above, has jet pack and an extra wound. Destroyers are looking like an attractive option this edition.


Canoptek Spyders - Same points as before but with cheaper upgrades. The Particle cannon and fabricator claw are the same, whereas the gloom prism now grants admantium will to all units in 12". The scarab hive is pretty much the same except that the scarab base is automatically generated now regardless of whether you roll a 1 and wound the spyder. Slightly better due to the points adjustments, though the scarab nerf may make them less desirable overall.


Doom scythe - Slightly cheaper than before, the doom scythe has had the same tesla-snap-shot nerf as other units, but has also seen changes to the death ray. Instead of drawing a line 3D6 long, you now simply fire with a 24" range. It is still S10 AP1 but now has blast and lance, making it even more deadly for a single vehicle or heavy infantry unit.


Monolith - This unit may have gotten a little worse. It's the same points cost and has the same weapon profiles but is now officially counted as a heavy vehicle, meaning pretty much the same as before and it can attempt to regenerate thanks to living metal. The eternity gate can be used to transport friendlies still but not to kill enemies anymore.


Annihilation Barge - this chappy saw a much needed tone-down in the new book. Not only did tesla get changed to not apply its special rule to snap shots, but the points cost for this unit shot up 33%. Much more balanced this way.


Doomsday Ark - never a particularly popular choice in the old book, the Ark has only gone down in cost marginally and has had a few tweaks to its doomsday cannon. It's main fire mode still needs the Ark to remain stationary, but is now a S10 AP1 large blast which has the primary weapon rule for the penetration bonus. It's secondary fire mode is also improved somewhat, being S8 AP3 blast now. These slight adjustments may make it a bit more popular now. 


Transcendent C'Tan - This chap is now a heavy support choice and is markedly toned down from his previous incarnation - a good thing IMO as he was overpowered before and cropping up regularly at tournaments as a result. He has the same base rules as the other C'Tan (fearless, eternal warrior, necrodermis and immune to natural law) and a better stat-line than the other two, with 5 wounds and S8. Writhing worldscape is incorporated into his rules now and makes open ground within 6" of the C'Tan difficult. He also has deep strike for when you want to ruin your opponents day. The C'Tan powers now have a very random mechanic to them. You roll a D6/pick a card AFTER choosing a target each turn and then apply that power. This is pretty poor IMO and would work much better if you got to choose the power and then designate a target, as some powers are good against certain units and terrible against others. All these powers are available for all 3 C'Tan and have a range of 24". Here's a rundown:

1 - Antimatter meteor - S8 AP3 large blast
2 - cosmic fire - S6 AP4 large blast ignores cover
3 - Seismic assault - S6 AP4 assault 10 strikedown
4 - Sky of falling stars - S7 AP4 assault 3 large blast barrage
5 - Times arrow - SD AP1 precision shots
6 - Transdimensional thunderbolt - S9 AP1 tesla


Obelisk - A monolith with 2 more hull points that is also a skimmer and packs 4 tesla spheres. It's 50% more expensive than a monolith and can either deep strike or lay dormant, the latter of which gives it a 3++ until you decide to activate it. Tesla spheres are reasonably potent, each being S7 heavy 5. The other perk of an Obelisk is that it has a gravity pulse, which makes all non-ground based units take a dangerous terrain test if within 18". I'm not really sure how effective an Obelisk would be in-game by looking at the stats. It would be tough to shift and an annoyance for your opponent  but not really a game changer unless you came up against say a Saimm-Hann list.


Tesseract Vault - A lord of war and the most expensive unit in the book. Effectively an upgraded Obelisk with 4 Tesla spheres, 50% more hull points and, most importantly, the ability to use the coalescent powers of the C'Tan. These are all BS5 and fired from the C'Tan itself using better profiles than the regular C'Tan with twice the range. Antimatter meteor and cosmic fire are apocalyptic blast, Seismic assault is 20 shots, Sky of falling stars is assault 6 apocalyptic barrage, Times arrow and Transdimensional Thunderbolt are assault 2 instead of 1. It's intimidating for sure, but when the powers are so random it's a lot of points to invest. If it ever gets to the point of exploding though beware as it always blows up big!


Imotekh the Stormlord - Now a Lord of War, Imotekh is essentially an Overlord with a badass staff of light (S6 AP2 assault 3). He also packs a phase shifter, gauntlet of fire and has it will not die. Bloodswarm nanoscarabs allow more accurate deep striking for flayed ones, whereas his lord of the storm rule grants both auto night fighting on the first turn and can hit every unit within 48" with D6 S6 hits on a 5+ once per game. He retains his 2+ save and is a bit cheaper than before but note that he lost some other rules as well as not being able to access a Command barge. He's not bad, but not great either.


That's all for part 2, part 3 will cover formations, the decurion and supplemental material. Cheers. 

Necron Codex review - part 3 of 3

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On to part 3, the final part of the codex review which will look at the detachments, formations and supplemental material.

Decurion detachment:
A new and interesting concept introduced here is the decurion detachment. What this allows is for the Necron player to have an additional way of organising their army in addition to the methods found in the main rulebook. (unbound, combined arms, allied). Effectively, you make up a detachment comprising formations (more on them below). This has the benefit of you being able to keep both the detachment benefits and in addition you get the individual formation benefits. There are restrictions within the detachment and, of course, the usual restrictions within the individual formations. The core formation here is the reclamation legion, which allows you to in turn take 0-1 royal court and 1-10 of any of the other detachments. For every legion you take, you can then add in the same. It's a really nice concept and obviously those who don't like it don't have to use it. The other added benefit is a shedload of formations added into the book.  The command benefit gained from taking a decurion is ever-living, granting a +1 to reanimation protocols and allowing models with living metal to ignore stunned and shaken - this is across the whole army and so is of great benefit if you can organise your army this way. Note that the Star God, Flayed ones and Deathmarks entries are simply chosen from the datasheets and are not a formation in themselves.
 
Reclamation Legion:
The core of the Decurion, the Legion formation grants the models within it move through cover and relentless, as well as allowing the Overlord and units within 12" of him to reroll reanimation protocol rolls of 1. The formation consists of 1 Overlord (or Zahndrekh, Trazyn, Anrakyr or a Command barge), 0-2 Lychguard, 1-4 Immortals, 2-8 Warriors, 1-3 Tomb blades and 0-3 Monoliths. This is a great flexible core to any army and a seemingly obvious sales plug for tomb blades by making them 1-3, though with the new rules chances are you'll want some anyway.



Royal Court:
No Longer a standard option in the army list, the court is now a formation consisting of a single Overlord (or one of the alternatives mentioned above), 1-3 Lords (Or Obyron) and 1-3 Crypteks (or Orikan/Szeras) as a single unit, not able to be split off and join other units. They gain move through cover and relentless as with the Reclamation legion, but in addition the Overlord may reroll warlod traits if it is the Warlord.

Judicator Battalion:
Consisting of one unit of stalkers and 2 units of Praetorians, the battalion not only grants move through cover to the units but also target designated, which allows the player to nominate a single unit in line of sight to a stalker. All units in the formation can then reroll to hit, wound or penetrate vs this target until the end of the shooting phase. Potentially devastating if a priority target presents itself.



Destroyer Cult:
One destroyer Lord, 3 units of destroyers (3+ models each) and 0-1 heavy destroyer units. They gain move through cover and also can reroll warlord traits if chosen as a primary detachment. In addition to their preferred enemy, extermination protocols allows all models in the formation to re-roll failed to wound and armour penetration rolls in the shooting phase. Nice.



Deathbringer flight:
A formation of 2-4 doom scythes which allows you to add 2 to your BS when firing death rays at the same target for each preceding death ray shot. Also, enemy units within 12" or 2+ doom scythes have -1 leadership.

Living Tomb:
Consisting of an obelisk and 0-2 monoliths, the tomb requires all units to start in deep strike reserve. The Obelisk automatically arrives on the second turn and allows any monoliths arriving to not scatter if placed within 12". The tomb nexus rule grants monoliths the ability to immediately relocate a single infantry unit from reserves to disermbark at the same time the monolith arrives. A good way of getting an additional Lord of war onto the table and also stopping your monoliths from mishapping as well as getting units in from reserve fairly reliably. 



Annihilation Nexus:
A doomsday ark and 2 annihilation barges make up the nexus. The quantum deflection rule allows you to sacrifice a barges quantum shielding to reactivate the doomsday arks. Not that great to be honest as the barges are themselves an asset not to be easily sacrificed.



Canoptek Harvest:
This formation is composed of a single canoptek spyder, 1 unit of wraiths and one unit of scarabs. They all gain move through cover and relentless, but also get adaptive subroutines. This allows you to give the spyder and any units from the formation within 12" one of the following rules per turn: shred, fleet and reanimation protocols. Certainly the last one will be useful in keeping already durable units alive that extra bit longer to make it into combat.

