tag:blogger.com,1999:blog-14739182518870488292024-02-07T17:21:35.557-08:00Shite DwarfSethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.comBlogger17125tag:blogger.com,1999:blog-1473918251887048829.post-17860829897512947682016-01-06T04:56:00.000-08:002016-12-15T05:43:08.630-08:005 Board games to buy your enemies.<div class="MsoNormal">
<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">If you're like me, there are two things
that you have in abundance: </span><span lang="EN-US">board games and </span>nemeses<span lang="EN-US">. Why not combine the two with my handy gift-buying guide?</span></span><br />
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<b><span lang="EN-US"> 1. <span style="font-stretch: normal; font-weight: normal;"> </span></span></b><b><span lang="EN-US">CocoNuts</span></b></span></div>
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<span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">A delightful Korean export, Coconuts has
all the strategic depth of tiddlywinks with the charming aesthetic of a Happy
Meal free toy. Using cheap plastic
monkeys, players attempt to fling ‘coconuts’ into various baskets.<o:p></o:p></span></div>
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<span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">The real charm of the game lies in its
eponymous drupes (apparently Coconuts aren’t actually nuts, which is one more
reason to dislike this game). As they
are an important component for a children’s game, the time between the box
being opened and them all becoming lost is inevitably 1.02 nanoseconds. Tears and recriminations will follow. Delightfully, this is only
an incidental benefit.<o:p></o:p></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">Coconuts is a game that just keeps
on giving. The game’s general build
quality hovers somewhere between a mid ‘90s Skoda and a drunkenly assembled
Ikea wardrobe. However, the ‘coconuts’
included in the game have been sculpted with exquisite care so as to resemble
(and have the consistency of) </span>something between a<span lang="EN-US"> squashed chocolate raisin </span>and <span lang="EN-US">a small lump
of fecal matter. Notwithstanding the joy
of watching children using monkeys to throw shit at each other, the horror of discovering them trodden into the carpet over the next year is worth the price tag alone. </span></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">Possibly
the most evil thing to ever come out of the Korean Peninsula. <o:p></o:p></span></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><b><span lang="EN-US"><span style="font-stretch: normal;"> 2</span><span style="font-stretch: normal;">. </span><span style="font-stretch: normal; font-weight: normal;"> </span></span></b><!--[endif]--><b><span lang="EN-US">Mouse Trap <o:p></o:p></span></b></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">This title’s main appeal is the arduous
amount of time it takes to set up, combined with the infinitesimally brief
moment of enjoyment children get from playing the game. Gameplay involves hours of shuffling cheap components
into place, followed by a fleeting glimpse of
happiness before the drudge begins again. Mousetrap is either a shit board game or a Turner-prize worthy comment on contemporary working conditions. </span></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">Happily, as well as the immediate inconvenience it provides, Mousetrap <span lang="EN-US">will also condition their children to take up </span>roles in a Sports Direct distribution warehouse. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">Children are our future. Destroy them, destroy them all. </span></div>
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<b><span lang="EN-US">3. Cards Against Humanity</span></b></span></div>
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<span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">For a brief period in the mid 2000's faux randomness became an acceptable proxy for a sense of humour. Cards Against Humanity is the
spiritual continuation of this trend. </span></div>
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<span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">It
titles itself ‘a party game for horrible people’. This is patently untrue. I am horrible. Most of my friends are horrible. Cards Against Humanity is a party game for
boring people. It a book of ‘painting by
numbers’ phalluses, </span><span style="font-family: "trebuchet ms" , sans-serif;">Swedish </span><span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">flat-pack humour for the terminally short of brain cells. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">If you've ever used the term "ROFLCOPTER" this game is for you. You twat. </span></div>
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<b><span lang="EN-US">4. X Wing</span></b></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">Like crack cocaine in your cappuccino, X-Wing is quite good but horribly addictive. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">After initial exposure the following symptoms typically present within 3 months:</span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">1. Pointless debating online about when and if one can reroll a reroll. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">2. Buying ships THAT WERE NEVER IN THE FILMS, even stooping so far as to buy ones from animated series for <u>CHILDREN.</u></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">3. Neck beard growth.</span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">4. Financial ruin. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">5. Fedora purchasing. </span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;">6. Fatal attempt to construct a 1:270 scale Death Star. </span></div>
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<b><span lang="EN-US" style="font-family: "trebuchet ms" , sans-serif;">5. (F.A.T.A.L)
From Another Time, Another Land</span></b></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">This roleplaying game has a strong claim on
being the worst thing ever created by anyone, ever. On the second page of the
character sheet</span> listed alongside height and weight i<span lang="EN-US">s the following </span>key <span lang="EN-US">measurement:
anal circumference potential. Yes, <i>potential</i>: i.e. not anal circumference
‘at rest’. </span>What
follows is<span lang="EN-US"> all </span>a <span lang="EN-US">‘circumference
table’ detail</span>ing <span lang="EN-US">the </span>capacity <span lang="EN-US">of different races, ranging from a meagre 3” for an dwarf up to a
monstrous 30” for an Ogre.<o:p></o:p></span></span></div>
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<span style="font-family: "trebuchet ms" , sans-serif;"><span lang="EN-US">Perhaps most heinous of all, quadratic
equations are a requirement of most game mechanics.</span></span></div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com3tag:blogger.com,1999:blog-1473918251887048829.post-82470264940568445122015-01-10T03:10:00.002-08:002016-01-25T10:06:58.140-08:00Best Board Games of 2014<div>
<b><i>Here's something I put together for <a href="http://www.thirstymeeples.co.uk/">work</a>: a rundown of the best games of 2014 (NB not necessarily my opinions). It is amusing at times.</i></b></div>
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Apologies for the lack of formatting: this is just a text dump.<br />
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<b>GAME OF THE YEAR</b></div>
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<b><br /></b><i>The best games of 2014 according to Thirsty Meeples.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/concept">Concept</a><br />
Concept has proved to be a huge hit in our café this year with new and old gamers alike. In Concept, like charades, you have convey ideas and words in silence. However, instead of using actions, you employ an army of tokens and a board populated with a variety of icons. Concept, like Dixit before it, falls into that tricky category of ‘difficult to categorise’ games. Part party game, part cerebral worker placement challenge, Concept eschews definition but has rightfully earned many plaudits.<br />
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<a href="http://www.thirstymeeples.co.uk/games/splendor">Splendor</a><br />
Splendor is a Renaissance themed fast-paced game of chip-collecting and card development in which players compete to become the most successful gem trader.<br />
What we love about Splendor is the balance it strikes between structural simplicity and tactical depth. You may only take one action a turn, but puzzling out the best course of action can be fiendishly difficult. Run on the nobles, or power play for the big cards? Play proactively or defensively? Quick to teach, easy to learn and hard to master: what more could we ask from a game of the year nominee?<br />
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<a href="http://www.thirstymeeples.co.uk/games/five-tribes">Five Tribes</a> <br />
A twist on the European style worker placement genre, Five Tribes confronts players with a board already populated by meeples which they must manipulate to seize control of Naqala. Like fellow Days of Wonder title Ticket to Ride, the rules are easy enough to pick up for even inexperienced gamers. However, devising a winning strategy is another matter altogether. Excelling in Five Tribes requires you not only to think of your own benefit, but also how to inconvenience others. In short: it is not enough that you should succeed. Others must fail. For this reason, Five Tribes rightly storms into our top 3 games this year.<br />
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<b>BEST FAMILY GAME</b></div>
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<b><br /></b><i>The games that we felt had the widest appeal, with easy to pick-up game play and stacks of fun.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/black-fleet">Black Fleet</a><br />
Has your [insert relation here] been winding you up recently? What better way to even the odds than to pillage his trade routes and broadside his fleet? <br />
Black fleet sees players control a small fleet of their own as they attempt to trade, pillage and battle their way to rescuing a maiden fair. Simple mechanics, coupled with a healthy variety of potential ship upgrades make Black Fleet quick to learn with plenty of replay value. <br />
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<a href="http://www.thirstymeeples.co.uk/games/camel-up">Camel Up</a><br />
In Camel Up, up to eight players bet on five racing camels in a contest to be the richest at the race’s dramatic denouement.<br />
Camel Up raised a few eyebrows when it bagged the Thirsties’ poorer cousin ‘Spiel Des Jahres’ earlier this year and it hasn’t made it to our very top table here. Nevertheless Camel Up is an outstanding family game. Fun to play? Check. Easy to teach? Check. Flexible numbers? Check (2-8). At £21 it won’t break the bank either.<br />
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<a href="http://www.thirstymeeples.co.uk/games/sushi-go">Sushi Go!</a><br />
Sushi Go sets players the task of grabbing the best combination of dishes from the sushi boat as they pass by. A clever but concise drafting game, Sushi Go requires players to think on their toes and provides the perfect gateway game to titles like 7 Wonders. If you’re growing increasingly frustrated with your nine year-old’s preference for Dobble over Twilight Imperium, Sushi Go! may be just the spark you need!. Here at Meeples we love it enough to even forgive its titular exclamation mark, notwithstanding the syntax issues it throws up for would be games reviewers. <br />
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<b>BEST VISUAL GAME </b></div>
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<b><br /></b><i>Eye candy is what drew us in - these three not only looked pretty but delivered solid game play too.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/abyss">Abyss</a><br />
Abyss is a game of card collection, combination and collection. It’s fun and playable in roughly one hour. So far so good. Yet, what really sets Abyss apart is the power of its artwork. From the grimacing Sea Lords which grace its five (yes five!) unique covers, to the cards players compete for, we were enraptured by the calibre of its artistic design. In fact we’d love to see more games follow Abyss’ lead in 2015 and marry great gameplay with quality artwork.<br />
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<a href="http://www.thirstymeeples.co.uk/games/steam-park">Steam Park</a><br />
Steam Park is a beautifully crafted management game in which players compete to have the most successful amusement park. As the games title suggests there is a strong steam-punk theme to the game, albeit softened with the pastel palette of a children’s illustrator. By building the right balance of fantastic rides, toilets and stands, you’ll soon put your opponents out of business and ensure your cutesie-robot shareholders are happy. Steam Park may be filling your children’s minds with capitalist propaganda, but look: isn’t it pretty!<br />
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<a href="http://www.thirstymeeples.co.uk/games/origin">Origin</a><br />
Origin is a well-balanced area control and set management game designed by Andrea Mainini. Players take control of tribes spreading outward from the heart of Africa, gradually growing more diverse over time while still maintaining links to their ancestors and all inhabitants of the earth. Isn’t that just lovely. Complementing these mechanics, the game’s components are wooden statues of all sizes reminiscent of sub-Saharan art. Between its enjoyable gameplay and high quality production, Origin is a must-have for anyone who owns (or has ever secretly desired) a dream catcher.<br />
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<b>PARTY GAME OF THE YEAR </b></div>
