Showing posts with label Forge World. Show all posts
Showing posts with label Forge World. Show all posts

Tuesday, December 9, 2014

RoBPod #17: 40k Exstravaganza!


Welcome back, and welcome to the first of many things to come from our 40k Extravaganza! Gathering many of our closest friends and their armies, Corvus, Trooper, Havok, and Ultimate Dave and myself gathered for a weekend of pure 40k goodness.  With many games recorded for our re-emerging Battle Report line, the RobPod kicks off this revitalized call to arms from the Rites of Battle Staff.

So join us for our general round table discussion on 40k!  Many a thought are shared on many a topic... and while it may be somewhat disjointed, grab a beer and settle in for some good old fashioned chatting about our most favorite to loath grim darkness.



Cheers!

Saturday, December 28, 2013

Podcast #8: The Hammer of the Emperor


Join myself and Rites of Battle's newest Lexicanum, Trooper as we discuss something that hasn't been on the 40k scene for nearly half a decade: The Imperial Guard.  As two players who play the army, but in vastly different ways, we'll be looking into our Forgeworld Alternatives codexes for the army known as The Hammer of the Emperor... among other, less honorable names.


Cheers!

Friday, June 21, 2013

Forgeworld: New and Improved!



For those of you who do not frequent GW's largest (and only) subsidiary company's website, it might be a different experience for you when you return.  With the success of the Horus Heresy only just starting and the large quantity of models it now has, the website has been updated substantially, including the checkout process.

One does have to wonder however with so many alternative routes to obtaining the highly detailed resin models through third party sources for upwards of 20% + savings... will this update be worth the time and money invested?

Monday, August 9, 2010

The Forgeworld Wish List


So I know there is a lot of love that we the 40k gaming community have for this company, and of course the hatred we have when they flaunt those beautiful models with the price tag that would make a flash git cry. Having choices ranging from simple accessories, to amazing looking single units, clear up to entire armies, it seems that this company has everything one could wish for. Or do they?

I have been pondering a few little models that they have as a starting point for the next army I may start, but as of right now I'm not happy. I haven't found any real must have units for a long time. I know there are things that I wish could be on there from some of the fluff, as well as the chance for them to make beautiful models for older units (the old GW Sword Brethren models still look great, but having new resin ones would make me a very happy panda... in fact any real Templar options besides doors would be great), and other older types like the warp spiders, and perhaps more Necron love than just the pylon (which require more to be constructed of course).

And of course we all know that there are certain armies that seem to be the very core of this company's being. For instances... Orks. It seems the line up for their production is something along the lines of Orks, Space Marines, Orks, Eldar, Orks, Orks, Space Marines, Orks, Orks, Tau, Orks, Orks, Orks, Space Marines, Orks, Orks, Orks, Orks... Orks.

I know they have some fun features to look at, and each bit has a story to tell... but I think they have more than enough options as it is I would personally like to see some armies out there get something other than one or two options, of which one or both of which being rhino doors.

Then there are some options that are now just not really worth it. That's right, I'm looking at you Eldar! With the new Prism/Spinner boxes put out by GW (which are beautiful!) these Forgeworld alternatives are only expensive bad decisions. For a quick comparison, let's take a look


Now while the Forgeworld option doesn't look "bad" it's more expensive, more hassle, and in my opinion not even as good looking as the new plastic version. And the Spinner isn't the only unit that felt this hit. This means that many of the options for Eldar are just not worth the time (baring the amazing looking Avatar).

As it all comes down to what they decide to make next, we can only hope it will be for our army. Their recent production of older marine armor is a great chance for those pre-heresy armies to get some accurate models. But I really hope it is over soon, and the production of more usable and varied units hits us soon.

Do you have any hopes for future Forgeworld merchandise? My personal hope is for just about anything Black Templar related, as I think Forgeworld could make a beautiful character or unit regardless. But, until they do, I can only hope.

Cheers!

Saturday, July 24, 2010

Forgeworld's Little Secret











There has been a lot of talk floating around the interweb about these two pictures forgeworld released. The only hint they gave was that the time frame in which these models belong is in fact the present (so they aren't technically heresy helms) but they look beautiful.

As for me, I hope they belong to a new Templar set, as they do look very much like the helms I have. But they could also be a Grey Knight set, or something brand new. Who knows what the mystery is.

