Friday, October 29, 2010

One Movie to See and Another to Skip (No. 8)

Movie to See: Chocolate



 

There are a few things you need to keep in mind before you watch this move.  First, this is a Thai film, so you're going to have to read subtitles.  In fact, the film is spoken in both Japanese and Thai, and then in English when the Japanese and Thai characters talk to one another (and yeah, there are subtitles for that too, which is kind of weird).  The second thing you have to keep in mind is that despite what I consider an interesting plot and capable acting, this is, at its core, a martial arts movie.  If you don't like martial arts movies, you won't like this one either.

The movie centers around the life of a young autistic girl, Ken; her mother, Kin; and Ken's pseudo-adopted brother, Moom.  This is an odd family unit, and there are some fairly heart-wrenching scenes as Kin learns to cope with raising Ken under some pretty difficult living conditions in a poor urban setting.  The relationships between the characters are well constructed, and it is easy to care about what happens to them -- this is an oddity for a martial arts movie, in my past experience.

Interestingly, Ken turns out to be a savant.  By watching martial arts movies, she is able to absorb the fighting skills she observes -- or more properly, she is able to mimic the physical motions with the same kind of quick and amazing precision in the same way that some savants can learn to play a song on the piano having only heard it once.  Yeah, it's far fetched, but the actress playing Zen (JeeJa Yanin) does a convincing job nonetheless.  Yanin is both a talented actress, pulling off the autism extremely well, and is a precision fighter.  Some of the acrobatic moves she pulls off are simply amazing.  The 'plot' thrust of this movie is then watching Moom and Ken collect on debts owed to Kin (the ex-girlfriend of a mafia thug) utilizing Ken's fighting skills. Silly?  Yeah, but it's still fun to watch.

Although the autism and difficult family life element of this movie is touching and well done, this movie ultimately comes down to the martial arts, which are very impressive.  There are a lot of good stunts in this film, and more than a little bit of humor as well.  In fact, just the sight of a 90lbs girl kicking the snot out of a room full of grown men is just good fun.  But unlike similar flicks I've seen (e.g. High Kick Girl), there is a human element to this movie that really makes you feel for the characters involved.  In fact, it gives it just a little bit of emotional grit that most martial arts movies really lack.  Overall, an enjoyable film, and a movie that I recommend to all fans of martial arts films. 



Movie to Skip: Red Sands





From the box cover, this movie is about a unit of soldiers in Iraq that stumble across an ancient evil that 'wreaks havoc' on the unit while they are on patrol.  Frankly I thought the plot sounded fairly formulaic, but I gave it a chance anyway.  Unfortunately, the movie spends so much effort and time trying to be mysterious that it's hard to feel any actual tension.  Most of the 'scary' sequences take place in obvious dream states, and it's hard to know at what point the 'bad' stuff actually starts happening.  The characters are so isolated, that the introduction of strangers late in the movie seems just too obvious a threat.  And the reactions of the military leadership, as always happens in this kind of film, are full of unrealistic denial.  Ultimately, the tension is just missing, which makes for a pretty lame thriller.  At least the special effects are interesting, but they really don't boost the film beyond 'blah.'  Definitely a film you can skip.

Thursday, October 28, 2010

Heinlein's Maxims

After reading Larry Miller's blog today (there is a link to it on the right), I am inspired to be a copycat... just like he asked me to.  Below are the nine maxims that science fiction writer Robert Heinlein tried to live by, and are the beliefs that we should ALL espouse if we want to improve our own lives and provide a positive influence on the society we live in. 

(1) Honesty is the best policy.
(2) Hard work is rewarded.
(3) There is no easy road to success.
(4) Courage above all.
(5) Studying hard pays off in happiness as well as money.
(6) Stand on your own two feet.
(7) Don't ever be bullied.
(8) Take your medicine.
(9) The world always has a place for a man that works, but none for a loafer.

Wouldn't the world be a better place if we all tried to live by these maxims rather than looking for another free lunch?

Wednesday, October 27, 2010

40k: Know Your Space Marines (No. 4): Chapter Master Pedro Kantor

Pedro Kantor is an interesting special character with some fairly well thought out fluff in Codex: Space Marines. But this isn't a fluff article...

Basic Equipment

Like most captains and masters, Kantor wears power armor and has the very important 4+ iron halo. He's also got frag and krak grenades, a power first and an interesting side arm - Dorn's Arrow. The power fist is an interesting choice. It's fluffy, because he is the master of the "Crimson Fists" chapter, but it's also very slow. With a character that has a native Initiative of 5, I'd personally have preferred a power or relic weapon in order to take advantage of his speed. Unfortunately, because he doesn't have any other real close combat option, the power first makes Kantor a bit of a crap shoot in hand-to-hand combat. Yeah, he's going to hit hard, but will he last in order to make that hit? Your best bet is to group him with other marines so that he doesn't assault alone - which is important for other reasons as well. On the positive side, he can literally challenge anything on the battlefield with that fist, although it does mean that the krak grenades are absolutely pointless. As a support character, Kantor is great for last minute smacks on structures and vehicles, but he's probably not the best choice for leading the charge.

