Wednesday, July 28, 2010

OK so trying something new... tell me how you like it.


Alright so Samsquanch Monster has decided to start his own campaign at our FLGS and we had our first mission last week. If you want to know what we did check out our friend's site Craftworld Lansing as he gives a basic rundown. However what I am going to try and do is give a perspective on what happened in the games based on my Units and how the game went. Giving this a story kind of feel. I hope you all enjoy it.

Sgt. Gunther Thorn's Diary
Entry 1: Scouting Mission on unknown planet.

We have been on the Battleship Ravard for what seems like months traveling to this system. I personally do not recognize once we have arrived, and the commanding officers haven't given me any clue as to our location. That is o.k., my boys don't need to know where they are, only that the Emperor wills it. The new kid, Private Raines, seems to know how to handle the plasma gun and has not had a single backfire since we started hitting the practice range with it. That at least is good news as the last chump fried his brains using the damn thing.
According to the mission report we will be equipped with a demolition charge and each man have melta bombs. Also we are getting a hold of some Carapace Armor and snare mines. The camo cloaks have been helpful in the past and my request for them has gone through. At least I know my men will be well hidden if it comes to that.

Entry 2: Scouting Mission
It seems we have been given the task of destroying a fuel depot, a get in and get out kind of scenario, although we were told to expect some resistance from some grots. Like that is gonna scare my boys, we have run across these creatures before when clearing off Cretia 9, but mainly they ran away, the Commander seems to think there is more to it than that but he wont tell me exactly his worries, but I don't expect him to. We are heading to get our blessing from Brother Francis, and I almost wish he was going with us on this, but we are supposed to strike silent like. I have given Private Joas and Private Polan the Meltagun and Grenade Launcher respectively. They know how to handle those weapons well enough, the rest of the fellows get regular weaponry except Private Grimes, who as usual will get the demo charge, he loves his explosives, already lost three fingers but that has only made him more fanatical in his duties for the Emperor. I could not ask for a better second in command.

Entry 3: We have touched ground.
We have touched ground, a lot more noise in this jungle than I anticipated. We keep hearing what sounds like some kind of broken down bike. Nearing a clearing and the men are spreading out, looks like we are about to make contact, time to draw my power sword, as I have a bad feeling I will need to use it.

Entry 4: Just out of surgery.
Well It seems things have not gone according to plan, according to the surgeon I am the only survivor. It happened so fast but I will write down what I can recall, Emperor willing.
We spotted what looked like a quad bike, with a heavy flame thrower on it, Polan knew that thing would burn us to pieces if it got near so he shot a round at it, unfortunately he missed, and the camp... army... or however you call a group of those damned things, gretchin, were swarming around, no orcs in sight. In fact the gretchin were using the vehicle and there were five groups of them, tow or three a piece, carrying big guns. I yelled for Raines and Joas to take shots at the warbuggie but Joas was out of range and Raines could not see the damned thing. The next thing I knew the damned thing kicked in gear and screamed right towards Joas and Polan, the flames breathing over them and leaving nothing but screaming flesh behind, may the Emperor take their poor souls. Raines got ripped apart by one of the big guns and I heard Stephens go down too.
From there it quickly fell into a fire fight, three or four of my men running to the buggie and placing some melta bombs onto it exploding it, yet no one was scathed. I heard Private Kellers lasgun ripping off shots and the screaming of a few dying gretchin and it brought my own reverie to and end along with Grimes we decided to try and flank the enemy, hoping to get to their edge. It was all for naught through, Grimes spotted them first and just tossed his demo charge it must have killed 5 or 6 of them in the blast but it was not enough, and all the dodging he tried to do did not work out either as he was killed by a slug through the skull, or at least that is how it looked from my angle.
I am not sure exactly what happened then. I just remember Screaming in fury at the top of my lungs, and running out slicing apart the bodies of the fucking greenskins, my power swords slicing through their flesh like soft butter. I must have killed 7 of them before the first bullet made its way through a tree limb and my armor taking me down into a pit. It did not kill me, it seems the Emperor has plans for me still. However the gretchin did not find my body either, yet their own fears of my killing caused them to back away from the fuel depot we were sent to kill, I could see it off in the distance though it seemed a mile away. I was making my way towards it, hoping to sneak into it and take it down when one of those groups carrying a gun came out of the building, it made a quick stab at them, but to no avail and they were not quick enough to strike on me. Running out into the forest I made it back to the pick up zone just in time to be taken up. I don't remember the ride. Despite my failure, Commissar Lord Zerovich paid me a personal visit in the hospital, giving me a promotion instead of a death sentence. Well its more of a lateral move, but it seems I am now in charge of a group of Storm Troopers who will be dropping in with the next wave. May the Emperor protect me and my new men.

