Saturday, December 31, 2011

New Years Eve Grudge Title Match!


The wrestling ring is a dangerous place, but it can get a whole lot more dangerous when you put a steel cage in it. But we're not talking about wrestling, we're talking about HELL ITSELF unknowable reaches of it bottled up in megatons of steel plates. We're talking about SPACE HULK!
Now if you don't recall me and Norm's last grudge match you can check it out in the archive. But I can give the cliff notes. He lost and he cried. Last time we were playing for our terminator armies and I got Norm's deffwing. This time however since we're playing Space Hulk we'll be playing for the JustaRhino Championship Belt! (Seen above!). It's glistening gratuity is cover in glamours gold and bears the winged googlie eye rhino which is the ancient seal of JustaRhino!
But just to make sure Norm gets all this I'm going to formalize it:


3 Games of Space Hulk will decide the Ultimate Champion of 2011.
The missions will be:
1.) Suicide Mission
2.) Unknown Lifeforms
3.) The Artifact

Who will walk away with the Just A Rhino Championship Belt?

Thursday, December 29, 2011

Flames of War Thoughts

Flames of War is a 15mm miniatures set in the war torn future of world war II.... I recently purchased the Starter Set "Open Fire" (seen above). This includes 5 miniature tanks, one miniature rule book, a handful of dice and regular sized quick start guide. First of all Let me say that I really like the rules for this game. The main rules for the game are pretty easy to get a handle on. The rules are pretty clear if not a bit repetitive. Though in practice there are some grey areas that bog things down a bit and get a bit confusing. Such as line of sight being based on a line and not on real line of sight and blocking terrain being defined before the game and usually not exactly what the terrain represents. But these are minor complaints really. The simplicity of the rules is actually really nice, especially if you've ever seen any other WWII games which involve numerous charts and graphs and string theory to determine how your guys moving around.
The miniatures from the company that prints the FoW rules are pretty nice, and pretty expensive. The infantry isn't that bad, giving you the option of getting a whole army of infantry on foot for $80 bucks, but tanks are really out of hand, going for around $14 a tank. Which is steep for something that's smaller than a space marine. Not that the models aren't good. They are just expensive. The good thing is unlike GW and PP's jurisdiction of only using their model in their game, FoW is open to any reasonably similar models. Which there are A TON of online.
I got mine from Plastic Soldier Company, it took a month to get my full plastic sherman tanks but I did get them for a hearty discount of $4 a tank. If you do a little poking around the internet your can find all sorts of minis that are 15mm WWII.

The game's also got a really we developed series of "army books" which each include almost too many options for units for you to field in the game. Almost every nation and era of the war is well represented with multiple army lists for each configuration. It's a lot to take in to say the least, especially since there's like 30 books out that serve as army lists for this game. They have been consolidating this library but ALL the list are still legal as of now. I'm playing Canadian Armor. It's fun and good to yell things aboot hitting people with hockey sticks. I would highly recommend checking out the FoW starter, at only 40 bucks it's a steal and is a good starting point to FoW.


Wednesday, December 14, 2011

News Flash! Sisters Get FAQED. (Mostly in the A)


Domo's here to bring us the latest on the developing Sisters of Battle FAQ story. He say's the story is, that there IS no story. The FAQ is shorter than GW's two paragraph rant about perfection. And it doesn't really do anything bad for the book. Nothing that really matters to be sure. I wonder why they even bothered to write it up, I mean they only bothered to write half a codex for the Sisters in the first place so why not just leave it at that? Well either way, It made me revisited Sisters thoughts. I had a bunch of attempts at Mech, but it doesn't seem like getting too close the enemy is something sisters want to do intentionally. My hybrid lists did a bit of winning until people stopped shooting at my giant squad of sisters and took out exorcists and dominions instead. So I went back to the drawing board once again.
Sisters of Battle Army List: Footers of Faith.

Jacob- 90pts
Kyrinov- 90pts

Battle Sisters- 265pts
20 Battle Sisters,
2 Melta Guns

Battle Sisters- 265pts
20 Battle Sisters,
2 Melta Guns

Battle Sisters- 265pts
20 Battle Sisters,
2 Melta Guns

Battle Sisters- 265pts
20 Battle Sisters,
2 Melta Guns
Battle Sisters- 255pts
20 Battle Sisters,
2 Flamers

Battle Sisters- 255pts
20 Battle Sisters,
2 Flamers

Retributors- 121pts
8 Retributors
4 Heavy Bolters

Retributors- 121pts
8 Retributors
4 Heavy Bolters

1994~ Pts.