The other important weapon in Kantor's personal arsenal is Dorn's Arrow... or 'the magic storm bolter of 4s', as I think of it. This is an Assault 4 S4 AP4 storm bolter with a 24" range. The good thing about this weapon, instead of a fancy pistol, is that it's got the ability to really reach out and touch someone. Further, as he also has a power fist, it doesn't matter that he left his pistol at home. He can fire this puppy off at short or long range, and then charge in... to wait for the faster enemy to slap him around a bit... and then hopefully hit someone with his fist. With four shots, Kantor has essentially got the firepower of a combat squad of marines that he can fire on the move, which is pretty handy. Add in his BS of 5, and he isn't going to miss that often (although I've done it!). At S4, this means you're going to challenge most standard troops units in the game; but at AP4, it isn't going to challenge the troops choices that the native S4 takes advantage of (marines and chaos marines). Personally, I think that this little gem was meant for killing beefy ork nobs and tyrannid warriors, which he can do handily at range. Overall, not a bad weapon. Not a game winner, but still a little better than a standard bolter (or four!).

As a chapter master, Kantor also has access to a very nasty orbital bombardment. While a high strength pie plate should be a boon, it's actually kind of a 'meh'. In an odd twist, you can call in a bombardment and can then turn around and assault in the same turn, but you can't move the turn you use it. That seems a bit backwards. First, the last thing you want to do when you're actually in assault range is to drop a pie plate on the table that you can't reduce with your ballistic skill. The odds of that thing scattering back on you or your unit are just too high. And since you have to assault the thing you shot at, you're very rarely going to actually drop the plate and then assault the same target... unless you're really desperate. On the other hand, this would be the perfect weapon for softening up a target when you drop pod onto the field, or as you swoop across the field in your transport. But you can't do that. So, if you want to use the bombardment, you have to stand still and essentially do nothing for an entire turn. This is an odd choice, and kind of wasted on an assault and movement oriented character like Kantor. Unless you're in a scenario where you can waste a turn sitting on your hands, you might as well forget you have it. Oh well.

Also as a chapter master Kantor permits the use of honor guard units. Unfortunately, while honor guard units are very nasty, all running around with artificer armor, bolters, bolt pistols and power weapons, they are really pricey. Each one costs as much as a terminator, but they have no invulnerable save. At 115 points for just the first three men, this seems a bit excessive and the points would be much better spent on other units that are geared for the same battlefield role. Unless you enjoy hamstringing yourself for fun, there is really no point in throwing these guys onto the field.

Special Abilities


Kantor comes into his own because of his special abilities. First up is "Chapter Tactics" which gives your entire army the Stubborn USR. There are lots of people that feel Stubborn is wasted on marines because they're actually better off falling out of combat and shooting rather than sticking in a fight. I disagree. The most effective way for dealing with assaulting armies, in my opinion, is to tie up the other guy's nasty assault units all game long with small units of marines that just won't die or fall back. The rest of your army can then pick off the enemy's support units and bigger slower monsters trolling the battlefield. But if you're going to do that, you have to stay in the fight! Stubborn will keep you there... provided you can make a few armor saves every turn.

The next special ability is "Hold the Line". This allows all Sternguard units in the army to count as scoring. What this means is you can increase the number of scoring units in your army considerably when a lot of objectives pop up on the field of play. Given the Sternguard's reported ability to hold onto objectives with the support of their special ammo, this is supposed to be a very good option for taking forward positions. But if you want to take this ability, then you have to actually field Sternguard... duh. Now, I have personally not found Sternguard to be as strong or as effective as folks make them out to be. I've never been able to get them in a position to take advantage of their superior fire power, which is probably my fault. But I typically find that a Sternguard unit is just an expensive bullseye that the opponent takes out quickly. I don't know... it's not worked for me yet. Theoretically, you can field up to six Sternguard units using combat squads that you can throw onto the battlefield with your combat squaded tactical units for an impressive 18 scoring units. Yeah, it's fragile, but really, really hard to contain. It's an interesting theory, but seems a bit pricey to be effective in my opinion.

Finally, and most importantly, Kantor has the "Inspiring Presence" special ability. This rule essentially makes Kantor a living Chapter Banner by giving everyone within 12" an additional assault in close combat. That means Kantor is a HUGE force multiplier. I've personally seen the carnage he can inspire even when traveling alongside a humble assault squad. Throw him in or near several even nastier units, like a thunder hammer deathstar or vanguard unit, and Kantor can easily be worth his weight in gold. It is abilities like this one that make a character a TRUE supporting unit by reinforcing your army's ability to fight. In my opinion, this is exactly the way characters should be created.

Using Kantor Effectively


If you've read the previous paragraph, you can guess what I'm going to say here. Kantor may be able to dish out some impressive harm with his powerfist, but that is not his most effective role on the battlefield. Kantor has a decent sidearm with good range. Use it. If you want to make the best use of Kantor, get him in a position to grant the most units a boost. Surround him with units that are going to make good use of the extra attack, and he can follow up on his own once the armies have whittled themselves down to nothing.

Although I rarely do it myself, one of the most effective ways to use Kantor is to throw him into rhino with a combat squad (for protection once the rhino is toast. That gives you a 12" range from the hull of the vehicle to effect all flanking units. You can slowly walk him up with assault terminators (which gives your opponent a difficult target priority choice), or you can race the rhino forward with flanking assault squads. Either way, you'll be creating a very scary combat knot that your opponent will HAVE to deal with... possibly leaving your poor Sternguard combat squads alone so that they can run around taking objectives. And if you've got the points to spare, you can load him in a landraider for even better protection, and even greater support range.

