The Glade 4.0

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 Post subject: For the 40k players...
PostPosted: Sun Jul 01, 2012 10:39 pm 
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Anybody else read through 6th edition yet?

DFK! brought over a copy this afternoon, since mine's still in the mail. We spent the afternoon reading through the rules. It ended up taking longer than we anticipated, plus the elsewhere-mentioned power outage around 5:30, so we didn't get a game in like we'd planned to, but...

Overall, I'm generally impressed. There were a few rumors that were really awesome-sounding, like the rumored move-assault-shoot turn order, that I was disappointed didn't come to pass, but aside from that...

There looks to be a lot of very fun things at work. And if we can survive the flier spam in the first months (or if, as I suspect, the movement restrictions make it rougher to use them on the table than the chicken-littles on the internet are decrying), I think things are shaping up to be a good edition for friendly games.

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PostPosted: Mon Jul 02, 2012 5:38 am 
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I gave up anything GW after I saw the $42 EBOOK version of the SM codex.

I'm tired of getting screwed by constant price increases >_>

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PostPosted: Mon Jul 02, 2012 9:58 am 
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Crimsonsun wrote:
I gave up anything GW after I saw the $42 EBOOK version of the SM codex.

I'm tired of getting screwed by constant price increases >_>

It's not even really an e-book. It's an iTunes book.

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 Post subject: Re: Re:
PostPosted: Mon Jul 02, 2012 2:30 pm 
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Kaffis Mark V wrote:
Crimsonsun wrote:
I gave up anything GW after I saw the $42 EBOOK version of the SM codex.

I'm tired of getting screwed by constant price increases >_>

It's not even really an e-book. It's an iTunes book.


still, $42 for an ipad only book is too much, plus the constant price increases, especially when other companies are barely raising theirs spoiled my love of GW

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 Post subject: For the 40k players...
PostPosted: Mon Jul 02, 2012 11:46 pm 
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No but I've been investigating running 40k small force battles in something other than 40k.

Also I finished The Lost.

Still want Tanith movie/game with Space Marine Level cgi

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 Post subject: For the 40k players...
PostPosted: Mon Jul 02, 2012 11:49 pm 
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That reminds me, must purchase Space Marine after I recuperate from busted fuel pump.

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PostPosted: Tue Jul 03, 2012 5:54 am 
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Rorinthas wrote:
That reminds me, must purchase Space Marine after I recuperate from busted fuel pump.


Doh! Wish you had said this earlier. It was on sale this weekend on Steam :(

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PostPosted: Wed Jul 04, 2012 9:43 am 
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What's the price for a hard copy? I didn't know it had come out.

Also, how badly have they made the "The Imperium Always looses" lore this time around?

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PostPosted: Wed Jul 04, 2012 6:20 pm 
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Diamondeye wrote:
What's the price for a hard copy? I didn't know it had come out.

Also, how badly have they made the "The Imperium Always looses" lore this time around?

$75 for the hardback rules. The starter set (rumored to be DA vs. CSM) is likely to come out in 2-3 months, and will have a rules-only paperback like the Assault on Black Reach, so if your wallet doesn't like the hardback, in a few months paperbacks ought to pop up on ebay and the like from people buying more than one box sets for models or parts.

I haven't set out to really tackle the lore section yet, though it and the hobby section are satisfyingly beefy.

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PostPosted: Wed Jul 04, 2012 6:28 pm 
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I love me some hardback action though. There's nothing like the feel of a new RRG/wargame hardback in your hands.

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PostPosted: Wed Jul 04, 2012 9:09 pm 
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Diamondeye wrote:
I love me some hardback action though. There's nothing like the feel of a new RRG/wargame hardback in your hands.

Indeed, I know the feeling. There's some nice new art, too, since you put it that way.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jul 07, 2012 5:25 am 
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Well as a die hard 40k/fantasy player it was a busy week+ with the new system. Lots of changes, with mixed results, but it will shake up the 5th edition mindset. I would recomend carefully reading the rules and not skimming, finding some interesting things like.

*it at the end of the turn one player has no models on the table they automatically loose* So your entire non drop pod, reserve list is a recepie for an auto Loss.

