Wednesday, March 27, 2013

Aspects of Khaine 2.0 pt 2: Striking Scorpions


Call me crazy but it seems like every last Eldar player on the planet plays the army differently. When you try
a list made by another player its like its a foreign language. This is especially true when said list is in opposition of your style of play. Everybody has a favorite unit and pretty much every player I have ever talked to has a favorite Aspect Warrior. For our second part of the New Aspects Of Khaine I now visit upon my favorite Aspect. The children of Arhra, now the Disciples of Karandras. I speak of course about the Striking Scorpions.

6th edition has been kind to my favorite hunters in the shadows. No longer are they really hampered by not being fleet. Granted the re roll is nice, but its not needed, especially when the Scorpions excel in assaulting dug in troops. With fortifications now in the game, having shock troops that can root out the units that occupy them is very handy indeed.

The scorpions have move through cover, as long as the Exarch takes the stalker power, so you can easily get within striking distance of units in cover. They of course have plasma grenades so you can cut down your opponents at normal initiative. The fleet is nice when assaulting through cover, but I can live without it for the moment. I am hoping with the new codex the Scorpions will gain fleet, much like their sinister cousins the Incubi did when the new Dark Eldar Codex came out.

In truth not a whole lot changed with the unit per say. They are still close assault specialists that can move swiftly across the battlefield. Its just they got even more specialized. At least for now, as I said they are great for getting units in cover, behind or in fortifications.

The Exarchs weapon choices did gain some flexibility. I use the power claw, but I tend to use the Biting Blade more, especially now that you can glance vehicles to death. Given that vehicles are easier to hit you can max out at strength 7 pretty easily with the Biting Blade. This is slightly better than the strength 6 power claw, at least versus vehicles. The often forgotten 3rd weapon option for the Exarch may actually be semi useful now if the Exarch is geared towards taking out characters in challenges. With 6 attacks on the charge you have more of a chance to wound opponents.

Karandras, like all the Phoenix Lords, makes an excellent addition to a striking Scorpion squad, but using them in regular squads adds some nice tricks thanks to many universal special rules applying to the whole unit as long as one model posses it. In this case Karandras has Stealth. Although the Exarch powers only apply to the appropriate Aspect squad the 3rd rule that many the Phoenix Lords have is usually just your basic universal special rule. As long as one model has the rule, like stealth, it applies to the whole unit. So Guardians with the Conceal power now have a 4+ cover save out in the open with Karandras in the unit or a 3+ behind a defense line.


I honestly wish I had more to talk about. I use to own 30 scorpions, but now I am down to 20. They are usually in my signature lists. Hell my blog Handle has had Karandras in it since 1993. Well we ar getting very close to Adepticon. I am prepping the Craftworlders to do battle. I couldn't make the Chaos Marines do what I wanted them to do. On the plus hand side I did hand them over to Lord Solar Steve. He has finally been corrupted!


Until Next time...

Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!



Wednesday, March 20, 2013

Test Of Khaine: Links And Other News


Well its been an eventful week. DFG is going back to its roots. Lord Solar Steve and Dread Beard, formerly Samsquatch Monster, have started a general gaming blog, I got demoted at work and I discovered I am two classes away from my Bachelors degree.

I am diligently working on our next Aspect of Khaine article. I hope to have it up this weekend. I wanted to post the Links to all the relevant rules and guidelines as well as missions for the Test Of Khaine which is coming up on April 13th at Evolution Games in Lansing.


Adepticon FAQ

Adepticon Missions

Adepticon Event Rules


Evolution games Address
6323 W Saginaw Hwy  Lansing, MI 48917
(517) 323-8600


Evolution games FB


I will be updating things over the next few weeks. I would like to point out I am using only 3 of the missions from the primer as the tournament is a 3 round tournament.


As a last shout out I would like to plug the Lord Solar and Dread Beards new blog “Gaming, Beer and Bullshit” Look for stuff from all over the place. 40K, Rifts, Firestorm Armada and basically anything our group plays or drinks for that matter.

I also want to wish Tj, the man formerly known as Old School Terminator, good luck as he heads out for a 2 day GT event at Drop zone Games in Glenn Burnie Maryland. Good Luck sir!


Until next time


Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!

Monday, March 11, 2013

The Test Of Khaine


  The Infinity Circuit is burning with Rage. The Avatar Stirs. The Test Of Khaine is upon us.....

Wow has it been 3 years already? Time flies. Well as I have done for the past two years we will be celebrating Craftworld Lansing’s 3rd Birthday on April 13th with our annual tournament “The Test Of Khaine.