Mephrit Dynasty Warlord traits and relics of the war in heaven:
Not technically a formation but I thought I would mention these items here while going over the Mephrit Dynasty (hate the paint scheme) formations from WD and exterminatus.
1 - Eternal will - warlord has eternal warrior
2 - Override protocols - warlords melee weapons have haywire USR
3 - Immortal arrogance - warlord and friendly necrons in 12" can reroll failed morale, pinning and fear tests.
4 - Mental Subroutines - Warlord has admantium will.
5 - Scorn of the ages - Warlord and his unit have hatred.
6 - Repair nanoscarabs - Warlord has it will not die USR.
The God shackle (cryptek only) - as long as the Cryptek remains alive a nominated C'tan shard gains +1 S/T.
Edge of eternity (Overlord only) - a warscythe with precision strikes.
Solar thermasite - (Overlord/Cryptek) - can reroll failed saves of 1 and gains +1S to ranged/melee.

Mephrit Dynasty Cohort
Effectively a Necron detachment if you wanted one as an alternative to the decurion. Essentially the same as a combined arms detachment just with 3-8 troops. Perks include rerolling for Mephrit Warlord traits and rerolling reanimation protocol rolls of 1 for troops. Note that you cannot take tesseract vaults.

Conclave of the burning one
This chap is the C'tan shard mentioned in Exterminatus and the formation consists of a C'tan Shard with 2 Crypteks which form a unit together - they can't be joined by any other characters but benefit from using the Shards toughness. While the Crypteks are alive the Shard gets feel no pain 5+, 6+ if only one is alive. This would seem to work well with the God Shackle, but as these rules were released before the Codex it's not quite clear if you have to take a Shard (Nightbringer/Deceiver) or if you can take a transcendent C'tan - the Burning one is clearly the Transcendent C'tan model just with the old Shard rules, but now the Shards all have disinct rules it's a bit unclear.

Zarathusa's Royal Decurion
The first of 3 mini-decurions, this one grants one of the following rules to the non-vehicle units in the formation: crusader, counter-attack, fearless, monster hunters. The overlord must be alive to benefit from it and you can change the rule at the beginning of each turn to suit the situation. The requirements are rather specific though, consisting of 1 overlord / immortals / ghost ark / stalker / deathmarks / doom scythe / praetorians and 2 units of warriors / wraiths.  

Anrakyr's strategic decurion
The benefits of this formation are rerolling to seize the initiative and being able to re-roll reserves as long as Anrakyr is alive. It consists of Anrakyr, 2 units of warriors and one of each immortals, ghost ark, doom scythe and deathmarks. 

The Guardians of Perdita
One of the formations made up of formations found in Exterminatus, this one is basically all 3 of the above formations combined (for larger games obviously) which in addition to their individual perks all benefit from Zarathusa's command benefits so long as he is still alive.

Mephrit Dynasty resurgence decurion
This mini WD formation is 2 units of warriors, 2 units of immortals and a monolith, which has the locus of resurrection rule. This allows the monolith to repair fallen models from the formation at the beginning of the movement phase. All units of warriors within 6"roll a D6 and all units of immortals a D3. Add this many models to the unit so long as it doesn't exceed starting size. This is a great formation if you aren't using a decurion as it allows a solid firebase which will continue to resurrect itself so long as the monolith remains alive.

Conclusion
Overall I think the Necron Codex is a very good effort on GWs parts. The book itself is extensive and packed full of pictures and datasheets. They've done a very good job of balancing out a controversial codex and as a result have made it so that while the army is still strong, it doesn't have so many auto-include units any more. Highlights include the decurion detachment style of organisation, while areas which fell a bit short of the mark include the simplistic squad markings section, loss of variety amongst Crypteks and the random nature of the C'Tan powers. Overall though very impressed with this release. Cheers. 

Tyranid army expansion including Tyranid Prime conversion

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The main reason for this small update to my nids was that I effectively got a load of the models for next to nothing with Deathstorm. This worked out pretty well TBH as I needed a Broodlord and wanted to add in more Carnifexes to my brood of one. I also added a second warrior unit more tooled up for close combat than my deathspitter squad. As a token gesture I added a small box of termagants to make my squad up from 25 to 30. Last but not least comes a Tyranid Prime conversion.




I originally used an old hive guard model to represent the Prime, although it looks totally out of place. With all the spare parts included in the warrior kits, I decided to try and kitbash a bigger, badder Prime. After messing around with loadouts I finally settled on a rounded 150pts for lash whip and bonesword with a deathspitter, which also made the model look pretty nifty too. I used the old Hive Guard model and removed the arms. After painstakingly sawing off the head I added the Prime head from the warrior kit and using greenstuff I added the Prime Shoulder pads. As the left deathspitter arm wouldn't stretch I used a rending claw and filled the hole in the deathspitter. I chopped off the spore chimneys and used greenstuff to attach them to the carapace. Lastly, I underwired the stumpy tail and formed a new greenstuff tail which I attached the pincer to. He stands about a head taller than a regular warrior and I'm really pleased how he turned out.





My grand plan for nids is to do small wave expansions which I won't progress onto until the army is up to speed and basecoated to tabletop standard which, until this update they all were. Long term I reckon 4 small waves with a couple of boxes each should complete the army. It'll be a couple of years but worth it. Cheers.

Harlequins - a brief overview

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It's a bit late in the day for me to talk about Harlequins but I couldn't just let their appearance on the 40k scene as a separate entity go unmentioned. Alex over on From the Fang has done a much better job of analyzing them than I could hope to and so where I'll simply skim the release I highly recommend reading his articles. Codex: Harlequins starts a brave new era in the 40k universe which was slightly foreshadowed by the Imperial Knight, Tempestus and multitude of codex supplements. That is, an era that doesn't solely rely on updating existing codexes and throwing in the occasional campaign, but instead fleshes out minor races with their own rules and expanded model ranges. This is precisely what the 40k Universe needs now that all the regular codexes are up to date if it is to prevent itself stagnating. Now that the Skitarii codex is on the horizon I hope these will be but the first.


The codex itself is slightly smaller than a regular codex but is replete with the same gorgeous artwork we are used to by now. I find it a bit of a shame that the otherwise diversely coloured Harlequins have now been subdivided into different masques with fairly uniform colour schemes, but they have to fill the pages somehow.


The units have been greatly expanded to not only encompass the classic troupe but also beefing up the Troupe Master as a 2-wound character which is primed to be your Warlord. The death jester and Shadowseer are now individual elite choices and are joined by the all new revamped Solitaire. Speaking of classics, Harlequin jetbikes are also as 2-seaters with melee options in the form of Skyweavers. But that's not all. Also joining the show is a transport vehicle in the form of the Starweaver and a gunboat in the form of the Voidweaver.


We are introduced to new weaponry in the forms of a new neuro pistol, changed rules for the harlequins kiss and new weapons in the form of the caress and embrace. But this is only the start, as not only do the death jester and Shadowseer have new weapon profiles but also a host of new weapons are introduced with the sky/star and voidweavers, including haywire weaponry, mirage launchers and a baby prism cannon.


Rules wise, the harlequins retain much of their former flavour but now have a psychic discipline all of their own in the form of phantasmancy, of which the primaris is the much needed veil of tears. Points-wise there are some increases and decreases across the board and also stat changes as the characters are now all 2 wound minimum. The Warlord traits are really interesting and flavourful and I like that there are 3 tables to choose from with several mutual options - also making only half the options available to other characters makes the troupe master an appealing choice. And of course there is the Masque detachment and the now familiar formations and relics to choose from.  


The models are the real stars of the show though, and they need to be as the existing metals were already of a high standard. The new Troupe retains most elements of the old models just with a few new weapons and masks. The individual characters have beautiful and dynamic updates posed on scenery and the new solitaire is gorgeous, though I was a bit put off by the mask at first. The skyweavers are a nice version of jetbikes that meet craftworld and dark eldar in the middle and put an unique spin on things with the passenger. Likewise, the star/voidweaver is a larger cousin to the venom with elements of the vyper included. In one fell swoop the harlequins have all the models they'll ever need and they're beauties.


Overall a great little release that I was sorely tempted by but ultimately chose to pass on in order to pursue other projects first. Suffice to say though that I fully intend to revisit them at a later date. Let's hope this is the first of many mini-dex releases as it's a great way of smashing out a whole army in just a few weeks worth of releases and breathing fresh life into the game and hobby.

Codex: Khorne Daemonkin review

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Well well well, here's a nice surprise. I've lost track of how many comments I've read over the years from people yearning for a mono-God book and now finally it's here. Although I don't plan on moving onto chaos worshipping until next year I couldn't help but pick up the book just to get a feel for what they're doing with things. I'll go over things in some detail but seeing as there are few new units included in the book I won't dwell on them too much and will instead focus on the other aspects to the book.





The Overall look of the book is the same high standard we are now used to. The pages are replete with colour artwork both old and new and detail the Daemonkin hosts of Khorne while giving us the usual timeline and force disposition pages. I found the new fluff on Khornes 8 hosts and how each type of Bloodthirster comes from a specific one particularly interesting. What's also nice (and a throwback to the codexes of old) is a section giving a one-page description and artwork of each unit (the Heldrake is oddly missing). A few pages focus on the markings and colour schemes of the hosts before we are treated to the colour gallery (with a few 'eavy metal spotlights) and then on to the datasheets and rules.



