Some time back I was asked to do the Dark Eldar combat drugs in the same style as the war lord traits, so here they are. As always, a big shout out to Miscreant for the card back.
Showing posts with label dark eldar. Show all posts
Showing posts with label dark eldar. Show all posts
Monday, 12 August 2013
Friday, 9 November 2012
Codex comparrisons - part 1.
So, KhorneGuy suggested that I put forward my thoughts on how each codex was under 5th and now 6th. Not a bad idea so here goes. Bear in mind as always that this is a casual players point of view not a competative one.
Black Templars.
I have only played against the black templars once under 5th and that was right near the beginning of that edition. Still learning the changes between 4th and 5th my vanilla marines were defeated (though to be fair, my opponent was and still is a lot better than me).
Under 5th Black Templars were not too bad but I think they suffered the same problems that the vanilla codex did and that was that compared to everyone else they were too expensive and fewer options. The only thing going for them was land raider crusaders as dedicated transports thus allowing them to hold objectives with a scoring unit inside. They could also have close combat weapons in troop options which was a step up from the vanilla codex.
Under 6th I think they are now underpowered as they don't really gain the benefits that the vanilla marines got from the new edition and they lost the ability to hide in their land raiders on top of objectives. This codex really needs an update, though to be fair I think they should be dropped and just brought into the vanilla dex. I don't see that they bring anything new to the table.
Blood Angels.
A horrible tough army to beat under 5th and even worse now under 6th. Depending on the player I really don't enjoy many games against this codex ( *cough* my nephew *cough* ). There are far too many twinky options that just make them far far too killy. Under 5th furisos dreadnoughts in drop pods or carried under a stormraven were the bane of my marines. At least under 6th if I can't hurt it I can at least run away and try to let something else have a go.
I think Blood Angels have done rather well out of the new edition. The combat rules favour them and as an army built for close combat they do well out of it. With power armout it is still tough to drop them with overwatch.
Chaos Daemons.
When this codex first came out it was horribly broken and twinky, and it remained that way throughout 5th edition. The only time Chaos Daemons seemed to lose a game was when the player wasn't focused or when he was up against a much more canny opponent. Khorne themed lists were a must for the most part because they had power weapons on their bloodletter troops (why? *shakes fist*). Now they have lost a lot of that focus under 6th as power weapons can't drop terminators and everyone is afraid of terminators. The codex does need an update but I feel GW will just make them stupidly powerful again when they do.
Chaos Marines.
Under 5th CSM players grumbled like all hell about how weak this codex was. I think they were smoking something because while not very fluffy, this army was extremely powerful. Ten to twenty man squads with the close combat weapon and pistol bonus attacks already overpowered the pathetic space marine tactical squads. Daemon princes were far too powerful and two was a common deployment. Obliterators too. But in balance they had units such as bikers, raptors and havocs that no one ever took.
As the first codex of 6th I think we have a good idea where GW are taking codexes for this edition, and this time we have a nice balanced codex. The cost of units seems fair and nothing stood out as being too good. This probably means that CSM players will still grumble. As the new codex has only been out for a few weeks at this point I think it will be a while before we get a real idea of how this army now plays.
Dark Angels.
There are really only two ways to play Dark Angels, either terminators as troops or bikes as troops. No one ever plays the bike list. With terminators being the run to list for the codex now what with changes to power weapons under 6th I think this is all we will see until they get a new codex. The army suffers in only one regard right now in my opinion and that is the lack of a flyer and rumours seem keen to say that they won't get one in the new book.
Despite the lack these days of something unique to call their own I think the Dark Angel codex is still very viable, tough and fun to play.
Dark Eldar.
Dark Eldar were pants until they got their 5th edition codex and then they became a nice balanced army. They had strong points; good in close combat, decent initiative and excellent long range heavy weapons. However I feel that 6th edition has screwed them royally. Their vehicles are more fragile than ever as small arms fire can just glance them to destruction and overwatch has blunted their close combat prowess. These days I feel that the only real way for Dark Eldar to win is if they take allies to shore up their weaknesses. Shame as the codex under 5th had a nice feel to it.
To be continued...
Black Templars.
I have only played against the black templars once under 5th and that was right near the beginning of that edition. Still learning the changes between 4th and 5th my vanilla marines were defeated (though to be fair, my opponent was and still is a lot better than me).
