Friday, May 22, 2009

Battle Report: The Necropolis Campaign, Part Three

The Necropolis Campaign, Part Three
The Battle of Favonia, Part Two
The Necropolis, a massive Necron vessel, had begun a rampage throughout the Arcadia Sector. The Imperial Navy amassed all the ships they could and moved to intercept the Necropolis and its accompanying fleet. They would make their stand on the edge of the Favonia system. The battle was too early to call, with the Imperials doing some damage to the Necron fleet, but the Imperials were suffering substantial losses as well.

Click here to see part one of the battle report.

Turn 4
The Dauntless Light Cruiser Constellation, set ablaze by the Necron Tombship, got some revenge, as after drifting closer to the Tombship, her plasma drives overloaded and she suddenly exploded. The Tombship was rocked by the nearby explosion, damaging its inertialess drive.

The fires aboard the Dominator Class Cruiser Warrior went out, but the vessel drifted onward, dead in space.

The Elnath failed its command check to Lock On to the Tombship.

The Apocalypse Class Battleship Repulse fired one broadside on the Silver Scythe, damaging it and disrupting its Power Flow. It fired the other broadside on the Jackals, which lost one ship despite Bracing for Impact.

The Mars Class Battlecruiser Aetolia, in the thick of it, fired all of its weapons systems at varied targets, but failed to damage any, except for the nova cannon shot against the Necropolis, which scored a single hit. The last Firestorm, the Gemini, damaged the Necropolis with its lance, and then combined its fire with the Swords and Cobra Squadron 1, and between them they delivered another point of damage to the Necropolis.

The capital ships Arcadia, Capella, Adhara, Procyon, and Elnath fired a 21-lance salvo against the Tombship, two shots of which got through to damage the ship, also rendering its port weapons unable to fire. Their combined weapons batteries inflicted a further point of damage.

In the ordnance phase, bombers from the carrier Prometheus killed one Khopesh and a Dirge.

The Vulture and the Shroud continued their wide maneuver, and had now moved behind the Imperial fleet, almost in position to strike. This flanking manuever had so far kept the two vessels out of the fight, but their imminent arrival might make the difference.

The Necropolis again fired its Soul Harvester, hitting the Repulse and delivering two points of hull damage. It then lay about with its multiple weapons systems, striking all within range. The Lightning Arc destroyed two Cobras, the Aglaja and the Pales, a pair of Swords, the Sinope and Triton, and the Firestorm Gemini. The Gauss Particle Whip lashed out and damaged the Repulse, crippling her. Finally, it teleported hundreds of Necron Warriors onto the decks of the destroyer Nemesis via its portal. Such was the fury of the onslaught that the Nemesis simply...vanished.

The Tombship and Silver Scythe combined their fire on the Repulse, hitting it three more times. Finally the Tombship repaired its port weapons systems.

Turn 5
The Prometheus attempted to Reload Ordnance but failed its command check.

The Repulse fired its lances on the Silver Scythe, disrupting its power flow and preventing it from firing. The Aetolia and two surviving Cobras fired on the Tombship to no effect.

The Elnath fired its broadside lances on the nearby Jackals, destroying one, while the Arcadia destroyed another.

The Procyon, Capella, and Thunder Child fired their broadsides all at the Tombship, which weathered all of the fire without any shots penetrating its armor.

The Thunder Child fired its lances ahead at the Necropolis, but failed to damage it. The Mimosa and the last surviving Sword Class Frigate, the Nereid, fired their weapons batteries on the Necropolis, delivering one hit.
The last Khopesh (lower right) prepares to ram the Elnath, (red-trimmed black cruiser, second from lower right)
The last Khopesh rammed into the stern of the Elnath, destroying itself and inflicting two hits to the Gothic Cruiser.

The Shroud and the Vulture had finally moved into attack position, and attack they did, concentrating their fire on the Repulse. Between them they knocked the Repulse's shields down and inflicted two hits. The Tombship's lightning arc inflicted two more. Still, the Repulse held on.