Wrapping Up


Kantor is a great special character choice because he can support just about every unit in the game, which is much more than can be said about a lot of other marine characters. And at only 175 points, you can almost guarantee that he will earn his points back just because of the extra attacks he gives your tougher units. If you can imagine the carnage that an extra attack grants to a unit of thunder hammers, or even an assault squad, it is easy to see how you will quickly earn back the points you spent on him in the form of dead enemy combatants. Pedro Kantor is an absolute steal.

Friday, October 22, 2010

One Movie to See and Another to Skip (No. 7)

Movie to See: Carriers





This is an interesting snap shot of what life could be like for the survivors of the killer virus that finally wipes out most of mankind. While the movie kind of bills itself as a road trip to the promised land (basically, 28 Days Later without the speedy zombies), it is really more of a character study of the survivors and how they interact while living a nightmare. Kind of...

Oddly, the movie chooses to focus on brothers Danny (Lou Taylor Pucci, Horsemen) and Brian (Chris Pine, Startrek), which is ok, but I was much more intrigued by the relationships that the film doesn't explore fully. There is the unexplained love story between Brian and Bobby (Piper Perabo, Coyote Ugly); the unexplained non-love story relationship between Danny and Kate (Emily VanCamp, Everwood); and the absolute emotional minefield left unexplored between father and daugher Frank (Christopher Meloni, Law & Order - SVU) and Jodie Halloway (Kiernan Shipka, Mad Men). Hell, that last one could have been an absolute tear jerker! I kind of felt as though this movie just left a LOT of unexplored emotion on the table, and I wanted it to go deeper into these other relationships rather than focusing on the one relationship I cared the least about. The acting talent was there, the production value tells me the budget was there, and even the writing quality was good; the only mistake this movie made was keeping too narrow a focus -- which is not a common problem. I've only given this movie three stars, but it could easily have been a four and half star movie if it had gone a little deeper.

A lot of this movie is predictable, and it's hard to tell whether your watching a horror movie or a drama/thriller most of the way through it. But despite all of that, it was still an interesting movie to watch. I recommend it with the caveat that if you do watch it, you should know going into it that it won't give you everything it should have.




Movie to Skip: Stash




 

When I first saw The Blair Witch Project, I realized that super low budget horror films could be creepy and scary.  I had always written them off as a waste of time, but that release really changed my mind.  Unfortunately, Stash isn't anywhere close to the originality or quality of that other film.  Perhaps Blair is a high standard for an independent flick, but I think that's really more of an excuse.  Good quality can come from these things, but these guys failed to deliver.  Here's why:

First, if you're going to put a hilljack in a movie as the foil, then make him a scary hilljack. Give him a chip on his shoulder when dealing with 'outsiders,' and for goodness sakes, make him sinister and menacing.  A hilljack in a horror movie should be little more than an animal with a shotgun and full of spite for those he thinks are looking down on him.  He should not be a jolly fat guy with poor hygiene.

Second, cinematography and camera work is very important -- real film makers understand that.  Had this film been framed correctly, this would have been an extremely brutal movie.  Seriously, there is no way that this would have been anything short of an NC-17 if the camera work had been better.  The close-ups were just... wrong, and none of the scenes were shown in a way that made any real sense.  Sadly, I think The Room did a better job with its cinematography, and that is a truly shameful fact.

And finally, a word on the brutal nature of the film.  Violence is a pretty common element in horror flicks.  Naked aggression and animalistic violence scares us, which is why it is the omnipresent theme in a fair number of horror movies; if it isn't present in most horror movies, it is at least threatened.  But the brutal elements in this film were just carelessly thrown in.  Ok, so the hilljack is a rapist.  But do we really need to actually experience half a dozen rapes in the movie?  What 'benefit' does that particular kind of repeated violence add to the story? Yes, it is one of the most vile acts that one human being can inflict upon another, but does seeing it again and again make it scarier? (No, you don't actually see anything other than the fat hilljack's stained boxers, but you have to see that shot more than once and there is no question as to what is going on.)  What is even worse than repeating the act over and over again, the villain is almost comical as he goes about it! In short, rape is a dirty violent act. That the act occurred once, and could have been insinuated several times in the movie would have gotten the message across. But instead, this movie chooses to give us the bobbing boxer shot half a dozen times as our bad guy 'hoots and hollers' in an apparent effort to 'lighten' the mood. Instead of an act of horror, this repeated scene becomes nothing more than a poorly delivered punch line to a misogynistic joke.  And quite frankly, it is pretty hard to salvage the movie beyond a misogynistic joke from that point forward in the film. The choices made in the creation of those scenes demonstrates monumentally poor judgment on behalf of the writers and the film makers in general, and probably says far more about the morons that made the movie than it does the fictional characters they were trying to portray. Major. Epic. Fail.

This was not a good movie, and the more that I think about it, the worse it becomes.  You can freely skip and feel satisfied that you've done the right thing.

Thursday, October 21, 2010

Like Clockwork... and Other Applicable Idoms

I really need to put this thing on a schedule.  How about every Wednesday and Friday?  That will encourage me to make sure there is actually something to read here on a regular basis, and it won't require you to check back every day to wonder whether or not I've bothered updating.  So, until tommorrow - - move along folks, there's nothing to see here.

Friday, October 15, 2010

40k: Know Your Space Marines (No. 3): Chaplain Ortan Cassius

Chaplain Cassius is an attempt by GW to create a 'minor' tarpit unit for the space marines.  To some degree they succeed, but ultimately there is no getting around the fact that Cassius, at his core, is just a chaplain.  In third and fourth edition of the game, that would have meant he was a dangerous close combat character.  In the current edition of the codex, however, a chaplain is really just a bump in the road.

