The assorted writings of Tim 'Majere613' Peers, and also a shameless promotional tool for the Thelenic Curriculum series. Background by Sean Harrington.
Thursday, 13 September 2018
Almost-hidden titan weapon options!
This happened completely by accident, but I thought it interesting enough to let people know about. In order to make the weapons on my Reavers completely swappable I magnetised them both at the top of the arm, and at the weapon joins. Once I did that I was looking at the unpainted second Warlord sitting there and suddenly noticed that the weapon mounts on the carapace were of a very similar size. Were the polarities right? By the Emperor, yes!
So, in the image above we have a Warlord with the gatling array on the carapace, (as well as a Mr Punchy Reaver) whilst below there's the laser blaster option:
Looks a lot like the old (but not oldest) Epic Warlord like that, doesn't it?
Sunday, 2 September 2018
The Titanic Post
It's not going to be that big, but the title seems appropriate nonetheless.
I finally got a game of Titanicus in, and since I also had a few models painted and it's been far too quiet around here due to the pressures of work etc. I thought I'd give my take on the game so far. I'm not going to give a run-down of how to play it, box contents etc because that's been done elsewhere by people with more time, more knowledge and less sloth, but here're my impressions.
The Models
For the most part, I'm really impressed by the Titanicus models. What we have here, unlike the very compromised models from old-school Epic, are basically fully-featured 40k models, just smaller. The change of scale is obviously annoying for us old-timers (I have two Imperator Titans standing on my fridge) but it's allowed for some truly impressive miniatures. The only qualifier there is the lack of options. The Warlord, out of the box, is as you see here with no customisation options at all other than the carapace armour and head. (The box build is the classic 1440 point Nemesis, for us beardies*.) Presumably upgrade kits are coming, but especially when the kit is designed for magnets it seems odd to not have them from the start.
| House Raven banner. Click to see on DA |
It's particularly noticeable with the Knights, who really have no options and don't come with the Stormspear missile launcher despite it being pictured in the book. The datasheet for the Knights allows them to have two guns or even two melee weapons, but since many players are using half a box they're going to be reluctant to mess with the configuration, especially since a Knight with two Reapers isn't usually a thing.
I can't really talk too much about the buildings since I've, er, not built mine yet, but from seeing other people's they're pleasingly modular, if maybe a bit small. I need to have a rummage in my loft and see if I have the old polystyrene city blocks from the original Titanicus game, which a Warlord might have some chance of hiding behind. The other plastic accessories are great, though the markers that go on the consoles could do with fitting a little more snugly. I also painted and magnetised my Opus Titanica so I can wear it on a pin badge, but that's a bit Etsy for this blog.
The Game
If the models basically simply lived up to my expectations, the game itself, I must admit, exceeds them. I was expecting the 'box' game- i.e. a Warlord and three Knights on each side- to be a fairly simple dice-fight, but that turns out not to be the case at all. This is mostly due to the Reactor mechanics, which are great fun, and the extremely ponderous nature of the Warlords compared to the Knights. In the test game I played, I managed to eliminate one of the opposing Knights in the first turn with a Volcano Cannon shot, and my own Knights pressed the advantage, staying out of the arc of the Warlord and ultimately getting the kill with a Reaper hit, though their opposite numbers had whittled them down to one model by then.
The Command mechanic is really interesting, and adds another level of risk vs reward. It was amazing how often in our game we failed 3+ Command rolls on a D10, and since orders stop as soon as one fails (usually) we often found ourselves issuing risky, but important, orders to our Knights first when the Warlord was in a decent firing position. Every order has a valid use, but a Titan without one is far from helpless.