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<b><br /></b><i>Games that are quick to learn and super fun to play. We were spoilt last year.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/sheriff-of-nottingham">Sheriff of Nottingham</a> <br />
In Sheriff of Nottingham players take on the role of merchants hoping to make a quick buck in the city during a royal visit. Competitors take it in turns to take on the role of the Sheriff himself, inspecting their rival’s goods and accepting bribes to turn the odd blind-eye. Sheriff of Nottingham may have more light strategy to it than the other titles included under Party Game of the Year, but don’t let that fool you – its core is all about social interaction and deception. One of our all-time favourites!<br />
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<a href="http://www.thirstymeeples.co.uk/games/cah-n-gun">Ca$h n Guns (second edition)</a><br />
An updated version of a recent classic, Cash & Guns allows you the pleasure of pointing a 9mm foam Glock directly between the eyes of your mother-in-law/boss/arch nemeses. Now with added super-powers and even more players, Cash & Guns has rarely been off our tables here at Thirsty Meeples. <br />
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<a href="http://www.thirstymeeples.co.uk/games/spyfall">Spyfall</a><br />
Like a weekend in Magaluf, this Russian import is light on rules and heavy on fun. <br />
At the start of every round all players secretly draw a card which gives them their persona. Typically this will list an occupation and a location (i.e. hospital & doctor). However, one player will have a card that simply says ‘Spy’. Their mission? To work out where they are! Here’s the rub: all other players are on the hunt for the spy, so only clever questioning and quick thinking will be able to save you<br />
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<b>BEST TWO-PLAYER GAME</b></div>
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<b><br /></b><i>Three nominations for the ultimate one on one showdown.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/pagoda">Pagoda</a><br />
Do you love Ticket To Ride, but wish it was, 1) a better two player game, and; 2) had a little bit more complexity to it? If you answered yes to either of the above, then Pagoda might be the game for you. Playable in around 45 minutes, Pagoda pits two opponents against each other in a head-to-head Pagoda construction challenge. Collecting cards will allow you to place coloured tiles and pillars, while the open-hand mechanic of the game lets you play to your own strengths while limiting your opponent’s opportunities. Variable points for building at different heights combined with a set of unlockable powers give Pagoda a depth to match its striking visual appearance. A lovely two player title. <br />
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<a href="http://www.thirstymeeples.co.uk/games/le-fantome-de-lopera">Le Fantôme de l’Opéra</a><br />
The spiritual successor to the wildly popular Mr Jack, Le Fantome has been a big hit since its release late this year. In this a-symmetrical board game, one player takes on the role of the phantom, with the other being the detective. A variable difficulty curve combined with a new map, character powers and victory conditions make Fantome de l’Opera much more than a simple reskin of an old classic. If deduction, lateral thinking and outwitting your opponent attract you, then Le Fantome de l’Opera is the title for you.<br />
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<a href="http://www.thirstymeeples.co.uk/games/province">Province</a><br />
Province is a two-player game set in a newly founded town in which you must strategically manage your resources and workers to build, complete goals, and score the most victory points. Players move their workers to generate resources (Labour and Coin) that are used to build the various Structures, which in turn effect resource generation. However, thanks to the game’s shared worker pool, your opponent can also move the workers, leaving you without the resources you need! As such, not only is province probably the tiniest worker placement game in existence, it also perfectly illustrates the ultimate inefficiencies of a capitalist economy. We suggest the designer should be put under surveillance.<br />
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<b>BEST MICRO-GAME</b></div>
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<b><br /></b><i>Little games that pack a mighty punch. So many great micro-games can out last year. This was the hardest category to pin down.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/one-night-ultimate-werewolf">One Night Ultimate Werewolf</a><br />
We’ve all been there. You desperately need a game that not only fits in a shoe, but can cater for 10 players. What a conundrum! Happily, not only does One Night Ultimate Werewolf fit those criteria, it is also a fast fun and engaging hidden identity game in the vein of Mafia, and erm, Ultimate Werewolf. Do you hate it when you’re playing [insert hidden identity game here] and you end up as just a regular villager? Well, O.N.U.W. is the game for you as everyone gets a special power and identity. Yes, everyone is special. We blame the X-Factor. The game’s acute social commentary notwithstanding, One Night Ultimate Werewolf is a quick-to-learn party game that will be well received by newbies and experienced gamers alike.<br />
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<a href="http://www.thirstymeeples.co.uk/games/sail-to-india">Sail to India</a><br />
All the depth of a Euro-game in a box small enough to fit in your parker pocket? Yes please! We know it was released in 2013, but we only got it this year (& we love it). Our favourite part of Sail to India is the more victory points you accrue, the more ‘Historians’ you have to employ to keep track of your deeds, This provides great balance and ensures most games go to the wire!<br />
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<a href="http://www.thirstymeeples.co.uk/games/age-of-war">Age of War</a><br />
Age of War is a quick-playing dice and cards game of conquest. Fourteen cards are laid out at the start of the game, each showing one castle and the symbols required to conquer this castle, with the symbols separated into battle lines. Each castle belongs to a clan, with some clans having only a single castle and some having up to four castles. A reliance on dice rolls for card acquisition mean that players have to remain flexible if they wish to conquer all before them. However, this randomness is more than counterbalanced by a well though-out rule set ensuring the game rewards sharp tactical play and execution. Accordingly, Japanese Feudal Warfare has now become our go-to method of solving all staff disagreements.<br />
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<b>GAME THAT GAVE US THE BIGGEST LAUGH</b></div>
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<b><br /></b><i>We’ve looked silly and sounded silly but it felt so right :D</i><br />
<a href="http://www.thirstymeeples.co.uk/games/heroes-wanted">Heroes Wanted</a><br />
Heroes Wanted is a tactical board game for 1-5 superhero hopefuls, attempting to fulfil their dreams of becoming a member of Zeta City’s exclusive crime fighting super team: The Champions of Zeta City. Self-conscious, witty and amusing, Heroes Wanted is the perfect remedy to apathy induced by the seemingly endless supply of superhero mulch currently being vomited out by Hollywood!<br />
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<a href="http://www.thirstymeeples.co.uk/games/lift-it">Lift it!</a><br />
Creating a genuinely funny board game is a tough gig. Even rarer is a game which is inherently funny as opposed to having jokes tagged on the end. Lift it! manages this feat admirably. For the uninitiated, Lift it! involves players using small cranes (often attached to their heads) to build structures with duplo-esque components. This is difficult. Doing this without pulling a stupid face? Close to impossible.<br />
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<a href="http://www.thirstymeeples.co.uk/games/sushi-dice">Sushi Dice</a><br />
Sushi Dice is a head to head dice rolling game in which opponents compete to create sushi dishes ordered by customers first. While rolling players have to keep an eye on their opponents dice to make sure no nasty skulls get rolled. What we love about Sushi Dice (as well as its tense gameplay) is that it comes with a bell. If you’ve ever wished you could emphasise your victory over an opponent by ringing a bell in their face, then needless to say, this is the title for you!<br />
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<b>MEEPLE OF THE YEAR</b></div>
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<b><br /></b><i>Games with the coolest components. </i><br />
<a href="http://www.thirstymeeples.co.uk/games/colt-express">Colt Express</a><br />
Colt Express has a full 3d train as a board, complete with gun-slinging meeples and cacti. Need we say more?<br />
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<a href="http://www.thirstymeeples.co.uk/games/the-great-heartland-hauling-co">The Great Heartland Hauling Co.</a><br />
If you hanker after the simplicity of the open road, where a truck is a truck and a layby-restaurant bacon sandwich is breakfast, lunch and dinner then you’ll love the lorry meeples included in the Great Heartland!<br />
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<a href="http://www.thirstymeeples.co.uk/games/the-doom-that-came-to-atlantic-city">The Doom That Came to Atlantic City</a><br />
2014 was a good year for Lovecraft fans and amongst the plethora of Cthulu related games, the Doom that Came to Atlantic City stood out to owing to its charming Cthulu meeples!<br />
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<b>MOST THEMATIC GAME OF THE YEAR</b></div>
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<b><br /></b><i>These were the games that made us feel like we really there man! Yee-haw, Arrr, Pew Pew.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/colt-express">Colt Express</a><br />
Sorry, haven’t we been through this? The BOARD IS A BLOODY TRAIN.<br />
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<a href="http://www.thirstymeeples.co.uk/games/dead-of-winter-a-crossroads-game">Dead of Winter</a><br />
Claustrophobic, unwelcoming and cold. These are just a few of the words used to describe our guru Nathan this year. Luckily those playing Dead of Winter didn’t notice, so immersed were they in in-game crises they faced. We loved DoW, because although on the surface the game is about zombies and survival, the most important elements are the social interactions and moral dilemmas the game throws up. Do you sacrifice an unpopular character for a moral boost? Is your friend’s suggestion that you should share some of your food and fuel with the zombies because they ‘look cold’ really in the best interests of the group? Truly only time will tell…<br />
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<a href="http://www.thirstymeeples.co.uk/games/star-wars-imperial-assault">Star Wars: Imperial Assault</a><br />
Dum, dum, dum. Dum-de-dum. Dum-de-dum. Imperial Assault may have only hit our shelves at the tail-end of 2014, but it has already earned a place in our hearts. A strong narrative campaign, coupled with high quality miniatures and a neat character development system makes for a truly immersive Star Wars experience. We even forgave it for including a model from the prequel films. Add soundtrack to taste and do not attempt to talk to the opposite sex for at least 30 minutes after exposure.<br />
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<b>BEST NEW MECHANIC</b></div>
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<b><br /></b><i>Last year saw neat developments and twists in game mechanics, here are the three that impressed us the most.</i><br />
<a href="http://www.thirstymeeples.co.uk/games/sheriff-of-nottingham">Sheriff of Nottingham</a> – Inspection<br />
Bribes, nepotism and bluffing. 2014 was the year that UK politics came alive in board game form. We loved it!<br />
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<a href="http://www.thirstymeeples.co.uk/games/five-tribes">Five Tribes</a> - Meeple moving<br />
What? You mean the workers are already down on the board? We must shuffle them around, lest they revolt!<br />
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<a href="http://www.thirstymeeples.co.uk/games/origin">Origin</a> – Evolving<br />
The centrepiece of one of our favourite games this year, Origin sees players ‘evolve’ their tribes across the board as they wander across continents. When evolving players must ensure that two characteristics of the pawn you choose are the same (height, colour or strength). This is a clever mechanic that has the added bonus of annoying any UKIP voters in your gaming group.<br />
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That’s it! Thanks for reaching the end! We’ll announce our winners in a couple of weeks and don’t forget to vote for your favourite game from 2014 - just follow <a href="https://www.surveymonkey.com/s/S92WJLF">this link</a>.</div>
Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com3tag:blogger.com,1999:blog-1473918251887048829.post-71378739396345772302014-10-15T05:03:00.001-07:002014-10-15T08:44:24.891-07:003 Ways to troll people with your new Dark Eldar (i.e. how to lose friends)<span style="font-family: inherit;"><b>THE INTERNET HAS SPOKEN</b> and the collective neckbeard wisdom is that the new DE codex has been *nerfed*. This is wildly inaccurate as there are many subtle builds that can be made from the new book. However for those of you who seek a more a more immediate WAAC approach read on....</span><br />
