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Show Notes
Date
4-15-16
Intro
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News
- Shoot us your orders for the new Space Marine angels of Death, Crimson Slaughter, Black Legion supplements or any of the awesome new bundle deals! 25% off retail: Orders@FrontlineGaming.org or call, 888-781-5120
- New edition of Warmachine and Hordes on the way!
- Video – https://www.youtube.com/watch?v=9UBBcOVuY4U
- Websute – http://www.allnewwar.com/
- You can also read an article on it from Matt Wilson, Chief Creative Officer (aka the guy in charge)
- http://privateerpress.com/community/privateer-insider/letting-the-jack-out-of-the-bag-and-why-chinese-food-will-never-be-the-s
- BAO tickets are dang near all gone! Less than 20 left.
- Awesome new Iron Warriors minis on the way from Forgeworld!
- Also, some new Cataphractii Terminator should pads from Forgeworld, too!
- We and Tablewar are teaming up with Blood and Plunder to help make their game awesome! This is a 28mm scale Pirate game with some incredibly bad ass minis. We’re making cusotm F.A.T. Mats and Island Sets for the game! The Kickstarter goes live next Tuesday, April 19th.
- New Pathfinder products on the way! Armor Master’s Handbook, Curse of the Crimson Throne Player’s Guide, and Inner Sea Temples.
- Beyond the Gates of Antares puts the C3M4 Combat Drone up for pre-order.
Upcoming ITC Events
- The ITC app is ready to rock and roll, baby! It will debut at Broadside Bash this month, but is actually up in the apple store, already. Check out Best Coast Pairings for more information.
ITC Championship Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Steven | Heitmeyer | BComp | 3 | 318.49 |
2 | Grzegorz | Hellich | G’sCl | 3 | 289.73 |
3 | Jerrimiah | Petit | FNGC | 3 | 285.37 |
4 | Nate | Bates | BComp | 3 | 281.99 |
5 | Troy | Graber | FMs | 3 | 271.21 |
6 | Andrew | Ford | N/A | 3 | 268.99 |
7 | Pawel | Wrobel | N/A | 3 | 268.71 |
8 | Julio | Rodriguez | nWo | 3 | 265.17 |
9 | Ed | Hegner | Merc 40k | 3 | 264.64 |
ITC Team Rankings
Rank | Club Name | Club Code | Placings | Points |
1 | FNGC | FNGC | 33 | 1007.27 |
2 | nWo Black Shirts | nWo | 14 | 967.49 |
3 | Great White North Gaming | GWNG | 28 | 958.13 |
Adepta Sororitas
Rank | First Name | Last Name | Club | Events | Points |
1 | Bartosz | Czolczynski | N/A | 2 | 146.09 |
2 | Kenneth | Flindt hansen | N/A | 1 | 98.48 |
3 | Nick | Barden | N/A | 1 | 90.53 |
Adeptus Astartes
Rank | First Name | Last Name | Club | Events | Points |
1 | Nate | Bates | BComp | 3 | 281.99 |
2 | Thomas | Hegstrom | DDR | 2 | 235.62 |
Astra Militarum
Rank | First Name | Last Name | Club | Events | Points |
1 | Jared | Wright | CoC | 2 | 158.52 |
2 | Sean | Porter | WL | 2 | 131.43 |
3 | Aurelio | Correa | IFL | 2 | 121.3 |
Blood Angels
Rank | First Name | Last Name | Club | Events | Points |
1 | Maciej | Liwanowski | AdMech | 1 | 101.85 |
2 | Mike | Mialki | CoC | 1 | 97.84 |
3 | Darrin | Clarke | N/A | 1 | 95.38 |
Chaos Daemons
Rank | First Name | Last Name | Club | Events | Points |
1 | Aidan | Barkley | Char | 2 | 157.98 |
2 | Andreas | Drachmann | N/A | 1 | 122.36 |
3 | Krzysztof | Radzki | N/A | 1 | 119.12 |
Chaos Renegades
Rank | First Name | Last Name | Club | Events | Points |
1 | Matt | Root | FNGC | 1 | 117.37 |
2 | Brett | Perkins | FMs | 1 | 112.84 |
3 | Adam | Solis | REKT | 2 | 99.32 |
Chaos Space Marines
