Here is my current Imperial Guard Company that I am selling. This is to facilitate my conversion to a Genswick army. I ask that if you are considering switching to guard or expanding your current one, or know someone doing so, check it out. Would be a great help.
For sale is over 80 models spread across 10 squads plus some extras. As well a chimera and 2 (albeit damaged) sentinels.
Here is a preview of what you'll see after the jump.
Tuesday, December 28, 2010
Reinvention of my Imperial Guard: 2k Genswick IG codex list
So here is the Codex list I will be using for my reinvented IG. This list is more of a variant/back up for the DKK lists I will be using mostly. The first DKK list is here, utilizing the Siege Regiment list, perfect for the Genswick path I am taking.
HQ- Company Command Squad- 120: Power Weapon, Regimental Standard, Melta-gun, Master of Ordnance, Vox
HQ- Lord Commissar- 80: Power Weapon
Elites- Storm Trooper Squad- 195: Power Weapon, 2 x Meltagun
Elites- Ratlings (5)- 50
Elites- Ratlings (5)- 50
Troops- Infantry Platoon
Platoon Command Squad- 60: Power Fist, Melta-gun, Vox
Infantry Squad- 115: Commissar, Power Weapon; Power Weapon, Melta-gun
Infantry Squad- 115: Commissar, Power Weapon; Power Weapon, Melta-gun
Infantry Squad- 65: Power Weapon, Flamer
Infantry Squad- 70: Plasma Gun, Vox
Heavy Weapon Squad- 75: Lascannons
Heavy Weapon Squad- 65: Autocannons
Heavy Weapon Squad- 60: Mortars
Troops- Veteran Squad- 135: Demolitions, Shotguns, 3x Melta-guns, Vox
Troops- Veteran Squad- 135: Demolitions, Shotguns, 3x Melta-guns, Vox
Fast Attack- Rough Rider Squad- 115: Power Weapon
Heavy Support- Leman Russ Demolisher Squadron (3)- 585: Heavy Bolter Sponsons
Pts: 2000 Scoring Units: 10 KPs: 19
Model Count: 94 Infantry, 10 Cavalry, 3 Tanks (107 models)
While I understand there are better choices to take, this isn't necessarily supposed to be the most competitive of lists. I am just trying to take what choices I like and fit the concept of a Siege Regiment. Unfortunately there is no fluff out there regarding Genswick except some stuff from the BoLS Marcharian Crusade book, where they just say they are Trench/Siege fighters and have sapper companies.
The only thing that is "off" per se in this list is Ratlings. But I am actually not going to model them as Ratlings, but rather as just normal human snipers, albiet in Genswick uniforms.
The only thing I would consider doing instead is swapping the "Ratlings" for a Psyker Battle Squad. Though how to make them look Genswicky I am unsure, or even if they really fit in. Any suggestions anyone?
HQ- Company Command Squad- 120: Power Weapon, Regimental Standard, Melta-gun, Master of Ordnance, Vox
HQ- Lord Commissar- 80: Power Weapon
Elites- Storm Trooper Squad- 195: Power Weapon, 2 x Meltagun
Elites- Ratlings (5)- 50
Elites- Ratlings (5)- 50
Troops- Infantry Platoon
Platoon Command Squad- 60: Power Fist, Melta-gun, Vox
Infantry Squad- 115: Commissar, Power Weapon; Power Weapon, Melta-gun
Infantry Squad- 115: Commissar, Power Weapon; Power Weapon, Melta-gun
Infantry Squad- 65: Power Weapon, Flamer
Infantry Squad- 70: Plasma Gun, Vox
Heavy Weapon Squad- 75: Lascannons
Heavy Weapon Squad- 65: Autocannons
Heavy Weapon Squad- 60: Mortars
Troops- Veteran Squad- 135: Demolitions, Shotguns, 3x Melta-guns, Vox
Troops- Veteran Squad- 135: Demolitions, Shotguns, 3x Melta-guns, Vox
Fast Attack- Rough Rider Squad- 115: Power Weapon
Heavy Support- Leman Russ Demolisher Squadron (3)- 585: Heavy Bolter Sponsons
Pts: 2000 Scoring Units: 10 KPs: 19
Model Count: 94 Infantry, 10 Cavalry, 3 Tanks (107 models)
While I understand there are better choices to take, this isn't necessarily supposed to be the most competitive of lists. I am just trying to take what choices I like and fit the concept of a Siege Regiment. Unfortunately there is no fluff out there regarding Genswick except some stuff from the BoLS Marcharian Crusade book, where they just say they are Trench/Siege fighters and have sapper companies.
The only thing that is "off" per se in this list is Ratlings. But I am actually not going to model them as Ratlings, but rather as just normal human snipers, albiet in Genswick uniforms.
The only thing I would consider doing instead is swapping the "Ratlings" for a Psyker Battle Squad. Though how to make them look Genswicky I am unsure, or even if they really fit in. Any suggestions anyone?
Labels:
Genswick,
Imperial Guard,
Lists
Monday, December 27, 2010
Reinvention of my IG: Death Korps Kreig ==> Genswick
For those of you who don't know I am getting rid of my Cadians/Steel Legion to make my Guard army more exciting. I am making 3 lists, 2 using FW's DKK lists and one using the IG codex. These three armies will share as many of the same models as possible. The first list is here. Might be taking out a power fist to upgrade the GL to a melta-gun.
But instead of a traditional DKK army, I will be doing Genswick troopers. For those of you who don't know what Genswick are..
So yep, I will be starting them asap. Already have most aspects planned and just need to start ordering stuff. I still will have a few DKK models (Grenadiers and Death Riders).
For those of you interested in buying a company of guardsmen here is what I will be putting up on ebay (unless someone emails me with a reasonable price)
I tried individualizing things as much as I could with some bitz swapping and the like)
5 Guard Infantry squads w/ the following wargear
1- Bolt Pistol & CCW sarge, Flamer, Vox, Melta Bomb, Missile Launcher (all painted)
2- Bolter Sarge, Grenade Launcher, Vox, Autocannon (all painted but heavy weapon)
3- Bolt Pistol & CCW sarge, Flamer, Vox, Autocannon (cool sniper conversion alongside. Not in rules, but cool model)
4- Bolt Pistol & CCW sarge, Grenade Launcher, Vox, Lascannon
5- Steel Legion- Laspistol & CCW sarge, Grenade Launcher, Vox, Lascannon (GL painted)
Special Weapon Squad- 3 x Sniper Rifles (1 painted)
Command Squad- Officer w/ Power Weapon and Plasma Pistol, Vox, Medic, Melta-gun, Standard Bearer (all painted, melta gun 1/2 painted)
Command Squad- Officer w/ Power Fist and Las Pistol, Vox, Medic (Battle for McCragge Chapter Serf), Flamer, Standard Bearer (Jaran Kell)(1 painted, 2 half painted)
Command Squad- Officer w/ Power Weapon and X pistol (in sheath), Vox, Guardsmen, Wounded Guardsmen, Steel Legion trooper
2 x Steel Legion Officers with Power Weapon and Bolt Pistol
Steel Legion Heavy Bolter team
Steel Legion Missile Launcher team
Commissar- Power Weapon (converted from Cadian Company Commander, painted)
Commissar- Bolt Pistol (as seen on GW website)
Tech Priest Enginseer- Power Weapon, Servo Arm
Chimera
2 x Armoured Sentinel- 1 x Lascannon, 1 x Autocannon (each have broken legs, but can be fixed. Armoured bodies old Steel legion sentinel closed tops)
But instead of a traditional DKK army, I will be doing Genswick troopers. For those of you who don't know what Genswick are..
So yep, I will be starting them asap. Already have most aspects planned and just need to start ordering stuff. I still will have a few DKK models (Grenadiers and Death Riders).
For those of you interested in buying a company of guardsmen here is what I will be putting up on ebay (unless someone emails me with a reasonable price)
I tried individualizing things as much as I could with some bitz swapping and the like)
5 Guard Infantry squads w/ the following wargear
1- Bolt Pistol & CCW sarge, Flamer, Vox, Melta Bomb, Missile Launcher (all painted)
2- Bolter Sarge, Grenade Launcher, Vox, Autocannon (all painted but heavy weapon)
3- Bolt Pistol & CCW sarge, Flamer, Vox, Autocannon (cool sniper conversion alongside. Not in rules, but cool model)
4- Bolt Pistol & CCW sarge, Grenade Launcher, Vox, Lascannon
5- Steel Legion- Laspistol & CCW sarge, Grenade Launcher, Vox, Lascannon (GL painted)
Special Weapon Squad- 3 x Sniper Rifles (1 painted)
Command Squad- Officer w/ Power Weapon and Plasma Pistol, Vox, Medic, Melta-gun, Standard Bearer (all painted, melta gun 1/2 painted)
Command Squad- Officer w/ Power Fist and Las Pistol, Vox, Medic (Battle for McCragge Chapter Serf), Flamer, Standard Bearer (Jaran Kell)(1 painted, 2 half painted)
Command Squad- Officer w/ Power Weapon and X pistol (in sheath), Vox, Guardsmen, Wounded Guardsmen, Steel Legion trooper
2 x Steel Legion Officers with Power Weapon and Bolt Pistol
Steel Legion Heavy Bolter team
Steel Legion Missile Launcher team
Commissar- Power Weapon (converted from Cadian Company Commander, painted)
Commissar- Bolt Pistol (as seen on GW website)
Tech Priest Enginseer- Power Weapon, Servo Arm
Chimera
2 x Armoured Sentinel- 1 x Lascannon, 1 x Autocannon (each have broken legs, but can be fixed. Armoured bodies old Steel legion sentinel closed tops)
Labels:
Death Korps,
Genswick,
Hobby
Tuesday, December 14, 2010
Reinvention of my Imperial Guard: 1st 2k DKK List
This list utilizes the list Siege Regiment List available on FW's website.
