Tuesday, 23 February 2010
If you go down to the woods today...
Thursday, 14 January 2010
Why NOT to fear the Trygon

Okay, so unless you've been living under a rock quivering slightly you've heard all about the new Tyranid release and the more studious amongst us have seen the new rules about to be bashed against our gunlines and I definately know that many people are doing what they always seem to do with any new release, crying cheese and bemoaning the death of the game particuarly with the Trygon. Now I'm not saying that the Trygon isn't deadly (far from it) - with Strength 6 Toughness 6 and with 6 Wounds taking it down is no mean feat but I reckon it's not the game breaker that everyone anticipates and here's why:
- No Invulnerable save. a three plus armour save means (to be honest) little in today's field - with the abundance of AP 3 or higher weapons this beastie is almost guaranteed no respite from shooting if against a half-decent general
- Toughness 6. This is a major flaw for the Trygon, as the major threat it faces to the opponent obviously means that it will draw a lot of firepower and if you really need this thing dead - it's going to die. A well positioned devastator squad or equivalent unit should be able to tackle it in a few turns. Alternatively, the Eldar have a very good tactic - Fire dragons in that almost-a-necessity falcon. Drive up, park, shoot. Coupled with some supporting fire from other units this is a great way to dispose of the Trygon.
- Cost. 200 points? Ouch! for the same amount we can buy ourselves a nice little squad of Assault Terminators with thunder hammers and storm shields - the bane of any monstrous creature or for a little bit more the Leman Russ Vanquisher with Knight Commander Pask - the last word in long monstrous creature killing
- Preparedness. When you know you're fighting a Trygon (they're not hard to miss) you must be prepared for its arrival - make sure that wherever it logically turns up, it's going to be filled with High strength low AP shots.
- Tarpit. Strength 6 with 6 attacks? My ogryns with commissar laugh at you! With enough wounds to fend this beast off for at least two turns, we're given time to manoeuvre suitible rebuttal into position.
In conclusion the Tyranid release is just like any other, broken? No. Powerful? Yes, we must anticipate some level of power creep but it's not as bad as everyone seems to believe: like every force in the galaxy it has its weaknesses.
This is Robb, over and out.
Friday, 1 January 2010
The Robb Files Episode Two: Of Girth and Mirth!

Hello Gentleman, I present unto you another thrilling instalment of The Robb Files! I hope we all haven’t gorged ourselves over the Christmas season (though I can’t really say I haven’t), and in light of the awfully full feeling I always seem to have a few days after Christmas I’ve made rules for a certain obese Space Marine Character!
Brother-Captain Narcus 65pts
WS BS S T W I A Ld Sv
2 4 4 6 4 1 1 10 3+
Brother-Captain Narcus the Fat is an addition to any army willing to keep him fed.
Special Rules: Fearless, Slow and Purposeful, Feel no Pain, And they shall know no fear, Paunchy Power.
Paunchy Power!
Given his immense girth, Narcus has evolved some unusual traits. Every turn, roll a D6 and consult the chart below. Furthermore he takes up 3 spaces in a transport rather than one.
1 Bleurgh!
It would appear that last grox pie didn’t go down the right way: Narcus gains a template attack with a strength of 2 and an AP of - for that turn only.
2 Foul Breath.
So much eating and so little teeth cleaning has taken its toll: All units must take a Ld test at -1 to see if they can assault him this turn: even the followers of Nurgle have standards!
3 Don’t remember putting that there...
From his rolls of fat Narcus pulls out a terrified Imperial Guard Conscript armed with a lasgun, who becomes an Independent Character on Narcus’ side.
4 Rumble...
Fearing the worst, all units friend and foe alike within 6” of Narcus must take a leadership test or become pinned.
5 Emperors Bowels!
Narcus lets out a long and horrendous fart. From his rear arc place a flamer template: anything under it suffers a S4 attack with no armour saves allowed.
6 Gory Explosion!
Finally even the superhuman metabolism of the obese Space Marine fails. Place a large blast template over Narcus. All units under the template suffer a S5 attack with no saves of any kind allowed – no fancy wizardry or technology can protect you from the vile stench!
The fate of the Delta Templars 3rd Company is an unfortunate tale. Due to a critical Adeptus Ministorum error the valiant battle brothers under the command of Brother-Captain Narcus were sent to an agri-world deep in Segmentum Pacificus in response to a distress signal sent some 200 years prior to the formation of the Templars themselves. In the intervening millennia Imperial Guard units had responded and quashed the Chaos threat on Tubb IV and upon the arrival of 100 of the emperors finest to the peaceful world they were welcomed as heroes of the emperor by the Planetary Governor, rather than by Chaos insurgents as had been expected. A grand celebration was thrown in honour of these defenders of humanity, cumulating in a three day orgy of feasting and drinking; after a life of humility and abstinence this world of extravagance proved all too alluring for the Brother-Captain. After two weeks his armour began to crack; after a month the lump of flesh was nigh unrecognisable as one of the Emperors finest.
Tuesday, 29 December 2009
A challenger Appears!

