B-B-B-B-BREAKING NEWS FROM TASTYTASTE at  the Blood of Kittens network.  Apperantely a leaked copy of the 6th edition PDF has been nabbed (still reading it myself) and Tasty’s been hard at work summing it up!  Check out his comments below in RED



This is a new statline that works with BS to determine if hit a unit

Evasion (EV)
The Evasion Value indicates how hard it is to hit
the model. The smaller and faster, the better the
Evasion Value of a warrior. This characteristic is
not part of the model’s profile as it depends on
the speed of the model. A moving Tau Fire
Warrior has an Evasion of 3, a stationary Land
Raider tank only an Evasion of 1. This
characteristic is described on page 70.

Cover Save are now 5+ looks like for many things

The following is from duel live blogging courtesy of Reece from FrontlineGaming

  • Wound allocation: Back to 4th ed we go! All wounds are distributed by armor type, multi-wound models count for as many models as they have remaining wounds. Sarge and his special weapon buddies are last to die.
  • Running in the movement phase….most of us do this already!
  • Instant Death, this is awesome! Instant death is totally changed, if your toughness is exceeded by 4 points of strength you take 2 wounds. By 5, 3 wounds, etc. Tyranids, rejoice!
  • If you double your opponent’s WS, you hit on 2′s in combat!
  • If you double your opponent’s WS, you hit on 2′s in combat! If their WS is double yours, you hit on a 5, triple, you hit on a 6!
  • Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is Rigid 4+
  • Removed from play now just means removed as a casualty. Necrons get a break from JotWW!
  • Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a 3+, if normally hitting on a 3+, now hits on a 2+. If you choose to shoot at a unit that you have PE against, but don’t, you lost the rule for the rest of the game! Now Destroyers with preferred enemy: Everything! makes sense!
  • iers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID
  • If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.
  • Falling back is now your movement + D6″
  • some units can cause Terror which triggers a morale check
  • Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles
  • Broken units automatically fail their morale if they lose a combat.
  • Surrounded: if broken and falling back, if you end your move within 12″ of an unengaged enemy model, the unit is destroyed! Wow!
  • Tactical Retreat: If a unit falls off the board, they are removed from play but does not count as destroyed. You can choose to leave the game and not give up a KP or VPs.
  • Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.
  • Tiered fearlessness: can be pinned or shaken. Nice! Fearless units are subject to rules but are better against them. Level 3 fearless ignores everything, though. Stubborn the same. Cold Blooded new rule allows you to choose to pass or fail. ATSKNF largely remains the same.
  • Critical hits: this is a blanket rule that automatically wounds and ignores all saves but invulnerable, vehicles take a penetrating hit. Triggered by certain attacks and difficult terrain roles, which now are on a 6, not a 1.
  • new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.
  • Cover saves now 5+ for all but fortified ruins.
  • Skilled Rider now IGNORES difficult terrain checks.
  • Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.
  • Move through cover: run/cruise through difficult terrain.
  • Turn phases: Move, Assault, Shoot, Consolidate
  • BIG! In order to control a mission objective, you must have it for an ENTIRE turn.
  • Turns are defined, things that occur :at the beginning of the turn” are clearly defined.
  • Cruise and Combat speed are for all units now, cruising or running for infantry, is a straight double movement, no more random roll.
  • You cannot shoot before charging anymore. A Charge is a double move.
  • Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase
  • Flat Out: Triple movement
  • Fleet adds 2″ to your movement value!
  • Fast rule: shoot twice if stationary, shoot normally after moving or charging
  • Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″
  • Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10
  • In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.
  • BIG RULE: No Retreat is now a critical hit for every wound you lost combat by (ignores armor) but you can pass a morale check with a -1 for every wound you lost combat by. Wow, that levels the playing field, a LOT!
  • Sweeping advance: if you lose combat and fail a morale, you roll 5+ and break out of combat or are destroyed. If your In is higher than the pursuing unit’s In, you break off on a 4+
  • 3″ consolidation
  • Hit and Run now only 3″, but can now shoot in the following shooting phase
  • Hulk rule: can not attack in HtH
  • Intractable rule: cannot be bound in HtH