Rank | First Name | Last Name | Club | Events | Points |
1 | Bartosz | Tetzlaff | N/A | 1 | 113.53 |
2 | Clifford | Mcallister | FMs | 2 | 112.08 |
3 | Daniel | Mazurek | N/A | 1 | 80.13 |
Cult Mechanicus
Rank | First Name | Last Name | Club | Events | Points |
1 | Pieter | Bresler | GWNG | 2 | 118.38 |
2 | Ben | Cromwell | TZC | 1 | 110.91 |
3 | Michael | Olinsky | SWPLA | 1 | 99.07 |
Dark Angels
Rank | First Name | Last Name | Club | Events | Points |
1 | Grzegorz | Hellich | G’sCl | 3 | 289.73 |
2 | Rafal | Kroczka | N/A | 2 | 148.1 |
3 | James | Watkins | Beast | 2 | 134.52 |
Dark Eldar
Rank | First Name | Last Name | Club | Events | Points |
1 | Jeff | Biery | CoC | 1 | 108.71 |
2 | Kyle | Oman | N/A | 1 | 94.53 |
3 | Lee | Zeuner | M.Y.C.L. | 1 | 90.34 |
Eldar
Rank | First Name | Last Name | Club | Events | Points |
1 | Andrew | Ford | N/A | 3 | 268.99 |
2 | Matt | Schuchman | Beast | 2 | 216.63 |
3 | Arthur | Oliver | GWNG | 2 | 213.52 |
Eldar Corsairs
Rank | First Name | Last Name | Club | Events | Points |
1 | Carter | Leach | Merc 40k | 2 | 213.59 |
2 | Jeff | Biery | CoC | 1 | 111.09 |
3 | Herb | Shaffer | HerbAs | 1 | 100.62 |
Grey Knights Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Matt | Ulmer | CoC | 2 | 161.55 |
2 | Henrik | Lampen | RTStock | 1 | 100.02 |
3 | Layne | Seegmiller | SoUt | 1 | 99.48 |
Harlequins
Rank | First Name | Last Name | Club | Events | Points |
1 | Joshua | Dearth | TZC | 1 | 133.1 |
2 | Colby | Pryor | CoC | 1 | 86.63 |
3 | Chris | Derhodes | N/A | 1 | 75.38 |
Imperial Knights
Rank | First Name | Last Name | Club | Events | Points |
1 | Chris | Jones | 1sHappen | 3 | 212.23 |
2 | Paul | Ludwig | SexP | 2 | 118.43 |
3 | Ben | Vaughan | MK | 1 | 114.84 |
Inquisition
Rank | First Name | Last Name | Club | Events | Points |
1 | Doug | Kus | N/A | 1 | 31.15 |
Khorne Daemonkin
Rank | First Name | Last Name | Club | Events | Points |
1 | Horton | Doughton | Border | 1 | 104.45 |
2 | Jon | Roath | TBeerL | 1 | 102.67 |
3 | Mark | Perry | GCWA | 1 | 85.92 |
Militarum Tempestus
Rank | First Name | Last Name | Club | Events | Points |
1 | Spence | Taylor | N/A | 1 | 20.77 |
Necrons Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Alexander | Fennell | DSD | 2 | 229.81 |
2 | Werner | Born | Beast | 2 | 196.21 |
3 | Iain | Mcleod | GWNG | 2 | 182.34 |
Orks Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Troy | Graber | FMs | 3 | 271.21 |
2 | Rich | Kilton | N/A | 2 | 181.37 |
3 | Devin | Meadows | FMs | 2 | 139.6 |
Skitarii
Rank | First Name | Last Name | Club | Events | Points |
1 | Jerrimiah | Petit | FNGC | 3 | 285.37 |
2 | Phil | Harlos | GWNG | 1 | 118.07 |
3 | Matt | Root | FNGC | 1 | 111.44 |
Space Wolves Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Robert | Harp | Merc 40k | 2 | 131.03 |
2 | Michael | Kriegler | nWo | 1 | 126.44 |
3 | John-paul | Mawet | Mugu | 1 | 116.67 |
Tau Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Steven | Heitmeyer | BComp | 3 | 318.49 |
2 | Ed | Hegner | Merc 40k | 3 | 264.64 |
3 | David | Arimond | FNGC | 3 | 235.7 |
Tyranids Rankings
Rank | First Name | Last Name | Club | Events | Points |
1 | Christopher | Wright | CoC | 2 | 161.53 |
2 | Andrew | Tiegs | FNGC | 2 | 158.79 |
3 | Danny | Ruiz | REKT | 2 | 126.81 |
– See more at: https://frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-rankings/#sthash.irBnODaX.dpuf
Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.
