Wednesday, May 21, 2014

Warhammer 40k - 7th edition Allies

A friend of mine (@beahealthygeek) tweeted this out earlier


and it actually got me a little excited for the game again (my interest in 40k has waned a lot over the past few years but some releases have changed that).  The biggest thing is that all Imperial Armies are now considered battle brothers.  Imperial armies encompass basically all Space Marine chapters, Imperial Guard forces and Inquisition forces.

Why is this important?  Well I've always wanted to do a joint Dark Angels and Space Wolves army as the two marine chapters have so much rich history with each other.  Despite what current Wolf and Angels players say now, I am a firm believer that their rivalry is one of mutual respect and not one of malice or hatred.

This new alliance matrix means this pipe dream army of mine can actually come true without having a significant disadvantage in the actual game (the non-scoring Troops from 6th are a big hindrance I think). To be honest I'm not sure if I will add anything to my collection but things like this will encourage me to try and pick up the hobby again.

Now to decide what Space Wolf units will go best with my Deathwing forces.

Friday, May 16, 2014

MTG - Journey into Nyx Cube Update 1

Big update this time.  With the full set of temples available I've found a way to include them.  I have a large gold section so having the proper mana fixing is important.  The temples are a great addition while not breaking the bank.  Drafting 5 colour good stuff will now be more feasible in my cube!

I also removed the following mechanics as they were kind of confusing to my friends who don't play MTG outside our cube nights or conflicted with other mechanics in my cube or I just felt were under performing.

  • Bestow - A very cool mechanic and gives so many options.  You could have cheap aggro creatures that had late-game impact and they trigger Heroic as well.  However, the rules behind it were very complicated and the intricacies of the mechanic are beyond my playgroup.  I did keep Chromanticore though as it is just a fun and powerful card.
  • -1/-1 counters - Goes counter to all the +1/+1 counters that are present.  Again the interactions between the two types can be confusing so I chose to remove them.
  • Scavenge - The timing of this ability caused a lot of confusion in my group so I removed it.  I did keep Varolz, the Scar-Striped as it is a fairly strong card and with only one instance of Scavenge it would be easier to explain.
  • Detain - Fairly lack-luster and I wanted to try new things in the UW slot.

So on to the actual changes!