Sunday, October 30, 2016

Sisters of Silence - Initial Rules Thoughts

Today, I wanted to jot down a few thoughts about the Sisters of Silence rules that were released by Games Workshop alongside their Prospero boxed set release this weekend. 

In terms of the stat line, these women are very similar to their 40k analogues the Sisters of Battle. Lacking a pip in both strength and toughness means that they're going to suffer from incoming firepower rather severely compared to regular space marines. Obviously, we're going to want them to take transports or drop pods if at all possible -- but that's something that they haven't got access to just yet at least. Sadly.

It is their special abilities that are really of note to be honest. 

Swapping out bolters in favour of flamers is a nice move for hard units stuck in cover. But the better swap out is in favour of executioner great blades. Swinging at initiative=5 for AP2 is fantastic. Doing so at S+1 is even better. They will chew through space marine squads and possibly even terminators very nicely. Clearly they might suffer a lot in return, but they should make their points value back very easily if they actually manage to make it in to combat. 

More than this, the trouble that they are capable of causing in 40k or 30k against psykers is fairly impressive. Nowhere else in the codexes or in the entirety of the game have much similar to what they're capable of -- especially when in their specific formation. Precision shots and strikes against psykers are very nice for starters. But the manifestation of warp charges on 6+ coupled with the leadership penalty is simply amazing. Couple this with not generating any within 12 inches means that a few squads of these sisters can shut down an entire tactica of certain enemy army builds. Its not perfect, but it is a huge dent, and little else in the game can compare. Certainly within 30k! 

Fear, Fearless and Psky-Out grenades simply add an extra layer of capability to their cause. 

In terms of their 40k formation, the Null Maiden task force, enemy players generating fewer warp charges just because the their sheer presence on the battle field is unheard of pretty much. 

For the points cost, I think these sisters are very much worthwhile if utilised well and will earn back their points in close combat in all probability. The problem will be to keep them from being the focus of enemy fire power. There's probably some combination with a fortification that might be good in here, but even on their own, some 225 points for 15 models each with AP2 at initiative is amazing. 

Saturday, October 29, 2016

Warhammer World: Iron Hands of Horus Heresy

Today, the turn of the Iron Hands with a large picture from the glass cabinets of Warhammer World. I really like the tanks and the Terminators, naturally!

Of course, the Iron Hands feature heavily in the Isstvan V diorama that I posted about earlier, also viewable at Warhammer World. Although the colour scheme of the Iron Hands is not one that personally appeals to me, I really like the vibe that this particular paint scheme communicates. 

Friday, October 28, 2016

Warhammer World: Blood Angels of Horus Heresy

The turn of the Blood Angels today. Only one image here however, as clearly this is a legion that hasn't had too many special models added to it for obvious reasons (at the time of writing and at the time of the exhibit). Although I might have liked to have seen some more decorations on these marines (like the Emperor's Children), these marines are very crisply presented with some nice variation in the squad leaders and characters, plus vehicular markings.

Thursday, October 27, 2016

Warhammer World: Night Lords of Horus Heresy

Carrying on with a visitation to the legions of the Horus Heresy, today we have the Night Lords. These images (like the others in this series) was snapped at the dedicated special exhibit at Warhammer World (no longer on though!). I'm posting these here as a painting reference, and as a bit of a nostalgia about my visits to Warhammer World itself (one the the advantages of being in the UK I guess!).


Wednesday, October 26, 2016

Warhammer World: Imperial Fists of Horus Heresy

Today, some Imperial Fists from the Horus Heresy era that were snapped at Warhammer World. They were part of the special display dedicated to the Heresy that happened much earlier (and is now not there). I'm posting it here for posterity, and as a bit of a painting guideline. Enjoy!


Monday, October 24, 2016

Leman Russ: "Get You By" Rules


The "Get You By" Rules for Leman Russ were released alongside the pre-orders for the model from Forge World this weekend. In the absence of the full rules (which will be detailed in the forthcoming book: Inferno), these rules are supposed to at least provide a way to field Russ in battles as a Lords of War choice for an appropriate army (Space Wolves, of course). 


But are they any good?

Here is a link to the rules themselves. As can be seen, at 400 points, Leman Russ is actually one of the cheaper Primarchs. Not that there's anything wrong with that -- Primarchs are beasts in the game no matter what -- even Alpharius is amazing against most things in the game (except almost any other primarch! Sure, he's weak, but that's not the point).

The stat line for Russ is comparable to many of the other Primarchs. Stand outs include the WS=9 characteristic.

Alongside this, he has all the regular rules associated with primarchs (It Will Not Die, Eternal Warrior, Fear and all the rest). 

His save is like that of a Cataphractii terminators at 2+/4++ which is rather nice. But the equipment is very much a placeholder. His paired melee weapons are little more than a counts-as power axe and paragon blade, with a comb-bolter at range. The Sire of the Space Wolves is just a legion vexilla. His other special rules amount to little more than an ability to confer the crusader rule and the counter-attack rule. Its all a bit bland to be perfectly honest.

Plus he is bulky. 

That's all folks. Very bland and very "counts as". Speaking of that, I actually kind of liked the use of the very words "counts as" -- its almost as if the game testers are actual gamers at Forge World :) (yeah -- of course they are! Its Forge World! Woo!). 

Right now, even Alpharius would probably beat Russ in a straight fight (Alpharius has the pale spear for one, providing AP1 … and Alpharius doesn't believe in straight forward fights either). Hence I can only assume that the real rules will be much better when released, and I would expect that the points cost for Russ will rise in line with any Inferno update. 
Related Posts Plugin for WordPress, Blogger...

Facebook

Sequestered Industries