Burning Ambition
It's the Reactor, though, that really makes Titanicus interesting. Most players pick up quite fast that firing at a shielded Warlord with the Volcano Cannon is a poor deal, and yet the Apocalypse Launchers on the carapace are more than capable of stripping all the shields from a Warlord in a single volley, so firing everything first turn can pay off. Once the Reactor starts to get out of control, though- which can happen very fast if the Reactor dice is unkind- the fact that it hits the Titan's Body means that a worsening chain reaction is a very real possibility, meaning that often an unshielded Titan is still more concerned with venting plasma than getting the voids back up. This made a big difference in my game, with my Knights hitting the body of the enemy Warlord when its reactor was already in the orange and causing more damage, which led to more reactor strain.
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| Legio Metalica Warlord Call of Ktulu. Click to see on DA. |
Oddities
We did find a few strange things in the rules, mostly to do with Knights. It feels odd that Ion Shields are affected by the strength of attacks, whereas in 40k they aren't, but even more strangely, they can be used against all attacks, even those made from within 2" (i.e melee range.) This even applies to melee weapons, meaning the save can be taken against Reapers or Titan slams. Possibly even stranger, though, is that melee weapons can always make called shots on Titans, targeting a specific location rather than rolling randomly, meaning a Knight can attack a Warlord's head or even its carapace weapons. I'd expect, at some point, a rule limiting this based on the Scale of the attacking and defending models.
I had to come back and add this part, but the other thing that's a bit strange, though understandable from a game-design standpoint, is the very limited fire arcs of the Warlord. The arm guns can only fire in a 45 degree arc and the Carapace weapons are even more limited, only firing straight ahead. This makes the game more tactical, but given the fact that the Warlord's waist rotates, seems strange, especially since there's a scenario in which the Legio Mortis have rotated their torsos 180 degrees to fire backwards. Presumably the waist actuators are just glacially slow. Certainly when the Reaver enters the field, with a 360 degree arc on its Carapace weapon, life is going to get a bit more interesting for Knights.
The Future
It goes without saying that Titanicus has a lot of potential. Obviously first we have the new Titans, Reavers and Warhounds, followed presumably by the weapon upgrade packs. After that we should probably expect to see at least Gargants and Stompas for Orks, as well as Phantoms, Revenants and Wraithknights for Eldar. After that, who knows? Proper Chaos Titans (eg the Banelord) probably don't make an appearance until after the Heresy, so whether we'll see them is anyone's guess.
The Final Question
Will the Titan Owner's Club be gaining lots of new members?
*I don't actually have a beard, but hey.
Sunday, 22 July 2018
Drukhari Reboot: Fangs, Wings, and Thoughts
The Great Rebooting continues! Above you can see the Archon of my Kabalite contingent, Ophidia Zeras, Archon of the Hidden Fang. As you can see she's got some friends with her, three Sslyth made primarily from Daughters of Khaine Melusai. More detail on how these models were made can be found on my DA here.
The Hidden Fang are a former Commorite street gang who managed to steal a large number of combat skimmers, which is reflected in my current army by three Ravagers (which are undergoing replacement at the moment). Since these form a Spearhead, there are only five Warriors at the moment!
I've also finished the Scourges for the army:
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| 'Standing on a Book' photography style borrowed from someone else's blog.. |
As you can see they're based on Khinerai and all carry Blasters except the leader, who has a Blast Pistol and a Power Lance. (DA link here for more details.)
I got a bit of a surprise last weekend when I realised that our FLGS was running a 2k tournament. Despite these models being finished the night before, I already had them written into a list that was suitable, so I gave them a try.
It did Not Go Well.
Some clarification- though I recorded two losses and a draw, I didn't think the games went too badly. We were on a fairly tight time limit and in all three games I was starting to turn the situation around before time caught up with us. I was particularly pleased with my first game, in which I took on a pure Knights list and was able to destroy several despite my 30 Wyches really not having the tools to hurt them much. (One did finish off a Knight with her Hydra Gauntlets though, which was amusing.)
The new models also did quite well, with the Scourges making pests of themselves and the Archon and her Sslyth making an impact, even if she single-handedly lost me the last game when her Raider blew up and took no less than five Warriors and a Sslyth with it before dumping the survivors in front of an Eldar gun-line. Shadow Fields can only take so much!