Basic Equipment

Cassius has all of the core gear that denotes a chaplain: power armor (3+), a rosarius (4++), bolt pistol and crozius (power weapon).  This means he does have, at least the basics, for making him a decent hand to hand opponent.  He isn't a crazy assault character, but at least the power weapon gives him a little bite.  In addition to the basic chaplain equipment, he also carries 'Infernus' -- a combi-flamer loaded with hellfire shells.  Frankly, I find this a little odd.  Like Pedro Kantor and Darnath Lysander, GW has opted to create a character that appears to be geared towards one role, and then is given gear or special weapons to perform a different role.  This weapon is no different.  With the hellfire shells, Cassius is actually a fairly decent shooter.  The ability to wound anything on a 2+ is a fairly handy ability.  I suppose the combi-flamer portion of that weapon makes at least a little more sense in that he can better soften up targets in an assault... but only the little gribbly units that would actually be affected by it.

Special Abilities

Also like most chaplains, Cassius carries the nefarious liturgies of battle, granting re-rolls to hit on the charge for him and his unit.  Once again, a very assault oriented ability that could be devastating in the hands of a full fledged assault unit, but kind of odd for a 'meh' chaplain.  But at least it gives him some kind of support role.  Also keep in mind that as a chaplain, he also "grants" the Fearless USR to his unit -- which has its positives and negatives; that means his unit won't be slowed down by pinning or morale tests, but the dubious No Retreat! rule is present in the assault.  For a space marine with ATSKNF, Fearless is really not as effective as the ability to run away from a lost assault and then only be subject to No Retreat! if the other guy catches you.

The biggest 'special ability' is his boosted toughness.  Because of various upgrades and bionic prosthetics, Cassius is literally as 'tough' as a monstrous creature at T6.  This means a couple of things: (1) you can't double tap him out with Insta Kill; (2) S3 weapons are useless; (3) your enemy will fear him much more than he needs to.  Let's face it, with otherwise basic Chaplain stats, he's only got two wounds.  So, in effect, the ability to dodge Insta Kill is kind of pointless.  I mean, if you're hitting him with something that hits that hard, you're probably pointing at least two of them in his direction to begin with.  I suppose that means he may last into the second round if he is in a squad and you get to spread the wounds around a bit, but in an assault, he's probably going to die anyway.  Being immune to S3 is also kind of nice, but once again, there is a whole lot of S4 and above weapons on the battlefield that will be more than effective at bringing him down.  I suppose the one good thing about being T6, unlike a monstrous creature, is that Cassius has the invulnerable 4++ save.  That means at least half the time he'll be able to shrug off those nasty wounds that would otherwise lay him low.  But once again, the kinds of things your opponent will be throwing at him will probably be more than apt at bringing a few wounds to the table. 

Using Cassius Effectively

This is a tricky section to write because it's actually kind of hard to use a chaplain effectively in the current edition of the codex.  By taking away the Chaplain's third wound and boosted combat stats, GW intentionally toned down the chaplain so that he is no longer a hero on the battlefield.  Never mind that toning down the chaplain's abilities is actually contrary to the copious tomes of fluff that have been around for thirty years or so...  The re-roll in an assault can be handy, but you're only going to get that on the charge, and it's hard to justify spending 100 points or so on a basic chaplain who isn't going to do much more for you than a veteran marine for a third (or less) of the points.  Especially when you can get a basic captain, who has better stats and access to better equipment, for roughly the same price. 

I suppose one of Cassius' saving graces is that he is the cheapest of all of the special characters available.  You can still get a basic captain, master, chaplain or librarian for cheaper, but I guess it's still something if you just have to bring a special character to the field.  With his improved toughness, he does at least have the capability to stick around a little longer than your average "hero" provided you don't throw him at something that hits back too hard.  In fact, putting him in a unit of Sternguard is not a bad idea at all as he will blend in very nicely with his hellfire shells, and can contribute to the combi-weapon goodness when it's time to counter-charge the enemy with your veterans.  In fact, because the sergeant also has access to a power weapon (preferably a fist), it may give your opponent pause when deciding how to distribute his attacks. 

Another decent idea is to throw him into a unit of better assaulters than himself.  Vanguard units would be happy to have the extra firepower, and the Fearless ability may be helpful when trying to cross the battlefied.  However, because Cassius doesn't have access to a jump pack, he may not be the best choice for a Vanguard unit unless you plan on dropping them with a pod or sticking them into Rhino. 

Wrapping Up

Cassius, at his core, is just a chaplain, and chaplains are not an impressive 5th edition codex choice.  There are far better choices for the points, and his abilities are generally overestimated by both wielder and defender alike.  He should last a bit longer than your average chaplain, at least, and has at least a little bit of sting with his hellfire rounds.  If you've got the points to spare, he might be a fun and characterful option, but otherwise, you're probably better off with something else.

Saturday, October 09, 2010

One Movie to See and Another to Skip (No. 6)

Movie to See: Teeth




At the heart of this film, like many good horror movies aimed at the teenage crowd, this is a cautionary tale.  Teenagers are unsure of their bodies, and the only thing they really understand is that it has something to do with sex -- and most of them are not quite certain of how to wield this new found power (?) responsibly. Our heroine (?) in this film has it a little rougher than most.  As the dvd box will tell you, our heroine, who happens to live in the shadow of a nuclear power plant, has... evolved.  Unlike most young ladies, her... uh... genitalia have formed a protective set of sinister razor sharp teeth.  Now, as the poster child of the abstinence movement (literally), one would expect she would not need such protection, but it turns out that she is literally fending off sexual assailants left and right.  Without giving the story away, let me just say that there are two very important lessons for young men that watch this film: (1) No means no... if you want to keep your junk; and (2) if you think it wise to be a chauvinistic sexual predator and are actually able to convince an innocent young creature into bed with you, you'd better treat her nicely... if you want to keep your junk.

