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![[Post New]](/s/i/i.gif) 2011/11/29 17:21:10
Subject: Blue Star Alliance Codex 6th ED
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Pyromaniac Hellhound Pilot
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Hi!
So here is one of my homemade Xeno codex: the Blue Star Alliance. Complete with fluff, rules, armoury and units.
The BSA is meant to be the ultimate shooty army. They have an "invisible" army-wide special rule: Fire For Effect that simply means that their guns are bigger, better and meaner than the guns of the other races. They also rely on psychic powers and all sorts of pesky equipment to enhance their survivability and mobility. They don't really shine in close-combat, but frankly they don't have to (Ever tried to run against a wall of 10 Destroyers with 4 Multi-Pulsers? They can destroy even Nob Bikers in no time!). No versatility (like SM), no finesse (like Tau), no Option B (like Eldar), just pure, unrelenting firepower.
Oh, my english is rather poor, so there could be quite some grammar errors. And the arts in the codex aren't mine, i got them from deviantArt.
Filename |
Codex_Blue_Star_Alliance_6thED.pdf |
Download
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Description |
Blue Star Alliance Codex 6th Edition |
File size |
1675 Kbytes
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This message was edited 10 times. Last update was at 2012/07/23 18:15:18
My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/11/29 18:39:09
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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I took a quick read through (~15mins) and two glaring issues pop up immediately. The first being that you have the best weapons selection of Tau, Imperium, and a flair of Eldar all in one list. While it may seem benign at first, the combinations that you can take these weapons in on a variety of platforms in every force org, lends the codex to easily cover any weakness. As it stands, it appears you can outshoot the Tau, field more vehicles than IG, and are almost as resilient as Space Marines, at least more resilient than guardsmen.
The second problem is that every vehicles has rear armour values greater than 10. Having a rear armour value greater than 10 in a standard 40k game is restricted to a handful of vehicles, namely Land Raider and a few Leman Russ variants. Everyone else has R AV 10, and I think your list needs that. It makes you legitimately susceptible to assault against your vehicles, because you're not right now.
I'll have more comments later.
I do, however, commend you on the effort you put into it and the neat, easy to read layout.
*EDIT* Alright, so I'm officially going on record and saying its overpowered. Now, not saying its terrible, in fact I like the concept and idea, its just really underpriced and everything is up-gunned. Here's a 1500pts list that I came up with to prove my point.
HQ
Command Walker - Plasma Cannon, Plasma Rifle, Protector Shield/245pts
Troops
Grunts Squad - 2x Fusion Gun/90pts
+Troop Crawler - Protector Shield, Targeting Analyzer/110pts
Grunts Squad - 2x Fusion Gun/90pts
+Troop Crawler - Protector Shield, Targeting Analyzer/110pts
Grunts Squad - 2x Fusion Gun/90pts
+Troop Crawler - Protector Shield, Targeting Analyzer/110pts
Elites
Battle Walker - SMART Missile Launcher, Autocannon, Protector Shield/165pts
Heavy Support
Battle Tank - Lance Disruptor, SPIKE Missile launcher, Protector Shield/150pts
Battle Tank - Lance Disruptor, SPIKE Missile launcher, Protector Shield/150pts
Missile Tank - 4x SMART Missile Launcher, Protector Shield/185pts
Right, all that comes out to 1495, if my math was done right.
Now, you have less vehicles than IG can put out at this point level (by two I might add, so not much less), but it seems like you have 50% due to 4+ invulns from the protector shields on every vehicles. The missile tank will barbeque ANY infantry in cover at an excellent range, and the lone Battle tank helps out. The command vehicles uses the plasma large blast and plasma rifle to inflict mass wounds on TEQ models. The two battletanks fry heavy vehicles (AV13-14) with relative ease, and the Troop Crawlers with their S6 AP4 Heavy 4 Tank Hunting guns, will kill all the light tanks with ease, being S7 against vehicles.
That's 1 AV12 fast skimmer, 2 AV12 skimmers, 3 AV13 skimmers (scoring too!), 1 AV12 walker, and 1 AV13 walker.
Scary. Did I mention the 30 veteran guardsmen equivalent with meltaguns in the transports? Almost forgot about those.
I could go in a point-by-point list of what needs tweaking, from my perspective, but that's just tedious.
Long story short;
-Weapons are too good; drop rate of fire, large blasts and blasts here and there, and range...potentially strength too on a lot of weapons
-All vehicles need rear AV 10; makes them susceptible in close combat, a legitimate weakness
-Protector shields should become a 5+ invuln for the same cost; still very good, but not broken.
-Troop crawler become AV12
After those immediate changes, play-test, play-test, play-test. Try foot lists, mech lists, walker lists, skimmer lists, big lists, small lists and medium lists. I'd be willing to help and play-test myself, but sadly my 40k stuff is across the country and there are no players here.
I like the concept, and its well presented. Your english is perfect too, no worries there. For the fluff, I'd try to make it grimmer, give them some friction with the Imperium, but make them small enough and too far away to pose an immediate threat, similar to the Tau.
There's certainly potential, its just overpowered as is.
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This message was edited 1 time. Last update was at 2011/11/29 21:19:06
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/11/29 22:57:25
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Thank you the feedback, i really appreciate it. And to answer your suggestions:
- Believe it or not, but the original concept had more expensive weapons, and it was unplayable. This is the second incarnation of the codex, the first had most weapons +10 points more expensive and the Protector Shield at 40 points. I played 5 games with it, and i had 5 losses (3 wipe outs). I played ~20 games with this second version (including a tournament) with a ~60% win ratio. I call it a deal, because i have a similar win ratio with my IGs. And i already tried out most of the army builds (all Deep Strike+Summon is crazy but funny too  !)