Monday, July 26, 2010

Hello my name is Rambo... I mean Marbo... Mar-bo

Well we all knew it was coming at some point. A long look at what many a person consider to be one of the best units in the Imperial Guard list point for point.

Now I am not going to even attempt to say that Mr. Marbo is bad... but I will at least give the realistic view on his capabilities. So here it goes....

GUARDSMAN MARBO

Ok lets start with his universal special rules, starting with those i consider good. Fleet (awsome), Hit and Run (Sweet!), Stealth (perfect!) and last but not least move through cover. All these make Marbo a great little move about guy who loves his cover and will take it where-ever he can get it to take a 3+ cover save. He only has one Universal Special Rule that is a bit negative in my eyes. That would be fearless, now I know there are some psychic powers that force morale tests, but its hard enough to make his 5+ armor save in close combat once... let alone a second time if we happened to lose by 1 (somehow)

As for his unique special rules, one is very nice, while the other is kinda bad but not too upsetting. First lets go with the good: He's Behind You. This special rule Gives you the ability to place Marbo within an inch of any other model in the turn he arrives from reserves. You cant assault from this (disappointing I know) but it gives a great opportunity for his Demo Charge to hit exactly where you want it to. The slightly negative special rule would be Loner. This rule makes it so that he can not receive orders, it sounds bad, but most of the time you will be placing Marbo out of orders range anyhow. Over all he definitely has a bonus of good special rules however Eternal Warrior would be quite nice to have with his two wounds since he is only T 3.

Now for his Equipment. As already discussed he has a 5+ armor save, and a Demo charge (mmmmm Str 8 AP 2 large blast....), he also has a Envenomed Blade which is a poison CCW that wounds on a 2+ (a nasty bit of damage can be done when you get 6 attacks on the charge), a Ripper Pistol which is a AP 2 sniper rifle pistol with a 12 inch range (with his BS 5 this can be quite nice) and last but not least Melta Bombs. Need anymore to be said? This guy is a walking death dealer in terms of his weapons, but a paper cannon in terms of his armor save, 2 wounds without eternal warrior don't mean much.

Strategy:

As we look at Marbo and what he has and his stat line we realize he can be quite dangerous, if used properly. This is a hard thing how to tell to do besides: Find a group of models, put him near it and blow it up with a demo charge. However this isn't the only method of destroying people with him. You can also place him hidden away, and move him about to assault an unsuspecting group of models with his 6 attacks and hit and run him away to safety once its over.

The best is if you are able to combine the two if he lives through his first turn of being shot at.

For example the first time i really tried Marbo I was in a team game against Old School and his Chaos Plague Marine army and Captain Obvious and his Black Templar army. Marbo came in, tossed his Demo Charge on a group of Black Templar Assault Marines, and killed 7 of them in the blast, was assaulted by 3 plague marines, killed one, didnt get hurt, then killed another by its fearless check. Then hit and ran 16 inches away, next turn helped some stormtroopers assault a space marine squad with a heavy weapon and killed that off with 2 more kills, then ran away again to go after some more plague marines shooting down 2 and killing 2 more in close combat.... He had moved in total from one side of the board all 6 feet across to the other, creating havoc and mayhem the entire way and not dying.