The biggest problem I'm finding with this edition's version of Dark Eldar is that you get very little protection from bad dice. Since Archons can't hand out their re-roll of 1s to hit whilst standing in a Raider or Venom, it's very hard to deal with those days when you can't seem to roll well- in my last game, for example, I fired no less than six Dark Lance shots before I scored a hit- and this was needing flat 3+. That's the sort of thing you have re-roll bubbles for, only Drukhari really don't. Something like a Command Vehicle rule or even Stratagem to allow an Archon to lead from his Raider/ Venom would help a lot.
I've said it before, but Drukhari also really, really miss the Lance rule. The lack of it (the short version is that Dark Lances and other Darklight weapons used to damage Vehicles on 4+ at worst) means that outside of the S9 Void Lances on the Voidraven it's very hard to reliably damage tough targets. Thermal Lances, at S6, are almost worthless for anti-vehicle work and Haywire Blasters are really, really weak. This issue is compounded by the fact that unless you go with Haemonculus Covens, Drukhari have barely any melee weapons that can damage vehicles. There's no close combat weapon available to either Wyches or Kabalites above S6 (7 with combat drugs). There's also no Stratagem to give +1 to Wound in either the fight or shoot phases, which for an army with such low Strength on most of its attacks is a real pain.
Probably the best symptom of how 8th Edition and Drukhari aren't quite meshing right now is the fact that many players are taking Disintegrators over Dark Lances, especially on Ravagers. In the first blush, this seems daft- Disintegrators are anti-infantry weapons, something that Drukhari armies with all their access to Poison and massed splinter fire shouldn't need too much more of. But because of the odd way Toughness works in 8th, once a vehicle passes T8 Disintegrators are better against it than Dark Lances are, and even on lower Toughness targets the volume of dice makes them almost as good against Vehicles (and of course a lot better against Infantry).
I'm an old traditionalist who still remembers the days when the fact that Raiders had Dark Lances meant each of my transports could potentially one-shot a Land Raider, so I'm persevering with the 'bigger' gun for now, but believe me, I'm eyeing the performance of my Disintegrator Ravager very carefully....
| WIP shot! Help. |
Sunday, 1 July 2018
Drukhari Reboot: Showcase
Since I've finally completed Phase 1 of replacing practically my entire Dark El- sorry, Drukhari army, I thought it was about time for a showcase post. Of course since you read this blog religiously- and I apologise if the notification that this post had gone up disrupted any other plans you might have had for the day- you've already seen the Command Raider from a while back.
But now there's more.
Oh, so much more.
Such needful things!
First up are my twin sister Succubi, Hypatia the Henna-Haired Harridan and Ritala, the Lashtongue. Hypatia, with the Blood Glaive, is currently the Warlord but Ritala would love to claim the title and also the other half of the Gleaming Visage, their mother's mask. These two are based on the Gemini Twins from Rumbleslam, and have a hidden feature- due to a magnet concealed in the skull each is standing on, they can do this:
I'm quite pleased with how that worked out, though on the army's first outing yesterday I, er, forgot to bring them with me. So their Raider-surfing debut is yet to come! (I put them in the carry case as soon as these photos were taken, so they shouldn't miss the bus next time.)
Next up are the Reavers:
As usual, I've used magnets to allow the weapons on the two special weapon bikes to be swapped out. At the moment, going on the theory that two Blasters aren't all that likely to do much on their own, I'm using Heat Lances with a view to killing Characters that rely on an armour save to survive. I still think that someone hasn't noticed that the Lance rule isn't a thing any more, since using the things against vehicles is so unreliable.