  • All models with a base (infantry, walkers, MCs) do NOT block LOS. They grant a 5+ cover unless the squad leader of the firing unit can not see the target unit, in which case the save is a 4+
  • Look out sarge: a unit can force a cover save to a unit behind it, even if normally the target unit would not get a save, but the intervening unit takes a critical wound for every save that is passed
  • Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions, walkers, super-heavies -1 Ev. Stationary -1. Jink +1, Swarm +1, Flyer always a 6, point blank (squad leader is within 12″) EV always 3
  • Divide fire: if you have the divide fire rule, you can give up a shot to shoot all remaining weapons at different targets! A vehicle that holds still can do some serious work, but is easier to hit.
  • Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.
  • Multi-Targeting: if you have this rule, you can double your shots if you hold still!! Wowzers. If you have multi-targeting(3) you can shoot three times. If you hold still, you shoot 6 times!
  • Overwatch! If an enemy unit ends its move within 12″ of a unit with this ability, they can perform a defensive shooting action at them out of sequence
  • Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″
  • Tiered stealth: +1. 2. 3 etc.
  • Swarms: eternal warrior (1), +1 evade, vulnerable to blasts
  • veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.
  • Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes
  • In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.
  • You can oly regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.
  • Patch up: bye bye wound allocation tricks! If you have more than one multi-wound model with a wound, take a wound from one and give it to another until only one model remains with less than full wounds! Peace out, Draigowing!
  • Defensive fire: you can shoot a unit that comes within 12″ out of sequence with this rule. Nice! shoot units as they assault you.
  • Charge by CHance: sounds like over-watch but for assault. If a unit appears within 6″ of the unit with this rule, it can assault that unit. Sounds like shooting a transport, blowing up it up, then assaulting the unit inside.
  • Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″
  • assault weapons count as a secondary close combat weapon in HtH
  • Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions
  • “bomb” type weapons are fired in the movement phase
  • grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1
  • Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.
  • Grenade launchers halve the WS of the defending unit when attacking them with grenades
  • ID causes an additional wound even if the str value of the attack isn’t high enough to normally cause ID. Eternal warrior block ID if the tier is higher.
  • master crafted rerolls a miss, multiple master crafted weapons of the same type in the same unit reroll one miss per model with the rule (speeds things up a lot)
  • coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.
  • Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the number x 2 (always scatters). So if you hit on a 4, you can only ever scatter 4″ max!
  • Template weapons: can shoot out 3″ from the firing model unless otherwise greater, if it hits the firing point of a vehicle or bastion, D3 models inside are hit! Can be fired in the turn you assault, hitting D6 times on the target unit at the weapons str and ap.
  • blast weapons hit as described above. Any model partially under the template gets hit at full strength (even vehicles). If the blast hits a vehicle, full strength to armor in firer’s facing. If not on vehicle, full strength to armor facing the center of the blast but -3 on the damage table.
  • Multiple blasts: fire one weapon as “lead.” Resolve where it lands, all secondary shots must touch the preceding template and hit as many enemy models as possible, moving towards the enemy unit if the shot missed. Wow. Faster, and much deadlier.
  • Rail Weapons: awesome! Target a model within range, even if not in LOS. Roll to hit as with a blast weapon. After final point is determined, draw a line between point and firing unit. All units under the line take as many hits as models under the line. Holy crap, this can rape tanks! A Hammerhead could theoretically hit as many tanks as are in a straight line and in range! Models out of LOS get a 4+. Multiple rail weapons resolve simultaneously, indirect rail weapons only grant a cover save if the unit is in area terrain.
  • Barrage: roll to hit as with blast weapon. If target is out of LOS you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you scatter double the die roll. On a BS miss, you scatter as normal.
  • Bombing is a free action done in the movement phase
  • AA weapons always hit target as if it were evade 3
  • Entangling weapons cause target to be in difficult and dangerous
  • pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.
    • Snipers are finally legit! All sniper weapons are pinning, rending, directed hits! Wow, they can choose who they can hit! Finally.
    • Targeter: shooting unit makes target count as stationary for EV purposes.
    • Twin-linked template weapons increase their range to 6?. Wow, twin flamers now shoot farther instead of rerolling to wound.
    • Rapid fire weapons fire like assault weapons now, meaning they can always fire once out to max range, and an additional shot if within 12?. Nice!
    • Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.
    • Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.
    • Monstrous creatures now hit with a weapon that is 2xS, ap 2
    • All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.
    • whitcblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.
    • Melta bombs finally have the melta rule and ap!
    • Psychic Hood: roll a D6 if within 24?, add mastery level, blocker needs to beat defender to stop power. Can’t be used inside a transport.
    • Unit Types:
    • Infantry: 6? move, 12? run or charge
    • Beasts or Calvary: move 7?, charge 21?, run 14?
    • Jump Infantry: move 9?, charge or run 18?, deep strike
    • Flying Infantry: airborne, move 9?, run or charge 18?, deep strike
    • Jet Pack: move 6?, airborne, draw back, deep strike, 12? charge or run
    • Bikes: move 8?, charge or run 16?, fast, multi-targeting (1), jink, +1 toughness against shooting attacks only, more resistant to ID
    • Jetbikes: move like bikes, plus airborne, and draw back for Eldar
    • MC’s: massive, monstrous, multi-targeting (2), relentless
    • Gargantuan Creatures: 9? move, fearless (3) and a host of other rules
    • Ground Vehicle: any vehicle not specified is a ground vehicle, move 6?, fearless (2), hulk, intractable, multi-targeting(1), relentless
    • Skimmer: move 8?, same rules as ground vehicle but also airborne
    • Fast Skimmer: same as skimmer but also: jink, fast
    • walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless
    • artillery: same as above but also crew, crew members are markers that represent firing models. take one away every time the vehicle suffers an unsaved glancing or penetrating hit.
    • Fortifications: same as above bu also hulk and immobile
    • Characters
    • special rule: covering fire: Character forgoes shooting to allow unit to have one directed shot if the unit rolls at least 3, 6?s to hit.
    • Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.
    • Characters have directed hit rule in HtH and shooting!
    • Characters can either be a squad leader or an IC.
    • Squad leaders are really important. They determine characteristic tests, facing for shooting at vehicles, seeing if the enemy unit is in cover, point blank range, etc.
    • If squad leader dies, another model takes his/her place.
    • IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.
    • Psykers
    • Psykers can perform one “power” type action per level of mastery. Mastery goes from one to 6. Humans rarely exceed 3, Eldar or Daemons rarely exceed 5.
    • All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.
    • Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.
    • Psyker squads are cleared up. One model counts as using the power.
    • Any psyker can attempt to stop a power, works on a 5+ so long as the defender is not in a vehicle and within 24?
    • Vehicles
    • No vehicles can go up levels in a building anymore, even walkers.
    • Terrain checks for every piece of terrain moved through.
    • Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.
    • “Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo!
    • Super heavies: -3 on the damage table.
    • weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.
    • Immobilized 2 times = dead.
    • Explodes is now d6? radius. All units in range, or that were embarked roll a d6 for as many models as were hit. On a 6, the unit takes a critical hit. Exploded vehicles leave no debris behind.
    • wrecks are a 5+, difficult, dangerous
    • hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.
    • skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.
    • Sqaudrons: any stunned, shaken, immobilized result ignored on a 5+ with +1 for each vehicle in the squadron. If test is failed, each vehicle in the squadron suffers the result.
    • smoke=5+ cover
    • dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop
    • repair rules got WAY better: on a 5+, repairing model removes a shaken, stunned, immobile or weapon destroyed result. Or, can boost the vehicle with the same role to add a level of multi-targeting! Techmairnes and Techpriests just got waaaaay cooler!
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Revised 1750 Blood Angels Mech – For Consideration