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<b><span style="font-family: inherit;">1. Take Multiple detachments / formations from the Coven book for maximum LD shenanigans.</span></b></h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6-LF-e0vqf9L1ixeRNKBygEOYFGS5THHzThruSh1puG-tXYS2iW050_wDmsGBS4YC3SQkgILuiVN1G5huioCZ78GyUNC2LcF13gTUwWg3TFzpDZDaR5fNABQuJrfufF3BDoqbhv_70oX9/s1600/LD.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6-LF-e0vqf9L1ixeRNKBygEOYFGS5THHzThruSh1puG-tXYS2iW050_wDmsGBS4YC3SQkgILuiVN1G5huioCZ78GyUNC2LcF13gTUwWg3TFzpDZDaR5fNABQuJrfufF3BDoqbhv_70oX9/s1600/LD.jpeg" height="287" width="400" /></span></a></div>
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<b><span style="font-family: inherit;"><br /></span></b></div>
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<span style="font-family: inherit;">From pg 50: "<i>Freakish spectacle: Enemy units within 12" of one or more units from <b>this detachment</b> suffer a -1 penalty to their LD value" </i></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">[Games Workshop Design Studio, <i>Haemonculus Covens</i>, (GW: Nottingham, 2014)]</span></div>
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<i><span style="font-family: inherit;"><br /></span></i></div>
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<span style="font-family: inherit;">The keen eyed among you will note that this stipulates the specific detachment. It stands to say then that if you have two Covenite detachments in your force, both will place the LD penalty on an opponent separately. Even better, the formations also have this rule (referring you to pg 50 quoted above). Combine with deepstriking misery armour and tank shocking venoms for maximum troll value.</span></div>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">NB if you want to double down on the fear, throw in some 'terrify' from the Eldar Codex.</span></div>
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<span style="font-family: inherit;"><br /></span></div>
<h3>
<b><span style="font-family: inherit;">2. Adopt a hard 'RAW' approach to Soul Fright.</span></b></h3>
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<b><span style="font-family: inherit;"><br /></span></b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgORVWhvZlplrM4GSKQkECwonizTkA5Nb8QpI6hNifVc0oGzJRYQz7kXcLiJc_aCI09dBbrjlb3rHbKw55mA0stmx0_Y-yQHqHizi6Ks7hBOnrRm22ghStsQfEoxXGp_LoQHvH7O8HPswMn/s1600/abc_scared_baby_blowing_nose_nt_110323_wmain.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgORVWhvZlplrM4GSKQkECwonizTkA5Nb8QpI6hNifVc0oGzJRYQz7kXcLiJc_aCI09dBbrjlb3rHbKw55mA0stmx0_Y-yQHqHizi6Ks7hBOnrRm22ghStsQfEoxXGp_LoQHvH7O8HPswMn/s1600/abc_scared_baby_blowing_nose_nt_110323_wmain.jpg" height="225" width="400" /></span></a></div>
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<b><span style="font-family: inherit;"><br /></span></b></div>
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<span style="font-family: inherit;">Main codex pg 105: <i>"At the end of the Shooting phase...unit...must make a <b>Leadership test</b>...Wounds cannot be allocated to<b> models with the Fearless</b> or ATSKNF <b>special rules</b> (any excess Wounds are lost)" </i></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">[Games Workshop Design Studio, <i>Codex: Dark Eldar</i>, (GW: Nottingham, 2014)]</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">The important bit here is that only models <b>with the fearless /ATSKNF special rule</b> are unaffected. There are a few repercussions here. </span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<ul>
<li><span style="font-family: inherit;"> Models with the 'Zealot' USR can be affected by the test. The counter argument to this is that their unit automatically passes the 'Leadership' test imposed by Soul Fright. To counter this, point out to your opponent that what it's asking them to do is take a 'Characteristic test' based on their Leadership. Zealot means you automatically pass Morale tests; if GW wanted you to take a Morale test they would have specified. Instead they used the capitalised form of Leadership, which has a specific game meaning.</span></li>
</ul>
<ul>
<li><span style="font-family: inherit;">If you follow the above, you'll also now see in a big unit with one Fearless model, only the individual model with the Fearless USR is immune. The whole unit may automatically pass Morale, Pinning checks etc., but Fearless does not confer the USR itself to the rest of the unit. Again, this is not a Morale test (which they automatically pass) but a Leadership characteristic test. Hence a big blob of Guardsmen are vulnerable (even if they have a Zealot-priest). </span></li>
</ul>
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<ul>
<li><span style="font-family: inherit;">This also means that Daemons are vulnerable to Soul Fright, as are any units (i.e. Orks over 10 men) that "automatically pass Morale tests". To state it one more time: Soul Fright doesn't ask for a morale test, it asks for a characteristic test based on "Leadership". Say it enough times and you might start believing it yourself.</span></li>
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<span style="font-family: inherit;">Here are the key passages from the BRB:</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<b><span style="font-family: inherit;">Morale Tests</span></b></div>
<span style="font-family: inherit;"><i style="background-color: white;">"</i><span style="background-color: white; font-style: italic; line-height: 1.2;">Morale represents the grit, determination, or (sometimes) plain stupidity of warriors in action.</span><span style="background-color: white; font-style: italic; line-height: 1.2;"> </span><span class="Body-Text-Bold-2" style="font-weight: bold; line-height: 1.2;" xml:lang="en-GB"><i><span style="background-color: yellow;">Morale checks are a specific kind of Leadership test</span><span style="background-color: white;">."</span></i></span></span><br />
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<span class="Body-Text-Bold-2" style="font-weight: bold; line-height: 1.2;" xml:lang="en-GB"><i><span style="font-family: inherit;"><br /></span></i></span></div>
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<span style="line-height: 19.2000007629395px;"><b><span style="font-family: inherit;">Fearless</span></b></span></div>
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<span style="line-height: 15.9935998916626px;"><i><span style="font-family: inherit;">"Units containing one or more models with the Fearless special rule <span style="background-color: yellow;">automatically pass Pinning, Fear, Regroup tests and Morale checks</span>, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and<span style="background-color: yellow;"> then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled."</span></span></i></span></div>
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<span class="Body-Text-Bold-2" style="font-weight: bold; line-height: 1.2;" xml:lang="en-GB"><i><span style="font-family: inherit;"><br /></span></i></span></div>
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<span style="line-height: 19.2000007629395px;"><b><span style="font-family: inherit;">Zealot</span></b></span></div>
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<span style="line-height: 15.9935998916626px;"><i><span style="font-family: inherit;">"A unit containing one or more models with the<span style="background-color: yellow;"> Zealot special rule automatically passes Pinning, Fear and Regroup tests and Morale checks</span>, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit gains the Zealot special rule when it has Gone to Ground, all the effects of Go to Ground are immediately cancelled."</span></i></span></div>
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<span style="line-height: 15.9935998916626px;"><span style="font-family: inherit;"><br /></span></span></div>
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<span style="font-family: inherit;"><span style="line-height: 15.9935998916626px;">[Games Workshop Design Team, <i>Warhammer 40K: The Rules (Digital Edition)</i>, (</span>GW: Nottingham, 2014)]</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">One point it is worth noting here is that the Fearless special rule does talk about the 'unit' gaining fearless in the second highlighted section...</span></div>
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<span style="font-family: inherit;"><br /></span></div>
<h3>
3. Use your Deepstriking Skimmers like Evil Drop Pods without fear!</h3>
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<br /></div>
<span style="font-family: inherit;">This relies on a passage in the Skimmer rules of the BRB:<br /><b>Moving Skimmers</b></span><br />
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<div class="Body" style="border-width: 0px; line-height: 1.2; margin-top: 12px; padding: 0px;">
<i><span style="font-family: inherit;">"<span style="background-color: yellow;">Skimmers can move over friendly and enemy models, but they cannot end their move on top of either.</span></span></i></div>
<div class="Body" style="border-width: 0px; line-height: 1.2; margin-top: 12px; padding: 0px;">
<i><span style="font-family: inherit;">Skimmers can move over all terrain, ignoring all penalties for difficult terrain and Dangerous Terrain tests . However, if a moving Skimmer starts or ends its move in difficult or dangerous terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test.</span></i></div>
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<i><span style="font-family: inherit;"><span style="background-color: yellow;">If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.</span>"</span></i></div>
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<span style="font-family: inherit;">This combined with the fact that 1: Deep Striking units count as having moved in the shooting phase, and 2: when else would a skimmer be forced to end its move over friendly or enemy models? means that you can argue any DS skimmer which hits an enemy unit while scattering, does a Drop Pod and stops just short.</span></div>
<h3 style="border-width: 0px; line-height: 1.2; margin-bottom: 18px; margin-top: 12px; padding: 0px;">
<span style="font-family: inherit;"><b><u>A WORD OF CAUTION</u></b></span></h3>
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<span style="font-family: inherit;"><b>I do not recommend you use any of the above in games with friends/ever. Doing so may make you a massive twat.</b></span></div>
<div class="Body-Last-Stand-alone" style="border-width: 0px; line-height: 1.2; margin-bottom: 18px; margin-top: 12px; padding: 0px;">
<span style="font-family: inherit;">I will add more troll tactics to this page as they occur to me / the internet.</span></div>
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Enjoy!</div>
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<span style="font-family: inherit;"><b><br /></b></span></div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com4tag:blogger.com,1999:blog-1473918251887048829.post-67411777049851251862014-10-14T08:56:00.001-07:002014-10-14T08:56:27.290-07:00How to teach people board games / wargamesAs a keen board gamer / wargamer this is something close to my heart. Not only that, but I am soon to start working in the <a href="http://www.thirstymeeples.co.uk/">UK's first board games cafe / shop</a>. In light of this, I recently had a conversation with a friend who expressed the sentiment that 40k is simply too complex to teach to new players. In answer to this I present the <b>excellent</b> guide below (farmed from <a href="http://www.reddit.com/user/Monopolatte">Monopolatte </a>on reddit):<br />
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<i>My university has a very detailed exam rulebook...</i></div>
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"Hey, folks. I work as a games teacher at a board game café, and I thought I would stop by to cover some basic rules I try to follow when introducing players to a new game.</div>
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DO</h3>
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<strong>Lead with the objective.</strong> As soon as you've set the tone with the game's theme, players should know what they're shooting for. When players know what their goals are, everything else falls into place. This will require some discretion: some games are straightforward enough that you can describe the whole goal in one sentence. Others aren't. If a game has a lot of stratified sources of points (ex. <strong>Terra Mystica</strong>), show some of the most important, and what the iconography for VP look like in the game. If the sources of points are impossible to describe without first detailing the mechanic (ex. <strong>Tigris & Euphrates</strong>), a quick explanation of the scoring will suffice (ex. "you win if you have the most points-- these coloured cubes-- at the end. Your final score will be equal to your weakest colour of points"). You can always be more specific later, but it's important to start with a focal point.</div>
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<strong>Talk about their possible actions early in the game.</strong> Actions- or moves, or whatever the game calls them- are the main thing a player will actually be doing. The earlier you can describe their moves, the better. If you're teaching <strong>Pandemic</strong>, going through the action card together is one of the best ways to introduce a new player. If you're teaching a game with complex actions which take a while to resolve, mention all available actions before talking about the specific protocols for each.</div>
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<strong>Describe the phases of a round in the order they happen.</strong> If an upkeep phase happens at the beginning of the turn, mention that, even if the actual demonstration can wait until you play it. People are good at grasping things that are presented in a linear way-- first this happens, then this happens, then this happens.</div>