My Wyches are all converted from Witch Elves now, which leaves me with a sizeable pile of old metal and plastic Wyches just sort of sitting there. Anyway, the reboot has allowed me to do this:
And match them to this:
Now the idea here is that each Wych squad has its own distinct hair colour, which matches that of the crew of the Raider they ride in. So above, for example, we have the Daughters of Xereus and the Conveyance of Xereus, which they ride in. A minor, well, sort of minor, error I made was that since the Daughters were made a long time ago as a squad of Bloodbrides, they have three Shardnets which is of course two more than they really need. So in practice, the hair thing only applies to the standard Wyches, the specialists have different colours which do at least help them stand out in a squad.
So, the next squad are the Nightshade Coven:
You'll probably spot right away that there's four special weapons in there. I grouped them by hair colour for the shot since this whole thing also served as a census of sorts. Old hands might notice that one of the Wyches, rather than Hydra Gauntlets, is a traditionalist who's gone with Hydraknives. (Made, shockingly, by sticking two knives together). This unit has mostly Wych arms, making them look a bit more muscular than those using Witch Elf limbs, so it usually has the +1 Strength combat drug. That's also why the Hekatrix has a Power Sword.
Now, that brings up a little side-point which I was looking to mention- tracking combat drugs. My FLGS recently acquired a laser engraver and has therefore been engraving anything into everything that can't get away fast enough, so I commissioned a set of these:
If you like to live dangerously and roll up all your Drugs, these dice let you do it without having to look up the result, and regardless of how you generate your bonuses you can then use the dice as a marker. The red dice is a turn counter that also tracks what level Power From Pain is at. Handy, and available here. Back to the models!
One more Wych squad, the Sisterhood of Screams after their Screamer Pink hair. In practice, I go with one each of the three Wych special weapons since all three are pretty decent now. I'm sure one of those fellows with a spreadsheet will tell us all which one is 'best' eventually, but I like how all of them came out so I'm keeping them.
I nearly forgot to mention that I was really cross to discover that there was indeed a Shock Prow part and the bloody thing only comes in the Ravager kit. Darn you Games Workshop, darn you to heck!
Next up will be the Kabalite side of the force, once it's done, along with Sslyth, and Scourges. That's going to include three Ravagers though, and so far I have one which is still in the box, so don't hold your breath.
Oh, and get back to that important thing I interrupted. Sorry!
Friday, 15 June 2018
This thing only goes to eleven...
A quick, late-night chat this, but I saw something today that brought home a thought I'd been having for a while. Specifically, it was about Cyberpunk 2077 and the developers' decision to go first-person with it, but the issue goes a far bit deeper than that.
Now, I'm not all that happy with CDPR's decision, but here's the thing- that's as far as it goes. On the miff-o-meter, it's a 4 at most- miffed, possibly even grumpy, but that's it. To read the Internet headlines, however, I'm apparently part of a 'backlash' or I'm 'outraged' or 'furious'. A lot has been said recently about how gaming, be it video-gaming, hobby games like 40k, PnP RPGs or whatever needs to be more 'inclusive' and one of the things used to justify that statement is a perception that gamers are angry man-children who won't hesitate to throw their toys out of the pram the instant something in their favourite pastime isn't exactly as they want it to be.
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| I had to do it- they nerfed my Dreadnought! |
That suits the internet news machine, of course. It's much more click-worthy to talk about gamers being 'outraged' at women being depicted as front-line troops in a WWII game than it is to say that they're scratching their heads at the idea a bit from a historical perspective. A nice juicy wrapper of misogyny makes the argument far more likely to explode into an ad-revenue generating flame-war. Never mind that many of the people raising the historical points had no problem with women in FPS games in a more modern setting where it makes sense- if they complain, they must be knuckle-dragging chauvinists. And of course you can rely on a few useful idiots to send Twitter death-threats to the developers into the bargain.
There's a related issue there about whether games set in historical periods should be criticised for not sticking to the social norms of those eras. This one cuts both ways- I've commented before on the (terrible) pirate-themed game "Raven's Cry" being pilloried because its cast were violet, foul-mouthed racists despite the fact that by all accounts pirates of the 17th century most certainly were all that and worse. It seems to me that there's a thin wedge being driven in here- if we say that historical accuracy isn't important, it makes it harder to use it as an 'excuse' for content and attitudes in a game that people consider 'problematic'- people say you're using the setting because you want to push those attitudes. But I digress to the extent that I'm going to stick this paragraph in italics.