The Necropolis now had a plethora of targets to fire upon. The Gauss Particle Whip lashed the Elnath, but the ship emerged unscathed. One lightning arc downed a shield on the Aetolia, while another hit the Thunder Child, downing its shields and delivering two hits to its hull.

The Silver Scythe spent the turn repairing its damaged weapons systems.
The Repulse and the Aetolia pass by the Tombship, making for the Necropolis
Turn 6
The Prometheus reloaded its ordnance and prepared for another strike.

The Repulse fired its starboard lances on the Tombship, damaging it once. The Cobras fired on the Jackal, which Braced For Impact. This protected it from the Cobras' fire, but not from the starboard broadside of the Elnath, which destroyed it.

The Necropolis, detecting that it was about to sustain a massive lance barrage, Braced for Impact. The Elnath, Arcadia, Capella, Thunder Child, Aetolia, and Procyon unleashed a total of 24 lance shots at the Necropolis, hitting with fourteen and causing four more damage points to it. The shots damaged its Inertialess Drive, and the hits sustained crippled the vessel. Weapons batteries from the Aetolia, Mimosa, Procyon, and Capella delivered a further two damaging hits.
The Necropolis receives a torrent of fire from the Imperial capital ships
The Vulture, finally in firing position closed up behind the Aetolia and fired. The Aetolia Braced, but despite this her shields were downed and she suffered two hits, including one that damaged her prow armament. Fire from the Necropolis inflicted a further damage point, but the Necropolis, crippled and braced, could not offer much firepower to the fight.

The Silver Scythe moved towards the Scutum and the Prometheus, firing on the Scutum, downing its shields and inflicting two damage points.

Turn 7
The Capella locked its weapon systems on the Necropolis, but the rest of the fleet failed their command checks and no other special orders were given.

Preparing for another massive barrage, the Necropolis attempted to Brace for Impact, but with its leadership decreased due to critical hits, it failed the check. The Repulse fired a broadside and its dorsal batteries, but the Necropolis' armor held. The Thunder Child damaged it once with its prow lances, damaging the ship's inertialess drive again. The Aetolia and Procyon each delivered a hit with their weapon batteries. The Capella then fired and damaged the ship's Command Core, and finally the Arcadia inflicted one more hit. The Necropolis had taken a massive pounding, and only had two hits left.

The Repulse fired its port lances at the Shroud, which was already crippled from damage sustained in a previous battle, and the ship quickly exploded under the weight of fire. The Tombship was caught in the explosion and suffered a hit.

The Silver Scythe focused all of its fire on the Scutum, which was defending the Prometheus. The Scythe smashed the ship hard, downing its shields and delivering five hits, destroying its shield generators. As the crew desperately tried to get the damage under control, the Necropolis fired and finished the ship off, rendering the Scutum a drifting hulk.

The Vulture concentrated its fire on the Aetolia, damaging it three times. The Vulture's attack was followed up by the Tombship, which slammed the Mars Class Battlecruiser, hitting it twice more. The damage overloaded the ship's plasma drive, causing the Aetolia to explode in a fireball. The Necropolis barely escaped the blast.
The Aetolia (just under the Necropolis) explodes

Finally, some bomber waves from the Prometheus reached the Tombship, but they were all driven off or shot down by the Tombship's formidable turret defenses.
The Imperial fleet swarms the Necropolis, pouring all of their fire into it
Turn 8
The Necropolis failed to Brace for Impact again, and with all the Imperial ships surrounding it, it seemed clear that its end was near. The Repulse delivered a single hit with its lances, and then the Thunder Child and the Arcadia fired their lances simultaneously, pushing the Necropolis over the edge into destruction. The ship continued to drift, but then the rest of the Imperial fleet continued to pour fire into the ship, causing it to explode in a ball of light.

Once the light faded, the area was filled with debris. The Necron Tombship, Silver Scythe, and Vulture had used the confusion to escape into deep space. Scanning the area, the Imperial ships found no more evidence of the Necron threat, and quickly began to reform their fleet and begin rescuing survivors from the many wrecked ships. The Necron threat had been destroyed, for now...