As the title suggests, this book is dedicated to all things Khorne, namely various CSM units and the Khorne Daemons from their respective books, plus a few new entries (Bloodthirsters) and notable absences (Kharn, Karanak, Skarbrand, Oblit/muties). Skarbrand I can understand as he has no model but the muties/oblits are odd as they have the MoK option in the CSM book and both Kharn and Karanak are so quintessentially Khorne that their absence is baffling. Both the predator and vindicator are also absent, as are havocs and chosen. The mark and daemon of Khorne rules are the same as their parent codexes which provides nice continuity and from what I can see most point costs are also uniform in that, for example, a Chaos Marine costs the same as in the CSM book plus the cost of MoK. Difference is that the following rules replace the rules found in the parent Codex. Skulls for the skull throne is effectively the same chaos champion rule regarding challenges. Blood for the Blood God is the real big difference here though and allows you to generate Blood tithe points for each unit you destroy or is destroyed with the BftBG rule, plus the same for characters in challenges. You tally these points to a max of 8 then expend them by picking one reward off the following table - the points are then zeroed and we begin again.

1 - Infernal contempt - all BftBG units have admantium will this turn.
2 - Insatiable bloodlust - all BftBG units have furious charge and rage this turn.
3 - Unstoppable ferocity - all BftBG units have FnP this turn.
4 - Apocalyptic fury - all BftBG units have +1 attacks this turn.
5 - Daemontide - 8 Bloodletters/5 fleshounds are summoned within 12" of a BftBG unit.
6 - Harbingers of blood and brass - 3 bloodcrushers/skullcannon are summoned within 12" of a BftBG unit.
7 - Dark apotheosis - a non-daemon BftBG character must take a Ld test - if failed, a spawn is summoned in 6", if passed a daemon Prince with daemonic flight and warp-forged armour is instead. The character is removed but slay the warlord is not awarded and a warlord trait / relic is retained.
8 - Fury unbound - as for 7 but a Bloodthirster of unfettered fury is summoned instead.

Before I go any further just a note to say that both the warp storm table and daemonic instability are gone from this codex. Not only that, but the chaos boon table is gone also. This removes some flavour but also is adequately replaced by the above table to provide the player with bonuses and ways for psychic-hating Khorne to summon in reinforcements. For the most part the armoury is a streamlined amalgam of the two books with new relics and an absence of chaos rewards. A collar of Khorne can be taken as can ichor blood. The axe of khorne, normally reserved for bloodthirsters, is a welcome addition to the melee weapons section, granting ap2 at initiative and instant death on a 6 to wound. Chaos Lords seem to have the least restricted access to wargear on the list. Unless specifically mentioned assume all the units below have the Blood for the Blood God rule and either mark of Khorne or Daemon of Khorne.  



Let's take a look at the HQ choices as there are plenty. The Chaos Lord, Daemon Prince, Herald, Blood Throne, Skulltaker and all 3 Bloodthristers are in there. Things to note include the lack of rewards for the Herald and the FOC changes in that he takes up a single slot and doesn't need to upgrade to a Blood throne any more - it's a separate entry. Also, though loci are still in the daemonic gifts are gone though the relics compensate for this. The Bloodthirster of unfettered fury is verbatim the regular Bloodthirster we know and love. The Slightly more costly BT of insensate rage is the chap with the D strength AP2 mega-axe (piles in and fights at I1) who also has the rage USR. Lastly, the slightly more expensive Wrath of Khan, I mean Khorne, BT has Admantium will, hatred (characters) a bloodflail and hellfire as well as an axe of Khorne. These provide a 12" s7 Ap2 assault 3 and a S5 ap4 soul blaze template respectively.

Troops consist of cultists, Chaos Space Marines, Beserkers and Bloodletters, though note that the starting size of all these units is 8 (upgradable to standard maximums) and that the Bloodreaper can't take rewards as per the Herald. A small elites section only contains Terminators, possessed and Bloodcrushers, again oddly lacking chosen who are, after all, the chosen of the Chaos Gods after all. Fast attack is pretty crowded with rhinos, Heldrakes, Bikers, Raptors, Warp Talons, Flesh hounds and spawn. Heavy support contains Land raiders (also a DT for terminators), Forgefiends, Maulerfiends, Defilers, Soulgrinders, Helbrutes and Skull cannons. Finally, we couldn't go without mentioning the big guy. Indeedy, the Lord of Skulls is in there as a Lord of War.



Now we've looked at the FOC it's time to look at another new feature first introduced to us in the Necron codex. Rather than a simple detachment with an alternative FOC this book packs a Blood Host detachment, which works in much the same way as a Necron decurion. The core element is a Slaughtercult (covered momentarily) for which each entitles you to a Lord of Slaughter - either one of the 3 Bloodthirsters or a Lord of Skulls. You can then choose 1-8 formations (again, detailed below) per Slaughtercult. One of these 5 isn't actually a formation and is a war engine, entitling you to a Helbrute, Defiler, Soulgrinder, Forgefiend, Maulerfiend or Lord of Skulls. While I think these new style detachments have their place, I'm not so sure this one works very well due to the limited units available and the points costs involved. The perks (as well as the individual formation perks) are that you get to reroll warlord traits and you get a bonus blood tithe point at the start of each turn.

The Slaughtercult is your core detachment and is effectively one HQ chosen from all the options except the BTs, 2-8 troops (except cultists), 1-4 possessed (sales pitch? at least tomb blades were good!), 0-2 cultists and 0-2 spawn. This actually has some good perks in that as well as the Warlord reroll you also get to auto-remove cultists who fail morale checks to bolster that blood tithe and you can choose a second reward on the Blood tithe table as long as it has a lower value that the first to a maximum of 3. I can see this being particularly useful to really milk all you can from that tithe table.



The Brazen onslaught is 1-4 Terminators and 2-4 Bloodcrushers, who benefit from +1A if outnumbered in combat. Khorne's bloodstorm is 2-4 Raptors, 1-4 Warp Talons and 0-1 Heldrakes, allowing +1S to any hammer of wrath or vector strikes they make - nice! The Gorepack is 2-4 bikers and 1-4 Flesh hounds, who gain move through cover, preferred enemy (psykers) and the Fleshounds gain HoW, while the bikers HoW attacks gain shred. Lastly, the charnel cohort is a Daemon-exclusive formation granting counter-attack, rerolls to warlord trait, -2 to fear tests and the ability to reroll deep strike for the HQ and use him to stop other units in 6" from this formation scattering. Overall they're pretty nice if you happen to have the right quantity of models to arrange in this specific way.



Warlord Traits:
1 - Icon of War - reroll failed charge rolls for warlord and all BftBG units in 12" - nice!
2 - Disciple of Khorne - Warlord has zealot.
3 - Arch-slaughterer - Warlord has +1A.
4 - Favoured of Khorne (Skulltaker) - Warlord generates one extra blood tithe point if wins a challenge.
5 - Butcher King - Warlord has preferred enemy.
6 - Destined for Glory - automatically passes LD rolls on results 7/8 on the blood tithe table.

Tactical objectives
11 - Khorne cares not - 1vp if a unit, friend or foe, was destroyed. 3-5 = D3, 6+ = D3+3.
12 - Altar of gore - 1 Vp if an enemy that was controlling an objective is destroyed (D3 if you now control)
13 - Blood and skulls for Khorne - 1VP if an enemy character killed during a challenge (D3 if an IC).
14 - Unfettered butchery - 1 VP if an enemy unit killed during assault phase.
15 - Murder-call - 1VP if a daemon unit summoned or deep struck.
16 - Blood God's scorn - 1VP if 1+ enemy units falling back or if a psyker destroyed.

Artefacts of Slaughter
Goredrinker - S+1, AP2, unwieldy. Blood feast rule means it gets stronger the more it kills. 1-2 wounds = +1 strength, 3-4 =rampage, 5-7 = double strength, 8+ = instant death.
Blood-forged armour - 3+ armour save, eternal warrior and FnP.
Brazen rune - Admantium will and once per game can cause any psyker in 24" to perils on any double, though the bearer loses admantium will after.
Blade of endless bloodshed - AP3 - generates an additional blood tithe point if caused any casualties in melee.
Skull helm of Khorne - bearer has fear and also gains additional attacks for every 6 he rolls to hit in melee.
Kor'Lath, the axe of ruin - AP2 specialist weapon with deapitating blow (instant death on to wound roll of 6) and caged fury, which means a Bloodthirster of unfettered fury will be summoned in 6" if the bearer dies! It suffers D3 wounds per turn (++ saves allowed) however.



In conclusion this is a pretty good release that has done well to piggy-back onto the Bloodthirster release and also helps to make playing a mono-God Chaos list a lot easier through needing only one book, working synergistically within a God-specific ruleset and also eliminating more complicated rules like the warp storm and boon tables. I think enthusiasts may feel that it fell short of the mark (pun intended) with Kharn being left out and therefore even if allied in being unable to add to the BftBG tally. However, that aside let's hope that this book is the first of the four to be released and not a one-off.