HQ- Company Command Squad- 125: Power Weapon, Master of Ordnance; Regimental Standard, Melta-gun
Elites- Grenadier Squad(10)- 210: Power Weapon; 2 x Melta-guns
Elites- Heavy Mortar Battery(3)- 150
Troops- Infantry Platoon
Platoon Command Squad- 65: Power Fist; Melta-gun
Infantry Squad- 75: Plasma gun
Infantry Squad- 75: Power Weapon, Grenade Launcher
Infantry Squad- 75: Power Weapon, Flamer
Infantry Squad- 85: Power Fist, Melta-gun
Heavy Weapon Squad- 65: 3 x Mortars
Heavy Weapon Squad- 95: 3 x Lascannons
Heavy Weapon Suqad- 80: 3 x Autocannons
Troops- Engineers(10)- 180: Gas Grenades, Hades Breaching Drill
Troops- Engineers(10)- 180: Gas Grenades, Hades Breaching Drill
Fast Attack- Death Rider Squadron(10)- 180: Power Weapon
Heavy Support- Leman Russ Battle Tank- 180: Lascannon, Heavy Bolters
Heavy Support- Leman Russ Battle Tank- 180: Lascannon, Heavy Bolters
Pts: 2000 Scoring Units: 10 KPs: 20
Model Count: 98 Infantry, 4 Tanks, 10 Cavalry, 3 Artillery Pieces
This is part one of the 3 part list I want to make using the Guard Codex and the 2 different DKK lists.
The idea here is just to march infantry at you and rapid fire, then when they get assaulted, bog you down with their WS 4 and Die Hards (no negative LD modifiers in assault). Meanwhile, the Enigneers should arrive and ruin you day as well. Shotgun salvo and then gas grenades (d6 hits at Sd6, makes them I10, take that howling banshees). And they have Krak grenades to give them a chance against vehicles. A decent fire base of 3 Heavy weapons teams, 2 LR and 3 Heavy mortars supports the advance.
Death Riders are there because
1- They are cool
2- No one uses rough riders
3- To quickly pick out the most threatening unit, assault and neutralize it.
There is also a good amount of melta(6 + the Hades Drills) to take care of mech in addition to the Lascannon/Autocannon teams and Leman Russ.
I was tempted to do Medusa Siege guns instead of LR, but they are only A 11 all round and any glancing/penetrating hit destroys them. To me, that is too fragile for a 100 point unit. Sure I can just put them in cover, but one outflanking unit or lucky barrage will just ruin their day.
HQ- Company Command Squad- 125: Power Weapon, Master of Ordnance; Regimental Standard, Melta-gun
Elites- Grenadier Squad(10)- 210: Power Weapon; 2 x Melta-guns
Elites- Heavy Mortar Battery(3)- 150
Troops- Infantry Platoon
Platoon Command Squad- 65: Power Fist; Melta-gun
Infantry Squad- 75: Plasma gun
Infantry Squad- 75: Power Weapon, Grenade Launcher
Infantry Squad- 75: Power Weapon, Flamer
Infantry Squad- 85: Power Fist, Melta-gun
Heavy Weapon Squad- 65: 3 x Mortars
Heavy Weapon Squad- 95: 3 x Lascannons
Heavy Weapon Suqad- 80: 3 x Autocannons
Troops- Engineers(10)- 180: Gas Grenades, Hades Breaching Drill
Troops- Engineers(10)- 180: Gas Grenades, Hades Breaching Drill
Fast Attack- Death Rider Squadron(10)- 180: Power Weapon
Heavy Support- Leman Russ Battle Tank- 180: Lascannon, Heavy Bolters
Heavy Support- Leman Russ Battle Tank- 180: Lascannon, Heavy Bolters
Pts: 2000 Scoring Units: 10 KPs: 20
Model Count: 98 Infantry, 4 Tanks, 10 Cavalry, 3 Artillery Pieces
This is part one of the 3 part list I want to make using the Guard Codex and the 2 different DKK lists.
The idea here is just to march infantry at you and rapid fire, then when they get assaulted, bog you down with their WS 4 and Die Hards (no negative LD modifiers in assault). Meanwhile, the Enigneers should arrive and ruin you day as well. Shotgun salvo and then gas grenades (d6 hits at Sd6, makes them I10, take that howling banshees). And they have Krak grenades to give them a chance against vehicles. A decent fire base of 3 Heavy weapons teams, 2 LR and 3 Heavy mortars supports the advance.
Death Riders are there because
1- They are cool
2- No one uses rough riders
3- To quickly pick out the most threatening unit, assault and neutralize it.
There is also a good amount of melta(6 + the Hades Drills) to take care of mech in addition to the Lascannon/Autocannon teams and Leman Russ.
I was tempted to do Medusa Siege guns instead of LR, but they are only A 11 all round and any glancing/penetrating hit destroys them. To me, that is too fragile for a 100 point unit. Sure I can just put them in cover, but one outflanking unit or lucky barrage will just ruin their day.
Labels:
Death Korps,
Imperial Guard,
Lists
Sunday, December 12, 2010
2000 Pt Elysian Drop Troop List
HQ- Company Command Squad- 95: Powerfist, Homing Beacon, Officer of the Fleet; Sniper Rifle, Missile Launcher
HQ- Long Range Scanner (5)- 74
Elites- Storm Trooper Squad (10)- 195: 2 x Plasma Gun
Troops- Infantry Platoon
Platoon Command Squad- 65: Power Weapon; Lascutter, Melta-Gun
Infantry Squad- 100: Power Weapon; Melta-Gun, Democharge
Infantry Squad- 95: Power Weapon; Flamer, Democharge
Heavy Weapon Squad- 65: 3 x Mortars
Heavy Weapon Squad- 80: 3 x Heavy Bolters
Heavy Weapon Squad- 95: 3 x Missile Launchers
Special Weapon Squad- 55: 3 x Flamers
Drop Sentinel Squadron (3)- 150: 3 x Multi-Meltas
Troops- Veteran Squad- 146: 3 x Melta-Guns, Lascutter, 7 x Auxiliary Grenade Launchers
Troops- Veteran Squad- 110: Power Weapon; 3 x Flamers, Shotguns
Fast Attack- Tauros Venator Squadron (2)- 130: 2 x Smoke Launchers, Homing Beacon
Fast Attack- Vendetta Squadron (3)- 390
Heavy Support- Vulture Gunship- 155: Twin-Linked Punisher Cannons
Pts: 2000 Scoring Units: 9 KPs: 20
Model Count: 90 Infantry, 4 Fast Skimmers, 3 Walkers, 2 Fast Vehicles (99 models)
If I was to buy an Elysian Army tomorrow, this is what I would run. It uses the Elysian Drop Troop list from IA8: Raid on Kestorel Novem. A wide variety of heavy and special weapons throughout so I can take on mech or horde reasonably well. The army is mostly intended for the close range firefight, and seeing as they all can deep strike I figured that was a good route to go. TBH I keep think a few more melta guns would be nice, but I have to keep reminding myself that the Vendettas have a bunch of lascannons.
The idea is to put the Veterans and either Stormtroopers of Company Command in the Vendettas and use homing beacons to help guide guys onto forward objectives while I drop or march my heavy weapons onto rear objectives.
HQ- Long Range Scanner (5)- 74
Elites- Storm Trooper Squad (10)- 195: 2 x Plasma Gun
Troops- Infantry Platoon
Platoon Command Squad- 65: Power Weapon; Lascutter, Melta-Gun
Infantry Squad- 100: Power Weapon; Melta-Gun, Democharge
Infantry Squad- 95: Power Weapon; Flamer, Democharge
Heavy Weapon Squad- 65: 3 x Mortars
Heavy Weapon Squad- 80: 3 x Heavy Bolters
Heavy Weapon Squad- 95: 3 x Missile Launchers
Special Weapon Squad- 55: 3 x Flamers
Drop Sentinel Squadron (3)- 150: 3 x Multi-Meltas
Troops- Veteran Squad- 146: 3 x Melta-Guns, Lascutter, 7 x Auxiliary Grenade Launchers
Troops- Veteran Squad- 110: Power Weapon; 3 x Flamers, Shotguns
Fast Attack- Tauros Venator Squadron (2)- 130: 2 x Smoke Launchers, Homing Beacon
Fast Attack- Vendetta Squadron (3)- 390
Heavy Support- Vulture Gunship- 155: Twin-Linked Punisher Cannons
Pts: 2000 Scoring Units: 9 KPs: 20
Model Count: 90 Infantry, 4 Fast Skimmers, 3 Walkers, 2 Fast Vehicles (99 models)
If I was to buy an Elysian Army tomorrow, this is what I would run. It uses the Elysian Drop Troop list from IA8: Raid on Kestorel Novem. A wide variety of heavy and special weapons throughout so I can take on mech or horde reasonably well. The army is mostly intended for the close range firefight, and seeing as they all can deep strike I figured that was a good route to go. TBH I keep think a few more melta guns would be nice, but I have to keep reminding myself that the Vendettas have a bunch of lascannons.
The idea is to put the Veterans and either Stormtroopers of Company Command in the Vendettas and use homing beacons to help guide guys onto forward objectives while I drop or march my heavy weapons onto rear objectives.
Labels:
Elysians,
Imperial Guard,
Lists
Saturday, December 4, 2010
Wedding Bells
Well, I get married today (thus the lack of posts lately). Wish me luck.
Hopefully I pass my morale check. If not, I should at least have And They Shall Know No Fear so I can automatically regroup.
I will return with more actual content sometime this following week.
-Gothmog
Hopefully I pass my morale check. If not, I should at least have And They Shall Know No Fear so I can automatically regroup.
I will return with more actual content sometime this following week.
-Gothmog
Labels:
Site News
Friday, November 19, 2010
Dark Eldar model review: Beefy Arms
So overall I think the new Dark Eldar models are really really sweet.
The one other thing is the Incubi. Why are they holding their blades like this. GW made this mistake on the Blood Angels Sanguinary Guard. But they did it once. And if you took a powerfist, you could just avoid that Blade. This is just a dumb way to hold a blade, especially one that has a hilt. If it was more like that weapon klignons use, then it would be fine. But it obviously has a hilt. One meant for two hands. Why not continue with your Samurai theme and have them hold it that way. Or at least 1 or 2 of them hold it that way. But no, they are all holding it like a psuedostaff. At leas the wide grip has same intelligence, as you can absorb a block easier with your arms spread, but the close grip really has no logic, at least to me in it. Otherwise though, I think the models are truly representative of their namesake. I would have nightmares if I faced them. Once I was done laughing at their fighting stance that is.