Fluff wise doom and danger and Grim/Dark is still on the horizon, blah blah blah, final age, emperor is dying/gasping trying to hold on. Supposidly humanity is on the edge of a huge psionic awakening, if humans can hold their **** together for this, they win a new golden age, if not, well the whole galaxy become the eye of terror. Chaos is again set up as the big bad of the edition (fitting as the are getting the first new book in a month or so).

Mechanics lots of change to most sections of the game. Movement stays relativly the same, everything else changes. Shooting seems to be >> then assault in this edition. I was doom/gloom over the prospect of allies but seeing how many of the worst possible combinations were Eratta'ed it does not seem so bad. I recomend looking up each armies FAQ/Errata for all the specific changes, helps cut down on "mistakes". (The majority of my gaming locals are fairly Win at All Cost players who specialize in selective ignorance it seems, so I have all the FAQ's printed and ready to go).

Vehicles got harder to stun, but easier to destroy (essentially glance to death), squadrons of vehicles got better. Flyers are better then all, Flying monsters wish they were real flyers.
Terminator armour is king, Hail to the king! Power weapons got broken into AP(armour pen) types, the common ones are AP 3, meaning Terminators get their full save.

Changes per army impressions. (quick impressions)

Daemon's of Chaos: Slight buff over all, improved Deep strike table is a boon, fear is back baby! Not too much of a power shift (very little experience with deamons.)

Dark Angels: Death wing is now really really good. Grab some IG allies for flyers and you are golden.

Chaos Marines: Mild improvement, some big nerfs. Almost unfair to judge it as the new codex is comming out in a month or so.

Blood Angels: Big time winner. Jump infantry are much better, access to a tough flyer. Almost does not need allies.

Space Marines: Turned out fairly well, (what you expect GW to nerf their bread and butter??) Scout/sniper squads >> tac marines.

Dark Eldar: down a notch. Close assault is much less desirable. Go max shooting, and allie with Eldrad to fortune your nastiest unit.

Eldar: Not too much shift over all, still lower end of the pack honestly. They really need a new codex.

Tau: Fair improvement, the changes to rapid fire help. Did not loose any ground.

Sisters of Battle: Small upgrade, the battle conclave took a hit now that you can no longer assault the same turn you disembark (from a non assault/open topped vehicle). However the changes to rage actually improve Repentia sisters and Penitent engines. Sisters are one of the few special character who can actually use their blessing/special feature with an allie (imperial guard).

Black Templars: not sure heard they got slight worse (not sure, hard to keep track of 15 armies).

Space Wolves: About the same, still a top tier army, get yourself 3 long fang packs!

Necrons: Hands down the **** winner of 6th so far, right out the gate. As Necrons were written with 6th in mind this is probably no accident. Necrons have the best troop transport, some of the best flyers, and are hands down the king of anti vehicle. They went from upper middle of the pack to king of the hill.

Grey Knights: Stayed the same, which is to say top tier. Draigo"wing", the all terminator army got a boost.

Tryanids: As much as I want to be optomistic, the bugs maybe held steady as the worst army, or actually got worse. No allies to shore up weakness, unable to use the fortifications guns (you can not purchase bunkers and such for your list). Bugs really need a new codex/WD supplement. The one saving grace is the sheer number of psykers you can field and exploit.

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PostPosted: Sat Jul 07, 2012 9:22 am 
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Yeah. A couple additions, there, Fester -- DFK! seems pretty enthused about Templars -- their Preferred Enemy vow got changed to Rage. Running them in Rhinos obviously got harder, but I think they'll manage, with either Black Tide or Land Raider options.

I don't see how you can run a 'Nid list without a Flyrant, now. I'm utterly shocked that FMCs don't get Skyfire while Swooping, that's ludicrous. Either that or the ability to Smash with Vector Strike. Either one would fix 'Nids glaring anti-flier weakness.

You left out Orks entirely. I think they've still got legs, and we'll probably see Nob Bikers coming back for another round.

Eldar Jetbikes are ludicrously fast, now, and still scoring/denial units. Probably the last viable unit for cross-board final-turn objective grabs.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jul 07, 2012 1:49 pm 
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Yeah if flying Monsters could use their smash on the vector strike (or give carnifex's wings) it would solve some problems.

Orks, dang it, seem to have gotten some ups and down. Interestingly the Meganobz, and GK Paladins can still try and pull their would allocation shenanigans. As units comprised of Character classified models, they can all do precise shots on 6's and attempt "Look out sir's!" on each other. And now that every "Sergent" level choice seems to count as a character, and thus subject to challenge, I think the day's of hiding a P-fist equipped special is in danger.

