Now the new series has come out and I knew she would want the Cleopatra figure since she loves ancient Egyptian stuff. So I went out feeling and came back with these three.
Friday, September 9, 2011
Lego Collectable Minifigure Series 5
Now the new series has come out and I knew she would want the Cleopatra figure since she loves ancient Egyptian stuff. So I went out feeling and came back with these three.
Wednesday, September 7, 2011
Blood Bowl: Dark Elves
Tuesday, September 6, 2011
Most Sought After Bit Currently?
What do people think the most sought after bit currently in 40K modeling? I can think of Cyclone missile launchers for deathwing and logan wing, or just the thunderhammer storm shield. Maybe it is the humble space marine missile launcher for your long fangs. Could it be razorback turrents?
What do you all think? Drop a comment.
What do you all think? Drop a comment.
Saturday, September 3, 2011
Up on the Barter Bucket
I am looking for stuff on the Santa Cruz Warhammer Barter Bucket Again. I am essentially always looking for Blood Bowl and Epic stuff so if you have any unused and unwanted let me know. In Blood Bowl I am looking for second edition chaos players specifically the guy with the tentacle or the basic chaos players and a 2nd edition troll. Epic stuff, I am always on the look out for squat and eldar stuff to help flesh out those growing armies.
What do I have to offer?
Available for trade:
What do I have to offer?
Available for trade:
- Blood Bowl Nurgle's Rotter Team (NIB)
- Blood Bowl Individuals: Chaos Beastmen, Nurgle Beastmen, Nurgle Rotter, Khemri Mummies, Khemri Skeletons, High Elf Linemen, High Elf Blitzers
- Blood Bowl 2ed Miniatures: *Lots* Just ask about what you are looking for.
- assorted Space Marine Bits (Plain, Black Templars, Dark Angels, older SW, and Chaos Marine backpacks)
- Assault on Black Reach Orcs(2 Sets)
- WHFB Battle for Skull Pass (Whole Set): Most Models Primed Black
- WHFB Orcs and Goblin Army Book
- Dwarves Army Book
- assorted Metal WHFB Minis (year on model) as follows:
- x2 Witch Elves ('99, '00)
- x2 Metal Goblin Fanatics ('91)
- Dwarf Rune Priest ('96)
- Dwarf Engineer ('05)
- Troll Slayer Banner ('96)
- Troll Slayer Musician ('96)
- Troll Slayer Daemon Slayer ('96)
- x8 Troll Slayers
- Dwarf Character: The White Dwarf ('96)
- Deathwing assault cannon
- Terminator heavy flamer
- SM meltaguns
- Ravenwing TL assault cannons
Wednesday, August 24, 2011
Blood Bowl: Human Marauders Team
Friday, August 19, 2011
Tactics in 40K?
This is a constant discussion in the veteran community about how tactical a game 40K is. Now remember when you talk about tactics it is purely about how you use the units on the table top. Anything involved in list building is not tactics that is strategics. Tactics is how you move and position your units, who you shoot with what, who assaults what so of course 40K involves some tactics to position units for firing lanes, blocking opponents paths, and positioning assault but how tactically complex is it really. The rules are very complex with all these special rules on units and in area of affects and this level just keeps growing with each new codex release.
Lets look at movement as a good example. What options does a unit have in movement? This is pretty much determined by the unit type during list building. An infantry unit is only going like 6 inches a turn without the random movement of running so for it to cross the board along the short axis it takes 8 turns if it can take a straight path. So both you and your opponent can pretty easily map out where that unit can go in a certain number of turns without assistance from a transport or special rule. Now compare that to a game that might allow the same unit to move 6 inches, 12 inches, or 18 inches in a turn depending on what else it does in the turn. All units in this second game are much more mobile allowing for a much more dynamic battlefield.
Now lets talk about positioning. In 40K your unit positions will determine what it can shoot (be shot by), what it can assault (be assaulted by), and whether it is claiming an objective (or contesting). Almost all of these interactions is pairwise (you and the target) since unit support is all in codex/list specific special rules. Now compare this to a game where if you get a unit on both sides of an opponent then shot with one you shooting is more deadly since they cannot effectively take cover from both units at the same time. Or if a unit near an assault but not actually involved can add some firepower to their side perhaps forcing the opponents heads down while there men move in for the kill. So in this other game you have to be paying attention to the multiple unit interactions not just to know how things will progress next turn but how that will affect this turn.
