Sunday, April 10, 2011

Grey Knights Codex

Well...I'll start by saying that I'm highly disappointed that it wasn't Codex: Daemonhunters.  Or, even better, Codex: Inquisition.  I mean, one codex, inducted stormtroopers as troops, with a commander upgrade that would let you take Sisters or Grey Knights as troops.  It could work easily.  But that's not the point here.

Rules-wise, I don't see anything -too- obscene.  There's some scary stuff here, don't get me wrong.  An army of two wound, Feel No Pain terminators?  Yeah, that's intimidating, regardless of the cost.  Marines that teleport across the field of battle?  Definitely fun times.  But nothing truly game-obliterating.

My problem is that it's just so -silly-.  Yes, Jokero have been around forever.  But did we want super-technologically powered monkeys?  That fire las-cannons, plasma cannons, or mulimeltas?  And where do these weapons come from?  Please don't answer that.  Dreadknight?  Something to go toe-to-toe with a greater daemon!  Except that it's obvious that Grey Knights -can- do that with relative ease.  I mean, there's a special character who seems to smack daemon-primarchs down, and toys with the Chaos Gods themselves just because he can.

Don't even get me started on the massacre of the Sisters of Battle.

Hate me if you want.  I make fun of the grimdark, but I like it.  And space-monkeys that chill with guys who kill battle-nuns for no real reason, especially paired with warmachines that look like they came from The Matrix, just don't do it for me.

Sunday, April 3, 2011

The Deathwing.

First, I admit I'm not too fond of Dark Angels.  They just don't really do it for me.  Some of their models are cool, but the fluff and dresses...just leave me dry.  But what I've always wanted to field?  A Deathwing army.  Now this may be because I like the idea of 20 guys going against an army and having a chance at winning, or because having a 20 strong army is the only way I'll have a fully painted one.  Either way, the Deathwing is an awesome idea.

Now, however, I have a quandary.  I love the rules for Logan Grimnar, and have no issues with fielding a Wolfwing.  Grey Knights can also run all terminators if they want.  Either way I'd be using a DIY chapter, but these would play very differently. 

I think what I'll do is hack up a list for each one, and then put the models together to do both, sharing the ones I can.  I -think- that would work.

Friday, April 1, 2011

Medieval Faire, FTW!

Yes, yes, we're more all purpose than just a bunch of gamers.  Medieval Faires are another thing we do here at Dice and Dragons, and we do them the only right way!  Kilts, pirates, and Vikings!

This weekend is the Medieval Faire in Norman, OK.  Right near the OU campus.  It's a great deal of fun, with multiple groups doing live combat demonstrations, staged fighting, fencing, jousting, and even showing some top notch hawk training.  I'm fairly sure that the bird was eyeing my fiancĂ©e's Chihuahua for lunch.  I don't blame it, I think the dog would be delicious.  But it was amazingly well behaved, despite being barked at by a number of dogs.

Unlike the Faire in Las Vegas, there's actually places that sell combat ready blades, though they are fairly expensive.  Good looking armour is hard to find, but there's lots of places selling cool clothes.

My current outfit is a kilt, Blackwatch tartan, a light green tunic, and my old combat boots from the military.  The only part I don't like is the boots.  Or rather, I like them, but they don't fit with the rest.  Nowhere near period.

I also have a slight issue with my lady's outfit.  Mine is heavy on the green, her's is heavy on the red.  Together, we look like Christmas ornaments.  But I love her.  So it's okay.

Thursday, March 31, 2011

What do Orks really need?

I read about what people say about Orks, and I've heard everything from "Orks are fine the way they are," to "We should have a Monstrous Creature!"  Not sure why on that second one.  It does kinda fit with they way they grow, but I really don't see it as a "MUST BE MINE!" sort of thing.

The way I see it, the biggest problem is Flash Gitz.  These are Nobz that like shooting more than close combat.  But regular Nobz are better at close combat than their lesser brethren, the Boyz.  Flash Gitz are no better at shooting than your average Boy.  In fact, despite their increased focus on shooting, it seems their close combat statistics have improved.  Even if it were an upgrade for a few points per model, I could see a BS of 3 going a long way to making the Flash Gitz usable.

Also, my biggest problem as of late has been Land Raider spam.  Most anything else I've been able to find something to counter with relative ease.  But it's hard for us Orks to pop AV 14.  Very hard to reliably pop it.  And I've never been able to pop it at a range.  Up close, the wonderful squad inside gets a nice round of shooting before they assault into the Nobz, Bikerz, what have you.  Not a nice setup.

Oddly, I can see Flash Gitz solving this problem too.  The Blasta upgrade could easily give the unit Melta and Gets Hot!  As it is, I don't bother buying the Blasta upgrade.  Even at BS 2, I think I'd give it a couple moments thought instead of simply passing it by.

Then again, I don't design the game.  So I could be totally off.

Monday, March 28, 2011

Commissar Reginald Lamont

So I did some thinking as to what sort of character I would be in 40K.  Who doesn't, at least once in a while?  So I thought.

Xenos?  Nah...they leave me pretty dry.

Space Marines?  Maybe.  Might do a Space Marine version of myself eventually.

Chaos?  Now -this- is an interesting option, but that's more likely what I'd be in WHFB.

Inquisition?  I could see that.

But no.  I choose Imperial Guard.  Commissar.  So here's his basic information.


Commissar Reginald Lamont

Physical Characteristics-----

Height: 6'4"
Weight: 240 lbs.
Hair: Brown
Eyes: Hazel
Notable Features: Tall, broad shoulders, and well built. He tends to stand head and shoulders above common troopers.