Well the Rhino assault rush days are over, but Rhino's as mobile fire points is still decent. Luckily for Black Templar's they can still field more land raiders then anyone else.

Who else on the board plays?, Either fantasy or 40k? For 40k I have a hard core Nightlords army based on the recent series of novels, heavily converted and thematic. I have a shelved tyranids army that never got off the ground. Starting a sisters army as an art project right now (still working on the paint scheme, I think I have found one I like)

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PostPosted: Sat Jul 07, 2012 5:41 pm 
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Yeah, hiding Fists was clearly the motivation behind porting over challenges.

DFK! and I both play. Sounds like Crim has quit or lapsed. DiamondEye has (I assume, still) some Eldar that he brought down to hang out and play a game with us once.

DFK! has about three thousand points of Black Templar, and a vanilla drop pod army he's been slowly cannibalizing to help flesh it out more. He's also got some 'Nids, two-thousand points or so of Deathwing, and he got rid of some Orks a couple years back. He keeps talking about either a Grey Knights army or a Blood Angels one, but my gut says he'll finish painting his Templar (which are getting pretty close to done) and bugs and Deathwing (which aren't) first, unless it's just a small BA/GK ally detachment, now.

I've got a Sisters army that's in a perpetually half-painted state, and a Biker Marine army that I've been putting off painting and doing the arm assembly on, since it'll require some moderate to heavy conversion. Now that I bought myself an airbrush a couple months back (for all the yellow, see.. I'm a glutton for punishment with my custom chapter colors), and we're done waiting for the 6th edition shoe to drop, I might actually get more progress on both of those. When Dark Angels see a new codex, I'll probably start a third army; hopefully I'll have the other two in reasonable shape by then.


For Fantasy, I have some High Elves that I haven't started painting, and rarely get to play. I bought DFK!'s Skaven off him (we had split an Isle of Blood, and he supplemented with a few units before deciding he didn't really like Fantasy). The one other guy in our local group (that actually shows up) that was interested in Fantasy just moved to Columbus, so it looks like I'll be stuck with store play, which sucks since it's a good hour drive to the nearest FLGS that deals in wargaming.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jul 07, 2012 6:05 pm 
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I still have the Eldar, and actually played with them back in Novemeber. When some money is freed up, I need to get a few models I'm lacking and paint them up. I'm die-hard Eldar. I've stuck with them when they were awesome (broken, 2E awesome back when Angels of Death wasn't even out yet and you could curbstomp a lot of opponents even without the wraithguard and other exploitive tricks.. anyone remember the Warp Spider exarch with a Bright Lance or an Executioner?)

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PostPosted: Sat Jul 07, 2012 6:27 pm 
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I remember when a space marine captain could have terminator armour and a lascannonn, infact that is how most of our games in college ended. Two captains with that set up in hard cover dueling each other sniper style.

Fantasy I have about 5K+ or Ogres, 3k'ish of dark elves, and a chaos dwarf force in the perpetual trying to build stage.

40k I am thinking of adding a Deathguard element/half to my night lord army. As I built the Night Lords, "fluffy" no daemon weapons, possessions, or psykers, I have limited myself. So income some Nuglich elements. Mostly because I love the Forge World conversion kits for Nurgle marines/Terminators, and maybe a plauge hulk. Right now I am trying to finish up the storm eagle I got for my birthday, I forgot just how much of a pain FW resin kits can be some time.

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PostPosted: Sat Jul 07, 2012 7:28 pm 
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Uncle Fester wrote:
I remember when a space marine captain could have terminator armour and a lascannonn, infact that is how most of our games in college ended. Two captains with that set up in hard cover dueling each other sniper style.

Right now I am trying to finish up the storm eagle I got for my birthday, I forgot just how much of a pain FW resin kits can be some time.

Ooh, I'm jealous. The Storm Eagle looks like a pretty nice kit.

I should take some pictures of the FW Repressors I'm building. GW/FW needs to stop making mixed plastic/metal kits. They just do *not* fit right, ever, in my experience. Resin shrinks as it sets more than the plastic does, so it always ends up too small, and if, God forbid, your metal is warped, good luck getting a 4-ounce chunk of it to straighten back out properly.

