Friday, 4 May 2018

Cliffs, rocks and craters.

I recently finished my latest terrain project. In the past I had a set of desert cliffs (you can probably see them in previous posts). However my friend recently made some desert terrain of his own, and I figured there's no sense in us both having similar terrain sets. That, coupled with the fact I just felt like having a change, made me set about repainting and flocking my cliffs.
Valley set-up
Plateau set-up

The Mountain (kinda)!
Having pieces like this is great for creating different board layouts to spice things up a bit. Above are 3 different set-ups I thought of, but there's probably many more. And you can make the plateaus as large or small as you like. I'm tempted to make a fourth corner piece so I can place all four in the centre of the board as a standalone plateau. I did face many issues that kept this project in limbo for a long time, but I eventually took it back up and finished it. My only lasting gripe is the gapping between the pieces. It was my fault as I used old materials from a different project many years ago, so a lot of the polystyrene was damaged. I tried to rectify it with filler, but unfortunately it didn't work out as well as I'd hoped. But I just cover the gaps with the scatter pieces and might chuck some lichen or clump foliage around to mask it some more.

I also have a set of the old GW craters, before they discontinued them and replaced them with those awful new ones, which have also since vanished. These old ones were very nice, but have been sitting on my shelf half painted for my desert board for a good couple of years. So I decided to give them a new lease on life and repaint them and flock them up.

The battle mat is from PWork wargaming: http://www.pworkwargames.com/en/
I chose the Valley mat. I've not actually used it yet, but its a very high quality and comes highly recommended by many people. Only issue is its hard to get your terrain to match exactly, but that's fine, and a small price to pay for such a nice base to your board.
For tips on how to paint and flock your terrain, check out Luke's Aps or The Terrain Tutor on Youtube. They have many great videos for how to make high quality terrain for (usually) an affordable price, and they have helped me boatloads.

I have plans to add to this terrain. I'll probably make several trees - its been a long time since I've had trees in my terrain set (aside from those plastic GW ones). As this board was created with my new Eldar army in mind, I will also add one of those new webway gates (possibly 2), and try to make some of my own Eldar terrain at some point, but I won't make promises I can't keep :P.

Cheers, all.

Wednesday, 25 April 2018

The Big FAQ - Words for the Word God

So a few days ago the Big FAQ was released for 40k 8th edition. Anyone who read my previous post on 8th ed will know how I feel about it. But in a nutshell, its a bit of a mixed bag. I thought I'd do a follow up, as I feel it helps highlight some of the problems I have with 40k as it currently stands.  Below are some ideas I have in response pertaining to how I would change the current 40k rules as we go into 9th in the (probably not too distant) future to hopefully avoid such shenanigans.

"Psychic Focus"
I may be a bit of an old hat when it comes to 40k, but for me psykers have always been powerful units that can manifest any powers they purchase at army creation (or randomly generated before the game in more recent editions). So where did this limit on psychic powers come from?
Why can you only cast one of each type of power, with the exception of Smite, once per turn, regardless of how many psykers have that power? When did this become an issue? Has it always been like this and I never noticed because most armies only ever had 1 or 2 spsykers at most? Or has it only happened since armies like Grey Knights and (neo) Thousand Sons came into the picture?
Am I to believe they really spent so long balancing this game and each codex that they have to place arbitrary restrictions on abilities? Perhaps they should remove the ability for psykers to cast more than 1 power per turn, instead, and reserve that rule only for the most powerful of psykers. That would make more sense to me, and be quicker and easier to keep track of.
Also, remove Deny the Witch. Its a holdover from Age of Sigmar that didn't need to be ported across.