Old School and Captain Obvious were stunned, and scared of the guy from them on... trust me... ask them. Marbo in that game has sort of become a legend at our FLGS after that performance.

Now, I am not saying that he will perform to these standards, as I also have experiences where he tosses his Demo charge on top of himself killing only himself. So he is a back and forth model, but it is TONS of fun to take him and at 65 points he fits into almost any list.

What do you think? What are your experiences?

Until next time, burn some heretics, kill some mutants, and do it always....

FOR THE EMPEROR!

Saturday, July 24, 2010

New Spore Pods

Looks like Mr. Dandy, the studio that brought you the awesome thunder wolf cavalry models has done it again, this time with spore pods. A little steep at 45$ but they are for sure awesome looking!

Tuesday, July 20, 2010

I've lost my body!

What does"Body of the Paint" mean?

If you spend much time on sites with advanced techniques on painting these little plastic army guys you'll hear a lot of terms that might be a little hard to grasp when it comes to techniques, paints, concepts, ect. For me, the idea of the "Body of the Paint" was never very concrete for me. That is until you come across losing your body.

The body of the paint means it being in balance between the medium, the water, and the pigments. Once you tip the scales too far, the wheels come off and the reason losing your body is a problem is that it means you'll never get an even coat of color or texture. I love adding things to my paint so most the time my wheels come off from adding too much medium or too much water/flowaid/slowdri and the body just falls apart. This recently happen to me while I was transfering my paints to dropper bottles and I tipped the scales of my Codex Grey. Here's a few pictures to try and show you what I mean. Its hard to make out from the pictures but I'll try to explain along with it.



I the picture above is my codex grey. The reason I can tell the body has come apart is that it's granulated. This means all the pigments are all clumped up and there is way too much water. When the paint gets spread its one; too thin and two; chalky looking. Here I have spread it over my palette and against the white background it can't cover the white color and its blotchy and uneven. Also, I spread it over some black that was dried on my palette to show you how over thinned this paint really is. The surface tension is good because despite being spread on plastic it's not beading up, however I went too far with the addition of flow aid and made the body fall apart.

I try to show you guys in the next picture what I mean about it being granulated. When I droppered it out I made a little air bubble which makes the paint paper thing to see the pigments in the water of the paint. It might not be very visible in the picture but if you suspect it try to get an air bubble in there and see what the paint looks like. A lot of times, even in the GW paints when you open them there is a membrane of wet paint over the very top of the pot, take a look at it; is it a smooth color or does it look like its dust and water mixed together?

Its pretty easy to add too much water if you're trying to thin your paints. I know some people just open up their pot of GW paint and if its a little thick, just throw some water it in. Its fine to do that but your body will eventually come apart. This is why so many of the really talented mini painters push the Liquitex and other additive brands. These products do a wide variety of things all with preserving the integrity/body of your paint.
In the end I'll be throwing this grey out. There really isn't much saving to be done to this and its a relatively old pot thats seen a lot of open time since its the base color of my Imp guard army. I bought a new bottle and am starting from scratch with the flowaid/slowdri/matte medium mix I do to all my paints before doing anything else with them. If I want to do anything else like glazing or layering I'll add to this already additive-enhanced mix. GW has a lot of paint in their pots, they can really be stretched out but you just have to use the right products or they get stretched too thin and lose their body!

Monday, July 19, 2010

Why hello... we have psychic powers...


Hello Ladies and Gents,

Today we will be covering the wonderful elite choice of the Imperial Guard of...

Psyker Battle Squad

As I am sure some of you are aware of by now, (or at least I hope you are) I enjoy varying up my lists on a consistent basis, not only to keep things fresh for my opponents, but for myself. This helps me as a player by better knowing how my codex acts and how my opponents might react to different styles of play and units I might field.

However, this also can lead to some units not being played to often, one of those, woefully underplayed by myself, happens to be the Psyker Battle Squad. Mainly due to my own lack of thinking about them when I am creating a list, much to my own determent!