Imperial Navy Debriefing
My plan to take out the escorts first worked, but I don't think I deserve too many laurels for the victory. Badelaire played into my hands from the first turn, by keeping the Necropolis back and moving the rest of his fleet right into my guns. Also the wide flanking maneuver he performed with the Shroud and the Vulture just kept them out of most of the battle. The sheer number of capital ships at my disposal made my fleet a very tough nut to crack. I also have the dice to thank, because I rolled a lot of criticals on the Necron ships. Necrons are good at repairing damage, but I whittled down their leadership values as the battle went on. In the end, I think that my fleet had the staying power this time to simply overwhelm the Necron forces, giving me the opportunity to pound the Necropolis into submission. My fleet will need some time to recover from this fight, but I imagine I haven't seen the last of the Necrons.

Necron Debriefing
Well, it was a long and bloody engagement. I didn't do that well in the beginning of the fight, but whenever I could bring some heavy firepower to bear, it was telling. Not having shields, even though my armor is great and my Brace For Impact is stellar, means if I take hits, the ships start getting chewed up. Being able to do 2-3 hits to a ship and still not doing damage can be frustrating, but them's the breaks. I did notice about 2/3rds of the way through the game that I was forgetting the Particle Whip rule that allows rolls of 6 to ignore shields - I can't remember if that had any effect or not, but it just goes to show that sometimes having too many "cool rules" means you just forget them and put yourself at a disadvantage.

All in all, the battle was a blast. While the Necropolis finally died out, I was able to destroy all but one of Darkwing's escorts and a fair number of capital ships. In the end though, numbers won out, and the Necropolis died like a bear pulled down by a pack of wolves. A very fitting end to an awesome campaign.

Wednesday, May 20, 2009

Battle Report: The Necropolis Campaign, Part Two

The Necropolis Campaign, Part Two
The Battle of Favonia, Part One

With the Imperial Navy's defeat at the Battle of Axis Columen, a massive Necron vessel, the Necropolis, awakened from its slumber under the planet's surface and lifted off. More Necron vessels phased in as others arrived from the depths of space. The massive fleet began to move implacably through the sector, destroying any settlement it came across and harvesting the souls of those who lived there.

While the Imperial Navy floundered desperately to amass another fleet to take on the Necrons, a third race intervened. A force of Eldar from two different craftworlds converged on the Necron fleet. Despite being outnumbered and outgunned, the Eldar made a heroic effort to destroy the Necropolis. In the end they failed, but they did manage to weaken the Necron Fleet somewhat.

After harvesting the souls of the Eldar trapped inside the wreckage of their destroyed vessels, the Necropolis and company continued through the sector, harvesting several more worlds before setting their sights on the planet of Favonia.

Favonia was an Imperial world of little strategic importance to the sector, but it was populated by much of the sector's aristocracy, being a nexus of commerce and leisure for the upper classes of Imperial Society. As such, when the system came under threat, the calls for the Imperial Navy to respond swiftly and decisively were loud and laced with panic. Regardless, the Imperial Navy had had time to amass a task force, including several upgraded vessels, to take on the Necron threat. They would make their stand on the edge of the Favonia system.

