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Blood Vow

Happiness is success... (Buddha)

Wednesday, April 18, 2018

Battle Brother Darius of the Néw Órdęr (Ultramarines)

Darius was awoken from the long cold slumber to serve Guilliman at Terra during the final Black Crusade. Seeing his extraordinary combat prowess the Primarch armed the initiate with the Legion’s best suit of icy blue artificied armor and a relic weapon from the dark age of technology. The risen champion Darius slew many champions of Chaos and fought his final duel versus the cloned Abbadon.

Sunday, April 15, 2018

Nû Órdęr color schema (Work-In-Progress)

Working on my last squad of Intercessors... this is true to original scheme I intended to use for this army.

Friday, April 13, 2018

Space Marines - Hope and Tragedy


Black Blow Fly here to discuss Space Marines. Ultramarines were a dominant force when their codex first dropped lead by the return of their beloved Primarch Rouboute Guilliman but as more and more codices have been released their overall performance has continued to falter. While points were reduced for Primaris Space Marine units via Chapter Approved last year there’s some that feel it wasn’t enough and there should be a point reduction as well for the standard Marine. Personally I’d rather see the focus on the new Primaris Space Marine units and conducted an informal survey to see what players want, I’ll present the results here.

The biggest desire by far is a fairly costed transport so that Primaris Space Marines can be properly mechanized... currently the only option is the Repulsor, which while it is truly a powerful grav tank with an amazing array of deadly firepower, its a big chunk of points clocking in at well over 300 points. I feel like GW missed a golden opportunity with the release of 40k rules for the Termite earlier this week.

The next most popular request is for more individual options such as power fists for sergeants and special weapons or chainswords for certain units such Intercessors. A lot of players would also like to see a buff for Reivers such as an armor piercing (AP) value for their combat blades. I would like to see GW get rid of the Unwieldy rule which makes no sense to me - a sniper scout can pick off an enemy character across the battlefield but a hardened veteran can’t hit the broadside of a barn when he’s standing right beside it.

I do like the current strategems, relics and psychic powers for Space Marines in general, however that said I do feel that Primaris Space Marine characters should have full access to the various relics such the Teeth of Terra. Truly the old Marines covet their holy artifacts... heh.

Finally a new codex for Deathwatch is on the way and one rumor is the ability to mix various types of Primaris Space Marines in one unit - for example the combination of outflanking wieldy Aggressors and some Hellblasters would be quite tasty. It’s only a rumor so liberally apply salt.

So what’s your opinion of this matter? Do Space Marines already deserve a boost or are they fine as is?

Thursday, March 29, 2018

Assassin - Part 40 - Final Genesis


There came an eerie sound counter sink to the wail of the daemon blade. Orpheus involuntarily bit his lip drawing blood, a single drop split upon his chin marring the pale whiteness. Something stirred just along the other side of the aether forming against the Geller field projectively jacketing the hull of Hell’s Fury. It ticked at first growing steadily into a pulsing throb. Sensing its growing corpulence as it began to materialize Orpheus reached up to grasp the main buckle for release from the throne. Wisps of thin smoke poured from the Hellblade as its wail reached an octave pitch. The daemon ore burned molten red along the edges in absolute furious anger. Its form solidified as a ring of hoarfrost coated the deck floor within the spartan chamber.

Orpheus struggled to unclasp the lock while looking upon his personal collection of melee weapons mounted on the far wall. The topmost weapon was a special variant of the thunderhammer said to have been originally designed by the first and original ascendant of Vulcan. A hollow cylindrical chamber ran the entire length of the adamantium haft with a smaller circular chamber at the bottom flawlessly forged in the image of the Emperor’s elongated skull filled with an agitated reactant version of quick silver and heavily radiated to increase molecular mass upon any transverse deflection. As the weapon made initial impact the super heavy metal fluid flowed into a micro-cavity of the hammer delivering penultimate force upon contact completely obliterating any enemy. Titans had been fell with a single blow. The original design had been developed during the dark age of technology and later forbidden for general production. Extreme adept skill was required to heft the hammer as the angle of the swing must be perfect which eventually lead to the demise of its use.

