Start of month update.

As we start December I figured it is time for an update of my goings on and thoughts on some things.

Kill Team

My group of friends and I began drafting up our Kill Team campaign so we can get it started in a couple of weeks here. So far the factions we got are Adeptus Mechanicus, Adeptus Astartes (Space Wolves), Thousand Sons, Heretic Astartes (Night Lords) and Harlequins. So a mostly typical Imperium versus Chaos narrative by the looks of things, with a splash of clown troupe. Can’t say the direction the narrative will take is necessarily set in stone, but with two newer players I don’t foresee it being any too crazy. Those newer players will probably be more scared to set out on their own, and likely try to do alliances/teamwork where they can. We have highlighted that people can do this within the narrative as long as it makes sense, IE; no chaos and Imperium alliances. We isolated the kind of worlds that made sense, then did a vote out of those most ideal ones, and ended on a Forge World. I voted to do a Shrine World, but I am honestly more than happy with doing . The idea that was floating around is that it is an abandoned Forge World that has ancient knowledge and tech to offer the teams that have come to the world.

So the next thing, why Thousand Sons? Why not my favorite Deathguard? Well there are a couple answers to that question. For anyone who follows my posts have decently will see that I have quite a few options at my disposal for Kill Team, Blood Angels, Eldar, Dark Eldar, Grey Knights, Death Watch, Thousand Sons, Death Guard, and soon to be Genestealer Cults. Safe to say I have an issue, but point is I have a lot of choice. I really like the lore behind the Thousand Sons and I feel like playing Deathguard with a bunch of new players would be kind of mean. They are strong, hard to kill, have incredible weapon versatility, and their tactics are really good. I think the only option that would be less kind is the Deathwatch, Frag Cannon spam in particular. It would be an easy way to frustrate everyone at the table, especially when we have a couple people who aren’t as experienced. Besides the opportunity to do a narrative around Thousand Sons fighting Space Wolves is very intriguing to me. Now that is all I got for my thoughts on my Narrative Campaign that is in the works. Once there is more progress I will have more to talk about for sure.

Mechanicus and Inquisitor

I recently have finished Warhammer 40,000 Mechanicus and officially started playing Warhammer 40,000 Inquisitor: Martyr. I had planned write a small review about Mechanicus, but I am for now sticking with me saying that I did enjoy it and I would recommend it. Now about Inquisitor I originally decided to not get it on release as it sounded all over the place and not entirely worth the full price point. Though after some time, some patches, new content and the recent 25% off sale, I figured it was time to give it a shot. Now one thing I understood going into it is that it is at a slower pace when compared to other ARPGs like Diablo or Torchlight. I have played Diablo 2, Diablo 3, Torchlight, Torchlight 2, Path of Exile, Titan Quest, and now Inquisitor; so I have experience in the genre and understand that their faster pacing. I am okay with Inquisitor being slower and aiming to be more tactical than others of its genre. Just have to go into it with that understanding that it will be slower. I am having fun with it so far and will have something to write about that in the future.

That is all I had planned for this post, just some rambling about my Kill Team plans and my gaming endeavours. Will definitely have more to write about Mechanicus next weekend and get a proper review of it written up as I feel it definitely deserves that. Until next time everyone!

Space Marine Heroes!

Hope everyone is enjoying November so far! Been keeping busy myself and have a few smaller things that I wanted to share here.

40K

There are only a couple additions as far as my 40K ventures go, so lets get right into it. The Space Marine Heroes recently hit shelves here, and I figured I would go check it out at my local Games Workshop store. For those of you that don’t know Space Marine heroes are individual space marines that come in little boxes with a random marine in it. RNG marines essentially is what they are, but it is a neat little idea and they were cheap enough so I figured I would give it a shot since I could get some cool models out of it. Three boxes is what I settled with, and three marines are what I got. The ones I got are pictured below along with the cards, and I got the official pictures to show them off more.

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Brother Vaniel
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Brother Garus
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Brother-Sergeant Sevastus

I was pretty happy to get the guys that I got since they are the ones that I was more interested in getting, especially the Sergeant. They will eventually be painted up to be Blood Angels, and will fit nicely in a squad or a Kill Team. I think the whole concept is neat enough, as it tickles my old Magic The Gathering pack opening days, and for a cheap price I found that to be fair. I also was able to get my hands on a Daemon Prince of Nurgle at my local hobby store, so I made sure to get him assembled.

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Not a fan of resin, but I couldn’t resist

Need to get some green stuff work in on the big guy, since you can see there are some spaces that need to be filled up or just made to look better.

Mechanicus

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Been playing the newly released Warhammer 40,000 Mechanicus game for the PC, and I must say it is a lot of fun.  It is reminiscent of XCOM having you take a squad through a host of deadly missions that anyone of them can die on. I have roughly 9 hours in it, which isn’t anything crazy, but I have gotten into it enough to know that I like it. You get the real feeling of the Adeptus Mechanicus that we expect, and fits right into the 40K universe. I will be making a full post about it down the line, but for now I will say it is one of the better 40K games to come out in a long time.

