It has been many many many moons my brothers since I have last laid eyes on this screen. And honestly I had almost forgotten about it since my 40K gaming has been long out of whack, and placed on the back burner due to family and friend relationships and needs.
But Now friends, I have returned! I spent my day out today organizing a tournament and allowing others the joy of playing a grand and epic war with their little plastic space men. I will be getting into the writing scene again once I have a little more time on my hands.
Chapter Banner
Saturday, February 25, 2012
Sunday, April 24, 2011
Happy Easter!
Happy Easter to you all, from the crew here at Chapter Banner. We hope that you Easter is a great one!
Tuesday, April 12, 2011
Recent works!
Welcome back!
It has been like 4 months or something stupid like that, but I have managed to make it back here to the Chapter to let you know what I have been up to here recently.
PRE HERESY WORLD EATERS!
And I love them. I'm not going to go into detail on them now, as I need to get back to finishing their painting and their display board.
Tell us what you have been working on recently! How are your marines/Eldar/DE/Grey Kanigits coming along?!
It has been like 4 months or something stupid like that, but I have managed to make it back here to the Chapter to let you know what I have been up to here recently.
PRE HERESY WORLD EATERS!
And I love them. I'm not going to go into detail on them now, as I need to get back to finishing their painting and their display board.
Tell us what you have been working on recently! How are your marines/Eldar/DE/Grey Kanigits coming along?!
Monday, March 7, 2011
School sucks balls!
Sorry to everyone for the lack of posting on here. The writers for the blog are both heavily bogged down with school work this semester. Once again sorry for the lack of updates.
Until then,
ZerkeX
Until then,
ZerkeX
Wednesday, February 2, 2011
Fluff to Tabletop
I, due to the snow of doom, have been sitting here, and been thinking about the difference between tabletop, and the fluff on some of my favorite current models. Thats right boys and girls, the difference between the Terminator on the board, and the Terminator in the book.
The Terminator on the Board:
Well lets face it. On the board, it is a scary unit that you really have to plan for, just charging in headlong, you probably won't win without so many outragious attacks, that it will just make the other person call BS. So lets look into how to deal with these bad boys without losing our nobz to them.
Well the first option of course is to throw your own squad of terminators at them and watch the fail commence. As both squads will of course deal a ton of wounds to the other, but more than likely neither of them will actually fall entirely. Both squads will probably have at least 3 guys left (assuming 10 man squads here), which will cause the following, another round of combat. And then another, and another. so lets say that this is not the best way to deal with the hammer.
Then there is what I have seen as the best way to deal with a squad of terminators (assuming that they don't have a ride, and don't have fleet) just ignore them. Walk away from them, and make them chase you down. They will eventually catch you, but by that time, there really isn't a whole lot of hope that their deathstar is going to do a whole lot against you. Most of the time Terminators just don't cut it for their points. But I will get into making them worth your while here in just a few posts I have planned for later on in our readings.
The other way that I have seen Terminators dealt with is by power weapons and Null Zone. While that takes more points than the Terminators do, is it really worth getting rid of them by doing that? I would have to say yes, as if they are able to hit your front lines, then you are most likely just screwed. There isn't a whole lot that you can do to them aside from hope and pray.
When it comes to dealing with them it has always in my mind to deal with them rather than let them sit there, and hope that you can run away far and fast enough.
Terminators in the Book:
Now here is where we see the real difference, these guys are just monsters! You really have to look at the major differences here, first off, in the books, only the heaviest weaponry can actually dent the might Tactical Dreadnought Armour, where as in the game, they can be felled by the simple bolt pistol. Also, in the Fluff, the Terminator is such a force that this whole squad is something that will literally walk through an entire guard regiment, and not lose a single man, let alone suffer a wound.
So there you have it. My take on the difference between the fluff, and the tabletop.
Until next time.
The Terminator on the Board:
Well lets face it. On the board, it is a scary unit that you really have to plan for, just charging in headlong, you probably won't win without so many outragious attacks, that it will just make the other person call BS. So lets look into how to deal with these bad boys without losing our nobz to them.
Well the first option of course is to throw your own squad of terminators at them and watch the fail commence. As both squads will of course deal a ton of wounds to the other, but more than likely neither of them will actually fall entirely. Both squads will probably have at least 3 guys left (assuming 10 man squads here), which will cause the following, another round of combat. And then another, and another. so lets say that this is not the best way to deal with the hammer.
