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Friday, May 15, 2009

Joining the Century Club

Well, here it is, post #100! When I started this, I expected my usual short attention span to kill it off in a week or so. Luckily it didnt. Not only did I get this far, people actually seem to look at what I post... ok, maybe its just the Monday Top Ten, but Ill take it! ;)

When I was deciding what to put here regarding the occasion, I had a flash-back to something that happened while I was stationed in Hawaii... Im going to tell part of the story, that fits with the title. The rest of the story isnt really fit for human consumption.

"So, there I was, slathered in Crisco, holding a TV remote, and wondering who stole my chihuahua... " Sorry, all good military stories have to start with something like this.

It was something resembling the weekend for us, as we were on rotating shift work, the real weekends were often worked. My roommate (we were two to a room, two rooms to a suite, sharing a single bathroom) was "away". My friends DB, DJ, and someone else came over, and brought beer. DB decided he wanted to do the "60 minutes" (60 shots of beer in an hour). So we ordered pizza while he started. Somewhere between 20 and 30 the pizza arrived. He was doing good. Around 50 he started getting silly, but kept going. He made 60 minutes just fine. That was when he decided to join the "Century Club" by going on to 100... He was eating pizza and taking breaks to do his shots, while the rest of us talked and played on my Playstation. Around 65-70 he started acting drunk... about 75-80, he decided that my bathroom walls needed a fresh coat of regurgitated pizza paint, at which point he ran out of the room and started making an ass of himself. DJ followed him out, while I cleaned up. He didnt finish the 100 shots, but there were more "events" that night that means Ive got a story to share for YEARS to come. :)

And now for something 40k related: Im half considering adding a 4th chapter to the mix of my crusade, and sadly enough its not one Ive already got models for. Thats actually in my favor, since Im thinking of getting some magnets and making them "plug and play", with all sorts of weapon options... I havnt decided who its going to be, but Ive been considering the Black Templars...

Thursday, May 14, 2009

My look at the new Codex:IG - Heavy Support

Yeah, this is the big one. All them luvverly tanks. Lets get into it!

Hydra Flak Tanks - These seem to be misplaced, for now at least. Not many things hit the table that AA fire would really be needed for, unless you are playing against Tau or Eldar, that is... Or even other guard with Valkeries. Still, they are pretty spiffy for shooting up bikers, though if S was 1 higher, they could really be an answer to biker forces.

Manticore - Hrm... limited ammo. 4 shots though, so you could let off fire most of the game and then use it for turn 5+ tank shocks...

Deathstrike Missile Launcher - Ummm... No. Anything with a range of 80 FEET does not need to be on the average 40k table.

Ordnance Battery - Unlike the Hellhounds (and the Leman Russ varients, to a degree), most of these work well together, well, maybe excluding the Basilisk's minimum range for indirect fire. However, most of these are about as durable as the Armored Sentinel.. oh wait, no. The Armored Sentinel isnt open topped. Ouch. They still pack some of the biggest guns, anywhere.

Leman Russ Variants - Here it is, the butter that goes on the Infantry bread. Remember what I said about the Penal Legion Squads? Well, this is the opposite, seven different tank choices. Some of these work well together, others not so much.The only varient Im not overly fond of is the Vanquisher. Sure, its AP2, but its one target. You can spend the entire game plinking at terminators and kill one a turn... or not, still BS3. "But it rolls an extra D6 against tanks!" So? the standard Russ rolls 2d6 and picks the higher. Still gotta be damn lucky against a Land Raider, but any AV 12s are likely to have a bad day... oh, and its a template shot, so if it misses, there is still a chance to splatter some hapless bystanders. The only other non-blast weapon is the Exterminator, which is twin linked. Still better... I know there is a lot against it, but the Punisher variant makes me happy, down in the part of my heart that yells DAKKADAKKADAKKA!! Ill prolly eventually end up with a squadron of these, if only for the psychological trauma it would cause to players of lightly armored armies.

Wednesday, May 13, 2009

My look at the new Codex:IG - Elites

Tonight Ill give the Elites section a look over, and tomorrow is Heavy Support... Im actually dreading that one...

Ogryn Squad - Ogryns got better, no doubt about it. Harder to insti-kill, But Id prolly not include unless its a themed (Catachan) list.

Ratling Squad - Still short, still snipers. Lost their go to ground, but now everyone has it. I dont think Ive ever used them, and probably wont, but thats just my (lack of) taste.

Psyker Battle Squad - The new "wonder toy". Seems like everyone is going crazy over how wonderful this squad is. Teamed up with ratlings and that enemy unit will never move! Same for with a Morter squad or vehicle mounted artillery. They can get a S9 blast to pulp tanks! ..they are still T3 with a 5+ armor save, and huge "Plank Me Like A Naughty Schoolgirl!!" signs. No doubt Ill eventually try them out, but they seem very fragile to me, even when shoved into a Chimera.

Storm Trooper Squad - Lets see... S3 AP3... Im kinda amused they went back to the old name of Hot Shot lasguns.

Tuesday, May 12, 2009

My look at the new Codex:IG - Fast Attack

Part three of five... and after Im done here, I get to go back to rereading False Gods... again. :)

Scout Sentinel Squadrons - basically the sentinel we have known and loved for years on end, glad to see the arms range continues growing. Another edition or two and Id be surprised if they didnt have nearly every possible heavy weapon out there (still missing Multimeltas!)

Armored Sentinel Squadrons - Ok, lets see... two higher armor to the front (which any half competent opponent can get around) and extra armor, for the loss of Scouts and Move Through Cover... oh, and +20pts. Im not sure its worth trying to turn your mobile heavy weapon into a front line machine. Think Ill keep to the scout version and get the occasional Outflank...