Killteam Narrative

My group and I are also planning a Kill Team narrative campaign which should be fun. It will give me lots to write about, I just need to decide what I am going to go with. Stuck between Deathguard or Thousand Sons. If anyone has any experiences to share about their narrative campaign adventures I would love to hear them!

Until Blackstone Fortress comes out and I sink my teeth into that this weekend, that is about all I have to share for now. I look forward to posting about that soon here!

Blackstone Fortress

So with the lastest Blackstone Fortress stuff being shown off and the pre-order coming up this weekend, there is lots to be excited about with this game. I wanted to take some time and share my thoughts on what they have shown off so far.

The Heroes

Now all these models look awesome and all have their different roles to fulfill in Blackstone Fortress. In today’s post about Blackstone Fortress we are shown so much about these heroes. I am just going to show off the characters I am most excited about and talk a little bit about them.

Praise the God-Emperor!

Now this is exactly my kind of character right here, has support/healing abilities and can throw down in melee. That is why I have always love Paladins/Clerics in D&D. It is just my kind of thing, and I can’t wait to play this guy in Blackstone. He will for sure be my number one choice just based on the description of his  capabilities alone. Not to mention the model does looks sweet and will be useful in some future Wrath & Glory stuff for me.

That is a mean looking gun.

Apart from loving the look of the model, the practical use of the character in game sounds really versatile. His ability to generate a resource as stated; “In games of Blackstone Fortress, players can gather inspiration points – a resource used for all sorts of handy in-game effects, from re-rolls to hunting for treasure.” So the applications sound really useful, and could be a character you absolutely want in any game. They don’t really make mention of his combat skills, but since he is a Kroot it might be safe to assume he will be good in close quarters at the least.

Can almost smell the pathways from here.

Then we come to the third of my three favorites, the archetypal Eldar ranger. Major points for her being from Biel-Tan the best craftworld in my opinion. Guaranteed you will be seeing her in many Eldar armies after this comes out. In Blackstone Fortress she is described as being “a fighter who excels at extremes – in classic Aeldari style!” I can’t argue with that assessment of the Eldar. So it sounds like she will be really awesome at range, really good in melee, and an overall compliment to any party style.

Despite my focus on my three favorites, all of the heroes sound incredible, so there sounds like a lot of fun to be had with all the characters!

The Enemies

So now that we have some good heroes set up, we need some villains for them to face off against, luckily we have some of the best around.

Quite a nice makeover.

The Chaos Space Marines… The Chaos Space Marines.. They look soooo good. I can only hope that future CSM models follow suit. I can’t wait to get my hands on these and it honestly makes me want to do some base Chaos Space Marines in the near future. They seriously look so good, and gives me hope for more updates to some of the older models.

 

These kind of guys dare a Commissar to try and execute them.

Now these are some traitor Guardsmen you will never forget! They look incredible, menacing, and altogether awesome! Definitely some cool kit bashing will come from these guys.

Look at that array of evil!

The Chaos Space Marines and Traitor Guard are among the full set of foes to be found in Blackstone. Notable mentions include beast men, which are super awesome to see, and I definitely will have to get some to supplement my Death Guard. The Ur-Ghuls also could make any Archon happy as that means there are yet more modeling options for your court. The techno cultists also could make for some potential modeling options that I am more than sure people will find a use for. Just the amount and quality of the models to come with the game is amazing!

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Just another look at your soon-to-be foes.

Other Things

They showed off their unboxing of the game (which I highly recommend checking out) and there was so much to the game that it would take me forever to talk about it all. The amount off stuff is staggering actually, so I will list/show some below.

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Five Rule supplements for the game.
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Fancy gameboard.
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The “combat track” for determining combat order
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Cards to build a unique scenario.

And the list goes on…

Conclusion

This game looks awesome and I can’t wait to get my hands on it later on in the month. I highly encourage everyone to go checkout their community website to get more info since I only touched on some of the things to be said about Blackstone Fortress, as I just wanted to give my opinion on certain things. The game comes out November 23rd, slightly over two weeks, so there is lots of time to study up and decide where you sit on getting it. I know my friends and I will be getting it for sure to supplement our Warhammer experience! Anyhow that is all for this post, until next time!

 

Happy Halloween! Have an update!

Happy Halloween! It has been a rather busy last half of October for me; I’ve had exams, papers due, had Soul Calibur 6 come out, and so it has been a little crazy for me. There are a good number of things to talk about now though, and I will work through some of those.