- The biggest problem with their overgunned power that most of your weapons concentrate on a few relatively vulnerable platforms. The good example is the Missile Tank: it delievers a lots of pain with four SMARTs, but it is still an AV12 vehicle (with a 4+ invu), so missile launchers/lascannons/autocannons can easily supress/destroy it. And once it is gone, most of your mass infantry killing power will go with it.
- The high rear AV was something i wanted for the BSA to distinct them from other mech armies.
- Don't hurt poor Troop Crawler  ! That poor vehicle already got a lots of bashing in my gaming club for being a metal box with no real job other than haul the weak guys around.
- Oh! And a side note on the vehicles: all non-walker veicles are around the size of a Land Raider (they are a bit smaller, but not much). The Gunship and the Stealth Troopship have the size of a wingless Valkyre. The walkers are around the size of a Dreadknight.
- Dunno about Protector Shields. DE can have 5+ inv for 10 points, and those Flickerfields protect much more.
- And what do you think, how overpowered the army is? Grey Knight overpowered? Or more?
Oh, and i used the following list for my premier battles (1750 points):
Force Commander (Lance Blaster, Powered Suit, Specialist Operations, Scrambler Grenades) - 122
2x Squad Leaders (Lance Blasters, Powered Suits) - 120
2x Heavy Infantry Squads x7 (2x Caustic Guns) - 262
2x Grunt Squads (2x Plasma Rifles) - 200
2x Troop Crawlers (Protector Shields, T Analyzers) - 220
2x Stealth Troopships - 200
2x Heavy Walkers ( TL Lance Cannons, Lance Cannon, Autocannon, Protector Shields, T Analyzers) - 440
Missile Tank (4x SMART Missile Launchers, Protector Shield) - 185
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This message was edited 1 time. Last update was at 2011/11/29 22:58:18
My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/11/29 23:20:07
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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The way I look at the codex is that if plays like an IG/Tau hybrid with elements of Eldar (skimmers and weapons) and Marines (3+ available and BS4 standard).
I can almost guarantee you that if I ran the 1500pts list I posted above and played it the same way I play my mech IG, I'd have a hard time losing. The rear armour is really a huge bonus, as Krak grenades can only stun on a 6, rather than pen on 5+ like on most vehicles. It also shuts down most of Orkz only real anti-tank capabilities.
The thing with Dark Eldar flickerfields being 10pts for a 5+ is that they're mostly AV10/11 open topped vehicles. Yours are AV12/13 non-open topped. A 25pts 5+ invuln is still awesome, but an expensive kind of awesome that you have to think twice about adding sometimes. Its a good idea, but I think it should be toned down for balance.
Whoever said the troop carrier is just a box to haul people around doesn't understand how great that unit would be to play with. Bring 3 in a 1500pts match with TA and protector, and spew 4 S7 BS4 shots at range. My god, I can't express how much I'd love to autocannons on my chimeras, let alone four autocannon shots at BS4. Troop crawlers are overpowered as they are at AV13, I'd drop them to AV12 and they'd be a lot more balanced.
In terms of competitiveness, I'd like to think I picked out the better choices in terms of trying to 'break' the codex by taking the best possible options. There's no vehicles without a 4+ invuln and no no AV less than 12 on the board. In comparion, one of the best Guard lists at 1500pts would comprise the following:
CCS - Chimera, 4x plasma
Vets - Chimera, 3x plasma
Vets - Chimera, 3x melta
Vets - Chimera, 3x melta
Vendetta
Vendetta
Vendetta
Manticore
Manticore
2x Hydras in a squadron
For 11 AV12 vehicles. The list I posted had 8 vehicles, but the 4+ invuln effectively makes that 12 vehicles, half of which are AV13.
I think you need to use normal weapons from other codices, but slightly modified. The points values are fine if the weapons were downgraded a little.
I'd have to play a game with the list I proposed, but I'm 95% sure I could beat that IG list above, which is about as good as lists go at 1500pts.
I'd love to see pics of the models you have though.
Anyways, I'm sure I'll have more ideas/criticism the more I read through this, and I can certainly theoryhammer a number of lists that would wreck face. You have a good selection of units, and they're properly located in each force org, and almost all have a use in some kind of list. It just needs to be balanced now, methinks.
Glad to have helped, I'll be watching this and posting more lists at various points levels.
Seriously though, Troop Crawlers are a  awesome unit. I'd wreck people with that box of scoring doom.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/11/30 14:48:41
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Okay, after a little thinking, i came up with the following changes:
- Cost of Protector Shield is increased to 30
- Cost of Target Analíser is increased to 15
- Cost of Troop Crawler increased to 90
- Troop Crawler loses Scout
- Troop Crawler loses Targeing Analiser option
- Troop Crawler gained the option to take pintle-mounted Rocket Pods for +15 points
- Missile Tank is no longer Fast
I don't want to nerf the weapons, because the whole theme of the army is "Shoot or Die". They don't really have any means to do anything else (not so much mobility (Eldar), not so much resilience (Necrons) and not so much support (Tau)).
And 10+ downloads and only one forumer has ideas? Come on guys, i need lots of feedback (good or bad, i don't really care)  !
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/11/30 15:48:37
Subject: Blue Star Alliance Codex
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Probably the biggest issue to me is the Psychic power summon, you need a 12 inch range on that because otherwise it could get VERY OTT...
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![[Post New]](/s/i/i.gif) 2011/11/30 17:29:58
Subject: Blue Star Alliance Codex
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Stalwart Veteran Guard Sergeant
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can you post some pictures of the models you are using?
