Friday, December 19, 2014

Blood Angel Codex Review; Part 2

Welcome to part two of my Blood Angel's codex review. This one will focus on the HQs and Lords of War choices in the book. I will also be going over the relics a little bit more since it is with these characters that they will be going with. I will also go over the force organization chart in this part.


Thursday, December 18, 2014

Blood Angels Codex Review; Part 1.

I have been waiting for this book to come out ever since the first release of the new hardback codexs, and now it has arrived! I'm going to do my utmost best to keep this review as neutral as possible and keep comparisons to the old codex to a minimum. For the sake of easy reading this review is going to be broken up into multiple parts. Today's segment will focus on the book itself; the fluff, presentation, things like that, as well as Blood Angel special rules, and psychic powers. By the Blood of Sanguinius let's start this review.

Monday, September 1, 2014

Back Into It; Thunder Wolves

The 40k Universe is a strange place to me lately, I have been out of the loop for a few months and have a lot of catching up to do. I guess it is not much of a surprise that upon falling in unfamiliar territory I look back to where I first started; Space Wolves, the sons of Russ. I'll admit that I don't have much of a clue as what is competitive or effective in this new edition of huge walkers making regular appearances on the table along side lords of war, and more objectives than I can count on two hands. I thought about what I was going to do for quite a while; would I quit playing, would I just keep what I currently have, would I go all in and start buying Titans? I decided that I would just play something that is fun, that hopefully will provide a challenge for my opponents and not get me tabled by turn three. What I plan on doing is bringing in the ultimate hunters that the Son's of Russ bring to the battlefield, Thunderwolves!



Monday, February 10, 2014

Denying the Great Devourer

Tyranids are probably my favorite 40k foe. There is not much known about the galaxies greatest threat other than its insatiable hunger to digest everything else that moves. Suns have been exploded to deny the Tyranids a whole sector worth of bio-mass that would have only fed the unstoppable horde. In this post I am going to go over what the Imperium, Imperial Guard and Space Marines, can do to to choke the great the devourer.


    

Wednesday, January 15, 2014

Saving the Assault Phase?

In the Emperor's name, charge! I have always been a fan of assault based armies, from my first Blood Claw heavy Space Wolf list to my current quick striking Blood Angels, the unifying theme of each army has been connecting on the charge to win the day. It is safe to say  that close combat armies have been nerfed in 6th edition. New abilities such as snap fire, an abundance of weapons that ignore cover, and even the AP system for combat weapons has made it much more difficult for a charge to carry the field. This post may sound like a lot of wish listing but I think it will provide an interesting amendment of rules for a friendly game.