A sick sweet smell similar to fresh burning ozone filled the chamber as the being began to finally coalesce into real space. It’s very being dripped rich residual energy of the warp etching random fractal patterns into the floor as it began to step syncing itself with the material realm. Standing slightly taller than the Templar its entire being was of a deep dark bruised purple and its very mass was so dense it folded space in upon itself around it. Orpheus saw a dark smile break its face in the final form of coalescence as its clawed hand reached out towards him grasping.

"I know you." said Orpheus as he finally broke his constraint and stepped free. The Hellblade screamed again but he ignored it reaching for the vulcanhammer. "sęvæn." Again the daemon smiled silently completely phased into the material realm. It stood directly between the Emperor’s Champion and his weapons rack. Orpheus reached around it clutching the hilt.

Sunday, March 25, 2018

Assassin - Part 39 - Final Genesis


Orpheus stood within his private quarter of the Templar Battle Barge Hell’s Fury. He removed a gauntlet and looked upon the white flesh. The scars had vanished completely. Next he removed his helm. Pitch black hair spilled down any trace of grey gone. His muscles tensed as he drew the daemon weapon and laid it on the bunk. The edges sparkled in the dim light seemingly cutting into real space. At the bottom of the leather braided hilt shone a small polished skull cut from Obsidian. A black diamond had been fastened into each of the eye sockets. Grinning the pointed metal teeth gleamed.

"Hail brother." came a voice over the broken static erupting from the vox. "We are preparing to make translation back to Terra via warp jump."

"So mote it be." Orpheus replied as he disabled the channel. He sat upon his iron throne and strapped himself tight into the seat. The Hellblade began to wail as space folded into itself.

Trajann Valoris (work in progress) Part 2

Friday, March 23, 2018

Nü Order batrep vs Nidz


I had the following game last nite versus Tyranids:

Swarmy w. dropspore

2x Trygon

20x stealer

30x devilgaunt

Flyrant - dual devourers

3x Hive Guard brood (full)

Ripperswarm

etc.

I had the following army:


[Smurf Battalion]

Tiggy

Primaris Lt.

2x Intercessor squad

Scout squad

Hellblasters

Inceptors (plasma variant)

[Aux]

Culexus

[AC Vanguard]

Trajann (beastmode !!!)

ShieldCaptain on Dawneagle (3++)

Wardens

Allarus

Vexillus Praetor (5++ Imperialis bubble)

Mission 3 (Nexus Control) from ITC with 3rd deployment zone (Hammer and Anvil) from the rulebook. Good luck scoring that mission objective - lol.

My secondaries were Old School, Gang Busters and Reaper. My opponent selected Old School, Recon and Headhunter.

Tiggy had Might of Heroes, Veil of Time and Smite. Might of Heroes always came in handy when I was able to successfully cast it. Nidz had Catalyst, Horror, Onslaught, Psychic Scream and Smite.

I put a lot of my army in reserve including Trajann - Allarus, Wardens, Inceptors, and Culexus.

My castle was Shield-Captain, Tiggy, Lt., one Intercessor squad, Hellblasters and Praetor.

Bugz go first and I fail to seize... ouch !!!

First turn in drops Swarmy and one Trygon with stealers popping up from the tunnel and double moving thanks to Swarmy. Flyrant plops down too. Hive Guard all inside a central ruin... I was careful to deploy outside their range even with movement. Nid shooting kills like one Intercessor thanks to 2+ with cover... then stealers assault Intercessors and Bike Cpt - Praetor and Lt. both intervene. I lose the Intercessor squad but the characters shred most of the stealers. My turn I drop in everything to clear out my DZ. Shooting kills Trygon and wounds Flyrant - Allarus finish off the stealers... Wardens make the long charge into Flyrant and finish it off for the Warlord kill. I scored a lot of points this turn but there are still five more battle rounds left to go and I suddenly realize I am really out of position now.