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3k+ IG
Chimeras > rhinos (course then again piling a regular squad out of a chimera usually creates a scene similar to Omaha beach during D-Day) |
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![[Post New]](/s/i/i.gif) 2011/11/30 17:34:13
Subject: Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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dreadfury101 wrote:can you post some pictures of the models you are using?
I use paperbox models for vehicles and Infinity Morat soldiers as infantry (because i imagine the look of the 'Wizards' very similar to the look of the Morat). And i simply use Kroot for savages.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/11/30 22:35:46
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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I think the changes are a step in the right direction. Here's what I conceived for 1500pts with the new points.
HQ
Force Commander - Plasma Rifle, Specialist Operations/95pts <-------with the plasma grunt squad
Elites
Squad Leaders (2) - 2x Fusion Gun/60pts <----One for each squad with fusion guns
Battle Walker - Plasma Cannon, Twin-linked Fusion Gun (or autocannon), Protector Shield, Targeting Analyzer/190pts
Troops
Grunt Squad - 2x Fusion Guns, Troop Crawler, Protector Shield/210pts
Grunt Squad - 2x Fusion Guns, Troop Crawler, Protector Shield/210pts
Grunt Squad - 2x Plasma Rifles, Troop Crawler, Protector Shield/220pts
Heavy Support
Battle Tank - Lance Disruptor, Lance Cannon, Protector Shield/160pts
Battle Tank - Lance Disruptor, Lance Cannon, Protector Shield/160pts
Missile Tank - 4x SMART Missile Launcher, Protector Shield/190pts
Should be 1500pts. Similar to the last list I posted, but it has one less vehicles, but I gained better leadership in the squads, and D3 scoring units. This means I always have at least one additional scoring unit, and an average of two extra every game. The Battle Walker will be made scoring every game, and the Missile Tank will likely benefit as well if a 3+ is rolled for Specialist Ops.
This looks a lot more reasonable. Everything is  expensive, so the vehicle count dropped down to a more modest seven, of which 4-6 are scoring. You have 12 BS4 S6 AP4 shots at 36", so horde and light vehicle control (similar to Eldar War Walkers), some heavy duty anti-tank with the two battle tanks, dedicated anti-horde with the missile tank, and anti- teq/vehicle with the Battle Walker. The targeter effectively makes him S8 against vehicles, and a large blast at S7 AP2 will put a hurt on TEQ armies. Then the troops function much the same way as IG vets, though they have to get out to fire, which is fine.
For 2000pts, simply add another plasma grunt squad as above, with a plasma squad leader for them, and add another Battle Walker as above, but both with plasma rifles instead of fusion guns. Should be 1980 with those additions. Still a lower vehicles count than a 2000pts guard list, but a lot more resilient with the 4+ invulns.
I think you need to build at least two different 'styles' (mech or foot, or walker heaver, or skimmer heavy, so on...) and play-test each list several times at 1000, 1500, 1750/1850, 2000, and 2500pts to really get a feel for what's broken.
I'd love to help, but I can't. Though the theoryhammering is fun.
I'll be back with some thoughts on the weapons and upgrades.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/11/30 23:05:33
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Hmmm... We like Heavy Walkers much better than Battle Tanks (higher armour, Fortitude, more gunz). And yeah, the Force Commander w/ Specialist Operations is a very good selection.
Oh, and what about the Savages? First turn charge? It proved to be really annoying (especially with Cheiftains/Assassins in the mix).
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/12/01 00:35:15
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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See, the thing I see with the heavy walkers, is that I can take two battle tanks and a missile tank for the cost of two heavy walkers with protectors and some weapon upgrades. I'd rather have three AV12 vehicles than two AV13 vehicles. Plus the battle tanks have your best ranged anti-tank weapon, especially when coupled with the lance cannon. Not that the heavy walkers are a bad choice, more vehicles are always superior to less.
The savages may be able to get off a first turn assault, but even 30 of them will die in short order and can easily be caught in a sweeping advance. You'd have to spend for a Chieftain to give them the much needed Ld10 to ensure they stick around, but in assault, the moment you take 4+ casualties, you'll be rolling on pretty low leadership. To remedy that, give the Chieftain either Fearless or Stubborn. I'd personally go with Fearless, cause you still take no retreat wounds, but you'll stay locked in combat.
More of a fluff choice really, can't see them being game breaking by a long shot.
*Edit* Here's a word doc with a bunch of lists I stormed up from 1000-2500pts. Cheers.
Filename |
Blue Star Alliance - FanDex.docx |
Download
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Description |
Army Lists 1000-2500 |
File size |
14 Kbytes
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This message was edited 2 times. Last update was at 2011/12/01 04:11:44
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/12/01 10:28:27
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Wow, when i first red that the Lance Disruptor is a "superior anti-tank weapon" i was really suprised, because "+12" range and +1S is so much or what?". But then, i realized that the Lance Disruptor was messed up, because it has AP1 (ooopsie) for some reason.
So, a little correction:
- the Lance Disrutptor is R60", S9, AP2, Heavy 1, Blast, Lance
I'll soon update the codex in the first post with the modifications. <- Codex updated in the first post.
I also went through those army lists, and if you think that a competitive BSA army should look like those, then i'm pretty good with it. Those armies definietly have the small-scale commando/raid party feel with their low model count, and masses of powerful support elements. That's how the Blue Star Alliance rolls  !
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This message was edited 1 time. Last update was at 2011/12/01 12:54:21
My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/12/01 23:50:52
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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Oh okay, makes more sense to have it at AP2. That still works though. It can also do double duty against TEQ targets.
