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Showing posts from June, 2014

I Have No Idea

I've been getting a lot of folks asking me how I feel about the Ork codex so far.  I've only read it and not played a thing.  My initial reactions are that I am very confused.  I am honestly not sure how I'm supposed to use this book.  I'm assuming the answer is "However you please," of course, but that's not really good enough for me. WAAGH! Drillteef is a Brainboy-Heavy force which uses lots of vehicles and dabbles in Warp manipulation and tactical legerdemain.  I think this Codex is going to do a lot for my army from a fluff perspective.  I believe I can use this Codex to build an army which very closely reflects what WAAGH! Drillteef would look on the battlefield. Multiple Combined Arms Detachments or Self-Allying I think the new Ork Codex is a pretty good example of why we should be allowing players to take multiple Combined Arms Detachments or, in lieu of that, simply allowing them to ally with themselves. I think these lists should really

Loopy Paints Unto Others - Space Marines (Brown)

I've completed another commission for Frontline Gaming.  For this one, the customer chose a brown scheme using the Ravenwing iconography for a generic chapter or chapter of his own devising.  This was a LEVEL 1 commission which means just one highlight. This was the first time I'd ever done Edge Highlighting which is the preferred method for doing this level of commission.  I know it may seem strange that someone doing commission work hasn't done edge highlighting, but it's just not my preferred method.  I prefer to wet blend everything or just do blocked highlights over darker colors and washes. The first go-around they looked terrible.  I tried really hard to keep the edge highlights thin and vague, but instead they came out kind of sloppy.  Because of that, I had to spend an additional 4 hours on making the highlight heavier and more pronounced.  The good thing is, I know what I'm doing now and won't make the same mistake again; therefore an army lik

Orks With Hammerhand and Other Feats of High (WAAGH!) Magic

The title comes with apologies to White Wolf Publishing. I attended a team tournament at Dirty Goblin Games this past weekend.  With a thousand points each, I brought my Star Eagles with six combat squads in Drop Pods and two Librarians.  My buddy, Skip, brought some of my Orks which were basically a Green Tide list with two Warpheads. I was very keen to use the new Psychic Phase to see how it was in practice and Skip was acquiescent. So, we each had 4 Warp Charges plus whatever the die rolled.  The rules for that tournament were such that each player could only use his own Warp Charges, but could share the ones rolled on the die. Some hullabaloo has been made of summoning Daemons and of how Orks have lost their wacky table of powers.  I'm not really going to speak to this very much because I, personally, find Sanctic Daemonology to be a very strong and fun Ork choice at least until we get our new codex. Note that I am not blind to the fact that the danger of inv

Tears of Joy: Challenges and Precision Shots

One of the most frustrating things about 6th Edition for Orks was the way Challenges worked.  Every once in a while, we could use it to our advantage, of course, by sacrificing a Nob or Mekboy in order to keep a unit alive for a turn, but at the end of the day a Challenge usually meant a dead Ork with no hope of retaliation.  Indeed, even if you packed two Power Klaws in the unit, the second Klaw was likely to be doubled out by Strength 10 precision strikes. My friends, ring out the church bells and strike up the band because those days are over. Challenges vs One Model While reading through my 7th Edition book (painfully slowly due to being busy and passing out after reading two pages), I came across this: Whilst the challenge is ongoing, other models locked in the combat can only allocate Wounds to the models involved in the challenge after all other enemy models that are locked in that combat (if any) have been removed as casualties, even if the models fighting

Allying With Yourself: a Plea

Image credit: Will Elliot I would like to make a plea to the TOs out there to have a really hard think about opening the Allied Detachment to the same codex as the Combined Arms Detachment.  I find the arguments against this change to be very weak indeed. Please note that this argument is only intended to be directed at events which ban multiple Combined Arms detachments. The Genie's Already Out of the Bottle. Iyanden, Farsight, and the other supplements already allow some armies to ally with themselves.  I agree that this quid-pro-quo argument is a bit of a fallacy, but in this case I think it truly doesn't hurt balance across the game as a whole to allow other armies to do it.  Eldar and Tau are already very, very good.  The Worst is already out there.  Adding options for older or non-supplement codices is probably going to do nothing but give the marginalized armies more of a fighting chance.  Adding an HQ to Daemons is hardly worse than they've already got

Background - Warboss Wagonkrumpa and Big Boss Thudguts

Originally posted in 2013, but has been updated. This article continues my series on the background of WAAGH! Drillteef. This article focuses on the first Warboss to join the WAAGH!, Warboss Wagonkrumpa. The model was originally just a regular Blackreach Warboss, but after a while I decided to convert him up and add some character. I also added a Battlepouch and used him as an objective marker in the Adepticon Team Tournament. Old Wagonkrumpa doesn't see the table very much anymore due to how much my mega-armored Warboss brings to the table, but he's still one of my favorite characters in the army. Thudguts is more of a secondary character and his story mainly hinges on his jealousy of Wagonkrumpa. In Drillteef's early days, before his ambition grew into a WAAGH! of his own, he met a jovial Warboss named Wagonkrumpa from a Speed Freakz splinter clan which had joined WAAGH! Grok. Wagonkrumpa was an odd Ork. He was often soft-spoken and friendly. He r