Terrain Failure – Ice Crystals
Painting the ice pillars |
Gloss varnishing the ice pillars fail! |
Painting the ice pillars |
Gloss varnishing the ice pillars fail! |
For a change the last two evenings I’ve been building some terrain, specifically fortifications. Rather than spend the forty bucks for a Bastion I pulled out the foam board and went to town. I also used some craft sticks to do some detailing, and some ‘granny-grating’ for doing some nice metal grating. I will be putting firing points on the four empty walls and making a cool looking gun for the top. When I paint it up the four arched panels will get some Lamenter’s murals and iconography.
One thing I will do different for the next one would be the shape. Octagons are a real pain and instead I will do a square with another offset square to give a nice shape to it with nice 90° angles.
With the new missions in 6th Edition, there is a lot more book keeping to be done. I have started to create tokens for all the various uses and the first one I did was for objectives. Included in the document are six copies of each possible ‘Mysterious Objective’ result as well as enough of the various VP markers for all the primary and secondary missions. I’m still working on tokens for Mysterious Terrain, vehicle damage, hull points, and psychic powers. I am not a graphic designer but I hope you will find them useful. I print them on card-stock and then laminate and cut out. A 1.25″ whole punch works great for the round objective markers.
Link: 6th Edition Objective Marker PDF
So I played two small games this weekend with my Eldar versus Lamenters to figure out how the rules would work in 6th Edition. It was a lot of fun and I look forward to the new game. This will probably be something I avoid tournament play as it seems wound allocation and other things can be abused pretty badly. A few first impressions though:
Blood Angels will still be fun to play and my army won’t change too much except for a few things. Death Company. They are amazing. With 5 strength 5 attacks on the charge these guys are going to wipe out anything they come across. Paired with a Chaplain or Reclusiarch they will be re-rolling both to-hit and to-wounds rolls! So ten of these guys jumping out of a Storm Raven or Land Raider will be laying about 40 wounds most marine equivalents. Sadly Furious Charge loses the +1 to Initiative, which is going to really drop the survivability of the Assault Marines. I depended on I:5 to keep them alive. The free I:10 attack is nice, but can only be used if they didn’t move 12″ in the movement phase. Playing with Mephiston the other day I rolled probably the perfect combo of psychic powers for him. Between the 3 powers he got: +D3 Strength, Toughness, Initiative and attacks; Eternal Warrior, Fleet, and re-roll all failed to-hit, wound, and saving throws! While that was a pretty lucky set of psychic powers, most of them looks like they will have uses.
Eldar will get a nice rejuvenation with Eldrad being awesome with psychic powers (gets 4 and casts 3), and jet-bikes are really nice always getting a 5+ cover and being crazy fast if they need to be. War Walkers are still great, and in my game I saw how useful the new squadrons rules are when one got immobilized I was able to leave it behind and move onto the objective with the other two (it was the mission that heavy support choices were scoring units). I also discovered the joy of Dire Avengers with Shimmershield and Defend. They were a nice tar-pit for a squad of TH/SS Terminators and a Librarian the entire game. Dropping them down to a single attack a piece was brutal and with a 5+ the Eldar were able to really hang in there.
Overall my impression were good, though both armies will change a little and I will have to get used to the new rules. I like the character that has been infused into the mission and game as a whole and think so far that it is a better system than the last.
Reclusiarch in Terminator Armor |