Sunday, 28 October 2018

Legio Metalica Maniple(s)


It's been a bit slow around here recently, I know, for which I can only say 'IRL' and leave it at that.

Anyway, around everything else that's been going on I did manage to finally finish my Legio Metalica titans, as seen here. For the curious, their names from left to right are:
Dyer's Eve (Reaver)
Master of Puppets (Warlord)
Overkill (Warhound)
Orion (Warhound)
Call of Ktulu (Warlord)
Harvester of Sorrow (Reaver)

I've already talked about the Legio and its colour scheme when I uploaded Call of Ktulu to DA,, but there are a few other little things to mention. By careful use of magnets, I've made the arm weapons of the Reavers compatible with the carapace weapon mounts on the Warlords, so Master of Puppets is armed with a Gatling Array, for example. I did something similar with the Warhound arm guns, making an adaptor piece out of an old fantasy Goblin shield and part of the 'hole' from a 40mm base to allow me to fit those to the carapace of a Reaver, as show here with the Turbo-Laser on Harvester of Sorrow. The Reaver carapace weapons pose an interesting problem, because whilst both the Vulcan Mega-Bolter (as seen here on the arm of Orion) and Turbo-Laser are options for it, as far as I know Forge World never made them for the 40k-scale Reaver. The laser looks OK, but the Bolter, with its two big underslung box magazines, looks a bit odd turned upside-down. On the other hand, if it were the right way up the boxes would bump into the carapace. Assuming the part is ever made for the smaller version I'll be interested to see it!

There's a small modelling cheat on Harvester of Sorrow, in that rather than paint the iron skull on the carapace freehand, I used an old Empire shield boss. On the other hand the Aquila on the head of Orion is something I'm quite proud of, since in order to make it stand out against a half white, half black background I took a black and a white transfer and cut them both down the middle. To say I was surprised to manage to get it to line up is an understatement, to put it mildly! 

In game terms, these Titans will probably be fielded as two Maniples, a Myrmidion Maniple (the two Warlords and a Reaver) and a Venator Maniple (two Warhounds and the other Reaver). That might mean a weapon-swap for Dyer's Eve since both those maniples emphasise shooting, but I like the punchy look for this picture. Certainly Harvester of Sorrow's all-laser fit would work well in the Myrmidion. On reflection, since the Venator Maniple only grants the Reaver an attack with one weapon if one of the Warhounds knocks down a target's shields, Dyer's Eve could probably get away with just taking a carapace Turbo-Laser to do the deed.

Still, all this is moot until I get the chance to play again!

Wednesday, 24 October 2018

The Vexing Question of what is Important


Long-time readers or occasional browsers of this blog might remember that in the past I've explored the subject of time-travel and how a huge number of plots based around it make very little sense. I've also talked before about the level of 'suspension of disbelief' and how it varies from one person to another. Well, something quite recently caused me to revisit those opinions and have another little think about them.

Let's not beat about the proverbial bush here- I'm talking about 'Rosa', the recent Dr Who episode featuring Rosa Parks, which has already been hailed in many circles as a modern classic. Now, I'm not going to say there wasn't a lot to like in there- it was certainly good drama and the timing (yes, I'm looking at you, Ryanair) was so perfect that you could almost believe the Doctor herself had done a bit of cheeky engineering of the TV schedules. Also we had the 'is the Doctor Banksy' gag which I hope they revisit because the concept is a lot of fun.

The 'problem'- and I went back and put quotes around that because I'm not even sure it is a problem- is that as a science-fiction story in general, and a Dr Who story in particular, it was nonsense. There's a very good reason that the show doesn't generally do 'making sure history happens properly' stories, which is that quite beside the fact that deciding what history should and shouldn't be could be construed as somewhat megalomaniacal, it's very hard to make them make sense. (For why, the two 'about time' posts linked up there go into a lot more detail). The plot of 'Rosa' was full of more holes than a slice of Leerdammer, but to address the simplest, we're asked to believe that the US Civil Rights movement would have been irrevocably derailed if Rosa Parks had not made her protest on that exact day. Were I the sort to use such language, I would almost call the suggestion that she wouldn't have plucked up the courage to do what she did the next time the bus was full 'problematic'. But I won't make that claim, because it's patently obvious that the writers intended to force the Doctor and her Companions into the situation of engineering a horrible, uncomfortable situation for the greater good.

That's not exactly a new idea in sci-fi- the classic example being the original Star Trek's 'The City on the Edge of Forever' - but it's a good one. However, getting the characters so closely involved in the historical story opens up a huge can of temporal worms (not to mention that whole business with the Reapers which exist largely to explain why the Doctor doesn't do... exactly what happens in 'Rosa'.)