Over the course of the game I am able to keep scoring some points every turn to maintain my slim lead... kill a unit here, grab an objective there - you know the drill. You can't afford to get behind on the primary objectives for ITC missions. Eventually the Nid player had to get very aggressive which ended up costing him but really there was no other choice. Allarus and Trajann had to foot slog it a couple turns in a row to get back into position for end game. His Hive Guard really choked versus the Custodes this game. Wardens were MVP absorbing several turns in a row all the shooting from the Hive Guard... amazing !!!

Really tough game... all the Nidz had left were two HG squads and the rippers.

Monday, March 12, 2018

Lictor Coros - Work in Progress (Part 4)

I’m currently about 75-80 percent complete with this project... but the last 20 percent usually takes the most time (i.e. paradox).

Monday, March 05, 2018

Assassin - Part 38 - Final Genesis


Orpheus emerged from the breach to see a cluster of Word Bearers close by firing their bolters at a squad of Templars breaking from rocky cover. A standard bearer held the sign of the bright crimson Templar cross above his black helm as they engaged the traitors. Unlimbering the Hellblade Orpheus struck from the rear. The daemon weapon sliced through the enemies’ tainted armor with ease eviscerating those closest. He felt their very essence absorbed by the razor edge as it sliced through flesh and bone binding him to the Hellblade. His brothers rushed into the fight to join him swinging their chainswords with willful abandon. One by one Orpheus struck down the enemy until none were left standing. The daemon weapon growled as it ate the souls of the Word Bearers then seemed to purr sated by their death. Looking down upon the defeated he saw the enemy had been sluiced into many severed pieces, shorn bone glistened as the blood spilled upon the stony soil. Orpheus had never felt stronger.

"Brother Orpheus." said the standard bearer. "We came looking for you."

"The Word Bearers are allied with the darkness but we were born into the abyss, it molded us." the Templar replied.

"Yes." said Corvus the standard bearer. "We are forged from a stronger ore. This universe is a living hell. We must return now."

Orpheus gripped hands with Corvus. "Lead the way."

More Tau rumors


Breacher -1
Strike Team -1
Devilfish -21
Riptide -24
Gun Drone +4
MV Shield Drone +2
Broadside -20
Skyray -19
Hammerhead -17
Piranha -6


Aunshi +8
Aunva +20

Airburst -2
Burst Cannon -2
Cluster Rocket -36
Fusion Collider -9
HBC – 20
HRR -28
HYMP -16
Ion Accel -42
Ion Cannon -20
SMS -5
Supremacy Rail Gun -19

ATS (Ghostkeel , SS, Riptide) 18
ATS (all others ) +4
Counterfire Defense +5
EWO (Ghostkeel, SS, Riptide) 10
EWO (all others) -3
Multi tracker (all) 10
shield gen (ss) 40
shield gen (all others including ghostkeel now) 8
Iridium 15

Seeker Missiles S8 -2 D6 dmg
Cyclic Ion Blaster 3 shots instead of D3 . Overcharge mode.
Cyclic Ion Raker 6 shots instead of D6 . Overcharge mode.
HBC (one profile only now ) 36″ 12 shots S6 -1 2dmg
High Intensity Plasma Rifle (new) 30″ RF1 6 -4 1
Ion Accelerator ( only normal and overcharge )
-72″ Heavy D6 S8 -3 d3dmg
-72″ Heavy D6 S9 -3 3dmg (self mortal wound on roll of 1)

Ion Cannon D6 instead of D3 perm for overcharged.
Ion Rifle (overcharged) 2dmg instead of 1
Longshot pulse. On a wound roll of 6, additional 1 Mortal Wound dmg.
Pulse Driver Cannon D6 instead of D3

Dawn Blade +3 S
EWO have additional clause of -1 to hit when being used.
Multitracker now only works on units with 5 or more models.

Markerlight table 3 and 4 swap, 3 is now ignore cover.

Nova-charge weapon profile: HBC Heavy 18 and Accelerator Heavy 6.