Soul Calibur 6

First I want to touch on Soul Calibur 6, and it has been fantastic so far, it reminds me much of the older games in the series. It is quite the departure from Soul Calibur 5 which sucked quite a bit in my opinion. They did that whole thing where they tried to replace most the characters you love with crappy younger replicas of them that make you wonder why bother replacing them at all? The sixth entry does not do that kind of thing and takes it back to its roots, which it does so amazingly. I wanted to say that I love this game and it is fantastic, I highly recommend it. I even broke down and bought a fancy edition which I haven’t done in a long time, I know I shouldn’t have but I did anyhow :/

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I do really like the talking steel book though…

Kill Team Commanders

I picked up the Commanders expansion to Kill Team and I like everything that is has to offer, especially since one can think of it as just an expansion to Kill Team. There are many who prefer the sanctity of keeping it just at the troop level and leaving the HQ/Elites at home, which I definitely understand. However, I do appreciate the narrative campaign opportunity to include some of these harder hitting models and do some cool stuff with them. The ones I am most excited to use are the Deathwatch Watch Master, Deathguard Plague Surgeon and the Dark Eldar Archon. Speaking of Deathwatch Watch Master that guy comes in at a whopping 125 points! That really makes taking a Primaris option actually attractive (and practical) despite my thoughts on having Primaris guys in any sort of command of veterans like the Deathwatch. Commanders comes stock with all new specialisms to give your Commanders, the Strategist and Strength ones making a return from Rogue Trader, with many of them being reminiscent of ones that the other troops can take. For example, the Melee specialism at base gives an extra attack to the model similar to the Combat specialism at a glance, but has different stratagems and better abilities the higher the level. Overall the types of commander specialists you can make are pretty cool and can probably fulfill whatever role you could think of.

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Definitely one of the cooler specialties.

On top of all the stats, specialisms, and stratagems, you have new missions in the book that sound pretty fun. This one Heroic Stand sounds like a lot of fun, and could be really awesome to play.

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The defending Commander is the only heroic one on their side.

Apart from Commanders I continued to fill my ranks of models and think I am done assembling various kinds of Kill Teams for now, save for maybe Necrons in the near future. Anyhow here have been my projects as of late:

 

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This guy is my converted Archon. Had a vision of an Archon who would serve in the Kabal, but is more militaristic liking to get into the thick of things. Lacks the cunning to make it as the Warlord, but is nonetheless quite the melee fighter.
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Finally got some Thousand Sons like I always wanted to, this is essentially all I would ever need for a Kill Team of theirs. Well maybe a Tzaangor or two as well…
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Finally converted a couple Storm Guardians for potential use in Kill Team, I got my hands on some really cheap Guardian bits and had the Storm Guardian conversion stuff lying around from when I converted my Autarch. Two is all I really need.
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Got my Deathwatch guys base coated and this Watch Sergeant started. Need to clean up the shoulder a bit, but a good start considering I lost my fine tip brush.

 

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My assembled Deathwatch Watch Master for a Kill Team commander, as expensive as he is (points wise) I really want to field the model in the near future. Gave him a helmet because Space Marines should always have helmets IMO.

 

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And my Primaris Chaplain who I love the model of. I decided that for all the Space Marine Commander options this was one that I liked, especially since Chaplains are very important to the Blood Angels. I also love the look of the Absolver Bolt Pistol.

Well that is all I have really been up to in the past couple weeks besides work and school, so that is all I really had to talk about for now. The Blackstone Fortress stuff that has been coming out will certainly give me more to talk about once it has all been revealed. I have also been slowly working on a post talking about Warhammer 40K video games after I played Space Hulk Tactics. Then finally I will definitely have more to say about Wrath & Glory as I finally sink my teeth into it. Anyhow that is all for now, until next time!

 

Kill Team Commanders

Alright now that we have gotten the previews for all the kinds of Kill Team Commanders there are some things that I wanted to point out about some of them and what I think in general. I don’t plan on going over all of the factions Commanders, but just the ones I play and actually have something to say about.  Mostly plan on talking about the options for the Commanders, but will touch on some tactics and the like.

Commanders of the Imperium

Adeptus Astartes Commanders

The Commanders:

  • Primaris Captain
  • Primaris Lieutenant
  • Primaris Chaplain
  • Primaris Librarian

Now I as well as many other people have an issue with this list of options, there is a certain something missing from it, the actual Space Marines? The so called “old type” they seem so eager to be rid of. Why no Techmarines? Captains? Apothecaries? Librarians? And I don’t mean the Primaris they love so damned much. Seriously this is really dumb that it is just Primaris, and the amount they attempt to shove them in your face is getting nuts. I find myself taking the Gabriel Seth anti-Primaris stance more and more as time goes on. Story wise they are cool in the sense they represent a new hope and a chance to produce a stronger soldier, but them trying to replace the older guys completely is crazy. Rant over.

They also showed off the Chaplain tactic which mirrors their passive in the full game, which I do like and the Chaplain is probably the one I would end up fielding with my Blood Angels.

It is of course awesome and will be very useful, especially for close combat oriented teams, which to be honest against most things any basic Space Marine will function well in close combat. Also got a look at the use of Might of Heroes and it would definitely be helpful especially put on a fighter or zealot specialism.

Deathwatch Commanders

  • Watchmaster
  • Primaris Captain
  • Primaris Chaplain
  • Primaris Librarian

Now again trying to force that Primaris on us, but thankfully the Watch Master is a quite nice option, admittedly the Librarion is always a nice option, but I would go Watch Master every time. I admit the Watch Captain lacks any sort of customization options, I still prefer him over Primaris choices for sure. I mean the Deathwatch are THE veterans and shouldn’t be commanded by the new blood Primaris guys, I am just happy to have the Watch Master though. The Master of Battle aura tactic the Watch Master gets is pretty sweet, so I do like that quite a bit, especially since it applies to all failed hit rolls period.