What about you guys? Any thoughts on the matter?

Monday, July 19, 2010

Shas'o R'alai: Why oh why?




This weekend Forgeworld released the rules for their latest Tau commander Shas'O R'alai. As with most Forgworld units I've got a mixed reaction to R'alai, especially with his use in game. So lets look at his stats first:

WS 4 BS 4 S 5 T 5 W 4 I 4 A 4 Ld 10 Sv 3+

Looks pretty good so far, a Shas'O stat line with the toughness of an XV-9 suit. He has a Pulse Submunitions Rifle with Special Ammunition, Vectored Retro-Thrusters, a Blacksun Filter, two Marker Drones with Blacksun Filters and his 'Eclipse' shield Generator. He is Stubborn, but more on that later.

His weapon can fire in four modes, two pretty good, but one is simply bad. The standard shot is two strength 4 ap 5 small blasts that don't allow cover saves. That's pretty good at killing light infantry, but you take him for his special rules, right? He is a unique character after all. Then you get an EMP shell, which is like throwing an EMP grenade, but with ap -, so you get a -1 modifier on the damage table. So what you get with that shot is a hit on a 2+, glance on a 4 or 5 and pen on a six shot. Next we have the Hyper-Density Sabot round and I like this one. It gets an extra 12" on all the other shots, bringing it up to a 36" range. It's a strength 9 ap 3 shot, which isn't bad, but doesn't really measure up to other Tau vehicle killing weapons. Finally we have the Ionic Cluster-Beam Shell and that's a mouth full. It's a strength 4 ap 4 large blast that rends. It's not bad at killing 4+ armored infantry and can generally reduce the unit's cover save by one because of R'alai's two marker drones.

Then we have the Eclipse generator and, thank the ethereals, it doesn't make him sparkle! In fact, it kind of does the opposite. It always gives him a 4+ invulnerable save and if he stays stationary for a turn he counts as having a Stealth Field Generator when he's fired at next turn. This affects his Marker Drones if he's by himself and he will get the stealth field if he starts on the table and your opponent gets top of turn one. As with all stealth fields it only applies if all non-drone models in the unit have a Stealth Field Generator.

Now let's see why I don't really like him. To put it simply, most of his rules are either wasted or counterproductive.

First, his Stubborn USR will hurt him unless your looking at temporary negatives to leadership. In the shooting phase unless your hit with devourers or markerlights trying to pin you, everyone already has Stubborn. In the assault Stubborn hurts his chances to run away from combat and let the rest of the army kill whatever killed him, if he gets into combat. He could be a tank, but will eventually lose combat and Tau can only hope he holds up enemy units until their opponent's next turn.

Next, his Marker Drones really hurt him and increase his points massively. Marker Drones are 30 points a piece, admittedly you don't have to pay more for them, but they aren't that great. And then you look at why you want one to die: majority unit toughness. Unlike Shield Drones who take the toughness and armor save of their controller and get a 4+ invulnerable save, Marker Drones are toughness 3 with a 4+ armor save and no invulnerable save. Because they are inseparable from R'alai you have a unit with one toughness 5 model and two toughness three models, making the majority toughness 3. That means a lasgun will wound on a 4+ instead of a 6 and a bolter on a 3+ instead of a 5+; that's a big difference.

Finally, his Special Ammunition. The standard shot is actually pretty good, as is the Cluster-Beam Shell, especially with markerligts to strip away cover saves. The EMP shell is horrible, unless you want to shoot it, and the rest of his unit, at a Land Raider or a Monolith, and then you're getting a -3 on a glance and a -1 on a penetrating hit. The Sabot round is good, but not compared to a railgun, which you have in your army. The real problem is that, except for the standard shot they all have the Gets Hot! rule. Admittedly that's only on a roll of a 1 and he hits on a 2+, but even though it's 'experimental' it doesn't make sense that Tau engineers would make that. They figured out how to make plasma that doesn't overheat, but a sabot round (essentially a dart) does?

Is he cool? Hell yes he is! But is he worth his 225 point cost? I'm not sure. If I buy Hazard Suits I'll probably buy him too, just to have a Hazard Suit commander. So that's Commander R'alai, what do you think of him?