Imperial Fleet - Task Force 43
Apocalypse Class Battleship (BB-2 Repulse)365
Arcadia Class Battleship (BB-5 Arcadia)375
Mars Class Battlecruiser (CB-3 Aetolia)270
Armageddon Class Battlecruiser (CB-18 Capella)245
Prometheus Class Carrier (CV-1 Prometheus)340
Scutum Class Cruiser (CG-57 Scutum)180
Lunar Class Cruiser (CA-20 Procyon)180
Lunar Class Cruiser (CA-34 Adhara)180
Gothic Class Cruiser (CA-21 Achernar)180
Gothic Class Cruiser (CA-39 Elnath)180
Tyrant Class Crusier (CA-32 Mimosa)185
Dominator Class Cruiser (CA-62 Warrior)190
Dauntless Class Light Cruiser (CL-52 Constellation)110
Dauntless Class Light Cruiser (CL-53 Thunder Child)110
1st Firestorm Squadron (3 Firestorm Class Frigates, FFL-33 Dorado, FFL-34 Draco, FFL-35 Equuleus)120
2nd Firestorm Squadron (3 Firestorm Class Frigates, FFL-36 Eridanus, FFL-37 Fornax, FFL-38 Gemini)120
1st Sword Squadron (3 Sword Class Frigates, FF-98 Ganymede, FF-99 Callisto, FF-100 Leda)105
2nd Sword Squadron (3 Sword Class Frigates, FF-107 Sinope, FF-146 Triton, FF-147 Nereid)105
1st Cobra Squadron (4 Cobra Class Destroyers, 1 Nemesis Class Destroyer, DD-46 Hestia, DD-47 Aglaja, DD-48 Doris, DD-49 Pales, DD-128 Nemesis)150
2nd Cobra Squadron (4 Cobra Class Destroyers, DD-50 Virginia, DD-51 Nemausa, DD-52 Europa, DD-53 Kalypso)120

Imperial Navy Briefing
The officer corp of Battlefleet Arcadia, while still relatively inexperienced to those of other Imperial Sectors, are starting to wise up with respect to the Necron menace. Now there are surviving captains from previous battles (the Lunar Class Cruiser Elnath and the Tyrant Class Cruiser Mimosa having survived the battle of Axis Columen) and signals intelligence of the battle between the Eldar and the Necrons, the Imperial Navy has come up with a strategy to deal with the Necrons.

As the Eldar learned from their battle with the Necropolis, Necron escorts simply cannot be ignored. The Eldar had tried to focus everything on the Necropolis, and were torn apart by the rest of the fleet. A squadron of five Jackals, for example, packs the punch of a Cairn Class Tombship, and if allowed to roam unchallenged, can wreak devastation upon an Imperial Fleet.

So my strategy in this battle will be as follows: Strip away the Necropolis' defenses by destroying its escorts (that is, all the other Necron ships), then swarm it and destroy it. If I go straight for the Necropolis, I think my fleet will be torn to shreds by the rest of theirs.

Necron Fleet
Cairn Class Tombship550
2 Scythe Class Harvest Ships550
Vulture Class Cruiser300
Shroud Class Light Cruiser155
5 Jackal Class Escorts250
5 Jackal Class Escorts250
4 Dirge Class Escorts200
6 Khopesh Class Ramships240
6 Khopesh Class Ramships240

Necron Briefing
Playing out a "test to destruction" game can be interesting, but it's also somewhat depressing as well. I know that in the end, I will be beaten down and I'll lose the Necropolis - I don't have any illusions to the contrary. Right now it's just a matter of how many Imperial ships I can take with me before the Necropolis is wiped out that's the question.

Unlike fighting the Eldar, my Khopeshes are great for killing escorts, and if used en masse, I can severely cripple a capital ship as well if I hit i right. The question really becomes whether or not I can use a lot of my Necron special rules and my speed to their greatest advantage, or will the confusion of battle and just remembering the correct way to play out the standard BFG rules cloud the issue to the point where I'm not remembering half of what I should be paying attention to? I'm sure I'll make mistakes--but I also think that I'll give Darkwing's fleet, especially his escorts, quite the beating. Unfortunately, it's going to be the massive number of cruisers, especially his new lance-heavy battlecruiser and his "carrier", that I'm going to have to worry about.