Grey Knights

  • Brotherhood Champion

Just the one option, but at least this wasn’t their big reveal of Primaris Grey Knights or something (felt like it might be). The champion looks like a very solid choice and has the Hammerhand psychic power.

Solid psychic power with a low charge value, tossed on a combat or zealot specialist will allow you to dish our some real damage.

Xenos Commanders

Eldar (Aeldari) Commanders

  • Autarch
  • Farseer
  • Warlock

There is nothing to complain about these options, especislly considering the Autarch can be geared out in many different ways via the Index. The codex Autarch is pretty solid with those swooping hawk wings, giving you some good battle field mobility. The aura tactic for the Autarch looks pretty good too, letting you re-roll hit rolls of one, so that is pretty nice.

Warlocks and Farseers mirror their functions on the full tabletop which is nice to see. Having the choice of some psykers to add to you Eldar Kill Team is always welcome, and I for sure would be likely to throw my Farseer into the mix as a Commander.

Dark Eldar (Drukhari) Commanders

  • Archon
  • Succubus
  • Haemonculus

Again all with great customization, having basically any option you could ever want. The Archon with Huskblade and Blast Pistol would be a deadly combination in any game, as well as being a personal favorite of mine. I would also love to see how the Shadow Field functions, because that 2++ could be incredible, if they did it the same way that is. The Succubus with those combat drugs will be a force to be reckoned with, and sure to slice up most enemies. Finally the Haemonculus with his host of deadly tools and the aura ability to boost toughness will be a god send to save our squishier units. These Commander units are top notch choices for sure.

Necron Commanders

  • Overlord
  • Cryptek

Okay let me start by saying I was going to skip over these guys since I don’t play them (despite wanting to), but I just couldn’t after seeing those abilities. First off Overlords are tough as nails with a good deal of survivability, so they already are awesome. Then you add the My Will Be Done aura which makes them better at shooting and charging, so regardless of how you play your Necrons it is a boon. On top of that the Resurrection Orb allowing you to bring a model back on a 2+ with 1 wound and no flesh wounds is super good, even if you can only use it once that is all you need. Maybe it is time to get some of these guys.

Chaos Commanders

Heretic Astartes

  • Exalted Champion
  • Chaos Sorcerer

 

Originally I thought these options weren’t the greatest, but then after some thought I changed my mind. Not only do both of these guys have a host of wargear options, but they can fit with any kind of Kill Team you got set up. The Champion (if keeping with full game stats) will be better at fighting than shooting with a 2+ WS and a 3+ BS, which are both really good. The aura tactic lets you re-roll wound rolls of one which is pretty decent honestly. The Sorcerer is the stand out here in my opinion, Death Hex and Diabolic Strength both will make him a force to be reckoned with. Overall I think these options are awesome. Though to be honest I would totally go for the Exalted Champion just because he is more choppy and has some cool gear options.

Deathguard Commanders

  • Biologus Putrifier
  • Plague Surgeon
  • Tallyman
  • Foul Blightspawn

So where to start? Well these Commanders don’t have a lot of customization, but are fantastic in their own right for what they bring to the table. The Putrifier brings those Hyper Blight Grenades with the extra damage and strength, as well as the added mortal wounds could deal some real damage. The Injector Pistols are also pretty good at bringing tougher guys down with the -1 AP and the D6 damage. The Plague Surgeon brings a Balesword to the mix, being able to re-roll DR rolls of 1 and being better at killing those pesky Adeptus in general. The Tainted Narthecium is an aura tactic that the Surgeon gets that will further increase the survivability of your already hard to kill Deathguard units, though they got to be within three inches. I think he is my favorite choice of all, plus what amounts to dank apothecaries is cool to me. The Tallyman is able to potentially refund any tactical points spent on the small chance you get a 7 on a 2d6 roll, though getting that back would be really sweet. A Tallyman also comes stock with a Plasma pistol so you can get some real work done with it, and the Festering Zealot aura tactic lets you re-roll failed hit rolls in the fight phase, so pretty good. Finally the foul Blightspawn has the incredible Plague Sprayer which is an Assault d6, with 2d6 Strength, -3 Ap, 3 Damage, auto-hitting, plague weapon? Yes please. This guy will shred so many units it isn’t even funny, and I will have a hard time choosing which Commander to take in games. All in all I love these choices for Commanders, and look forward to using them.

 

Anyway we have some really cool stuff coming out for Kill Team and I hope to see more in the near future! Until next time!

Drukhari additions and other things!

Since I am at the end of my Blood Angels army building it is officially time to start piecing together the rest of my Dark Eldar (Drukhari) force, so I have some progress outline down below here.

Dark Eldar

I picked up the full Court of the Archon and have put them together in all their resin glory. On top of getting the court, I also got myself another box of Kabalite Warriors since I will be needing about three more units of them (or more even). It is a small addition to my force, but I told myself I would only get a few things at any given time so I didn’t over do it.