Honestly, who holds a sword like that?
Overall though, they are really really sweet models. I especially like their Jetbikes. They just look menacing. Can't wait to see what further releases hold.
They finally look like "Dark" versions of their sissy cousins.
See!
AND they continue reinforcing the Japanese feel/theme of the Eldar image type. Just look at the Mandrakes for the best example. Tell me those pants aren't Japanese. You can't can you. And I am not saying this is a bad thing. The kanji like glyphs of eldar and their back banners in Samurai style are coo, and things like this fit perfectly in and only help reinforce the idea.
BUT there are a few things that are a little rough IMO. Basically, Beefy arms and manly chicks.
Let me start with the Beefy arms: If you look, a bunch of models, including females, have some bulging biceps. Like Catchan bulge. maybe not quite that big. BUT alot bigger than Eldar should be. Especially on chicks, and especially when compared to the size of an arm in a sleeve or armour. I will say the Jetbikes look sweet. But just look at all the arms. Compare the bare to the clothed. Why are they so beefy? Especially on the wytches.
See Eldar are graceful, even their Dark Tainted bretheren, and their limbs should be much more lithe and slender, like the Helions.
Let me next adress the manly women. Some of the chicks just look too much like dudes. Just look at the sideburns on the right one. And the chin on the left make him look more like this.
So yeah, there is that. But GW does have a bad track record of making women look like men. I understand that on a miniature scale, especially heroic, it is a very hard look to capture BUT they are continually harping on about their progress in model making. I would like to see some progress made here.The one other thing is the Incubi. Why are they holding their blades like this. GW made this mistake on the Blood Angels Sanguinary Guard. But they did it once. And if you took a powerfist, you could just avoid that Blade. This is just a dumb way to hold a blade, especially one that has a hilt. If it was more like that weapon klignons use, then it would be fine. But it obviously has a hilt. One meant for two hands. Why not continue with your Samurai theme and have them hold it that way. Or at least 1 or 2 of them hold it that way. But no, they are all holding it like a psuedostaff. At leas the wide grip has same intelligence, as you can absorb a block easier with your arms spread, but the close grip really has no logic, at least to me in it. Otherwise though, I think the models are truly representative of their namesake. I would have nightmares if I faced them. Once I was done laughing at their fighting stance that is.
Honestly, who holds a sword like that?
Overall though, they are really really sweet models. I especially like their Jetbikes. They just look menacing. Can't wait to see what further releases hold.
Labels:
Dark Eldar,
Hobby
Friday, November 12, 2010
Free Mission Friday: 2 Missions for the Price of None! (Download)
This week I thought I would give you a double header to make up for a lack of posts. Hope you enjoy! Please post any feedback!
Amphibious Assault
FOB Raid
Synopsis: Amphibious Assault has an attacker attempting to seize a beach from the defender as he comes forward fearlessly from the sea. FOB raid has an elite force conducting a daring dawn raid against an enemy Forward Operating Base.
Get the first week's Line Breach mission here.
Amphibious Assault
FOB Raid
Synopsis: Amphibious Assault has an attacker attempting to seize a beach from the defender as he comes forward fearlessly from the sea. FOB raid has an elite force conducting a daring dawn raid against an enemy Forward Operating Base.
Get the first week's Line Breach mission here.
Wednesday, November 10, 2010
There is a missing USR: Immunity
So, I know I complained about the prevalence of FNP now, but really my problem with it is that it is taking armies and units that are suppossed to be "tough" and watering down their toughness versus the competition.
Nurgle armies are suppossed to be TOUGH, yet BA are now nearly as Tough. S8 Instakills both, and you can have FNP on both, so the T5 bonus of PM has little effect overall.
What could help make armies like this tougher, and makes fluff sense for several other armies, is an Immunity USR giving them advantages against poison weapons.
Where this makes most sense is Necrons and Nurgle. This actually came up when talking about Necrons with a friend and how they have virtually no chance to beat the new DE codex.
This could work 2 ways:
1- It reduces the roll required for poison to work
2- It is a save versus poison weapons only
1- This method would say subtract 1 or 2 from the to wound result of a poison weapon, so say a poison 2+ would become a poison 3+ or 4+. 6 would always work, so either a poison 6+ weapon would not be effected or it would require another roll of say a 2+ or 3+ on top of the 6. The issue with this is that it complicates the game a little more than option 2 and is indiscriminate to the "toughness" of the army. I believe necrons to be more immune to poison weapons than anything seeing as they are made of metal, but under this they would be the same as anyone.
2- This would give a save like FNP versus Poison weapons. Where this is better than option 1 is that you can scale it better. Say the Plague marines get a 4+ save versus poison where as Necrons get a 3+ save. The issue is though that with cover saves and Feel No Pain is another save really needed or will it ever come up?
So with the issues of number 2 and the complications of number 1, maybe they should just make up a Army Wide special rule for the Necrons when they drop. I would favour a save like FNP for them, but only versus poison weapons. This would make them tough in the right way, and while it seems to be prejudice versus DE, they still will have a large advantage in Close Combat and immunity helps against Tyranids, SM Sternguard, and Nurgle Daemons, and I am sure I am missing other poison type attacks, and I am sure we will see more around in the future as well.
Nurgle armies are suppossed to be TOUGH, yet BA are now nearly as Tough. S8 Instakills both, and you can have FNP on both, so the T5 bonus of PM has little effect overall.
What could help make armies like this tougher, and makes fluff sense for several other armies, is an Immunity USR giving them advantages against poison weapons.
Where this makes most sense is Necrons and Nurgle. This actually came up when talking about Necrons with a friend and how they have virtually no chance to beat the new DE codex.
This could work 2 ways:
1- It reduces the roll required for poison to work
2- It is a save versus poison weapons only
1- This method would say subtract 1 or 2 from the to wound result of a poison weapon, so say a poison 2+ would become a poison 3+ or 4+. 6 would always work, so either a poison 6+ weapon would not be effected or it would require another roll of say a 2+ or 3+ on top of the 6. The issue with this is that it complicates the game a little more than option 2 and is indiscriminate to the "toughness" of the army. I believe necrons to be more immune to poison weapons than anything seeing as they are made of metal, but under this they would be the same as anyone.
2- This would give a save like FNP versus Poison weapons. Where this is better than option 1 is that you can scale it better. Say the Plague marines get a 4+ save versus poison where as Necrons get a 3+ save. The issue is though that with cover saves and Feel No Pain is another save really needed or will it ever come up?
So with the issues of number 2 and the complications of number 1, maybe they should just make up a Army Wide special rule for the Necrons when they drop. I would favour a save like FNP for them, but only versus poison weapons. This would make them tough in the right way, and while it seems to be prejudice versus DE, they still will have a large advantage in Close Combat and immunity helps against Tyranids, SM Sternguard, and Nurgle Daemons, and I am sure I am missing other poison type attacks, and I am sure we will see more around in the future as well.
Friday, November 5, 2010
Friday Free Mission: Line Breach (Download)
EIDITED 1:02 PM
As a result of this post and an early interpretation of the related poll I designed a mission last night for your pleasure:
Line Breach
Synopsis: There is a gap in a defensive line. The attacker is trying to hold this gap so that it may be exploited. The defender is obviously trying to close it to maintain their line.
Any feed back would be greatly appreciated. Hope to make more of these and have them out as oft as possible.
Check out the downloads tab up top for other great resources from Sepulchre of Heroes.
As a result of this post and an early interpretation of the related poll I designed a mission last night for your pleasure:
Line Breach
Synopsis: There is a gap in a defensive line. The attacker is trying to hold this gap so that it may be exploited. The defender is obviously trying to close it to maintain their line.
Any feed back would be greatly appreciated. Hope to make more of these and have them out as oft as possible.
Check out the downloads tab up top for other great resources from Sepulchre of Heroes.
Thursday, November 4, 2010
Reinvention of my Imperial Guard PART TWO
For some reason, a post I put up in Nov 2009 asking the community to help me decide what direction to take my Imperial Guard force is one of my most popular hits. So thought I would elaborate more on this.
I haven't really put a lot of effort into my guard. Essentially I only use them when Apoc missions go down, and then it is pretty much only the Tanks that roll out (11 Leman Russ and 2 super heavies are no laughing matter).
But I still am struggling to capture what I want with the force. The issue is that the DKK armoured battlegroup list from FW is really hard for me to write a list I want, or at least in 2000 points. Leman Russ are expensive and eat up all the room for the cool things like Death Riders. And there are no ogryns either, which I think are cool too. But I am willing to sacrifice that for the sake of a list that works for me.
Basically because I can't make a list I want to make, I don't know what to buy, and because I don't know what to buy, I don't have an army I like, and so therefor I don't play them.
This got me thinking though. What if I made 2/3 armies using a majority of the same units. Basically use the normal IG and/or Krieg Siege list for smaller games and the DKK armoured battlegroup list for the large games (which I like more anyway).
So what I need to do now is design a theme around Tanks and Infantry. I don't really want to have to buy Chimeras.
I know I need some Centaurs for the DKK parts of the list. I would like to get Deathriders of Krieg, but would consider doing conversions to represent Deathriders/Rough riders.
The thing is I need to come up with some fluff for the Army. Right now I have a majority of Cadian inftantry, a squad of Steel Legion, a squad of Kasrkin, and a squad of Krieg Grenadiers. I would like to get some more Krieg to add to the army, as they look the best IMO.
What I am thinking is a Cityfight style remnant army. Basically, a force of guardsmen from devastated units brought together for common survival.
So now I need to site down with an IG codex and the 2 DKK lists and my collection of Guard. Figure out what I have and need. As well, I will probably shift the colour scheme of my Cadians. Fortunately, only a small number of them are done. Maybe I will leave them the browns and khakis they are amongst a sea of grey/blues to re-enforce the remnants concept.
Also, going to look into vostroyan and catachan models to see if they'd be a good addition.
Expect to see lists forthcoming!
I haven't really put a lot of effort into my guard. Essentially I only use them when Apoc missions go down, and then it is pretty much only the Tanks that roll out (11 Leman Russ and 2 super heavies are no laughing matter).