1 in 3 Crisis can take Iridum. 2+ AS

New Armiger Warglaive

Sunday, March 04, 2018

Lictor Coros - Work in Progress (Part 1)

Assassin - Part 37 - Final Genesis


There was the steady drone of bolter fire from close by filling the void of silence. Orpheus looked down upon the headless body of the demoness as it began to dissolve reabsorbed by the Warp. The red flesh peeled away from the elongated skull revealing twisted runes carved deep into the bleached metallic bone. The filed teeth still chattered against each other, chipping each other into bits of small shards. Finally all that remained was the Hellblade, it laid there resting in the rubble and ash. The Templar bent down and grasped the hilt. Orpheus immediately felt tendrils of raw unbridled power seeping up from the unholy ore. Rising back up he swung the blade, it felt light as a feather.

The bolter fire sounded much closer now. The sudden rush of an air ship flying over the ruins blotted it out for the briefest of moments as it passed over. Gripping the Hellblade with both hands the Templar made his way back to the opening. He saw the dead Techmarine laying beside the rent and stepped towards it. Placing the Hellblade beside the dead Templar Orpheus took pieces from his fallen brother’s armor to replace those ruined in the duel. One by one each piece clicked into place. There was one last nerve gas grenade which he attached to his new chest plate maglocking it in place. He also took the void pistol to replace his spent bolt pistol. Again there was the harsh sound of bolters and now it was just past the entry where he stood. Orpheus gripped the Hellblade again and waited.

Saturday, March 03, 2018

Tau Rumors


Warlord Traits

1) reroll wounds 1 against Monster or Vehicles
2) your shooting phase, pick a visible enemy unit to your warlord, each time any friendly unit within 6' of warlord makes a wound roll of 6, add 1 to AP of attack
3) Add 6 to Advance instead of rolling dice.
4) If warlord within 12' of enemy unit at start of shooting phase, you can reroll hits for your warlord until end of phase.
5) reroll hits for warlord, if they have not moved this turn. if they move for any reason, they lose the trait until the start of next turn.
6) warlord can advance and shoot as if he hasn't advanced.

Sept Warlord Traits

Tau : 5+ save against Mortal Wounds
Vior'la : If warlord has master of war, Volley Fire or Failure is Not an Option ability, the range increased to 9". additionally, if your army is battleforged, +1 command pt
Dal'yth: While within 12" of Warlord, friendly Kroot and Vespid units gain For The Greater Good ability
Sa'cea: Friendly Sa'cea unit within 6" of warlord, reduce the number of model that flee as a result of morale by 1
Bork'an: For each hit roll made by warlord, +1 to wound for that hit
Farsight: Warlord can perform 6" heroic intervention. Additionally, if your warlord has charged , was charged or heroic intervened, until end of phase, can reroll hits.

Sept Traits

Tau: Overwatch on a 5 regardless of firing model BS or any modifiers.
Vior'la : Treats all RF weapons as assault weapons (RF 1 treated as assault 1). Additionally, no penalty to advance and fire the assault weapons.
Dal'yth : Unit that does not manta strike, move , fall back, charge , pile in or consolidate this turn may claim the benefit of cover even while in the open.
Sa'cea: +1 LD, Additionally, in shooting phase, you can reroll a single failed hit roll for each Sa'cea unit.
Bork'an : Add 6" to maximum range of any Rapid Fire and Heavy weapon they are armed with.
Farsight: Reroll wounds of 1 against models that are within 6' of the firing (farsight) model.

Riptide points down 24, HBC down 20, Ion Accelerator down 42.

Gun Drones +4
Shield Drones +2
Marker Drones same

Broadside -20 HRR -27 HYMP -16 SMS-5
Skyray -19 Hammerhead -17

Tuesday, February 27, 2018

Video Batrep Rankings & Ratings


I like to watch video battle reports (VBR) to learn about armies and as a form of entertainment. Here are my ranking and ratings. Note that I have not included any channels on Twitch as for whatever reason I don’t watch it a lot but there a lot of good ones like Bell of the Lost Souls.

The top channel appears in the first slot and so on. I rate them on the following categories:

Competitive - Knows the rules inside out and run competitive army lists

Entertaining - Really fun to watch and holds your interest throughout the entire episode

Technical - Well filmed, excellent lighting, etc.