This will be an Adepticon Rules 1850 point tournament. It will be 3 rounds. As always the Event will be hosted by Evolution Games in Lansing. I am starting registration at 10 am and Dice will roll at 11. I will be posting details and missions in the next two weeks. I will post links for those not familiar with the Adepticon format. I think it will be a good trial run for those going as this will be the first GT at Adepticon using the 6th edition rules.


So prepare yourself and bring your warriors to battle. Mike Couchard aka “General Chaos” has proven his worth to Khaine for the past 2 years. DO you have the will, strength and cunning to overcome the odds and gain Khaines Favor?

Keep your eyes here and Dark Future Games for the Details over the next month.



Until next time..............


BLOOD RUNS, ANGER RISES, DEATH WAKES, WAR CALLS!!!!!!!!!!!!!!!!

Thursday, February 28, 2013

Aspects Of Khaine 2.0: Swooping Hawks


So we begin. The Aspects of Khaine version two. We start this reboot and retool with an Aspect that is a favorite of mine. The Swooping Hawk. The Hawk is associated with Vengeance and Retribution in the Eldar mythos. The spirit of a murdered soul would come back to inhabit a hawk and hover above its killer to mark his or her guilt. I personally like the Hollywood version loosely based on Native American folklore. A Crow bringing back a vengeful spirit to avenge itself, but I am a child of the 90's. I digress......

So the Swooping Hawks are Avengers. The bring retribution to the enemy. So how do they do this? Well with mobility. They are Jump Infantry, so you have the mobility to move around the table and engage targets. Now some of the other fringe benefits of being Jump Infantry do not really help the Hawks a whole lot. They are Fleet so they get to re roll charge distances already so using the jump packs in the assault phase only really gives you Hammer of Wrath attacks. This is kind of nice as it gives you more attacks. Since they already hit at strength 3 you are more or less getting bonus attacks that may thin the herd a bit before your main attacks. You should not really be charging units though. Swooping Hawks are not close combat troops. They are mobile anti vehicle and anti infantry.


Swooping Hawks are armed with Lasblasters which are 24” Assault 2 weapons with a strength of 3. Basically its a lasgun with a higher rate of fire. Volume of fire does damage and should be directed on light targets. Imperial guardsman, Kabalite Warriors, Chaos Cultists and the like are decent targets. Especially after the unit has been softened up by a large blast form their Grenade packs upon entry. If the unit is deep striking. Which in all fairness it should be doing.

I do Start the Hawks on the table though. Usually when they are in more of an anti vehicle roll. Their survivability tends to go down drastically though when switched to this roll. Especially when its a decent sized unit and your opponent realizes they are all armed with Haywire Grenades. These combined with the Exarchs powers makes even Land Raiders nervous.

The Exarch Has the option of Taking Skyleap and Intercept. Now formerly Intercept gave the unit no worse than a 4+ to hit vehicles regardless of how fast they moved. Now with the mechanic changed and the FAQ updated Intercept now says that vehicles, except walkers, count as weapon skill 0. SO basically the Hawks auto hit with Haywire grenades in an assault. Being able to throw them to remove a hull point or possibly more is pretty handy as well in the shooting phase. I am a big fan of Haywire Grenades. Sadly the only units in the current codex that have them is the Swooping Hawks and the Autarch. This can be a great combination though. Since the Autarch can be armed with more potent weaponry they can split off from the unit to bring the weapons to bear, you can more easily open up transports, like chimeras, without assaulting them and blast the occupants with las fire from the Swooping Hawk unit. There are lots of possibilities. This gives the unit utility, which is awesome in an army of specialists.

Skyleap and the Grenade packs make for some fun now as well. Since the Deep Strike Mishap table is not quite as deadly and the FAQ states you can Skyleap on the Turn you arrive, you can bomb units pretty much every turn. As I see it using the Skyleap power means that the unit enters ongoing reserves when it uses the power. So this means once you actually come in from reserves you could Skyleap at the end of every movement phase and come back the next turn automatically. This has lots of uses besides keeping the Hawks alive and still be semi useful. The real big use of this I see is being able to claim objectives in games where fast units can claim, or just contesting objectives in general.


The Exarchs weapons are decent. You have the Hawks Talon which is a strength 5 AP 5 assault 3 or the Sunrifle, my favorite, which is a strength 3 AP 5 assault 6 with pinning. Pinning is always a nice bonus, as is the really high rate of fire. The Sunrifle really bolsters the fire power of smaller units.

Baharoth, the Phoenix Lord of the Swooping Hawks brings the Fearlessness as well as Hit and Run to the table. Sadly it specifically says it only affects the Swooping Hawk unit in the codex. This comes in handy when dealing with Walkers. If charged or if you charge you can leave the combat after delivering your haywire grenades. Baharoth even just by himself gives you a maximum of 4 Large blasts that you can drop if all your units arrive on the same turn, which is far more likely given reserves arrive on a 3+ and automatically on turn 4.


