Jan 4, 2021
Let's Read Tolkien 76: The Field of Cormallen
Dec 28, 2020
Blood Bowl: Turboleague 2020 results
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Previous Hellbird Turbocup champions:
2012: Braga's Brutes (Orc)
Previous season final league table: [pts, goal differential, casualty differential, fatalities, completions, interceptions, sacks]
Braga's Brutes (Orc) (5-1-0) 15 pts, 14-3, 7-2, 1, 3, 0, 7-2
Tor Achare Titans (High Elf) (3-3-0) 9 pts, 5-8, 9-3, 0, 17, 1, 6-6
Blood River Buccaneers (Dark Elf) (3-3-0) 9 pts, 8-6, 5-10, 1, 10, 0, 10-5
RagnaRock Ravens (Norse) (2-3-0) 6 pts, 4-7, 6-8, 0, 3, 0, 4-3
3rd Street Mütants (Chaos) (1-1-1) 4 pts, 2-3, 3-3, 0, 0, 0, 2-6
Tlaxtlan Warriors (Lizardmen) (1-0-0) 3 pts, 1-0, 0-2, 0, 0, 3-1
Mephala's Murderers (Dark Elf) (0-3-1) 1 pts, 2-8, 1-8, 0, 8, 0, 3-3
Most touchdowns:
2012: Finrod Angamaitë (Tor Achare Titans), Grab da Bol (Braga's Brutes), Grambad (Brutes), Leifur Eriksson (RagnaRock Ravens), Slib'ry Ands (Brutes), Solana Spikeheel (Blood River Buccaneers): 3
Most casualties:
2012: Teclis Turukáno (Tor Achare Titans): 5
Most fatalities:
2012: Athlan Icecold (Blood River Buccaneers), Galhag (Braga's Brutes), Gatgor (3rd Street Mütants): 1
Most interceptions:
2012: Finrod Angamaitë (Titans): 1
Most completions:
2012: Beleg Strongarm (Titans): 6
Bowl winners:
2012 Skogen Mörke Dimmubowl: RagnaRock Ravens
2012 War Ina Babylon: Chaos (3rd Street Mütants)
2012 Antares Autobowl: Braga's Brutes
Tor Achare Titans (High Elf) (3-3-0) 15 pts
Blood River Buccaneers (Dark Elf) (3-3-0) 15 pts
RagnaRock Ravens (Norse) (2-3-1) 13 pts
3rd Street Mütants (Chaos) (1-1-1) 7 pts
Dec 21, 2020
End-of-year: 2020
The first Space Marine codex for 8th edition came out in July 2017. Fairly shortly, they came out with codexes for the Blood Angels, Dark Angels, Space Wolves and so on as well, which referred back to the vanilla Marine codex. The campaign book Vigilus Defiant came out at the end of 2018, and it had specialist detachment and other rules for Marines. At least some of these rules were then incorporated in the second eighth edition Marine codex, which came out in August 2019. It was shortly followed by the Psychic Awakening book Faith and Fury, which revamped rules for Marine Chaplains and came with a bunch of other stuff as well, and the previous single Chapter codexes were replaced with a line of Codex supplements. Until, of course, 9th edition came along, and the very first codex to be announced was Codex: Space Marines, coming out in 2020.
So from 2017 to 2020, i.e. four years, there have been three Space Marine codexes, two sets of supplementary codexes, and two campaign books with Space Marine rules. This is completely ridiculous. I'm a collector more than a player anyway; the only reason I'm really interested in the rules is because I like the units I build to make at least a little bit of sense. But frankly, at this point the investment required to keep up with the constantly changing rules is way too big. So I'm sticking with eighth edition for the time being.
Dec 14, 2020
Warhammer 40,000: Heretic tankery
While I was finishing up these models, GW dumped the entire army in Legends! That kinda seals the deal for me: I'm sticking with 8th.
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If we're going to be using tanks like the Panzer IV as Leman Russes, the KVs need to be something bigger. So they'd be perfect as Malcador heavy tanks, presumably named after Malcador the Sigillite and therefore very theological, which I like. The KV-1 seems like it would work quite nicely as a basic Malcador.