The thing about the heavy walker versus the battle tank is that a properly kitted out heavy walker costs ~220-230pts, whereas I can get almost three battle tanks for the cost of two heavy walkers. Your units are already really expensive, and you want to put down as many models/vehicles as you can. Having two AV13 targets is not better than three AV12 targets. Granted, the ability for the walkers to split fire (though on Ld8) is nice, but I don't think its a game winner.
Basically, the way I see any army being built 'competitively' from this codex is using a set core that will rarely vary, much like a proper mech IG list.
-Force Commander: Good, cheap HQ that provides a Ld boost to a grunt squad and can take another special weapon to match the grunt squad. Always take specialist operations for more scoring stuff (though I think you might have to bump the cost up to 50).
-Grunt Squads in Troop Crawlers: Basically veterans in an uparmoured, upgunned chimera. Mix and match squads with 2x fusion and 2x plasma and give them squad leaders with matching special weapons.
That's your core. Then you take stuff from the heavy support slot, and your best buy for anti-tank and anti-infantry comes from 2x battle tanks and 1x missile tank. Other combinations still work, its just that they become a lot more expensive. You can fix this by either increasing the cost of the battle tank (130-140) or lowering the price of the walker (150). At the end of the day, you might as well just add 30pts to their cost because you'd almost be stupid not to take the protector field upgrade. A 50% boost to my durability against EVERYTHING? Yes please.
After you fill your heavy slots, you can either turn to the fast or elites. For elites, you can either add battle walkers for plasma cannons, or heavy troopers in troop crawlers and make them scoring via special operations. Both are pretty viable.
Under fast, assault tanks are cheap, fast, and bring melta. Twin-linked melta, the best kind. Granted, they're costlier than the much desired MM/HF speeders in C:SM, but the durability ensures they can pop more than one tank or draw disproportionate fire. The light walkers can be useful, but paying 30pts for the 4+ invuln on an AV11 platform quickly adds up and they don't do much that the assault tank doesn't already do.
I'll try and write something about each unit and how it compares to similar units in other codices and do some quick mathhammer for each at a later point, but for now, I have a meteorology exam to study for.
*EDIT* I'll also add that I like this codex because its what I wish the Tau were actually closer to.
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This message was edited 1 time. Last update was at 2011/12/02 03:11:54
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/12/27 19:10:22
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Hello everybody!
So after some playtesting and brainstorming, i made another update for the codex. Some minor and major changes, three new special characters and the Notable Organizations of the Blue Star Alliance fluff section.
Any kind of c&c is welcomed.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/12/27 23:23:35
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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Took a quick look through, and besides the new characters, what really changed? Maybe a quick overview of the changes would be nice. I'm still very much so interested in this project.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/12/28 08:27:54
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Blacksails wrote:Took a quick look through, and besides the new characters, what really changed? Maybe a quick overview of the changes would be nice. I'm still very much so interested in this project.
The changes are:
- Proximity Detectors are in (anti-Night Fight vehicle equipment)
- Protector Shields points cost is back to 25
- Protector Shields no longer protect against Perils of the Warp or against attacks with no S value (like Warp Rift and Eldar D weapons)
- Sniper Squad now has Stealth (so they gain +2 to cover saves)
- Stealth Troopship transport capacity increased to 12 models
- Light Walker points cost decreased to 70 points per model
- Light Walker weapon options changed (they can now select heavy weapons too)
- FOC selection clarification for special characters has added
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This message was edited 3 times. Last update was at 2011/12/28 20:01:44
My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2011/12/28 22:07:08
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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Changes look mostly fine. The proximity detector shouldn't be a simple 'ignore night fighting', as the Necrons now potentially rely on it, which would really hurt them. If you made it something like acute sense combined with a searchlight for vehicles, it'd probably be better. Then you could make it 5pts. Just a thought.
I think both the Savage Fighters and the Savage Stalkers need something to differentiate themselves more clearly, and actually perform the job their supposed to. Savage Fighters should drop infiltrate for scouts and leave the infiltrating for the stalkers. It'll be more balanced when you also add in my next idea.
Right now, they don't have fearless or stubborn - a necessity for a horde - and Ld8 isn't great. Either each squad should have the option of buying a sergeant type character that grants the squad fearless (I prefer fearless over stubborn in this case, probably fits fluff better anyways). This effectively makes them a viable horde option. Guard blobs have Ld9 and stubborn with lots of power weapon attacks, Orkz have hidden nobz and fearless, and Nids have fearless and access to other goodies through Tervigons. Now you have a horde troop choice that can make a 6" move or outflank, then still charge 12". Still very threatening, but not broken. They'll also stick around in combat.
The stalkers then become your sneaky guys, who can also buy a similar upgrade character to grant fearless and stick around in combat.
Finally, I think the codex would have some flavour and more balance if your restricted certain weapons to certain vehicles. As it stands, most vehicles can take all the same (or most) of the weapons available to nearly every other tank. For example, if you made the assault tank only have an option for a fusion cannon OR SMART missile launcher, while restricting those weapons from other vehicles, it would define the role of the assault tank and that of the other tanks.
Still, I do like this codex. Oh, and I still think your rear armour values need to come down to a maximum of 11, if not 10 like most vehicles. R AV 12 is too high, in my opinion.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/12/28 22:52:26
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Blacksails wrote:Changes look mostly fine. The proximity detector shouldn't be a simple 'ignore night fighting', as the Necrons now potentially rely on it, which would really hurt them. If you made it something like acute sense combined with a searchlight for vehicles, it'd probably be better. Then you could make it 5pts. Just a thought.
Well, most vehicles (the walkers) have Acute Sense as a basic special rule. And the Necrons vs BSA is a nightmare scenario for the BSA, because all those Gauss weapons and Scarabs. Negating the TrollPulse at least give them a better chance  .
