Thursday, June 24, 2010

CPR!!!

I get back to the U.S. in about 2 days...god I cannot wait.

Hahaha, I'll finally be around the same timezone as Ace!

Btw this means I will start posting up batreps, just need to check out my local gamestore and set up a game,    although I half expect o fall asleep during a game. Damn Jetlag!

I'm hoping I can start posting a lot more now too with some interesting topics. (such as painting articles, tactics, batreps and the most epic game ever...you'll hear about that one later) but we'll see.

In other news, I received my Imperial Fist Captain from All things 40k last week. I just have to say:

HOLY CRAP!!!!

Pics won't do it justice.

See you all next week,
Ninjaman

Wednesday, June 9, 2010

Now you see it, now you don't.

(o.k.-this post has about no magic related stuff, so if your in it for the tricks, sorry. :p)

I'm just trying to figure out something- Why I have a tendency to change armies at the snap of a finger. I know really its that impulse to buy the coolest model around, or just get some models for the fun of it, but almost 100% of the time, i end up attempting to collect an army of said models.

I have an excuse in the form of vanilla marines, as they've been my "best and brightest," (and coolset) but im absolutely stunned at how much I spend on armies i rarely use! For example, I have 2000 points of VC, and i've played with them once. CSM is about the same, and don't get me started on orks. As we speak, I'm trying to build a second ork army with a walker theme. Of course, snikrot was added, so I needed kommandoz, and finally a stompa found its way into my home...ugh. IG has also been a very loooong rollercoaster, first horde, then mech, then elysians, and now drop-troops.

I just can't take it anymore!!!

So, from today onwards, I will now only focus on 1 army at a time until it is completely done.
So now: IG, and i will continue elysians, which will reappear on this blog nce i get some $$$ to buy models with. On my list to get from forge-world is:
2x squads
1x command squad
Vendetta upgrade kit x2
3x Tauros
2x drop-sentinels.
?x weapon packs
and any other models I can afford.

Next will be orks, aside from the stompa, and to show a real commitment to this, I will be selling:
2000 pts of VC
2000 pts of Dark Elves
2000 pts of CSM
 all proceeds will benefit the "buy Ninjaman his elysian stuff" funds. :P

Now then, has anyone come across this problem? did you solve it?

Ninjaman
(Oh and btw, Ian is bored on youtube is pretty funny. and pointless. :p)

Sunday, June 6, 2010

Friday, June 4, 2010

OH MY GOD...

Would anyone like to say...ouch?

Great conversion though.

SM Tactics: Attack Bike Squadrons




Hey everyone.

Today I wanted to look at is arguably one of the most under-used space marine units- Attack Bike Squadrons

The Article is separated into 2 parts:
Pros
Cons

Pros:

Attack bikes are reliable, tough units of Bike mounted Space Marines. With a Statline of 4 or higher, they can actually serve as amazing tank hunters or infantry thinners. With the (Personally preferred) Multi-melta loadout, a squad of 3 is arguably one of the best tank hunters out there. With 3 24" MM shots, and a 12" move, even Heavier tanks will pause in their tracks before running into the face of these guys. A BS of 4 pretty much ensures damage to the offending tank. The Melta special rule is also twice as good on these boys. They have the maneuverability to race across the fields to get in 12" range for the melta rule, and 3 Stength 8 2d6 hits is absolutely horrific to Mech, and Land Raider utilizing armies. The Attack bikes can also turbo boost, meaning 2 wound T5 3+ invuls, and 24" range of movement. Use this to contest objectives on turn 5 or move them into hiding after their pre-emptive assault on Mr. LR Crusader, or Terminators/wakers.

As for Heavy bolters, I might be inclined to say this is a bad choice. The amount of shots isn't justified, as these bikes will be slaughtered by most assault armies and are worthless against 90% of Mech armies. 9 shots isn't worth 150 points, even with all the other goodness attached to these units.

So in short:
Strong Anti tank power
Maneuverable
Twin linked bolters
Tough
Great Statlines
FAST!!!

Cons:

Let's see...
They are often only one hit wonders. They give the opponent such a bloody nose that they become target #1, and are expensive for a suicide squad of 3. Obviously, only a crazy, or extremely devious, (or crazily devious) player that has a trick up his/her sleeve would ignore 3 rampant Multi-meltas, that have nothing other to do than shoot tanks right in the @$$ and contest objectives. So...not a good end story for this squad of Dare-devil marines.

Squadrons are also hard to balance out. either they start costing too much, or they are too weak to do damage and thus concede kill points easily. The latter can be stopped by a 5 man unit quite easily. I found however that units of 2 can really mess up my opponents day. This way, the squadron has four wounds and 2 Multi meltas.

Anyway, the list of cons is:
Price
balance
weaponry outfitting
they are suicidal.


Note: I've actually used this 2 bike unit to DEVASTATING effect before. addmitedly, luck played its part, but in at least 2 games against a quite skilled opponents, I've used the aforementioned squads to knock out a Land Raider (#1)that was vital to my enemies plan, and another stubborn, uncooperative Land Raider (#2) that refused to die to anything else, including 3 lascannons over the couse of 3 turns. I have never doubted these units strength and versatility either, as in the same game (LR #1), the 2 bikes held off a space marine Tactical squad for 3 turns, and really affected gameplay for the rest of the game as a result. (I won the first game in other terms.)

So, with this now out of my head, I leave you to decide whether or not i have made a valid point FOR Attack Bike Squads.

Also, if people show enough support and comment, I'll write more articles about units i've used based on my experiences with them.

Until Next time.
Your friendly neighborhood Ninjaman
 
 
 

Hammer Strikes!