To stay with the anti-tank theme, I wanted my Kirov pattern Malcador to have a hull-mounted lascannon instead of the heavy bolter. However, that brings up the scale problem. While GW minis are theoretically 28mm scale, they're actually a lot bulkier (hence "heroic" 28mm), and especially the weapons and vehicles feel like they're a lot bigger. Even though the KVs were massive tanks, a GW lascannon on one would look absolutely ludicrous. So I decided to use Anvil's portable phase cannon as a lascannon substitute, and simply cut a firing port for it in the front armor. I think it worked out quite nicely!
Here's the finished article in orange! By the way, I found the Imperial Guard camo schemes that inspired these orange vehicles in White Dwarf 143, and I can now confirm that Fiery Orange is an official Imperial camouflage color straight out of the Codex Astartes.
So the basic Malcador is really just a bigger Leman Russ. Sadly, Renegades and Heretics don't get the dedicated anti-tank variant, but they do get the Malcador Defender. And that's really something. The Defender comes with a demolisher cannon and seven (yes, seven: 7) heavy bolters, and a +1 to hit when firing Overwatch. With 21 heavy bolter shots and the demolisher, I simply cannot imagine who would ever charge this vehicle. It's so completely mad that I have to have one. Even if I swap the two sponson heavy bolters for lascannons, this thing still has a monstrous five heavy bolters. So far, my experiences with eighth edition 40k have lead me to believe that more is definitely more. So I am very proud to present a Warlord Games KV-2 in its new life as a Renegades and Heretics Kirov pattern Malcador Defender.
I may have been reading Tank Girl at the time.
**
Frankly, I'm so proud of my Malcador Defender that I'm going to have to field it at least once. My original idea was to add the two KVs to my vanguard detachment, but then Scythe happened. For those who aren't familiar with it, Scythe is a fun board game set in an alternate history 1920s Central Europe with mechs in it. I had a great time painting the mech miniatures, and it left me wanting to build mechs in 28mm scale. So I ordered a Soviet Mastadon heavy walker (sp) from Warlord Games' Konflikt '47 range, and I love it.
It's a beautiful model! I strongly recommend getting one, and I am absolutely buying more of their walkers. I was thinking about fielding this as a Malcador as well, but it's a bit of a stretch to say that the KV-1 main gun and this monster are the same weapon. Since I think I'm going to want to field some Warlord walkers as Leman Russes on the Imperial side, I'm calling this a Kirov Leman Russ Vanquisher.
I'm also somewhat happy with how my Daedric turned out here.
**
If I was being sensible, I'd be done here. But I like painting vehicles, and I like painting orange; so I got a SU-76M from Warlord Games as well. The crew are one of the original Warlord models with a Statuesque Miniatures head, and a female loader from Brother Vinni.
I tried to make the fighting compartment look suitably grimy before gluing the crew in.
And here's my first Chaos Basilisk, Kirov pattern of course.
**
This all adds up to a 868-point spearhead detachment:
Renegades and Heretics spearhead detachment (1 CP) - 866 points
HQ - Malefic Lord - 80 points
Heavy Support - Malcador Heavy Tank - 190 pts
+ battle cannon (22), lascannon (20), 2 × heavy stubber (4) = 236 points [316]
Heavy Support - Malcador Defender - 200 pts
+ demolisher cannon (20), 5 × heavy bolter (40), 2 × lascannon (30), heavy stubber (2), hunter-killer missile (6) = 298 points [614]
Heavy Support - Leman Russ Battle Tank - 107 pts
+ vanquisher battle cannon (15), lascannon (20), heavy stubber (2) = 144 points [758]
Heavy Support - Basilisk - 100 pts
+ Earthshaker cannon (0), heavy bolter (8) = 108 points [866]
**
I seem to have accidentally built a Renegades and Heretics army - just when GW decided to scrap it. I have no idea how they'd do on the battlefield, but I've had a great time building the models and painting them, and that's what I'm doing this for. I wish GW would do renegade Imperial Guard properly for once.
I highly recommend Warlord Games vehicles! They're excellent quality, fun to assemble and especially the hard plastic ones are top-notch.
Dec 7, 2020
Let's Read Tolkien 75: Mount Doom
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I feel like it's an incredibly appropriate coincidence that my post on this chapter falls on December! I'm also a little bit shocked that Frodo and Sam made it to the end of the main quest in the third chapter of the last book.