This movie was oddly disturbing, and yet somehow enjoyable despite the awkward creepiness.  'Cause at the end of the day, our heroine is certainly not evil - despite her sometimes questionable approach to problem solving, and anyone who... er... gets bit, ultimately deserves everything that comes to them.  It's a weird movie, but it's still interesting and worth the watch.

Movie to Skip: Edges of Darkness




Low budget, mediocre acting, slow, amateur camera work, and a disjointed storyline with no real direction; these are all the hallmarks of a terrible movie, and that's why this one sucks too.  Had the writer been able to tie in all of the disjointed elements, then this one could have been enjoyable.  After all, who isn't intrigued by a movie with zombies, vampires, a mad (computer) scientist and a showdown with the anti-christ in a single film?  Am I right?  But unfortunately, this one fails to deliver.  There a lot better ways to spend an hour and a half of your life than watching this film.  If given the choice, skip this film.  And if you can get away with it, pick it up off the video rental shelf and toss it into the garbage on your way out the door to spare your fellow man.

40k: Know Your Space Marines (No. 2): Standard Terminators

Everyone knows that one of the greatest 'Death Star' units in the game is a tooled up unit of Space Marine Assault Terminators with thunder hammers and storm shields. They're tough to kill because they can shrug off any hit or melee attack on a 2+/3++. And when they get in close, they're constantly stunning your characters and vehicles and generally smacking you around with S8 evilness. It's such an obvious choice that people often forget about their more tactically flexible brethren, the stock standard terminator squad. It is pretty clear that the Space Marines were always intended to be THE jack-of-all-trades army in the 40k universe. This is their chief strength (and their most obvious weakness), and I have always felt that playing to that intended role is almost always the most effective approach. After all, being able to change your target or battlefield role on the fly is a tremendous advantage, and one much better demonstrated by a standard terminator over an assault terminator.

Back to Basics
The smallest and cheapest unit of either version of terminator you can buy is 200 points for a 5 man unit. For the standard terminator squad, that's 4 marines with storm bolters and power fists, and 1 with a power sword and storm bolter. Their fantastic 2+ armor save means that they will shrug off every basic weapon on the battlefield on a 2+ and they only need to fear special and heavy weapons (as those weapons tend to turn the pinnacle of Imperial personal protective gear into a guardsman flak jacket). But even with their out-of-the-box weaponry, they're going to have a 30" threat range (24" for the gun + 6" movement), and all but one will be able to hit just as hard as their thunder hammer brethren at S8. The sergeant, unfortunately, can only ever take a power sword into battle. The good thing about this is that you have at least a passing chance to eliminate the other guy's power fist before he tears into your terminators. The bad thing about it is really due to the confusion it causes more than anything else: you see, every other Space Marine sergeant has at least one swap option for weapons which allow him to hit heavier or faster in an assault. But for some reason, the Codex Astartes provides that the toughest veteran sergeants in the chapter must wield a very specific load out while every other sergeant, from devastators to scouts, can take pretty much whatever they want into battle. Maybe the slower speed of the terminator armor means they can't make it into the armory fast enough before all of the good stuff has been picked over? Anyway, the pros and cons of this basic stock unit are as follows:

Pros
  • 30" standard threat range
  • 2+ armor shrugs off most attacks
  • 5++ invulnerable save gives them a guardsman's chance in Hades to survive powerful hits
  • S8 melee hits standard for troopers in the unit
  • "Free" power weapon for the sergeant
  • 10 bolter shots on the move give them the un-augmented firepower of a standard full size tactical squad
  • Although just as expensive as a 5 man assault terminator squad, your foe will always prefer to take shots at the other squad before this one if he's got a choice -- this unit appears non-threatening because they're slow
Cons
  • 5++ invulnerable save gives them a guardsman's chance in Hades to survive powerful hits
  • Sergeant has NO access to the chapter armory
  • Expensive
  • Too slow to chase down fleeing hand-to-hand combatants

Reasonable Upgrades
Powerful hand-to-hand attacks and 10 bolter shots per round of shooting is really nothing to sneeze at when you stop to think about it, but if you want these guys to live up to their full jack-of-all-trades potential, they need some basic upgrades to extend their menacing presence on the battlefield. For the cost of another terminator (40 pts), you can dramatically increase this squad's killing potential: cyclone missile launcher (30 pts) and 2x chain fists (5 pts each). This does three very important things.

First, by adding the chain fists, there is NO vehicle or bunker that is safe if you can get to grips with it. With an additional D6 to roll for armor penetration, that means you go from a minimum of S9 (S8 + D6 result of 1) to a minimum of S10 (S8 + 2x D6 result of 1). Yep, that means you are going to automatically cause at least a glancing blow on most armor in the game. And with a maximum of S20, that means on average you will be able to penetrate the toughest bunkers and armor in the game (unless it has living metal, of course, but we won't go into that ridiculous rule at the moment...). To put it into perspective, a chain fist hits armor just as hard as a meltagun, but without the AP1 rating. The long and short of it is that armor doesn't stand a chance against your little 5 man unit -- that's 6 S8 power fist attacks and 6 chain fist attacks on the charge; good luck surviving that!