History-----

Homeworld: Reginald Lamont was raised in the Schola Progenium of Orvana Primus after the disappearance of his parents during nearby Imperial Guard actions.

Early Life: Reginald was less than attentive during classes, often failing to turn projects in on time. But he scored high enough on tests to keep his marks acceptable. Considered antisocial, he had a score of fights with other classmates, often due to his odd sense of humor being taken wrongly. It wasn't until beginning training in combat and tactics that the young man began to shine. With an uncanny ability to pick up and quickly learn any weapon, he began to out-pace the rest of his age group. Coupled with a hatred for weakness, in himself as well as others, he was picked out as a candidate for Commissar training.

Current Status: Still young, Commissar Reginald has lost none of his 'antisocial tendencies' since his days in the Schola. But he has learned to control his anger, and rarely makes jokes when not around those he is most comfortable around. He leads from the front, and has proven to inspire Guardsmen to acts of bravery in the face of all manner of horrors. But his success is due to more than just fiery rhetoric and intimidation, having pulled wounded guardsmen from the jaws of death. Very few that he accompanies to battle don't come back, even if they don't return alive.

Wednesday, November 17, 2010

Against the Tau...

Okay, so...the Tau.  I'll admit that I never liked them.  They're just so...girlish?  I don't know how else to say it.  Run away, shoot, run away, shoot some more.  They just can't stand and fight right and proper.  No glorious charges.  No beating people with giant swords/axes/maces/fists/books/furniture/etc.  Just...not as much fun as armies that can actually fight.

I had a game the other night against a Tau army.  It was supposed to be IG, but my friend ditched out on it and I got a random pick up game.

At the end of the third turn the poor Tau had two Crisis Suits left.  Well, two Crisis Suits and a pair of Shield Drones.  And how many wounded were suffered by the foolish Orks who charged into the guns of the mighty Tau?

I lost a Killa Kan.  And a Deffkopta.  Oh, and a Trukk.  But really, it's a Trukk.  Who doesn't expect that?

Something tells me that either this commander sucked, or the Tau desperately need a new codex.  Or they just need to be phased out to make room for a real army. (Squats, anyone?)

Oh, and I think I lost a handful of regular boyz.

Sunday, September 12, 2010

The Rift Sea

In ages long past, even as elves see things, there was but one elven kingdom.  Valesti.  Things were peaceful, even if the politics between noble houses were intricate and occasionally bloody.  This changed when in the dark of night an unknown force robbed the entire House Royal of their lives.  Each noble house claimed to have the right of succession.  House Mystic claimed they alone could find the killers.  House Militant argued for stronger patrols, to keep citizens in line when word spread.  House Justice said that only they could see the balance well enough to lead.  House Verdant had the support of the common elf.  Due to intermarriage between the houses, each even had the blood tie to the royal family.  The daily life in the noble courts became hectic, as new elves would step forward to try to claim the throne.  Through right, or might, almost all methods were seen as acceptable.  The chaos lasted nearly a hundred years, threatening the kingdom before it was over.

In the end, a young sorcerer of House Mystic would step forward.  His powers were advanced for one so young, and his impassioned speeches of unity drew many supporters.  As his political support grew, people would enact his will.  Usually, the plans he laid down were successful.  Valesti was again growing in power, with government directing agriculture, mining, trade, and education.  Before long this young elf, Sinoth Loren, would be made the first Dragon King, carried by popular support of the noble houses.

But the common elf had a different problem.  The actions taken by the nobles were often labor intensive, and the newly crowned King often failed to take into account the failings of those without powers such as his own.  Many of those who failed to meet his demands found themselves arrested or without jobs.  The dissent grew, and with the separation between nobles and commoners, very few of those who could have spoken to the King failed to notice it.  Of the few that did, only the Patriarch of House Verdant, an elderly elf named Paron Vor voiced concern.

When he came to the Senate Court and gave a voice to the distress of the common man, the King waved it off.  "These projects must get done, for the good of the Kingdom.  Put more men to work, or punish those who do not hold their own," was all that was said.  The rift began to open wider between the workers and the nobles, with House Verdant doing all they could to support the workers.  On several occasions, violence threatened to erupt in the streets and bring chaos once more.  It came to a head in the center of the city.  The workers had gathered into a mob, and were facing the ordered ranks of House Militant's elite Castle Guard.  Sinoth came to the front to speak to the mob, but they wouldn't have any more words.  Paron came forth, but only shook his head as if to say 'I told you so.'

The Dragon King raised his staff of office, summoning magics to destroy the Patriarch and the rebels.  But there were spellcasters among the common folk too, for House Verdant had a number of powerful druids in scattered about in the crowd.  Their magic came up to defend their leader, and the forces raged against each other.  The ground cracked and split, the rift that had formed between the common folk and the nobles being echoed by one that split apart the city and the land beyond the walls.  The two sides pressed further and further apart.  Eventually the sea pushed into the gap, forming a new sea between the two halves of what was once a single kingdom.  Elves fled the now ruined city that had once been their capital, and two nations formed.

In the North, Drachne, ruled by the winner of a magical duel who holds the title of Dragon King to this day.

In the South, Sylva, led by a council of 13 druids who hold power by popular elections.

Now, several thousand years later (by the start of the campaign), the two nations have warred and been at peace.  Finding that the latter was better for both of them, several treaties were signed, and political intermarriages have been arranged, furthering the cause of mutual understanding, even if it is something that leaves most elves ill at ease.