Waaaagh Da Orks. Finally assembly stage commences

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Greetings chaps. I'm finding I have a lot of diversity to hobby time lately and can pretty much deal with hobby targets in any order I choose. Thus it is the other day that I got the urge to push forward with the final phase of assembling the Ork army. This army is a double edged sword really in that there are some lovely conversions in there but the lack of painted models is a real issue - it's mostly a sea of black basecoat. One day I will get around to adding the reams of paint needed to them, but for now assembling the last of the horde will have to suffice.

So, the idea with the entire army is that each clan has about 1000 points to it and I can effectively match up two or three clans to form an army including some/all the units. Evil Sunz and Deathskulls, however, were missing troops options and so I decided 2x 10 trukk boys and a mob of 20 Deathskull boys would be about right. I bought some cheap WFB orcs that could be converted up alongside some leftovers I had from the other clans. Alongside the WFB orcs I acquired a couple of old Gorkamorka trukks to convert into buggies. There were 3 killa kans left over from a Stormclaw set as well as 10 Nobs who would become Snakebite Nobs and leaders for the above Boys mobs. Lastly, the Goff Gorkanaut and scratchbuilt Bad Moons Morkanaut needing finishing.I tell a lie, lastly there is an old Ork Fighta-Bomma coming in the post to give the army some much needed airpower.

I'm about halfway to finishing them now and once done, hopefully before the end of the month, I can draw a big, fat line under the Orks for the foreseeable future. It's always a fun army to convert and I think it's a shame I don't paint or play with them very often and so I'm resolving to give one of the clans some love this year and also to try and play with them more often. Cheers.

The killa kans and some of the Boys finished. Note the Kustom mega blasta

Morkanaut with minimal modifications (scuse the tomb blades)

Scrathbuilt Naut still needs a leg and finishing off

Two old trukks mid conversion

Pile o boyz still needing sorting.

Codex Adeptus Mechanicus: Skitarii. Review part 1 of 2.

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Never quite thought this day would come, but this year seems to be the year of surprise wish-list fulfilment. Indeed, following on from trends started with Forgeworld (HH Mechanicum) and GW last year (Knights), the armies of the Imperium are finally getting expanded into the realms of the Adeptus Mechanicus. The first (hopefully more to follow) of these releases focuses on everyone's favourite tech-guard, the Skitarii. In this article I'll talk about the release in it's entirity and also touch upon the implications it has for the future.

The release:

This release has been spread over 3 weeks in a pattern that we are pretty familiar with now. In addition to the models and books (talked about shortly), there are a few other items worth mentioning. The standard accompaniments have also been released, such as the datacards, digital versions of the codex, web bundles and an additional deal sheet similar to the one we got with the Knight release. The technical paint, martian ironearth, is a much welcomed paint that pretty much works the same as agrellan earth in that it leaves a cracked earth appearance. This is a much welcomed addition to the range. We also have a couple of scenery pieces that fit perfectly with Admech. The first is the fantastic and flexible promethium pipes kit, with the second being the rather odd-looking, overpriced and tactically questionable plasma obliterator turret.

The Codex:

A more slender book than we're used to, Codex admech: Skitarii is 80 pages and, wait for it, yes only £20. For this reason and others I'll mention later I think this is a better release than the Harlequin book and is more reasonable in size and cost for a mini-codex. The book is replete with beautiful, new artwork and contains a galactic map of forgeworlds as well as background and colour schemes for half a dozen. There is a nice hierarchy table for the admech which seems to cover the areas FW are doing (Ordo reductor etc) and also leaves the Cult Mechanicus still to be covered - interestingly this is the other rumoured book for this year. I can't help but feel this release is very tactical and designed to get a new faction out there without endangering IP. Think about it. Knights last year. A Skitarii book and mini-release now and then cult-mechanicus to come later this year. I wouldn't be at all surprised if all 3 and some more models were rolled into a single Admech book at some later stage once most of the models are already out there. Back to the book, after the gallery (including a stunning white colour scheme from Metalica) we are introduced to the datasheets and armoury. More on them later. Overall a lovely book and great value.

The Models:

If the book was a good release then the models are a great one. 3 dual kits and a single-build walker giving a total of 7 new units to use with the book. The standard infantry are broken down into rangers and vanguard, who fulfil slightly different roles (more on that later) and look similar for the most part just with different heads and guns. The look of the models is superb and fits perfectly with the aesthetic with cybernetic limbs, flowing robes and archeotech weapons. The way the robes are sculpted gives me great hope for plastic sisters sometime soon! The second kit is the Sydonian Dragoon/Ironstrider Ballistarii, a melee or fire-platform biped walker. Both look great and remind me somewhat of the older Epic Knight designs. There's even a small servitor slaved to the front controlling the leg movements. The 3rd dual kit is the Sicarian Ruststalkers/Infiltrators kit. These chaps are super-augmented Skitarii with long limbs and a variety of weapons. Again, I'll talk about the roles they fulfil later. Lastly the only single build kit is the Onager dunecrawler, a quadruped walker (looks like the spawn of a defiler and sentinel) that mounts some frightening heavy weaponry. Overall, a fantastic release that really does the army justice.

The Rules:

Now for the meat of the article, the rules contained within the pages.

Army special rules:

Allies - armies of the Imperium for allies matrix
Dunestrider - this model may add 3" to movement, running and charging, making the Sicarians and Dragoons/Balistarii pretty darn fast.
Doctina Imperatives:
  1. Hazard Optimization (Gamma): +1 BS
  2. Gundrill Symbiosis (Beta): +2 BS -1 WS
  3. Binharic Omniscience (Alpha): +3 BS -2 WS
  4. Mindstate Secutor (Gamma): +1 WS
  5. TechnoMartyr Concords (Beta): +2 WS - 1 BS
  6. Hyperaction Protocols (Alpha): +3 WS - 2 BS
Effectively the Skitarii answer to orders, you can issue one of these at the start of your movement phase but cannot duplicate throughout the game. Also, looks like you don't have to use them if you don't want to. I can see 1-3 being useful early in the game when you need to do as much ranged damage as possible with 4-6 becoming more important later in the game.

Warlord traits:
  1. Reinforced Exoskeleton -  the Warlord gets Eternal Warrior
  2. Artificer Armament - 0ne of the Warlords (non-relic) weapons becomes Master Crafted
  3. Masterwork Bionics - Warlord re-rolls Feel No Pain rolls.
  4. Incense Generatorum - Warlord has Shrouded
  5. Disciple of the Omnissiah - Warlord and friendly units within 12" re-roll morale, pinning and fear checks.
  6. Emotionless Clarity - Warlord and his unit have BS4 when firing Overwatch 
Similarly to Harlequins, if you choose a Vanguard/Ranger Alpha as your Warlord you can roll on this table or the ones in the rulebook. However, if you choose another model (a Sicarian) as your Warlord then you can only roll D3 on this table or D6 on the rulebook ones. This limits your options a bit more but seeing as the Sicarians are arguably more durable and combat orientated it may be worth considering one as a warlord.

Relics of Mars:

Arkhan's divinator - can choose to reroll mysterious terrain rolls. Meh.

The omniscient mask - bearer has zealot. Might help melee units on the first turn of a charge and seeing as they're pretty fast they should get to use it.

Pater radium -  If locked with enemy in initiative 1 step, enemy units must take a toughness test or suffer D6 wounds with no armour saves.  Pretty good for your melee units.

Phase taser - +2S melee weapon which is a taser (to hit rolls of 6 score 2 additional hits) but also the nasty added bonus of an enemy who suffers a wound having to take an initiative test or be removed from play! Nice.

Phosphoenix - 6" S5 AP2 pistol which is both poisoned 3+, scores 3 hits rather than 1 and also has the luminogen rule, meaning if they take a wound then -1 to an enemy cover save and units charging that enemy can reroll charge ranges that turn. Potentially nasty if you are about to charge an enemy unit with several of your own units as this weapon is pretty much guaranteed to kill something then aids you in getting into combat.

Skull of elder Nikola - once per game you can use this instead of firing. Roll a number of D6 equivalent to the turn number and that is the amount of inches the attack works in. All enemy vehicles in range suffer a S1 haywire hit. Very situational and will only work against certain armies. Plus you need to be in the thick of things in a later turn with several damaged enemy vehicles around you. Not convinced it's much good for those reasons TBH.