Knowing the rules inside out is one of the most important things for me as nothing is worse than watching 80-90% of a VBR then there is a major mistake that ends up throwing the game. In my opinion the best games are error free of any rules mistakes. If there are some serious rules issue during the beginning of the VBR I stop watching it. You owe it to your viewers to get the rules right. Also I don’t like a lot of cursing throughout a report... to me a VBR worth watching should be very professional. Finally the entertainment is also very important - it gets old really fast watching WAAC army lists in action. Competitive does not equal WAAC in my book.

I score each category as follows:

A - top rating
B - mid rating (still good)
C - needs some improvements

Note that I am not here to rag on any of the channels I watch. This article is solely intended to point potential viewers in the right direction.

Horus Heresy (30k)

There is only one channel I watch regularly and it’s the30kchannel. This channel gets a perfect score as they do everything right. Typically there is one episode a month and I watch every one of them.

Eighth Edition 40k

[1] My top pick is SEO Winters. Winters has the best 40k VBRs in my opinion because the armies are always interesting and the games tend to be very close. Winters is a tactical genius... I really learn a lot from him every episode. He tends to play Imperial armies but recently he has been playing Death Guard a lot. I rate this channel as follows:

Competitive - A+

Entertaining - A+

Technical - A


[2] My second favorite 40k channel is Grim Resolve. This channel is from Scotland and it’s a hoot to listen to their accents. I rate this channel as follows:

Competitive - B+

Entertaining - A+

Technical - A

Unfortunately they haven’t released anything new in awhile which is a shame. Even though I rated this channel as B+ for competitive that is mainly because they tend to play armies that aren’t as optimized as some of my other favorite channels but still they are very entertaining and offer something different.


[3] Next up is Tabletop Tactics by the Spyder (Lawrence Baker) and is from England. His VBRs are the most entertaining for me and the Spyder goes to great lengths to put together top notch reports. I rate this channel as follows:

Competitive - A

Entertaining - A+

Technical - A


[4] In at the fourth slot is the Glacial Geek. Wow Phil Hall has come such a long way very quickly. Phil is first and foremost as fair as they come and he never has anything bad to say. This channel is a one man band and Phil is very dedicated... no wonder his popularity continues to constantly grow. FLG was requested by so many people to feature one of his games at the recent LVO he got to show his stuff the second day even though he was not on a top table. I rate this channel as follows:

Competitive - B

Entertaining - A

Technical - B

This channel is constantly improving each and every episode!


[5] My choice for the fifth slot is StrikingScorpion82. This channel is also from England as well and this is one of the most professional and also extremely entertaining. This channel features a lot of different armies including a lot of xenos races. I rate this channel as follows:

Competitive - B+

Entertaining - A

Technical - A+


[6] My final pick for the top six is Guerrilla Miniature Games. This channel is out of Canada and Ashe also does a great job plus occasionally he features some Horus Heresy games as well. I rate this channel as follows:

Competitive - B

Entertaining - A

Technical - A


There are lot of other great channels to watch as well so here are some honorable mentions but in no particular order:

The Long War (US)

miniwargaming (Canada)

Frontline Gaming (US)

Battle Report (US)


So there you have my top ten. You’ve probably seen or heard a lot them if you also like to watch VBRs. Check them out when you have a chance.




Tips for Using Adeptus Custodes Strategems


Custodes have many amazing strategems - maybe the most best for any current codex. Some of them cost several command points so you should always choose them wisely. Note that these tips assume you want to play Custodes competitively so you’ll want to bring another detachment and it’s a good idea to bring a Warlord with access to a trait or a relic that lets you regain some of your command points. For example I run a battalion of Ultramarines and pick the Warlord Trait that allows you to regain each spent command point on a roll of 5+.

One of the best strategems for Custodes is From Golden Light They Come which for one command point let’s you place one unit of Custodes in deep strike reserve. Note that Allarus Custodians (terminators) and the Shield Captain in Allarus terminator armor both have the ability From Golden Light which allows them to automatically setup in deep strike reserve without having to use any command points. I use this Strategem for my Wardens so I can deploy them in a strategic position such as behind enemy lines if possible or beside a flank to harass the enemy. Wardens have the ability Binding Oaths which helps them to ignore wounds making them more robust so they are well suited for this role.