The exhausts... no-one expected the emperor damned exhausts... The thrice cursed Halbestark were meant to have been wiped out ages ago back at Core 614, that’s what happened; But those gas-masked frakkers are still fething alive, and armed! I’ve lost my entire squad, massacred in front of my eyes and the frakfaced ‘Stark didn’t even utter a word, not a fething word! They say it’s not the crap they filter out with those masks, they say they pump obscura right into their emperor cursed brains; it’s what makes them so creepy like... Feth this.
- Last Transmission from Adeptus Arbites Squad Sigma 92
Yes Guys and Gals, Robb's beautiful gang has burst onto the scene, ready to take down any and all who oppose their might! Hoohah!
Sunday, 27 December 2009
Necromunda campaign introduction.

Howdy doo folks, Greg here and today I’m posting to tell you about the Necromunda campaign me and Robb are running and the details so far! We each picked a house and gathered a gang using the rules for gang selection in the Necromunda rulebook (Free download here). We played our first few games at Robbs house and a certain degree of hilarity followed. One example is when, just after recovering, one of Robbs gangers stood up into the line of sight of my heavy and was promptly mowed down by a hail of heavy stubber fire, taking him out of action. We each rolled for 5 territories but after agreeing that because only two of us were playing to fully test the rules we would need more territories to fight over we randomly generated in 6 more territories and agreed we would get 3 each. We began by playing one of each type of scenario until one of us had 3 territories; the other then claimed the rest automatically to keep it fair.
The games we played served two purposes. Purpose one was to give us an idea about the rules and mechanics of the game including the rules on board and the experience and trading systems off the board. At the moment both gangs seem about even with each gang at around 1400 gang rating. Below is a full background and list of names for my gang.
Catachan Cowboys
A group of leather wearing ex-guardsmen from catachan, after being honourably discharged from the imperial guard for acts of exceptional bravery they were shipped to a nearby settled planet. They were greeted by an uncaring hive. After being slowly forced down through the levels, their temporary status and popularity fading as they clashed with the upper class, the guardsmen ended up in the underhive with no money and no hope. All they had was their old gear from their time as servicemen. Damien (Who was their sergeant back on catachan) proposed they get into the ganging business, reasoning that they could use their training as an edge in combat. Most of the group disagreed with his plan, they hadn’t fought in the name of the Emperor to degenerate to a life of crime however some of the group agreed to help Damien with his plan. They realised that without the creds raised through illegal chem production, protection money and gambling winnings they would all die of starvation sooner or later.
Leader: “Burn ‘em Damien”
Heavy: “Big” Krull
Gangers: Larkin, Wrex, Godwyn, Karmin, Kragger, Thysser, Marxis.
Juve: “Little” Krull (Krull’s younger brother, fresh to the unit before discharge).
Saturday, 26 December 2009
Patch 3.3