Tactical Objectives:

1. A victory for logic - 1 VP if you denied the witch
2. Survival is nothing, data is all - 1 VP if a Skitarii unit completely destroyed an enemy unit or was itself destroyed.
3. The quest for Knowledge - 1 VP if you identified a mysterious objective.
4. In glorium Mechanicus - 1 VP if an enemy vehicle destroyed (D3 if super heavy).
5. Rumours of revelation - Roll D6 - 1VP if you control that numbered objective (D3 if you Warlord).
6. Affronts to the machine God - 1 VP if an enemy vehicle destroyed (D3 if if 3-4, D3+3 if 5+)

Skitarii Maniple - this is the FOC for Skitarii and, compared with say the Harlequin one, it's actually pretty generous. You only need 2 troops units to field it and that's it which, to be fair, you can get from a single box of Skitarii. The optional elements are 4 elites, 6 troops, 2 fast attack, 4 heavy support and one fortification. Obviously, as with the Harlie dex, the lack of an HQ means you can't run an allied or combined arms detachment but with the above FOC you should have no need to as it's not dis-similar bar the HQ choice. Comannd benefits (Crux Mechanicus) gives you the usual reroll to warlord trait and also makes your warlord have preferred enemy. Tireless advance is the other perk granting all models both scout and crusader - great for getting into position and sweeping the enemy underfoot. One caveat is that scout here does not grant outflank, though if the model or mission can outflank for another reason then you get it as normal.

Wargear - so many new toys! I'll discuss them in the unit entries that seem most appropriate.

That's pretty much it for part 1. In part 2 I'll be looking at the individual units and formations found in the book. Cheers.

Codex Adeptus Mechanicus: Skitarii. Review part 2 of 2.

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In the second part of the Codex review I will be taking an in-depth look at the datasheets and weapons/wargear available to the Skitarii. It's been a tough one getting familiar with an entirely new army and armoury but I think I've gotten to grips with it now, though all comments are welcomed. 



Skitarii Vanguard: (troops)

Base unit of 4 vanguard and 1 Alpha, these guys are the mainstay of the army. They cost 9 points a pop and are pretty similar to Scions stat wise, though that's where the similarity ends. Note also that, like with Harlequins, the squad leader is 2 wounds and geared-up for warlord duty. In addition to their 4+ save, they also get FnP 6+ much like their Iron Hands cousins which is a nice bit of continuity. They benefit from the Doctrina Imperatives (as do all units in the army) and also are relentless, which is only really of benefit for the purpose of the special weapons they can take. One last rule here is rad-saturation, which means any enemy locked in combat with them has -1T. While the Vanguard themselves aren't melee experts, they can make it so other units (such as ruststalkers and infiltrators) can be instant-killing T4 models in the same combat.

Now down to equipment. They pack rad carbines, which are 18", assault 3 S3 AP5 weapons. Sounds mediocre on the surface, but their rad-poisoning rule means all to wound rolls of 6 cause 2 wounds to be allocated as normal. So Vs T4 you'd end up with more like 10 wounds as opposed to 7. Against T3 this is more like 13, so it's a little perk but nothing too amazing. Every squad can take two special weapons and a third if 10-man. I'll discuss two of the 3 options here as they're probably best suited to the Vanguard. The first is the Plasma caliver, double the price of a regular plasma gun but probably twice as effective seeing as it's assault 3 18" range. This makes it a good compliment to the squads weaponry. Downsides are the cost and the fact it still gets hot, meaning you've got about a 1/4 chance of killing the bearer every time you fire. For half the price you can outfit a trooper with an arc rifle. This beauty is a 24" rapid fire weapon that with S6 and haywire is going to be a threat to vehicles everywhere. Being relentless don't forget they can still charge after firing.

Here seems an appropriate place to talk about close combat options, as they're the same for both the Vanguard and Ranger Alphas but probably best suited to the Vanguard Alpha. In terms of close combat weapons he can take either a taser goad, power sword or arc maul. The arc maul is the same as a power maul except that it also boasts the haywire rule. The taser goad is S+2 that causes an additional 2 hits if you roll a 6 to hit. So basically melee tesla. Note these are taken, not swapped, so you have no basic CC weapon option. You do however have to swap out the radium carbine for a pistol if you want the extra CC attack, with options being a radium pistol (same as carbine only 1 shot 12" range), the phosphor blast pistol (12", S5, AP4, luminogen) or an arc pistol, which is just the same as the arc rifle only a pistol  version. Luminogen allows two things if you cause a wound, glance or pen to the target. Firstly it counts its cover save as one less that turn. Secondly you can reroll charge range. I can see this being very useful synergystically for digging an enemy out of cover or softening it up for a multi-charge.

The other options available for the Alpha are special issue wargear and the Relics covered in part 1. The wargear is either refractor field (5++), conversion field (4++ but causes blind within 6" that friendlies can reroll) and the standard digital weapons. The squad also has the option for one model to take either an enhanced data-tether or omnispex. The omnispex is pretty nifty in that it grants -1 to cover saves vs fire from that unit and there's no range. The data tether grants +1 to Ld if you use a Doctrina Imperative (which most of the time you will) but there are other ways to get the bonus TBH which I'll cover later.

In conclusion, this is a versatile unit that you'll want to field in multiples and probably in one of two ways. Either as a minimal squad loaded up with arc weaponry but no other upgrades (perhaps an omnispex if you're fighting against skimmers) to go tank hunting or as a full sized squad with mostly arc weapons, but maybe a plasma caliver for good measure. An omnispex is a good idea most of the time unless you run a complete bare bones squad with no weapon upgrades (why you would I don't know) and you'll probably want to add a few upgrades to your Alpha, more if he's your Warlord. Plenty of fun builds to be had for him.



Skitarii Rangers: (troops)

Same stats and rules as the Vanguard save for the following. They are 1 point more expensive each, have move through cover rather than rad poisoning and have all the same options as the Vanguard. Their basic weapon is different, however, and this as well as the move through cover helps to define their role. The galvanic rifle is a S4 AP4 30" rapid fire weapon with precision shots. So not quite up to Tau specs but the improved BS and precision shots make up for this. The other special weapon not mentioned above is the transuranic arquebus, a 60" heavy 1 (but they're relentless) AP3 sniper weapon with armourbane. This weapon is more complimentary to rangers than vanguard.

So again we have the issue of role. Where I can see Vanguard fighting up close and personal with the enemy and resisting charges, the Rangers are much better suited to mid-long range medium infantry and light vehicle hunting. Having said that with move through cover there may be a role for a haywire or plasma squad going vehicle/terminator hunting up close. Really the only difference between Vanguard and Rangers is that one rule (MtC/rad poisoning), cost and basic weapon, so there's inevitably some overlap, especially with purpose designed plasma or (more likely) haywire squads. You may want to use the tether if you're hiding out backfield and want to minimise your chances of running off the boards, but again the omnispex is universally good.



Sicarian Ruststalkers: (Elites)

Now, we've dealt with the basic shooty infantry, we're on to the gangly, distrubing looking elites, who've also got some fun toys to play with. 30 points a pop, they also have a 4+ save but have FnP (5+) and 2 wounds basic, with WS/BS/S/I 4, T3 and 2 wounds each. The basic squad is 4 Ruststalkers and a Princeps with 5 more purchasable. The Princeps boasts an extra attack and point of Ld. They are bulky, have Doctrina Imperatives and dunestrider (see last week) and furious charge, making them fast and deadly when they assault. The Princeps can take special issue wargear and relics, but other than that is limited to the wargear below.

Now these chaps pack some interesting toys. The basic loadout is a transonic razor, chordclaw and mindscrambler grenades. These can all be exchanged for a two transonic blades, in which case the Princeps can take an additional chordclaw at a cost. In either case the Princeps can buy a prehensile dataspike, which grants an additional normal strength AP5 I10 attack with the haywire rule. The other weapons are as follows. Transonic weapons are normal strength for the razor, +1 for the blade. Both are AP5 and have an interesting special rule called transonic. In the first turn of an assault any to wound rolls of 6 are AP2, in subsequent rounds it is AP2! (note, a roll of 6 always wounds) Chordclaws are exactly the same except that the molecular dissonance rule means one attack is fleshbane. So you have to choose between the extra point of strength (making you s6 on the charge - great Vs T3 or MEQ engaged with Vanguard) or having one attack as fleshbane, though don't forget the Princeps can have the best of both at a cost.

So there's a catch with these chaps. Not much will survive the second round of combat with them, but then they're pretty flimsy and unlikely to survive the first round of combat against say, terminators. Therefore they should be used with caution and against appropriate targets, such as medium infantry with no low AP melee weapons. Their T3 means they can be instant-killed pretty easily, making the FnP useless. A tricky unit to use effectively but some cool rules.



Sicarian Infiltrators: (Elites)

The other gangly unit, these chaps are more versatile than the ruststalkers. A meltabomb each more pricey than the ruststalkers, they are also 5-10 in unit size with a Princeps that can take relics and special issue wargear. They boast the same stats and special rules but rather than furious charge they have infiltrate and stealth, making you a bit more survivable and allowing you to close with the enemy sooner rather than later. You can also choose to outflank don't forget. They also have the neurostatic aura rule, which means all enemy units in 6" subtract 1 from their BS/WS/I/Ld. This is potentially devastating especially when used in synergy with doctrina Imperatives and having other units nearby, reinforcing the AdMech notion of crushing the enemy utterly.

