Tuesday, 3 December 2013

Inquisition Force - The Slower Update

So, I've been rather unwell for the last few weeks, so as such there has been little work on the many various projects. That said, some work has been done on some of the various members of the ever growing Warbands.
As you can see, the gas mask cultist has become more serpent like and the beastman is now holding a torch. You may also notice the strange thing in the bottom middle. This conversion is the first of my Xeno Psykers, with only a base coat giving some colour to it.
As for my first Inquisitor, I've shortened the injector front part of the Needle Pistol and replaced the large belt pack with the Inquisitorial book from the Grey Knight Terminators. I'm still not sure about the Force Sword as it does appear to look very weighty compared to the Inquisitors frame. I'm considering replacing it with a Force Staff instead, so I'll get some advice on it. I'm also thinking of adding some light shoulder pads to help improve his look and to better help cover up the shoulders better.

We'll see.

Thursday, 28 November 2013

Codex: Inquisition Short Review

Codex: Inquisition is out and after going over it again and again, I must say it is a good Codex. The one big boon with this book is the ability to field an Inquisition force without the need to field Coteaz, the rules changing the Primary Detachment being changed from that of the 40K rulebook. As such, Inquisitors are HQ and Henchmen are Elites. You can also field them as a special Inquisitorial Detachment, with works separately from a Secondary Detachment. The best part of the Inquisitorial Detachment is that a single HQ choice is required with a second HQ and three Elite choices being optional extras, thus you don't need Coteaz to filed a full group.

It's still mostly a cut and paste from Codex: Grey Knights. The exceptions are some gear options (and Relics and Warlord Traits) for Inquisitors and Ministorum Priests have been added to the Henchmen list. Both Coteaz and Karamazov have Warlord Traits added to them and Coteaz has had his Henchmen rule changed from making Henchmen count as Troops instead of Elite's, the rule now makes Henchmen count as scoring units (which they could only do normally if the Inquisitorial Detachment was the Primary one). Likewise, some of the Henchmen have been adjusted, such as the Psykers ranged attack being the same stats, but it's now a psychic power and a psychic test must be past in order for it to cast (Failure means that each Psyker in the unit suffer a Perils of the Warp). Also added in are the Dedicated Transports. These include Rhino, Razorback, Chimera, Land Raider (and it's variants Crusader and Redeemer) as well as Valkyries.

Lore wise, it has some nice information on both the Inquisition and some of it's Inquisitors. There is also information, not just on the three main Ordos, but other Ordos too. One such Ordo is the Ordo Chronos, a mysterious Ordo dedicated to investigating and stopping events and effects produced by the Warp that causes Time Travel. The only problem is that the Ordo itself seems to have vanished, their fate can only be speculated on.

So now the negatives. Still no Inquisitorial Stormtroopers or other units like we had in the previous Codex: Daemonhunters and Codex: Witch hunters. While I'm not too bummed on that, it does mean you are very limited if you wanted an Inquisition only force. Still, there are many other Imperial Codexes that can be used to fill such gaps. What does annoy me is the removal of Inquisitor Helynna Valeria's rules from the HQ section. While they put her in the lore section of the Codex, she was completely removed from the Rules section. I know that they don't have a miniature for her, that shouldn't be a reason to remove the character. She was the Special Character representative for the Ordo Xenos and her removal just annoys me. I guess that's my major gripe with this Codex.

Overall, it is a good Codex and does mean my list has to be redone. It also means I will be doing a number of Inquisitors and a small Warband for each one.

Quick thought on: MLP S4 Ep 1 & 2

My thoughts:

It was good. Liked the flashbacks, though I really enjoyed reformed Discord. For me this character still has plenty of potential and just because he's reformed doesn't mean he can't play everyone with his tricks. Just because he's now good (or at least, we think he is), doesn't mean he has to play by the same rules as the others.

Not as obsessed as I once was with the show, but this was still enjoyable.

Wednesday, 6 November 2013

Codex: Inquisition Info Update

From Their Blog:

The rules in this book allow you to add the agents of the Inquisition into any Imperial force (as well as fielding them, begrudgingly, alongside the armies some of the less belligerent alien races), or field them as an army in their own right.

The main focus is very definitely on the individual Inquisitors themselves, with every Inquisitor now having access to a bewildering array of options, wargear and armour, making them one of the most customisable characters in the galaxy (as it should be).

There are also plenty of ways to represent your Inquisitor’s alignment to a particular Ordo, from weapons, unique Inquisitorial relics and three Warlord Traits tables for Xenos, Hereticus and Malleus Inquisitors.

Speaking of Warlords, this codex allows you to have an Inquisitor leading your Imperial forces, even when he isn’t part of your Primary Detachment (would you argue with an Inquisitor about who’s in charge?).

Of course, Inquisitors rarely travel alone. Instead they bring with them experienced warriors and specialists, not to mention their pick of the best transports from across the Imperium. 



...and with that said, my answer is Yes, I will be buying this. Not only can I continue to field a full Inquisition army, but the idea of siding with another race really appeals to me. This is beginning to sound much more acceptable to me and may finally get a book that can represent the Ordo Xenos. Perhaps GW has finally created something I may actually be really looking forward too.

