Sunday, February 14, 2010

N.I.M.G.C. Vanguard Tournament


The Northern Illinois Miniature Gaming Club is hosting a Warhammer Fantasy Tournament on July 10th, 2010 in DeKalb, IL. The N.I.M.G.C. hosts some of the best tournaments in northern Illinois. I personally love the atmosphere of their events and really look forward to participanting in this tournament as I know it will be a fun time.


If interested in learning more, check out the tournament's website at http://nimgcvanguard.blogspot.com/.

Friday, February 12, 2010

The Mean & Green vs Fur and Grease

I have been meaning to post this battle report for sometime and I have finally gotten a chance to write a brief recap. The game was a team battle, with Ernie's orks and my daemons against Ernie's friend John who was fielding necrons and space wolves.

Since it has been so long since we played this game, I am just going to highlight a couple of key things that I remember.
1. Bloodletters with Herald have a deep strike mishap and end up in the corner with nothing to do all game.
2. Alot of green blood was spilt.
3. Space wolves overrun the grot cannons, killing all of those innocent green midgets.
4. A lot of fun and good laughs were had by everyone.





















Thursday, February 11, 2010

Fantasy Thursdays: Beastmen Review (Slugtongue)

One of the things that I have enjoyed about the recent wave of armybooks is all of the various unique characters that have been included in each book. This review is focused on one of the most interesting, and potentially powerful, unique characters that has been included in the new Beastmen book; Slugtongue.

One of the first things that I really like about the character is the fluff surrounding it. The character is the living incarnation of famine, similar to the horseman of the same name. Anything in the presence of Slugtongue quickly withers away and perishes. What they have done with this character is to write it such that one could create a “Nurgle” themed army based around it or simply use the character as a dark aspect of nature. The same could be said about Taurox, Ghorros, and Malagor. It’s a nice way of separating the beastmen from the ‘true’ chaos armies while still giving players some fluff that can be used as the basis for a chaos god themed army.

When it comes to the rules for the character, the first thing that stands out is the ability called “Curse of the Famine-Fiend.” It is an interesting rule that reflects the fluff of the character by potentially causing wounds to enemy units that are within range of its effect at the start of the game. While I think the ability has a lot of potential, being aware of the model while deploying, plus the need to place the model at the forefront of the army to maximize the potential damage it can cause, means that it can be avoided or very vulnerable once the game begins.



In the diagram above, I show what the area of effect would be if Slugtongue was deployed 12” forward and in the center of the board. As the diagram shows, units directly across from it will be affected by the ability, but those on either end will not. That is where this ability becomes interesting, as I propose that its real use is not at killing enemy units, but forcing your opponent to breakup his forces in an attempt to limit the potential impact of Slugtongue. Using the speed of a beastmen army with the ambush rules means a player could overwhelm one “side” of an opponent’s army if they focus their deployment on avoiding Slugtongue.

In addition to “Curse of the Famine-Fiend”, Slugtongue has poison, primal fury and regeneration. Again, this fits well into the fluff of the character, but does not make the character groundbreaking or something that everyone “must” field. Slugtongue is also a level 2 wizard that can use the Lore of the Wild or the Lore of Death.

When it comes to which lore to select for it, I am thinking that Slugtongue should take the Lore of the Wild. Bestial Surge and Viletide are the preferred spells for him from a fluff standpoint, but I could see benefit in casting Devolve if the plan is to keep Slugtongue moving towards the enemy. The other spells are simply too high of a casting cost for them to be of much use by a level two caster.

Finally, going back to the fluff for the character and how it translates on the battlefield, I am thinking that Slugtongue would do best if placed within a unit of bestigors. While beastmen units can no longer get any marks, fielding Slugtongue with a unit of the old Nurgle bestigor models seems to be an effective combo and would have a certain visual appeal.

Wednesday, February 10, 2010

The Wednesday Peek

Last Week's Peek...



Last Week's Bonus Peek...


This Week's Peek...

Tuesday, February 9, 2010

Tournament Tuesdays: Overhauling the Combat Patrol Rules

Back in 2007, I ran a successful Combat Patrol campaign for GW Red Top. I would have continued to run more CP campaigns, but changes in my personal life made me take a much needed break from the hobby. Since that time, the core rules have changed and the CP system hasn’t really been updated officially. There have been some folks that have attempted it, but I have not seen anyone attempt a major overhaul of the CP rules.

The reason the CP rules need a major overhaul is that the dynamic of the game has changed and the old rules just don’t seem to cut it anymore. The original intention of the CP rules was to provide a gaming format that allowed for short games using much smaller forces. Using that as my foundation, I am proposing the following new version of the rule set.

Equinox’s 2010 Combat Patrol Composition Rules
+ Each army is composed of no more than 500 points
+ Each army is required to have a minimum of one troop choice.
+ Each army may have a maximum of one elite and one fast attack choice.
+ No patrol may contain HQ or heavy support choices.
+ No patrol may contain any monstrous creatures.
+ No single choice may cost 200+ points.

At its core, the system is about starting with one troop choice and building outward. Since the game is growing in terms of point costs, the CP ceiling should be raised to 500 points to account for this growth. The next major change is to disallow the use of either HQ or heavy support choices, as most of the hang-ups with the old system can be traced back to them. I am aware that this doesn’t solve all the possible hang-ups, but I do feel it makes the system simpler by just not allowing them. I think the same can also be said by limiting the number of elite and fast attack choices.

When it comes to models with 3+ wounds, I feel that an easier solution would be to not allow any models with the monstrous creature rules. By using this approach, tyranid armies now have real options when it comes to building lists for combat patrol. It also means that units like ogryns and such can be used. The balance to allowing such models is to limit the maximum point cost for a single “unit”. If someone wants to field a unit of ogryns, the most that they are fielding is 4 of them. The 200 point limit also means that terminators are not really an option for a combat patrol, thus eliminating the 2+ rule.

While I am eager to read feedback and thoughts on my proposed system, I figure I will discuss a couple trouble units that instantly come to mind. I could see someone fielding bloodcrushers in a decent size unit and being very difficult to deal with in this format. I could also see a single Vendetta/Valkyrie being a problem. I am sure there are others, but I have yet to think of one that is an automatic game winning choice.