So, as I was watching the episode, it's safe to say I was eye-rolling a bit. As the sort of person who gets out his pencils to calculate average walking speeds before deciding how long it takes a character in a story to walk from one place to another, the various plot holes were deeply annoying me. We'd seen before that when popular shows that are generally of a high quality do this the fans are up in arms, a good example being the teleporting characters and supersonic ravens in the penultimate series of Game of Thrones. So once the episode finished, I took a look online to see the reaction. It was, of course, seemingly nothing but page upon page of fulsome praise. For what appears to have been the vast majority of viewers, the drama the story set up and the message it delivered massively outweighed any plot issues to the extent that nobody even mentioned them.

In part, it's indicative of the online climate these days that I decided not to bring it up at the time. There were already a few of those depressingly predictable comments flying about that anyone who didn't think the story was an all-time classic must by definition be a drooling, eye-rolling bigot, and the last thing an obscure author needs it to be dumped into that particular pit. But leaving that aside, it really got me thinking about why 'Rosa' got away with it. Is it simply the case that if your story's message is strong enough (or to spin it the other way, politically correct enough) you can get away with it being deeply implausible even within its own rules? We might draw a parallel with 'Zootopia', which pushes a very hard anti-prejudice message and was critically well-received, despite the fact that its 'races' were predator and prey animals, the latter of which have extremely good reasons to be wary of the former.

Perhaps the answer is that the most important thing is to stay true to your own goals. The late, great Roger Ebert was a master of this philosophy, judging films not just on how 'good' they were, but how successful they were in doing what they set out to do. Thus the latest Russ Meyer 'trash' might still be well-received if it was successfully trashy. A slasher horror movie shouldn't be judged on criteria used for serious drama.

For me, personally, the cardinal rule is to stay true to the established rules of your own paradigm, and it was on those grounds in particular that 'Rosa' irritated me. Clearly for many others, that's not the case- or the story was engaging them so strongly in other ways that they simply didn't notice it. Some people (like me) can't re-watch Fight Club without pointing out all the ways it doesn't make sense. Others don't care. Ultimately, I'm going to keep trying to avoid plot holes and contradictions in my own work, but then I've never been a 'message' guy.

To thine own self be true, I suppose.

Sunday, 16 September 2018

Assault and Faffery


Taking a bit of time out from Titanicus posts, several recent games have got me thinking about Assault and how it works in 8th Edition, or more accurately, how it often doesn't. The issues with both assault-based armies and the Assault Phase itself are many and complex, so I thought it might help to set them out here.

Character Building
One of the most glaring problems with playing assault is the way Characters presently work in it. I've taken to referring to 8th as the 'counter-assault edition' and nowhere is this more true than with  Characters. In order to build any significant weight of attacks, most Assault armies need to use large units, which is reinforced by the fact that many of those units, like Daemons and Ork Boyz, receive a bonus Attack for having more than 20 models. Now, it is a truth universally acknowledged that in order to not suck an army needs its supporting characters in the correct position (according to Jane Austen, who I hear was quite the Ork player when not running with the 4th St Saints). For a shooting army, this is very simple. Take this example:


So if we assume that the white circles are a shooting unit, say Devastators, and the yellow one is a supporting character like a Lieutenant or Captain, then not only is the Character here able to contribute their ability in safety, but by being near the end of the line he can use a Heroic Intervention to help out if the unit gets charged. Let's add some Orks to this example:


So here, the Orks have got fed up with these Devastators and decided to give them a damn fine krumping. The Boyz (black circles) are supported by a Waaagh banner Nob (red circle) and a Warboss on a Warbike (big red oval). The Boyz and Banner have Advanced and the Warboss has moved up to allow the Boyz to still charge. Immediately this gives the Ork player a headache because the Warboss wasn't quite able to get close enough to the Banner Nob to let him charge as well.

Now, this means that if the Boyz charge, they'll end up more than 6" away from the Banner Nob, meaning they lose his bonus. Additionally, if they charge before the Warboss does, there won't be enough room to fit him in, so the Warboss won't be able to charge at all. But if the Warboss charges first, he gets the full benefit of the Devastators Overwatch which could well mean a Lascannon in the face. The Ork player can mitigate this by charging with the Boyz first, but leaving some of them back within 6" of the Banner, and not lapping around the Devastators to leave room for the Warboss- but doing that reduces the amount of Attacks they'll get to make, negating the advantage of getting the +1 to hit from the Banner in the first place.

(By the way, yes, that many Orks should be able to deal with a bunch of puny Beakies unsupported, I know. This is just a simple example.)