A long, long time ago, I wrote that the Christian heresy Tolkien was most concerned with was Pelagianism. Pelagianism, at least as understood by Tolkien, holds that the original sin did not irrevocably corrupt human nature, and therefore, people can resist sin. This theme comes to its conclusion when Frodo fails his mission. Letters, 191:
No, Frodo "failed". It is possible that once the ring was destroyed he had little recollection of the last scene. But one must face the fact: the power of Evil in the world is not finally resistible by incarnate creatures, however "good"; and the Writer of the Story is not one of us.
Like I said earlier, if this was Harry Potter and the Ring of Power, none of this would be a problem: the Ring could be used at no risk, and even if it was somehow found to be dangerous, it could, in Shippey's words, be set aside - as the Deathly Hallows were in the miserable transphobe lady's books. In Tolkien's theology, the Ring is a Machine with a capital m (when not actually sin itself), and will therefore not only corrupt anyone using it, but cannot actually be defeated by human or hobbit agency. The original sin means that everyone, including Frodo, has fallen into sin, and therefore cannot, through their own will, triumph over it. So even though Frodo is a Christ-like figure who goes through an extensive ascesis, climbs the Mountain of Doom and is prepared to sacrifice everything to defeat evil, in the end he can't do it. If he could, Christ's sacrifice on the Cross, the event which Frodo's entire journey prefigures, would be meaningless: we wouldn't need him for anything, because we could simply decide to not sin. Because this would put us theology majors out of a job, it is unacceptable. Frodo's quest has to fail. Gollum has to be there to inadvertently finish the job.
Does that mean Frodo's suffering was in vain? Not really, because like Éowyn at the Pelennor, it's Frodo's efforts that make the eucatastrophe possible: if Frodo hadn't hauled the Ring all the way to the Mountain, Gollum couldn't have fallen into the volcano with it.
So was it divine intervention that pushed Gollum over the edge? And if it was, couldn't God then have come up with other interventions, like the one on Amon Hen, to get Frodo there? Is it vitally important for the future that Bilbo, or for that matter Frodo or Sam, didn't kill Gollum - or would god have stopped them, or come up with a different intervention in the Sammath Naur? This is the pointless philosophical hole theology digs itself into when you want both an omnipotent and benevolent god, and a meaningful role for human free will. For Tolkien, Frodo's choices and sacrifices did matter, even if in the end, he couldn't prevail.
But if you want to boil the whole Lord of the Rings down into one message, this is it: sin corrupts, and people can't defeat it on their own, without divine assistance.
**
Next time: a party.
Nov 16, 2020
Gladius: How I beat the game on Very Hard with Chaos
I continue to thoroughly enjoy Warhammer 40,000: Gladius - Relics of War, i.e. the best Warhammer video game of all time and one of my favorite 4X games ever. So far, the faction I've liked playing the most has been Chaos, and just before the Eldar DLC dropped, I managed to win as Chaos on Very Hard. This is how I did it.
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First, a few words on the kinds of units you'll need. There are three main roles for Chaos units in the game.
For starters, you need units that can tank damage. To win at Gladius, you need to be able to destroy enemy cities. They, however, will tend to shoot back, and the enemy may also have units of their own. Similarly, when you need to defend your own cities, you want the enemy beating up on your units rather than the city.
Heroes, especially properly outfitted Chaos Lords, eventually become very, very good at this, and even regular Chaos Marines can do some tanking, but all infantry is very vulnerable in the open. That's why the real stars here are vehicles. Chaos Dreadnoughts ("Helbrutes" to some people with no respect for the old ways; I'm damn sure Lorgar didn't call them "Helbrutes"; this is Chaos, not some kind of anarchy where anything goes) can take a serious beating, especially if you have a Warpsmith handy to heal them. If you start in an ore-rich area, you should start building dreadnoughts as soon as possible, and keep at it until you can switch to Land Raiders and/or crabs. A line of dreads, anchored by a Chaos Lord and attended by a Warpsmith, can take a lot of punishment.
Remember that a unit that does nothing except absorb enemy fire or melee attacks is doing a valuable job! In the early game, it's often worth bringing cultists or spawn along to attack enemy cities; every enemy shot fired at them isn't hitting your important units. It feels to me like the AI disproportionately targets spawns, so use that to your advantage.