Second, with the simple addition of a cyclone launcher you extend the threat range of this unit to 54" -- 48" plus 6" of movement (all hail to the Relentless USR!). Playing long edge to long edge on a standard 4x6 gaming board means that you will be able to reach just about everything on the board without needing to 'gate' around with a librarian or jumping into an expensive landraider transport. Further, because this edition of the Space Marine codex lets you shoot two missiles every turn, in addition to firing the storm bolter, your firepower increases beyond that of the standard tactical squad in the blink of an eye.

Finally, the addition of these two pieces of equipment creates four pockets of wound allocation: 2x marines with SB/PF; 2x marines with SB/CF; 1x sergeant with SB/PW; and 1x marine with SB/PF/Cyclone. Given their lame invulnerable save (compared to the storm shield), this is important for keeping your cyclone launchers and chain fists the best chance possible against a fusillade of fire from the other side. Incidentally, I find it a little bizarre that that the same people that hail the psychic power 'force dome' as a "must have" also seem to agree that the terminator's invulnerable save is crap. Which is it folks? Either the 5++ is great, or it sucks. I think it sucks. But I digress...

When you compare this 40 point addition to the equivalent of adding another warm body to a thunder hammer unit, this first 40 point upgrade dramatically increase the unit's effectiveness at a much faster rate. At first glance, this rate of return appears to dissipate over time as you increase the unit's size from 5 to 10 men. With 4 chain fists and 2 cyclone launchers (allowing you to create nasty bookend combat squads, or a single unit with massive firepower), the cost of a full blown unit at 480 points is a bit steeper than the 400 points a(n) (arguably) more survivable full size thunder hammer unit. However, when you really sit down and think about it, I'm not convinced 400 points is the true cost of a full blown assault unit, but I'll get into that in a minute.

Obligatory Comparison
Because of the ubiquitous nature of the thunder hammer 'Death Star,' I don't suppose there is any way to discuss standard terminators without an obligatory comparison to their nasty assault oriented brethren. So, let's go there...

First, let's look at the threat range of your reasonably upgraded standard unit to an equally priced 6 man assault terminator unit (both at 240 pts). As stated above, a unit of terminators with a cyclone launcher has an impressive 54" range. That's enough to reach out and smack just about anyone on the board at any given time. A foot slogging thunder hammer unit can only hit you if you're within 12": a 6" movement and another 6" on the charge. You can extend that with a landraider, but that also increases your overall cost by at least 240 points if you buy the Redeemer chassis. As I referenced above, the true cost of thunder hammer terminators should probably include a mode of transportation -- either a 'gate' powered librarian (probably in terminator armor with a storm shield of his own at 140 points) or a 240+ point landraider that can only take 6 men into battle at a time. Incidentally, a 6 man unit with stripped down Redeemer costs the same amount of points as a full size unit of terminators with dual cyclone launchers and 4 armor-breaching chain fists.

Next, let's look at a Deep Strike comparison. You can drop either unit close to the enemy -- and in the case of the thunder hammer unit, if you don't drop them in, you're going to have a loooong walk, or a transport ride for a smaller number of marines. Anyway, on the deep strike, a thunder hammer unit will probably "run" to avoid template fury and then pose menacingly; they might even snarl, gnash their teeth and let loose with a biting insult or two. The standard 5 man terminator unit, however, will pop in and then stand in place to unload two tactical squad's worth of dakka into the enemy. Twenty bolter rounds and two missiles is nothing to sneeze at! And if the enemy chooses to run away from you rather than standing to accept the charge on the next turn, your standard terminators will continue to blast away at the enemy with two tactical squads worth of firepower from behind every turn while the assault terminators will jog behind the enemy continuing to pose menacingly and hurl hurtful language.

How about the assault phase? Well, there is no doubt that thunder hammer marines have an impressive ability to lay the smack down in an assault. Let's up the ante and consider maximum sized units. A full size 10 man assault unit can lambast the enemy with 30 S8 hits on the charge, and 20 hits thereafter. Further, even at I1 (because of those slow menacing hammers), their 3++ storm shields and 2+ armor mean that most of those hammers are going to survive to hit the enemy again and again during every subsequent round of combat.

Conversely, a 10 man standard terminator unit will hit you with 27 S8 hits and 3 S4 hits on the charge, and then 16 S8 hits and 2 S4 hits thereafter. That's still nothing to sneeze at, but only the S4 hits are at I4. I4 is ok for most enemies, but against faster armies and power weapon wielding characters, the S4 might as well be hitting at I1 simply because he won't be hitting until after the other guy has done his damage anyway -- which is a good argument for letting the sergeant take a fist of his own. Unlike the assault terminators with their shields, however, standard terminators are not nearly as survivable. Their 2+ save will keep them safe from regular close combat attacks, but power weapons, rending attacks and monstrous creatures will quickly whittle down standard terminators in each assault phase. In short, the standard terminators just aren't as survivable against dangerous melee units in the assault phase -- even if they can dish out nearly the same amount of pain. Note that I didn't mention anything about the stun ability of the hammer (i.e. anyone wounded by the hammer, but not killed, strikes at I1 in the next phase). But let's face it, if you just hit something with 30 hammer blows and it lived to strike in the next round... you're probably in trouble.