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<strong>Delegate simple set-up tasks to the players.</strong> If the cards need to be shuffled, get the players to shuffle them while you talk. If each player needs five bronze cubes, let them take these cubes themselves while you explain what they are. It's important to be engaged, and especially if you're not a very charismatic person, having something to work on is a quick draw-in for your gaming table. It speeds up the set-up, too.</div>
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<strong>Engage with the game board.</strong> If the players have to go to the tavern, point to the tavern. If the players are collecting gold coins, hold up a gold coin. Board games are tactile, visual experiences, and you have to teach them in a way that accommodates that.</div>
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<strong>Answer questions-- or at least validate them.</strong> Players asking questions is good, because it means they're paying attention. If they ask you something you can naturally segue into, or that would be quick to describe, answer them right away. If it's too big a question to address until you cover some other things, validate their line of thought: "That's a great question! Yes, it happens sometimes in combat. I'm going to talk about that part of the game in a couple of minutes, so hold on and I'll get back to it. Anyway, the third thing you can do..."</div>
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<strong>Your homework.</strong> Understand a game fully before you take it to the table. Practice in the mirror if you have to. You want to make this as painless as possible, because if you're not better than the rulebook, there's no point in the players listening to you. Consider checking online video tutorials if you need help figuring out how to present the game-- whether you end up mirroring them, or avoiding mistakes they make.</div>
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DON'T</h3>
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<strong>Talk about exceptions before you're done explaining the rule.</strong> This is really distracting, and makes the whole process more complicated. If there's a role/race-specific power that changes the rule, don't even mention it until the end. Player-specific exceptions should always wait until the rest of the game is clear.</div>
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<strong>Ignore the theme.</strong> You can have the best explanation in the world, but if the game seems boring? Why bother. Unless you're playing a theme-centric game like <strong>Betrayal: House on the Hill</strong>, theme doesn't usually take much effort to establish-- but it has to be addressed, because it's the spice rub on the meat of the game. Sometimes it helps objectives make sense, too: in<strong>Last Will</strong>, I can't imagine the disengagement of knowing that you have to be the first to spend all your money without knowing the thematic explanation why.</div>
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<strong>Multi-task</strong>. If you want players' full attention, you should be giving them yours. It's hard enough to quarantine cell phones; you should have the television off and look as engaged and interested as you want your players to be.</div>
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<strong>Forget the big picture.</strong> When you're talking about actions, you should be drawing parallels back to the objectives of the game. Not every What needs to come with a Why, but it helps when you can work it in.</div>
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<strong>Cover every possible strategy.</strong> Not every eventuality has to be accounted for. There are a lot of games that offer many paths to victory, and you should do what you can to chip away at their beginner's handicap. It's helpful, for example, being reminded that in <strong>King of Tokyo</strong>, it can be dangerous to attack the monster in Tokyo if your health is low. It's less helpful hearing every possible problem you'll face in <strong>Arkham Horror</strong>, and the best strategies to escape for each role. You want the player to have enough information to be competitive, but not so much that they're overwhelmed with distracting information.</div>
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<strong>Get frustrated with slower players.</strong> Not everyone is on their 32nd playthrough of <strong>Dominant Species</strong>. Playing a board game together means describing the game at the speed of the lowest common denominator. If your "modern Euro worker placement classic" is too much for a newbie, maybe you should have lead them through a couple gateway games first. We all started somewhere!</div>
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That's all the general tips I have. Remember: every game is different, and every time you teach a game, you get a little better. I'm going to use this last line to shamelessly plug our <a href="http://monopolatte.com/" style="color: #336699; text-decoration: none;">café</a>, which I work at as a server. If you're in the Ottawa region, feel free to ask for Kurt. :) Happy gaming.</div>
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<strong>Tl;dr: Okay, so you can talk about things. Like. You can talk about action points. Oh. The game is- the game is about- it's set in the present, and you're teaching games. You have to talk about games, so you can talk about action points sometimes. Except the cleric, who can't because it's a weekday but you guys aren't playing the cleric.</strong></div>
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(This post is an x-post from <a href="http://www.reddit.com/r/HelpMeExplainRules" style="color: #336699; text-decoration: none;">/r/HelpMeExplainRules</a>, which could use some more love!)"</div>
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(<i>Taken from <a href="http://www.reddit.com/r/boardgames/comments/2csl51/how_to_explain_games_a_guide_from_a_professional/">http://www.reddit.com/r/boardgames/comments/2csl51/how_to_explain_games_a_guide_from_a_professional/</a>)</i><br />
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com0tag:blogger.com,1999:blog-1473918251887048829.post-53093037351167553732014-10-12T06:06:00.000-07:002014-10-12T07:53:44.168-07:00How to get the most out of your Grotesques [Updated]So I've played three games with the new codex and supplement so far. I have won two and drawn in another. The game I drew I was facing a tournament list with a decidedly noncompetitive build so early signs are good.<br />
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<u><b>Grotesques and how to use them</b></u></div>
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<span style="line-height: 17.1200008392334px;"><b>Grotesques ate fantastic.</b> Aim them at anything toughness 4 <b>or </b>Multi-wound with toughness 6+ to get the best from them. This will either mean they are wounding on 3s with rerolls or they have a chance for their instant death buff / fixed poison wounding comes into its own.</span></div>
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<span style="line-height: 17.1200008392334px;">I have been running four in a Raider with a Succubus and vanilla Haemonculus. On the charge against a tactical squad they get 5 attacks plus d3 for rampage each. Add liquifiers to taste. </span></div>
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<span style="line-height: 17.1200008392334px;">This throws out roughly 26 attacks at BS4, wounding on 3s with a reroll. If you're taking them out of the codex, furious charge means you're rerolling to wound on a 2+ against Marines. </span></div>
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<span style="line-height: 17.1200008392334px;">The Succubus gives you some nice ap2 high iniative attacks to compliment the bludgeoning grotesques; I have been using this to snipe any models that might be problematic (instant death weapons etc) with her pile-in step. The unit gives her an average toughness of 5 which is phenomenal. </span><br />
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<span style="line-height: 17.1200008392334px;"><b>Acothyst or not?</b> </span><br />
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<span style="line-height: 17.1200008392334px;">Taking a scissorhand on the Acothyst (if you want one) is a decent route. Against a lot of enemies he will be rerolling to wound, giving him more chance for rends. This is especially true if you are taking grotesques from the main codex (and thus have the chance for a furious charge). An agoniser is very good as well (rerolling to wound at AP3 against Marines), but 70pts for a squad leader is a little hefty. </span><br />
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<span style="line-height: 17.1200008392334px;">I've found an Acothyst valuable for protecting the Succubus from anything which might instagib her in a challenge, but he is not necessary for the success of the squad.</span><br />
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<span style="line-height: 17.1200008392334px;"><b>An HQ Tax?</b> </span></div>
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<span style="line-height: 17.1200008392334px;">The downside of Grotesques is that to get the most out of them you should really take them on the PfP table from the coven book as otherwise their first two turns of PfP grant them nothing. This does mean you lose the s6 charge, but for fearless and zealot it's a good trade. </span></div>
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<span style="line-height: 17.1200008392334px;">The only issue with this is it imposes an HQ tax on you: the standard Cohen detachment requiring 2 HQ and 2 Elites. A better option is probably go for the 'Grotesquerie' formation (which also gives them some nice boons) but this does require you to take two squads of them. Minimum points cost for this formation would be 275pts for vanilla everything. </span></div>
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<span style="line-height: 17.1200008392334px;"><b>Potential Loadouts</b></span><br />
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<span style="line-height: 17.1200008392334px;">The best route would probably be to take the 'Grotesquerie' formation outlined above. Here is a potential loud out and tactica for their use:</span><br />
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<li><span style="line-height: 17.1200008392334px;"> 4 Grotesques in one squad riding with a Succubus in misery armour and wielding an archite glaive</span></li>
<li><span style="line-height: 17.1200008392334px;"> 3 with Haemonculus totinng liquifier in the other (give these Grotesques liquifiers if you have the points to).</span></li>
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<span style="line-height: 17.1200008392334px;"> Zoom the Succubus squad up the board in a Raider causing a nuisance (perhaps using advanced aethersails), aiming for a turn 2 charge backed up by deep striking units. The liquifier unit can either deepstrike behind enemy lines with a WWP (providing the anvil to the Succubus' hammer) or zoom up the board with the Haemonculus. </span><br />
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<span style="line-height: 17.1200008392334px;"><b>Doubling down on the fear</b></span><br />
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<span style="line-height: 17.1200008392334px;">Once your Raiders have unloaded their contents, be sure to use them to tank shock units in the back field. Once empty they will likely stop being a target priority, so be sure to use them to good effect. If the Raiders have been bought from the Coven supplement they will cause -1 LD. Combine this with the Misery Armour to scare deep lying devastator squads etc. off the board (requires grisly trophies / shock prows).<b> </b></span></div>
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<b>Complimentary Units</b><br />
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If you are big on coven units, a Webway Portal deep striking 'Dark Artisan' detachment will give your Grotesques some valuable buffs on their FnP (if you take the Spirit Syphon). Deepstrike them in next to your grots; liquifier and spirit syphon the enemy before a charge with the grotesques. There isn't a huge amount in the game that can withstand this and the talos provides you with valuable vehicle popping abilities (take a scissorhand on the Haemonculus so he can help out). This will also help to spread the fear a little wider for your tank shocking Raiders (using their -1 LD bubble).<br />
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com6tag:blogger.com,1999:blog-1473918251887048829.post-64782549818176695002014-10-06T08:39:00.003-07:002014-10-06T08:54:24.869-07:00Grotesque / Wraithguard Conversion [update]<div class="separator" style="clear: both; text-align: left;">
I have been busy at work since the new Dark Eldar codex release working on some new horrors to inflict upon my opponents. Here's an update on how my Grotesque / Wraithguard conversions are going.</div>
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<i>Quad Machine from the Quake 2 Soundtrack provides a perfect accompaniment to painting Grotesques. </i></div>
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<i>I now have 5 fully assembled, one fully painted and two who are a WIP</i></div>
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<i>The best thing about this photo is the Wicket W Warrick mug in the background...</i></div>
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I have been using some of the tips from the Raiders of Commorragh painting guide that came with my new Archon edition. The book is well worth the investment if you're interested in the painting side of things and contains some ideas for special characters. </div>
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An Abberation with an agoniser is now a pretty gruesome concept (rerolling to wound at AP3 against most marines). I have also been toying with the idea of fielding a <a href="http://shitedwarf.blogspot.co.uk/2014/10/i-have-archon-edition-ama-live-at.html">Grotesquerie formation </a>from the Covens supplement. This throws a few nice buffs their way.</div>