Then there is what I have seen as the best way to deal with a squad of terminators (assuming that they don't have a ride, and don't have fleet) just ignore them. Walk away from them, and make them chase you down. They will eventually catch you, but by that time, there really isn't a whole lot of hope that their deathstar is going to do a whole lot against you. Most of the time Terminators just don't cut it for their points. But I will get into making them worth your while here in just a few posts I have planned for later on in our readings.
The other way that I have seen Terminators dealt with is by power weapons and Null Zone. While that takes more points than the Terminators do, is it really worth getting rid of them by doing that? I would have to say yes, as if they are able to hit your front lines, then you are most likely just screwed. There isn't a whole lot that you can do to them aside from hope and pray.
When it comes to dealing with them it has always in my mind to deal with them rather than let them sit there, and hope that you can run away far and fast enough.
Terminators in the Book:
Now here is where we see the real difference, these guys are just monsters! You really have to look at the major differences here, first off, in the books, only the heaviest weaponry can actually dent the might Tactical Dreadnought Armour, where as in the game, they can be felled by the simple bolt pistol. Also, in the Fluff, the Terminator is such a force that this whole squad is something that will literally walk through an entire guard regiment, and not lose a single man, let alone suffer a wound.
So there you have it. My take on the difference between the fluff, and the tabletop.
Until next time.
Sunday, January 30, 2011
Hello world: "Over coming the metagame"
Rionnay here, time for my first post. Before that let me give a little heads up on who I am and my contribution to the 40k community. I'm an avid reader of the back40k, I have a large 7-8k Tyranid force and a small 2k spacewolves army. So buckle up everyone here we go first post on the Chapter Banner.
The topic of the day, drum role please. . .
Over coming the metagame while still having fun. Interest topic? Let me outline the key points and we can go from there.
-Xenos armies vs. marines
-Why play a different army?
-JFFL- Just for fun lists
As I mentioned I love my bugs, I play Tyranids 2-4 games a week at least and love fielding a converted army that I feel has a very reactionary response rather than static play. My marines are very static and honestly require me to move 4 models a turn if that. So what's this matter when it comes to the metagame? I bought my space wolves because they are the army Tyranids hate and I wanted to better understand them. However I have so many tyranids I can often change my list depending on what city I am in or what game store I'm playing at.
The big advantage to playing a Xenos army is many units are terrible against certain lists but when you find a new metagame to play against those units are more useful. Unlike marines were just about anything can be worked into a list a Xenos army has to play to the metagame. Example if i'm playing space wolves I wont take carnifexs. If I'm playing foot eldar I'll take tons of hormo's. I see Xenos players enjoying their armies slightly more than Marine armies because a Xenos player has to constantly adjust to the metagame and the constant change keeps the game exciting.
Why Play a different army? Obviously to understand the metagame. Many friends offer up their armies for other people to play so why not take advantage of it? by taking advantage of this it helps many people understand how these armies work. If you are a marine player borrow and eldar army or an ork army for the day watch how different you have to run them. Xenos players play a marine army and see how it feels to win ;-) or simply learn the stat lines. Playing the metagame is a lot more fun when you understand what the enemy units do and there aren't any surprises that you didn't already see coming.
JFFL can be a great way to better yourself. Too often I see the same list coming from the same person week after week. How is this fun? Do you enjoy clubbing seals with a list that you've been playing for 6 months? You know it works so file it in the "it wins" category and try something new. It can be as simple as changing a power fist to a wolf claw, a power weapon to a plasma pistol or something of the sort. The biggest thing that I see too often is the same group of 3-4 guys showing u to a gaming store playing the same list and discouraging new players from playing against them. I will admit I have a tendency to seek out the new kid, not because I want to smash them but because those are the people that take the game the most light hearted.
Take 2 lists when you go to a Local Gaming Store, a competitive and a seal list. The seal list can have 60 foot slogging marines or 120 gants perhaps a massive tide of orks if that's your style. Point being too many players would rather win than have fun. When you go to a tournament win, by all means pay your money and pummel people from there on out. However when you are playing a friend or a seal put in as many different units as possible try something new and have fun with the metagame.
The reason I harp on having fun with the metagame is because 2/3 gaming stores I play at are full of veteran players that bring close to the same list every week and win every week. If you are really that good at a game you can win with a good list or a middle of the road one. Enjoy the metagame play to have fun and don't let the vale of winning distract you.