Blacksails wrote:I think both the Savage Fighters and the Savage Stalkers need something to differentiate themselves more clearly, and actually perform the job their supposed to. Savage Fighters should drop infiltrate for scouts and leave the infiltrating for the stalkers. It'll be more balanced when you also add in my next idea.
Yeah, i'm aware of the Stalker/Fighter problem, and i already have two ideas awaiting for playtesting:
1. A Chameleonic Skin like special rule instead of the Infiltrate/Scouts (this is fluffy, as Stalkers are super-elite infiltrators).
2. Pistol+ CCW for basic wargear and options to take special CC equipment.
Blacksails wrote:Right now, they don't have fearless or stubborn - a necessity for a horde - and Ld8 isn't great. Either each squad should have the option of buying a sergeant type character that grants the squad fearless (I prefer fearless over stubborn in this case, probably fits fluff better anyways). This effectively makes them a viable horde option. Guard blobs have Ld9 and stubborn with lots of power weapon attacks, Orkz have hidden nobz and fearless, and Nids have fearless and access to other goodies through Tervigons. Now you have a horde troop choice that can make a 6" move or outflank, then still charge 12". Still very threatening, but not broken. They'll also stick around in combat.
Around the first draft of this codex, Battle Standard (the Chieftain equipment) had a 12" Stubborn bubble for Savages only. But savages with good morale was sooooo broken that i eventually nerfed the standard to its current version. Their first turn charge is already considered cheesy at my gaming club, especially when they have support (Assassins for damage dealing and/or Heavy Walkers for transport busting). And making the Savages actually threating in CC would shift the balance of the codex, because it would eliminate the CC vulnerability of the army.
Blacksails wrote:Finally, I think the codex would have some flavour and more balance if your restricted certain weapons to certain vehicles. As it stands, most vehicles can take all the same (or most) of the weapons available to nearly every other tank. For example, if you made the assault tank only have an option for a fusion cannon OR SMART missile launcher, while restricting those weapons from other vehicles, it would define the role of the assault tank and that of the other tanks.
My idea with the weapons and their wide availability that this way, the player can spam weapons. And the spamming of poweful guns is the very essence of the whole codex. All weapons should be available for all army types (infantry/walker/vehicle), so the player isn't limited when building his army. Even the Lance Disruptor and the Mass Driver irk me, because they are Battle Tank only weapons.
Blacksails wrote:Still, I do like this codex.
Thank You!
Blacksails wrote:Oh, and I still think your rear armour values need to come down to a maximum of 11, if not 10 like most vehicles. R AV 12 is too high, in my opinion.
RAV 12 isn't that high, but definitely annoying. Maybe i should run a try for RAV 11...
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This message was edited 2 times. Last update was at 2011/12/28 22:56:57
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![[Post New]](/s/i/i.gif) 2011/12/29 03:10:54
Subject: Re:Blue Star Alliance Codex
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Lord of the Fleet
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Rear armour 12 is really high. Baneblades have rear armour 12; regular vehicles shouldn't be higher than rear armour 11. Truthfully, AV 12 is actually really hard to kill, particularly Orkz. AV 11 is still particularly tough while not being overpowered. I personally dont think its balanced until it is rear armour 11 or 10.
The rest does look mostly fine. I'd have to test it out myself to really get a feel for it, but it doesn't feel any kind of overpowered. Granted, I still kind of think you should add 25pts to each vehicle and include the protector field as standard gear.
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This message was edited 1 time. Last update was at 2011/12/29 03:11:28
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/12/29 11:18:44
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Blacksails wrote:Rear armour 12 is really high. Baneblades have rear armour 12; regular vehicles shouldn't be higher than rear armour 11. Truthfully, AV 12 is actually really hard to kill, particularly Orkz. AV 11 is still particularly tough while not being overpowered. I personally dont think its balanced until it is rear armour 11 or 10.
Storm Ravens also have RAV12. Not to mention Drop Pods  ...
And some fluff for the special characters (i have no idea where to put this in the codex)::
Commander Eoroh: He is the oldest commander of the Blue Star Alliance Army (so he isn't corporate), and frankly, some says that he is immortal. He was around when the BSA was formed, and living for 900 years isn't natural for a race that normally lives for 150 years (200-250 years with luck, tech and medicines). He should be the Commander-in-Chief of the Army, but he declined every proposal so far. He is also good with Zombak (the 'Wizard' saxophone) and runs a band that plays Jazz-like music.
Commander Tarawa: He is the super-ace walker pilot of the BSA. He is the greatest celebrity of the army, and everybody in the BSA knows who he is. His fightning style is elegant and deadly, and overall a very exquisite sight. He always records and shares his battles through the BSA internet and he often goes 'Live'. He once had a confrontation with Asdrubal Vect when Vect tried to get him for his personal gladiator. But Tarawa pulled out his coolest move ever at one point of the fight and managed to escape while Vect tried to scratch his dropped jaw from the ground.
Tank Pilot Mieshi: She is used to be a pleasure doll (sex android), but she "awakened" and left the red light district for the life of a mercenary. So yeah, that Jokaero weaponsmith had the best times of his life with her  ...
Executor Tiranis: He is a high ranking military office of the Ashami Corporation, and his influence reaches far beyond his troops (and even far beyond his corporation). He is super-smart and super-evil. He is also the head of the super secret organization of the Golden Triads. The Golden Triads was founded by a mysterious human called the "Kripter" (make a guess), and its main occupation is supporting its founder in his job (mostly bio-tech stuff concerning about Tyranids).