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Add in a Chronos and you have 4+ FNP Grots who reroll all 1s when making their FNP throws. If you wanted to be even more disgusting you could throw in a Spiritseer and roll on Runes of Battle. Worse case scenario you get some shrouded Grots; best case perhaps +1 S? This would make them fearsome vehicle smashers.</div>
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How are you planning to use Grotesques in the new edition?</div>
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If anyone wants details on how to make / paint up these models, drop me a private message. </div>
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VECT LIVES!</div>
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Stark</div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com0tag:blogger.com,1999:blog-1473918251887048829.post-26682202349533460752014-10-03T16:30:00.003-07:002014-10-06T08:46:11.162-07:00Coven Supplement Formations[EDIT] I have now placed information on the new Coven formations below. See comments for questions. Any queries pop them in the comments. [/EDIT]<br />
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<i>Like Ronseal... exactly what is says on the tin.</i><br />
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<i>Post any questions in the comments below and I will get back to you asap.</i><br />
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<i>However I am unable to answer the most obvious question (i.e. why did I spend £150 of my hard earned cash on 3 books...)</i><br />
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<i>Stark</i><br />
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<b>Does Urien get any special detachments?</b></div>
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<u>Coven Coterie Detachment </u></div>
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Urien</div>
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Haemi</div>
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Raider (DT)</div>
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Venon (DT)</div>
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Wracks</div>
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Grots</div>
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Talos</div>
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Cronos</div>
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from the above select a min of 2HQ and 2 Elites</div>
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Lets you reroll warlord traits</div>
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Enemy units within 12" suffer -1 LD</div>
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<b>Below are formations</b></div>
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<u>Grotesquerie</u></div>
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Urien/Haemi</div>
2x Grots<br />
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After warlord traits roll on the following table All units of Grots gain the corresponding result:<br />
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1 +1 Strength<br />
2 +1 T<br />
3 Fleet<br />
4 Shred<br />
5 Rage<br />
6 FnP 4+<br />
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<u>Scarlet Epicureans</u><br />
Haemi<br />
Cronos<br />
2x Wracks<br />
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All Wracks have precision strike (if within 12" of Haemi)<br />
PfP is one turn higher. Cumulative with other boosts.<br />
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Haemi automatically has master Epicurean warlord trait: (if WL is slain by a AP2/1 weapon gain D3 victory points)<br />
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<u>Scalpel Squadron</u><br />
2x Wracks<br />
2x Venoms<br />
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If unit from formation gets first blood - D3 VP<br />
All wracks start on venoms and begin in reserve. They must DS in turn 1 by Deepstrike.<br />
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<u>Corpsethief Claw</u><br />
1x Talos unit (of 5 models)<br />
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Every time a unit from this formation destroys an enemy non-vehicle unit in CC gain 1 VP. In missions where players earn VP for completely destroying enemy units controlling pkayer gains 1 additional VP every time the above conditions are met.<br />
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Talos also gain Scout.<br />
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<u>Dark Artisan</u><br />
1 Haemi<br />
1 Talos<br />
1 Cronos<br />
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All units must be fielded as a single unit (although this is not usually allowed). Models with the IC rule cannot join this unit.<br />
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Formation's Talos / Cronos add 1 to their WS<br />
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If Haemi is your warlord, his trait is all talos / cronos with 12" reroll FnP rolls of 1.<br />
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<i><b>This is ASKING to have a WWP thrown in...</b></i><br />
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<u>Coventine Fleshcorp</u><br />
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1 Haemi<br />
3x Wracks<br />
3x Raiders<br />
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Master of pain rule (+1 to PfP) affects all units in formation, not just those within 12"<br />
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Warlord + wracks he is in unit with have FnP 4+<br />
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<u>Carnival of Pain</u><br />
1x of all the above<br />
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As long as Urient / Haemon from Grot formation is alive, PfP +1 turn for all units.<br />
All non-vehicle models reroll to wound rolls of 1 in combat.<br />
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com13tag:blogger.com,1999:blog-1473918251887048829.post-12753705857327704752014-10-03T03:39:00.001-07:002014-10-03T03:41:23.348-07:00Haemonculus Covens Cover LeakedSome dastardly capitalist hoping to make a quick buck from a desperate 13 year old with his parents PayPal details has listed the Covens supplement on eBay before it is released commercially.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhge6hDhB2sdUzUfDhp6THiGYRdx_wPjEhSswuPpEtipsFWrybgUivVjyJDE65g-YEaW4WwhlY3Ukymd9_SwJiWJG2_-QJOL77olSpGuPFhWgv0dgEm-0t_lJhYhCtBTgwoC2-ezVwB86GB/s1600/Covens.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhge6hDhB2sdUzUfDhp6THiGYRdx_wPjEhSswuPpEtipsFWrybgUivVjyJDE65g-YEaW4WwhlY3Ukymd9_SwJiWJG2_-QJOL77olSpGuPFhWgv0dgEm-0t_lJhYhCtBTgwoC2-ezVwB86GB/s1600/Covens.JPG" height="640" width="480" /></a></div>
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<i>Dr. Dr. I feel like a pair of Curtains!</i></div>
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Come the revolution obviously this capitalist pig will be the first to be liquidised. In the meantime, we can all have a gander at the new cover.</div>
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Enjoy.</div>
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<b><i>If you enjoyed this why not discover why AP3 Huskblades are <u><a href="http://shitedwarf.blogspot.co.uk/2014/10/im-ok-youre-ok-ap-3-huskblades-are-ok.html">nothing to worry about?</a></u></i></b></div>
Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com3tag:blogger.com,1999:blog-1473918251887048829.post-17730740023002408462014-10-02T08:48:00.001-07:002014-10-03T04:43:41.900-07:00Coven Supplement Rumours<div dir="ltr">
Starting to hear some whispers about the new Coven Supplement. The below is taken from thedarkcity.net and should be seen <u>only</u> as a rumour at present. </div>
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I will be providing a full update to this on Saturday morning when I pick up my copy of the Supplement. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKw8nBakNTYkL-9Af-TQFVeEhkbJ5ptBle3XEfs0uzRlV6PQEyVnjp_M2WFoLlOLZzFFs5cjYNZB12RGRztO7g1MIKLU_f3Or0X2AVM08lQHbkbPjCsrZVUAqnTVIEitQ78H7E1W7jIx8-/s1600/covens.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKw8nBakNTYkL-9Af-TQFVeEhkbJ5ptBle3XEfs0uzRlV6PQEyVnjp_M2WFoLlOLZzFFs5cjYNZB12RGRztO7g1MIKLU_f3Or0X2AVM08lQHbkbPjCsrZVUAqnTVIEitQ78H7E1W7jIx8-/s1600/covens.png" height="225" width="400" /></a></div>
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<i>"From a 100% reliable source wishing to remain anonymous (confirmed by pics):</i><br />
<i><b>COVEN Supplement</b></i></div>
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<i>Power from pain - by turn number.</i><br />
<i>1 – nothing</i><br />
<i>2 – Fearless</i><br />
<i>3 – Fear, Fearless</i><br />
<i>4 – Fear, Fearless, it will not die</i><br />
<i>5 – Fear, It will not die, zealot</i><br />
<i>6+ - Eternal Warrior, fear, it will not die, zealot</i></div>
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<i>This is a straight copy from the book - yes some of the powers are omitted on purpose as they are not listed in the chart every turn</i></div>
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<b><i>Warlord chart</i></b>
<i>1 – </i><i>talos</i><i> & </i><i>chronos</i><i> reroll </i><i>FNP</i><i> rolls of 1 within 12”of warlord</i><br />
<i>2 – warlord plus any grotesques he joins gain it will not die</i><br />
<i>3 – add or subtract 1 from reserve rolls</i><br />
<i>4 – If your warlord is slain by an attack/weapon with </i><i>AP</i><i> 1 or 2 or with the ID rule, gain D3 VP</i><br />
<i>5 – Warlord plus wracks he joins gain </i><i>FNP4</i><i>+</i><br />
<i>6 – Warlord gains preferred enemy</i></div>
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<b><i>Artifacts</i></b>
<i>10pts – pick one of the following at the start of your turn which lasts until your next turn – </i><i>IWND</i><i>, fleet, poisoned 4+, rampage (used each turn)</i><br />
<i>10pts – fighting in a challenge – opponent suffers -5 to initiative</i><br />
<i>25pts – 8”range, S1, AP2, assault 1, blast, instant death, no effect on vehicles (used as a grenade in shooting phase)</i><br />
<i>10pts – Additional D6 attacks at S3, </i><i>AP</i><i>- at initiative 10, grant an additional pile in move at this step, no bonus applicable for furious charge, rending etc</i><br />
<i>20pts – </i><i>IWND</i><i> 4+, only wounded by poisons special rule on 6</i><br />
<i>35pts - +1 to </i><i>FNP</i><i> rolls, negate first wound suffered if it has the ID rule but when this happens, the item is lost</i></div>
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<b><i>Coven Detachment</i></b>
<i>Required – 2HQ, 2 Elite</i><br />
<i>Optional – 4HQ, 6 Elite, 4 Heavy Support</i><br />
<i>Units that are available in the detachment – </i><i>Urien</i><i>, </i><i>Haemonculus</i><i>, Raider (DT only), Venom (DT only), Wracks, grotesques, </i><i>talos</i><i>, </i><i>chronos</i></div>
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<i><br /></i>
<i>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</i></div>
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<i>7(!!!) formations as well!"</i></div>
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If the above is true I will certainly be taking a primary Coven and combining it with another Combined Arms detachment to benefit from the Archon's leadership penalties too. Getting enemy units down to low LD levels and then pinning them may even make a Wych charge viable.</div>
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<br />
<b>If you enjoyed this, why not find out why AP3 Huskblades are nothing to be concerned about? </b><br />
<br />
<b><a href="http://shitedwarf.blogspot.co.uk/2014/10/im-ok-youre-ok-ap-3-huskblades-are-ok.html"><i>http://shitedwarf.blogspot.co.uk/2014/10/im-ok-youre-ok-ap-3-huskblades-are-ok.html</i></a></b></div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com3Oxford, Oxford51.75202 -1.2577263tag:blogger.com,1999:blog-1473918251887048829.post-65163428277159498832014-10-02T00:16:00.001-07:002014-10-02T12:51:24.159-07:00I'm OK; you're OK. AP 3 Huskblades are OK.<div>
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A simple bit of guidance that has served me well on many a battlefield: poncy Dark Eldar Lords should avoid thick jawed, heavy armoured, low intellect instagib specialists.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLCjUEdO56GB8_QgkqNLID4gty7JCS7J7GWHebFenvRYYz4R1DslUy2mgdkyC5_g-2vkywwOMv1ocvqYr3NAYbPXtoL-6Xjj2tmQXeRVekMJvQB29Z2xJUWVTyCrS1tm-KjAP5tzkZzdIu/s1600/Pedro_Kantor_Power_Fist.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLCjUEdO56GB8_QgkqNLID4gty7JCS7J7GWHebFenvRYYz4R1DslUy2mgdkyC5_g-2vkywwOMv1ocvqYr3NAYbPXtoL-6Xjj2tmQXeRVekMJvQB29Z2xJUWVTyCrS1tm-KjAP5tzkZzdIu/s1600/Pedro_Kantor_Power_Fist.png" height="640" width="484" /></a></div>
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<i>This will not end well...</i></div>
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Dark Eldar are an army of piratical raiders. Using them well involves striking where the enemy is weak and applying your full force against part of theirs. That's the fluff and that's what we do best.</div>
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The above is why I am mystified by constant complaints about Huskblades going to AP3... If you were charging your Archon headlong into squads of Terminators on turn 2 then you have chosen the wrong army. In the fluff, an Archon arrives in their position as much out of political astuteness as their abilities in combat. In the crunch this is well represented through their t3 & 5+ armour save. </div>
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We have all had Lelith Hesperax slice through a Combat Squad only to receive an autocannon in the face. It is all part and parcel of being Dark Eldar.</div>