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I want to take this opportunity to point out how cool I think the Court of the Archon models are (despite them being resin) and how fun I think they will be on the battle field. They are interesting models that occupy a myriad of roles between them, but definitely will supplement my main Archon well. Out of all of them I think the Sslyth is my favorite of all, I mean he looks cool and sounds very strong. Just look at this picture of a Sslyth, it is so awesome.

Sslyth art aside, I hope it won’t be too much of a pain to paint (whenever I finally get around to that). So the end goal aim is a Kabal based Drukhari force, that isn’t just Kabalite/transport spam, so we will see how that goes I suppose.

Blood Angels

To be fair I said I was at the end of my Blood Angel building, not done yet. Though this will be the last Space Marine stuff I pick up for a while I think, save for some divinely inspired conversion, which probably won’t happen. Anyhow some Devastators and some more Death Company to round out my options. Next and last Imperium oriented thing I get will be some Deathwatch guys, but then that will be it for the Imperium

Now the Big Faq 2 dropped and there were some major hits to FLY units, as far as charging is concerned. I am part of a Blood Angels group on Facebook and everyone went nuts for a couple days there. I only play for fun, and can barely get my stuff painted, so for me the changes while slightly regrettable aren’t the end of the world. I still love my Blood Angels, their lore is awesome, their models are cool, and they are fun to play. So as far as any nerfs to Upon Wings of Fire and to jump pack units go, it doesn’t really affect me all that much. Just might need to start fielding units like terminators more, or be more careful with your fast attack units. Ah well.

Speaking of playing Blood Angels, I had a Kill Team game with them against my friend’s Elucidian Starstriders, that was rather sweet. It took place on the Ministorum Shrine mat, using the “Free Prisoners” mission out of the Rogue Trader book. I even wrote a little narrative out for it that was pretty enjoyable to do, so maybe some of those will show up in the near future. The end result was a resounding victory for the Blood Angels, though sadly my Tactical Sergeant with Power Fist wasn’t able to do too much, ah well next time. Thinking the next Kill Team game I do will be utilizing my Dark Eldar, so that’ll be fun and might even write a report on the battle. Though I find battle reports rather tedious and they might even take away the fun of the game for me. Either way it will make for some more stuff to talk about.

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Other than the Warhammer happenings I don’t have too much to say about other things, I did play the Soul Calibur 6 network test though, and I got to say I was having a lot of fun with it. Thinking it will be what replaces the Street Fighter V shaped hole in my gaming retinue. I mean they got Geralt in it, whats not to love? Other than Reversal Edges, but that is neither here nor there.

Anyway that is all I had in mind for this post, until next time!

September updates.

So with the coming of September it means I am once more back in school and also able to put more time (and money) into my hobbies. I know that sounds a little weird, as it is usually the opposite, but that is just how it works for me. So I just wanted to talk about some of the things I have been up to since my last update:

Warhammer 40K

Now for most of the summer (other than Kill Team) I was rather slow to get anything done on my current models, or to purchase new ones, but in the past week I have made quite a few updates to my lists.

  • Deathguard

I had this idea of a brigade planned for my 2000 point Deathguard list, but I found I didn’t like how many points I had to invest into Heavy Support and Fast Attack, which obviously I want some of those units, but honestly I ended up having not as many of the units I wanted. I am not a man who plays competitively, just one who has fun with it, so I decided to say ‘screw the brigade’ and went with a double battalion list instead. This limits the amount of spending I would have to do at minimum, while allowing me to make more use of what I do have. One less Plagueburst Crawler, one less Fast Attack option, and I can have more of the units I want; Plague Marines. Man I love Plague Marines, aesthetically, lorewise, and in usage. This is also why I love Deathguard in Kill Team, since I can have my Plague Marines do some real work. On that note I did play another Kill Team game with them today, and only lost a single Poxwalker, awesome.

  • Blood Angels

Now see this is where I have found most of my hobby efforts focused as of late, on the sons of Sanguinius, which probably can largely be attributed to my reading of the Dante and Devastation of Baal books. I have always liked the Blood Angels, and find them to be really interesting, on or off the tabletop, so when I made the decision to start them up a little while ago it was a decision I never looked back on. In the past little bit I have accumulated a good deal of my ideal brigade for my Blood Angels force, and I would like to talk about what it is that I have gotten to that end.

As an HQ option I picked up the Primaris Lieutenant Tolmeron model, as I like the ability to re-roll wound rolls of one on a character who I can use for awesome fight capabilities.

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And of course I modeled him to have a helmet, because I think Space Marines not having helmets is somewhat ridiculous, because why wouldn’t you have one?

Next I had managed to pick up a Start Collecting Blood Angels box, since the value of these boxes is undeniable, and it killed two birds with one stone.

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I had decided that for Kill Team I wanted some tactical marines, as well as their bits, and the Baal Predator was something I needed to get for my Brigade list. This made the Start Collecting the obvious choice for pure value alone, and it actually led to me making some changes in my list, to replacing a group of Primaris intercessors with a squad of tactical marines. This accomplished things on two different fronts, and I am rather pleased with it.