Monday, 4 November 2013

(Coming Soon) Codex: Inquisition - My initial thoughts

Oh boy, what to make of this one. Well, to be truthful, I have been requesting something like this for a number of years now, so I should be glad that at least some effort was made to make it. That said, like many, I'm expecting a cut and paste from Codex: Grey Knights with a Warlord Traits and a few new items/rules. Indeed, those who got excited for Codex: Adepta Sororitas soon began voicing their disappointment in what they got and now that fear has spread to Codex: Inquisition. This, and the $40AU price tag, are the main concerns I have.
 (My Inquisitor is defiantly a Xenotech Collector)

I'm really split on this one. I have wanted something that could really represent my Inquisitor for a while now, since during the days of longing for Codex: Xeno Hunter, so it's no surprise that I'm torn between excitement and the strong possibility of disappointment. I'm not sure what to do with my current Inquisition project now that this is coming out, but will at least try to finish my Ordo Xenos Inquisitor before it's release and I have a good idea what I'm looking at.

Monday, 28 October 2013

Warhammer: Fantasy Vs 40K Results

Finally got around to looking at this, but alas, this article won't be as big as I originally intended it to be. Given all that I've found out on this subject, the results were basically down to this:

40K wins, but only due to the rules.

Sort of seems limited doesn't it. Simply put, it was faster (and to a degree, slightly more simple) to play a game of 40K over Fantasy Battle. Given that you need less models and that they are all skirmish stance, it was more easier to move them about and to react to changes on the battlefield. Shooting is 40K is simply rolling on a table based on a models Ballistic Skill (BS) and while in Fantasy it's rolling on a BS table, there are also modifiers involved too. Also, that combat is easier with AP values simply ignoring armour of the same AP value (or worse) in 40K then it was to deduct the armour save modifier off armour value that's in Fantasy.

40K Example: Weapon has AP 4 so amour values of 4, 5 and 6 are ignored.

Fantasy Example: Attacker has Str 3 and has Great Weapon (+2 Str) to have Str 5. Against Armour Save of 3+, the save of that model is now 5+ (Str 5 = armour save modifier of -2, so 2 worse off 3 is 5).

Admittedly, Warhammer 40K 6th Edition has attempted to match it's Fantasy cousin with the introduction of more complicated rules. Some of these rules even seem a little too unnecessary for a game like this. Word also has it that the Fantasy team are looking into the complaints by players about the problems in 8th Edition with the hope that some will be rectified in the future 9th Edition release.

There are the general complaints that also go with this argument, such as trying to paint so many models that sorta look the same (Fantasy based one), which became more annoying thanks to the 'hordes' rule in 8th Edition, to the 40K complaints like there being too many Space Marine chapters. Both a legitimate complaints for me and indeed, I can relate to both. Yes, many do look the same (Night Goblin Unit for example) and you do need to do some serious converting and painting for such things (would like to point out that 40K's Imperial Guard and Ork boyz I will lump into this category too) and yes, I do believe that there are too many Space Marine chapters. For a group of limited genetically engineered super humans who don't have the tech to reproduce their gene seeds, there seems to be more now then there were during the Horus Heresy and that's not including those that have turned to Chaos since.

Both sides have equal arguments when it comes to the hobby and the lore, but both exist on the same side. One must also put aside the settings of Fantasy and Sci-fi as these are more personal likes over the actual games themselves. This leaves just the rules and so that's the only thing that seems justified by the research.

So  where do I stand on this?

I play the games rarely and spend more time reading the stories and converting and painting. I have at least one usable army for both games and continually have ideas for new ones. That said, I prefer Fantasy over 40K. It's my personal preference, more of the hobby compared to the rules. That said, I do enjoy using the rules at times, with the constant disasters that befell my Skaven on a regular basis. I find the Fantasy universe more exciting then the 40K one, which I feel is lack luster as they have so much variation crammed into one world in Fantasy, yet for an entire galaxy that is 40K, there doesn't seem to be much there and what is there seems all the same. Again, this is purely my personal preference and is here to show the difference between a single individual over the general consensus.

So whether you agree or not, remember this: The Dark Gods exist in both and they are always watching.

Thursday, 24 October 2013

How to Survive

Just been playing this new release game 'How to Survive' and so far it's good. Much as you would expect from a zombie survival game, there are the four base things you need to keep track of (Health, Sleep, Food and Drink) and as with the more recent ones, more annoying zombies come out at night.

You start with a stick as a weapon, but as you go along you will find (and more importantly, make) weapons that will be more useful. There is plenty of things you will need to collect and this brings to the second problem you will encounter, storage space. You will need to manage your inventory as you will need food, water, ammunition (for range weapons) along with crafting materials and so forth.

Zombies are fairly easy to take out at first. However, you will find that in greater numbers they can become a real problem and as you level, more types beging to appear. These can be solved more easily with the right weapon, but it may be some time before you get the plans to make them, so be very careful until you do.

Overall, this game is mostly enjoyable, but I'm really looking forward to playing co-op with my brother. Perhaps I'll give a better review after I give that one a go.