First their equipment and upgrades. This is pretty basic, equipped with CCWs and Laspistols, no upgrades available except the ability to increase their numbers to 9 psykers and 1 overseer from 4 psykers and 1 overseer and all between and the ability to buy a chimera as a dedicated transport.

Second lets hit their special rules. First off they are Psykers (except for the Overseer), so they can cast 1 psychic power a turn. Considering they only have two different powers, this isn't such a huge deal. The second special rule is the Psychic Choir special rule which states that the entire squad is treated as a single psyker, a nice thing making it so you only have to roll psychic tests once, instead of once for every guy in the squad... however this does have a downside which is the last special rule. Ultimate Sanction states that instead of suffering Perils of the Warp, the overseer instead kills off D3 psykers... but if somehow he happens to die... they suffer Perils instead.

Now for the important stuff right? Their powers. First off is Soulstorm which is a large blast template with the strength of the number of psykers alive in the unit (yes thats right it can be Str 9) and an AP value of your roll on a D6. Oh... and just in case you really needed to... its assault... so if you wanted to shoot it at a squad 6 inches away... you can then assault them... which might seem silly... but they do have 3 attacks a piece on the charge...

Second power is the one you most likely have seen used... as we definitely have around our FLGS, is Weaken Resolve which states that the Psyker Battle Squad chooses a unit within 36 and line of sight and reduces their leadership by the amount of psykers in the unit down to a minimum of 2. Quite a nasty combination when dealing with non-fearless or non-stubborn units, causing them to run away, and if early in the game, off the board. Really nice due to the fact this is not a shooting power which means it can be cast on pretty much the entire board turn 1 if you placed your unit in a chimera and let it go. It also has been very useful in keeping units pinned down by the shots from Ratlings or Veterans with sniper rifles or a squad of mortars.

Over all the Psyker Battle Squad can be quite a nasty thing to use even its point costs are not that high! I mean 165 points is the max you can put in this unit! Besides that they add a varied, surprising aspect to your army that your opponent might not be prepared to fight against, both with the large blast template and with the ability to reduce the leadership on an opponent. So why not try them out sometime?

Until next time, burn some heretics, kill some mutants, and do it always....

FOR THE EMPEROR!

Thursday, July 15, 2010

Salamanders Army

I've been going back and forth about what I'll be starting next because (despite holding an approximately 50/50 record with them) no one likes playing guard. I jumped between holding out for Dark Eldar and riding the codex creep or jumping on Space Wolves because when guard stop beating up deepstrike lists I feel that wolves will make a come back in a big way.
However I realized I never got to play what I had always wanted to with space marines: Terminators. Thus the salamanders were spawned. All I want out of this is a fun list of any kind, as long as it has a land raider, Vulkan, a Librarian and thunderhammer terminators. I want the list every 12 year wants.
On top of this, I just got a nice airbrush for my birthday and after some research and a little practice I opened up the idea of covering my army in badass flames. I used a method called 'true flame' and there are a ton of tutorials on youtube if any of you wanted to see how its done. The only difference is the template you make for it; instead of a round french curve looking template you have to make a straight line of waves and then for the inner colors hand paint them in. That's it. Have fun, enjoy the pictures!






Wednesday, July 14, 2010

What kind of Nerd ARE You?

Let's face it, it is completely inevitable that you will be labeled a nerd in this hobby - regardless of your other hobbies, body-type, job or background. That being said, what kind of nerd are you?
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Are you the "Closet Nerd" who likes his hobby how Gandalf likes his ring "Keep it secret ... Keep it safe" This type of nerd goes to extremes and to great cost to hide his geekdom from girls, nonhobby friends and from anyone else who may not understand his dorky ways. I know quite a few folks like this and had a bout of it when I was young and first began to get into the hobby.
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Are you the "Confident Nerd" who is comfortable with his hobby and if asked about it will tell the questioner what it is about and answer any other questions that may come up. This guy is cool as a cucumber when other are razzing him, but he would exactly go around volunteering what he does in his off-time to everyone.
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This brings me to the final Nerd "The Zealot Nerd" Just as his name implies, he is crazy about the hobby and wants others to be crazy about it too. He regularly tries to convert "non-hobbyists" into his flock of gamers and proclaims his love of plastic crack from the rooftops! This nerd is a vocal, in-your-face kind of guy, who would love it if Warhammer 40k was an Olympic sport!
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So now that those definitions are out and on the table, what kind of Nerd are you? The Closet, Confident or Zealot Nerd? Be honest ... the anonymity of the internet compells you!