DFK! got me into the game right when 5th edition came out. Wargaming was something I always kind of looked at longingly in college, but was too broke to afford. Then, it took a while out of college and making reasonable money to realize I knew people who played. So these tales of lascannon-sniping captains are unfamiliar to me, but completely hilarious.

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PostPosted: Sat Jul 07, 2012 7:43 pm 
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Metal and GW seemed to be filling for divorce, and thank god. I hated the metal kits with a fiery passion, and the mixed kits even worse. I smashed an, older, gnoblar scraplauncher to pieces in frustration. I watched some players trying to assemble the land raider crusaders when the hurricane bolters were metal and the rest of the kit was plastic, a sad site to see.

The Storm Eagle is a beutiful model, especially when you know you will never have an actual thunderhawk, it comes "close enough". I had to use about a cubic meter of green stuff to hold the damn thing together. While I love FW models their instructions leave much much, well everything to be desired. I frequently was just looking at the website pictures trying to figure out things that were not covered in the instructions.

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PostPosted: Sat Jul 07, 2012 8:01 pm 
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GW models leave plenty to be desired, too, when it's not an all-plastic kit. To this day, I'm still unsure whether I've (mostly) assembled my Exorcist properly. I *think* the only reason it "feels" wrong is because the one big block of metal is hideously deformed.

And true metal frustration is the Penitent Engine. I've got two down, one to go. I've been able to muster the motivation and the courage to assemble them at the rate of 1 per year and a half or so, thus far.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jul 07, 2012 8:34 pm 
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The penitent engine, have you been green stuffing?, Gluing, pinning? or all three? My heart goes out to you on that kit. I do nto even want to try just yet.

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PostPosted: Sat Jul 07, 2012 9:31 pm 
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I've managed to get away with just gluing. Superglue, play to its strengths and use it sparingly, since it just gets brittle when you get thick layers of it. Keep a variety of small objects on-hand that you can stack to create props and rigs for things to dry in; it can't support its weight on a 30-second set the way plastic stuff can.

Then, just work in stages. The biggest ***** is the legs, since you have to sort of figure out where the feet need to get glued to the base before the legs are finalized. Prop them, note where the feet are, lift the whole thing off, and then glue the feet roughly in place where you had them.

Then you can do the legs. have something that can support the weight of the torso, and when you've figured that out, glue the ankle ball joints, and then what I did for the hip joints -- since the pegs they fit onto are way too small for the hole in the legs -- was to jam some of the little metal trimmings you have leftover from cleaning the model up into the joint between the holes and the pegs. That acts as some filler to reinforce the superglue and give it something to stick to and set in there.

That said, I've broken an ankle joint a few times, and an arm once on each of the two models, now. Heh. Scrape out the dried glue and start from scratch on that joint, again, supporting the weight as necessary. If you have some pinning skill, it probably won't be something you regret doing. I'm generally pretty lousy at getting stuff to line up right while trying, so I figured I'd see if I could get it to work without it first. Once I go and actually cut something custom to transport it, it'll probably be fine, for the most part. I figure if I break one more arm, I may just try drilling straight through the ball in the joint *while it's glued in place* and then inserting a pin and clipping it flush. If I could pull that off, it'd be pretty nice, actually. I'd have to touch-up the paint on the one that I've got painted, though.

Final tip: Pay attention to where the center of mass is. My first PE is a really nice and unique pose, but it'll fall face-first on pretty slight inclines.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Jul 07, 2012 9:59 pm 
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Assembling the models (and keeping them from falling apart) has always been my least favorite part of the game. Which reminds me, my Avatar needs repairs (again).

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PostPosted: Sat Jul 07, 2012 10:45 pm 
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So far my favorite 6th edition moment was the 3rd game against some Blood Angels. His StormRaven zoomed in from reserve, jinked for cover saves ending up in the middle of my line, so next turn he could unload his Death company/Death company blood claw dread of eternal reapoing. Me lacking any anti air armarments did the only thing I could. The squad underneath, and that could get close got within 6' and threw krack grenades (and shot a plasma gun). yes you can throw grenades at a flyer. Knocking it out of the air and killing all embarked (the rules for exploding flying transports are just wonderful, if you are not on the recieving end.)

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 Post subject: For the 40k players...
PostPosted: Sun Jul 08, 2012 12:27 am 
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Couldn't happen to a nicer group of munchkins.

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