Considerations for a revised BA mech list:

[100] Librarian – Shield of Sanguinuis, Fear of the Dark

[100] 2 Priests

[201] 7 Man Assault Squad + Meltagun + Power Fist + Rhino + Hunter Killer Missile (Librarian)

[208] 6 Man Assault Squad + Meltagun + Power Fist + LasPlas Razorback

[198] 6 Man Assault Squad + Meltagun + Lightning Claw + LasPlas Razorback

[198] 6 Man Assault Squad + Meltagun + Lightning Claw + LasPlas Razorback

[165] 6 Man Assault Squad + Meltagun + LasPlas Razorback (Priest here)

[165] 6 Man Assault Squad + Meltagun + LasPlas Razorback (Priest here)

[135] 1 Predator + Lascannon Sponsons

[135] 1 Predator + Lascannon Sponsons

[135] 1 Vindicator




@ 2K I’d throw my 2 Baal Preds in with Assault Cannons

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Hey everyone,

I really need some help with this one.  I’m trying to find the Hellhound Chem Cannon bit.  I’ve attached a picture of it below to help.  I scoured the internet and bought ANY that I could find but I’m still short 8.  If anyone’s willing to part with theirs I’m willing to work out a deal via paypal.

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Trollbloods – Fluff and Pictures

This band of fennblades partrols the southern marshlands of their homeland.  Constantly on the lookout for enemy scouting parties or any others who dare trespass on their lands.  Lead by the charasmatic…

Cauldron Stonejaw (Counts as Calandra Truthsayer)

Cauldron, a seer of sorts, leads this ragtag band of outliers.  They have been tasked by Doomshaper himself to patrol the marshes and provide warning (and indeed the first line of defense) of approaching humans or undead.  Cauldron, unbeknownst to Calandra and himself, is the older sibling of the two who were seperated during The Great Migration.  With the help of his fennblades, allied gobbers, and the stars, Cauldron is more than capable holding his ground.

Cauldrons battleground includes a Bomber (no model yet, waiting for the plastic kit), an impaler and a runebearer.

The core of Cauldrons forces is formed up of fennblades, masters of the marshes.

Leading the Fennblades is a Fell Caller Hero

As well the party includes a Chronicler to record enemy positions as well as the honor of Cauldron.

Cauldron has also enlisted the help of a runeshaper – Rok Earthshaper (Counts as Janissa)

The gobbers (considered a less race by others) knowing full well what’ll happen to them should the Trolls lose their homeland have pledged help Cauldron by providing support from below.  My counts as Pyg Burrowers.

As well as my swamp gobber bellows crew (still working on one)

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Trollbloods – 35 Points

So my Trolls are FINALLY coming together.  I’ve built all of the actual troll models out of the plastic fennblades kit (lots of cutting and GW bits) while building the pyg burrowers out of gretchin and 3rd party helmets.  I built my impaler out of the fennblade kit and I’m currently waiting for plastic dire trolls to build a bomber 😀 (Look for pictures next week).

The list:

(35/35) Calandra Truthsayer +5

  • What to say about Calandra other than she makes her army insane.  Fate blessed means on those all important rolls, you’re army is rerolling.  On feat turn your rerolling 1s and 2s on to hit and damage.  Pyg Burrowers become something to fear between her feat and force blow or the Fell Caller.  Star crossed really helps with the armies survivability as well.

Impaler -5

  • Solid warbeast that I can always count on for 3 fury.  He’s not going to be mixing it up in H2H so he’s relatively safe.  Mainly used to give the bomber the extra 4″ of range for his pair of pow 16 AOE 4s.

Bomber -10

  • Not 100% sold on this guy but a pair of pow 16 4″ AOEs is pretty darn good… Especially to clear out infantry and stealthed models.

Runebearer -2

  • Jeez I wish this was a skarlock instead… Basically 1 more fury for my caster with harmonious exultation, giving Calandra 8 to play with.

Fell Caller Hero -3

  • An auto-include with most trollblood armies, especially good for pyg burrowers.  He can basically do 1 of 3 things for your army every turn.  Grant pathfinder and fearless, buff their attack rolls, or stand up knocked down models… All useful in specific situations.

Janissa Stonetide -3

  • Allows Trolls to play their casters front line.  Toss a wall in front of your caster and suddenly their +4 defense vs ranged attacks… And with careful positioning, unless you have pathfinder (and even if you do) your caster becomes very difficult to charge.

Stone Scribe Chronicler -2

  • I’m still sorta iffy about this guy…  I may end up switching him for a fennblade UA.  What he does do though is provide your army with 1 of 3 buffs.  A unit gain’s plus 2 to attack and damage rolls when flanking with a warbeast, a unit gains feign death and concealment, or (and this is the one I’ll be using) whenever a model in the unit is killed, the attacker is knocked down at the end of his activation.  It basically makes your tarpit that much nastier.

10 Pyg Burrowers -6

  • Pyg Burrowers RAT is pretty terrible so unless you’ve knocked something over, you ain’t hitting much.  However, the fell caller can buff their mat and as they have point blank on their guns, suddenly mat 7 pow 14’s are pretty sweet… Especially when you considered Calandra’s feat allowing you to reroll 1s and 2s… Enough damage potential to caster kill or scrap heavies.  Not to mention they do also have an initial attack on the charge.  Not to mention their insane threat range and inability to be targeted or affected by anything while burrowed.