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<b>If you just want to froth at the mouth while running various beatstick HQs blindly in the direction of the nearest enemy, try the Early Learning Centre option of Space Marines (or use Drazhar).</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikoikG4M9o2KT242vnf6Qs41MkExZInqbBQYs0mMbOTOlG5lEW6qeBJHOD38i75KLiOIRSJWFvQTktq_VdX9-8QrJbSq6VUPxUByhti11DBcdkt78dTwP1itXCe7aVJZm0-DxF7My8uZ-U/s1600/early-learning-centre-swindon.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikoikG4M9o2KT242vnf6Qs41MkExZInqbBQYs0mMbOTOlG5lEW6qeBJHOD38i75KLiOIRSJWFvQTktq_VdX9-8QrJbSq6VUPxUByhti11DBcdkt78dTwP1itXCe7aVJZm0-DxF7My8uZ-U/s1600/early-learning-centre-swindon.gif" /></a></div>
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<i>For the Emporer!</i></div>
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When you could rely on Fortune from an Allied Farseer (i.e. pre 2013) dancing with Terminators was maybe possible (although very cheesy). This is no longer the meta . Randomisation is the new black; this means relying on things that you know you can do well with drugs/psychic powers etc. as an extra boost (unless they are Primaris). </div>
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An AP3 Huskblade is not something I will use in all likelihood. For my money the newly<a href="http://shitedwarf.blogspot.co.uk/2014/10/news-from-codex-confirmed.html"> poisoned Agoniser</a> is probably better (depending on points cost). But both will serve admirably in dicing Tac Marines / Fire Warriors / Guardsmen (the sorts of things you should throw an Archon at). </div>
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Let the opponent deep strike his Terminators and then run away from them. While they're slogging 6" a turn across the board, zoom away with glee and pick them off with Splinter / Dissies / Ossefactors or well placed insults. Maybe let your Archon swoop in to clean up the last couple and claim the glory once he's mulched a few captains to feed his Soul Trap. But only maybe. And probably only as a last resort.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKgS05WGh5dDkC5owr6ADYA1zyv64xoDDZ5uNQl65jZNYHAEFfyj_xd4Aa3SZud214SM-aBUlHFq1tIkzyv6hVLtJIE68sTQZwnkrJFVq3ZHBW6DQJYzerUWBAbL0ivosiISQZcg_LMorP/s1600/Archon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKgS05WGh5dDkC5owr6ADYA1zyv64xoDDZ5uNQl65jZNYHAEFfyj_xd4Aa3SZud214SM-aBUlHFq1tIkzyv6hVLtJIE68sTQZwnkrJFVq3ZHBW6DQJYzerUWBAbL0ivosiISQZcg_LMorP/s1600/Archon.jpg" height="640" width="496" /></a></div>
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<i>"And I was like OMG die you Imperial Terminator Scum!"</i></div>
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"<i>And then he was like s8 Powerfist Bitch"</i></div>
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<i>"And then I was like... wtf even is that gtfo. I need a regen booth :("</i></div>
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<b>There are loads of reasons to be optimistic about the new book</b>. So don't let lobotomised neck-beards and thirteen year olds get you down. I have played through 2.5 codexes and 2 decades of Dark Eldar. <b>I am more optimistic about this release than any other before it.</b></div>
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I will be posting tactical advice here over the next few days to help ease your transition into the new codex. <b>Check back and keep your head up fellow Dark Kin.</b></div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com4tag:blogger.com,1999:blog-1473918251887048829.post-83739507513459727782014-10-01T12:03:00.001-07:002014-10-03T06:45:43.091-07:00Grotesque / Wraithguard Conversion<div class="separator" style="clear: both; text-align: center;">
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In anticipation for the new Archon/Succubus models being released I began work today on an escort for them to drop down with the WWP. I wanted to keep my options open, so I've gone for a Grotesque/Wraithguard unit.</div>
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Deepstriking D-Scythes would be lovely, however, I would like the flexibility to use them as Grots as well (especially given the <a href="http://shitedwarf.blogspot.co.uk/2014/10/news-from-codex-confirmed.html">rumours </a>I am seeing about them). </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRMwz406-RyjilnodNIHtAsvBODZgKDxiw3xdJMjUQZfP2mazsdOsFw3xf9xxk-i8dvwXdwuuxIllZ0wSXK7mJCcdlrI4iwAVUfA8AYiCCN5m8eRhvE0GAOhN8l4uPMzEU-VevDQiaptBH/s1600/IMG_20141001_191350105.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRMwz406-RyjilnodNIHtAsvBODZgKDxiw3xdJMjUQZfP2mazsdOsFw3xf9xxk-i8dvwXdwuuxIllZ0wSXK7mJCcdlrI4iwAVUfA8AYiCCN5m8eRhvE0GAOhN8l4uPMzEU-VevDQiaptBH/s1600/IMG_20141001_191350105.jpg" height="400" width="288" /></a></div>
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The head comes from the Talos/Cronos kit, as does his arm and the probes sticking out from his neck. </div>
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I took the end of a Shardcarbine and fitted it on to the D-Cannon he came with to make it look like a more natural one-handed weapon. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzVnQMpiGDBwttJHgK17E6Yg76IWwpL3mGlP2p-E3JyGadIX8TgYbaIXaHjyQahJ-a8TimGq3yQiICtnhcCycuKvzRjKysuPUj9gOT-5RjvRfQHZcGyZs9Y9vNEE1jihX2ZMeUBe4jAPlz/s1600/Wriathguard+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzVnQMpiGDBwttJHgK17E6Yg76IWwpL3mGlP2p-E3JyGadIX8TgYbaIXaHjyQahJ-a8TimGq3yQiICtnhcCycuKvzRjKysuPUj9gOT-5RjvRfQHZcGyZs9Y9vNEE1jihX2ZMeUBe4jAPlz/s1600/Wriathguard+1.jpg" height="400" width="323" /></a></div>
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The back of his head I filled in with liquid green stuff and the magazines surrounding his gun come from the Talos' chain flails. I may well sand them down a bit and paint them up as liquid containers. </div>
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The model has a great powerful / ancient feel to it which should complement the scrawny DE Lord very well (and give him an average toughness of 5/6 depending on how I run them). Throw in a spiritseer with protect and boom! T6 S5 Terminators with AP2 flamers dropping with precision into enemy lines...</div>
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How should I paint these up? Any criticism / comments are welcome!</div>
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Stark</div>
Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com0tag:blogger.com,1999:blog-1473918251887048829.post-2406753012115893912014-10-01T11:00:00.000-07:002014-10-03T13:36:49.663-07:00News from the Codex: [Confirmed]<h3>
<b>News!</b></h3>
So, a bright young chap on the Dark City has his copy of the book and has answered a few questions users had. The original thread can be found <a href="http://www.thedarkcity.net/t9999p40-week-3-releases-confirmed-archon-succubus-codex-supplement-haemonculus-covens">here</a>. The ever zealous moderators have confirmed with photos that he has the sacred text itself...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIEXCBPX-vSnL3J_t3gReexX6YkQoNEwYrmTcBqcXWD1gzmZGr5j6fxMlzVDjvvZCGBgHPhvzKaqC5WpkqQFnHXroHGbzD4uKNzm-X1c50noZ0Y4EDClvADroAjxVQX2Awno0-f3JNtRzQ/s1600/Rumours.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIEXCBPX-vSnL3J_t3gReexX6YkQoNEwYrmTcBqcXWD1gzmZGr5j6fxMlzVDjvvZCGBgHPhvzKaqC5WpkqQFnHXroHGbzD4uKNzm-X1c50noZ0Y4EDClvADroAjxVQX2Awno0-f3JNtRzQ/s1600/Rumours.jpg" height="638" width="640" /></a></div>
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<i>AP3 HUSKBLADE YOU SAY?!? ENGAGE NECKBEARD RAGE</i></div>
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Here is a summary of his findings: (I have put big buffs in <b>bold</b>)<br />
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<ul>
<li>Cronos & Talos are 1-3 in a unit (but can't mix)</li>
<li><b>Kabalites are now 8pts</b>. PGL gives soulblight. This means they have no way to get defensive grades. Weapons etc. remain the same</li>
<li>Razorwwing is 130 points and can <i>only</i> take nightshields. It is a fast attack choice & Dark Lances cost 5 more than Dissies. No vector dancer.</li>
<li><b>Agoniser is AP 3 poison (+4) </b>- This is a HUGE buff!</li>
<li>Arena champions may only take power swords / agonisers as power weapons.</li>
<li>Wyches have 1 attack base.</li>
<li>Klaivex powers are gone.</li>
<li>Ravagers still AV11, but no Aerial Assault</li>
<li>Haemonculus Ancient is in (ie replaces old Haemonculus).</li>
<li>1 formation in the book (grants 6+ cover on first turn/any night fight turn to all units and 5+ to troops).</li>
<li>Lhamean loses her ability to give poison to Archon.</li>
</ul>
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<ul>
<li><b>Grotesques have the same stats but, no longer blow up, have Flesh Gauntlets + CCW and Rampage. </b>Flesh Gauntlets are: S user, AP-, ID on a 6 and poison 4+</li>
<li><b>Scourges can take 4 heavy weapons in a squad of 5; the cost for 4 with HWB is 120 pts.</b></li>
<li><b>Other squads may not enter the WWP once used. It grants a non-scatter DS to the HQ + unit + transport he is with.</b></li>
<li><b>WWP is 35 points Archon/Succubus/Haemon can have it.</b></li>
</ul>
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<ul>
<li>Transport capacities are the same.</li>
<li>No HQ can take a board or bike.</li>
<li>Trueborn are still in & can take the same weapon combos from the last dex</li>
<li><b>Mandrakes have stealth, shrouded + baleblast from the start. Baleblast is assault 2 St 4 Ap 4 Soulblaze</b></li>
<li>Wyches have no haywire (other than Succubus) & dodge only in the fight subphase.</li>
<li>Incubi can't get grenades..</li>
<li>Clone Field is a 4+ Invun 40pts (Archon only)</li>
<li>Venoms can take double Spl Cannon, but can only have Grisly Trophies and Chain Snares</li>
<li>Only the Hekatrix, Succubus and Archon have access to HWG.</li>
<li>Harlequins are not in the book (other than fluff).</li>
</ul>
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Some additional <b>RUMOURS</b> (not confirmed):</div>
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<ul>
<li>Urien is only 140 points.</li>
<li>Each Grot can take a liquifier</li>
</ul>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com2tag:blogger.com,1999:blog-1473918251887048829.post-35557984810208618832014-09-30T15:37:00.000-07:002014-10-01T00:54:42.551-07:00Dark Eldar Codex Leaks: Images [Updated]<div class="separator" style="clear: both; text-align: left;">
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I am starting to find a trickle of images coming through... Below are two that have been circulating on a Spanish blog.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifJre57AJfAb9fouqai4p9cuBAhDLNhT0un3tq3yeLdESrNXNTvUOIDLO15rP-pD0s5ku-FQBhfcWGy43GFT-gMxY2KZMpWvTnCOLUamIDpx_AQyN-rNvXQVhjZH9iPtnO12P0qXVjEfrV/s1600/1075058_10152429587517794_1289053548_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifJre57AJfAb9fouqai4p9cuBAhDLNhT0un3tq3yeLdESrNXNTvUOIDLO15rP-pD0s5ku-FQBhfcWGy43GFT-gMxY2KZMpWvTnCOLUamIDpx_AQyN-rNvXQVhjZH9iPtnO12P0qXVjEfrV/s1600/1075058_10152429587517794_1289053548_n.jpg" height="480" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0xJhW2Th913VXamswv2U9We6XQ9svRLLRgSlaF_rorfVUBJJHHf8LuYamSY_6g0fGQXNZbWp9ZsmFlWQUEfpmYBR4643OqBEnZp9U08ttta0zyGJ8EvCdJEd15040npttVLSBHx5HET-l/s1600/Dex+LEaks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0xJhW2Th913VXamswv2U9We6XQ9svRLLRgSlaF_rorfVUBJJHHf8LuYamSY_6g0fGQXNZbWp9ZsmFlWQUEfpmYBR4643OqBEnZp9U08ttta0zyGJ8EvCdJEd15040npttVLSBHx5HET-l/s1600/Dex+LEaks.jpg" /></a></div>
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The original post can be found <a href="http://descansodelescriba.blogspot.co.uk/">here</a>.<br />
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There are a few changes here: I have put these in <b>bold </b>below.<br />
<br />
Archon: no change<br />
Drahzar: no change<br />
Haemonculus: <b>WS 5 BS 5 W 3 I 5 A 3 LD 9</b><br />
Lelith: <b>A 5</b><br />
Medusae: <b>Sv 3+ (?)</b><br />
Urien: <b>I 5 W 5 A 4 (?)</b></div>
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The obvious winners here are the Coven units with Urien going up to an impressive 5 wounds and the Haemonculi taking on the statline of the Haemonculus Ancient of old. I'd imagine this will come with a corresponding points increase.<br />
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The second picture is a little too blurry my eyes to make anything out; if you spot something pop it in the comments and I'll add your observation to the blog!<br />
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Here is a translation of the Spanish post:</div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>An anonymous reader who wants to remain anonymous has contacted me to give me some breaking news. I think it's quite clear:</i></span></div>
<div style="margin: 10px 0px 0px;">
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>"Hi! I have the codex here and I can tell you that asdrubal isn't in it..."</i></span></div>
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<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>He's also sent me this image. It looks like this reader clears up any doubts. Asdruval Vect isn't in the new Dark Eldar codex and consequently there are only three special characters left: Drazhar, Lelith and Urien. All of the rest are out as they don't have miniatures and Vect, even though he's had a miniature up until now, isn't in it anymore. They've withdrawn the old one and they haven't brought out a new one. What's more, the Dark Eldar don't have a Lord of War. They're the first of the new codex not to have them. The photos have been taken on a phone but they're clear.</i></span></div>
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<span style="color: #141823; font-family: Helvetica, Arial, lucida grande, tahoma, verdana, arial, sans-serif;"><span style="-webkit-text-size-adjust: auto; font-size: 12px; line-height: 15px;"><i><br /></i></span></span></div>
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<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i>I'm afraid he doesn't show up anywhere. It's confirmed then.