- Imperial Knight: Renegade is a mini-game coming out that pits Knights against each other in battle, but interestingly is rumored to include rules for allying Knights with Chaos! Too cool.
- New Space Marine psychic powers…..wow.
Rant Session
Tactics Corner
Rules Lawyer
Completed Commissions
List Review
Deepstrike lord and termies. Warp smith hangs with helbrutes. Raptors take cover behind rhinos. Move forward and charge using dirge caster to nullify overwatch. Any tips? I think this is probably the best I can make with this codex. Don’t really like psychic crap. Fire raptor maybe… It’s the only flyer I would even consider.
Chaos Space Marine
1850 point list
—Combined Arms Detachment—
<HQs>
Chaos Lord 65
terminator armor 40
murder sword (replace gun) 35
melta-bombs 5
mark of Tzeentch 15
-160-
Warpsmith 110
aura of dark glory 15
mark of Tzeentch 15
-140-
<Troops>
10 Chaos Space Marines 140
power weapon 15
2 flamers 10
Chaos Rhino 35
dozer blade 5
dirge caster 5
-210-
10 Chaos Space Marines 140
power weapon 15
2 flamers 10
Chaos Rhino 35
dozer blade 5
dirge caster 5
-210-
10 Cultists 50
autoguns 9
shotgun 2
-61-
<Elites>
5 Chaos Terminators 157
combi-meltas 27
marks of Tzeentch 25
-209-
Helbrute 100
power scourge 10
-110-
Helbrute 100
power scourge 10
-110-
<Fast>
10 Raptors 190
power weapon 15
gift of mutation 10
melta-bombs 5
2 meltaguns 20
mark of Slannesh 20
icon of excess 30
-290-
<Heavy Support>
Sicaran Battle Tank 135
lascannon sponsons 40
-175-
Sicaran Battle Tank 135
lascannon sponsons 40
-175-
We’ve played a couple games with shifting worldscape already. It’s really not worth the hype the Internet has given it. First we ruled that objectives are fixed points on the board, and any objective will fall to table surface if the terrain it was sitting on suddenly leaves. We also ruled that you could not set impassable terrain on an objective.
After that we noticed:
-you have to roll the power
-it’s wc3, so pretty much conclave only if you want it to be reliable.
-if the opponent takes 2 seconds to read he power, he is always going to leave a guy outside the terrain so you can’t force unleashed them around. He will also put units vulnerable to assault behind other terrain, so you have to move that piece first before you can launch your crater full of dudes into assault range.
-there’s generally enough terrain that moving big pieces somewhere important is difficult or impossible.
-the discipline isn’t very good otherwise. A couple decent powers and a terrible primaris. If you whiff rolling for worldscape, you will be sad.
It’s seriously not as bad as invis (even ITC invis) or fortune/veil of time, which are all wc2. It’s also really not an issue for a TO to say “if you shift some worldscape, please return it to the original place after your game.”
My big question is if I need to print out the rule page and convert a tac marine into the imperial marine. (I’m not paying 30 bucks for a single marine.) If the guy is being allowed in, I don’t want to be playing down a model from every other marine player, but I’d really he rather just not make it into the tourney scene at all.
Good points and thanks for sharing your experiences.
And yeah, the Imperial Space Marine is stupid, lol.
Agree with that. ITC should probably assign a points value to him or simply say he isn’t usable (by voting on it of course, though I suspect it would be passed). Otherwise EVERY space marine army will have this guy in it since there is no reason not too. That is a lack of variety which is just silly. He’s prone to be a rule abuse against certain armies too. Imperial marine in any drop pod with ignores cover available is basically bye bye to any monstrous creature
Yeah, the Imperial Space Marine is silly.