But let's stand back for a moment and also consider the shooting phase before the assault. Those thunder hammers are survivable, but other than harsh language, they don't have anything to soften up the assault before they go charging in (unless they've got a librarian in tow). The standard terminators have two tactical squads worth of firepower to unload before charging in. That firepower WILL take its toll on your target. Sure, your standard terminators won't last long against a squad full of power weapons, but the ability to unload that much firepower into the other guy before the charge means that they won't have to survive as many attacks from the enemy. I won't go mathhammer crazy here, but my gut tells me that the firepower is the great equalizer here: even if the enemy survives the fusillade of fire, they won't be nearly as dangerous once the melee is joined.

Since we're talking about melee, what about armor? There is no doubt that people fear the hammer. After all, even if you only manage to dent the armor or knock off a weapon on the charge, you also shake the crew/occupants. And at S9 as your base when you throw in the D6 roll, there isn't much you won't glance or penetrate. But also keep in mind that all those power fists can do the exact same thing (minus the auto-shake). But once you throw in those chain fists, however, the difference becomes crystal clear. With that additional D6 roll, you will auto-glance most armor just by picking up the dice. Further, while the thunder hammer can glance a landraider or bunker on a roll of six, a chain fist will glance or penetrate more than half the time... statistically. And with four in your squad, that's an impressive 12 bone-jarring chain hits on the charge, with an average 6 penetrating hits and 4 glances. Compare that to an average of just 5 glancing hits from all 10 thunder hammers in the assault unit. And keep in mind, those 12 chain hits don't even consider the 15 power fist attacks which will, on average, give you another 2.5 glancing blows. Clearly the standard terminators, even with just four chain fists (at a total of 20 points), is vastly superior for cracking bunkers and landraiders -- heck, they're superior at cracking any armor. Do people really consider that? Probably not.

Breaking things down, the standard terminators hit armor harder, hit almost as hard in close combat against everything else, and have a vastly superior threat range on the board. Further, because they can reach out and hit most things on the board without having to load up in a transport or deepstriking into enemy territory, they can make their presence felt during nearly every turn of the game instead of jockeying into position for a round or two of close combat. So, what does all of this boil down to? As long as you are mindful of taking advantage of cover when the other guy has lots of AP 1/2 weapons on the board, the stock terminators are actually superior to assault marines in almost every other way. They are much more likely to cause harm to the enemy during every turn, and with just a passing consideration for cover saves, are just as survivable in most situations.

Load Out Options
Unlike the sergeant, the standard terminator has a few options to consider. For every five terminators, you can take either a cyclone missile launcher, and assault cannon, or a heavy flamer. Further, all terminators, except the sergeant, can decide to take either a power fist or a chain fist. As I hope that I've pointed out above, the chain fist is valuable for two reasons: it creates the ability to allocate wounds in the squad, and it gives you a near meltagun ability to punch through armor. At 5 points each, they are not horribly expensive, but it is easy to over-do it if you aren't careful. I find that a 2 to 3 ratio of chain fists to power fists is more than enough. That is, for every three power fists (or power swords), throw in a couple of chain fists. I highly doubt you'll ever need more than 4 in a squad, as that's approximately 12 meltagun shots on the charge -- which is more melta-dakka than is possible in any other unit in the game. Trust me, that's plenty -- any more than that is just gilding the lilly; not to mention that you're taking away precious points for the rest of your army.

The real question is which heavy weapon to take. For 30 points, you can take either an assault cannon or a cyclone launcher. Both have their uses, but I personally lean more towards the cyclone launcher - but only because of its range. The assault cannon may give you four S6 shots (that rend on a 6), but a cyclone gives you four shots too: two S4 storm bolter rounds, and two shots at either S8 as krak missiles, or S4 as frag blasts. Further, let's also remember that the assault cannon does not do anything to increase your squad's threat range. 30" is nothing to sneeze at, but it pales in comparison to the 54" of the cyclone launcher. Sure 30" will keep you in range for most of the game, but that 54" can almost guarantee that you're going to have something to shoot at during every turn f the game. For an expensive unit like this, I prefer to give them every chance possible to earn their points back. Mathhammer says the following:

Against T6 monstrous creatures with a 3+ armor save:
Assault Cannon:  0.74 unsaved wounds
Cyclone/Storm Bolter:  0.37 + 0.07 = 0.44 unsaved wounds

Against Gaunts:
Assault Cannon:  2.22 unsaved wounds
Cyclone/Storm Bolter: 1.11 + 0.67 = 1.78 unsaved wounds
Note that the Gaunt calculation does not consider the use of frag missiles. If frag missiles are used, then it is very possible that the cyclone setup is better -- assuming you hit at least two gaunts with every missile shot. You can factor in the size of the target area in square inches to determine an acceptable angle of deviation, but there are so many other factors (such as the distance between enemy bases and the formation of the enemy unit) that it is pointless to make assumptions that can calculate real world applications in a given game.

Against MEQ:
Assault Cannon: 1.04 unsaved wounds
Cyclone/Storm Bolter: 0.37 + 0.22 = 0.59 unsaved wounds

Against Armor 10:
Assault Cannon:
  0.38 Shaken;
  0.23 Stunned;
  0.23 Weap.Dest.;
  0.23 Immobile;
  0.16 Wrecked;
  0.16 Explodes

Cyclone/Storm Bolter:
  0.26 + 0.11 = 0.37 Shaken;
  0.19 + 0.04 = 0.23 Stunned;
  0.19 + 0.04 = 0.23 Weap.Dest.;
  0.19 + 0.04 = 0.23 Immobile;
  0.15 + 0.00 = 0.15 Wrecked;
  0.15 + 0.00 = 0.15 Explodes
Note that while the cyclone set up is almost as good as the assault cannon against armor 10, the harder the armor gets, the better the assault cannon does overall because the bolter can no longer glance.