Weapon-wise, there are two ranged and CCW options available for the same cost. The Princeps may also take an infoslave skull, granting it +1Ld and acute senses, handy if you want to outflank. Option 1 is a stubcarbine and power sword, with the stubcarbine being a an 18" S4 assault 3 weapon. The alternative is a taser goad (see the entry for Vanguard above) and flechette blaster, which is a S2 5 shot pistol with the shred rule. Both options have their pros and cons, with the power sword/stubcarbine being a better option on the surface, until you realise you don't gain a bonus attack with that option. Option 2 grants you more shots/attacks but their effectiveness is arguably less. Again, both options have pros and cons and I would certainly consider outflanking them with the infoslave skull.



Sydonian Dragoons: (Fast attack)

Just under 50 points a pop and available in units of 1-6, this is the only fast attack option in the book. The basic wargear is a taser lance, searchlight and broad-spectrum data-tether, which is like an enhanced data tether but has a radius of 6". This is one of the reasons not to bother upgrading your individual squads if you have vehicles projecting an area effect as the two do not stack together. The stat-line is WS/BS4, S5, with I/A3, armour 11 all round and 2 hull points. It's an open-topped walker with the dunestrider, crusader and Doctrina Imperatives rules, making it particularly nippy across the table for a walker. It also has an incense cloud granting it a permanent 5+ cover save to add a bit to its survivability.

Weapon-wise, we mentioned the taser lance which is a beefier version of the taser goad that is S+3 when charging (+2 normally) and as well as the taser rule (2 bonus hits on a to hit roll of 6) it also has the joust rule doubling its initiative on the turn it charges. To sum up, if it charges it will have 4 S8 attacks at initiative 6, dropping to 3 S7 attacks at initiative 3 normally. You can alternatively equip them as outriders (or mix and match) by swapping the taser lance for a radium jezzail, a 30" heavy 2 sniper weapon with rad poisoning and AP5. As an added bonus to either role, for 10 points you can add in a phosphor serpenta, an assualt 1 18" 5 AP4 phosphor weapon which, as with other phosphor weapons, has the luminogen rule granting a -1 decrease to cover saves and allowing the attacking unit to reroll charge distances should a wound/glance/pen be caused.

I think there is definitely a role for the Dragoons and that you'll either want them up close and personal with the lances and a couple of serpentas or at a distance with all jezzails, though to be honest the Vanguard can pretty much do everything the jezzails can but better so option 1 is proabably best. They are pretty flimsy and pricey though so care should be taken with them before striking at the opportune moment - due to their size I could see a multi-charge against vehicles being a good way to employ them in either one large squad or two smaller ones.



Ironstrider Ballistarii: (Heavy support)

At just over 50 points, the Ballistarii are perhaps a better option and take up a heavy support slot. They essentially have the same stat-line but with one less attack and one less point of WS. They retain the searchlight and tether, plus the crusader, Doctrina Imperatives and dunestrider rules. Instead of a permanent cover save though they have Precision shots and their primary armament is a twin-linked cognis autocannon which can be swapped for a twin-linked cognis lascannon for 20 points. Cognis means that the model always fires snap shots at BS2 rather than BS1.

So what does this mean? Well, you have a permanent mobile fire platform which as well as being twin-linked is also able to skyfire at BS2, giving you a good chance of hitting flyers in a unit of 2+ Ironstriders. Also, being walkers they are still vulnerable to shaken/stunned but cognis helps with this somewhat. So these chaps would probably benefit from hiding in the backfield and keeping themselves in cover while being able to stalk into position of a new target each turn. A couple of half-sized units working to shoot down vehicles from the backfield would be a welcome addition to a SKitarii line-up, softening things up for the advancing Vanguard. Also, don't forget that as walkers they can shoot overwatch at TL BS2 should anything get too close for comfort.



Onager Duncrawlers: (Heavy support)

One of the more interesting units in the book, the Onager is bound to be integral to most armies. It packs a similar but slightly better stat-line than the other walkers, with a front and side armour of 12 and 3 hull points, WS3, BS4 and an initiative of 2 with 1 attack. It's not really built for combat though, firepower is where it excels. Before we look  at weapons though, let's look at what else you get for just shy of 100 points. Like the lighter walkers it has a tether and searchlight and benefits from Doctrina Imperatives. However, it also has the Crawler rule which means it is never slowed by difficult terrain and auto-passes dangerous terrain tests, but the flipside is it can't run. It emanatus force field provides a meagre 6++, however if you add further members to the squad (3 max), each one within 4" increases that ++ save by 1. A triad set-up therefore would grant all 3 Onagers a 4++. The basic weapon is an eradication beamer, which leads us nicley onto the weapons.

The eradication beamer is like the opposite of a conversion beamer, in that it is more deadly the shorter the range. up to 9" it is a S10 AP1 weapon, dropping to S8 AP3 but blast up to 18" and S6 Ap5 large blast up to 36". The cheapest upgrade is to a twin-linked heavy phosphor blaster, a 36" S6 AP3 heavy 3 luminogen weapon. Next up is the formidable neutron laser (which for some reason comes with a cognis heavy stubber), a 48" S10 AP1 concussive blast weapon to make even the Tau jealous. Lastly is the awesome Icarus array, which while expensive provides reliable anti-air firepower for the Skitarii. There's more. The Icarus array is actually 3 weapons in one all of which are 48" range and skyfire. The first is a daedalus missile, which is S7 AP2. The second is a gatling rocket launcher, which is heavy 5 ignores cover S6 AP4.  Lastly, the twin icarus autocannon is S7 AP4 heavy 2 and also packs the interceptor rule. Although all 3 systems must fire at the same target, should you use the interceptor weapon in the enemy turn then the remaining two systems can still fire at a separate target in your turn.

Before I sum up, there are also vehicle upgrades to consider. Smoke launchers may be purchased for an Onager so long as it doesn't have an Icarus array. Other upgrades include a Mindscanner probe, which essentially provides unengaged units in 6" with defensive grenades; a cognis manipulator which is essentially a servo arm granting the Onager S10 AP1 in melee and it will not die; lastly a cognis heavy stubber as a pintle upgrade if you decide you need a bit of extra firepower.
A trio of Onagers with the basic loadout advancing with the main force and providing both shield cover for each other and Ld boosts for the army seems a good loadout. In this case I'd consider adding in cognis manipulator for the front Onager and mindscanner probes for the others to increase survivability for both the lead Onager and troops around them. Alternatively, try a single or pair packing either Icarus arrays or neutron lasers for aerial and tank hunting respectively. Hiding out in area terrain isn't a big deal for these guys either as they aren't slowed by it and can't be damaged by it so certainly use it to protect any lone-wolves.  

Battle maniple - this formation is basically one of each of the above units, except you must choose between Dragoons and Ironstriders. They get the same perks as with the Maniple detachment plus the datalock rule, which makes all units in 12" of an Onager dunecrawler Ld10. Not as flexible as the Skitarii maniple detachment but the Ld10 is a good bonus so long as the Onager(s) remain alive.
War cohort - this is effectively 3 battle maniples put together which in addition has the enhanced imperative resolution, allowing you to use a single Doctrina Imperative twice. Seems a lot of points (and ££s) and restrictions for a fairly trivial perk TBH.

Sicarian Killclade - 3 units of Ruststalkers and 1 unit of Infiltrators that have two special rules. Malignant susurrations extends the infiltrators neurostatic aura to 12", while Slaughtersprint allows the Ruststalkers once per game (after turn 1) to charge in the assault phase even if they have run. This combined with their dunestrider rule means they can cover a dangerous amount of ground very quickly. This formation actually compensates for several of the units shortcomings and makes for pretty deadly effectiveness.

Ironstrider Cavaliers - lastly, the Cavalier formation comprises 2 units of Dragoons and 1 of Ironstriders. They gain lots of rules here, including outflank and acute senses. Ident confirmed grants them rerolls to wound against a nominated enemy character. Mindlinked hunters allows the different units in the formation to provide cover saves for each other without granting it to enemy units - in other words hide your Ironstriders behind the Dragoons and you can still shoot without conferring cover to the enemy. Lastly, The noose tightens means they must all be placed in reserve and all enter on a single reserve roll made from turn 1. Again, a fairly good formation that costs a fortune in ££ but would likely work pretty well on the battlefield.

In conclusion I think this is the best release from GW so far this year. They're exactly what the Skitarii should be; more than men, less than Space Marines and utterly relentless in the usage of their exotic and superior weaponry. The lack of transport options makes them fairly fragile but their speed, scout moves, synergy and ranged firepower balance them out nicely. The fact you can get a new playable army for just over £40 makes it much more user friendly than the Harlequin release. My plans for this year remain to consolidate my armies and just collect the books rather than starting any new projects, but I may just have to dip my toes into this one sooner rather than later. Cheers.  

New Eldar codex: Craftworlds review part 1 of 3 - overview and wargear.

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Well, once those Harlequins dropped we knew it was coming soon, but with the old book being barely 2 years old it is still hard to believe that the new one is upon us already. Not only did this release bring a new codex to us, but a new set of datacards and some new models too. With Eldar being one of the more powerful books out there, this release had a lot to deliver in terms of re-balancing the game. Let's take a look firstly at the book and cards, then the models, and then finally the rule to see if everything lived up to expectations. Seeing as this is more of a (ill-thought through) tweak than a major update I'll only talk about things in detail if anything has changed - if not I'll simply write 'same', and obviously all harlequin stuff has gone from the book.