So, what happens if the Orks didn't Advance? Then the Boyz can charge first and just leave a gap for the Banner Nob to charge into. Of course this risks losing the bonus for the entire unit if the Nob then fails his charge.

None of these problems are insurmountable by any means- and it's well worth going back to the Assault rules to see just what you can and can't do about them- but the simple point is that if a Character's role is to enhance shooting units, all he has to do is find somewhere safe to stand nearby. If he improves Assault, he has to move very carefully in order to avoid being prevented from doing his job by the very models he's supposed to be supporting, especially if he needs to Assault himself to keep up with them.

Don't taze me, bro!
Things don't get much easier for support characters even when they do manage to get into position. As we've seen, often in order to keep up with the troops and still use their abilities, which tend to be a 6" aura, the support character has to charge in. For many of them, this is horrifically dangerous. Few have more than 5 wounds between them and death, and once in Assault being a Character confers little protection. If the enemy unit is truly feeble, like Fire Warriors or Guardsmen, fine, but then you probably didn't need the support character anyway. If your Dark Apostle, Exalted Champion or Waagh Banner is trying to help an assault unit take down something dangerous, however, like a unit of Terminators or Custodes, then they're at a very real risk of getting killed in short order.

Now, to be clear, the risk of getting killed is very much part of a support character's life, but when you compare those who support shooting to those who support Assault, a great example being the Marine Lieutenant vs the Exalted Champion, the latter's task is far, far harder to achieve despite both models costing roughly the same- and of course, the Lieutenant can spend his turns plinking away with a bolter whilst the Champion is running about getting into position. (Whilst we're on the subject, one of these two models can have a Jump Pack to move about easier. And it's the Lieutenant!)

What it all boils down to is that at the moment, unless you are the sort of triple-distilled badass Character that's perfectly happy to charge in first and do some of the heavy lifting, properly supporting Assault units is very tricky. But our problems are only just beginning!


Taking the Pistol
Ahh, pistols, how I hate thee. The way Pistols work in 8th Edition almost literally shoots assault units in the foot. Many assault units have them, but they rarely get much use out of them because it's unusual that an enemy unit will hang about to be shot with them in the shooting phase of the turn after the unit armed with them charges. But when carried by the unit that gets assaulted, Pistols can cause all sorts of bother. The unit that suffers most from this is almost certainly Wyches. With their 4++ in assault, Wyches are usually pretty good at surviving in combat, especially against things that have a few hard-hitting attacks, and their Shardnets and No Escape let them lock down infantry better than most units in the game. Or they would, if not for pistols. Most Marines get them, even Tau can have them, and because they count as shooting attacks they kill Wyches in droves. Put them on the same table as Deathwatch with their special-issue ammo for their Bolt Pistols and Wyches die just as fast in combat as they do out of it. Once again, because they get used in the Shooting phase, pistols invariably favour counter-assault. It's particularly galling that Wyches themselves have Pistols, but they don't seem to have considered that the enemy might bring some.

The Counter-Argument
The Counter Assault stratagem is one of the front-runners for the most irritating thing in 8th for the assault player, and that's in a challenging field. Quite a lot of assault units, like Daemons, Wyches, Boyz etc are hard-hitting, but fragile, and rely on attacking first to do their damage. Such units really, really don't like being hit with a Counter Assault, even by a basic unit of Marines or Guardsmen. Worse still- and this is the thing that really gets my goat- because of the way the Stratagem works, if you have a unit in an important fight that's being going on for a turn and you charge somewhere else on the board, once that charging unit attacks the opponent can 'counter assault' with the engaged unit- meaning that by attacking with an unrelated unit, you surrender the initiative in that fight.


For example, say one of your characters is fighting an enemy Dreadnought and has nearly killed it, and somewhere else on the board you have a chance to charge some Devastators. Charge them, and as soon as you attack the Dreadnought can use Counter Assault to pulp your Character, even though the Dreadnought wasn't charged. There is no way to prevent this happening other than either not making any charges (a great plan for an assault army!) or using Agents of Vect. As with most of these issues, there's also no equivalent problem for shooting armies- you don't have to worry that once you've picked a unit to shoot, you're suddenly going to get shot back. (Barring things like Ancients and Noise Marines, of course, and those can be avoided with smart targeting)


Overwatch, and the art of temporal distortion
When Overwatch was first added to the game, or more accurately re-added, I was OK with it. There were, and to an extent still are, ways to mitigate its impact and it made some sense. 8th Edition, however, has gone way, way over the top with it. Since units can now Overwatch multiple times if the enemy doesn't get into contact with them, it's no longer possible to 'fake out' Overwatch with a small unit that tries to make the enemy waste their fire on them, or a model like a Dreadnought that can take it but is 11" away. Whereas before the enemy had to choose whether such a charge was worth Overwatching, now they can just do it with no consequences. This makes some units, like Frag Cannon kill-teams or Battlesuits with multiple Flamers., damn near impossible to charge without taking heavy casualties.