As much as I'd like to say that the cyclone setup is the superior weapon in any given situation, the truth is that the assault cannon is better in most categories -- but only once you get within 24" of the enemy. The truth is, you get an extra 2 feet of range by using the cyclone launcher, which means you can probably do just as well with that cyclone when you throw in the additional wounds in can cause over the course of a game.

Unfortunately, it is nearly as impossible to determine how much more often you will be able to use your cyclone over the assault cannon in the course of any given game, so you'll just have to use your own experience to determine if you spend more time within 24" range or 54" range in your typical games.

The other option available is the heavy flamer. At close range, this heavy bolter strength weapon removes armor saves and can hit as many gribblies as you can fit under the template. Against horde armies with poor armor, this weapon can be devastating, but it also means you are very close to the enemy. In a perfect world, the heavy flamer would be a better option for an assault terminator squad (can you imagine the carnage you could dish out if you could take a storm shield and heavy flamer in a thunder hammer unit!). But it isn't an option. As it stands, we've already established that standard terminators are not as survivable in close combat, and can only hold their own against non-power weapon/rending/monstrous opponents in combat.

Fortunately, those are the kinds of enemies the heavy flamer was intended to take out in large groups... but you're still flirting with disastrous territory by getting that close to the bad guy. Standard terminators are deadly at the 18" to 30" range from the enemy, but they start to lose their appeal once the bad guy closes in for a massed assault. You're better off, in my opinion, avoiding the kinds of ranges where a heavy flamer excels. At 5 points, it's not a bad upgrade option if you've got points to spare, but not enough for a serious heavy weapon like the assault cannon or cyclone, but generally speaking I think I'd prefer to throw in another chain fist.

Wrap Up
There are not many folks that speak highly of the standard terminator squad, but personally... I think those same folks are nuts. The threat radius of a standard terminator squad is huge, and they carry an impressive amount of firepower. Because they are relentless, a standard squad can boast a two to four foot threat radius that is constantly on the move. Compare that to the measly one foot radius of the thunder hammer unit, and the reality of target opportunity is pretty clear. Further, in a planetsrike game, or when you know you're going to be facing serious amounts of armor or bunkers, nothing will allow you to get to the soft creamy center of the bad guy quite as well as a chainfist. Point for point, you can simply put more effective terminators on the field in a standard squad than a thunder hammer unit. No, standard terminator squads are not a Death Star threat, but they have serious tactical flexibility and can put rounds down range every turn of the game. That is an important difference that can not be overstated.

Tuesday, October 05, 2010

One Movie to See and Another to Skip (No. 5)

Movie to See:  Bitten





There are times when this movie is pretty hilarious; Jason Mews' (Jay and Silent Bob Strike Back) comedic timing and deadpan delivery of sailor-esq dialogue certainly helps that.  And it probably doesn't hurt that Erica Cox is a sexy (and usually scantily clad) vampire that is constantly looking for way to get, er... 'close' to Mews.  This movie is definitely more of a dark comedy rather than a horror movie, but the theme will satisfy your darker urges if your looking for a little horror flavor.

Like a lot of vampire movies, this movie isn't really about vampires; the thrust of this movie is about relationships.  Everybody has a dark side, and some are just darker than others.  Dealing with... er, addictions (?)... is difficult, and when you couple that with traditional relationship stumbles (e.g. housekeeping, personal space, etc.), the result can be... well, fatal, to the progression of the couple.  The story element of this movie actually raises this movie up from a 3.5 to a 4.  It could have been better, but I'm having trouble identifying the missing element that would have put it over the top.  It's a fun movie, and there are plenty of decent laughs.  You probably don't want to watch this one with your kids, but it's a fun and light-hearted (if bloody and possibly over-sexed) flick.




Movie to Skip: Deadline


To make a long story VERY short, this movie does not have the chops to pull off a true thriller/horror experience. I hate to say it, but other than her role in 8 Mile, I've never bought into anything Brittany Murphey has done. I hate to speak ill of the dead, but I'm just being honest here. Her character in this movie was nonsensical and unbelievable. I'm not sure how much of that can be chalked up to a schizophrenic performance or a terrible script, but either way, her character did not sell... which is the death knell for a psychological thriller that takes place in the psyche of the main character.

One bright-ish spot in the film is Thora Birch. Like the despondent memory of a spouse in Inception (played by Marion Cotillard), Thora Birch, as an actress, is NOT scary. Yet, also like Inception, every time she appears on the screen, you fear the moment the camera catches her eye. Unlike Inception, however, the real reason you are scared of Birch is because of a few key cgi overlays that make her a pretty scary ghoul at times. Cotillard, on the other hand, scared you with her solid acting performance -- that severe look is a window to a very scary place in that woman's soul, and you FEEL it. It's not that I think Birch is a slouch, but I wonder if she would have had the same effect without the visual crutch.

Overall, you can see the basic plot of Deadline done better in a whole host of other movies where a broken damsel goes off to spend time alone in a haunted house in order to find herself. It's a fairly tired story that requires much better writing and acting than this little number put forward. Honestly, Deadline is best left to collect dust on the video rental shelf.