Brigadier Happa: He is kind of a space-samurai. In a society where everyone is a selfish jerk, Happa is a man of honesty and dutifulness. He and Farsight (yep, the Tau commander) were best pals ever, but Farsight betrayed him during the Unification War (a "small" conflict between the BSA and the Tau). Since then, Happa sees the Tau as the filth of the universe that must be wiped out without mercy.
Supervisor Zukka: He is your adventurer archeologist archetype in SPEEESSHHH. He is the arch-nemesis of every Necron in the sector, but he likes the "skeleton guys" because their tombs are full with valuable stuff. He is also a teacher at the Blue Star High Academy of History and Alien Civilisations, and his lectures are highly popular for obvious reasons.
Master Juri: He is the most powerful psi specialist of the Blue Star Alliance, but his glory days are long gone. Now he lives in a monastery faaaar away from the civilization, and just tries to live in peace and harmony. Of course, someone always finds him with all kinds of problems, and Juri is forced to go to fight once more.
Half-Eyed: He is the war hero of the Savages. Every young Savage wants to be a warrior like Half-Eyed, because he has so much badassry and mysterious stuff around him.
Project Azure-X Prime: She is a creation of an enigmatic organization. So much stuff was spliced into her that she now hardly resembles anything in the whole Blue Star Alliance. Shortly after her "birth" she broke out from the research facility, and managed to destroy the whole complex and everyone within in the process. As it now stands, she is just a young girl who is scared because she has abilities she cannot understand and confused because she has questions that nobody can answer.
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This message was edited 3 times. Last update was at 2012/01/09 12:34:52
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![[Post New]](/s/i/i.gif) 2011/12/30 00:14:56
Subject: Blue Star Alliance Codex
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Nihilistic Necron Lord
The best State-Texas
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I just had a look at this, and some of the prices are just ridiculously undercosted. The Troop crawler, really. Take a look at the Necron Ghost Ark, which has AV 13 Front and Sides until the first pen. it's also open topped.. This thing is way WAY to well armored for a transport, and for it's cost.
Droppods are AV 12 on the rear, but are also immobile and open topped. Poor comparison.
Stormravens are also more than double the points cost of your Crawler, and Only have front and side 12.
The Protector shield is too good. You should lower the points on it, until it's something like 5 or 10. After it suffers a failed save, it should vanish completely from use.
Fortitude is too good of a power. A lot of the hate directed at GK is because of this. It makes Stunning and Shaking useless, which is not good. If you want something like that, look to living metal in the Necron codex. That's what Fortitude should have been.
These are things that jumped out at me the most. I'll have to have another read sometime soon.
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![[Post New]](/s/i/i.gif) 2011/12/30 11:13:18
Subject: Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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First: YAY! Someone new  !
Sasori wrote:I just had a look at this, and some of the prices are just ridiculously undercosted. The Troop crawler, really. Take a look at the Necron Ghost Ark, which has AV 13 Front and Sides until the first pen. it's also open topped.. This thing is way WAY to well armored for a transport, and for it's cost.
Stormravens are also more than double the points cost of your Crawler, and Only have front and side 12.
Well it is a cheap and well armoured transport because it has no other qualitites above being a cheap and well armoured transport. The ghost Ark can double as mobile pew-pew bunker (the TC has zero fire points) and has that stupid Warrior Factory ability. The Storm Raven doubles as a gunship, can transport a Dreadnought it is a fast skimmer and laughs at melta weaponry.
Sasori wrote:The Protector shield is too good. You should lower the points on it, until it's something like 5 or 10. After it suffers a failed save, it should vanish completely from use.
Good idea, i'll try it out.
Sasori wrote:Fortitude is too good of a power. A lot of the hate directed at GK is because of this. It makes Stunning and Shaking useless, which is not good. If you want something like that, look to living metal in the Necron codex. That's what Fortitude should have been.
Don't forget that the BSA Fortitude is usually rolled for an Ld of 8.
Sasori wrote:These are things that jumped out at me the most. I'll have to have another read sometime soon.
I'm looking forward to it.
Oh and here is some new stuff i'm testing today:
- Psi Specialist HQ choice. He is a Librarian like indep character, with psychic powers (may select up to two) of: assault D6 Tesla destructor; Force Dome from C: SM; an ability to place a small blast sized impassable terrain; 18" range Null Zone; a Mind War like power; the unholy bastard child of Vortex of Doom and Warp Rift.
- Walker Escort option for the Command Walker: it can now take up to two Battle Walkers and form a special vehicle squadron with them (they must stay in coharency, acts as a single unit for deployment/reserves and assault/react to assault as a single unit but otherwise they are seperate units)
- Savage Stalkers with assault pistols instead of assault guns and with chameleonic skin.
- Destroyers have rocket pods as basic equipment instead of kom-rifles and assault pistols (and their cost is up to 20 points per model), and they can replace them with twin-linked heavy weapons. They are also Bulky and have Acute Senses.
Thoughts?
