Showing posts with label Coliseum of Comics. Show all posts
Showing posts with label Coliseum of Comics. Show all posts

Friday, November 13, 2009

Space Hulk

For any one still interested Coliseum of Comics in Kissimmee, Orlando and the Fashion Square Mall still have a few copies of Space Hulk being sold at retail price.




It's a great two player game for current 40k fans or past ones, and I do not expect it to be in stock past the holidays.

-Ted

Monday, October 13, 2008

FAQ News + December Doubles: Naughty and Nice(ish)

By now, you've all heard of the new Dark Angel's FAQ, but I've heard no mention on the intertubes of the new October Rulebook FAQ.

There is a clarification of Multi-combat, that now stipulates that if your unit is being attacked by two units, but a particular model is only in base contact with one, then that model has to throw its attacks to the unit it's base contact with. Which makes sense.

Shooting Psyhic powers from a Vehicle: Do you need LoS? Then you need a fire point in a vehicle to target another unit. No lashing from your Land Raider, kids.

Vehicle turrets etc, can block LOS from other guns firing from the same vehicle.

Note to Guard and BT players... No sharing transports, since your codex says no. Codex > Rulebook. And an IG Command Squad is two KPs, confirmed as per the FAQ.

Also of note:

I'm running a Holiday themed Doubles Tourney at Coliseum, probably the first weekend of Decemeber. Find a friend, grab some dice, and go here: http://www.coliseumofcomics.com/forums/viewtopic.php?f=12&t=437 to see the offical thread. We've also got a discussion group on the AO forum to talk about the propsed scenarios. I look forward you hearing about it from y'all.

Monday, September 29, 2008

Road To Glory! First Week Results

Campaign Week one is over!

The Forces of Order have won the first week, and are the Attackers for the next campaign week, which starts October 4th and lasts until October 10th!

The next week's campaign games are 1850 points, and the Attackers have the ability to sacrafice 2 Heavy Support choices for one additional Fast Attack choice. The Attackers also choose the deployment order in Scenario 3, and the deployment type in scenario 4. They also gain one additional asset to use in the Apoc game at the end of the Campaign.

All is not lost for the forces of Destruction. The Defenders, dug in and awaiting the rapid advance of the attackers, may sacrafice two Fast attacks to gain additional one Heavy Support choice. I beleive the Tyrant of Badab might have a choice quote about big guns to add here...

The winner of this Campaign week will gain an addtional assest in the Apoc Battle, and will gain a bonus five minutes over and above their bid to deploy/go first

Tuesday, September 16, 2008

Better Know a Gamer! The fightin' George Miller!

As part of our local gaming coverage, we're going to be interviewing gamers of note in the CFL area. They either have interesting armies, unique tactics, or an intruiging theory on gaming in general. Here is the first of that series: George Miller, aka Eldanesh at the CoC Forums or Cool Mini or Not.


AO: How long have you owned this army?

GM: Wow, now that I think about it, I've owned it at least in part since 1990. I'm what's called an Old School Gamer (see "Geezer"), I've been playing 40K since Rogue Trader and my Eldar are my longest held collection. It's taken different form over the years to accommodate every rule set from Rogue Trader up to 5th now and I've added different variations of re-sculpts over the years. So you'll see the original models from 1990 mixed in with the most recent from 2006.


AO: Which model is your favorite model in the army?


GM: Ooh, another tough one. I'd like to say the Armorcast Phantom Titan, just for the wow factor, but, as I'm primarily a painter first and a gamer second, I'll have to go with the more recent addition of the Autarch on the Jetbike. My absolute favorite model is my Void Dragon Phoenix: http://www.coolminiornot.com/6312, but I've since sold it. (Ed. Note: Well worth the visit!)


AO: What methods do you use to paint, and what tips do you want to pass along to your fellow hobbyist?