But I still am struggling to capture what I want with the force. The issue is that the DKK armoured battlegroup list from FW is really hard for me to write a list I want, or at least in 2000 points. Leman Russ are expensive and eat up all the room for the cool things like Death Riders. And there are no ogryns either, which I think are cool too. But I am willing to sacrifice that for the sake of a list that works for me.
Basically because I can't make a list I want to make, I don't know what to buy, and because I don't know what to buy, I don't have an army I like, and so therefor I don't play them.
This got me thinking though. What if I made 2/3 armies using a majority of the same units. Basically use the normal IG and/or Krieg Siege list for smaller games and the DKK armoured battlegroup list for the large games (which I like more anyway).
So what I need to do now is design a theme around Tanks and Infantry. I don't really want to have to buy Chimeras.
I know I need some Centaurs for the DKK parts of the list. I would like to get Deathriders of Krieg, but would consider doing conversions to represent Deathriders/Rough riders.
The thing is I need to come up with some fluff for the Army. Right now I have a majority of Cadian inftantry, a squad of Steel Legion, a squad of Kasrkin, and a squad of Krieg Grenadiers. I would like to get some more Krieg to add to the army, as they look the best IMO.
What I am thinking is a Cityfight style remnant army. Basically, a force of guardsmen from devastated units brought together for common survival.
So now I need to site down with an IG codex and the 2 DKK lists and my collection of Guard. Figure out what I have and need. As well, I will probably shift the colour scheme of my Cadians. Fortunately, only a small number of them are done. Maybe I will leave them the browns and khakis they are amongst a sea of grey/blues to re-enforce the remnants concept.
Also, going to look into vostroyan and catachan models to see if they'd be a good addition.
Expect to see lists forthcoming!
Labels:
Hobby,
Imperial Guard
Wednesday, November 3, 2010
(Inventing) Missions in 5th Edition (poll post)
I want you to do something for me. I want you to grab your rule book. I want you to flip to page 266. What does it say at the top of the page? "Inventing New Missions"
Feel free to mess with the missions!
Why does no one do this? Why does everyone, day in and day out play the 3 same missions in the 3 same setups. And some of the setup's don't even matter for some of the missions. Whenever I get pitched battle capture and control, it pretty much goes the same as spearhead capture and control in terms of deployment and how the game plays out.
I remember a world of many missions, scaled missions and when each codex also came with a mission tailored to that army. These worlds were known as 3rd and 4th edition, and they were great and full of variety. There were breakouts and pitched battles, alpha level to omega level. Meatgrinder. VARIETY!
Now the world is stagnant and repetitive. Yes there is Battlemissions, but those aren't the best of missions in my book, and not everyone bought the book either. And there is planetstrike, but that seems like it was a flash in the pan and no one plays it anymore. As well, it wasn't balanced well and I would consider it somewhat of an unfinished product. It could have been great, but ultimately it has disappointed I feel. Cityfight goes unused as well, as either people don't have enough terrain to do it or it is considered to archaic (written in 4th edition mind you, so I can kinda see that point). Apocalypse is a breath of fresh air, but it only has one mission and is intended for really BIG games of multiple people. What you see happen a lot with APOC is instead of the one standard mission, people make their own. Which brings me back to page 266 of the rulebook.
Did you even know of that page? Did you even know of pages 267-273 which contain 4 more missions already made with 5th Edition in mind? Why does no one play these?!?!
One problem I think is people can't think of Victory Conditions for a game, like objectives and kill points. But is really not that hard. You could just use scaled KPs like the old 'ard boyz rules (3 for HQ, 2 for Elite, FA, HS, 1 for troops and DT). Or you can use the old Victory point system (margin of victory should be used with it). You can combine the two. Units under 100 pts (or something like that) are 1 KP, 101-250 are 2, 251 to 500 are 3 KPs.
You can take inspiration from your old rule books, or from other games (WHFB for instance) or just play those old missions as are or slightly modified for 5e (KPs instead of VPs).
List of suggestions
-Escape the opposite board edge
-Kill a number of enemy ICs/MCs
-Destroy all the enemies vehicles
-Your opponent starts with the objectives and you cap/destroy them
-Protect/escort "civilians" or "prisoners"- models without weapons and just basic stats
-Boarding missions with limited playing area (space hulk sets or the like)
-Sabotage type missions
-Rescue type missions
If you are one of the people out there who does mess around with missions, who does actually take the time to do something different, then tell us what you do. Oh yeah, and you deserve this:
So now please everyone, answer the poll and tell me, how do you play your missions? Poll over there --->
Feel free to mess with the missions!
Why does no one do this? Why does everyone, day in and day out play the 3 same missions in the 3 same setups. And some of the setup's don't even matter for some of the missions. Whenever I get pitched battle capture and control, it pretty much goes the same as spearhead capture and control in terms of deployment and how the game plays out.
I remember a world of many missions, scaled missions and when each codex also came with a mission tailored to that army. These worlds were known as 3rd and 4th edition, and they were great and full of variety. There were breakouts and pitched battles, alpha level to omega level. Meatgrinder. VARIETY!
Now the world is stagnant and repetitive. Yes there is Battlemissions, but those aren't the best of missions in my book, and not everyone bought the book either. And there is planetstrike, but that seems like it was a flash in the pan and no one plays it anymore. As well, it wasn't balanced well and I would consider it somewhat of an unfinished product. It could have been great, but ultimately it has disappointed I feel. Cityfight goes unused as well, as either people don't have enough terrain to do it or it is considered to archaic (written in 4th edition mind you, so I can kinda see that point). Apocalypse is a breath of fresh air, but it only has one mission and is intended for really BIG games of multiple people. What you see happen a lot with APOC is instead of the one standard mission, people make their own. Which brings me back to page 266 of the rulebook.
Did you even know of that page? Did you even know of pages 267-273 which contain 4 more missions already made with 5th Edition in mind? Why does no one play these?!?!
One problem I think is people can't think of Victory Conditions for a game, like objectives and kill points. But is really not that hard. You could just use scaled KPs like the old 'ard boyz rules (3 for HQ, 2 for Elite, FA, HS, 1 for troops and DT). Or you can use the old Victory point system (margin of victory should be used with it). You can combine the two. Units under 100 pts (or something like that) are 1 KP, 101-250 are 2, 251 to 500 are 3 KPs.
You can take inspiration from your old rule books, or from other games (WHFB for instance) or just play those old missions as are or slightly modified for 5e (KPs instead of VPs).
List of suggestions
-Escape the opposite board edge
-Kill a number of enemy ICs/MCs
-Destroy all the enemies vehicles
-Your opponent starts with the objectives and you cap/destroy them
-Protect/escort "civilians" or "prisoners"- models without weapons and just basic stats
-Boarding missions with limited playing area (space hulk sets or the like)
-Sabotage type missions
-Rescue type missions
If you are one of the people out there who does mess around with missions, who does actually take the time to do something different, then tell us what you do. Oh yeah, and you deserve this:
So now please everyone, answer the poll and tell me, how do you play your missions? Poll over there --->
Monday, November 1, 2010
Power from Pain - More like Overpowered Pain
So maybe its not that broken or overpowered (or is and has yet to be fully realized) but I think the power through pain ability of the DE is somewhat slanted.
The issue is the ease of getting FNP, and at little to no cost.
First off, FNP is the first thing you gain from Power from Pain. I think the chart is upside down, or at least mixed up. FNP is clearly the most powerful of the abilities, yet the easiest to access, meanwhile fearless is the last.
The chart should be-
1- Furious Charge
2- Fearless
3- Feel No Pain
The concept of DE is to be a Boxer with a glass jaw, but gaining FNP increases their survivability by light years. Furious Charge and fearless are more aggressive rather than defensive abilities and reinforce this concept.
Sure S6 weapons can get around it, but no one walks around with basic S6 and armies generally have to pay a decent amount to gain them (plasma guns are 15 pts, 35 pts for Assault cannons on razorbacks).
Then there is the ability to just hand out Pain Tokens right off the bat. Buy 3 Haemonculus. That is 3 pain tokens right there for 150 pts. That is 3 units with FNP. Okay before you say it, I know that is the same as a Sanguinary priest in BA, who gives Furious Charge and FNP. The difference is that the Sang Priest can be singled out, killed in combat, and then my Blood Angels loose the ability. The Dark Eldar though keep it, even if the Haemonculus is dead. I will say looking at it this way you can make the chart this
1- FC
2- FNP
3- Fearless
BUT FNP should still not be first.
Then there is the Duke, who doubles your chances of getting a 6 on the combat drug table, allowing units with Combat Drugs to start with pain tokens. A 1 in 6 to a 1 in 3 chance is a big leap and a great improvement.
Another thing is that it is easy for some of the units to get FNP turn one/two with a one sweep assault, especially against armies like guard, tau, orks, and necrons, and nids. Arrive and get to assault asap, minimizing time you are shot at, and then get to render small arms fire insignificant the rest of the game.
As well handing out FNP like this makes armies that had it before less unique and competitive. I even feel this way about BA somewhat, though I still utilize it, as will all the Dark Eldar. But things like Death Company in old BA, and Plague Marines in CSM lose some of their inherent coolness and advantages with the onset of the design studio's mindset to hand out USRs like candy.
So what tried to do is design an army that hits really hard and really fast with the intention of making them fragile and easy to break. What they did was make an army that hits hard and fast, but is resilient and has staying power as fast (or faster) than its ability to deliver the hurt. It just doesn't make sense as the first ability and makes the army more resilient than I believe it was meant to be.
EDIT 5 NOV
In response to a lot of the comments. Yes I do understand that the army can get stranded and shredded if you shoot the transports, and yes I know S6 bypasses their FNP.
The issue is, they have defenses against this as well. They are a very fast Army. Their transports turn one should get a cover save because they should turbo boost. Turn 2, they should be disembarking and assault. This really minimizes the time I have to shoot at them before they gain FNP.
I think a better mechanic would have been as follows:
Darkness Prevails: Dark Eldar always have +1 to their cover save. They gain a 6+ cover save in the open.