Under 5th Black Templars were not too bad but I think they suffered the same problems that the vanilla codex did and that was that compared to everyone else they were too expensive and fewer options. The only thing going for them was land raider crusaders as dedicated transports thus allowing them to hold objectives with a scoring unit inside. They could also have close combat weapons in troop options which was a step up from the vanilla codex.
Under 6th I think they are now underpowered as they don't really gain the benefits that the vanilla marines got from the new edition and they lost the ability to hide in their land raiders on top of objectives. This codex really needs an update, though to be fair I think they should be dropped and just brought into the vanilla dex. I don't see that they bring anything new to the table.
Blood Angels.
A horrible tough army to beat under 5th and even worse now under 6th. Depending on the player I really don't enjoy many games against this codex ( *cough* my nephew *cough* ). There are far too many twinky options that just make them far far too killy. Under 5th furisos dreadnoughts in drop pods or carried under a stormraven were the bane of my marines. At least under 6th if I can't hurt it I can at least run away and try to let something else have a go.
I think Blood Angels have done rather well out of the new edition. The combat rules favour them and as an army built for close combat they do well out of it. With power armout it is still tough to drop them with overwatch.
Chaos Daemons.
When this codex first came out it was horribly broken and twinky, and it remained that way throughout 5th edition. The only time Chaos Daemons seemed to lose a game was when the player wasn't focused or when he was up against a much more canny opponent. Khorne themed lists were a must for the most part because they had power weapons on their bloodletter troops (why? *shakes fist*). Now they have lost a lot of that focus under 6th as power weapons can't drop terminators and everyone is afraid of terminators. The codex does need an update but I feel GW will just make them stupidly powerful again when they do.
Chaos Marines.
Under 5th CSM players grumbled like all hell about how weak this codex was. I think they were smoking something because while not very fluffy, this army was extremely powerful. Ten to twenty man squads with the close combat weapon and pistol bonus attacks already overpowered the pathetic space marine tactical squads. Daemon princes were far too powerful and two was a common deployment. Obliterators too. But in balance they had units such as bikers, raptors and havocs that no one ever took.
As the first codex of 6th I think we have a good idea where GW are taking codexes for this edition, and this time we have a nice balanced codex. The cost of units seems fair and nothing stood out as being too good. This probably means that CSM players will still grumble. As the new codex has only been out for a few weeks at this point I think it will be a while before we get a real idea of how this army now plays.
Dark Angels.
There are really only two ways to play Dark Angels, either terminators as troops or bikes as troops. No one ever plays the bike list. With terminators being the run to list for the codex now what with changes to power weapons under 6th I think this is all we will see until they get a new codex. The army suffers in only one regard right now in my opinion and that is the lack of a flyer and rumours seem keen to say that they won't get one in the new book.
Despite the lack these days of something unique to call their own I think the Dark Angel codex is still very viable, tough and fun to play.
Dark Eldar.
Dark Eldar were pants until they got their 5th edition codex and then they became a nice balanced army. They had strong points; good in close combat, decent initiative and excellent long range heavy weapons. However I feel that 6th edition has screwed them royally. Their vehicles are more fragile than ever as small arms fire can just glance them to destruction and overwatch has blunted their close combat prowess. These days I feel that the only real way for Dark Eldar to win is if they take allies to shore up their weaknesses. Shame as the codex under 5th had a nice feel to it.
To be continued...
Monday, 3 September 2012
The Stygia Campaign
A couple of weeks ago I was talking to some bods from the club (I forget who unfortunately) and the topic of how you could have a planetary campaign featuring all factions came up. Many years ago that is exactly what I planned for a couple of campaigns that we ran. Hunting through my files I found the backstory I had written for it. Just for enterainments sake here is the Stygian Campaign.
----
Why We Fight…
----
Armageddon.
Cadia. Vraks. Macgragge. These are wars so vast that no one will ever
forget them. Now, in the waning years of the Imperium a new name has
been added to that list, Stygia. A world located deep in the heart of
the Ghoul Stars. A world that has become the centre point for every
major power in the galaxy. A world whose fate may very well spell the
salvation or damnation for the entire universe.
Thousands
of years before mankind crawled from the seas, the Eldar race had
already been instrumental in the banishment of the Necrontyr, but
found the universe still beset by warp entities from the Immaterium.