10 Trollkin Fennblades -8

  • Just a solid tarpit unit.  I would like to add the UA basically just for set defense.  That coupled with Calandras star crossed and tough makes these guys very hard to kill… And when they do die, you get vengeance!  I might drop the chronicler for one!

Swamp Gobber Bellows Crew -1

  • A spare point… Depending how the bomber works I might upgrade to an EBDT or downgrade to a mauler with this point.




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BA – Revisions to Jumper List

So I’ve played 5 games with my jumper list thus far vs Mech Guard, Hybrid Dark Eldar, Mech Eldar, Piranha Spam Tau, and Fatecrusher Daemons.   While nowhere near enough experience to be making broad sweeping changes there are a few things I’m seeing.  1) I lack elite CC (only 1 unit of Sanguinary Guard) but in order to get more, I need to lose meltaguns (and thus lowering my chances of busting tanks open).  2) Deploying 50+ guys on the table spaced appropriately for blast damage takes up a lot of room and leads to sub-optimal placement (further back in my deployment) or reserving some units and diluting my army – especially in spearhead…

So my revisions will try to include a bit more CC punch while limiting loss of AT… And maybe looking at how I can improve my deployment options.

125 Librarian – Jump Pack, Shield of Sanguine, Blood Lance or Fear of the Dark

Still torn by these two POWERS.  I think Fear is a better power overall but is ultimately useless against some armies.  Lance gives me a bit more AT but when I’m jumping up the table, it’s basically useless until turn 2/3… Essentially its a melta without the 2d6 pen and wonky range – Probably going to go with Fear of the Darkness as it’s a great way to deal with deathstars, devvies on the board edge, etc).

200 3x Sanguinary Priests – 2 Jump Packs

Sometimes I feel like 3 priests is too much while other times I feel like 3 is too little.  With the loss of the Honor Guard and their free priest I’ve decided to go with 3.  2 Jumpers and 1 static (for the devs).  Unfortunately to scrape up points I’ve had to drop the combi-meltas on the priests… Might be for the best as I can now keep them at the very tail end of the unit to avoid combat as much as possible… Or at least piling them into a position where they won’t just get fisted.

210 5 Sanguinary Guard – 1 Infernos Pistol

210 5 Sanguinary Guard – 1 Infernos Pistol

I tossed in another unit of Sanguinary Guard with a melta pistol.  I really like how the one unit was performing, they beat a lot of face (especially when rocking FC) and I think 10 of these guys should give me a decent amount of hitting power.  Basically for the cost of the Honor Guard and some melta I added these dudes and a foot priest.

250 10x Assault Marines – Power Fist, Infernos Pistol, 2x Meltaguns

250 10x Assault Marines – Power Fist, Infernos Pistol, 2x Meltaguns

135 5x Assault Marines – Power Fist, Meltagun

25 Assault marines with lots of melta – 5 scoring units.

130 5x Devastators – 4 missile launchers

130 5x Devastators – 4 missile launchers

130 5x Devastators – 4 missile launchers

This is why I was able to drop some meltaguns.  12 missiles does a decent job of opening up light mech for me to assault.  So much so they warrant their own priest.

1750/1750 – Thoughts?

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Hellllloooooooooooooooooooo Babyyyyyyyyyyy!


I’m looking to update my blogroll with more people dedicated to the hobby… So if you would like your blog added to allouttabubblegum just add a comment to this post (and subscribe!).  All I ask in return is you add allouttabubblegum.wordpress.com to your blogroll as well!



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WiP – Sanguinary Guard & Test Scheme

Hey hey hey!

Finally finished building the sanguinary guard (or really whatever power weapon toting machines I want) with the magnetic backpacks. Check em out, comments welcome. They’re built out of various kits (and green stuff) – GK Helms and weapons, Sergeant chests, champion shoulders, & Assault legs with the bases also being Scribor.

The last picture is a small test scheme I did. Ignore the limbs and surrounding areas, the chest is what the finished project will look like. Its a dead flesh base with layers of blending up to bleached bone. Gives em a nice ethereal glow imo.

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1750 Necrons – Balanced /w Explanation!

Overlord – Warscythe, Command Barge, Tachyon Arrow 210 – This guy can pop off his str 10 ap 1 shot first turn and then use the command barges guns in the following turns.  Ultimately, he’s gonna be used when the enemies vehicles drive near and he can use his 3 str 7 + 2d6 sweep attacks to open up a vehicle, regardless of how fast it went.  I’d like 2 but they’re pricy.