I’ve found that versus opponents who also have placed several units in deep strike reserve it’s often better to go second so you can better react to their deep striking units (e.g. , Obliterators). This forces your opponent to place these units more cautiously since you can easily retaliate.

Another great strategem is Concussion Grenades which also costs one command point. This strategem allows Allarus Custodians (terminators) or the Shield Captain in Allarus terminator armor to fire their Balitus grenade launchers such that if they hit an enemy unit these units cannot fire overwatch and it reduces their ballistic and weapon skill by -1 for that turn. Due to being able to split fire now in eighth edition a squad of Allarus Custodians can target separate units, up to one for each terminator. I use a Culexus assassin and if you deep strike it in close proximity to the terminators the same turn then enemy units struck by the concussion grenades cannot hit the assassin, shooting or melee. Custodes are BS2 and each grenade launcher generates D3 attacks so you’ll more than likely hit each enemy unit you target. Also note that the grenades have 12" range so your terminators can shoot past the 9" bubble of separation required when deep striking next to enemy units.

The next strategem I want to cover is Vexilla Teleport Homer which allows you to place one unit of Allarus Custodians (terminators) or a Shield Captain in Allarus terminator armor wholly within 6" of a Vexilus Praetor and more than 3" from any enemy unit when deep striking. This strategem costs three commands but it can be a real game winner since it virtually guarantees a charge. Bait the enemy close to your Praetor then spring the trap. If your opponent is aware of this strategem then it makes them all that much more conservative with their movement phases.

Another awesome stratagem for Custodes is Shoulder the Mantle which also only costs one command point! If your Warlord is slain you can pick a Shield Captain to become your new Warlord and he automatically generates a new Warlord Trait (i.e., Superior Creation - 5++ Feel No Pain). This denies your opponent both Slay the Warlord and King Slayer... that’s huge and can also be another potential game winner. I always run two Shield Captains so I could use this strategem twice in one game - so dirty.

Victor of the Blood Games is a stratagem that costs two command points... select a character during deployment and it can re-roll one hit, wound or save each turn. Combining this with a relic for a 3++ invulnerable save and Superior Creation makes your Shield Captain neigh on invincible.

The last strategem I’m going to cover is Tanglefoot Grenades which costs one command point. Choose an enemy unit within 12" of an Adeptus Custodes infantry unit at the beginning of their movement or charge phase and roll a d6 - they must then subtract this value from their move or charge. Note this strategem does not affect enemy units with the keyword Fly. A solid tactic is to place a Custodes infantry unit in a crater or forest which subtracts another 2" from the targeted enemy unit’s charge... potentially reducing their charge by up to 8"... evil!

Conclusion
So there you have it. The strategems I’ve covered above are my go to choices and the majority of these only cost one command point. They can all be game winners too. Again my advice is use them wisely... don’t blow all your command points the first two turns because you’ll need them at key moments later in the game. There are many other rock solid strategems to choose from as well - like I said above and I’ll say it yet again choose them wisely and only when you really need them. Go forth and conquer with this grand arsenal at your disposal.

Sunday, February 25, 2018

Eighth Edition Tactics and Tips


I was late to start playing eighth edition with a move across the country last year. I really wanted to play Ultramarines when I saw the new codex. I lost most of the games I played for the first few months. One or even two mistakes are so painful this edition and I made my share of them. I had some good games though and felt like overall I was doing a lot of things right. I think a lot of people think Space Marines are not competitive but I think they are wrong. To me Ultramarines are really good... on top of everything else they have going for them their Chapter tactic basically gives every unit the keyword Fly in that they can fall back and still shoot at -1 BS which is a big deal.

Just after I finally finished building my army it was stolen last December so I had to start over again but it turned out to be a great thing as I was forced to re-analyze my original list and then recently something totally awesome happened - Custodes. Custodes are to the Imperium what Daemons are to Chaos. Bless all the people who supported me when I lost my first army - you kept me in this hobby and you all mean so much to me.

This article is not about Space Marines and Custodes, it is about simple things I’ve learned to prevent making mistakes. Like I said mistakes are a really big deal now... just one mistake can easily cost you a game.