Tuesday, July 13, 2010

The New Daemons Models Are on the Loose!

They're HEEEEEERE! That's right, the new daemon kits are up for advance order! Grab yourself some Horrors, seekers, the changling or if you are like me, a new plastic daemon prince! Enjoy!







Thursday, July 8, 2010

Agreat Paint Color Matching Tool Discovered!

If you aren't checking Mi40k out here, then you need to. They just posted a link to a great online tool for matching paint colors from different lines so you don't have to be like me; sculking around department stores with a gw pot, opening up paints and holding them up in the light while saw-toothed employees gawk at you like your going to steal their precious craft paint! Seriously it has taken me a couple years to get to know the many different brands and how the colors corrispond and what colors work best for cheaper or just plain better in each brand and they posted a link that gives you the keys to the castle!
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Alright, I am rambling, go check them out again here, check out the link, follow them, add them to your blogroll, you won't be sorry!

Monday, July 5, 2010

Mmmmm Sniper Rifles......


Ok, so I have been out of town for awhile and while out thought on what section of the Imperial Guard Codex I would begin to talk on next, So i came to the conclusion that something often overlooked (outside of one choice) is the Elite choices. Now I am not sure why this exactly is, but people seem to prefer their fast attacks to the different elites for us, but perhaps I can now convince a few of you to try out something else.

Today we are covering.....

RATLINGS

At a measly 10 points for a model, sniper rifle, infiltrate, and scout, you can not really go wrong here. Many people complain about how sniper rifles only wound on a 4+ but when you are an imperial guard player, you have to remember that most of the time we are wounding on a 5+ or 6+ it seems, and at best a 4+ anyway with our lasguns.

With this in mind we look to some of their stats, and while Str 2, Toughness 2, and WS 2 is scary, having Ballistic skill 4, Initiative 4 is great! Hitting on a 3+ in shooting can never be discounted, look back at how much we talked about it in the Veteran section. And don't let the WS 2, Str 2 scare you too much, with initiative 4 you will be able to get in a few swings and possibly kill off a few guys before you are run over in combat (heck I was able to -win- combat against some gaunts in my most recent 'ard boyz tournament with them!)

The most important thing to remember about Ratlings though is indeed the -sniper rifle- as it not only wounds any creature, from your normal space marine to a Wraithlord your local Chaos Daemon players Scabieathrax from Imperial Armor on a 4+ it takes away their -ARMOR SAVE- on a 6 plus and can penetrate anything up to Armor 11 and glance anything Armor 12!

Look at it this way, in a standard 1500 point game, you can have 30 BS 4 Sniper Rifles... and still have 1200 points to mess around with...

Or think of it in even scarier terms. You can have 30 BS 4 Sniper Rifles in your 400 point game of Combat Patrol and still have room for a Vet Squad with equipment.

So what do you think? What have your experiences been with these hobbits of 40k?

And until next time, burn some heretics, kill some mutants, and do it as always...

FOR THE EMPEROR!