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This message was edited 4 times. Last update was at 2011/12/31 19:41:53
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![[Post New]](/s/i/i.gif) 2012/01/03 16:02:54
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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So here he comes, the Psi Specialist:
PSI SPECIALIST 80 POINTS
WS BS S T W I A Ld Sv
Psi Specialist 4 4 3 3 2 4 2 9 5+
Composition:
• 1 Psi Specialist
Unit Type:
• Infantry
Wargear:
• Shaped armour
• Assault pistol
• Witchblade
• Plasma grenades
Special Rules:
• Independent Character
• Psyker
Psychic Powers:
The Psi Specialist has any two of the following powers:
• Arc Bolt
• Barrier Dome
• Force Shroud
• Kinetic Spike
• Nullify
• Psychic Assault
• Void Blast
OPTIONS:
• The Psi Specialist may exchange his assault pistol for:
- Fusion pistol, plasma pistol or lance pistol 10 points
• The Psi Specialist may exchange his witchblade for:
- Force weapon 10 points
• The Psi Specialist may replace his shaped armour with:
- Heavy armour 5 points
- Powered suit 25 points
• The Psi Specialist may take any of the following:
- EMP grenades 2 points
- Scrambler grenades 2 points
- Fusion bombs 5 points
- Stealth cloak 5 points
- Jet packs 10 points
- Force shield 15 points
- Psychic disruptor 20 points
- Psychic amplifier 20 points
And his psychic powers:
Arc Bolt: When using arc bolt, the Psi Specialist summons a fast-moving, searing bolt of light that bursts into dozens of smaller light bolts upon impact causing additional damage. Its only drawback is that the smaller light bolts are beyond the Specialist’s control and they can indiscriminately hit enemy and friendly units as well.
This psychic power is a psychic shooting attack with the following profile:
Range Strength AP Type
24” 7 6 Assault D6
Once the arc bolt’s initial shot has been resolved, roll a D6 for each other unit (friendly and enemy, engaged and unengaged) within 6” of the target. If you roll a ‘6’, that unit suffers D6 automatic Strength 5, AP 6 hits.
Barrier Dome: The Psi Specialist can summon a small dome of pure psychic energy to hinder the movement of his enemies. While it could be very useful, the barrier dome has its limits: massive vehicles or especially powerful creatures can muscle their way through the psychic barrier without difficulty.
This psychic power is used at the start of your Movement phase. If successful, place a Small Blast template anywhere completely within 12” from the Psi Specialist and more than 1” away from any enemy models. The template is Impassable Terrain, and remains on the battlefield unit the start of your next Movement phase. Monstrous Creatures and vehicles with a Front Armour value of 13 or greater completely ignore the template for the purpose of their movement.
Force Shroud: The Psi Specialist can summon a shimmering mist that can deflect enemy attacks directed against him or his companions.
This psychic power is used at the start of your Movement phase. If successful, the Psi Specialist and any unit he is with receive a 5+ invulnerable save until the start of your next Movement phase.
Kinetic Spike: With this potent power, the Psi Specialists casts an extremely powerful kinetic blast towards his enemies.
This psychic power is a psychic shooting attack. Extend a 4D6” long straight line from the Psi Specialist’s base in any direction – this is the path taken by the kinetic spike. Any enemy unit in the spike’s path suffers as many Strength 6 AP 1 hits as many models it has underneath the line. Friendly units and enemy units locked in close-combat are unaffected – the spike simply darts over them before continuing on its course.
Nullify: With a strong psychic burst, the Psi Specialist can discharge the shields of his nearby opponents, rendering their arcane defences nigh useless for a short but precious period of time.
This psychic power is used at the start of your Shooting phase. If successful, all enemy units within 18” of the Psi Specialist must re-roll successful invulnerable saves for the remainder of the player turn.
Psychic Assault: The psychic assault is the offensive form of the telepathy used by the common ‘Wizards’. With this potent power, the Psi Specialist literally slashes into the mind of his victim whose only chance is to resist the onslaught with the force of willpower.
This psychic power is a psychic shooting attack that automatically hits an enemy model within 18” from the Psi Specialist. Both players roll a D6 and add the Leadership of their respective models. If the score of the Psi Specialist is higher than its opponent’s, then the targeted model suffers a single wound with no saving throws allowed.
Void Blast: Only the most skilled or the most desperate Psi Specialists use this terrifying power. When called forth, the void blast rends the veil of reality itself, causing massive havoc in its wake.
This psychic power is a psychic shooting attack with the following profile:
Range Strength AP Type
12” X - Heavy 1, Blast
All units hit by the void blast must take an Initiative test for each non-vehicle model hit. For every test that failed, one model is removed as casualty with no saving throws allowed. Vehicles hit take a single penetrating hit.
If when using this power the Psi Specialist fails his Psychic test, place the blast marker on the Psi Specialist – in this case the template will not scatter.
So what do you guys think about him? I played two battles with him, and he was rather annoying but not that OP (Nullify seems to be a bit too good for the army though).
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![[Post New]](/s/i/i.gif) 2012/01/09 12:19:12
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Update time!
So what's new:
- Psi Specialist added as a HQ option
- Walker Escort special rule added to the Command Walker
- Savage Stalkers now have Assault Pistols and CCWs as standard equipment and deploy like Lictors
- Gunship cost increased to 110 points, but it also got Aerial Assault
- Destroyers now have Rocket Pods as basic equipment. They are also Bulky and they can take TL heavy weapons. Their cost is also increased to 20 points per model.
- Savage Monstrosity cost dropped to 130 points
- New special cahracter: Brigadier Happa (Force Commander with good support abilitites)
- New special character: Master Juri (stronger Psi Specialist)
- Experimental Wargear section added, but it is "under construction"
- New summary section.
- A picture from a Savage on page 15
- Oh, and i forgot the most important one: tanks have RAV 11 now
Uhm... soooo... no opinions? This big silence actually gives me the feeling that the 'dex is good as it is...
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This message was edited 2 times. Last update was at 2012/01/11 22:04:24
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![[Post New]](/s/i/i.gif) 2012/01/31 23:00:32
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Hello everyone!
New update is up after a long testing phase. LOTS of things sneaked in, including new units and new options for already existing units.
There is also a Battle Missions section with three missions that perfectly represent the Blue Star Alliance's methods of war.
Maybe i'll put up some lists and batreps later, because i had some EPIK moments with the army.