-Don’t Cast Psychic Powers When You Don’t Need To
I had a recent game versus Smash Brothers (Magnus and Mortarion). I successfully rolled for Null Zone and it was not denied. Both daemon Primarchs were really close by losing their invulnerable saves - Plasma to the left - Plasma to the right. I should have stopped casting right then but I decided to go ahead and cast another psychic power then rolled Box Cars. My Librarian had already lost some wounds and died... no more Null Zone. Perils of the Warp is a thing and it can cost you games - don’t get greedy.

-Don’t Charge Everyone into Combat
This is one of the biggest mistakes I see and I’ve fallen into this trap more than once. A classic example is versus daemons... again Null Zone is successfully cast and not denied... daemons lose their invulnerable save. Don’t charge the Librarian into combat. You fight first then your opponent burns two command points to interrupt combat and kills the Librarian shutting down Null Zone. You could have cleaned house but they clean your house because again you got greedy when you didn’t need to... so silly.

-Command Points
I horde my command points like they are solid gold. I’ve seen people burn command points to reroll a bolter hit due to frustration... lol. Ideally you should know all your best strategems inside out. I’d much rather reroll to wound than to hit, the odds are much better you’ll do some serious damage... you could easily reroll a miss into another miss again and not even get the chance to wound. Ideally you should have three to four command points going into the fourth turn. Command points win games and you win games versus competitive gamers during the last couple turns.... that’s when you really need them. If you can design your list to reroll to regain command points do it(i.e. relics or Warlord traits). Like I said - solid gold.

-The Castle
The castle is a big thing and I even see eldar using this tactic (think Dark Reapers). A castle is a piece of terrain granting cover to your infantry. Deploy units with ranged fire power (e.g., Devastators) inside the terrain along with some characters to buff these units (e.g., Captain, Lieutenant, Ancient, Apothecary, etc.). There should be an objective inside the terrain as well so you can score points while shooting out from it.

You should also have some counter assault units deployed in a manner to defend your castle... ideally these units should be held in reserve and be able to deep strike (e.g., terminators). Holding them in reserve keeps them safe until you need them. The more of these units you can hold in reserve the better you’ll be able to react to whatever your opponent does.

Friday, February 23, 2018

No Soup for You


Hi everyone - BBF here again to discuss the current meta and solutions to the problems. I will be attending the Broadside Bash (BSB) this April here in beautiful San Diego. Lots and lots of painting every free hour so I can bring a beautiful army. Today I learned that BSB has officially banned Chaos and Imperial Soup... eldar is next and the old nerf bat it hurts if you like your cheese. The ban for Chaos and Imperialis is that you can no longer use Chaos or Imperial as keywords to fill a detachment. Hopefully Ynnari will suffer just as much otherwise we will see many armies replicating the winning list from Las Vegas Open... reaperspam for days.

I never liked the soup lists as the end result are armies that have absolutely no background whatsoever. For example I have seen one army that features units taken from Sisters of Battle (Saint Celestine), Black Templars, Grey Knights, Raven Guard and Imperial Guard. Sorry but that is really messed up. This is truly an unholy smorgasbord and is also a walking atrocity. Soup lists came about during the early phase of eighth Edition when there was only indices but now it needs to be put down and kept down like a rabid dog. This type of ban eliminates assassin spam on top of everything else - it’s a good thing... trust me.

I reckon the only complaints we will hear are from those that like to roll with their soup. Oh well they have to learn how to play just like everyone else and isn’t that a good thing ? The answer is YES it truly is. There is an option though if you don’t like the ban... move along.

As bad as seventh edition was the soup is a direct throwback to what was the ultimate worst for the hobby... gaming the system as much as possible for each and every advantage possible. Every army should adhere to background, it’s not about fielding a totally aggro black red deck. So I fully salute BSB for doing the right thing... hats off to them.

Thursday, February 22, 2018

Sunday, February 18, 2018

Adeptus Custodes Unit Analysis


Note that this article is intended for competitive play and all that entails - the general consensus is that this codex is best used in combination with another to utilize its full potential and mitigate its weaknesses.