Worse, the few ways you can actually charge such units involve rules exploits which whilst legal, make little sense and feel like cheating. Charging a unit that can't see you makes little sense when a unit can Overwatch even against a 2" charge, and as for charging from out of the range of the units weapons... well, you're running towards them, so....? (Try to make the following make any sense: "I couldn't shoot that Ork who was running at me before he reached me with my Flamer because he was too far away.")

Overwatch, as it stands, is dumb. It allows a unit to make multiple shooting attacks- at full effectiveness if it has what used to be Template weapons- in one phase and is prevented only by things that logically shouldn't. (Other than being locked by a successful charger which is about the only thing about it which does make sense.)  Whilst I'm not planning to suggest many rule changes here, Overwatch really, really should be once per phase.

We're still not done!

Success =/= skill
Remember earlier when I was grousing about Counter Assault? One of the reasons why it's so dangerous is also one of the most controversial changes in 8th, that came over from Age of Sigmar- the flat WS stat. Now, the flat BS stat was a great change that speeds things up marvellously, but flat WS was a terrible, horrible, not-very-good Lemony Snicket of an idea. It means that units that previously could defend themselves in combat by being more skilled than their opponents now can't. Daemonettes, for example, used to be WS 5, meaning that models like Ork Boyz or Marines only hit them on 4+ and even a lot of Characters didn't get better than 3+. Now, even a Guardsman can hit someone like Lelith Hesperax, Lucius or Kharn on a 4+. Worse, Character-on-Character fights are now decided almost exclusively on who swings first and who has the best Invulnerable save, because almost every single one is WS 2+. Remember the epic arena duel in Gathering Storm between Lelith and Yvraine? In actual 40k it lasts one turn, more often than not. Of course, there's another reason combat lasts only one turn...



Run away! Run away!
For many people who used to play assault armies, the Fall Back move was the final straw. For successive editions, assault players had got used to the idea of not hitting a target unit too hard, staying locked into the opposing shooting phase and finishing the job in their Assault phase, preventing the attacking unit from just getting shot in the moment of victory. Fall Back has changed all that. Now there's no benefit from not wiping an enemy unit in a single charge, and almost no defence against retaliatory shooting, unless by some miracle another unit is close enough to Consolidate into combat with. Even doing that allows that unit to fight you, and then Fall Back in its own turn for their mates to shoot you. Then of course we have the various Stratagems and special rules that allow units to Fall Back and still shoot or charge.

Thank you and good Knight
Finally, lets talk about Knights. Knights are interesting on this topic because they simultaneously sum up a lot of the problems of playing Assault, and get around them themselves.

For the assault player, seeing Knights opposite you is usually bad, bad news. Even a fully shooting-focused Knight army has enough close-combat ability in its legs alone to make most horde units deeply regret attacking them- units like Wyches feel almost worthless against them (although finishing off a Knight with them is worth bragging points). Only a few models, like 'Smash' characters or Storm Shield Terminators, pose a realistic threat to a Knight that the Knight can't deal with by shooting it from a long way off- something like a double-fisted Dreadnought or a Deff Dread might theoretically be able to do good damage but is unlikely to last a turn if the Knight player has a lick of sense. Add to that durability and close combat power the ability to simply walk out of combat and still shoot, and it's a grim picture.

Conversely, a Knight assault army is one of the few that can work reliably at the moment. Assault Knights are a bit cheaper than their shooting-oriented brethren, get WS 2+ and 5 Attacks (15 if using the feet) and are quite capable of destroying most other Super-Heavies in a single turn of combat, those Attacks potentially resulting in 30 wounds with the basic Reaper. They're fast, durable, and since you're playing with only a few large models any aura abilities will be much easier to use.

They also don't care much about pistols, for the most part.

The Grim Conclusion
Summing up, I think Assault may be weaker in 8th than it has ever been, and this is coming from someone who started with Rogue Trader. Most damningly, its an edition where often assault units can be sitting in front of enemy shooting units knowing that charging them is utterly futile- meaning, by extension, that for that unit to even be on the table is worthless.

That isn't to say Assault can't be used- it certainly can and should remain a part of a player's toolbox- but I fear that the classic Assault army, with large units of troops led by supporting characters, is almost stone dead in this edition- and that seems to be by design.

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.

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:

'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!