To play a bit of devil’s advocate here:
-If you’re Sevrin Loth, you don’t have to roll the power. If you’re Tigurius, your chances of rolling the power are extremely high. Even if neither of those things is true, games that boil down to “I rolled the good power so I win” aren’t fun.
-This is true, though unlike some other WC3 powers you will typically only need to cast it once or twice per game. But the Conclave makes succeeding a pretty trivial affair.
-The real danger is not that you will “steal” terrain and move their guys with it- the danger is that you slide an assault unit 24″ with it.
-I think you’re overestimating how hard it is to slide a piece of terrain right up to within ~6″ of the enemy’s deployment zone or models.
-“Not very good otherwise?” You mean aside from the power that grants Ignores Cover and ignore LOS to any unit (and is thus strictly better than Perfect Timing, arguably the best spell in Divination) or the power that heals a character with 2+/3++/FNP3+ for d3 wounds or more? Geomancy has some mediocre spells on it, true, but it has three extremely strong powers plus a usable primaris.
Invisibility can be mitigated; Worldscape can’t, because players (other than players using that power) don’t get to set up the terrain on the board and thus don’t get to put any defenses in place against it. Unless you throw away 50pts on an Aegis Line, I guess.
-loth can’t select powers except from biomancy, telepathy, or telekinesis. Tiggy is good, but locks your conclave into Ultramarines, when you could incorporate iron hand durability or white scar hit and run into a unit. Also you might be using a decurion, and having to eat up a detachment for your separate conclave instead of using a command slot for one could stop you from taking an allied pod and culexus or other neat ally tech.
-I think you’re underestimating how hard it is. Using terrain similar to local ITC events, we had trouble finding good moves in actual practice. Just knowing that the power was in the game made us play a bit different, and it was pretty easy to just…not put our dudes where a terrain piece could easily slide to them.
-the “off everything nothin’ but net” power is good if you have a unit built for it, but the heal is mediocre and only shines somewhat if you’re running a superstar character that dealing a wound to in the first place was actually difficult to do. Basically you need Lysander, calgar, Dante, or the iron hands/clan raukaan chapter masters to make it worth it.
And I highly disagree about the primaris even being considered usable. Every monstrous creature in the game is immune, scouts are immune, entire necron decurions are immune. And even if you do find a good unit to hit, you’re only wounding 1/6 guys, less if they have invulns or fnp. And at wc2? A power that doesn’t even knock one marine out of a set of 5 on average? Nah bro, toss that in the trash.
-shift can totally be mitigated by play. We’ve tried it out and it was actually pretty simple. Leave a dude out of terrain. Don’t be out in the open where a terrain piece full of assault guys can be thrown at you. In practice we had to use the power one or two times shifting terrain out of the way just to set up a good play with the power on a later turn. Something that can easily be countered by…killing the librarian.
In short, the power is silly, and is actually kind of fun, but anyone who thinks its out of line in a game that has wraithknights, invis, and godly formations is playing a far different game than I am.
>loth can’t select powers except from biomancy, telepathy, or telekinesis.
The new supplement explicitly says that psykers can generate powers from those disciplines _in addition_ to ones listed on their datasheet. But I think Tiggy is more likely to be featured, anyways, since he can be part of the Conclave.
>I think you’re underestimating how hard it is.
*shrug* It depends on how your tournaments set up terrain, obviously, but in my experience terrain on tournament boards tends to be comparatively light. Even on a heavier board, if you can’t find a 6″ x 6″ space to move some terrain to, you’re playing on a REALLY dense board. It is a re-placement, not a slide, so it’s not like you have to have an intervening “path.”
>the “off everything nothin’ but net” power is good if you have a unit built for it, but the heal is mediocre and only shines somewhat if you’re running a superstar
It’s not going to be hard for armies to include, say, a single unit of Centurions or Devastators or a heavy tank like the Scorpious or such to make use of it. I mean, it’s essentially a Hunter’s Eye in a box- you can’t tell me that isn’t good.
I’m not sure how you see the heal as “mediocre.” Remember, we’re talking about a hard-hitting melee list here. Lists that typically run 4-8 multiwound characters, many of them with 2+/3++ and other defenses. You really think they won’t be happy to bring their Wolf Lord or Chapter Master back from the bring of death with a single power? You really think it that unlikely that a list centered around “teleporting” a deathstar next to the enemy army isn’t going to have any powerful combat characters to heal?