Rough Rider Squads - Assault troops? In the IG? At least they have Fleet (thanks to being Cavalry). Realistally, the only way Id use these was if they had hit and run, so I could flame them, charge in and pop the lances, run out and lay down some more flamer love... And no, I didnt check their special character, still wouldnt use him.

Valkyrie & Vendetta - Droooool..... eh-hem.... Every time I hear the name, I think "Flight of the Valkyries"... and it fits. Im not a fan of single shot weapons, so the hellstrikes would have to go, but otherwise I like!

Hellhound Variants - Im not too sure how much of a fan I am of mixing vehicle types in a squadron. 1-3 of the same version per squadron? Hell yeah! One of each version in the same squadron? Meh. Im really looking forward to picking up a Hellhound in particular... the Inferno Cannon is going to be so much fun to use against opposing horde armies. Dont get it? You set the small end of the template within 12", and the fat end can not be closer then the skinny end. Adjust to hit as many as possible. Roasted Ork, on a steeeeek. ;)

Monday, May 11, 2009

My look at the new Codex:IG - Troops

Part two of my drooling over the new Imperial Guard codex, this time my favorite section: Troops.

Platoon Command Squad: Same issues I had with the Company Command about the medic, this time the medic actually doubles beginning price for the squad...

Infantry Squad: Power weapons are now allowed as wargear, but they have lost bolters (at least one of my old Sgts is now retired because of this), and access to shotguns (was planning on picking up some FW shotgun vets to use as Sgts)... Sniper Rifles are a special upgrade, finally. Commissars are far to easy to get, still not liking that.

Heavy Weapon Squad: I like that they got rid of all the special designations, and made this unit capable of mixing guns.

Special Weapons Squads: 0-2 per platoon, instead of 0-2 per army? Hell yeah!

Conscripts: I think Id like these better if they still had the option for flamers and heavy bolters...

Veteran Squads: They may be cheaper compared to a full platoon of infantry, but they will die so much faster... still, the idea of six of these in chimeras does sound amusing to me!

Penal Legion Squads: Options man, options! But the Desperados rule does make this an interesting alternative.

Monday Top Ten #15

15! 15 of these things! Ah ah ah ah!

1. Siph's Relictors Techmarine looks pretty cool.
2. Voidlord tests out some potential basing material...
3. John discusses how he bases his models...
4. And FoxPhoenix gives us a cheap and easy way to make grating for bases (and other uses too!)
5. MiCho shares his GD entry, very nicely done!
6. Ron shows off some of the models he was commissioned to paint.
7. JabberJabber asks about the status of some really old fluff.
8. John shares how he magnetized his Sentinel.
9. Big D has some cheap area terrain.
10. Stelek's stuff is usually far more hardcore competitive then Im willing to deal with, but if anyone ever pulls out the Ork Nobz on bikes against me, I know one way to deal with them...

Sunday, May 10, 2009

My look at the new Codex:IG - HQ

Im a dirty rat. Its true. I got my copy of the codex the day it was released, I just kept up the charade that I didnt have it because I was hoping to slam Mikie with an army he wasnt expecting. Well, I think the window for that being funny is closing, and it would just be sad to keep the story going. Its still going to be a while before I have the command squads I want to run the army the way I want to.

By now everyone has dissected and torn apart the new codex. Everyone knows everything there is to know about it, right? Yeah, probably. Im gonna do something a bit different. Im gonna poke at all the choices, one section a night for this week. Much like the Monday Top Ten, this is my opinion as a gamer who plays for fun, not always to win. So, tonight, Im looking at the HQ section.

Company Command Squad - Well, it appears gear standardization continues unabated, with refractor fields and frag grenades. I do like that carapace armor is now an option for the entire squad. Im trying to decide on Medics. Is +30 too much to pay to give this squad FnP? For that many points you can just get another infantry command squad... Why does the COMPANY command have the REGIMENTAL standard? I like that they included heavy flamers, I plan to include a few of those.

Regimental Advisers - Im not sure there is anything I can say about these guys that everyone else has said. I find the whole concept of the advisers cool, and wish there were even more choices... Lets see, an Arbites Liaison for fighting traitors, a Xeno-biologist for killing aliens, and hell, an Inquisitorial Envoy just because! ...hmmm, I might be busting out the Experimental Rules tag again soon.

Special Characters - Dunno, didnt look, I dont use special characters. Nice fluff though! :)

Lord Commissar/Commissars - Commissars have always been one of the coolest parts of the IG, now there are two versions of them. At first I had issue with there being a potential for so damn many of them. Seriously, you can get something like 38 of them on a single force org chart. Thats a bit excessive for a regiment, let alone a company. So, I figured a little creative justification was needed... Way back when, they used to have Commissar Training Squads. Im figuring that the Lord Commissar is the seasoned veteran, and all the lesser Commissars are still trying to earn their Black Hat of Badass-ness. Sorta like Gaunt at the beginning of the first book.

Primaris Psyker - I am SO happy they decided to buff up the psyker, even if he is just one per HQ slot now. Kinda amused that he gets a refractor field though...

Ministorum Priests - Once again, they lost their single plasma gun (or was it the Inquisitorial version that had it?)... Hell, they lost almost all their options. Shotguns and Eviscerators are it. Rosarius is standard now. In other news, they are no longer totally crazy, so your units that they are attached to can sit and shoot in peace. Ill prolly be including a few of these, just because.

Techpriest Enginseer - Like the previous choice, the options for these guys have been gutted. To the bone in this case, as they can take Servitors and/or Meltabombs. Yep, thats it. Its not even a proper servitor firebase anymore, as its the same as the Space Marine choice. Id figured these guys at least would have access to some sort of fun weapons, or at the very least a stormbolter. Bleh.

Tomorrow night Ill look at the Troops choices.