Friday, September 23, 2016

Grey Knight Interceptors

I inherited a couple squads of Grey Knights from a player who had planned to start an army but then decided against it, so I thought it would be a good ally for my Blood Angels and Executioners.I built the first squad as an Interceptor squad, since the idea of a jump pack unit with power weapons and a heavy flamer seemed really impressive to the Blood Angel player in me.

I chose a light grey color scheme for a few reasons. First, I'd never done one before. Second, I wanted to stand out from the mass of drybrushed silver Grey Knights. Plus, it's a throwback to the scheme I remember from 2nd Edition. Finally, it gave me a chance to base the army on one of my favorite superheroes, Moon Knight. In homage to him, I wanted the shades to be very dark grey but the highlights to be almost white.

Moon Knight also provided much of their background, from their name and basing on the moon to their penchant for flaying victims to their crescent moon iconography.

Friday, September 16, 2016

The Brotherhood of Luna

The Brotherhood of Luna is a small sub-order of Grey Knight stationed on Luna. They guard a shrine on its surface, where it is said that an ancient daemonic presence was banished during the opening battles of the Horus Heresy. The specifics of this have been lost save perhaps to the most secure archives on Titan, but the Brotherhood of Luna take their duty seriously, viewing any daemonic presence so close to Terra as an incalculable risk. As such, they specialize in preventing daemonic incursions, rather than countering them once they have occurred.

Friday, September 9, 2016

X-Wing: TIE/FO Fighters

The TIE/FO is the First Order's update to the classic TIE Fighter. It costs roughly 3 more points than a standard TIE Fighter with the same PS, but comes with 1 shield and the Target Lock action, making it a pretty good deal. They also have access to a Tech upgrade slot. This gives them some unique abilities compared to the standard TIE Fighter, but will make them significantly more expensive.

The TIE/FO has a similar movement dial to the standard TIE Fighter, except that it makes the 2 Turns green and adds some 2 S-loops. These are both excellent changes and make the TIE/FO better at close range dogfighting than its predecessor. In fact, you can think of the TIE/FO as intermediate between a TIE Fighter and a TIE Interceptor.

Friday, August 19, 2016

Do Space Marines Need an Assault Unit?

When looking at army list advice online, I commonly see Space Marine players discouraged from taking any assault units. The line of thought is that Space Marines are a shooting army, and any points spent on assault units are better spent on more firepower. This is compounded by the generally low opinion of Space Marine assault units. They generally either don't hit hard enough (Assault squads) or are too slow without an expensive Land Raider transport (Assault Terminators, Assault Centurions, Honor Guard).

Friday, August 12, 2016

Angels of Death: Geokinesis Discipline

Geokinesis is the last set of psychic powers from Angels of Death. It is themed around manipulating the earth and features a plethora of earthquakes and volcanic eruptions. As such, it's especially appropriate for Salamanders Librarians, but any Space Marines can use it.

Chasm is the primaris power, and is a WC2 power without a classification (it sounds like a Malediction but isn't labeled as such). It targets an enemy unit within 18" of the caster, and every model in the unit must take a dangerous terrain test with no armor saves allowed. This will likely cause a wound to 1/6 of the models in the unit, barring invulnerable saves. Against very expensive models or very large units, it might be worth it but it seems like a steep price for little damage in most circumstances. Casting it on a Green Tide would be hilarious.

Friday, August 5, 2016

Angels of Death: Fulmination Discipline

The Fulmination Discipline is lightning based, so it matches all of the artwork of Librarians surrounded by lightning storms. If you want you Librarian to play like Stormcast Eternals, it's the discipline for you. Oh, and it's pretty good too!

Electrosurge is the primaris power, and is a WC1 Witchfire. It is S5 AP4 Assault 6 with 18" range, so it's essentially 2 heavy bolters that can be fired on the move. It's not exciting, but it will do work for you against almost all armies.

Friday, July 22, 2016

Angels of Death: Technomancy Discipline

The Technomancy Discipline is themed around manipulating vehicles and their machine spirits. This manifests both in buffing your own vehicles and weakening or damaging enemy vehicles.

Subvert Machine is the primaris power, and is a Malediction that targets an enemy vehicle within 18". When cast, you randomly select one weapon on the target and roll off against your opponent. If your opponent wins, nothing happens. In the event of a tie, you get to fire Snap Shots with that weapon. If you win, then you get to fire the weapon normally. I hate to say this, but this power is absolutely terrible. You have to cast it, then hope you randomly select a decent weapon on the target, then you only have a 41.7% chance of firing it normally. You need to be able to choose the weapon or have some advantage on the roll off with your opponent to make this worthwhile.

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