He also adds this:
"Now only the leader of the witches can use disruption grenades"
"motorbikes don't do passive (?) damage in turbo"
"despite this, a lot of things have had their points reduced. A unit of 5 azotes (possibly undead?) with 4 burning lances costs 120 points"</i></span></div>
<div>
<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><i><br /></i></span>
120 points for a deepstriking squad with 4 heatlances does sound an interesting prospect...<br />
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Check back on Fri/Sat when I will be going through my new Archon Edition and Haemonculus Supplement!</div>
Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com5tag:blogger.com,1999:blog-1473918251887048829.post-40257819258259258082014-09-30T05:51:00.003-07:002014-09-30T05:55:54.494-07:00A new nameAfter some deliberation I have changed the name of this blog. I am sure the literal tens of loyal fans I have will appreciate my reasons for doing so: basically some other berk had a similarly named blog to me.<br />
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Shite Dwarf is the future. The concept can be easily summarised by the below two diagrams.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqlSlGgh3YkxofdNhnN3sHb6ICFVYH2xrIgQ64YZx2K3gx5VFR-ygwXAvAvd8sptRIGOVD1zSYTJwd1amo0OfKdpFcqSk6Rsb0mWKyHxWzGJp0T3IneKg4-I3AyWRWu8yBq4dekwUzjUhv/s1600/commander-v2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqlSlGgh3YkxofdNhnN3sHb6ICFVYH2xrIgQ64YZx2K3gx5VFR-ygwXAvAvd8sptRIGOVD1zSYTJwd1amo0OfKdpFcqSk6Rsb0mWKyHxWzGJp0T3IneKg4-I3AyWRWu8yBq4dekwUzjUhv/s1600/commander-v2.jpg" height="640" width="450" /></a></div>
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<i>Exhibit 1: Dwarf</i></div>
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<i><br /></i></div>
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<i><br /></i></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPcR1WZkgOoa-sFmrx3CCqeG0ZqArfDomTqZxnbFQ5X6VAUIpFy_aEcOonusNrzUzMc6agszJNU3zMHuUesdBDiTUBfGtXT0kydGLXwHzzlUyfnsTWIzj2WFuNE8V3kFCOQezJFUMrPcTI/s1600/Great_Mighty_Poo_Fanart_by_Snapai.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPcR1WZkgOoa-sFmrx3CCqeG0ZqArfDomTqZxnbFQ5X6VAUIpFy_aEcOonusNrzUzMc6agszJNU3zMHuUesdBDiTUBfGtXT0kydGLXwHzzlUyfnsTWIzj2WFuNE8V3kFCOQezJFUMrPcTI/s1600/Great_Mighty_Poo_Fanart_by_Snapai.jpg" height="480" width="640" /></a></div>
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<i><br /></i></div>
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<i>Exhibit 2: Shite</i></div>
Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com0tag:blogger.com,1999:blog-1473918251887048829.post-52468995557332322622014-09-29T09:04:00.002-07:002014-09-29T09:23:26.711-07:007 steps to win with Corsairs in 7th Ed.<span style="font-family: inherit;">I have always loved the idea of Corsairs. As I often run Dark Eldar & Eldar together their piratical streak seems to encapsulate perfectly the vicious opportunism of different Xenos factions coming together for personal gain. This fits perfectly with the approach of the <i>Somalian Space Pirates</i> my DE/E strike force.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">The corsair rules are a little old now (IA 11) but they translate wonderfully to a 7th edition environment. Below are some thoughts on a basic battle plan with them; see my next post for a battle report from where I tried the list out. Any thoughts or criticism are welcome.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0N66TW0wnwMHOqZ_z5s2Ag6AvQVFGT-UB-mKNlpaZm_hA4XvKLSoMrjQqX-dpfROxZJawqDxycUNScpcsQLwuKkhyphenhypheniSvrEOkoxKOAkTZo0o0uHXiw3vkiCk6IU5P9Kk3M1rwf3fvPafqR/s1600/eldar_corsairs_by_waldes-d6qk9hc.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0N66TW0wnwMHOqZ_z5s2Ag6AvQVFGT-UB-mKNlpaZm_hA4XvKLSoMrjQqX-dpfROxZJawqDxycUNScpcsQLwuKkhyphenhypheniSvrEOkoxKOAkTZo0o0uHXiw3vkiCk6IU5P9Kk3M1rwf3fvPafqR/s1600/eldar_corsairs_by_waldes-d6qk9hc.png" height="640" width="452" /></a></div>
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<span style="font-family: inherit;"><i>Corsairs: Eldar weaponry - Dark Eldar fashion sense.</i></span></div>
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<h3>
<span style="color: red;"><b><u>Preamble</u></b></span></h3>
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<br />
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<span lang="EN-US"><i>The following assumes you are familiar
with the Corsair rules<o:p></o:p></i></span></div>
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<br /></div>
<div class="MsoNormal">
<span lang="EN-US">So a few things struck me about 7th
edition. The first was the improved jink
save, the second was the removal of the reserves limit and the third was the
improvements to deep strike.<o:p></o:p></span></div>
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<br /></div>
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<span lang="EN-US">With this in mind I want to build an army
around a Corsair Prince's ability to force night fighting for a turn, with an
autarch and the Duke for reserves and deep strike manipulation.<o:p></o:p></span></div>
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<br /></div>
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<h3>
<span style="color: red;"><b><u>Battle Plan</u></b></span></h3>
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<span lang="EN-US">Here's the battleplan in 7 easy steps.<o:p></o:p></span></div>
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<!--EndFragment--><br />
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<span lang="EN-US">2.<span style="mso-spacerun: yes;">
</span>Turn two, deep strike EVERYTHING possible into the enemy ranks. This is
done via duke S's rule and also the 3x deep strike the Prince confers.<o:p></o:p></span></div>
<b style="background-color: white; font-family: inherit;"><br /></b>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimUmWORC_aWtHmhFt6dl-RxaJgazPNuAsgltmNmqxaSmOavcBs-JWUT92EzqciS4qwUpVEAD5reiLmNFwXuZlCfZxOv4drYGm6aJdbOBb-kTmieCDQ2CnPX-Uuv5HxrWBiLpZcAeDxY_ln/s1600/corsairs+strike.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimUmWORC_aWtHmhFt6dl-RxaJgazPNuAsgltmNmqxaSmOavcBs-JWUT92EzqciS4qwUpVEAD5reiLmNFwXuZlCfZxOv4drYGm6aJdbOBb-kTmieCDQ2CnPX-Uuv5HxrWBiLpZcAeDxY_ln/s1600/corsairs+strike.jpg" height="393" width="640" /></a></div>
<div class="MsoNormal" style="text-align: center;">
<i><span style="mso-ansi-language: EN-GB;">"Holy shit
Sarge, that's no Scourge!"</span></i><span style="mso-ansi-language: EN-GB;"><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="mso-ansi-language: EN-GB;">3. Possible
units to do this with: Kabalites in Raiders with SR, Corsair Guardians with 2x
SC and 2x Melta, Scourges with Heatlances (+ ablatives), Talos (benefiting from
the Prince's ability?), and then some meaty assault units on raiders - 9x
wyches plus Autarch (or something similar)<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="mso-ansi-language: EN-GB;"><br />
4. Hopefully get a DE flier or two on - <i>if current rumours are
true, the Void Raven might be quite tasty for this.</i><o:p></o:p></span></div>
<div class="MsoNormal">
<span style="mso-ansi-language: EN-GB;"><br />
5. Shooting phase the Kabbies let rip into anything soft,
Corsairs/Scourges blast vehicles and Corsair Prince brings down nightfight.
This grants the Raiders all a nice 3+ jink for the turn <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="mso-ansi-language: EN-GB;"><br />
(<i>NB if the rumours to the change to night-shields are true, this
may be skippable).</i><o:p></o:p></span></div>
<div class="MsoNormal">
<i><span style="mso-ansi-language: EN-GB;"><br />
Alternate take: use the s9 AP 2 pie plate the Prince can drop to soften up some
charge targets for next turn / cream some terminators / pop a parking lot.</span></i><span style="mso-ansi-language: EN-GB;"><o:p></o:p></span></div>
<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7OlbskYimjGDzuBALi0ofc3iigSLpBs6EGGVOYVn362jLVI3fEmSOvcdtXNwuszjUwxpfCpDnDwwMlFg35EjF-YSwXB1CxdsvHwErOfjYd6CS3v5zrNj2myZFayxE04H6QUDiCO0FN0OE/s1600/DE+attack.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7OlbskYimjGDzuBALi0ofc3iigSLpBs6EGGVOYVn362jLVI3fEmSOvcdtXNwuszjUwxpfCpDnDwwMlFg35EjF-YSwXB1CxdsvHwErOfjYd6CS3v5zrNj2myZFayxE04H6QUDiCO0FN0OE/s1600/DE+attack.jpg" height="464" width="640" /></a></div>
<div style="text-align: center;">
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<i><span style="mso-ansi-language: EN-GB;">Surprise!<o:p></o:p></span></i></div>
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<br /></div>
<div class="MsoNormal" style="text-align: left;">
<span style="mso-ansi-language: EN-GB; mso-bidi-font-style: italic;">6. The fliers who have arrived missile spam (w<b>ith the pinning
missiles</b>) into as many units as possible. This combined with torture
launchers (can't recall their name) on the Raiders should hopefully leave at
least <b>some units pinned ready for a charge next turn</b> - no
overwatch. <o:p></o:p></span></div>
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</div>
<div style="text-align: left;">
<span style="font-style: italic;"><br /></span></div>
<i><div style="text-align: left;">
<i>Again if <a href="http://natfka.blogspot.co.uk/2014/09/the-guns-and-artifacts-of-dark-eldar.html">the
rumours about the new DE armour </a>which grants fear to all enemies
within 6" and -2 Leadership is true this would be a great combo. Use
a WWP to DS an Archon behind enemy lines (farewell Duke) & within 6"
of as many units as possible. Shooting the animus vitae to try and get
the Wyches all 5+ FnP for a turn 3 onslaught might also be wise. If you
really wanted to start messing with the opponent, throw in some of the terrify
available in the Eldar codex. </i></div>
</i><br />
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<br /></div>
<span style="mso-ansi-language: EN-GB; mso-bidi-font-style: italic;"><div style="text-align: left;">
7. Opponent faces target saturation in his own lines. Do you shoot
the Kabbies in Raiders or the assault units who will be charging next turn?