Codex:

Well, I loved the old codex cover and the new one is equally gorgeous, portraying a Saimm-Hann Warlock rather than Ulthwe Farseer. The newly rechristened Codex Eldar: Craftworlds is quite the tome, weighing in at 33% bigger than the previous incarnation and being on par with codex Space Marines. A price increase came with this of course but page for page it's better value. Let's not forget the datacards too at this point, which grant Eldar not only the tactical objective deck but also the two disciplines established in the previous book, bringing them up to date with other armies. It's also worth mentioning the very pretty and overpriced Ltd edition, which has of course sold out immediately.



On to looking at the Codex in more detail now then. If it wasn't for the fact that they're effectively the first army to get a update to an existing hardback, then I'd be really excited about the book. As it happens it's still a really nice book and divergent enough from its predecessor to be worthwhile. The first section deals with the background and the Craftworlds, with double page spreads for each of the 5 main Craftworlds and smaller sections for the lesser ones. We then move on to the new trend of computer generated pics of Different colour schemes for both the Craftworlds and Aspects. Some interesting ideas in here and the pics are a bit higher quality than with some other previous instalments. We are then treated to some glorious full colour pages focussing mostly on Saimm-Hann. We then move on to data-slates rules in the usual format. and My biggest complaint about the book both picture and rules-wise is that Alaitoc yet again seem to be underrepresented. I should be used to it by now playing both them and Iron Hands but never mind. Still, a lovely and chunky book sure to please Eldar fans, tho I confess I preferred the old cover a bit more.  



Models:

Well, they're finally here and after almost two decades of waiting the Eldar have finally  got the Jetbikes they deserve, and they look great. They fit nicely with both the Dark Eldar and Harlequin designs and finally give the Eldar that sleek, fast look that they deserve. Essentially the same sprue x3 in a box, they also have the option for a scatter laser or shuriken catapult each (more on that later) and are compatible with the guardian box set to add variety. Finally, we are also treated to a plastic set for either a Farseer or Warlock on a jetbike in the form of the skyrunner. This is a slightly more detailed jetbike with a single body, just with a different rune and head for each and the option of either a singing spear or witchblade, plus different vanes for the bike. Bizarrely, the old finecast jetibike autarch and shining spears have been released packaged with the old jetbikes - a bit odd and lacking in uniformity but there you go. A canny hobbyist could always convert the shining spears/autarch onto the new jetbikes or use the regular jetbikes to double up on seer council models using greenstuff. Lastly, we are treated to an elegant, gorgeous Autarch model which has swooping hawk wings, a power sword, mandiblasters and a fusion pistol (new option). Very nice model and bringing the range a step closer to plastic perfection.

Rules:

Army special rules:

Battle focus - same.
Ancient doom - same.

Warlord traits:
1 - Ambush of blades - same.
2 - An eye on distant events - now D3 units gain scout.
3 - Falcons' swiftness - Now add 3 not 1.
4 - Fate's messenger - same.
5 - Mark of the incomparable hunter - same.
6 - Seer of the shifting vector - now 12" not 6".

Maelstrom missions:
11 - Legacy of sorrow - 1 VP if an enemy character was removed
12 - Skyborne assault - 1 VP if an enemy unit was destroyed by an Eldar skimmer/jetbike. (3+ = D3)
13 - Khaine's wrath - 1 VP if an enemy unit is successfully charged. (3+ = D3)
14 - Guardians of the hidden path - Roll a D6 - 1VP if no enemies in 12" of that objective at end of turn.
15 - Strands of fate - Roll D6 - +/-1 if Warlord is a psyker - ! VP if you control that objective at end of turn.
16 - Combined strike - 1 VP if you destroy a unit in psychic/shooting/assault phase. D3 if any 2 of these phases. D3+3 if in all 3 phases.



Wargear:

Remnants of Glory:
Kurnous bow (replaces Mantle of the laughing God, 10pts) - 12" rending pistol, S4 AP3.
Shard of Anaris , Uldarnoreth Long rifle, Faolchu's wing, Phoenix gem, Spirit stone of Anath'Lan, Firesabre - same.

Ranged weapons:
D-weapons - all same except strength is now D (!) for all of them. Scythes -1 on the D-table.
Eldar missile launcher - Flakk missile now called starhawk, plasma no longer pinning. It also appears the EML comes with all 3 types of ammunition now as standard.
Laser weapons - same except for scatter lasers which no longer have the laser-lock rule.
Monofilament weapons - same profiles except that the spinnaret rifle and doomweaver no longer have pinning. Also, the monofilament rule has changed. It is now AP2 on a 6 (unless would be higher) and you now roll the weapon strength vs the initiative of your opponent. (toughness still used for instant death) There is no strength boost vs vehicles now.
Reaper launcher - same except starshots no longer have pinning.
Shuriken weapons - same. Bladestorm unchanged.
Vibro cannon - same but worded in a less confusing way.  

Fusion weapons, Prism cannon, Ranger long rifle, Starcannon/Suncannon, Tempest launcher - same.



Melee weapons:
Biting blade, Chainsabres, Diresword, Executioner, Ghostweapons, Mirrorswords, Powerblades, 
Laser lance - impact rule is gone so now they're always AP3.

Scorpion chainsword, Scorpions claw, Star lance, Triskele, Witch staff - same.  


Armour - all same, but note thataall Exarchs now have the same armour as their aspect. 

Treasures of vaul:
Banshee mask - now cause fear and prevent overwatch fire if even one model has one.
Grenade pack - now barrage but otherwise the same.
Heavy weapons platform - now counts towards morale checks but no mention of transport capacity.
Mandiblasters - now wound on a 4+ (Gargantuan 6+)
Swooping Hawk wings - now move 18" as jump infantry and has skyleap incorporated into the rules.
Warp jump generator - same except that now it needs a double 1 to kill a member of the unit.

Eldar jetbike, Forceshield, Ghosthelm, reaper rangefinder, Scattershield, shimmershield - same.

Vehicle equipment:
Holo-fields - now provide a 5++ unless immobilised
Mindshock pod - models within 12" -2 from their Ld, morale, pinning tests.
Serpent shield - defensive mode still downgrades penetrating hits to glances on a 2+ but the shooting attack is now (thankfully) one use only and 24" range and is S6 AP- assault 2D6 strikedown, so no more pinning.

Crystal targetting matrix, Ghostwalk mantle, power field, spirit stones, Star engines, Vectored engines - same



Psychic powers:

Runes of battle - all the same

Runes of fate - all the same except for the following:
2 - Doom - now warp charge 2
3 - Will of Asuryan - blessing targetting psyker - fearless and admantium will for all units in 12"
4 - Is now fortune (death mission gone) and is the same.
5 - Mind war - same except no penalty to the Farseer for losing.
6 - Eldritch storm - now has 2 profiles and has changed. Warp charge 3 is 24" S3 AP3 fleshbane, haywire, large blast, pinning. Warp charge 4 is an apocalyptic blast.



Well that's a fairly brief overview for the global changes to the book. Some changes for the better so far but will this hold true for the individual units in the book? Next time I'll look over the HQ, Troops and Elites choices available until wrapping up in part 3 with Fast, Heavy, Lords of war, Formations and the Warhost.

New Eldar Codex: Craftworlds review part 2 - HQ, Troops and Elites

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On to part 2 of my Codex rundown. It's a gorgeous book there's no denying and some changes are fantastic in how they reflect the unit role. However, some units may simply be too good for their points now as we'll see.

HQ:


Eldrad Ulthran: Took a 10 point price drop but also lost the path beyond (although an eye on distant events now resembles that). Aside from gaining access to sanctic, Daemonology, nothing else has changed with Eldrad. 


Prince Yriel - no different.


Illic Nightspear: While most things remained the same, there are a few changes here. Master of pathfinders now only allows rangers in Illics unit to all gain sharpshot, which is the same as before. Walker of the hidden path is different in that it no longer allows other Ranger units to deep strike within within 6" of Illic. Lastly, voidbringer lost distort (which no longer exists) and gained voidshot, which makes to wound/penetrate rolls of 6 instant death/auto-penetrate.  


Asurmen: Pretty much the same except that shield of grace is now a pimped save that is 4++ normally and 3++ in combat. His Hand of Asuryan rule now doesn't demand he be the Warlord but still gives D3 traits. He also has both defence tactics and counter-attack as standard.


Jain Zar: Mostly the same Disarminging strike is now a bit different in that no test is required to remove one of your opponents weapons for that phase at a -1A cost to Jain. She also benefits from the Banshee rules war shout and acrobatic which are discussed under banshees. Her Banshee mask is a mix of old and new, denying overwatch and also granting -5 to WS/I to all enemies in 6".


Karandras: He's dropped a scorpion claw in points but also had a few tweaks here and there. He retains all his equipment and special rules as well as gaining shadowstrike (see Striking Scorpions) and hunters strike, which allows him to automatically arrive turn 2 if held in reserve. He can move on from any table edge and can imbue this upon a unit of Striking Scorpions as long as no other ICs are attached. Scorpions bite has changed also in that he inflicts a single I10 wound on a 2+ (4+ for gargantuan) which ignores armour, so a fair improvement unless you're taking on vehicles. Still as deadly as before, maybe even more so now. 