Their seers knew of the Chaos Gods, and foresaw a time when the
ruinous powers could collapse the walls between worlds and all would
be lost. They scoured worlds where daemonic incursions had destroyed
native species and laid traps for the most powerful daemons, drawing
them from the warp and containing their essences within specially
prepared devices called the Amarth-Thame ("Apocalypse Box").
By the time the seers declared an end to their work, they had
contained the spirits of thousands of powerful warp entities within
these devices. Now they needed somewhere to hide them away. Such a
place was found along the rim of the galaxy, a newly forming world
still primordial with a surface of molten rock. The Amarth-Thame were
dropped into the churning core of the planet, hidden away but
protected from the untamed forces of creation. Within a few
generations knowledge of the Amarth-Thame had been forgotten amongst
the petty desires of the Eldar race. The world that would be Stygia
cooled and solidified. The artifacts were distributed across its
surface, deep beneath the ground. Here the contained daemons
slumbered and awaited a time when they would be freed to extract
their wrath upon the galaxy.
Stygia was
first discovered by humanity in M24 when a colony ship, the
Endeavour, was swept of course in the warp by powerful storms that
buffeted and pushed the ship far off its intended route. When
finally, the ship's navigator was able to punch a hole back into the
material universe they were in a region of space dominated by ancient
and dying stars. Too far from Earth or its other colonies to make
contact, the colonists looked for a new home out here. They found
Stygia, a beautiful green world with vibrant blue oceans. After a
brief exploration, this is where they decided to make their new home.
In M31, an
exploratory ship moving ahead of the Great Crusade located Stygia and
its colony. What they found disturbed the crew greatly. The colonists
were living a simple lifestyle, living off the land but almost a
third of the population exhibited mutation or unchecked psychic
potential. The mutants, though accepted by their human counterparts,
lived separate to them and had thus slowed the unnatural evolution of
the humans on the planet. The world was logged but all concerns were
swept aside when in the following year the Imperium was plunged into
civil war. The Horus Heresy had begun.
Once
again, Stygia was forgotten until 812.M41 when records of the planets
existence were uncovered by an accident in the great libraries of the
Administratum on Holy Terra. For some time now, space marines of the
Death Spectres chapter had been stationed near the Ghoul Stars,
fending off incursions from daemons and other warp entities, and word
was dispatched to them to investigate the current situation on
Stygia. When they arrived, they found that mutation had spread
further through the population though no direct cause could be
attributed. Those who were heavily mutated or were identified as
latent psykers were eradicated by the Death Spectres and the planet
forcibly converted into the Imperium. Local system lord, Salem Draco,
paid a visit to the planet and decided that it would be perfect for
an agri-colony, supplying the nearby systems with an abundance of
food. The locals were put to work working the newly planted fields,
or in the mines pulling precious ores to the surface. The surviving
mutants, manyclassified as "beast men", fled into the
untamed forests and hills to escape persecution or extermination. The
planetary governor, Exon Valdez, set up his palace in the newly
constructed city of Bludhaven.
Several
years later, miners working the Drakkensgraab mines unearth and bring
to the surface an unusual object bearing xenos markings. The first
Amarth-Thame had been pulled from its resting place beneath Stygia.
Concerned by this turn of events, Exon has the artifact dispatched to
an Inquisitorial facility in a nearby system. Scholars of the Ordo
Hereticus determined that the object was of Eldar manufacture and
that the runes were of containment, and that they held the essence of
Chaos. The Amarth-Thame was quickly secured within their fortress
library behind multiple purity seals, for safekeeping. Over the next
one hundred and fifty years, several more of these artifacts are
uncovered and the concerns of the Inquisition grow.
Events
come to a head in early 999.M41 when suddenly and without warning all
the Amarth-Thame began to broadcast a psychic scream that penetrated
the minds of all on Stygia. The scream echoes into the warp,
affecting psykers across the galaxy, disturbing the sleep of ancient
evils and drawing the armies of Chaos like bees to honey. Even the
Tau whose species have no psykers were able to hear this call, though
faintly. The Eldar farseers are affected worse than any other,
feeling the rage of a thousand trapped daemons flooding through their
souls. The Amarth-Thame have been unearthed and awakened.
Now, in
the last days of the 41st millennium, every major race has descended
upon Stygia.
Why We Fight…
Chaos
Marines & Chaos Daemons.