When 3.3 first came out I had mixed feelings. There was this part of me down in my gut that screamed “I DON’T LIKE CHANGE!” over and over again and then there was the part of me up in my brain that told me “Don’t be silly, absolutely nothing bad has happened!”
Now I’ve had time to think about what this new patch has brought I realise that for me, only good has come from it. For a start the new looking for group system is certainly very handy, allowing players from various servers to group together for instances. Although people may complain about not being able to pick and choose their own group-mates and some say it lets poorly geared players leech off the elite, if the elite are truly as amazing as they seem this wouldn’t affect them at all. All it does from my experience is allow new players to access opportunities they wouldn’t have had before.
Another thing that has emerged to be incredibly useful is the replacement of daily quests with the “Looking for random group” feature. This way players who are not fussy about which instance or heroic they do are rewarded with a satchel of useful goods (which has a tasty little blue for you) if you’re level 10-69 or emblems of triumph or frost if you are levels 70-79 or 80 respectively. This leads to faster groupings and more rewards which can only be a good thing.
And of course, how could I talk about looking for group without mentioning the new instances and the new raid?! Icecrown citadel has three new instances along with the inevitable raid. The first instance is the Forge of Souls and the goal is to ruin the twisted engines known as soul grinders found in this portion of the citadel, and then players can advance to the next instance which is called the pit of Saron. Players who venture here will immediately be confronted by the lord of this lair, Scourgelord Tyrannus. Before they can present a threat to Tyrannus, players have to free slaves who have been trapped by the Scourge. Until that happens, Tyrannus leaves all adversaries to his minions, workers of the citadel's mines. From there you enter the Lich King’s private chambers, the Halls of Reflection. He summons his two former captains to attack you and once they die he confronts you himself. The result doesn’t exactly go to plan.
I can’t really comment on the frozen throne raid as I haven’t actually done it yet! Suffice to say I’ll be doing it given a whiff of a chance and I’ll fill you in as soon as I do.
The last thing I’ll mention is the new quest tracking feature. On the map there is now a blue blob where your objective for a quest is. This makes it easier to find the less obvious objectives for quests while still making you work for your experience by looking in the area. I know it’s not your precious questhelper with its big green arrow to follow but at least they showed you where to look!
The last thing I want to mention is the new armor set, Tier 10. Pieces of this set can be bought with emblems of frost and it looks to be the end game armor for wrath of the lich king. Many people have complained about the looks of the various sets but to them I would say: Shut up and look at the stats. I will be dancing for joy as soon as I get my first piece of T10 but until then I’ll have to make do with my T9.
Well that’s me for now; no doubt I’ll run into some more interesting features at some point or maybe even the Lich King himself but until then:
Greg out.
Friday, 25 December 2009
Merry christmas!

From the crew here at Weliketron, merry Christmas to one and all! Everyone here hopes you have a great day with all the presents you wanted. Before you go charging off to play on your shiny new consoles, assemble those fresh troops or install that new game you got I’d just like to mention that posting will carry on as normal and we would like to thank everyone who’s following us on twitter and blogger... hell anyone at all who likes the blog. Your appreciation is the icing on the cake.
Thursday, 24 December 2009
The Robb Files Episode One - Brewfeud!
Hello all this is Robb here introducing a new segment to this crazy train of fun – The Robb Files. Yes, right here and right now every week I’ll be releasing a new scenario, campaign or other nonsense for use in your tabletop games!
So, right on with it - I present to you a festive themed addition to your Warhammer Fantasy games – well if your Christmas involves drunken Dwarves anyway.
Brewfeud!
This battle is being fought over a mighty and ancient distillery, be it a Dwarven Brewery or a Bretonnian Vineyard; and you can bet that your troops would enjoy getting their pilfering hands on the goods – about as much as the enemy!
First of all, place D3 Kegs or other appropriate brewing paraphernalia anywhere on the board then roll a scatter dice and a D6, and move them to the appropriate location. Any one unit within 6” of the keg may sacrifice their movement to get suitably hammered. Roll a D6, on a 1 the unit is subject to stupidity, otherwise the unit is subject to frenzy for that turn as long as it remains in contact with the keg (someone has to keep guzzling!).
The rest of the game is fought just like a pitched battle but feel free to add in your own rules or quirks as desired, a battle involving getting your illustrious Vampire Lord drunk off his face can hardly be considered serious, so play away!
This is Robb over and out.
IT'S... ALIVE!

We're back folks and we're going to be blogging with a vengeance! Since the blog died a death a few months back we've been talking about kicking it up again for a while and so here we are. Regular posting will ensue from me Phil AND Robb this time and this time we're going to be reviewing movies too!
So expect the same amount of nerdy goodness and please take the time to comment on our pretty new banner, tirelessly worked on by none other than our very own Robb.
So untill next time
Greg out.
Monday, 21 September 2009
Well that didn't go so well...
Contrary to what I thought would happen, going back to school unsettled the frequency with which I post even more! I've had a lot of homework to do and little time to do it in but now I seem to be on top of things so expect more from me. For those of you who are wondering I managed to finish off the one thousand point army of necrons and yesterday I went out and bought a monolith and a couple of destroyers. Building your first monolith seems to be something that has to be done with much reverance and respect and I'm suprised at how well it went! Normally when I glue together a large model I allways make one mistake which I need to fix in a frenzy of panic before the glue dries but with the monolith it all went swimmingly! My next post will allmost certainly be a tactica for monoliths which will be followed shortly by an article on using falcons in the tactic "Hammer and anvil".
Untill next time
Greg out.