Category Archives: Advice
Warmaster is arguably one of the best games Gamesworkshop has ever made. In scale, it is to Warhammer what Warhammer is to Mordhiem in scale. Just like with real life conflicts, when you start getting to the larger scale, Command and Control is much more important then practically anything else that is measurable. There are three basic considerations when playing Warmaster, at any point value: 1. Break Point; 2. Command and Control;and 3. Shooting is not effective.
As I have been re-acquainting myself with the orks and adapting them to sixth edition I’ve noticed that they (still) have some issues dealing with tanks at long range. I’m working on some tankbustas to help with this, but even these are only really good against tanks when they get up close. Lootas are better against tanks in sixth but still struggle with AV12+. In fifth edition I ran primarily Speed Freek builds, using speed to overcome the ranged disadvantage. In sixth I have option of allies so I’m considering some Imperial Guard.
There are gifted modelers, who work with different materials such as plastic, resin and green stuff… Thor is one of those. Then, there are the rest of us. One of the things I like about 40k is the background, including the Horus Heresy. That means either acquiring insane modeling skills, or buying resin crack from the UK. Therefore, I have learned the hard way to work with a resin model.
Shortly into 6th edition I decided to shelve the Space Wolves for a bit and bring the orks back out. My biggest reason for doing this was a chance to work on something different. Although there are plenty of things you can do to the marine models there is a freedom of expression with the orks that isn’t quite the same with other armies. Anyway, I wanted to review what my games with the orks have taught me so far.
As I map out my switch back to the orks I find myself thinking about one of the more maligned units in the codex – Flash Gitz. I like the idea of armored, heavily armed freebooters. The modelling opportunities alone almost make them worth fielding. However they’ve largely been branded as a non-competitive choice. With the change to 6th edition I think they warrant at least a moment of consideration.
I’ve been thinking about the role that land speeders will play in my army now that we’ve moved into 6th ed. Overall I think they’ve stayed viable through all of the changes and will still find their way into my lists often. I’ll go over my thoughts on the changes that have occurred.
In my last few posts I’ve been pondering the possibilities of allies for the Reavers, my counts-as Space Wolves army. So far I’ve considered Space Marines and Eldar. Now Ill look at the possibilities presented by Imperial Guard. This is an army with a lot to offer as an allied force and I’m sure many are considering the possibilities.
Last week I posted my thoughts on taking Space Marines as allies for my Reavers (Space Wolves) army, allowing me to represent the machine sect within the Reavers chapter. I was thinking of it as a way to add some subtle flavor and tactical flexibility to the chapter, but Sonsoftaurus commented along the lines that using the allies rules to add more power armor to a Space Wolf army was wasting an opportunity to add contrast to the army. From a modelling standpoint he has a very good point and his comment sparked me to put more thought into bringing something different to the table: Eldar.
Those of us transitioning from 5th to 6th have our work cut out for us. It’s really easy to carry over rules we knew from 5th into 6th without thinking about it. Trying to forget everything you know (well not everything), and have learned from the past four years of an edition is no easy feat. So, I just wanted to mention a few things that will make the transition easier and you less prone to mistakes.
Hi everyone, here with the third portion of my Necron play style. This week I was going to focus more on how to dish out all that damage, or how to handle the nasty assault units you’ll come across these days.
First up, sorry I’m a week late…work happened :) . Also, here’s the first part of the series. Secondly, and far more importantly, what do I mean by ‘what’ in the context of creating a community for your local gamers?
Hey all, Lukas here again with the second installment of my Newcron tactics. Since the broad overview was covered in the previous article, I figured I could go into more detail with my preferred units or ones I believe could be good replacements.
I’d like to shine light on a more balanced approach to Necron lists. A sort of all comers list if you will. While the Scarab Farm is godlike against many armies, something like Tyranids manage to laugh at it, or most horde armies in general could probably take the assault easily enough.