The
call of the daemons trapped within the Apocalypse Boxes has reached
across the galaxy. Touching the minds of all who serve the Ruinous
Powers, it calls them to battle, plunder and fire. Fleets of traitor
ships are leaving the Eye of Terror, the Maelstrom, and their
strongholds throughout the galaxy are heading towards the Ghoul
Stars. Daemons claw their way through the weak fabric of reality,
stepping onto the surface of Stygia. Soon this world will burn and
the entities within the Amarth-Thame will be freed.
Grey
Knights & Sisters of Battle.
The
Inquisition has been aware that something is afoot on Stygia for some
time and has planned for just such an event. Grey Knights and
Inquisitorial forces have been drawn from their secret places and now
bolster the defences of Stygia. Under the guidance of one High
Inquisitor Butlerian, the armies of the Inquisition fight to uncover
and safely deal with the xenos artifacts and any heretic forces that
have arrived.
Dark
Eldar.
The
Dark Eldar have raided Stygia for centuries, taking slaves and
generating fear among the colonists. Drawn again to Stygia by the cry
of the Amarth-Thame, these piratical Eldar see the war as a great
opportunity to conduct their attacks with impunity. Let the lesser
races fight one another, while they sow disorder and reap the
benefits.
Eldar.
Memories
of the Amarth-Thame have resurfaced and the Elder rush to Stygia.
They have found the foolish humans uncovering things better left
alone. Reading the fickle winds of fate, the seers of the Eldar know
that this war will determine the fate of the entire galaxy. Either
humanity will rise from this stronger or else they will usher in a
new age of Chaos. Neither event favours the Eldar, but they cannot
sit back and do nothing. The Eldar ride to war.
Necrons.
The
psychic scream of the Amarth-Thame have disturbed the Necron who
still slumber under dead worlds in the Ghoul Stars. The psychic
scream interferes with their machines, awaking them early and causing
great pain. The Necrons have begun to materialise upon Stygia,
harvesting life forces and seeking a way to silence the incessant
scream that interferes with their operation.
Orks.
Orks
are drawn to conflict, and even they sense that something big is
going down. Across the galaxy Orks are leaving battlefields to follow
larger fleets that are headed into the rim of known space. Most Ork
vessels are destroyed before reaching orbit but a few have managed to
get past the great fleets above and crash into the surface of Stygia.
It matters not to the Orks what this fight is about, they just won't
be left out of it.
Space
Marines & Imperial Guard.
The
might of the Emperor's finest have been redirected to Stygia by the
planetary governor and the Inquisition. The PDF has been augmented by
troops from Cadia, Valhalla and other fortress worlds, while
companies of Space Marines are deployed across the surface of Stygia.
This world belongs to the Emperor and they fight to ensure it remains
so.
Tau.
The
Tau high command has sensed an opportunity with the growing conflict
on Stygia. Their race has no knowledge of warp travel, but
intercepted communications hint at the presence of artifacts from the
warp. If such artifacts could be recovered and returned to the
enclaves, the Tau would gain a significant advantage. Under cover,
the Tau have managed to sneak a force onto the surface of Stygia in
an effort to recover the Amarth-Thame for the Greater Good.
Tyranids.
The
psychic scream of Amarth-Thame has even blotted out the shadow in the
warp. Disorientated and lost without a connection to the greater hive
mind, a Tyranid bio-ship entered the Stygia system and was engaged by
picket vessels of the Imperium. Confused, the ship was no match for
the enemy and crashed through the atmosphere, its carcass spewing
spores in a last ditch effort to ensure the survival of its brood.
However, the Amarth-Thame have prevented the emergent Tyranids from
connecting to a single hive mind and those hives that have sprung up
and survived have become single entities. Reports from the Ordos
Xenos have even indicated that rival hives have fought and consumed
one another in a savage survival of the fittest.
Friday, 15 June 2012
Rankings
Over on the 40K forums site there has been a recent discussion with posters ranking the codexes. I've not taken part but I have read through it and here is my list from top to bottom (top being best).
Chaos Space Marines.
Grey Knights.
Tyranids.
Blood Angels.
Space Wolves.
Eldar.
Dark Eldar.
Chaos Daemons.
Imperial Guard.
Necrons.
Dark Angels.
Orks.
Tau Empire.
Sisters of Battle.
Space Marines.
Black Templars.
That's how I would list them. How would you?
Chaos Space Marines.
Grey Knights.
Tyranids.
Blood Angels.
Space Wolves.
Eldar.
Dark Eldar.