The Fleet Engagement Scenario will be used, with the deployment zones enlarged to accommodate the large fleets and available space.
The Imperial Line of Battle

The Necron Line of Battle
The Imperial Line of Battle
The two fleets pass each other
Turn 1
The Imperial Fleet assumed a Cross formation, so as to present its broadside to the Necron Fleet, while the Necrons tried to break through the Imperial Fleet using a wedge. As a result, both fleets passed each other's flank, just out of range of their weapons. The Imperial Capital ships, in line astern, began a simultaneous turn to port, closing the distance to the Necron Forces. Still out of range of most of their weapons, the Apocalyse Battleship Repulse, the Mars Battlecruiser Aetolia and the Dominator Cruiser Warrior all opened fire with their Nova Cannons, aiming for the bulk of the Necron Fleet, but the long range thwarted all three shots and they exploded harmlessly in space. Finally the Aetolia and the Prometheus launched massed waves of bombers.
The Imperial fleet turns to engage
The Necropolis held its course, while the rest of the Necron fleet turned to meet the Imperial fleet head on. The Vulture and the shroud, however, moved ahead of the main Necron fleet in an apparent attempt to outflank the Imperials.
The Necrons move to meet the challenge
One squadron of Khopeshes attempted to go on All Ahead Full orders to ram the Imperial ships, but failed their command check. One squadron of Jackals closed in on Firestorm Squadron 2 and unleashed their Lightning Arcs, destroying the Eridanus and Fornax. The other group of Jackals fired on Cobra Squadron 2, destroying the Virginia and Nemausa. The Silver Scythe continued to pick on the Cobras, destroying the Europa, while the Gold Scythe finished off the Cobras with its Lightning Arc, destroying the Kalypso. The Gold Scythe's particle whip was still ready to fire, however, and it blasted the Firestorm Equuleus out of the sky. The Tombship then assisted the Gold Scythe, finishing off Firestorm Squadron 2, killing the Dorado and Draco.

Finally, the Dirges converged on the cruiser Warrior, knocking down its shields and damaging its hull, nearly crippling her.
The two fleets approach
Turn 2
The Imperial Fleet plunged ahead into the teeth of the Necrons, and let fly with their broadsides. The Prometheus reloaded its ordnance, preparing for the next strike. The Gothic Cruiser Achernar then failed its command check to Lock On. The Apocalypse Class Battleship Repulse fired its lances at the nearby Khopeshes, which then Braced for Impact, but even so one of the Khopeshes was destroyed. The Repulse then took aim with its nova cannon at the Gold Scythe, but the shot missed, instead blowing two Jackals to smithereens. The Warrior fired its own broadside on the Dirges to no effect, but its nova cannon shot also hit Jackals, destroying two more of them. The Aetolia fired its nova cannon, but missed its target, but was able to take out a Khopesh with its dorsal lances.
The two fleets about to clash
Both squadrons of Swords combined their fire on the Khopeshes ahead of them, and accounted for two of the blade-like ships. The Achernar fired its left lance broadside against the Dirges, which responded by Bracing for Impact, but one of the Dirges was destroyed. The Dauntless Light Cruiser Constellation and the Lunar Cruiser Procyon each fired on the second group of Khopeshes, destroying one each. The Dauntless Light Cruiser Thunder Child fired its prow lances at the long Jackals in front of it, killing it.

From standoff range, the Battleship Arcadia swung its three triple-lance turrets to port and aimed at the Gold Scythe, and fired, rocking the vessel with three hits, and damaging its drive system. The Procyon then fired its torpedo salvo at it, damaging it further and crippling it. Cobra Squadron 1 then fired its torpedo salvo at the Jackals ahead, destroying one of the escorts before the salvo was expended.
The Arcadia fires a broadside at the Gold Scythe
The Vulture and Shroud continued their flanking maneuver, as the rest of the Necron forces continued the merge with the Imperial Fleet. Two Khopeshes plowed right into the Prometheus' bomber waves, sacrificing themselves to eliminate the massive strike.

The Dirges and Jackals both converged on the Repulse, which, anticipating the attack, promptly Braced for Impact. The Repulse weathered the fire well, only suffering a single shield failure.
Dirges and Jackals attack the Repulse
The Silver Scythe fired on the Warrior, but only managed to down one of its shields. The Gold Scythe fired on Sword Squadron 1, destroying the Callisto and the Leda.