GM: Well, obviously I use an airbrush for my vehicles. There was a time when this was perceived as "cheating" but I think it's starting to be more accepted now if not appreciated. I never understood why it was expected that you paint fine scale military models for competition with an airbrush, but Citadel models was "by hand only". I have just gotten to the point where I can blend well enough by hand now on my smaller models (like the Jetbike Autarch for example) to mimic my airbrushes at a smaller scale. I think airbrush is an equally difficult skill to master, having done both for years now. I generally paint to 2 standards with my Eldar - model competition level and army competition level. If it looks good as a whole unit and fits in with the army as a whole that's my army level painting. I do pretty well with winning Appearance categories at RTTs with my Eldar, so I kind of have an instinct about what works composition-wise. For competition level minis (as in individual painting competitions) I pull out all the stops and pick away at a single model for 2-3 weeks depending on my work schedule. Thinning paint is vital for blending, but there are other secrets the pros like to keep to themselves. I use Liquitex Flo-Aid and Slo-Dry in a lot of my blends. I'm a patient guy, but I like to see results as I go. One very easy thing to master is basing. I've seen squads that individually look average to me, come out looking very good when based well.


AO: How long does it take you from open box/blister to finished model?


GM: Heh, assuming it doesn't just sit in my closet for a month or end up primed and waiting for a year? This kind of depends on how badly I need it for a particular list build or if I picked it up for a painting competition that's got a solid deadline. If I'm motivated properly, and I can find the time to commit regularly, I can produce a good single model in about 6-8 hours - which works out to about a week, to a week and a half since I generally only have time to paint for an hour a night on week nights if I'm lucky. I actually do my best stuff between 7am and 10am on Saturday & Sunday mornings,..heh.



AO: What does your 1850 tournament list look like, and what tactics do you use?


GM: Err,..I'm reevaluating this right now actually. Since 5th Edition I've come to realize that the Eldar nerfs require a new approach. Gone are the days of my flying circus (Falcons & Harlies) since troops are much more vital now. I'm actually leaning towards Wraithguard heavy troop selections. Honestly, I've only had draws with my Eldar since 5th. With the upcoming Space Marine codex I can see it's going to be necessary to crack armor in favor of fire saturation, so the obvious choices are Wraithguard, Fire Dragons, Dark Reapers (which are now dusted off). I'm back to using D-Cannon batteries as well and I've got a Fire Prism I'm play testing too. Prisms and Swooping Hawk grenade packs are the only pie plate templates available to the Eldar, so they're really good for crowd control with Orks and still hurt Marines reasonably well.


Thanks again George! Look for more Better Know A Gamer articles soon!

Monday, September 15, 2008

'Ard Boyz Batreps and Impressions

I played at CoC. I failed to get a spot. I was so close in two games (1 and 3), but time and dice (respectively) have no mercy.

My List:

Flesh Tearers 4th Company Blood Angels

HQ
Dante - 200
Corbulo - 100
Honor Guard- Sanguinary Priest Melta Guns x2 Jump Melta Bombs x 2- 200

Troops
BA Tac Squad, 10 - Power fist Melta Gun BA Rhino Melta Bombs - 265
BA Tac Squad, 10 -Power fist Melta Gun BA Rhino Melta Bombs -265
BA Assault Squad, 10 -Power fist Melta Bombs -280
BA Assault Squad, 10 - Power fist Melta Bombs- 280

Elites
Terminators, 5 Cyclone Missile, Drop Pod Chainfist x 2- 280
Vet Assault, 5 - Lightning Claws, Flamer x 2 Melta Bombs x 2- 200
Vet Assault, 5 -Lightning Claws, Melta Gun x 2 Melta Bombs x 2- 210
Death Company 8 Jump Pack, (Purchased) x1- 70

Fast Attack
Attack Bikes, 3 Multi-Melta x 3- 150

Game 1: Tim (Necrons)

Destroyer lord, res orb, warscythe
Deceiver
2 x 3 Destroyers
58 Warriors in 5 squads
2 Monoliths
1 Tomb Spider
2 x 5 base scarab swarms

Tim was a relatively new player, which had it's good and bad points.