To me, this is more fluffy and a little less powerful, lending to the Boxer with a Glass jaw concept.
As for other FNP armies. Nids can get it easily but don't have the Speed of DE/BA and the Mech of CSM.
BA have Sang priests yes. I will concede that this made my very own codex a little bit broken. They are virtually flying PMs. But there is the other side to this. SPs are harder to utilize and are vulnerable AND Space Marines don't benefit from FNP as much as DE do. SMs already have 3+ saves, so you get a marginal benefit from FNP, as you don't fail too many to begin with. DE on the other hand against a bolter are going from 0% chance of surviving a Bolter to 50% chance of surviving a Bolter. And cover saves are abundant in 5e, so you need to account for that as well.
As for PMs, they used to be the FNP kings. Now, they are more generic. While still good, they are pricey troops whose advantages can be found elsewhere in the game. Plus, overall the CSM codex is shunned as a lackluster codex in need of revamp. Plus they can not gain the other abilities that DE/BA can gain, and so their advantages are even surpassed.
You can say, as the BOLS post did that CSM have yet to be updated and we will see new advantages, but there are 2 problems with this IMO: When will that update come and then there is Codex Creep.
As for S6 getting past it. S6 isn't that common and it is expensive. Yes, people can spam it, but for a balanced list to face all comers, you won't. So to me this isn't as big of a disadvantage as people claim. In general, you will find more S8 weapons in an army list than S6.
BUT know this: This is a rant. It is a slight exaggeration of my true feelings and everything across the internet comes out 10 times more dickish than it truly is. The DE codex isn't the end all be all of cheesyness and beardiness like Necrons were at first release. IG are still top dog IMO. I just feel that DE are overtough for what they were intended/should have been. That is not to say that they are the toughest SOBs out there and no one can topple them. I just feel that the Power from Pain rule went one step too far.
The issue is the ease of getting FNP, and at little to no cost.
First off, FNP is the first thing you gain from Power from Pain. I think the chart is upside down, or at least mixed up. FNP is clearly the most powerful of the abilities, yet the easiest to access, meanwhile fearless is the last.
The chart should be-
1- Furious Charge
2- Fearless
3- Feel No Pain
The concept of DE is to be a Boxer with a glass jaw, but gaining FNP increases their survivability by light years. Furious Charge and fearless are more aggressive rather than defensive abilities and reinforce this concept.
Sure S6 weapons can get around it, but no one walks around with basic S6 and armies generally have to pay a decent amount to gain them (plasma guns are 15 pts, 35 pts for Assault cannons on razorbacks).
Then there is the ability to just hand out Pain Tokens right off the bat. Buy 3 Haemonculus. That is 3 pain tokens right there for 150 pts. That is 3 units with FNP. Okay before you say it, I know that is the same as a Sanguinary priest in BA, who gives Furious Charge and FNP. The difference is that the Sang Priest can be singled out, killed in combat, and then my Blood Angels loose the ability. The Dark Eldar though keep it, even if the Haemonculus is dead. I will say looking at it this way you can make the chart this
1- FC
2- FNP
3- Fearless
BUT FNP should still not be first.
Then there is the Duke, who doubles your chances of getting a 6 on the combat drug table, allowing units with Combat Drugs to start with pain tokens. A 1 in 6 to a 1 in 3 chance is a big leap and a great improvement.
Another thing is that it is easy for some of the units to get FNP turn one/two with a one sweep assault, especially against armies like guard, tau, orks, and necrons, and nids. Arrive and get to assault asap, minimizing time you are shot at, and then get to render small arms fire insignificant the rest of the game.
As well handing out FNP like this makes armies that had it before less unique and competitive. I even feel this way about BA somewhat, though I still utilize it, as will all the Dark Eldar. But things like Death Company in old BA, and Plague Marines in CSM lose some of their inherent coolness and advantages with the onset of the design studio's mindset to hand out USRs like candy.
So what tried to do is design an army that hits really hard and really fast with the intention of making them fragile and easy to break. What they did was make an army that hits hard and fast, but is resilient and has staying power as fast (or faster) than its ability to deliver the hurt. It just doesn't make sense as the first ability and makes the army more resilient than I believe it was meant to be.
EDIT 5 NOV
In response to a lot of the comments. Yes I do understand that the army can get stranded and shredded if you shoot the transports, and yes I know S6 bypasses their FNP.
The issue is, they have defenses against this as well. They are a very fast Army. Their transports turn one should get a cover save because they should turbo boost. Turn 2, they should be disembarking and assault. This really minimizes the time I have to shoot at them before they gain FNP.
I think a better mechanic would have been as follows:
Darkness Prevails: Dark Eldar always have +1 to their cover save. They gain a 6+ cover save in the open.
To me, this is more fluffy and a little less powerful, lending to the Boxer with a Glass jaw concept.
As for other FNP armies. Nids can get it easily but don't have the Speed of DE/BA and the Mech of CSM.
BA have Sang priests yes. I will concede that this made my very own codex a little bit broken. They are virtually flying PMs. But there is the other side to this. SPs are harder to utilize and are vulnerable AND Space Marines don't benefit from FNP as much as DE do. SMs already have 3+ saves, so you get a marginal benefit from FNP, as you don't fail too many to begin with. DE on the other hand against a bolter are going from 0% chance of surviving a Bolter to 50% chance of surviving a Bolter. And cover saves are abundant in 5e, so you need to account for that as well.
As for PMs, they used to be the FNP kings. Now, they are more generic. While still good, they are pricey troops whose advantages can be found elsewhere in the game. Plus, overall the CSM codex is shunned as a lackluster codex in need of revamp. Plus they can not gain the other abilities that DE/BA can gain, and so their advantages are even surpassed.
You can say, as the BOLS post did that CSM have yet to be updated and we will see new advantages, but there are 2 problems with this IMO: When will that update come and then there is Codex Creep.
As for S6 getting past it. S6 isn't that common and it is expensive. Yes, people can spam it, but for a balanced list to face all comers, you won't. So to me this isn't as big of a disadvantage as people claim. In general, you will find more S8 weapons in an army list than S6.
BUT know this: This is a rant. It is a slight exaggeration of my true feelings and everything across the internet comes out 10 times more dickish than it truly is. The DE codex isn't the end all be all of cheesyness and beardiness like Necrons were at first release. IG are still top dog IMO. I just feel that DE are overtough for what they were intended/should have been. That is not to say that they are the toughest SOBs out there and no one can topple them. I just feel that the Power from Pain rule went one step too far.
Labels:
Dark Eldar,
Rant
Wednesday, October 27, 2010
Tycho Anti-Dark Eldar 2k List
So with the release of the Scourge from Commorragh, I thought I'd come up with a list to deal with these fiends.
HQ Captain Tycho- 175
Elites Sternguard Veteran Squad (5)- 240- 5 x Combi-melta/Combi-Flamer; Razorback, TL Assault Cannon
Elites Sanguinary Priest (2)- 100
Elites Sanguinary Preist (2)- 155- Brother Corbulo
Troops Assault Squad (5)- 180-Melta-gun, Lightning Claw; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 185-Flamer, Power Fist; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 175-Flamer, Power Weapon; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 180-Melta-gun, Power Weapon; Razorback, TL Assault Cannon
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Heavy Support Devastator Squad(5)- 130- 4 x ML
2000 Pts 4 Scoring Units 19 KPs
So basically, I threw around alot of S6 Rending Weapons to get by FNP, and they geared the BA up to have FNP themselves. I considered Tactical Marines, but that route had no power weapons in the army, and if Tactical Marines get assaulted, they will do worse than assault marines, and they would not have been shooting that much from inside the Razorbacks anyway.
You should be able to rip apart the Dark Eldar transports with ease, and the Assault cannons will tear through the Eldar themselves with ease. I leave it up to you to decide if meltas or flamers are better on the Sternguard. Flamers are sprinkled throughout to hit the bunched warriors once their transport is down. As well, one of the best ways around FNP is just to force alot of rolls, which flamers do. The Sternguard are there to give you some good revenge. 2+ poison weapons at AP5 will be annoying for your opponent, thinking he is the only one throwing around poison.
The devs are just icing on the cake. All ML allows them to krak raiders and frag clusters of guys, getting around FNP the same as Flamers.
The Baals are all set up for massed firepower, but you can switch to inferno cannons and flamer sponsons if you wish. The thing was the assault cannon can get tranports and infantry alike, and at range, where as the inferno cannon is really for infantry and has less range.
4 SPs, including Corbulo, to go in the Assault squads and make them resilient with FNP of their own, which will really help against Poison.
HQ Captain Tycho- 175
Elites Sternguard Veteran Squad (5)- 240- 5 x Combi-melta/Combi-Flamer; Razorback, TL Assault Cannon
Elites Sanguinary Priest (2)- 100
Elites Sanguinary Preist (2)- 155- Brother Corbulo
Troops Assault Squad (5)- 180-Melta-gun, Lightning Claw; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 185-Flamer, Power Fist; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 175-Flamer, Power Weapon; Razorback, TL Assault Cannon
Troops Assault Squad (5)- 180-Melta-gun, Power Weapon; Razorback, TL Assault Cannon
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Fast Attack Baal Predator- 160-TL Assault Cannons, Heavy Bolters, Extra-Armour
Heavy Support Devastator Squad(5)- 130- 4 x ML
2000 Pts 4 Scoring Units 19 KPs
So basically, I threw around alot of S6 Rending Weapons to get by FNP, and they geared the BA up to have FNP themselves. I considered Tactical Marines, but that route had no power weapons in the army, and if Tactical Marines get assaulted, they will do worse than assault marines, and they would not have been shooting that much from inside the Razorbacks anyway.
You should be able to rip apart the Dark Eldar transports with ease, and the Assault cannons will tear through the Eldar themselves with ease. I leave it up to you to decide if meltas or flamers are better on the Sternguard. Flamers are sprinkled throughout to hit the bunched warriors once their transport is down. As well, one of the best ways around FNP is just to force alot of rolls, which flamers do. The Sternguard are there to give you some good revenge. 2+ poison weapons at AP5 will be annoying for your opponent, thinking he is the only one throwing around poison.
