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Rainbow Marines in VI

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The new sixth edition rules allow all armies to take Allies.  The five Space Marine Armies are almost all Battle Brothers with each other (as per the fluff Dark Angels and Wolves are not).  Since this means they treat each other as friendly units there is little reason to not take allies (points permitting).  There is a slight cost since you have to take a HQ and one more troop unit from the second codex in order to unlock an extra Heavy, Elite, Troops and Fast Attack slot. The only restriction is you can not use each others Transport vehicles; thinking back about all my 5th edition games though I can hardly ever remember a game where a unit got back into a transport, let alone one that was not theirs originally. Black Templers Still having an old 4th Edtion Codex Templers have some good options with 6 man laz-plas units and Terminators with Tank Hunter.  On the flip side they still have 50 point Rhino's so they are the only army that would kind of like to borrow s

WHFB – Vampires!

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A little late to the party but I finally got to read the new Vampire Counts army book. I thought it was about time I got back to writing something so I thought I would start with my thoughts on the book. Overall it has some nice additional optionals including a Master Necromancer who can lead your army so you no longer need to try and balance points for a warrior-wizard Lord. Vampires got a small boost with the ability to occasionally, 1 in 6, heal if they kill something in melee. Skeletons & Zombies got cheaper, wolfs now count as core although Ghouls got more expensive. Unlike Tomb Kings Undead still get to march (if within 12” of the general). Which given there lack of shooting is something they really needed. Magic I find it quite amusing that the new lore attribute for Vampire magic is the same as the lore of Life; you get to heal a wound for each spell cast. Vampires already have seven spells so they did not gain any more. Although this does mean that Vampires th