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| by Danny Internets | August 23rd, 2009 - 8:56 pm
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For the first time in my 40k history I find myself in the curious position of not only having interest in a newly (re-)released army, but also having the disposable income to buy a ticket to ride the bandwagon. $300 and several Bartertown trades later, I can now admit that I’ve gone and built a mechanized Imperial Guard army.
Why did I choose IG? Obviously it’s not for the models. The old school WW1 army men theme is fun, but not particularly interesting. Mostly it has to do with fielding lots of tanks and artillery. But that’s not the only reason.
When the IG book was released there was lots of rabble about how overpowered the army is, which is typical for any codex release, and then there were the contrarians who point out that everyone overestimates the potential of new armies which inevitably end up being balanced. I usually find myself arguing in defense of the latter, however I firmly believe that the IG codex is hard. Not just hard, not even just rock hard, but fucking titanium hard. This is one army that I don’t think is going to sink to the level of mediocrity. And it takes the mech metagame to a whole new level by scaling twice as well as any other army thanks to the copious vehicle squadron options.
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| by Danny Internets | June 29th, 2009 - 2:27 pm
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If you’re even remotely into the Warhammer 40k tournament scene then you already know that the 2009 ‘Ard Boyz Tournament is less than two weeks away. And you probably already know that the locations, rules, and scenarios have already been posted.
In case you don’t, check out the following links: Locations | Rules | Scenarios
Last year I did fairly well in the tournament, taking 1st place out of 40 in the preliminaries with a very balanced Space Marine + Grey Knights allies army. I spent a lot of time running practice games and preparing…which led to complete 40k burnout. I didn’t play again until the second round and I ended up making a lot of foolish mistakes which I chalk up to being rusty (one of which cost me a win in game #2).
All in all, I had a blast. I love playing big games and I didn’t run across a single jerkoff at either location.
This year, I’ve decided to try something new. I’m currently building a mechanized Imperial Guard army, so there’s really no leftover spending cash for tailoring my Salamanders for 2500 points. Instead, I’ve decided to use my Chaos monstrous creature list and fill out the Troop selections to make up the difference from the 1750 level. It’s not a powerful list by any means, but it’s a lot of fun to play (except against IG/Tau).
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| by Danny Internets | June 12th, 2009 - 3:10 pm
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The following army has really been my pride and joy since the end of 4th edition, though I’ve owned the models considerably longer than that. I started up a Salamanders list back in 3rd edition for a number of reasons, first and foremost being that I thought it would be fun to play with 3 Vindicators, and the chapter’s background support brutal, “up close and personal” combat tactics.
At some point during 4th edition I modified the list and made it fully mechanized because, hey, tanks are cool. Fully mechanized marines were garbage in 4th edition, so it became my non-competitive, “fun” army. Of course, that didn’t stop people from crying cheese the moment they saw me plunk 3 Vindicators down on the table. And yet no one ever complained about the retardedly overpowered combos I had in my Alpha Legion tournament list. Go figure.
I eventually took a long hiatus from Warhammer and returned after the new Chaos codex had been released and completely raped my favorite army. I didn’t find playing Lash all that interesting, so I made the conscious decision to make my Salamanders a competitive army, and to continue with the “in your face” play style.
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