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![[Post New]](/s/i/i.gif) 2012/02/02 11:54:48
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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List 1: Hammerfall - 1750 points
HQ – 380
Command Walker (SPIKE Missile Launcher, Autocannon, Targeting Analyzer, Protector Shield) – 245
Psi Specialist (Arc Bolt, Nullify, Force Weapon, Powered Suit, Psychic Amplifier) – 135
Elites – 360
3x Squad Leaders (Lance Blasters, Powered Suits) – 180
Battle Walker (Lance Cannon, Autocannon, Targeting Analyzer, Protector Shield) – 180
Troops – 410
Battle Walker (Plasma Cannon, Autocannon, Targeting Analyzer, Protector Shield, Scoring) – 205
Battle Walker (Plasma Cannon, Autocannon, Targeting Analyzer, Protector Shield, Scoring) – 205
Heavy Support – 600
Destroyer Squad x10 (4x Twin-Linked Multi-Pulsers) – 200
Destroyer Squad x10 (4x Twin-Linked Multi-Pulsers) – 200
Destroyer Squad x10 (4x Twin-Linked Multi-Pulsers) – 200
A list that i use recently. The lack of scoring units is truly unimportant here. What is important the absolute, raw , overwhelming ammount of firepower. 48 (!) S6 AP4 shots at 36" range from the Destroyers, the Arc Bolt of the Psi Specialist and all those weapons on the walkers can do a lots of pain. So yeah, bubble up and keep firing till' your enemy drops dead.
My best match with this list was a Space Wolf power-build. My opooenent had all sorts of OP stuff (Thuderwolves, full-ML Long Fangs), but it turned out that Destroyers>Thunderwolves. The battle was a total massacrace for both sides (we played 1-1 objectives, pitched battle), i guess only a handful of models survived untill the fourth turn (guess it was 3 Long Fangs, a few Grey Hunters, the immobilized Command Walker and 5 Destroyers).
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![[Post New]](/s/i/i.gif) 2012/02/08 13:30:35
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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List 2: Lightning War - 1500 points
HQ - 95
Force Commander (Lance Blaster, Specialist Operations) - 95
Elites - 170
2x Squad Leaders (2x Lance Blaster) - 70
Sniper Squad - 100
Troops - 390
Grunt Squad x5 (Lance Blaster) - 50
Rapid Attack Craft (2x Multi-Pulsers) - 80
Grunt Squad x5 (Lance Blaster) - 50
Rapid Attack Craft (2x Multi-Pulsers) - 80
Grunt Squad x5 (Lance Blaster) - 50
Rapid Attack Craft (2x Multi-Pulsers) - 80
Fast Attack - 465
Gunship (2x Plasma Cannons, Protector Shield) - 155
Gunship (2x Plasma Cannons, Protector Shield) - 155
Gunship (2x Plasma Cannons, Protector Shield) - 155
Heavy Support - 365
Missile Tank (Targeting Analyzer, Protector Shield) - 180
Missile Tank (4x SMART Missile Launchers, Protector Shield) - 185
This one was the "Rapid Attack Craft test list". It is mostly centered around speed but it is also rather fragile. Luckily, it has the firepower to take out threats quickly and effectively, but since you simply can't build a BSA list without insane ammount of firepower, it isn't a big surpise. Oh, and you should keep the distance, because you lose as soon as your enemy assaults. So just zip around and shoot stuff 'till you win.
My last battle with this list was against Corsair Eldar, and it turned out to be a mirror match. When your opponent has essentially the same unit composition (Corsairs in Venoms, Hornets and Phoenix bombers) things quickly goes down to hardcore tactics and good dice rolling. My opponent was good with the first but i beat her in the second (example: i killed a Phoenix bomber with a Kom-rifle shot). This ultimately won the battle for me, even though i had some hard times against all those nasty tricks (OMFG Night Fight orbital bombardment).
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![[Post New]](/s/i/i.gif) 2012/03/11 17:57:54
Subject: Re:Blue Star Alliance Codex
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Regular Dakkanaut
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Er... Fortitude? Potence? Celerity?
Those are the three physical Disciplines from Vampire: The Masquerade...
Nonetheless, what I've seen so far looks interesting. Is this still being worked on, or is finished?
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That would be an ecumenical matter...
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Lockark wrote:Was almost excited, "fine cast void". Best colour ever. XP
As for the new paints, I find it interested the new 40k starter set is how to paint dark angles. Gives atleast some credit to the dark angles part of the rumored Dark Angles Vs. Chaos Starter set rumors. |
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![[Post New]](/s/i/i.gif) 2012/03/11 18:08:11
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Cameron Baum wrote:Er... Fortitude? Potence? Celerity?
Those are the three physical Disciplines from Vampire: The Masquerade...
Nonetheless, what I've seen so far looks interesting. Is this still being worked on, or is finished?
Heightened Sense, Command, Mesmerize, Passion, Summon... Should be familiar then aren't they  ?
And it is pretty much the finished version, but feedbacks are always welcomed.
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This message was edited 1 time. Last update was at 2012/03/11 18:08:38
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![[Post New]](/s/i/i.gif) 2012/03/19 23:01:43
Subject: Re:Blue Star Alliance Codex
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Pyromaniac Hellhound Pilot
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Hi!
Big developments here around the 'dex, in the form of... OWN ART!
It is just a quick sketch i ordered from an artist, but the finished version will come in soon (as soon as i finally choose an artist around early april). The image shows a 'Wizard' grunt with kom-rifle, wearing shaped armour. Oh, and there will be own art for every "essential" unit (Grunt, Battle Walker, Troop Crawler, Savage Fighter, Assault Tank).
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