I have been playing the new codex since it dropped and it’s amazing. Currently I am running an Ultramarine battalion, auxiliary detachment consisting of a Culexus assassin and a Vanguard detachment for the Custodes. There are other good choices for the combination - Astra Militarum is obvious. I feel that the Culexus is a great choice to combine with Custodes since they do not have as much psychic protection as some other armies. Strategic placement of the assassin can go a long way to helping protect Custodes from Smite and psychic debuffs. I run Tigurius in my Ultramarines detachment who is also very helpful as well. Whatever you choose to combine with your Custodes should also provide some protection as well.

The basic stats for a Custodian are as follows:

BS2-WS2-S5-T5-3+W-A3+

Each and every Custodian is the equivalent of an HQ and they have an excellent arsenal to choose from for their weapons.

So now I’ll discuss my current choices for my Vanguard detachment and they are as follows:

HQ
Shield Captain in Allarus Terminator Armor
+Castellan Axe - Ballistus Grenade Launcher - Misericordia

This HQ is a true beast in melee swinging at S8 AP2 D3 damage and has seven wounds. He can also teleport allowing you to bring him in where he is most needed. I typically wait until the 2nd or third turn for his drop. He has beaten Celestine in protracted turns of melee and managed to walk away which says something about his survivability. Both he and the Allarus combine well with the Vexillus Praetor using a stratagem to drop one terminator unit within 6" of the Praetor and up to 3" from enemy units at the end of your movement phase. This is a guaranteed charge and either unit will wreck face. Note that Captains have a buff that allows other Custodes units within 6" to re roll hit rolls of 1 so he rarely ever misses.

Shield Captain on Dawneagle Jetbike
+Hurricane Bolter - Auric Aquilius (Relic - 3++ invulnerable save)

This Captain is the speed daemon quickly able to react to whatever the situation at hand requires. He has the same stats as the other Shield Captain except that he’s T6 and wields a lance (S6) in melee. He is the most survivable with the relic for the 3++ invulnerable save and extra point of toughness. As hard as both Shield Captains are neither is immortal either so don’t get overconfident how you use them.

Elites
Vexillus Praetor
+Guardian Spear - Vexilla Defensor

My Praetor has the Vexilla that grants a 5++ invulnerable save from enemy shooting to all Imperial bike and infantry units wholly within 9". This is excellent for a Space Marine gun line. There is also a stratagem that extends the range of the Vexilla an additional 6" For one turn. He is a character and has five wounds. Keep him safely tucked away so that evil things like daemon princes can’t consolidate into him.

3x Allarus Custodian
+Castellan Axe - Ballistus Grenade Launcher

These are the terminator clad Custodians wielding axes with four attacks and wounds each plus they can teleport. They will quickly make short work of anything in close combat. There’s a stratagem that causes their grenade launchers to lower enemy units’ BS and WS by -1 when hit plus they can’t fire Overwatch that turn. So for each terminator you can prevent one enemy unit from Overwatch. They can also use another stratagem to split up into individual units overwhelming your opponent for a turn. Note that these strategems while very powerful require a considerable number of command points so use them wisely.

3x Warden
+Castellan Axe - Misericordia

Wardens are an elite Guardian with a built-in FNP save and come equipped with Misericordia (one additional S5 AP2 attack in melee). They also have access to the Castellan Axe which in my opinion is overall superior to both the Sentinel Blade, Lance or Guardian Spear. There is a strategem that allows you to deep strike one unit which is what I typically use for my Wardens... the more units you hold in deep strike reserve the better, more so especially for units forced to foot slog.

I am not currently running the Vertus Praetors jetbike squad but you could use an Outrider detachment if you prefer this unit over the elite choices I’ve covered above. Vertus Praetors cost a bit more points but not that much more. Another detachment that is popular now is Supreme Command which lets you field three Shield Captains on dawneagle jetbikes. I prefer weight of numbers though which is part of the reasons for my choice of Custodian units.

One a final note if you should decide to select a Shield Captain as your Warlord there is a trait that gives him FNP and there is yet another excellent strategem that allows him to reroll one hit, wound or save per turn.

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