I won the set up roll, and let Tim set up first. His Monoliths were set up to deepstrike (a mistake on his part), and he pretty much set up the rest of the troops on the edge of the deployment zone as close to me as possible. I did likewise, with my Rhinos providing cover.

First turn had Tim advancing towards me. Some fire was exchanged, and nothing much happened on that front. I advanced, and shot up some warriors with similar effect. Lucky for me, a combat squad was close enough to charge, and locked a unit in combat. I won combat, but they did not flee. The deciever moved to finish them off, a monolith came in (and did hardly anything for the rest of the game and the other never showed...) My turn two saw locking three of his five warrior squads in HtH along with the Deceiver. Long story short, Necrons lost combat by 11, three squads of necron were chased down, and the Deceiver exploded due to fearless wounds, taking out most of my tactical squads. But the Necron Lord had his res orb, and so half of the [expurgated] got up. My Terminators showed up, and did some damage, but promptly got shot to hell the next turn by the now 38 man warrior squad. We got another turn in, he hit phase out, but got to roll WBB, and picked up enough guys to stay in it. Dice down, Minor win + 2 bonus

The problem was that we only got 3 turns out of 2.5 hours. I was about 3-5 guys out from phase out IIRC, which cost me the Massacre. Tim was a good kid, but he didn't know his rules and he didn't have the greatest focus on the game. It didn't help that his friend was hanging out watching the game, chatting. It was a minor win for me, but it could have been better.

Game 2: Tim (Iyanden Ghost Warriors)

A non Eldrad Farseer (Yes, Virginia, there are farseers besides Eldrad.)
Yuriel
1 11 "man" Wraithguard
1 11 "man" Wraithguard
2 Dire Avengers, shimmer shield, bladestorm, Power Weapon
1 five man Pathfinders
3 Wraithlords
Harlies
Scorpions

Wow. This was my favorite opponent. Tim's army was amazing looking, and dead 'ard, and Tim was gracious and sporting. T6 doesn't seem like much until you're stuck in HtH with it. I look forward to playing him again (and this time getting some pictures).

Highlights: Harlies getting flamer love when funneled in between a building and two squads. Yuriel dying to the chain-axes of the Death Company. Low points: The Terminators doing nothing to the Wraith Lord they were in CC with. Dealing with Dire Avengers in HtH when they have shimmer shields (15 points, really? Gawd damn). It was a draw + 2 bonus.



Pic courtesy of yhprum01



Game 3: Mech Marines (John Holmes)

Chappie with Jump, Artificer Armor, etc.
4-5 Tacticals with CCW/BP (Traits) All in Rhinos/razorbacks
3 Dreads, 1 Assault-Can/ML, 1 TWLC/ML, 1 ??/DCCW with flamer
1 ten man assault squad, flamer and PP
1 Dev Squad, PCx1, LC x2
1 Vindicator
1 Whirlwind with [expurgated] Castellan Missiles.

I had to set up first, and there was a two inch plateau in the center of the table. I set my assualt squads up behind the plateau, and a rhino on either side was poised to strike. John set up, and seized the initiative. He promptly blew up both the rhinos, despite night fight. The tac squad on the left went all suicide squad on the vidicator, blowing it to kingdom come in CC, and breathed their last in CC with a dread. That was the left side of the table, which didn't matter much until the end of the game. On the right, we pushed to the objective, with the remains of the tactical squad shielding the two assault squads from being assaulted, and giving them cover against ranged fire. I reached the opfor objective early, and just couldn't kill the dread in three inches from it. Dante got splatted by the dread, which didn't help. John's last minute push to my objective was stalled by the DC and a fleeing jump squad. Luckily, a Tac squad fled the push as well, and allowed me to at least capture my own objective. I got the most kill points (11 to 7) and captured one objective, which meant a minor win.