Then we come to my purchases today as shown below;

The mostly Blood Angels related purchases of the day; a single Bike Squad out of my required two, a Scout squad to outfit with Boltguns who will be having a role both in and out of Kill Team, and an Assault Squad to fill a Fast Attack spot (I also love the look of eviscerator weapon so I wanted it for some bitz). The other purchases include a journal to keep track of games/notes, data-cards which I sorely needed, and the set of Drukhari dice. I gotta say those dice did work for me in my Kill Team game today, so they are a for sure winner.

  • Next?

I am not too far off from finishing my full Blood Angels force now, so after finishing that my attentions will be turned to finishing my Drukhari Brigade, then the acquiring of both Harlequins and Thousand Sons Kill Teams. That is what I have my hobby goals set on for the near future and there will be a lot more coming about that.

Gaming

Another large chunk of time has been the gaming I have been doing, so I wanted to take a brief amount of time to talk about that a little bit.

The Shin Megami Tensei series has always been something that I have loved and their games don’t disappoint me.. Ever. Persona 5 is a game that I have sunk 50+ hours into and will for sure sink many more into, as I have yet to beat the game, forgetting the fact that I plan to do New Game+.

Street Fighter 5 is a constant grind, and I am rarely not playing it to some degree. I am making slow, but steady progress in the world of ranked. Would like to hit Diamond someday, but who knows if that will every transpire.

For Honor is a game that I picked up on release, stopped with for a bit, and recently just got back into. I have always thought the game was really fun, loved the aesthetic of it, and for all purposes it is a fighting game, which I love. The major downside was that on launch it was a peer-to-peer connection base, so it was a jumbled mess that would disconnect you rather frequently. In a game that sees 95% of its content in multiplayer, this was a terrible idea on their part. Fast forward to a week ago (ish) where it was free on steam, so there was a surge of people that started playing it again, so I figured I would try to get back into it. There is also that expansion that is coming out in October as well, which I can talk about more later. I got a buddy to play it with me, and have been having a blast with it since. Plus side is that they made the switch to dedicated servers a while back, so no more garbage connections.

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Conclusion

That is all I really had in mind to talk about for now, just some 40K stuff and some gaming stuff. Until next time everyone!

Thoughts on Gladius: Relics of War

Warhammer 40,000 Gladius: Relics of War came out last month on July 12th, so this may seem a little late, but I have at this point, put quite a bit of time into the game and figured it was time to say a few things about it.

July was an incredibly busy month for me and I didn’t even pick up Gladius for a week after it came out, because I honestly didn’t even realize it was out. It came out with what I thought a fairly silent release, despite it being fairly well received. Once I did get it it was easy to dive into and sucked me in instantly. The game is well-crafted and reminiscent of the 4X games that it shares a category with.

What is 4X?

Well to get the easiest explanation I turned to Wikipedia (yes shame on me) and here it is; The term “4X” originates from a 1993 preview of Master of Orion in Computer Gaming World by Alan Emrich, in which he rated the game “XXXX” as a pun on the XXX rating for pornography. The four Xs were an abbreviation for “EXplore, EXpand, EXploit and EXterminate”. So there you have it, a game that has you exploring the environment, expanding your empire, exploiting the world, and exterminating your enemies. It plays out on what essentially looks like a board game looking like this:

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Factions

So for release we see only four factions for Gladius, them being Astra Militarum, Space Marines, Orks, and Necrons. This is a decent spread for sure, and is quite interesting that we see Necrons, and not something more common like Eldar. This is a good thing though, as I am sure fans of Necrons are rather happy to see their living metal buddies in this game. As is usually the case with 40K there are no good guys or bad guys really, all seek to accomplish their mission through their own violent ways. They also have their own research trees that allow for different ways to unlock units, unlock buildings, unlock abilities, to upgrade existing units, etc. This allows you to further differentiate yourself from your enemies showcasing your faction’s specific strengths. Also each faction has a really sweet opening video when you start a game with them.

 

Game-play – General

So the general game-play is very typical for a 4X title, build units, and expand your territory as you deal with native threats, as well as your rivals. To start off there are quests present for every faction that can range from you eliminating enemies, to doing research, that all net you sometimes very useful bonuses that give you an extra edge.

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There are both melee and ranged units in Gladius that have their own benefits, and true to the nature of 40K units will sometimes possess both types of weapons. This means there are scenarios that will let you shoot as you run in for melee damage, or shoot over-watch at enemies. That is right there is over-watch, so when a unit doesn’t act in their turn, and a hostile enemy goes into range of their ranged weapons, your unit will open fire upon them. This sometime allows you to set-up deadly ambushes that will devastate enemies, or unwittingly find yourself eating free damage from an enemy you didn’t know was in an unexplored area. As I mentioned there is research to be conducted that allows you to advance yourself in many different aspects, which again is a key element in this type of game. Then there is the lack of diplomacy, as to be expected in something based in 40K as There is Only War. This upset some people, but I think it is more than fine since the AI you have to do diplomacy with in the 4X games are more often than not, irritating jerks that do things that make zero sense, then blame you when it doesn’t go their way (I am talking about you, bloodthirsty Ghandi of the Civilization games). Different factions have different elements when it comes to expanding, that I will cover in greater detail for each faction, but regardless of who you play expanding territory is incredibly important. You must find land to exploit that gives you the resources you need, like ore, electricity, food, influence, loyalty, and research. Between these resources you will have to use some more than others, pending your faction, but all are important to gather. The more cities and higher population you got, the more loyalty issues you will have with your cities. Loyalty functions a lot like happiness from the Civilization games giving your cities penalties if you have a negative loyalty, so you have to build buildings, and do research to combat this issue. Territorial expansion isn’t just about building new cities, but about capturing outposts that give you faction-wide bonuses to your resource collection. These outposts give you added bonuses if they are in a city’s territory, making them useful to settle near.