The devs are just icing on the cake. All ML allows them to krak raiders and frag clusters of guys, getting around FNP the same as Flamers.
The Baals are all set up for massed firepower, but you can switch to inferno cannons and flamer sponsons if you wish. The thing was the assault cannon can get tranports and infantry alike, and at range, where as the inferno cannon is really for infantry and has less range.
4 SPs, including Corbulo, to go in the Assault squads and make them resilient with FNP of their own, which will really help against Poison.
Labels:
Blood Angels,
Dark Eldar,
Lists
Monday, October 25, 2010
Magnetized Baal Predator/Predator and NMM Sanguinary Guard WIP
So here is what I have been working on this past week. In addition I built a Sky shield landing pad, but that is nothing special
The Predator fully built in its massed firepower form. I can switch it between a Rhino, a Baal with all weapons variants, and a Predator Annihilator and Predator Destructor. The cool thing is the HB sponson always have the BA look to them.
So these are all the magnetized parts (if there is a duplicate, such as the sponsons, it is not in the photo). I made it so the HB and Heavy Flamers would still depress. It seemed online most people just put magnets on top the weapon and it always pointed straight, but by putting it inside the weapon and the ammo hopper/fuel tank I was able to get them to fully function.
Turret wise I have the mount for the assault cannon and inferno cannon, they just slide in and out, and then I have the TL Lascannon and the Autocannons. I have to use the Flamer tanks on the back of the turret for the Las and the Assault Cannon ammo for the Autocannon, but they work.
As you can see I also magnetized the rear door so it can open and stay closed. Cit a piece of sprue to the width of the interior and just glued it in. This way I can store parts I am not using inside. I can fit a Baal and side panels to run it without sponsons in it.
These just show other magnet placements commonly found. One for the Top hatches and one for the side panels.
I did this today in just a few hours. Used WD 363 (US) as a rough guide on how to do it. Just a WIP but pretty decent in my mind.
This one is digitally adjusted for the poor lighting
This is the guy under a flatter, more direct light
The Predator fully built in its massed firepower form. I can switch it between a Rhino, a Baal with all weapons variants, and a Predator Annihilator and Predator Destructor. The cool thing is the HB sponson always have the BA look to them.
So these are all the magnetized parts (if there is a duplicate, such as the sponsons, it is not in the photo). I made it so the HB and Heavy Flamers would still depress. It seemed online most people just put magnets on top the weapon and it always pointed straight, but by putting it inside the weapon and the ammo hopper/fuel tank I was able to get them to fully function.
Turret wise I have the mount for the assault cannon and inferno cannon, they just slide in and out, and then I have the TL Lascannon and the Autocannons. I have to use the Flamer tanks on the back of the turret for the Las and the Assault Cannon ammo for the Autocannon, but they work.
As you can see I also magnetized the rear door so it can open and stay closed. Cit a piece of sprue to the width of the interior and just glued it in. This way I can store parts I am not using inside. I can fit a Baal and side panels to run it without sponsons in it.
These just show other magnet placements commonly found. One for the Top hatches and one for the side panels.
I did this today in just a few hours. Used WD 363 (US) as a rough guide on how to do it. Just a WIP but pretty decent in my mind.
This one is digitally adjusted for the poor lighting
This is the guy under a flatter, more direct light
Labels:
Blood Angels,
Conversions,
Hobby,
Painting
Sunday, October 17, 2010
Blood Angels Librarian Revamp- Codicier Ceris
So here is the little bit of hobby work I managed to do in the past month.
A revamp of my Infantry Librarian originally seen here. Redid him to be more in line with my current paint job and to better represent the description for Wings on Sanguinius, as they are now described as being blood red and gory. Oh, and I named him after the Librarian in the Blood Angels novels by James Swallow.
A revamp of my Infantry Librarian originally seen here. Redid him to be more in line with my current paint job and to better represent the description for Wings on Sanguinius, as they are now described as being blood red and gory. Oh, and I named him after the Librarian in the Blood Angels novels by James Swallow.
Labels:
Blood Angels,
Painting
Saturday, October 16, 2010
Blood Angels Astorath 2k List
HQ- Astorath the Grim: 220
Troops- Assault Squad(10): 225- 2 x Melta-gun; Power Weapon
Troops- Assault Squad(10): 235- 2 x Melta-gun; Power Fist
Troops- Death Company(5+1): 375-Jump Packs, Power Fist; Power Weapon, Hand Flamer; Chaplain Lemartes
Troops- Death Company(5): 200- Jump Packs; Power Weapon, Hand Flamer
Troops- Death Company Dreadnought: 150 -Heavy Flamer, Magna-Grapple
Troops- Death Company Dreadnought: 135 -Blood Talons, Heavy Flamer
Heavy Support- Storm Raven Gunship: 230- Plasma Cannon, Multi-Melta, Extra Armour, Locator Beacon
Heavy Support- Storm Raven Gunship: 230- Assault Cannons, Multi-Melta, Extra Armour, Locator Beacon
Pts: 2000 Scoring Units: 2-4 KPs: 9-11
So put Astorath with the DC not with Lemartes. Load up DC in Storm Ravens with Dreads on the back. Hit hard with them and bring in the Assault Squads on the beacons to take objectives.
EDIT- Played this tonight, except the Dread with a Magna Grapple became a 5 man assault squad.
Played Capture and Control Spearhead against Nurgle CSM. Game ended 0-0 with no troops on the table. I had a Raven with no weapons, Astorath, Lemartes and an Immobilised Dread. He had a DP, 2 immobilised dreads and a LR. So all in all we did a good job of slaughtering each other.
This was my first game using Storm Ravens (proxied with Valkyries). I REALLY REALLY LIKED THEM!!!
Oh yeah, got to check out the Dark Eldar Codex too. Hope to post about them later.
Troops- Assault Squad(10): 225- 2 x Melta-gun; Power Weapon
Troops- Assault Squad(10): 235- 2 x Melta-gun; Power Fist
Troops- Death Company(5+1): 375-Jump Packs, Power Fist; Power Weapon, Hand Flamer; Chaplain Lemartes
Troops- Death Company(5): 200- Jump Packs; Power Weapon, Hand Flamer
Troops- Death Company Dreadnought: 150 -Heavy Flamer, Magna-Grapple
Troops- Death Company Dreadnought: 135 -Blood Talons, Heavy Flamer
Heavy Support- Storm Raven Gunship: 230- Plasma Cannon, Multi-Melta, Extra Armour, Locator Beacon
Heavy Support- Storm Raven Gunship: 230- Assault Cannons, Multi-Melta, Extra Armour, Locator Beacon
Pts: 2000 Scoring Units: 2-4 KPs: 9-11
So put Astorath with the DC not with Lemartes. Load up DC in Storm Ravens with Dreads on the back. Hit hard with them and bring in the Assault Squads on the beacons to take objectives.
EDIT- Played this tonight, except the Dread with a Magna Grapple became a 5 man assault squad.
Played Capture and Control Spearhead against Nurgle CSM. Game ended 0-0 with no troops on the table. I had a Raven with no weapons, Astorath, Lemartes and an Immobilised Dread. He had a DP, 2 immobilised dreads and a LR. So all in all we did a good job of slaughtering each other.
This was my first game using Storm Ravens (proxied with Valkyries). I REALLY REALLY LIKED THEM!!!
Oh yeah, got to check out the Dark Eldar Codex too. Hope to post about them later.
Labels:
Blood Angels,
Lists
When life gives you lemons... You accidentally miss a month of blogging.
So yeah. Sorry about that. Life has hell for the last month. Started with a funeral. Then I had test after test after test forever and ever. And assignment after assignment after assignment. And wedding planning (Balrogs can love too) and NROTC. So all in all, I haven't had a moment to breath, let alone pick up a brush or post here.
It really is something we all have trouble with. Balancing what we want to do with what we have to do. and unfortunately, the last month has only had enough time for "have to do" stuff. Fortunately though, the beauty of this hobby is it can wait and I can set it aside knowing that it will be just as I left it when I return.
What is that you say? Dark Eldar are about to drop? The hobby isn't exactly the same? Oh, well I will get right on looking into that.
So yes. I am back. First things first however. I am in serious need of some gaming. So today I will be going down to the local hobby shop and play some (and investigate that new fangled codex). Then I get back to painting. I really need to get back to painting.
I would be posting the one new thing I have done, but my fiance took the camera home with her this weekend. So I'll figure out something and get a real post up here in an hour or two.
It really is something we all have trouble with. Balancing what we want to do with what we have to do. and unfortunately, the last month has only had enough time for "have to do" stuff. Fortunately though, the beauty of this hobby is it can wait and I can set it aside knowing that it will be just as I left it when I return.
What is that you say? Dark Eldar are about to drop? The hobby isn't exactly the same? Oh, well I will get right on looking into that.
So yes. I am back. First things first however. I am in serious need of some gaming. So today I will be going down to the local hobby shop and play some (and investigate that new fangled codex). Then I get back to painting. I really need to get back to painting.
I would be posting the one new thing I have done, but my fiance took the camera home with her this weekend. So I'll figure out something and get a real post up here in an hour or two.
Labels:
Site News
Wednesday, September 15, 2010
Blood Angels- Changes in fluff (Honour Guard)
With the new Blood Angels codex came some changes in fluff. Most noticeable of all was some of the paint scheme changes. To me, the most noticeable of these was the change in the style of the Honour Guard.
See. It went from red w/ gold helmets to all gold apparently. Why? Because some 'eavy Metal painter had made a conversion at one point. Really though, if you look at the "new" Honour Guard, they look closer to what inspired Sanguinary Guard than what the old Honour Guard was.
With this change came a change for veterans as well. It used to be that only their company marking (white skull on right shoulder) marked them as a Veteran of the 1st Company. Now it is that they have gold helmets. But wait, that is what Honour Guards used to be. Now I have an old painted Honour Guard that are Veterans and not an Honour Guard because they don't have gold Armour but rather just helmets...
I get the change from Sanguinary Priest to Sanguinary Novitiate. The priests are heroes in their own right deserving of leading rather than following, so give an officer one in training. It allows the novitiate to learn and grants the officer council and services of the priesthood.