Targeting Characters
Of course this would be an issue. There are many factors to the whole character spiel in 8th edition. Why can characters no longer join units or take bodyguards? Why bother with needlessly complex targeting restrictions when it comes to characters? Just bring back the Independent Character rule and all these problems go away. It was something they attempted to 'fix' in 8th edition, something that didn't need fixing, and is now just plainly broken.
And while I'm on the topic, why were certain models in units stripped away and made into single character models? Why is a nob with a Waaagh banner now a character in his own right? Why aren't Dark Eldar beastmasters part of a unit with their beasts? Why did they split up Imperial Guard command squads into their own constituent characters? If they insist on doing this, then the return of the Independent Character rules will, once again fix this issue, as then you could just put all these 'characters' back into their units where they belong.

Tactical Reserves
Why is this an issue? Reserves didn't need to be fixed either. What was wrong with placing units in reserve if you are allowed to by the scenario, and then rolling for each unit from turn 2 onwards? The unit would then automatically appear on turn 4 if it failed to appear sooner. It made reserves more strategic, but the randomness balanced it nicely. Should I place a unit in reserve and keep it safe but risk having it not arrive until late in the game? This is what I meant in my previous review when I spoke about removing tactical/strategic choice.
Now its a no-brainer. Keeping units, especially deep striking units, in reserve is always the better option, not only because they are safe from enemy fire, but also because you can now place them anywhere at any time, including turn 1, AND you can also still charge when you do so. I could have told you that was broken before they even playtested it (if they even playtested it), and lo and behold they're having to FAQ it.
And this can be extended to the Deep Strike and Infiltator rules themselves. Each of these rules had their benefits and drawbacks that were logical and balanced (Deep Strike had a chance to scatter and couldn't assault on the turn they arrived, and Infiltrators risked being stuck far ahead of their allies, alone and unsupported). A canny and experienced player could work to alleviate these drawbacks and maximise the benefits, which is a skill that is no longer relevant.

Battle Brothers
This became an issue in 5th edition when they added the Alllies rules. I know why they did it - so players could make super huge Imperial armies with multiple Space Marine Chapters and massive Imperial Guard regiments backing them up, maybe supported by other Imperial Agents such as assassins. The fact that other armies also benefitted from this rule was likely just an oversight on their part, amended a little with the highly restrictive Allies table. But this brought with it a slew of problems.
Now, Death Stars became a thing. If you had Allies, ALL units could now benefit from any special rules you decided to sling about, if both parties were Battle Brothers. Naturally, this again favoured the Imperial armies, all of whom were Battle Brothers with each other, much more than the other factions (Chaos Marines couldn't even summon daemons properly for a long time). To say this broke the game would be an understatement.
So 8th edition tried to fix it with the Keyword and Detatchment rules. And that's fine and it works for the most part. But of course the WAAC players found a way to break this too, so they had to push out a fix for it.
But a better fix, imo, would be as follows: all units from a single Detatchment must all be from the same Codex book. Its effectively the new Battle Brothers rule from the Big FAQ but simplified and easier to grasp - no need to check each unit's specific keywords; if its from the same codex then it can be in the same detatchment. This would fix it. Its simple, makes sense, and due to the nature of Detatchments, it won't hurt players who want to use a more diverse yet fluffy army (i.e. Chaos Marines and Daemons). This was proven in the Dark Eldar codex, where taking multiple Detatchments is actually encouraged, and works very nicely.