Now lets consider shooting. There are definately tactics in target selection that will carry over for any game matching weapons to targets they can hit so lets instead focus on how we keep track of damage and unit morale. 40K you lose models which affects a units combat effectiveness(unlike in the Mantic games) and if you lose enough you might have to make a leadership to go between a binary state of full control and combat ready or retreating (ignoring pinned which is a weapon special rule). Now consider a game that has a more graduated morale scale where getting shot at causes a point, watching members of the unit killed causes a point, etc. These points determine whether the unit will act as desired, how combat effective the remaining members are, and at some number they will uneffective. With this type of system deciding who to shot at might becomes more complex since you might be able to do more damage to unit x but 1 point to unit y it will be uneffective.
Now I will talk about 1 other thing. Turn structure. 40K is an all my units go then all your units go type of game. While you can sometimes use special rules in the opponents turn and get to fight in assualt (unlike Mantic games). At the end of each player turn you can look at the whole battle field and start mapping out all the movement and shooting for you units. Now compare this to a one unit at a time game. Now you have to decide an order to use you units and react to each action by your opponent. If he does X then I activate A but if he uses Y then I do B, instead of one big set at the start of the turn you are making the decision 10 times a turn. Add in the ability to try to take 2 unit actions in a row with a penalty for failure and the tactical complexity goes up another level.
Tactical Complexity comes down to how many different things you can choose to do with a unit in a turn and how much you have to consider about what other units are doing also. 40K has essentially move, shoot, assault actions and you can pretty much do them all with certain affects on each other (heavy/rapid fire weapons, having to assault unit shot). You do not really have a ton of choices for each unit which you might find in other games with different classes of movement or shooting ordering like shot then move or hold your fire for the enemy to approach within range.
Now this hypothetical game does seem to have a lot more tactical complexity than 40K. So 40K has some tactics but it is not hard to make a significantly more tactical game. This game seems complicated and must have really long rules but it is not and complete rules including flyers and orbitial barrages, and all army lists are pretty much the same size the the 40K core rulebook without all those codexs full of special rules. What is this game? Epic Armageddon. GW's real battle game in the 40K universe with Titans, Flyers, Space Ships, and everything we love about the universe without the over blown skirmish rules of 40K trying to play a battle game. Take a look the rules are free and armies are cheaper than 40K but given GW pricing in specialist games do not seem like values since everything is priced about twice what it would be for similar amount of material but that 30 dollar titan can be 1/3 rd of a full tournament army.
Lets look at movement as a good example. What options does a unit have in movement? This is pretty much determined by the unit type during list building. An infantry unit is only going like 6 inches a turn without the random movement of running so for it to cross the board along the short axis it takes 8 turns if it can take a straight path. So both you and your opponent can pretty easily map out where that unit can go in a certain number of turns without assistance from a transport or special rule. Now compare that to a game that might allow the same unit to move 6 inches, 12 inches, or 18 inches in a turn depending on what else it does in the turn. All units in this second game are much more mobile allowing for a much more dynamic battlefield.
Now lets talk about positioning. In 40K your unit positions will determine what it can shoot (be shot by), what it can assault (be assaulted by), and whether it is claiming an objective (or contesting). Almost all of these interactions is pairwise (you and the target) since unit support is all in codex/list specific special rules. Now compare this to a game where if you get a unit on both sides of an opponent then shot with one you shooting is more deadly since they cannot effectively take cover from both units at the same time. Or if a unit near an assault but not actually involved can add some firepower to their side perhaps forcing the opponents heads down while there men move in for the kill. So in this other game you have to be paying attention to the multiple unit interactions not just to know how things will progress next turn but how that will affect this turn.