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Which exploiting the correct kind of resources in incredibly important as it allows you to build more and better units enabling you to fight more effectively, as well as supporting the upkeep that buildings will also bring. Another thing that Gladius does differently is having certain buildings be able to build simultaneously instead of a city sharing all production.

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This allows you to be building units and key structures at the same time, giving everything a nice pace. Lastly, there are relics all around that you can capture that provide a faction wide bonus to all your units or cities, that can make for some deadly combos when put together.

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These do not come without challenge however, as your rivals will gun for them and there are neutral enemies that defend them.

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Enemies like this guy will seek to deter you from relics, and from moving around in general, they can be quite the challenge to start, but act as good deterrents to your enemies as well. All in all Gladius has the typical things that a 4X game would, but makes these mechanics its own and excels at this.

Game-play – Necrons

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To start off I will say the Necrons retain their core trait of survivability being very sturdy (for the most part) and having an additional ability that allows them to heal themselves when you are in need.

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 They also can only build “cities” where there is access to a Necron Tomb.

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This makes it quite an exciting aspect to find these tombs and makes you ensure that you find them and secure the area before anyone else. The tombs also make it so where you can expand is limited, but since you don’t have to worry about food the most typically inhospitable places are typically more than fine. The standard array of Necron units is here from Warriors, to Monoliths, you will have access to your favorite Necron units to make your Dynasty the best.

Game-play – Space Marines

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What would a 40K game be without the stars of the show? The ever present Space Marines of the 40K franchise. Bringing their devotion, and sturdiness to Gladius, they feel quite at home, a big bonus is their bolter sound effects are actually on point. Their units are quite strong, and are hard to take down (early fights between them and Necrons sometimes feel like a wet noodle fight). What makes them unique is they can only have the one city, since it wouldn’t make sense for Space Marines to be building cities everywhere.

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The next key feature is them being able to build forts next to outposts that grant them bonuses as if said outpost was within a city’s territory.

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These are decently strong and can be used to hold the outskirts of territories that you might be worried about defending, or just to acquire more of a certain resource. These Fortresses of Redemption get progressively more expensive, and also have a cool-down between calling them down, so they just can’t be spammed. Space Marines also make use of requisition instead of ore or food, streamlining what they need. This makes it really easy to get a lot of units early, as long as you have good amounts of requisition coming in. The lack of being able to build more cities makes it quite necessary to have lots of units, as you have lots of ground to cover. Lastly, the Space Marines also have things called doctrines which function like Astra Militarum edicts (covered more later) allowing you to give units a boost to combat effectiveness.

Game-play – Astra Militarum

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You get what you would expect from the Astra Militarum, lots of Guardsmen to be sacrificed like they are cheap fodder, impressive tanks and armour, as well as daring heroes that stand a cut above those that serve under them. They rely on having food for their infantry, and ore for their vehicles, so you aren’t terribly starved for one resource or another allowing for a nice spread. You can also manage to get a lot of infantry out quickly, who when reaching critical mass, can put out a lot of fire power.

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See? Lots of guys and that isn’t even half of my force, a bunch of guys are off fighting Necrons elsewhere.

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The Imperial Guard also have the ability to issue edicts that have specifics effects on the city you use it on. These effects can vary from increasing production from certain buildings, to making a resource more abundant in that city.

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This allows you to really dedicate cities to producing a particular unit or resource, helping you in the grand scheme of things. The Astra Militarum are hard to get going, but once they get going they are hard to stop. They are also able to found cities wherever they please, but still have to worry about that loyalty rating.

Game-play – Orks

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Finally we come to the boys in Green, who bring their brand of humour, and deadly thuggish natures to Gladius. They particularly find themselves at home in melee combat, but have a good variety of ranged units to provide support to their melee brethren. Everyone knows a true Waaagh! is held together by the authority of those who lead them, so the influence resource is incredibly important to the Orks, giving them buffs (or debuffs) to their damage accordingly.

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Many Ork units use influence as part of their upkeep, but can also generate it when defeating enemy units, so there is a greater amount that you can pull in when compared to other factions. They can also make use of the Ork Fungus that grows around the planet to use that as means of healing their units, and they can also set them up, making these patches of ‘shrooms quite useful. Ork infantry also possess an ability that allows them to move a little more, this has a short cool-down, but can be quite handy when it comes to positioning.

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Scrappy, sturdy, and all-together hilarious, the Orks are a joy to play in Gladius.