So there you have it. An overview of the Hawks in 6th. Next up is my namesake and favorite Aspect. The stalkers of the dark. The sons of the fallen one. The Striking Scorpions.


Until then


Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!


Wednesday, February 13, 2013

Aspects Of Khaine: 2nd Edition


Well as promised I am going to delve into Aspect warriors in 6th edition. Kind of an “Aspects Of Khaine” 2nd edition. I want to kind of start with some of the basics to Aspect Warriors as they relate to the rules changes. Things work slightly differently now. In fact there has been some things pointed out to me that really got me contemplating the Craftworlders again. Granted we may be getting a codex this fall, but I am not holding my breath.

Ok so as we know Exarch powers only effect their unit and any Autarch that is joined to the unit. This is true except for powers that specifically say they do not effect the Autarch. The Phoenix Lords are the same way. The one exception is that they are fearless. Now it does say in the Eldar codex that Phoenix Lords make their associated Aspect fearless when they join the unit. In the past this meant that if, say Karandras joined any squad other than a Striking Scorpions one they would not be fearless.

Now the Fearless states that “units containing one or more models with the Fearless special rule automatically pass pinning, fear and regroup and morale tests”. So any model that is fearless that joins a unit essentially makes the unit fearless. This means you cant go to ground or voluntarily fail morale checks. There are some situations this is bad in, but I will get to that later. So now your Fearless Phoenix Lords can bestow their macho awesomeness to even the lowly guardian.

Granted the first thing that came to mind to counter this little ploy was to tie up the unit with a critter it could not hurt. Since the unit can't voluntarily fail a morale check, you can't use the “our weapons are useless” rule. This can work well to tie up Fearless units like Plague Marines and such. Throw them into combat with a Wraithlord and you have the unit tied up with a model they cant even hurt. This works well for Noise marines and the like. As long as there is no power fist or anything or you can manage to kill it quick, you can tie up units pretty well. They will just have to sit there and take it.


The Aspects I am going to cover first are the ones that have had the most changes. Either in the FAQ as to how wargear works or how the new rules re purpose them. I am going to start with an Aspect near and dear to my heart. An underused and under appreciated Aspect, who is getting some major improvements thanks to the FAQ and 6th edition in general.


I speak of course about the Swooping Hawk and their founder Baharoth. Changes to Jump Infantry, Exarch powers and the ability to glace vehicles to death has made the Swooping Hawk Aspect a very nice mobile tank hunting and light Infantry suppression unit. More on them next time.

I would also like to announce that Evolution games is having a tournament this Saturday, February 16th. It is a 1500 point 3 round tournament. You can check out their Face book page for the Missions.
Registration starts at 10am and dice roll at 11. Farseer Re-Rolls assures me we will be done by 6:30 pm.

Well Next time Swooping Hawks and possibly an Iron Warriors Update.



Until then.....


Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!


DEATH TO THE FALSE EMPORER!!!!!!!!!!!


Thursday, January 31, 2013

Old Seers And New Tricks: Vypers


Apologies for my absence this month. I have been in the process of moving and its been a pain. I am now in the new lair. I am sharing a house with The Stormlord and his Royal Court. I am hoping this stirs the hobby bug as he has been cranking out models like crazy from his basement tomb.

I digress though. Last time we were talking vehicles. Or at least my take on them. I covered Wave Serpents and Falcons. Now I want to visit an old favorite of mine and their rather fast moving counter part. War Walkers and their flying equivalents, kind of at least in my mind, the Vyper.


War Walkers have not really changed much with the transition to 6th edition. In fact they have not changed at all. They are still the mobile gun platform they have always been. Granted they may be a bit more important due to the weapons load outs they can take. They can pack a lot of strength 6 shots which is pretty handy, especially when you are dealing with bike armies. Given the preponderance of Raven Wing armies that are popping up you will need all the fire power you can get to down these guys.

The vehicle that has changed due to the rules that is forefront in my mind is the Vyper. Now I have used Vypers in the past as a secondary gun platform to support the War Walker units I run. They are fast so they can get extra daka on the scene pretty easily to help finish off units or soften units up for the War Walkers to really hammer into. I usually run them with scatter lasers or Star cannons. The latter as a clean up unit and the former as a squad softening unit. Granted you do have to deal with the BS of 3, but as I have said before I have come to terms with that. The real bonus to the Vypers now is that they can fire their full compliment of weapons while moving 12 inches. Its the same thing that made the Falcon a little more useful. Fast skimmers can fire 2 weapons at full BS when moving 12 inches.