>And I highly disagree about the primaris even being considered usable. Every monstrous creature in the game is immune, scouts are immune, entire necron decurions are immune
Sure, and most of those are things you wouldn’t want to target with it even if they weren’t immune. 1/6 chance of doing a wound seems shoddy at a glance, but if you’re shooting, say, a 10man unit of standard MEQs, that functionally works out to the equivalent of forcing five armor saves- so something like two Scat Bikes worth of shooting. That’s not exciting, but it’s not unusable, either.
>Leave a dude out of terrain
Again, this isn’t really the problem. Moving the enemy’s units closer to you is the _least_ of its uses.
>Don’t be out in the open where a terrain piece full of assault guys can be thrown at you
Again, I don’t know what your boards look like, but “don’t be anywhere within 10 or twelve inches of anyplace that any piece of terrain on the board could be placed” just isn’t really feasible advice. This power isn’t going to be used in a vacuum- people are going to pair it up with the things they were already using to build deathstars. That means +3″ charge distance. That means massed 2+ save characters. That means extremely fast and hard-hitting units that only need one activation of the power to be in place to assault most of your army. Avoiding them isn’t as simple as not being in range, because their range is going to be most of the table.
>Something that can easily be countered by…killing the librarian
Sure, if the enemy army is dead you win. All you have to do is chew through the 2+ rerollable Jink save and all of those armor saves and invulns that their deathstar is toting around. Good play doesn’t just happen on your side of the table- the enemy gets to do it, too.
>but anyone who thinks its out of line in a game that has wraithknights
Hey, you know that this power can be used to move a Wraithknight, right? Or any other unit, no matter its level of alliance with the Imperium? And you just need one dinky little crater or whatever to do it?
Did I miss something, or did you guys not list ITC events this weekend?
https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/
Just a note, I don’t see our Fresno event up there. Should I email contact@ directly next time? I sent a FB invite so the link would be there.
Balance aside, the Imperial space marine should be banned in the ITC because it’s just going to be everywhere – especially coming out of drop pods and comboing with ignores cover. It’s *immensely* powerful for zero cost, zero drawbacks.
The shift power is probably the most un-fun thing I’ve seen enter the game in a very long time. And you know what? The community hasn’t tapped into the real combos with it yet.
How about a stack of scytheguard/wraithguard and just blanket the opponent in 30 ranged D shots at the top of turn one?
It’s just not fun.
Oh, and run the Wraith Host formation on the Wraithguard packed into the terrain piece so they can battle focus before shooting.
How is this fun?
Shouldn’t be hard to put five units of 5x Wraithguard into a list with a Wraithknight, an aspect host of Warp Spiders, and a Conclave into an 1850 list and drop 25 ranged D shots at the top of turn one. Slap Scythes on one of the units to delete whatever is using cover well.
Use the Warp Spiders to go gun down the stragglers or whatever managed to stay out of range of the WG, and turn 2 assault with the D Sword WK whatever’s left.
Also remember in that formation all the Wraithguard are BS4, re-roll 1s to hit so missing wont really be much of a thing.
Lol 0 points?! Is Matt Ward still writing new rules?
lol
Matt Ward at least knew HOW to write rules. Most of the new stuff is just absurd “we don’t even care anymore! give this guy a free Instant Death gun!”
Hrm, suddenly “OMG Aaron Aleong was over by one point from a bolt pistol!” seems just a little bit sillier.
A note for Phase Shift – it allows you to shoot at a unit out of Line of Sight, however, it makes no additional provision for being able to allocate wounds out of Line of Sight. You can make the shooting attack, but only your Blast weapons (which has an exception to the ‘you need Line of Sight to allocate wounds’ in their entry) will actually be able to allocate any of the wounds caused by the attack.
None of the “shoot without LOS” weapons say anything about being able to allocate wounds; the implication (and practice) has always been that they are able to do so anyways.
This reinforces my belief that Tau need further nerfs.
Personally I think the imperial marine is fine. The main thing it threatens is monstrous creatures, and given how insanely effective the riptide wing is I’m sort of ok with that.
Question ab the best coast pairings app, I try to download it in the app store and it says for Ipad… Is it not available for iphone yet or am I missing something?