Sunday, July 4, 2010

Is it really That bad? Pick up games at the FLGS

Two things have led me to ask a few questions about what kind of places people play at, because the latest article here on BoLS has a tone that suggests there are just tons of players out there just being asses to everyone they play. Then add that in after reading the Tyranid and BA FAQ reactions across the web and I am starting to wonder if I play in some kind of Utopian dream FLGS where we just have a basic understanding of how not to be a dueche because I never see crybaby fits anymore, hardly ever see any truelly horrible rules nazi-ing and most of the stuff from the FAQs were already being played int the store (C'mon, you know the vindi has a large blast).
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Sometimes I think the internet must hype people up because after going to Adepticon and playing across the eastern seaboard the last couple years and now in Michigan, I have only really seen a few examples of people actually being dicks on the level of rating an article on one of the largest 40k blogs on the web, BoLS. Or ... maybe I am wrong and have just been lucky. The worst I think it has ever gotten locally is that we used to have a 20-something year old crybaby who would fling his models into his case when they died and complain about how gay your army's rules were the whole game. In fact, I played him at combat patrol and he whined about his lesser daemons' performance as he cleaned up a seven man plague marine squad with seven of them and turned a loss into a draw with KP favoring him. He still whined, but he also doesn't play much anymore. We also had the old fellow from another FLGS come and start punching walls when he couldn't win a game, but he is gone now too.
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Look, if there is somebody being a douche or regularly acts a fool and can't handle socially playing a wargame in a room full of his fellow nerds, then just don't play him and encourage others to do the same until he comes back around with his head on straight. That is what we do and they take the hint. Most of the time, they just correct themselves and come back with a new attitude - afterall they just want to play when it all comes down to it - if they don't they eventually move on to the world of XBox live where they can swear at little kids and touch themselves at the same time (not a bash on Xbox players, but there are a lot of dinks out there on that platform who really like to swear at kids).
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Anyway, how about it? What's the climate like at your FLGS? Good bad ugly? How do you all handle the Duechers when they flare up or come around?

Happy 4th of July from DFG!


Happy 4th of July to the American members of the blogosphere out there!

Enjoy yourself with hotdogs, burgers, fireworks, beer or whatever you like ... and if you aren't from the US, what is your country's freedom day. leave a note and we will all celebrate!

Saturday, July 3, 2010

A little Ebay advice...

I sold an army on ebay for a friend at the FLGS around the end of May and its come round to bite me in the ass. I want to first say though, that the guy I sold it for really stepped up to the plate and was a man about it and will cover it. That really goes a long way to someones character and gains a TON of respect from me.

I'm posting this story as tip so that hopefully 318 people read this and at least a few that are in the dark will learn what I've learned.

Short story is that I sold some Death Korps to a guy in Canada for 120$. We emailed back and forth because he kept not getting them, not getting them, ect. Finally he called paypal and found out lesson one: you have 45 days from the time you pay to open a claim. So he opened a claim through ebay (same 45 day policy). In turn I called ebay and asked what I can do to protect myself from this money getting sucked out of my bank account. And lesson two: the only way to protect yourself is with a tracking number. So, since I don't have that, I'm screwed.

The nitty gritty of the policy is that ebay sellers according to their policy MUST have insurance AND a tracking number to be protected from this. Also, for items over a certain amount of money, they require a signature for delivery to protect you. I think it was 250 USD. The seller is responsible for the item actually getting to the buyer, not just putting it in the mail. This means that if you ever buy something off of ebay, are of low moral character, and it does not have a tracking number/delivery confirmation, its free! Lesson learned by me!

Keep in mind, moral of the story: If you're selling on ebay and you don't get insurance/delivery confirmation you're giving it away.

Please sound off with other tips and advice you might have to protect yourself while selling online.

Friday, July 2, 2010

Chapterhouse Studios releases Magnetic Combi-Weapon Kits


Old School here to just drop a little GW alternative news in your lap on a Friday afternoon; Chapterhouse studios has released a magnetic combi-weapon kit that allows you to have customizable combi weapons for $7. Check it out here. Here is what they had to say:
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This kit consist of one bolter combi-weapon body, one flamer attachment, one grenade launcher attachment, one plasma gun attachment and one melta gun attachment. We also include 5 rare-earth magnets that fit in the pre-drilled holes on the main body and on each attachment.