The Necropolis turned ponderously, beginning the slow sweep which would bring the Soul Harvester to bear upon the Imperial ships. It then fired its particle whip, destroying the Sword Frigate Ganymede.

The Tombship then concentrated its fire on the Gothic Cruiser Achernar, blasting away its shields and riddling it with six hits, crippling it.

The Gold Scythe succeeded in repairing its drives.

Turn 3
The Imperial line of battle began to close on the Tombship, which, seeing it was about to take a lot of punishment, promptly Braced for Impact. The Tyrant Cruiser Mimosa locked on to the Tombship and prepared to fire, but the other Imperial cruisers failed their command checks. The Arcadia, Mimosa, Lunar Cruiser Adhara, Armageddon Battlecruiser Capella, Gothic Cruiser Elnath, and Dauntless Thunder Child all opened fire on the Tombship, and hit it 17 times, but all but three hits were saved by its armor. The ship's sepulchre was damaged as well, but as a whole the Tombship weathered the fire very well.

The Silver Scythe, also preparing to receive a massive barrage, also Braced for Impact. Multiple Imperial ships prepared to fire on the Silver Scythe. The Achernar delivered a single hit with its broadside, and then Sword Squadron 2, the last Firestorm Frigate, the Dauntless Constellation, and Cobra Squadron 1 opened fire on the Scythe, but the Scythe's bracing proved effective, and no further hits were scored.

The Repulse fired its lances at the Dirges, destroying two of them.

The Warrior fired its broadside against the Gold Scythe, delivering a massive four hits, damaging the Scythe's Command Core and disrupting the ship's power flow. The Constellation then fired its prow lances, blasting through the Scythe's armor and detonating its plasma drive, causing the harvest ship to explode. The Constellation was damaged in the blast, and the Tombship was also caught in the explosion, but undamaged.
The Gold Scythe (right) explodes
The Shroud and Vulture continued to move around the Imperial flank. The Silver Scythe plowed forward through the Imperial battle line, while the Necropolis swung its massive prow around, bringing the Repulse and the Warrior within its sights. Sensing the danger, both ships Braced for Impact. The Khopeshes went on All Ahead Full orders, so as to reposition themselves for an attack run on the Imperial rear.

The Soul Harvester fired, blasting at a Sword Frigate, the Warrior, and the Repulse, but miraculously failed to damage any of the ships. The Necropolis then opened fire with its other weapons, crippling the Warrior with its lightning arc and hitting the Achernar hard with its particle whip. The Achernar Braced for Impact, yet despite negating four of the hits, the ship was destroyed anyway and reduced to a drifting hulk. Then the Silver Scythe fired its weapons at the Warrior, blasting through its armor and destroying it, sending it careening through space, ablaze from stem to stern.
The Dominator Class Cruiser Warrior(next to the Scythe) is set ablaze
The Dirges and Jackals swarmed towards the Gothic Cruiser Elnath, downing its shields and delivering a hit. Finally some bombers from the Prometheus made their attack runs on the Khopeshes, destroying two of the four remaining.

The Tombship focused its fire on the Constellation, overwhelming its defenses and rendering it a blazing hulk.

The sheer number of Imperial Capital ships were taking their toll upon the Necron Fleet, but the mighty firepower of the Necron vessels were beginning to make itself felt as well, as one by one the Imperial ships began to die. It would remain to be seen whether the Necropolis would blast its way through the Imperial Fleet and continue its rampage throughout the Arcadia Sector.

Stay tuned for part two of the Battle of Favonia...

Sunday, May 17, 2009

Works in Progress Posts

With the serial posting of my work on painting the Slugga Boyz, I got a lot more comments on them than I was expecting. I'm wondering if this is due to the fact that people are more interested in works in progress than I thought, or if it's because my blog has been appearing in feeds more often because of the increase in number of posts. Probably a little bit of both.

More comments can only be a good thing, so I'll probably keep up with the WIP posts. Keeps me motivated to keep painting, and keeps traffic on the blog up.