Now lets consider shooting. There are definately tactics in target selection that will carry over for any game matching weapons to targets they can hit so lets instead focus on how we keep track of damage and unit morale. 40K you lose models which affects a units combat effectiveness(unlike in the Mantic games) and if you lose enough you might have to make a leadership to go between a binary state of full control and combat ready or retreating (ignoring pinned which is a weapon special rule). Now consider a game that has a more graduated morale scale where getting shot at causes a point, watching members of the unit killed causes a point, etc. These points determine whether the unit will act as desired, how combat effective the remaining members are, and at some number they will uneffective. With this type of system deciding who to shot at might becomes more complex since you might be able to do more damage to unit x but 1 point to unit y it will be uneffective.
Now I will talk about 1 other thing. Turn structure. 40K is an all my units go then all your units go type of game. While you can sometimes use special rules in the opponents turn and get to fight in assualt (unlike Mantic games). At the end of each player turn you can look at the whole battle field and start mapping out all the movement and shooting for you units. Now compare this to a one unit at a time game. Now you have to decide an order to use you units and react to each action by your opponent. If he does X then I activate A but if he uses Y then I do B, instead of one big set at the start of the turn you are making the decision 10 times a turn. Add in the ability to try to take 2 unit actions in a row with a penalty for failure and the tactical complexity goes up another level.
Tactical Complexity comes down to how many different things you can choose to do with a unit in a turn and how much you have to consider about what other units are doing also. 40K has essentially move, shoot, assault actions and you can pretty much do them all with certain affects on each other (heavy/rapid fire weapons, having to assault unit shot). You do not really have a ton of choices for each unit which you might find in other games with different classes of movement or shooting ordering like shot then move or hold your fire for the enemy to approach within range.
Now this hypothetical game does seem to have a lot more tactical complexity than 40K. So 40K has some tactics but it is not hard to make a significantly more tactical game. This game seems complicated and must have really long rules but it is not and complete rules including flyers and orbitial barrages, and all army lists are pretty much the same size the the 40K core rulebook without all those codexs full of special rules. What is this game? Epic Armageddon. GW's real battle game in the 40K universe with Titans, Flyers, Space Ships, and everything we love about the universe without the over blown skirmish rules of 40K trying to play a battle game. Take a look the rules are free and armies are cheaper than 40K but given GW pricing in specialist games do not seem like values since everything is priced about twice what it would be for similar amount of material but that 30 dollar titan can be 1/3 rd of a full tournament army.
Friday, August 12, 2011
Lego Star Wars: B-Wing Starfighter
This is a pretty cool set that comes as the fighter plus a maintenance deck which functions as a stand. I got it used on ebay missing a few not unique pieces which I filled in through bricklink to get a complete assembled ship.
The ship has one other interesting play feature which goes back to the fluff for the ship.
The cockpit can have a fixed reference plane which the rest of the ship moves around it.
Wednesday, August 10, 2011
Blood Bowl Vampire Team
Friday, August 5, 2011
Lego Star Wars: Home One Mon Calamari Star Cruiser

Wednesday, August 3, 2011
Blood Bowl Nurgle Team
Back like 5-6 year ago GW had a offer with White Dwarf was that they would send you a random gift if you got a subscription worth like 15-20 dollars. You got to list your armies. As a specialist games player I said Blood Bowl and specialist games and might have listed Nurgle as a team I was interested in hoping to get some blisters.
I picked up the old style team box on ebay since it was before the new one was introduced. My mail man delivered it to someone else and I had to go complain at the post office. Luckily, this item is not something many people would want and he was able to recover it from the incorrect address he delivered it to. I built up the rotters and chaos warriors various ways to get a good team and then GW finally like 6-8 months after my white dwarf subscription shipped me a whole Nurgle Rotters team and a random inquisitor figure. Ofcourse I have no real use for this box since it is not a usable team and I am already set so it just sits their in my blood bowl box waiting for a trade or something. So if anyone out their needs some rotters, chaos beastmen, or nurgle beastmen and have something to offer in trade(Blood Bowl or Epic are my current interests if you have not noticed) drop a comment. Ok onto the minis.
Nurgle also gets a big guy. I have 2 choices for my Beast of Nurgle since I built up the team before the chaos daemons codex came out. When the Beats of Nurgle was redesigned I got one for the team.
Before I got the beast of nurgle I used a Chaos Spawn instead.
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