Castellan Mines, you will not be missed. Though, to be honest, I'm sure that John didn't much like the DanteCorbulo combo... Still, how do mines affect jump troops? Do they reach up and grab their ankles?

Two wins, a draw, and no losses = mid-pack and a hella backache. Damn.

Friday, September 12, 2008

'ard Boyz Clarifications

As reported on Dakka, etc.. If you haven't seen it already, hopefully you'll see it here. These are official from GW, and if your store isn't running this, then they're not running an 'ard Boys Tourney. The guard army I thought about taking went from 47 KPs down to 22.

Ard Boyz Tournament Clarifications

Here’s some extra clarification about the missions and scoring for this years ‘Ardboyz 40k event.

General:
• Table size is standard 4’x6’
• Ardboyz doesn’t mean throw out the rulebook. You don’t use Apocalypse rules, and can’t use superheavies. You still need to use the FOC (and just 1 FOC!), and need to make a legal army.
• Game length is standard, as per the 5th edition rulebook. Roll at the end of turn 5 and 6 to end the game, as described in the rulebook on page 90.
• ‘Ardboyz is an open list tournament. Meaning that you should bring 4 copies of your list, and hand one over to each opponent if he wants one. Your opponent and you are both allowed to review each others’ lists, and ask questions, both before and during the game.
• Only one army list may be used during the tournament. Players may not adjust lists between games.

Scenarios:
• For Battle Point Modifiers in Scenario 1, replace ‘highest scoring unit’ with ‘unit with the highest points cost’.
• In scenario 1, ‘Reserves’ should be added to the special rules. (Can’t outflank or deepstrike if you can’t leave anything in reserve. )
• Don’t forget that missions 2 and 3 used ‘Dawn of War deployment’, and includes night fighting for turn 1.
• Under deployment in missions 2 and 3, the Note about deploying all troops and HQ choices does not mean you must deploy all your troops and HQ. You may still leave troops and HQ in reserve, as long as you still have at least 1 HQ and 2 troops choices on the table. You may leave units in reserve if you can legally do so. You may also leave them off the table, and not in reserve, to move on in turn 1 with the rest of your army, as per the scenario rules.

.

Killpoints:

KP for ‘Ardboyz are done differently than in the 5th edition rulebook. Instead of assigning KP by squad, they are assigned to each choice off the Force Organization Chart (FOC). If a choice on the FOC includes several parts, then KP are not earned until all parts of the choice are destroyed.

Example 1: An IG troop platoon of 1 Jr. command squad and two 10 man troop squads will earn a player 1 KP when all 3 squads are destroyed.

Example 2: A Space Marine Captain and his command squad will earn a player 3 KP when both the Captain and the command squad are dead.
Example 3: Three lictors taken as an elite choice will earn a player 2 KP when all 3 are dead.

Example 4: A space marine squad of 10 marines splits into two 5 man squads before deployment. Both 5 man squads need to be destroyed to earn the 1 KP they give up as a troops choice.

Example 5: A vehicle squadron of 3 sentinels taken as a fast attack choice is 2 kp when all 3 sentinels are destroyed.

Kill points per FOC choice:
HQ 3 Pts
Troops 1 Pt
Elite 2 Pts
Fast Attack 2 Pts
Heavy Support 2 Pts