Hopefully some of his units are snap firing due to GtG and any nasty
vehicles have been haywire/fusion gunned to death (a Corsair squad puts out 2
melta and 6 s6 shots... YMMV)</div>
<o:p></o:p></span><br />
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This seems relatively fluffy (I love the idea of the lights going down
just as DE launch their strike) and would bother most armies. </div>
<span style="mso-ansi-language: EN-GB; mso-bidi-font-style: italic;"><div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Your main danger is the risk of tabling on turn 1. Hide the Corsair
Prince well and maybe sprinkle some wracks in cover?</div>
<o:p></o:p></span><br />
<div class="MsoNormal">
<i><span style="mso-ansi-language: EN-GB;"><br />
<b><u>See my next post for a battle report using this strategy</u></b><o:p></o:p></span></i></div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com0tag:blogger.com,1999:blog-1473918251887048829.post-34042245202979347482014-09-27T11:08:00.001-07:002014-09-30T07:40:30.528-07:00Dark Eldar Rumour Summary + new info!After ordering my Archon edition last night I thought I'd pull together all the rumours into one place so we can see how accurate they have been once the 'dex is released.<br />
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<span style="color: lime;">Green means it is likely to be true</span></div>
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<span style="color: orange;">Orange means I'm sitting on the fence</span></div>
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<span style="color: red;">Red means it's dubious at best</span></div>
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<b>Universal</b></div>
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<span style="color: lime;">Pain token changes to DE: </span>this has been confirmed by White Dwarf #35</div>
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<b style="color: orange;">Changes to combat drugs: </b>I'd imagine this is true as it would fit with the overall simplification of rules we have seen. 1+ to each of the attributes has been rumoured. +1 toughness would be very nice indeed! t5 Reavers... Also s5 Hellions is always a positive. Especially when furious charge (if still included in PfP would make them s6 vehicle hunters).</div>
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<b>HQ</b></div>
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<span style="color: lime;"><b>New Archon Model</b></span>: all but confirmed by WD 35 during the battle rep.</div>
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<span style="color: lime; font-weight: bold;">New Succubus Model: </span>The best image of this has come from the previews of the enhanced codex on Apple's iTunes store. </div>
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<b style="color: lime;">No Vect/Duke/Lady Malys/Baron in the Codex: </b>This looks very likely judging from another screen shot of the enhanced codex. Interestingly it also doesn't display a slot for LoW. All we have listed here are the characters which already have models (Lelith, Drazhar and Urien).</div>
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However, see this week's WD for a mention of Vect in the codex description.</div>
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This points to Vect being a later release. My money would be on him appearing as part of a Campaign (I have seen unconfirmed rumours of a DE v BA box approaching). These would also tally with the false rumours of DE being part of the new DV boxset. This also means that....</div>
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<b><span style="color: red;">Vect is a week 3 release:</span> </b>this now looks false according to the above image.</div>
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<b><span style="color: orange;">Lelith and Drazhar have rampage:</span> </b>yet to see anything confirming this. It doesn't seem ridiculous though.</div>
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<b>Vehicles</b></div>
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<b><span style="color: lime;">Void Mine is now a 5" Blast</span>: </b>again this looks to have been confirmed in today's WD. It's hard to imagine anything other than a large blast doing this.</div>
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<span style="color: orange;"><b>Raiders + Ravagers have Deep Strike</b>: </span>this has been posted <i>inter alia</i> on Faiet 212. I've soured the photos and haven't seen any confirmation of this.</div>
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<b style="color: orange;">Flickerfields only for Venoms</b><b>: </b>again, no confirmation of this anywhere. Iff the rumour about night shields granting stealth is true, this may hold some more credence.</div>
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<b style="color: orange;">Razorwings moved to Fast Attack</b><span style="color: orange;">:</span> the only source I can find ton this to confirm the anonymous post on Faiet 212 comes from the Batrep in WD.</div>
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Here we have a detachment 'Kabal of the Poisoned Tongue' fielding 3 Void Ravens and 1 Razorwing. This points to one of two possible (actually three) things. The first is that the VR can be taken in squadrons, the second is that the RW is now fast attack. The third is that this is an <i>unbound </i>army. Included for completeness is the Guard army they faced.</div>
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To me this looks like a battle-forged list. Of course it could be that DE are playing unbound against them, however given that both armies are split up into 'detachments' of sorts, this seems unlikely. See also the related rumour below (Beast Squads).</div>
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<b>Fast Attack</b></div>
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<b><span style="color: red;">Beast Squads now have a minimum of 12 models: </span></b>in the list given above a slightly odd beast pack of 3 beastmasters and 4 khymerae are fielded. Unbound or bound this points to this rumour being false as even in unbound lists basic squad requirements remain intact. The only counter to this is that WD sometimes use illegal combinations in their lists.</div>
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<b><span style="color: lime;">Hellions have been reduced by 3 points per model: </span>I</b>n the images for the datacards included with the Archon & Dracon codex sets the Hellions datacard shows a squad cost of 65 points in the corner. Given a minimum squad size of 5, this points to 13 points. A 3 man squad comes out at a non-integer with this points cost. Of course the minimum could (unlikely) be more than 5, but this would just represent more of a points dip. I haven't seen this posted anywhere else.</div>
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<b>Elites:</b></div>
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<span style="color: orange;"><b>Mandrakes reduced in points cost, gain stealth and shrouded, lose their invun and can baleblast as standard: </b>I haven't seen this supported by any evidence and it smacks somewhat of wishlisting. It's still a possibility though.</span></div>
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That's all for now... if you'd like me to look into any other rumour let me know in the comments!</div>
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Best,</div>
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Starkadder</div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com2tag:blogger.com,1999:blog-1473918251887048829.post-63617751334691685642014-09-23T01:51:00.002-07:002014-09-24T12:40:12.337-07:00Dark Eldar Wishlisting. <b><br /></b>
I am a longtime DE player and with the new codex imminent (judging by reports on <a href="http://natfka.blogspot.co.uk/2014/09/leaked-dark-eldar-images-more-including.html">Faeit 212</a>) I thought it was a good time to do some wishlisting for the new release.<br />
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<b>Wyches:<i> </i></b><b><i>+1 WS</i></b><br />
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I used to run a full wych cult army back in 3rd edition when wych weapons halved the weapon skill of all models you were in combat with. With the right combat drugs you could reliably pull of a 24" charge from a Raider!<br />
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Sadly wyches in their current form mainly see playtime as expendable tank busters riding in venoms. This is a great combo, but it would be pleasant to see them used in a wider variety of ways.<br />
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Making them WS5 base fits with the fluff (I've never understood why years after years of training they are less dexterous than your average Kabalite) and doesn't mess up the crunch. 10 Wyches charging 10 Smurfs will go from killing 1.7 to 2.2 marines on average with no change to the number of wounds in return: hardly an earth shattering increase. It also means your average guardsman will need a 5+ to strike in return. This is hardly Wardian and fits with the fluff.<br />
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<b>Wracks: <i>More ranged weapons @ 12-18"</i></b><br />
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Wracks have the potential to be a great fun medium-to-short range assault choice. I have previously used a squad in a Raider with a Haemonculus for this role - they would zoom forward (usually at a target in cover I wanted to clear) and apply searing acid liberally to their opponent before charging in.<br />
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I'd love to see this arsenal expanded to include some 12-18" shots which could weather an opponent slightly before they charge in. The Ossefactor may well fill this role: we shall have to wait and see. From the description of it, I suspect it may be a blast weapon (as it mentions causing damage to models surrounding the one it hits).<br />
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Power mauls for Wracks is something I would welcome. I've seen scepticism about how competitive it would be for the price point, but if nothing else it will give us access to a reasonably mobile and tough unit who can pop open AV11 (and maybe up to AV12 if we still get furious charge) while still posing a nightmare to most infantry (SMurfs excluded).<br />
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<b>Anti-Armour Options</b><br />
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<b>MEGAZORD GO!</b></div>
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In general I think we are one of the better armies at taking on heavy armour. Haywire wyches are deadly but require a bit of skill to use. One of my favourite lists is 6x HW wyches in venoms backed up by the Duke + some bloodbrides on a Raider with a dissie. Fluffy, fun to play and reasonably competitive against most things (wyches for tarpitting / vehicle smashing; venoms for infantry shredding).<br />
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However it would be nice to have a few options when it comes to dealing with armour. Dark Eldar excel in taking out one or two very heavy vehicles, but when faced with a field of relatively low cost vehicles it becomes a bit more different. A lot of this is down to our reliance on poison: where other armies can spam s4 shots into light armour we don't really have an option to do this. Lance spam is an option but is unreliable unless backed up with farseer support.<br />
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Wracks with power mauls is one way in which this gap could be filled as derailed above. The unit could threaten most things on the board (fliers excepted) and has no major redundancy.<br />
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Another option I'd like to see is a wider availability of haywire blasters. If trueborn got access to these it would open up a lot of options for us. A second improvement here would be in the Scourge load out. Currently 10 winged aristocrats gets you 4 haywire blasters with the other 6 shardcarbine shots being wasted whenever you fire at vehicles. I think this is the single biggest reason Scourges don't see much competitive play. </div>
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<b>Scourges: <i>Skyfire</i></b></div>
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Previously I've mainly relied on presienced Ravagers to take on enemy fliers or failing that used our speed to stay out of their LOS. </div>
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With a new codex I am strongly hoping we will have decent options within our own codex to deal with flying threats. </div>
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Obviously our own fliers present one solution to this conundrum. However I'm still on the fence when it comes to using planes. 40k was always a skirmish game (Armageddon for big battles) and having significant air support seems to counter that. Most new codexes have had some land based anti-air support and I'm.hoping ours is no different. Scourges may be in with a shout here - perhaps some sort of wargear that grants them skyfire? This would again fit with the fluff and provided it was costed correctly (most land based AA has come with a hefty points cost) wouldn't be OP.</div>
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My thoughts... Any suggestions for what you'd like to see? </div>
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Sethhttp://www.blogger.com/profile/07531991673033620143noreply@blogger.com2