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40k Tactica – Catacomb Command Barge

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While they may not be as prevalent as they were back at the debut of 7th Edition,  a Necron Lord in Catacomb Command Barge still seems to be a solid unit! (more…)

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The Eldar Are Back- NEW Codex Eldar Review

The wait is over, the NEW Eldar are here!

This release ends seven years of waiting on new rules and heck we even got some new models out of it as well!

I had chance to break down the Eldar Codex over the release weekend, and it really looks good.  Even after I played a game with it, I learned a few more tricks with these guys too!

Sometimes you just have to push around some models for things to start to fall into place with a new rules set, and this book like the Tau one was no different in that aspect.

Checkout my initial review on book below, with some tips on how they may play and stack-up in the current “Tau meta”.  You can also checkout my Tactics articles about Tau, and the new Eldar as well here.

So the Codex itself is 104 pages long (just like the Tau and Daemon books), and is written by veteran game designer Phil Kelly (whom also wrote the last Eldar book as well).  It’s the fifth hard-cover codex for 40k, once again with a $50 MSRP.

In this book the Eldar are pretty much re-introduced for a new generation of gamer, and there seemed to be a expansion of fluff in certain areas, and a retraction in others.

Either way it’s a great read and even if you don’t play Eldar, it may be worth it to pick one up for the stories, and to get to know your enemy better.

Once again their presented play style is a primarily “overwhelming application of fire” type army, however you can easily work some assault elements into an army list very easily, even without allies.

Of course most shooty armies greatly benefit from close combat oriented allies, but I’m not sure if you will go outside of this book much for aid.

The book itself is divided into seven sections; “The Eldar and The Fall”, “The Doom of the Eldar” both fluff sections. Unit Entries are presented in the “The Eldar Warhost”, followed by the “Forge of Vaul” where the advanced wargear & weapons of the Eldar race is cataloged.  “Colours of the Craftworlds” is the obligatory painted model showcase to inspire us, and finally “Forces of the Eldar” is the army list section (with fold out summary) itself.

Overall the fluff accounts for a new codex high of about 40 pages before sliding into the “Eldar Warhost” section that summarizes all the new unit entries, and their individual fluff.  Once again there is a ton of new upgrades and weapons in this section, so for me it was worth reading the wargear (“Forge of Vaul”) section first, to have a decent idea of what everything does.

After just a few unit entries in, I once again found myself flipping back and forth between sections before just giving up and reading the wargear section first.

After the wargear section is once again a full color spread of painted minis to inspire us all, however it’s kinda sad that many of the models they showcase are no longer available.

The whole army list itself, (with fold out reference page) takes up about the last ten pages.  This is where you’ll find all the points and upgrade options that “Forces of the Eldar” can take.  The codex’s section names this time around were pretty bland IMHO, but hey they more more than make up for it with new full color art and stories.

At first look there doesn’t seem to be much in this book that is over costed points wise at all, with many entries becoming cheaper.  Vehicles got a huge boost, and most multiple shot weapons received an upgrade of some sort as well.

Tau may have become the kings of the sky, but with this book Eldar may be the masters of the battlefield with their ability to withstand attacks and retaliate in kind with overwhelming force.

Eldar flyers while seemingly fragile at first look, may dominate the skies once their brothers on the ground disable offensive anti-air units as well.

I’d expect to see most army builds featuring fast moving units that can deliver a killing blow to their enemies most effective units by turn two in a true tip of the spear fashion.  I think there are many units in this book that can provide dual purpose synergy with other units in the army, rather than be focused on one particular mission role.

Thus if an army is built this way when it suffers loses they are not as severe as with other armies.  Falcons, Fireprisms, and Wave Serpents all seem to fill this role nicely.

I think if you even splash in Vypers into a build containing all of the above units, a loss of any of those units will not overtly negative effect the overall effectiveness of the army.

Bikes may also prove to be the “secret tech” that this army needed, as now you may get a good handful of AP2 wounds out of a basic bike squad that is both super maneuverable (36″ turbo and 2d6 non assault move), and able to survive a ton of fire with the right cover save.

Get all the visual details, and some full color lovin’ on the new Eldar Codex by clicking play on my video reviews below!

And if you’re curious about the contents of all the new Eldar model kits (like the new Wriathknight), checkout my video reviews on them as well, for a great look at the new bits and some cool conversion ideas.

Happy Modeling! -MBG


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Top 10 Reasons Why Fateweaver Doesn’t Suck?

Hey guys, welcome to my new Top 10 segment where I go over what I think are excellent discussion points about a particular tabletop subject.

Today’s topic is an old Warhammer 40k 5th Edition nemesis; Fateweaver.

While he hasn’t make such a huge splash in 6th yet, I still think he’s worth a second look as the Daemon Warlord selection.

MBG’s Top Ten Reasons Why Fateweaver Doesn’t Suck(?)

10. His warlord trait lets you re-roll (both dice) for bad result on the Warp Storm Table!

9. Now he has FIVE wounds (which he needs lol cause he can cast up to, and possibly peril, four spells each turn)
8. Fateweaver’s Shooting is BS 5 so you don’t really need to waste casting “Prescience” on him (remember he knows all the Lore of Change shooting spells, plus whatever else he rolls for)!
7. He can re-roll one friendly die roll per “player turn”, which IMHO is one of the most powerful abilities in the game currently.
6. Now he is a flying monstrous creature, so he’s hard to hit if you leave him swooping around your backfield supporting your army with blessings and maledictions.
5. Fateweaver is cheaper to field now!
4. The Staff of Tomorrow (which allows the re-roll per player turn) is a Hell Forged Artifact and works whether he is on the table or not.
3. He can get the Primaris Power (or a randomly generated one) from four of the psychic disciplines, so tailoring his abilities to counter to your opponent’s strength is a huge boon. 
For example if going up against Tau, the Primaris Pyromancy power may help dig out pesky Pathfinders hiding in cover.  Conversely hitting units with reverse Daemonic Instability (Psychic Shriek) seems like a very Tzeentchy (and fun) thing to do.
2. Daemons are Battle Brothers to Chaos Space Marines, Allies of Convenience to Imperial Guard, and Desperate Allies to Tau and Orks; all of which could easily use a re-roll per turn to change a game in their favor!

Daemon Weapon rolls, Manticore shot results, Nova Reactor “gets hot”, or Loota shot quantity rolls, respectively, come to mind as potential game changers!

1. Fateweaver has a 4+ Invulnerable save naturally so it only takes one augment (Grimoire of True Names) to get him down to a 2+ Invulnerable.  

Plus he’s a Daemon of Tzeentch so he would then get a 2+ RE-ROLLABLE INVULNERABLE SAVE until his next turn (because Tzeentch Daemons re-roll ALL saving roll results of “1″)
If you happen to fail the grimoire roll, you can use Fateweaver’s Staff of Tomorrow to re-roll that result, giving him a 80%+ chance(?) of always having that save per turn!  
Combo that with his ability to swoop and it would take a “6″ to hit him in the first place- even before even rolling to wound him. If he does manage to get grounded, you get to re-roll that as well with the Staff of Tomorrow (in your opponents turn) to help protect him further!!!!

Don’t forget if your opponent is shooting at Fateweaver this much, you probably still have the majority of your models alive and closing fast on the enemy lines.

Well that’s it for this time, hope you enjoyed my Top 10 Reasons Fateweaver Doesn’t Suck!

If you liked this, be sure to checkout my other Tactics and Army List posts as well! -MBG

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Spikey Bits is a blog about the hobby of Warhammer 40k and Fantasy Battles, both tabletop wargames.