A few other points
The Triumvirate of Ynnead thing was poorly handled in my opinion. It felt, for a time, like they were trying to unify all Eldar into one codex, and some part of me was worried that they would (with all the splitting up of Imperial factions to make even more Imperial factions, merging all the Eldar factions would have just been a kick in the gonads). A simple way to fix the Triumvirate would be to say that their rules affect all friendly units with the Aeldari keyword. Honestly, those paragraphs in the Big FAQ about this subject bored me with the list upon list of arbitrary restrictions in a pitiful attempt to balance this out. Hell, if push comes to shove, why not just make them a separate faction with their own codex? If they can string out and milk the Custodes into their own faction, I'm sure they can do it with the Ynnari.
You can now only use 1 'ignores Wounds' roll (such as Disgustingly Resilient, etc.) for each lost wound. Um, ok. I thought this was a given. You can only use 1 armour save or Invuln., so why would you be able to use more than 1 'ignores Wounds' roll? This was just bad rules writing, if you ask me. Sure, they could have missed it, despite their incredibly thorough and rigorous playtesting /endsarcasm.
This brings me to another point: the snowball effect of Mortal Wounds. Mortal Wounds were a mistake. They were a mistake in AoS, and they're a mistake in 40k. Here's how it goes - you have your basic Armour Save, which is generally good but susceptible to a weapon's AP. Then you have your Invulnerable, which is generally worse but is not susceptible to AP and can be taken against all wounds. But that wasn't good enough for GW. They had to ramp it up and add in Mortal Wounds which ignore ALL saves, both mundane and Invuln. But they still weren't done, as now things like Disgustingly Resilient can save against Mortal Wounds. This is the snowball effect. What next? What if they bring back Strength D weapons that now ignore abilities like Disgustingly Resilient? How do you fix this? Get rid of Mortal Wounds. They add nothing, NOTHING to the game. Next time, have it so players can take their Armour Save, then if that fails they take their Invuln., and after that they die. And things like Disgustingly Resilient could just confer a 6+ or 5+ Invuln. Much simpler and quicker.

Summary
Here are a few quick bullet points I'd like to see in 9th edition:
Remove Stratagems and Command Points
Remove Mortal Wounds
Bring back Independent Character rules
Bring back weapon templates
Streamline and polish vehicle damage rules
Streamline keywords and the detatchment rules
Bring back a lot of the risk vs reward - reverse the rules for various weapon types (heavy and rapid fire), Deep Strike, Reserves and so on

Conclusion
I mean, am I crazy? A lot of this stuff didn't need changed in 8th edition, and now that it was changed they're having to FAQ it to clarify and fix things. Its good that they're on top of fixing their broken systems/rules, but why are these things even issues to begin with? I dunno, guys, I see a lot of hype and praise for 8th edition, and while I certainly think it has potential, its certainly not the be-all-end-all that people make it out to be... yet.
I've got some more games scheduled against a friend next week. We're going to try 40k 8th edition again, this time with armies we've specifically built with the new rules in mind. We'll try some games with Stratagems (my biggest bugbear with 8th), and some without to see which we prefer. I'm going into it with an open mind; loads of people clearly see something that I don't when it comes to Stratagems. Unfortunately I've not found anyone willing to inform me as to why they rate them so highly. But there we have it.

As a final note I'd like to stress that I don't hate 8th edition. I think it has the potential to be great, but it needs some serious work. The core rules are functional, I'd even say 'good', albeit in need of some minor tweaks, but its all the pointless changes and rules bloat that I take issue with. I give it until 9th for them to iron out the creases. (I put this at the end as a sort of disclaimer, if you made it this far and comment accordingly then I know you took my post seriously - if you just rant and rave at me for hating 8th edition I'll know you didn't read this properly).

Sunday, 7 January 2018

Craftworld Adraxia

I've wanted to build an Eldar army for quite some time now but never really got round to it. However, with this past Christmas my awesome family got me plenty of Eldar kits to be getting on with, the start of a nice little force of power level 50. I've dabbled with Eldar before - mostly my brother's old models he gave me many moons ago, which were very limited to say the least. But now with my very own collection under my belt I can truly call the army my own.
Firstly a bit of a word about the colour scheme. I came up with this scheme several years ago, back when there were only the 'main' Eldar Craftworlds in the official books/lore. I was really happy with the scheme and thought it looked awesome. But, a few years later Games Workshop reveal some 'lesser' Craftworlds, including Iybraesil, which just happened to use the exact same scheme, right down to the red spot colour. I was pretty livid of course, and at once point considered changing my own Craftworld to Iybraesil, but I decided against it and kept my own Craftworld name and fluff to keep things decidedly my own.