The second thing your units need to do is, obviously, deal damage. Dreadnoughts suffer from only having the reaper autocannon as their ranged attack, so a little fire support never goes awry. Havocs are amazing for this: with a range of 3, they can sit behind your characters or dreadnoughts and blast away. Remember that they're very vulnerable, though, and never leave them in the open if you can help it.
The stars of damage-dealing are undoubtedly Chaos Lords, especially once you get Exalted Strike. They can't win wars on their own, though, and can get swamped by even weak enemy units and worn down, so they need strong support. I haven't really found Berzerkers worthwhile, even though I love them in the tabletop game; they don't really do enough damage and are quite vulnerable to enemy fire. The same goes for Warp Talons, and both they and Berzerkers suffer from competing for the same resources and build slots as Havocs, and usually I'd rather have the Havocs. Obliterators are very strong, but surprisingly vulnerable in open terrain.
Similarly, I'm not that impressed with Maulerfiends, whose special ability against fortifications is a bit niche, or Venomcrawlers, because again, they compete with dreads, and later with Land Raiders and Defilers. So I keep ending up with Dreadnoughts and Havocs.
The third area Chaos needs is flyers. The AI likes building flyers, and for good reason: they tend to be shooty, tough, and obviously they ignore terrain, making it easy to concentrate their fire wherever it's needed. I expect anyone who's played on bigger maps and/or higher difficulty levels will have encountered the Ork Dakkajet swarms, and suffered at their hands.
Chaos has no dedicated anti-aircraft units, and is more reliant on melee than most other armies, so enemy flyers, especially in large numbers, are a serious problem. Another strike against Maulerfiends is that they're helpless against enemy aircraft! Leveled Havocs can drop individual flyers out of the sky, but a strong enemy ground force with good air support is the toughest opposition you will face as a Chaos player, and if you're not prepared for it, you're very likely to lose.
The only real answer is Heldrakes, so researching them becomes a priority, especially on Medium and bigger maps. Heldrakes are tough, but can be vulnerable at lower levels; ideally, you should try to get them leveled up by having them participate in fighting in a limited way, but both when doing this and defending against enemy flyers, take care that they don't get cut off from the rest of your forces and surrounded, because they will be destroyed if mishandled.
Heldrakes also require a lot of energy to build and maintain, so that's also something to invest in in the early game, if possible.
The army I won with on very hard was Dreadnoughts, a Chaos Lord, Warpsmith and Master of Possessions, backed up with some Havocs, a swarm of Heldrakes and as many Land Raiders and Obliterators as I could get. The real stars were the Dreadnoughts and Warpsmith, but the Heldrakes also start getting quite scary as they level up.
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So how do you build this army? In the game I won on very hard, I only had two cities on a Small map. Chaos can potentially expand very quickly, but you don't need to. My thinking tends to be that cities either provide access to a resource I need or form a strongpoint for defense. If my starting location is lacking a resource, it's usually worthwhile to found a city somewhere where that resource can be found - assuming you can defend it. My priorities on city placement are access to bonuses from special resource tiles, and approaches and lines of fire. When claiming tiles for a city, it's worth thinking about whether you can create good firing positions for Havocs where they'll be protected from enemy attacks. Infantry really struggle to defend in open ground, but a city can turn a barren wasteland into a very strong defensive position.
My priority has been to get a Chaos Lord in play as soon as possible, so I tend to research Lord's Quarters first. I go for Bloated next, especially since I usually do the first few quest stages; the Imperial Guard invasion is easy experience, and the resource rewards are handy. It's also worthwhile to get Rite of Change anyway for when your cities hit population limits. Up to and including very hard, I haven't really found it necessary to optimize research, so it's mostly contingent on what I have or need. If we have a lot of food, Havocs are a priority; a lot of ore, Dreadnoughts. If you're going to expand, then you need the Meadow of Sorrow sooner rather than later. Whatever you do, you should make fairly steady progress toward the Heldrake because you're going to need them.
After the Lord, you can build a Master of Possessions if you have the influence to spare, but a Warpsmith is more important. In the early game, the Master's ability to heal your units and summon disposable daemon units is useful, but the Warpsmith is crucial to keeping your vehicles - especially Fire Frenzying dreads - alive. His economy boost is also nice, and the mechatendril attack is actually quite good! The Master of Possession's other abilities are a bit lackluster in my opinion.