Friday, January 28, 2011
Vulkan He'stan's Twin Linked!!!!!!!
So I did some internet searching on a subject that led me to calling GW support on a rules question, which led me to knowing now, that they really don't know what they are talking about.
Here is the question: Does Vulkan give the Combi-Melta and Combi-Flamer twin linked?
Here is their answer: No. Vulkan only allows you to twin link Flamers, Heavy Flamers, Meltaguns, and Multi-melta's. It doesn't say that you get the Combi-melta twin linked, so therefore, you don't get it twin linked.
Then he goes on to prove that GW are not up to snuff when it comes to the rules, and says: That being said also things like The Multi-Melta on a Dreadnought doesn't get twin linked because the Dreadnought doesn't get Combat Tactics.
Wait, What? I'll now throw down the exact wording for Vulkan Hestan, and let you help me decide...if Dreadnoughts can twin link, and speeders, and Raiders, and well you get the point.
Vulkan He'stan:
Combat Tactics: If you include He'stan than all units in your army lose the Combat Tactics special rule. Instead, all thunder hammers in your army will count as master crafted, and all flamers, heavy flamers, meltaguns, and Multimeltas count as twin linked. If more than one character in your army has the Combat Tactics special rule, you must choose which version will apply.
Now how does that make any sense. I'm also going to include the rules as written for the Combi-weapons, as I don't think that this ruling is correct either.
Combi-weapon:
Combi-weapons are bolters that have been specifically modified by the chapters most skilled artisans Each has been expertly converted to house another weapon, either a meltagun, a plasma gun, or a flamer. This extra weapon carries only a limited charge, allowing the bearer a single shot, perfect for emergencies and shots of opportunity.
A Space Marine armed with a combi-weapon (combi-meltagun, combi-plasma gun, or combi-flamer) can choose to fire either the bolter, or the secondary weapon, each with the profile listed elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a combi-plasma gun can, of course, Rapid Fire). You cannot fire both weapons in the same turn.
So tell me what you think. I have looked into it, and I feel that the Combi-weapons are explained well enough, but to tell me that the Dreadnought isn't allowed to twin link it's shot because it doesn't have Combat Tactics, well that seems a little bit more than weird...it seems just wrong!
Here is the question: Does Vulkan give the Combi-Melta and Combi-Flamer twin linked?
Here is their answer: No. Vulkan only allows you to twin link Flamers, Heavy Flamers, Meltaguns, and Multi-melta's. It doesn't say that you get the Combi-melta twin linked, so therefore, you don't get it twin linked.
Then he goes on to prove that GW are not up to snuff when it comes to the rules, and says: That being said also things like The Multi-Melta on a Dreadnought doesn't get twin linked because the Dreadnought doesn't get Combat Tactics.
Wait, What? I'll now throw down the exact wording for Vulkan Hestan, and let you help me decide...if Dreadnoughts can twin link, and speeders, and Raiders, and well you get the point.
Vulkan He'stan:
Combat Tactics: If you include He'stan than all units in your army lose the Combat Tactics special rule. Instead, all thunder hammers in your army will count as master crafted, and all flamers, heavy flamers, meltaguns, and Multimeltas count as twin linked. If more than one character in your army has the Combat Tactics special rule, you must choose which version will apply.
Now how does that make any sense. I'm also going to include the rules as written for the Combi-weapons, as I don't think that this ruling is correct either.
Combi-weapon:
Combi-weapons are bolters that have been specifically modified by the chapters most skilled artisans Each has been expertly converted to house another weapon, either a meltagun, a plasma gun, or a flamer. This extra weapon carries only a limited charge, allowing the bearer a single shot, perfect for emergencies and shots of opportunity.
A Space Marine armed with a combi-weapon (combi-meltagun, combi-plasma gun, or combi-flamer) can choose to fire either the bolter, or the secondary weapon, each with the profile listed elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a combi-plasma gun can, of course, Rapid Fire). You cannot fire both weapons in the same turn.
So tell me what you think. I have looked into it, and I feel that the Combi-weapons are explained well enough, but to tell me that the Dreadnought isn't allowed to twin link it's shot because it doesn't have Combat Tactics, well that seems a little bit more than weird...it seems just wrong!
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