Friday, May 15, 2009

Painting Slugga Boyz, Completed

Well, the unit is now totally complete! I posed the twenty slugga boyz from Assault on Black reach with the nine slugga boyz I already had from an old ork boxed set, and their nob, bringing their total up to thirty models.

Here is a close up of the unit's nob, which is a spare Nob from Assault on Black Reach, with a scratchbuilt bosspole and power klaw:

Wednesday, May 13, 2009

Imperial Guard Codex: Good and Bad

So I finally picked up the new Imperial Guard Codex, and had a chance to flip through it. I haven't read it from cover to cover, but I have read enough to get a pretty good feel for it. Some of the changes in it I like, while others...well, annoy me. I can usually live with changes that are made for balance reasons, so long as they make sense in terms of the background. One thing that annoyed me in the Space Marine Codex is that every infantry model/unit can get a transport vehicle...except techmarines. I can't see any reason (balance reasons or other) why they shouldn't. I can't help but think it was an oversight.

I haven't read it in superfine detail, so here's my first impressions. If I got anything wrong, please let me know--I'd rather be wrong about some of the changes I don't like!

1. Grenadiers - you can still get them (as an upgrade to veteran squads), but they are armed with lasguns, not hellguns. This in itself doesn't matter so much. But what I would have liked to see is the ability to get carapace armor for my infantry and keep them within the normal organization (buy them in platoons with command squads, etc). As it is, you can only get them in single squads.

2. Orders and Vox-casters - The concept of orders seems pretty cool, and I look forward to trying them out. The ranges seem a little short to me, but they make a certain amount of sense--if you have to shout orders across a noisy battlefield, your range will be limited. Which leads us to radios...I mean vox-casters. The entire purpose of these devices is to allow communication over large distances, so they should increase the command radius of an officer, provided that both the command squad and the squad being commanded each has a vox-caster. You would think so, but no. They allow a re-roll if the leadership test fails. This leads to situations like this:

Despite both of these squads having vox-casters, and despite the vox-caster guardsmen being practically close enough to shake hands...they're too far away to talk because the voxcaster in the infantry squad is just out of range of the officer.

Forgive me, but that's just stupid. If I was writing the rule, I wouldn't allow a re-roll, but make the orders radius unlimited (or at least extended). If this is unbalancing, then raise the price of the vox-caster. To 100 points, for all I care...just make the rule make some sense.

I suppose it could be argued that vox-caster ranges would be limited on the battlefield because of enemy jamming etc. Maybe. But if so, jamming also makes radio communications more difficult to understand--so the rule on re-rolling a failed leadership test doesn't make sense either.

Anyway, I hate this rule and I find it very frustrating. I couldn't care less about it "hurting" the effectiveness of the army--it's the fact that it doesn't make sense to me that I find it annoying.

3. Sergeants - Apparently these days Sergeants are stuck with pistols. The only exceptions are Stormtrooper Sergeants, who can get hellguns or bolters, and Veteran Sergeants, who can get shotguns. Shotguns but not lasguns? I could live with sergeants not getting exotic things like stormbolters, etc., despite many of my models being converted to have them. What I find baffling is that they can't get lasguns--the "universal" weapon of the Imperial Guard. That just makes no sense to me at all.
My five sergeants relegated to the shelves due to their illegal armaments...

All in all, it's nice to see an updated codex, and I'll enjoy trying out some of the new things in it. But some of the changes irk me. Since I only play friendly games anyway, I'll do what I usually do--ignore them. With my opponent's consent, of course. In practice, I'll probably allow sergeants to carry lasguns if not bolters/stormbolters, and I'll probably follow the vox-caster rule as written, but grumble about it a lot.

Monday, May 11, 2009

Thursday, May 7, 2009

Painting Slugga Boyz, Day Thirteen

Most of the big work was done, so I just powered through the remaining 14 boyz and finished up the unit! 20 Slugga Boyz, ready for action!