Thankfully, none of this engine-building requires any micromanagement: just keep an eye on your economy, especially energy, and your cities' population limits and loyalty, and you'll be fine.
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Finally, a couple of words on tactics. I have three principles: terrain matters, overwatch is your friend, and don't overextend yourself.
One of the things that makes Gladius such a good wargame is that you have to be very aware of the terrain and the ways different armies use it. As a Chaos player, close terrain and narrow places are to your advantage - but remember that they'll also slow you down if you need to retreat. Watch your flanks for enemy skimmers and flyers: they can easily cut you off.
Conversely, be very cautious in open terrain, especially with infantry. Lines of sight in Gladius are rather short, so in the open, the enemy can easily surprise you with a flanking move. It's often worthwhile to use a disposable unit like Chaos Spawns as a flank guard for some advance warning.
This leads up to the second principle: overwatch. In a game with strong overwatch and weak or nonexistent artillery, you usually want the enemy to come to you. If they've had to eat up overwatch fire from your Havocs and Dreadnoughts, they'll be that much easier to wipe out in close combat on your turn - if they even make it that far. In the best-case scenario, the advancing enemy is depleted by your overwatch and stuck in the open, exposed to another round of fire. Overwatch is strong enough that even on the offense, it can often be a good idea to make a tactical retreat to lure the enemy into following you.
Finally, maybe the most important tactical principle is not getting overextended. On the smallest tactical scale, this just means not putting units in harm's way to finish off a damaged enemy, for instance; before you know it, an unexpected enemy attack wipes them out. The same principle applies on a larger scale, for example when attacking enemy cities. The AI will often just ignore attacks on individual units, like those random Malanthropes the Tyranids have just roaming around, but will usually make an effort to defend cities. Especially on larger maps, when you start damaging an enemy city, they may have most of their forces fighting elsewhere, but will detach some or all of them to defend the city. So as you're laying your siege, a strong enemy force may well be on its way to relieve the city.
This means that your dispositions should be such that if enemy reinforcements do show up, they can't get the drop on your Havocs, for instance; especially since you'll probably be busy reducing the city, so no-one will have any overwatch attacks. But it also means having some notion of how you're going to retreat if your casualties are starting to look too high. It's better to preserve your army, reinforce it and come back later, than to throw it all away pressing a failed assault. Sadly, Fire Frenzy sometimes means having to leave a dread behind; at least you can hope it'll slow the other guys down.
Even destroying an enemy city has its risks: whereas just a moment ago, your assault force was safely inside a city, it just blew up and left your guys standing around in the open. Tyranid cities are especially nasty, because you're liable to find yourself standing on naked bedrock! It's often a good idea to pull back and consolidate your forces when you destroy an enemy city: if your units are spread out and damaged, they'll be easy prey for an enemy counter-attack - or even a totally different faction suddenly swooping in. Destroying a city sets your opponent back and gets your units experience; sometimes it's best to leave it at that and pick your spot for the next attack.
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That's how I've gotten along so far; next, it's time to up the difficulty some more and see what happens. I also got the Eldar and Tau DLCs, and I would definitely recommend both. The Eldar story is a bit bland and the quests aren't all that interesting, but they're a fun faction to play; I'm currently figuring out how they work on Hard. The Eldar DLC adds webway gates to the map, and the Eldar can only found cities on those. Unfortunately, enemy factions will tend to destroy all the ones they can find - or other Eldar factions will grab them - meaning that especially on smaller maps, you'll be stuck with few cities. I'm kinda interested in finding out how that works out on bigger maps and higher difficulty levels. In general, though, I'm thrilled to be playing my favorite army from Space Marine.
The Tau are surprisingly similar to the Eldar: massive firepower, very little staying power. Their quest is excellent, though, and although the entire army is an innovation, the anime battlesuits are kinda growing on me. It's also just nice to have more variety in your enemies!
Gladius remains an excellent, sadly underappreciated game, and I hope they come out with more DLCs. Compared to Dawn of War, we're still missing the Dark Eldar and Sisters of Battle, but I'm actually hoping to see the Machine Cult show up. Now that we have Wraithknights, how about some Imperial Knights?
Anyway, I've just tried the Eldar on very hard and it went surprisingly well; time for another game...



