To get back to the point- I think we've known for some time that the internet has a problem with nuanced discussion. It's hard, though by no means impossible, to find any forum or thread discussing a contentious point without someone getting angry and personal about it. The media, or at least that part of it that relies on clicks to survive, doesn't help, turning every disagreement into a massive, community-splitting Armageddon. I think that much of the time, the truth of the matter is quite different, and many of these things actually only have the majority of the relevant communities wanting their quite sensible points to be heard. The problem is that as soon as the Red Lanterns of the internet turn up- and if they aren't there initially, some hack will soon see to it that they're summoned-that's it. The reasonable people check out or watch silently in despair as someone claiming to agree with them proceeds to act like Pol Pot has possessed their keyboard.
The problems with this are twofold. Firstly, it allows people with an agenda against a given community- and it can be any community, from gamers to S&M devotees to Vegans- to paint that community as a bunch of angry cretins. Secondly, it allows developers, film producers and other creatives to make hideously bad decisions and then often look like heroes for standing by them because the Red Lanterns turned up to attack them over it. Other times, of course, those same creatives are simply making a decision that's unpopular with a small but vocal clique of their so-called fans and standing by it is exactly the right thing to do. The problem is that in an online world where everything only goes to eleven, those two situations look very much the same.
Monday, 4 June 2018
Can you Keep a Secret?
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| Not pictured: An official Keeper of Secrets |
There's been a bit of chat recently about the possibility that we might see a new Keeper of Secrets model, or maybe even a new wave of Slaanesh Daemons in general, as the Age of Sigmar story rolls onward. At the moment, the Keeper is in a very odd place on the 40k battlefield.
Hurt Me Plenty
The Keeper of Secrets is by some distance the weakest of the four Greater Daemons (if we're lazy and lump the various forms of Bloodthirster, Great Unclean One and Lord of Change together). It's fast-moving, true, and certainly capable of doing some damage with its close combat attacks and a couple of psychic powers, but all it has between it and a first-class one-way ticket to the Warp is T7, a 5++, and 12 Wounds. Compared to the considerably cheaper Winged Daemon Prince, which has 3+ armour and the protection of being a Character with less than 10 Wounds, the Keeper is almost impossible to, er, keep on the table for more than a turn.
I'm just a poor boy, nobody loves me...
In part, this is understandable due to the state of the current Keeper model. With no nice new plastic combi-kit to call its own, we can see why the Keeper might be a little lacking in the rules department, too. But even this doesn't entirely make sense. Compare this:
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| I'm scary, honest |
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| Jog on, pipsqueak |
You gets what you pays for (sort of)
Now, to be fair to the authors of the Daemon Codex, they at least made the Keeper considerably cheaper, to the tune of about 100 points, than the other Greater Daemons. But I'd argue that in its current state it's not even worth as much as a Daemon Prince unless you're lucky enough to run into another army with next to no shooting. There's also really not a lot you can do to protect the thing. (It doesn't help me that my Keepers are third-party models and are far bigger than they really should be)
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| No way is this hiding behind a Soul Grinder |
You could also try to summon one with Daemonic Ritual. Stop laughing at the back! (The advantage of this is that at least you can then spend the points on something else that might be useful and easier to summon.)
Don't get me started on the Daemon version of Delightful Agonies only granting a 6+ FNP when the Astartes version is 5+. Seriously. Don't Go There.
Where do we go from here?
Hopefully it's not too much to expect for any new Keeper kit to be accompanied by new rules, just as those for the other Greater Daemons were. So, what might we do to the Keeper to help it stay alive long enough to do something, assuming that dropping below 10 Wounds so it can hide isn't an option?