Conclusion

For being below the standard price tag of games nowadays, Gladius: Relics of War is definitely worth the price tag. It manages to bring its own unique 40K flavour into the established 4X formula, that I believe any 40K fan could enjoy. I am excited to see what other factions they bring into this game, with a wide-array of possibilities Gladius is truly one of the better 40K games we have seen for awhile.

That is all for this post, until next time!

Kill Team Talk

Going to start by saying I am extremely excited for Kill Team, and cannot wait to get my hands on the rule book when it comes out. I even already have some games planned out with my friends that should be super awesome, and am having a hard time deciding who I want to play with first. The way I see it I already got Death Guard, Eldar, Dark Eldar, Space Marine, and Grey Knight Kill Teams ready to go, so it is just a matter of choosing who to go with. Anyhow I decided that I would just do some talk about Kill Team this time around, and high-light some of the stuff I find coolest about Kill Team:

Fast Paced

The play model of Kill Team allows for quick games that are nowhere as time consuming as regular 40K games, and this allows you to be able to get more games in with less hassle. Have a bad game? Well you don’t have to sit through it for a while and see it to the very bitter end, with Kill Team you are moving through it so quickly that it means you can get into another no problem. Overall the ability to get your Warhammer 40K fix in a shorter time span is quite appealing to me, and many others, as full games are harder to setup with full work schedules and school.

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Character Elements

More than the full game, Kill Team allows you to exercise more control with your individual units than ever before, especially since each one is important to your Kill Team. With many specializations, ways to level characters, and equipment choices, there are so many options that lend such weight to units that would be blurred into their squad otherwise. The amount of customization makes each character different from one another in more ways than one, lending them true individuality from a unit that is similar than them, e.g.; Two specialist Tactical Space Marines are quite different from one another.

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Narrative Options

The kind of narrative options that are presented with Kill Team are so exciting to me, putting such emphasis on each character allows you to name them and mold them into their own character that stands out in your Kill Team. True you can do this for the full game, and people like myself, might have some characters named, but it doesn’t lend the same effect as the fully named Kill Team. The opportunities to level up and progress throughout narrative campaigns allows for so many options that the Warhammer nerd in all of us will definitely enjoy. Tell those stories, create a truly unique Kill Team, and take them to greater heights in campaigns or even take your cherished team into a full scale game!

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A Good Entry Point

The biggest gripe I hear when I try to get people into 40K is that it is too expensive, or that it requires more work than they are willing to put in, with Kill Team this isn’t an issue. The smaller amount of units not only allows for quick games, but also means you don’t need nearly as many units to play a full game. You can be at full strength purchasing a single box of units, whether they be things like Eldar Guardians or Dark Eldar Wyches, making it all the more appealing to people who may have been on the fence before. This could lead to people enjoying Kill Team and deciding to get into the full game as a result. Another great thing about Kill Team is that it also allows people to play factions that they didn’t want to heavily invest into like they would others. An example  for me would be the Necrons, always wanted to try them, but didn’t feel like fully investing just yet for a full army. Now I could get a simple Necron Kill Team set up and take it from there, or just leave it as just a Necron Kill Team ready to go. How easy it is to get into is so delightful, and makes me excited to get people into it.

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Conclusion

Basically I am very very excited for Kill Team and will be doing lots more posting about it in the near future, especially after the weekend. Once I have played it for a few times I will have my earnest opinions ready to go and some games to talk about. Any comments about what you are excited about for Kill Team? Who you are looking forward to playing? What narrative elements you have setup? Comment here or email me!

Thoughts on Drukhari Kill Teams and prep.

So among all the Kill Team previews the one I was actually most excited for was the Drukhari (Dark Eldar) preview to see what our dark angst-y boys and girls would be able to take in their teams.

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Honestly I wasn’t as terribly disappointed as most people were upon seeing just Kabalites and Wyches being able to take the field, considering the amount of equipment options that you got, there is more than enough to compensate. Between the two groups Kabalites and Wyches, there’s a lot of cool equipment options between them, for ranged or melee combat respectively. Dark Eldar excel at killing infantry with their Splinter weaponry so it will be fun to see how that translates into Kill Team, but I imagine it will translate well. This also goes for weapons like Agonisers, Impalers/Shardnets or Hydra Gauntlets, that would be devastating in smaller scale combat. Wyches make for great melee units in the full game able to fight things like terminators pending the right strategies and drug usage, so them being up against other lighter units is easy by comparison. So all in all I believe the Dark Eldar will be strong in Kill Team due to their fast high damage nature.

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Overall Drukhari have me extremely excited for Kill Team and I am hopeful to see what my other two crews, the Death Guard and Eldar have in store, though I suspect that Death Guard will just be Plague Marines with Poxwalkers. The regular Eldar I am sure will have Dire Avengers, Storm Guardians, and Guardian Defenders, giving some actual purpose to having some Storm Guardians other than their few uses, with some leeway to remove Dire Avengers for just Guardians.

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In my own preparations I had zero reason to wait on picking up a Wyche Squad any longer as I will need them in Kill Team. Got them assembled and ready to go, while I was at it I also purchased a new Archon to do a slight conversion on him, to be rid of the self hug pose.

Anyway that is all for this post, until next time!