I have 2 squadrons of Vypers currently. One with chin mounted shuriken cannons and one without. I may be changing the one without. Having a shuriken cannon along with a scatter laser makes them almost as effective as the War Walkers in terms of the amount of fire they can deliver. Granted you have 3 less dice and you have to be within 24 inches for the full weight of your fire to come to bear, but you can move a lot faster and get into optimal firing position much easier. Have a Farseer hanging back behind the unit on a Jet bike and you have the ability to guide the unit and doom their targets.

I plan on running a test list soon with the Eldar using Vypers in conjunction with War Walkers. We will see what, if any, synergy comes out of the combination.


Well Thats all for now. I will be much more active this coming month. I plan to finish talking about vehicles covering the Fire Prism and Artillery next time. I am also going to start the Aspects of Khaine series 2.0 updated for 6th edition. I will also have some Adepticon Army Updates and be talking about my new obsession, Flames Of War. Which by the Way every other Saturday Morning at Evolution Games in Lansing the Flames of War players will be meeting up to play. I am usually there every Saturday afternoon regardless so I am always ready to play.

I will also be talking about the 3rd annual Test Of Khaine. It is going to be April 13th At Evolution Games.

Until Next time......................

Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!


DEATH TO THE FALSE EMPORER!!!!!!!!!!!!!!

Saturday, January 12, 2013

Old Seers Learning New Tricks


SO I was having some thoughts about the Eldar as I was writing the Combat Patrol blog the other day. Since 6th edition came out and my grasp of the nuances of the game are growing I have been looking at our much outdated codex and trying to find things that an Eldar player can use to be a bit more competitive with the newer codexes. I was also corrected by a new Seer to the shop. George, who is a reader and I don’t know his blog handle, corrected me on some rules in a recent team game. Cvinton's Necrons teamed up with my Iron warriors to play The Judges Grey Knights and The Georges Eldar. Needless to say upon review I have to admit I was wrong. IN fact the group here at the FLGS has been interpreting a couple of rules wrong. Rather than pout I went back and started really reading the codex, the FAQ and the Rule Book. I have been stuck in the same way of doing things so long I did not really take the time to format my brain and relearn the game and my main army.

I have made a few realizations and found some new things that actually may re-purpose some units. As I have said before you have to try and get out of the old way of doing things. I am realizing this building and playing the new Chaos Marine Codex. I should have been really doing it with the Eldar. It just so happens you can teach an old Seer new tricks.

So first lets look at the vehicles. Many players, including the internet forum meta, denounces vehicles and says they are not as useful. In fact many go so far as to say that transports are dead and useless now. Although there have been some very successful tournament armies that are foot slogging, I think that the main reason they have been tournament winning is because people are still getting use to the game and are not ready for new and different things. I have to say that vehicles aren’t dead and transports are defiantly not useless. Lets take a look first at the Eldar's 2 transports. The ubiquitous Wave Serpent and the Falcon.

If it has done anything the new edition has helped out Falcons. The first thing that popped into my head is that you can actually fire all the weapons on the Falcon now. Moving the standard 12 inches most players move their fast skimmers, IE cruising speed, means you can fire both the turret weapons at full ballistic skill and snap for the chin mount. I would also like to point out that this makes Vypers more effective as fast moving fire support platforms. This means whatever squad you transport can make its way across the table faster and still have good fire support. The Pulse laser, the main gun for the Falcon, got a bit of a boost as a tank killer as well. Being AP 2 it now gets a +1 on the pen table.
So I ma going to dust off my Falcons and give them a new test drive.

The Wave Serpent has always been one of the best transports in the game. Although currently pricey they do full fill the role of both troop transport and battle tank. Thanks to the prow and side shielding it has a higher survivability probability than the Falcon or Fire Prism. Thanks to the new transport rules you can effectively deploy your units from the rather limited space at the rear of the Serpent. The slim rear profile of the serpent which makes hitting the rear armor harder for you opponent also gave issues to Eldar players because of the limited amount of deployment space given to them in 5th edition. It usually meant units where ripe for blast and template weapons. Now you can move 6 inches out when you deploy. So you can spread out and deploy effectively. The energy shields as always help out against any weapons capable of slaying the Wave Serpent with a single hit. I am also taking a second look at holo-fields. 35 points is still a big investment, but with key vehicles it could help with the new pen table. I have not really done the math, but I think it may give you a better chance against destruction. Is it a chance worth 35 points. Probably not, but I am not ruling anything out.

Well next time I am going to talk Vypers, Fire Prisms and War Walkers. I am also going to cover Artillery. Apparently I have been using Vibro cannons wrong. Apparently they don't require line of sight.

Until next time.........


Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!!!!



DEATH TO THE FALSE EMPORER!!!!!!!!