Royal Court – Harbinger of Destruction Cryptek with Solar Pulse 55 – You need to take a royal court if you take an overlord (I think) good thing this guy is excellent.  Harbinger upgrade gives you the eldritch lance (anti tank) and the solar pulse basically denies your enemy alpha strike.

5x Immortals – Tesla Carbines, Night Scythe 185  -Scoring troops, You can either drop the guys off first turn (I would drop all but 1 probably) and use it as a gunboat.  Can pop light armor or hurt infantry.  The weird portal rules for the scythe will take a bit of thought but ultimately I think its a good rule to have… Potential to protect your troops until turn 5 from shooting.  Hold your objective and contest the rest.

5x Immortals – Tesla Carbines, Night Scythe 185

5x Immortals – Tesla Carbines, Night Scythe 185

5x Immortals – Tesla Carbines, Night Scythe 185

Triarch Stalker 150 – AV13 anti-tank… Nuff said.

Triarch Stalker 150

2 Heavy Destroyers 120 – Lascannons on jump infantry.  Overpriced? Yes.  However they should be pretty easy to hide and are pretty immune to small arms fire (T5 3+).

Annihilation Barge 90 – Lots of shots for cheap.

Annihilation Barge 90

3 Canoptek Spider – 150 – Hmmm, 9 wounds on a T6 Model? 50 points each? 9 Attacks ignoring armour at str 6?  YES!  A decent counter-punch unit for necrons.  Stick em midfield.  I realize we are missing out on the scarab ability… If you want it you could drop an annihilation barge for a unit of em.


1755/1750 – You’d need to drop 5 points for tourney play but really its a strong list.

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1750 Dark Eldar

Dark Eldar are one of those armies that have always intrigued me, here’s a list that would interest me.


1750 Pts – Dark Eldar Roster

HQ: Baron Sathonyx (1#, 105 pts)
1 Baron Sathonyx, 105 pts

Elite: Kabalite Trueborn (4#, 146 pts)
3 Kabalite Trueborn, 146 pts (Blaster x3)
1 Venom (Splinter Cannons (x2); Flickerfield)

Elite: Kabalite Trueborn (4#, 146 pts)
3 Kabalite Trueborn, 146 pts (Blaster x3)
1 Venom (Splinter Cannons (x2); Flickerfield)

Elite: Kabalite Trueborn (4#, 146 pts)
3 Kabalite Trueborn, 146 pts (Blaster x3)
1 Venom (Splinter Cannons (x2); Flickerfield)

Troops: Kabalite Warriors (6#, 130 pts)
5 Kabalite Warriors, 130 pts (Blaster x1)
1 Venom (Splinter Cannons (x2); Flickerfield; Grisly Trophies)

Troops: Kabalite Warriors (6#, 130 pts)
5 Kabalite Warriors, 130 pts (Blaster x1)
1 Venom (Splinter Cannons (x2); Flickerfield; Grisly Trophies)

Troops: Kabalite Warriors (6#, 130 pts)
5 Kabalite Warriors, 130 pts (Blaster x1)
1 Venom (Splinter Cannons (x2); Flickerfield; Grisly Trophies)

Troops: Kabalite Warriors (6#, 130 pts)
5 Kabalite Warriors, 130 pts (Blaster x1)
1 Venom (Splinter Cannons (x2); Flickerfield; Grisly Trophies)

Troops: Hellion (11#, 186 pts)
10 Hellion,
1 Helliarch (Venom Blade)

Heavy Support: Ravager (1#, 115 pts)
1 Ravager, 115 pts (3x Dark Lance, Flickerfield)

Heavy Support: Ravager (1#, 115 pts)
1 Ravager, 115 pts (3x Dark Lance, Flickerfield)

Heavy Support: Ravager (1#, 115 pts)
1 Ravager, 115 pts (3x Dark Lance, Flickerfield)

Fast Attack: Reavers (3#, 78 pts)
3 Reavers (Heat Lance x1)

Fast Attack: Reavers (3#, 78 pts)
3 Reavers (Heat Lance x1)

Total Roster Cost: 1750


Good mix of anti-infantry firepower as well as anti-tank firepower.  Fast but fragile.  Every vehicle has a 5++ at a minimum



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