Fuegan: same price as before, Fuegan has a few changes. He no longer has fast shot or crushing blow but instead gains crack shot, allowing a single to hit/wound/pen roll to be re-rolled per turn. Unquenchable resolve remains the same as does the fire axe. Still a beast to be feared. 


Baharroth: a power fist cheaper now, this chap has had one significant change. Night vision is gone and hit and run is now a standard ability. Crucially, battle fortune is also gone, denying him a 4++. Skyleap is now incorporated into swooping hawk wings and he also has herald of victory (see Swooping hawks). The shining blade remains the same as does suns brilliance. The weakest of the Phoenix Lords, Baharroth Doesn't seem to bring as much to the table as his fellow Phoenix Lords sadly.


Maugan Ra: Same price and now has night vision as standard. Relentless is gone but was kind of pointless anyway. He lost fast shot but instead got Whirlwind of death, which allows him to fire twice but at different targets. Marksmans eye is also gone. The Maugetar go an overhaul no doubt inspired by the shreiker cannon carried by death jesters. The melee profile remains the same, and the standard profile lost pinning, but it can also choose to fire a shrieker round which is pinning, rending, AP5, poisoned 2+ - if it kills the target then a large blast is centered and units suffer S4 AP4 ignores cover hits. I've never been particularly enamoured with Maugan Ra despite the awesome model and I suppose he's a bit better now but I'd be more inclined to take one of the melee orientated Phoenix Lords over him. 


Autarch: A few subtle changes here as well as a great new model. The warp jump generator got 5 points cheaper, the jetbike option is now incorporated into its own profile as an autarch skyrunner, the path of strategy is now called the path of command and lastly he gets the option for a fusion pistol in addition to the other options.


Farseer: Again, a few subtle changes. The skyrunner is again a seperate profile but costs the same. The psychic powers now include sanctic daemonology and instead of paying for rune upgrades, they are now a free inclusion grouped together simply as runes of the Farseer. These are quite different now and instead of being one use only items they instead allow you in EACH psychic phase to reroll any number of dice in a single psychic test or deny the witch roll. This is a fairly significant bolster but it also states that the 'model' may, which in my view means you can only deny maledictions or witchfires against the Farseers unit or reroll tests for that Farseers powers.


Warlock Conclave: Formerly Council, the Conclave works a little differently now. You don't attach them to individual squads any longer but field them as a single entity with the upgrade Warlocks being part of the individual squads. They too have the skyrunner option, which is all or nothing, as well as access to sanctic. Most importantly, the size of the squad influences the mastery level. 1-3 (1), 4-6 (2) and 7+ (3). But there's more. This only affects the amount of powers you can draw, the number of models in the squad determines the warp charge which is a huge boost to the eldar warp charge pool.


Spiritseer: The Seer is very much the same except that it too gains access to sanctic and no longer makes wraith units troops. Lastly, Spirit mark now works against all enemy units within 12" of the Seer, still allowing rerolls on 1s to hit (in any phase) giving an un-needed boost to wraiths.


Troops:


Windrider Jetbikes: And here's where it all starts to go a bit wrong. These chaps were always too powerful in my mind in the previous edition. In addition to being super fast and having twin-linked bladestorm weapons, they had an armour save on par with space marines that defied every other bike unit in the game who either retained their riders armour or had it improved by one point, not two. The new bikes don't even look as heavily armoured as the old either. My feelings were that the 17 points either had to be upped to nearer 20 or, even better, the armour dropped to 4+ and left as is. Neither of those have happened. They have remained unchanged, and worse still, now can take a heavy weapon on each and every bike in the form of not only a shuriken catapult, but a scatter laser also. How many other bike units in the game (aside from attack bikes) have unrestricted heavy weapon access. despite the 10 point cost you can now put out an insane amount of s6 firepower from one unit. Add in a few Eldar psychic boosts and that becomes ridiculously powerful. Bad news for the balance scales, good news for sales of jetbikes and red paint I think.


Rangers: Pathfinders are now gone unless they happen to be Illic's unit, so no more upgrading them for 13 points each to gain sharpshot and shrouded. Then again, realistically this was a huge tax to pay for those perks and so getting them as a free upgrade for Illics squad is a nice trade-off. More importantly, Rangers now get shrouded as standard instead of stealth for the same points.


Guardian Defenders: No real changes except for the scatter laser becoming 5 points cheaper (but lost laser lock) and the Warlocks becoming a squad upgrade again.


Storm Guardians: Same change to Warlocks as with Defenders above, with the only other change (which is nothing to do with the finecast pack size I'm sure) being the unit starts at 8 not 10.


Dire Avengers: Same base cost and price to upgrade the Exarch, except (as is now the trend with Aspects) the Exarch got a hell of a lot better and more straightforward to equip. Weapon options are the same but instead of having to pick Exarch powers he now simply comes with battle fortune as standard, giving him a 4++ (great when paired with a diresword). It gets better - the Exarch now has 2 wounds as standard! This is a new trend among codexes which makes models like the Dark Eldar Klaivex and all Space Marine Veteran Sergeants look rubbish by comparison for the same points (curious to see if this changes in the next marine dex and then gets FAQd for the others). Also worth noting is that all Exarchs now have the same armour as their aspect. Back to the Avengers themselves, no longer do they have counter attack, but instead gain defence tactics - this gives them the option to either overwatch at BS2 or gain counter-attack and stubborn. Some really nice and streamlined changes (which follows through to all the Aspects here) which really make squad leaders stand out as being special.


Elites:


Howling Banshees: Always a point of contention in an Eldar Codex, the question is are Banshees now playable? I would argue very much yes, but maybe not the assault transport auto win that many players wanted. They, like many of their aspect cousins, now play like the Aspect is described in the fluff. They've dropped 2 points a piece and now have banshee masks that negate overwatch fire and cause fear. The acrobatic rule now means that they add 3" to their moves when they run and charge, making them slightly faster than before. Also, this rule negates the terrain penalty for initiative, which was much needed. The Exarch, like the other Exarchs, has lost access to buying powers and simply has war shout, a -2 to enemy Ld in combat. She does, however, retain the same options as before and gets 2 wounds. I think Banshees have definitely changed for the better and will be much better off in this edition, especially if you ally in DE Raiders for the assault vehicle.


Striking Scorpions: Another unit that seems to have changed for the better. The points remain the same but the shadowstrike rule now means that the unit also has shrouded until it first fires or fights in combat. Combined with fleet, stealth and infiltrate this makes them a dangerous and well protected alpha strike unit while the rest of your army gets in position. The Exarch now gets stalker as standard, which has changed to allow 1 bonus attack in the first round of a challenge for each point of initiative you are higher than your opponent - great against Necrons, Tau and Orks. These chaps now seem divergent enough from Banshees to play them in completely different roles. I think an Aspect formation with 2 small unit of Scorpion supported by a full strength unit of Banshees would be a lot of fun.


Fire Dragons: These guys have gone from expert tank hunters to possibly the best tank hunters in the game to the point of overkill. The Exarch gets crack shot (yay, it's back) as standard now, allowing him to reroll one failed to hit/wound/pen shot per turn, where the squad as a whole gains assured destruction, which grants a mighty +1 on the damage table (so +3 - land raiders beware!)  I always take a unit of Fire Dragons and will continue to do so now except that the Exarch upgrade is a lot more appealing.


Wraithguard: Oh dear oh dear. This is one of those units which will make people hate playing against Eldar. Nothing has changed, except that they can no longer be taken as troops. Oh, and did I mention they now all pack D-weapons!?!?! As in destroyer, not distort. I'm trying not to jump on the broken bandwagon but it just seems that with the manoeuvrability granted by wave Serpents (effectively a 24" threat zone) you're going to be terrified of these guys. But, on the bright side they will only kill 5 guard or 5 space marines at most per turn, keeping your expensive elites and especially vehicles out of the way is the big problem. If only there were a way you could make them more effective against infantry. Oh wait, you can upgrade them all to carry D strength template weapons for the same price! Sure they minus 1 from the destroyer table giving you a 1/3 chance of escaping unscathed. And you only use S4 for instant death purposes. But still, their effectiveness against vehicles is now huge, as is their charge resistance given that they can throw up D3 D-strength wall of flame hits against you. I'm not the best 40K tactician, but the way I see of dealing with these things is to focus on crippling transports early then keep your distance and use high strength, low AP to take them out. A basilisk or something like that would be ideal. The problem is that a small unit with D-scythes and a Serpent is still only just over 300 points so you're going to have to neglect a large portion of the army (and limit where you're able to assault) if doing this. Definitely one of the winners in this Codex, arguably too much so.


Wraithblades: Gained rage and dropped a couple of points each. Pretty decent for their points but would you really choose them over Wraithguard?

Phew, that's part 2 over with. Part 3 will cover everything else. Cheers.
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