Chaos Daemons.
Imperial Guard.
Necrons.
Dark Angels.
Orks.
Tau Empire.
Sisters of Battle.
Space Marines.
Black Templars.
That's how I would list them. How would you?
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Monday, 7 May 2012
Friday, 27 January 2012
League Game #4
A couple days ago I met up with Aven my next opponent for the league so I could crush his Dark Eldar. Our mission was Cut & Run from the battle missions book, with Aven as the attacker.
His list was:
Archon 60pts, huskblade 35pts, haywire grenades 5 pts, combat drugs 10pts, shadow field 30pts, webway portal 35pts
Incubi 22pts x5 (mounted in raider 60pts (with archon), with darklance, flickerfields 10pts, retro fire jets 5pts)
Incubi 22pts x5
Incubi 22pts x5
Wyches 10pts x8, hydra gauntlets 10pts, haywire grenades 2pts x8, hekatrix 10pts, agoniser 20pts
Wyches 10pts x8, hydra gauntlets 10pts, haywire grenades 2pts x8, hekatrix 10pts, agoniser 20pts
Kabalite warriors 9pts x5 (mounted in raider 60pts, with darklance, flickerfields 10pts, retro fire jets 5pts)
Kabalite warriors 9pts x5 (mounted in raider 60pts, with darklance, flickerfields 10pts, retro fire jets 5pts)
Reavers 22pts x 3, heat lance 12pts, cluster caltrops 20pts
Reavers 22pts x 3, heat lance 12pts, cluster caltrops 20pts
Talos 100pts, chainflails 10pts, add close combat weapon 15pts, twin linked haywire blaster 5pts
Razorwing 145pts, splinter cannon 10pts, flickerfield 10pts
Razorwing 145pts, splinter cannon 10pts, flickerfield 10pts
He set up his forces first but I chose to keep everything off the table thus forcing him to remain on the table for at least at extra turn. Fortunately for me the majority of my army came on in the first reserve roll and I managed to get a couple kill points for dropping a pair of raiders. For the duration of the game the scores were pretty close with both of us securing the lead but ultimately Aven managed to claim the victory.
This was an awesome game. Very close all the way through. Aven didn't power play and took the game casual. I really wish more of my regular opponents played the same way.
Annoyingly though we played a friendly game afterwards randomly determined from the rulebook and I managed to crush Aven 9 kill points to 5. Why can't I do that in a campaign game? LOL!
His list was:
Archon 60pts, huskblade 35pts, haywire grenades 5 pts, combat drugs 10pts, shadow field 30pts, webway portal 35pts
Incubi 22pts x5 (mounted in raider 60pts (with archon), with darklance, flickerfields 10pts, retro fire jets 5pts)
Incubi 22pts x5
Incubi 22pts x5
Wyches 10pts x8, hydra gauntlets 10pts, haywire grenades 2pts x8, hekatrix 10pts, agoniser 20pts
Wyches 10pts x8, hydra gauntlets 10pts, haywire grenades 2pts x8, hekatrix 10pts, agoniser 20pts
Kabalite warriors 9pts x5 (mounted in raider 60pts, with darklance, flickerfields 10pts, retro fire jets 5pts)
Kabalite warriors 9pts x5 (mounted in raider 60pts, with darklance, flickerfields 10pts, retro fire jets 5pts)
Reavers 22pts x 3, heat lance 12pts, cluster caltrops 20pts
Reavers 22pts x 3, heat lance 12pts, cluster caltrops 20pts
Talos 100pts, chainflails 10pts, add close combat weapon 15pts, twin linked haywire blaster 5pts
Razorwing 145pts, splinter cannon 10pts, flickerfield 10pts
Razorwing 145pts, splinter cannon 10pts, flickerfield 10pts
He set up his forces first but I chose to keep everything off the table thus forcing him to remain on the table for at least at extra turn. Fortunately for me the majority of my army came on in the first reserve roll and I managed to get a couple kill points for dropping a pair of raiders. For the duration of the game the scores were pretty close with both of us securing the lead but ultimately Aven managed to claim the victory.
This was an awesome game. Very close all the way through. Aven didn't power play and took the game casual. I really wish more of my regular opponents played the same way.
Annoyingly though we played a friendly game afterwards randomly determined from the rulebook and I managed to crush Aven 9 kill points to 5. Why can't I do that in a campaign game? LOL!
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