BUT Honour Guards lost Tech Adepts. These guys may have fit in a little weird rules wise in the past, but it made sense that an officer would have an adviser on Technical details in his inner sanctum, which the Honour Guard is supposed to be. Although it makes sense in a way to not represent the Adept in the rules. What Honour Guard would stop to wait for an Adept to fix a tank or bolster defences. None. But he is there to advise the Officer. Just because you aren't rules wise gaining the benefits of another Tech Marine does not mean that fluff wise your force commander is not gaining the insight provided by one. Plus, I am sure the Armoury would want to have someone with knowledge right next to a commander they lent rare tools to, like a vindicator.
So, what is an Honour Guard really supposed to be? Well since they aren't a permanent formation (not on the Chapter Organization page and the fluff says they pretty much are put together from whomever the captain wants at the time) I am going to go with this:
1.) Honour Guards have red armour with gold helmets. They are veterans from their company or 1st company.
2.) Maybe Dante has a permanent Honour Guard in all gold armour. But really, these guys just look like proto-Sanguinary Guard. And the ones above are clearly members of first co, as per their shoulder markings. Plus, the org does not have a permanent one listed. So MY version of his honour guard is going to be just like it was, red with gold helmets. But I would say that if you want the gold honour guard, only do it for Chapter Officials (Dante, Astorath, Epistolaries, Reclusiarchs) or 1st Company Captain. 2-10th Company Honour Guards would not be so ostentatious IMO.
3.) Though they aren't officially part of the rules anymore, I am leaving in the Tech Adept model. He is now just a veteran with what ever weapons I see fit. If you say "well what about the servo-arm?" Well, as Blood Angels you probably should have jump packs on your honour guard. BUT if you don't, there is a loop hole. Put the servo arm on and call it a power fist in your list. Then on the Tech Adept model you put 2 normal arms. One with what his other weapon is, the other holding an auspex or grenade or something. He is there for the fluff of it, not for the rules.
See. It went from red w/ gold helmets to all gold apparently. Why? Because some 'eavy Metal painter had made a conversion at one point. Really though, if you look at the "new" Honour Guard, they look closer to what inspired Sanguinary Guard than what the old Honour Guard was.
With this change came a change for veterans as well. It used to be that only their company marking (white skull on right shoulder) marked them as a Veteran of the 1st Company. Now it is that they have gold helmets. But wait, that is what Honour Guards used to be. Now I have an old painted Honour Guard that are Veterans and not an Honour Guard because they don't have gold Armour but rather just helmets...
I get the change from Sanguinary Priest to Sanguinary Novitiate. The priests are heroes in their own right deserving of leading rather than following, so give an officer one in training. It allows the novitiate to learn and grants the officer council and services of the priesthood.
BUT Honour Guards lost Tech Adepts. These guys may have fit in a little weird rules wise in the past, but it made sense that an officer would have an adviser on Technical details in his inner sanctum, which the Honour Guard is supposed to be. Although it makes sense in a way to not represent the Adept in the rules. What Honour Guard would stop to wait for an Adept to fix a tank or bolster defences. None. But he is there to advise the Officer. Just because you aren't rules wise gaining the benefits of another Tech Marine does not mean that fluff wise your force commander is not gaining the insight provided by one. Plus, I am sure the Armoury would want to have someone with knowledge right next to a commander they lent rare tools to, like a vindicator.
So, what is an Honour Guard really supposed to be? Well since they aren't a permanent formation (not on the Chapter Organization page and the fluff says they pretty much are put together from whomever the captain wants at the time) I am going to go with this:
1.) Honour Guards have red armour with gold helmets. They are veterans from their company or 1st company.
2.) Maybe Dante has a permanent Honour Guard in all gold armour. But really, these guys just look like proto-Sanguinary Guard. And the ones above are clearly members of first co, as per their shoulder markings. Plus, the org does not have a permanent one listed. So MY version of his honour guard is going to be just like it was, red with gold helmets. But I would say that if you want the gold honour guard, only do it for Chapter Officials (Dante, Astorath, Epistolaries, Reclusiarchs) or 1st Company Captain. 2-10th Company Honour Guards would not be so ostentatious IMO.
3.) Though they aren't officially part of the rules anymore, I am leaving in the Tech Adept model. He is now just a veteran with what ever weapons I see fit. If you say "well what about the servo-arm?" Well, as Blood Angels you probably should have jump packs on your honour guard. BUT if you don't, there is a loop hole. Put the servo arm on and call it a power fist in your list. Then on the Tech Adept model you put 2 normal arms. One with what his other weapon is, the other holding an auspex or grenade or something. He is there for the fluff of it, not for the rules.
Labels:
Blood Angels,
Fluff
Tuesday, September 14, 2010
"If I had the time and the money..." Hobby Motivation Challenge
We all tell ourselves that don't we. We either never have enough time to do what we want to in the hobby or we never have the money to do the cool projects we'd make time for. But is it that we just don't try to make the time or save the money?
I know alot of us are legitimately busy. From college students to full time jobs and kids, days get eaten up. BUT I know I can find time. I just need to force myself to do it. So to start, I am going to take baby steps of commitment. By the end of this week I will paint 2 marines. I am a slow painter. Like really slow. I spend too long on my guys (hours) and I know this. So accounting for my speed and schoolwork (academics first mind you!) 2 marines is a small, but attainable goal I believe. Especially since I have 1 half done. I want you guys to hold me to it and yell at me if I don't get pics up sometime Sunday. I already feel the pressure.
MONEY SECOND:
I am slightly guilty of this, but I also think this is a far more common and uncontrollable factor. We can make more time, but not neccessarily more money. Not all of us are making bank, and alot of us have bills to pay and mouths to feed. So ultimately this one is more understandable and definately a more long term thing.
TIME FIRST:
I know I am super guilty of this. I tell myself I am going to paint all the time. But it doesn't happen as often as I like. I tell myself I didn't have the time. But I probably would have had I not watched that repeat of Top Gear (at least I picked a really good show instead of murder she wrote or golden girls) or played Mass Effect 2. I am a slow painter, I know this, but I always set unrealistic goals and never reach them. Why? Because I never utilize my free time properly to do so. Or you just get bored of painting certain things (Jump Packs for me) and stop making time to paint as a result, just to avoid something. Or you have a million unpainted minis lying around (who doesn't) and the scope of that is just discouraging.
I know alot of us are legitimately busy. From college students to full time jobs and kids, days get eaten up. BUT I know I can find time. I just need to force myself to do it. So to start, I am going to take baby steps of commitment. By the end of this week I will paint 2 marines. I am a slow painter. Like really slow. I spend too long on my guys (hours) and I know this. So accounting for my speed and schoolwork (academics first mind you!) 2 marines is a small, but attainable goal I believe. Especially since I have 1 half done. I want you guys to hold me to it and yell at me if I don't get pics up sometime Sunday. I already feel the pressure.
Those of you who suffer from this as well, I challenge you to do the same. Set a goal. Email me or post it in the comments. On Sunday, photograph any progress you made (before and after shots would be best) and email the pics to me (sepulchreofheroes@gmail.com). I will post everyone's results (so please give me something to post). It doesn't have to be painting either. It can be building, making terrain, basing, building, cleaning up your workspace so you can start painting again. Whatever. Just set a small goal, small being the keyword here, and go from there. Baby steps is the name of the game. Don't think of the fact you have tons of other minis and how time consuming the army will be, just focus on getting a little chunk done.
Who knows with my new found goal setting drive I may try it again, but I won't get ahead of myself here. Baby steps.
If you haven't seen Office Space, watch it. That is, watch it while you paint... |
I am slightly guilty of this, but I also think this is a far more common and uncontrollable factor. We can make more time, but not neccessarily more money. Not all of us are making bank, and alot of us have bills to pay and mouths to feed. So ultimately this one is more understandable and definately a more long term thing.
The problem I have is I never have the money to do the conversions I want to do. Its why I haven't posted on this in forever. I still have it in my mind and on the back burner. But it just hasn't ever happened because I bought some warmachine or went out to eat too much or saw too many movies, etc. etc.. The issue with the latter things is friends and I always want to go do things with them. So if I can afford it, just barely, I go and blow the little spending money I had. This though stops me from affording the really cool things I really want to do (i.e. Terminator Assault Squad made with Sanguinary Guard bitz)
So here is where I set myself another challenge. I am going to save up $50-75 (not sure what yet) for a conversion (not sure which one yet) by November. That is a month and a half, which seems like a good amount of time I guess. At that time I will select which one to do and get the stuff to do it. Hold me to this as well please.
If you want to join in on this one, just price out something you want to do and post it. Update on progress via email again and work towards doing it.
So I know I have these issues and it is a matter of motivating myself past them. I planned on painting this evening. Now to make sure I get home and do that. Setting a little and immediate goal like this should help instead of FINISH 3 SQUADS THIS SUMMER. I never do because it is too many to notice over to long a time frame to really puch myself.
Labels:
Hobby
Monday, September 13, 2010
Codex Testosterines
So my brother and I this summer (which I need to put up battle reports from) started work on a joke codex.
Codex Testosterines. Basically it is supposed to be the manliest chapter of Space Marines in the Imperium. Today I am going to share some of the stuff we came up with.
The chapter uses a non-codex organization structure. Marines follow paths, much like Eldar Aspect Warriors. These paths represent manly endeavors, such as hunting or bull fighting. Paths that are similar gather in lodge houses.
First Lodge House: THE GYM- Toughguys, Strongmen, and Testosterines.
Second Lodge House: THE BUNKER- Demomen and Pyrotechnics
Third Lodge House: THE UNION- Construction Workers and Firemen
Fourth Lodge House: THE ARENA- Gladiators and Matadors
Fifth Lodge House: THE GARAGE- Bikergangs and Gearheads
Sixth Lodge House: THE CORRAL- Cowboys and Gunslingers
Seventh Lodge House: THE LODGE- Hunters and Lumberjacks
Eighth Lodge House: THE STUDIO- Metal Bands (Hair and Heavy)
Ninth Lodge House: THE CASTLE- Crusaders
Tenth Lodge House: THE BOOTH- Sportsfans
Chapter Council: THE OCTAGON- Chapter Master Arnold Schwarzenegger presiding.