One possibility might be to simply ignore that aspect of the Character rule. Rather than dropping the Wounds of the Keeper, give it a special rule called, say, Bewitching Glamour, that means that the Keeper can only be shot if it's the closest target. Another might be that old favourite, a -1 To Hit for shooting attacks to go with the one it already has in close combat.
We could also consider giving the Keeper a version of the old Look Out Sir rule, perhaps allowing it to take a 2+ save against a hit in exchange for putting a Mortal Wound on a Slaanesh Lesser Daemon within 6". This would make using it to support Daemonettes much more viable, rather than the situation at the moment where it's basically suicide.
Of course, these are only my quick thoughts on the subject, and it's quite possible that GW will surprise and delight Slaanesh players if and when the new model is released, and not just because it'll mean Slaanesh is Still A Thing.
I'm keeping my fingers and... other extremities crossed.
*Note to boxing nerds: I have no idea how that would actually go, but I know how the people who wrote the weight rules would expect it to go.
Sunday, 20 May 2018
When a Cauldron of Blood and a Raider love each other very much....
I know I've been a little quiet on here recently, but I've been busy behind the scenes. I thought today I'd show off my first re-rebooted Raider.
The idea for this model goes back all the way to my earliest days of posting on DA, with Version 1 of the model using the old-style Raider and the metal Cauldron parts. When both models got updated to be, in GW's typical style, bigger, madder and more complicated, I toyed with replacing the model with a new version but at the time I had no appetite for re-doing the entire army. Finally, however, I've got around to re-jigging the entire force for 8th Edition- I've already made 30 Witch Elf/ Wych hybrids so now it's time to start on the motor pool.
As I usually do with such projects, I built another Raider stock first to get the idea of how the kit worked, and tested various versions of the idea on it. For a previous project, I had parts of the Cauldron kit lying around, so I used the pre-assembled stairs to test fit and work out how to cut things about to get everything to fit. I failed to notice a bit of flash on the stairs, which I used in this build, until waaaay too late but you can't see it and I'm not telling you where it is, so nyah.
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| Obligatory butt-shot. |
Eventually I settled on cutting the platform which the Avatar statue goes on down shorter until the stairs would just about reach it, slightly shortening the boom that supports the Cauldron, and having the stairs lead down to the well before the front gunner's position. That sounds a lot easier than it in fact was. Possibly due to the alterations to the boom, the Cauldron was poorly supported and moved about even when glued, so I reluctantly used the two crew with the spears as a structural element- they're glued solid to the model and hold everything in place. This was exactly as irritating during painting as you might expect. The rear platform was also then supported by cutting down all the struts that wouldn't fit until they just about would.
A problem I was left with was that there are two holes in the Raider deck for pegs that support the central rack which holds the Aethersail. I could have simply filled these with Green Stuff but that would have left two very obvious blanks in the deck, so instead I covered the rear one with a couple of salvaged slave girls from an older model, and the front one with a pile of skulls from GW's oh-so-handy recent set. This also meant that the Death Hag who's serving as commander/ gunner can still rest one foot on hers without looking out of place. I added a pistol-grip to the Disintegrator, since she wasn't going to be holding it, by splicing in the end of a spare splinter rifle- since I'm going to need a fair few Wych-crewed Raiders I'm probably going to use this dodge again. A little Green Stuff cleaned up the merge.
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| Peekaboo slave girl. She's older than the rest of them, but she wears it well. |
Finally a top tip for models with flying bases- before choosing which 'stem' to use, dry-fit the candidates into the receiving hole. Most of the time, one will fit snugly enough that you can pop the model on and off with some confidence, as is the case here. Wear may change that, but for transport reasons you really, really don't want to be gluing them.
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| That's probably just a vat of combat drugs. Why does it have a bone in it? Why not? |
Painting- yep, I painted it. It was deeply irritating (I find this sort of build is impossible to paint pre-assembly) so I'm not saying any more about that, TYVM.
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