This is a pewter kit that allows you to switch out your special weapon choices anytime you want. The magnet has the strength to keep the attachments from falling off with pretty heavy handling. Coupled with our unique fitting design, there is little chance of losing the attachments when on the mini.

Check them out and let us know what you think.

Nid and BA FAQ thoughts!


GW put out a new FAQ, the Nids and BA.

One thing I noticed aside from give simple yes or no answers to questions without trying to explain themselves with fluffly reasoning is that they really are pushing a sort of 'stack' like in MTG when it comes to assault and checks for area ranges. They set a good precedence that when the ability is used is when its checked. Example being furious charge being checked when the model makes his attacks. They stated that if the hive tyrant is killed before the guard go, they'll not get the furious charge or if a unit is in range of a priest and then charges and is out of range, they'll not get the furious charge because when they make their attacks they'd be out of range. It's also supported with acid blood being resolved at the end of each initiative step. Lashwip is strange to try and grasp a precedence from. Does it mean that negative effects are applied before additive effects?

Also they clarified that with Malan'tai using cataclysm if he suffers perils and takes a wound the str is determined after the wound is taken. This pushes more to the idea of a stack and triggered abilities. I really hope that in the next edition they start to give names to these terms to make the rules easier to figure out for ourselves. One thing that makes MTG a success was the consistency of rule wording and it'd be nice to see GW push in that direction too.

Another precedence continued is that psychic powers don't effect units in vehicles. Psychic scream will not effect embarked units and neither will Malan'tai's spirit leech. I know, I know, Malan'tai's isn't a psychic power but it is an area effect similar to other powers. It's nice to have both a psychic power with area effect and a non psychic power with area effect to have a solid "No" and "No" ruling on whether they effect embarked units.

The Nids FAQ can raise a question about Runes of Warding** in compairson to shadow of the warp. The FAQ states that embarked psykers are not effected by Shadow of the Warp. Are they effected by Runes** then?

The BA FAQ is pretty straightforward. I don't recall too many questions coming up in play with them other than being in range of the priest and when your bonus's are checked (which they answered; when its used). I am glad they clairified Decent of the Angels that they have to drop via jumpack to get the bonus and it doesn't transfer to their transport. I'm also happy they shut up the RAW people and vehicle's needing to be obscured to take a cover save and ruled on the side of the Mek Boy argument thus staying constant with their judgments.

Also, an interesting ruling is that corbulo's dice can't be used for first turn. With the removal of allies and this ruling I'm willing to bet that you won't see a tarot in the future Deamonhunters codex and they'll be keeping first turn a straight unmodified dice roll.

Over all I'm happy to see more straight answers and less answers that still leave the question half unanswered. I support the Doom's ruling. That's the one I'm most happy with after being molested so much by OST's Doom. I'm happy for the amount of precedence that can be pointed to for tournament organizers.

Now, sound off, what do you guys think? Anything cool I missed? Anyone play with spore mines so much that you needed half a page of answers for them? Anyone sad to know that there is some asshole out there yelling "RAW!" that they had to clarify Regeneration to just the wounds on the model and not the wounds taken over the course of the whole game?

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Thursday, July 1, 2010

The next GW Alternative kit I plan to order: Maxmini Bionics

Old School here, with the free baneblade given away and behind us(thanks again everyone), it is time to get back into gear with regular posts. First, I want to highlight this great kit from MaxMini that I learned about while following Hogs of War (great find guys). Looking at this kit, i am once again dumbstruck that GW doesn't produce kits like these and sell them for criminal amounts of money (you know they could). These bits look like they would be great for Iron Hands, Iron Warriors, any other bionic Space Marines, converted Straken models, anything Mechanicus or Servitor related and to a lesser extent Cyborks. Cool kit - nuff said! I plan to order this kit and the kit below and plan to do a full product review on both.
Once again, these kits could go well for many of the things mentioned above. Have you already ordered these? Had any contact with MAxMini in the past and want to talk about it? Let's hear what you think.