There we go. 136 3+ 6++ Fearless Sisters with 8 Heavy Bolters, 8 Melta Guns, and 4 Flamers. It might need more melta, but your opponent is going to have a hard time shooting through 18. Sisters at a time to get to your delicious melta gun centers. More importantly you're going to have 20 Feel no Pain girls out in front to keep concealment on the people behind. And if you put Kyrinov in the right place you can get Fearless on all the girls, except the one's who are stubborn, they don't need it. Just move up to mid-field and shoot it out, or just march into their faces if their a gun line. The biggest con of this list is OMG 136 SISTERS! I don't want to admit that I have more than that... But most sane people don't and unless people just give them to you (Like they did for me thanks :P) then you're going to be dropping some mad duckets on 3 sisters for ~$12.

Wednesday, December 7, 2011

How To Be Better at 40k: Be Batman!

That's right. Batman would be an awesome 40k player because he's the world's greatest detective, meaning he's the world's greatest problem solver. 40k is a game of chance and abstract problem solving, collation of data, and weight of risk and reward. Batman is great at the shit! He know's just how to defeat his enemies and delivers the telling blows in an expert and practiced way.

Now it's been almost every kid's dream to be Batman at one point or another so let's jump right into some simple ways you can be like the caped crusader.

1- Knowledge is Power: Batman has a giant wealth of information at his disposal either inside his own head, inside his giant crime solvin' computer or anywhere else he gain access to. He uses this information to combat villains and solve crimes. In 40k you have the same tools and resources at your disposal so you should really start by knowing everything you can about the game (Fluff excluded cause it might not help you win a game to know those things, though it is interesting).
You're probably at least a bit familiar with all the rules of the Giant 40k rule book, but it's best to go over it a few times, and actually read that sucker if it's going to really stick in your brain, but that's kind of a gimme and usually you can access the books at any time during the game, so what I'm really suggesting here is to read ALL the codices. Yeah, it's not fun sometimes, and you might think that you'll never play an army so why read it's codex? You know when the worst time to find out about some kind of special character BS or giant lazer death beam is? Right after it blows the mother loving hell out of your favorite models. Batman wouldn't walk into a villain's trap only to be killed with no means of escape, so study up.

2-Superstitious and Cowardly Lot: Gamers are in scads as much or worse than criminals. Use fear as a way of building up your army against a given foe. I find it strange that many gamers find particular units much scarier than they actually are, or perhaps over fear strong units. This ploy can be used to your advantage. If your opponent is afraid of some part of your army that isn't important to your strategy then use it to draw his attention. Put in a place where it will draw a lot of firepower off your more important units. If your army is well balanced it's even possible to do this with something that's important to your strategy. for example I have a crazy fear/hate of Thunderwolf cav. I hate them so much! They are way too good and I will literally stop at nothing to bring them down, including over extending my battle line to only get charged from the damn things, meanwhile long fangs are shooting the shit out of my whole army.

3- Know How to Hurt Them: Batman knows all the karaties! He doesn't just know one way to break a guy's elbow, he knows a crap ton. He knows exactly where to do things to people to get them to do what he wants, fall unconscious, breaks their arms, throw them off buildings ect. Don't forget what threatens your army the most and how to deal with them. If your opponent plays mech. then have your anti tank ready, if he's playing horde your flamers and machine guns better be there. If he's got a brick unit you're going to have to find a way to slow it down or make it in-consequent. You're list needs to have strong and weak points but it also needs to have been built to take all challengers, however they come. Batman not only knows how to hurt people but he's never trapped for very long, he's never in a losing situation. He's always got a utility belt shark-repellent to get him out of trouble. You need to remember than mono-building seems practical and the internet loves it but you're going to get beat hard if their not throwing the things you're good against against you. I like to keep a few different types of units around giving them different equipment. Like 3 squads with heaters, and 2 with heavy flamers or heavy bolters.

There you have it, a brief guide on how you can become a better 40k player by pretending to be Batman.