Lady Khalandra Soulstorm
Khalandra is a farseer. I've always wanted a female farseer, ever since Dawn of War, but GW have never released an official one (to my knowledge). The Yvraine model was perfect for this. Sure the base is larger than the average farseer, but I don't think it would make much difference in friendly games. She is the leader of Craftworld Adraxia, and its most powerful psyker (naturally). I initially wanted to remove her headdress but thought she looked a bit bare without it, so I kept it as her ghosthelm and painted it a gradient orange colour to make her stand out.

General Khaladesh Sunblade
Khalandra's slightly younger twin brother, Khaladesh is the general to her armies and leads the force from the front lines. Naturally its the Visarch model, which is pretty cool, but I wanted to swap the head out to make him look more unique and characterful. I also glued a shuriken weapon his forearm. He will use the rules for Asurmen in-game, as he is a right badass and seems to fit the character I have in mind.

The Bladestorm Concordance
When Craftworld Adraxia was fractured it was mandated that all who would fight for its future would tread the Path of the Warrior and devote themselves entirely to its safety. As a result, every individual in the army is a member of an Aspect Temple, the most common of which are of course Dire Avengers. I painted their helmet plumes the same way as Khalandra's ghosthelm.

The Watcher
Craftworld Adraxia is guarded by sentinel walkers who maintain vigil over areas of great importance. These pilots are highly skilled in battle, running circles around the foe and attacking vital points or ambushing outlying enemy units with a barrage of missiles.



Ancient Irithyll
With Adraxia's tumultuous past it was only natural that it turn to the dead for reinforcements. Because of this the Craftworld boasts a large number of ghost warriors. Irithyll was a powerful war hero of Adraxia, and military advisor to the former queen. Though he is now but a shadow of his former self (literally) he has no qualms in rising up in his wraithlord armour and fighting in the name of his Craftworld for all eternity.

Wraithguard
Long-dead Adraxian warriors have their spirits captured in spirit stones so that they may once again rise in wraithbone constructs. Not much to say about these guys, I'm sure you all know what Wraithguard are.







I'm certainly more respectful of people who paint Eldar. I wanted to do them for myself as they are probably the biggest departure from orks (my main army) in the whole 40k game. I really struggled painting all the gemstones, as you can probably see. To be honest, the photos always bring out the worst in my models, as the high definition allows me to see things I can't with the naked eye. For that reason I'm not too fussed about them being well-painted. They look fine from a tabletop perspective and that's good enough for me; nobody is going to meticulously look over them or rate them.
The thing I'm most proud of is the broken wraithbone on the bases. The wraithlord and warwalker bases come with ready sculpted wraithbone detail, and rather than wait and buy new, blank bases for them I instead decided it would be cool to do all the other bases the same way. So, I whipped out the green stuff and got on it. It wasn't too hard, just flatten a thin layer of green stuff over the base, cut it to shape and then score cracks into it. Its a simple effect but I think it looks really nice, unique and flavourful. I will be adding grass and other vegetation to it.


Finally, I'm the kind of person who forgets rules mid-game. And with Eldar there's a greater chance of that with all the psychic powers I'll be flinging around. So to hopefully counteract that, I made some psychic power tokens.

So now, when I cast a power on a unit I can just put a token next to it to hopefully remind me. Chances are I'll still forget, but this will reduce the chances of that. The Fortune token is a spare shield from a wraithblade. The Will of Asuryan effigy is from the Dire Avengers kit. The Doom skull I got from the Citadel Skulls box, and the Guide token just uses a spare shuriken catapult and two guardian helms.

This is probably the fastest I've ever painted an army. Normally, when I start a new force it follows a formula... I build everything, then start painting them: I basecoat them, then give them a wash of some kind, and then... I get bored and they sit on my desk/shelf for the next few years gathering dust. This time, I don't know how or why, I just kept chugging and got them all done! And now I have a fully painted, 50 power Eldar army, and I gotta say it actually feels pretty good. This is my second completed army (after my orks, of which I have tons). So now, after ~18 years in the hobby I can finally say I have a second army! Hooray! Now to get some games in with it...