• Dedicated transports do not provide Kill Points. They also do not have to be destroyed to earn the KP for the unit they transport. If the unit is destroyed, the KP are earned, regardless of the fate of the dedicated transport.
• Units that do not take up a spot on the FOC, such as Lesser Daemons and Chaos Spawn still count for KP. Check the relevant codex for how they are classified. In Codex:CSM Lesser Daemons are troops, Greater Daemons are HQ, and Spawn are fast attack.
• Some units can be used to create/spawn other models. Good examples are Biovores and Tomb Spiders. In these cases, ignore the created models as far as KP are concerned. Killing the swarm or sporemine is 0 KP. Killing the Biovore or Tomb Spider earns the player the KP regardless of what happens to the swarm/sporemine.
• Models with the ‘Advisor’ rule do not count for KP themselves. Consider them a squad upgrade for their assigned squads. If Commisars are taken under the IC doctrine, they count as an elite choice, and when all Commisars have been killed, count as 2 KP.
• Some units can be taken as different choices on the FOC. In this case, the players army list should reflect how they have been taken, and what they count as.

• Example 6: An Ork player takes an Ork Warboss as his HQ. This allows him to then take a unit or Ork nobz as either an elite or troops choice. If he takes them as an elite, they give up 2KP. If taken as a troops choice, they give up 1KP. In either case the nobz could take a dedicated transport of a battlewagon, which wouldn’t count for KP at all. .



Any questions?

Wednesday, September 10, 2008

The Road to Glory!

This is taking Place at Coliseum of Comics at 22 S. Broadway, Kissimmee, FL. If you have any questions, please comment.

+++++++++++++++++++++++++++++++

Adeptus Orlandicus Presents:


The Road to Glory!

++++Transmission Begins+++
Citizens of the Imperium!


Once again, the vile and pernicious Xenos and Foul Traitor violate the Domain of the Emperor!

Once again, the Last Light of His Justice may be guttered out on a Human World. Unless you, His Subjects and the bearers of His Sacred Flame, purge that world of their vile taint! With Holy Bolter, Cleansing Flame, and Burning Faith we will drive the Heretic and the Xenos from Koli Seum III!

Join us, Loyal Citizen of the Imperium! Fight the multitudinous hordes of Xenos filth as we drive to retake the capital of Koli Seum III: Kissimmee!

++++Transmission ends+++ Thought for the day: Zeal is its own excuse

+++++

Hello, Central Florida Gamers!

The campaign begins 09/20/08, and is open to any and all players of Warhammer 40k. On opening day, Players will play as many opponents as they want, playing either of these two scenarios: Battle 1 - The Spoils of War (page 253, 5th Ed Book), and/or Battle 2 - Force Supremacy(page 254). Each player may play as many times as they like, but may only play the same opponent twice, once for Scenario 1, and once for Scenario 2. Once the game is finished, the Victor may taunt his vanquished foe, and also turn in results to campaign staff to gain a point for his/her chosen side, either the Forces of Order, or the Forces of Destruction. Results will be tabulated, and whichever side wins that week will gain advantages though out the campaign. DURING THIS WEEK, CAMPAIGN GAMES ARE RESTRICTED TO 1250 POINTS MAXIMUM, WITH ONLY ONE HS ALLOWED, AS THEY ARE RAIDS.

The campaign will continue 10/04/08 with Scenario 3- Breakthrough! (page 255) with the winning side from 9/20 being the attackers, and Scenario 4 - The Beginning of the End, with the winning side choosing the deployment style. The same rules apply with the opponents, only once per scenario played. DURING THIS WEEK, GAMES ARE AT 1850 MAX. THE ATTACKER HAS THE OPTION OF SACRAFICING TWO HEAVY SUPPORT OPTIONS FOR AN EXTRA FAST ATTACK SLOT, AND THE DEFENDER HAS THE OPTION OF SACRAFICING TWO FAST ATTACK SLOTS FOR ONE EXTRA HEAVY SUPPORT SLOT.

November 1st will see the campaign to it's conclusion with the Cauldron of War!, Scenario 5, which will be played as an Apocalypse battle. Bring 2000 points and chose your sides wisely. The results of the campaign will have a great impact on this final battle! Bring your luckiest dice, and your most fearsome list, and decide the fate of a world! Will Order shoulder on against the Dark, or will the galaxy burn? It's up to you!

Which will you chose?