When a marine first joins, he spends time as a hunter to hone his ballistic skills, as the bolter is still the most common instrument of death utilized by the chapter. From there they move onto being Testosterines. Testosterines are just generally manly and cool. They can lift heavy objects with ease and they don't look at explosions.
As Testosterines are exposed to combat more and more, they may realize that they have a calling for a more specialized form of awesomeness and petition to joining another lodge house. They will be tested and placed appropriately. Sometimes, a particularly devout brother will be called upon by the crusaders to join their ranks, inspiring their brothers with zeal for the Emperor and their founder, Chapter Master Hercules. Other times, a young hunter will be discovered to have latent psychic abilities and be drawn towards the Sportsfans, whose knowledge of everything sporting and manly is vast and powerful.
Thats all the time I have for now. I will detail more later and hopefully get a fandex out sometime. I do have some work already done.
Darth Vader as a Testosterine |
The chapter uses a non-codex organization structure. Marines follow paths, much like Eldar Aspect Warriors. These paths represent manly endeavors, such as hunting or bull fighting. Paths that are similar gather in lodge houses.
First Lodge House: THE GYM- Toughguys, Strongmen, and Testosterines.
Second Lodge House: THE BUNKER- Demomen and Pyrotechnics
Third Lodge House: THE UNION- Construction Workers and Firemen
Fourth Lodge House: THE ARENA- Gladiators and Matadors
Fifth Lodge House: THE GARAGE- Bikergangs and Gearheads
Sixth Lodge House: THE CORRAL- Cowboys and Gunslingers
Seventh Lodge House: THE LODGE- Hunters and Lumberjacks
Eighth Lodge House: THE STUDIO- Metal Bands (Hair and Heavy)
Ninth Lodge House: THE CASTLE- Crusaders
Tenth Lodge House: THE BOOTH- Sportsfans
Chapter Council: THE OCTAGON- Chapter Master Arnold Schwarzenegger presiding.
When a marine first joins, he spends time as a hunter to hone his ballistic skills, as the bolter is still the most common instrument of death utilized by the chapter. From there they move onto being Testosterines. Testosterines are just generally manly and cool. They can lift heavy objects with ease and they don't look at explosions.
As Testosterines are exposed to combat more and more, they may realize that they have a calling for a more specialized form of awesomeness and petition to joining another lodge house. They will be tested and placed appropriately. Sometimes, a particularly devout brother will be called upon by the crusaders to join their ranks, inspiring their brothers with zeal for the Emperor and their founder, Chapter Master Hercules. Other times, a young hunter will be discovered to have latent psychic abilities and be drawn towards the Sportsfans, whose knowledge of everything sporting and manly is vast and powerful.
Thats all the time I have for now. I will detail more later and hopefully get a fandex out sometime. I do have some work already done.
Labels:
Fluff
Saturday, September 11, 2010
The most Elite Blood Angels List I could think of: 2000/2500 pt BA "Storm Guard"
Dante Rocks the Stormraven! |
Here is the list
BLOOD ANGELS "STORM GUARD" LIST
HQ- Commander Dante- 225
HQ- Honour Guard- Jump Packs; Blood Champion; Power Fist, Infernus Pistol; Power Weapon, Infernus Pistol; Melta-gun; Chapter Banner- 295
Elites- Sanguinary Priests (3)- Jump Pack x 3, Hand Flamer x 1- 235
Troops- Sanguinary Guard- Power Fist, Infernus Pistol- 220
Troops- Sanguinary Guard- Power Fist, Infernus Pistol- 220
Troops- Sanguinary Guard- Power Fist, Infernus Pistol- 220
Heavy Support- Stormraven Gunship- Multi-melta, extra armour, Assault Cannon- 215
Heavy Support- Stormraven Gunship- Multi-melta, extra armour, Assault Cannon- 215
Heavy Support- Stormraven Gunship- Multi-melta, extra armour, Plamsa Cannon- 215
Pts: 2000 Scoring Units: 3 KPs: 11
24 models, 3 Vehicles
The idea is to load a Priest and Sanguinary Guard unit into each Stormraven and have Dante go with his Honour Guard. Ideally the Stormravens come in turn 2 and Dante turn 3, but if you can hide Dante well enough turn 2 that is fine as well. You want to try and keep everything close together to get the advantages from the chapter banner, and utilize the assault vehicle rule of the Stormraven as well. This is kinda a homage to the Dante Ball of Death army from the last codex. Keep it packed tight and hit hard.
If you keep it tight enough, you may get overlapping Priest effects, as there is one in each squad including the novitiate. This is key if you lose one. What is really nice is 16 models in the army have 2+/4+ saves with FNP and the remaining 8 have a 3+/4+. That is really good. And they all are Furious Charging. And you have alot of Master Crafted power weapons. Sanguinary Guard further help make up for a lack of numbers slightly with angelus boltguns, as they are assault 2 weapons and +1 AP over a bolt pistol.
Well, when I was done making that list I thought "What would I do with another 500 pts and still keep the list really elite." I couldn't fit another Stormraven, and I didn't want to just Deep Strike a squad normally seeing as I already had 3 storm ravens (Dante doesn't count as normal DS because he doesn't scatter).
Well here is the answer
1- Lose the Hand Flamer on the Sanguinary Priest
2- Add the Sanguinor- 275
3- Add a Furioso Librarian- 175 (Wings of Sanguinus and Might of Heroes. Make sure to take wings, but you can switch Might if you want. I thought Blood Lance was a little useless given the amount of melta above)
4- 60 more points.... Hmm. Landspeeder Tornado- 2 x Heavy Flamer- 60
Pts: 2500 Scoring Units: 3 KPs: 14
The only thing kinda out of place is the Landspeeder, but it actually really helps for against horde type armies. It is really easy to be outnumbered with this list, so if that can Deep Strike in and flame a brood of guants or mob of boyz off the table before being destroyed, then you can concentrate your force on other things.
Sanguinor allows 2 things. Either a more concentrated Ball of Death with another +1 attack on top of the Honour Guard chapter banner OR allows you to spread out a little and have 2 spheres of +1 attack.
The Furioso Librarian is able to come in on a Stormraven and then is a pretty formidable unit himself. Use him to force your opponent off objectives you don't have the numbers to hold.
So there you go. If you try it tell me how it works. I am not doing Stormraven until there is a model, so I really don't know.
OH and I thought this actually may be a good method to go about proxying a Grey Knights army. Low numbers of super elite guys.
Labels:
Blood Angels,
Lists
Wednesday, September 8, 2010
Descent of Angels List: No Armour Need Apply
Well, I sat down just now and wrote a list solely based on Jump Troops
HQ- Dante: 225
Elites- Sanguinary Priests (3): 270- Jump Packs x 3, Power Weapon x 3
Troops- Sanguinary Guard (5): 250- Chapter Banner, Infernus Pistol, Power Fist
Troops- Assault Squad (10): 250- Power Fist, Infernus Pistol; 2 x Melta-gun
Troops- Assault Squad (10): 240- Power Weapon, Infernus Pistol; 2 x Melta-gun
Troops- Assault Squad (5): 135- Lightning Claw, Plasma Pistol; Flamer
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Pts: 2000 KP: 11-13 Scoring Units: 4-6
So, the idea is to try and use descent to bring everything in at once. Bring in the Sanguinary Priests first, in any of the Troops Choices really. Then bring the Veterans down near them and try to get the Priests bonus for their Heroic Intervention. Each Vanguard squad should eliminate a squad the turn it lands. Don't pair the Lightning Claws. 2 Marines with 1 is better than 1 marine with 2.
If you can bring in 75% of the force at once, that is still 33 Marines in at once, ideally 15 of them Assaulting when they arrive. If you pull it off right and get furious charge then you should be Golden. And if you are near the Chapter Banner, you are really set.
Even without bonuses, a Vanguard Squad should get 6 Power Weapon Attacks that re-roll to wound and then 12 Normal SM attacks. 18 Attacks that can't be stopped from reaching the table is nothing to scoff at.
HQ- Dante: 225
Elites- Sanguinary Priests (3): 270- Jump Packs x 3, Power Weapon x 3
Troops- Sanguinary Guard (5): 250- Chapter Banner, Infernus Pistol, Power Fist
Troops- Assault Squad (10): 250- Power Fist, Infernus Pistol; 2 x Melta-gun
Troops- Assault Squad (10): 240- Power Weapon, Infernus Pistol; 2 x Melta-gun
Troops- Assault Squad (5): 135- Lightning Claw, Plasma Pistol; Flamer
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Fast Attack- Veteran Assault Squad (5): 210- Lightning Claw x 2, Infernus Pistol x 2
Pts: 2000 KP: 11-13 Scoring Units: 4-6
So, the idea is to try and use descent to bring everything in at once. Bring in the Sanguinary Priests first, in any of the Troops Choices really. Then bring the Veterans down near them and try to get the Priests bonus for their Heroic Intervention. Each Vanguard squad should eliminate a squad the turn it lands. Don't pair the Lightning Claws. 2 Marines with 1 is better than 1 marine with 2.
If you can bring in 75% of the force at once, that is still 33 Marines in at once, ideally 15 of them Assaulting when they arrive. If you pull it off right and get furious charge then you should be Golden. And if you are near the Chapter Banner, you are really set.
Even without bonuses, a Vanguard Squad should get 6 Power Weapon Attacks that re-roll to wound and then 12 Normal SM attacks. 18 Attacks that can't be stopped from reaching the table is nothing to scoff at.
Labels:
Blood Angels,
Lists
Sunday, September 5, 2010
DragonCon coverage PART TWO: Cool Stuff
So today's post is really just about the cool 40k outfits I saw at DragonCon yesterday. Unfortunately, I missed the Tau on Friday. Anyway, enjoy!
Warmachine Menoth Flameguard
Our friends in the Adeptus Mechanicus.
Your neighborhood Commissars.
Inquisitors (all Malleus I believe) and Retinues. I particularly like the Digi-weapons and the family team.
FOUL XENOS SCUM! Though a really good job with the Dire Avenger Helmet and Rifle.
GROUP SHOT!
Warmachine Menoth Flameguard
Our friends in the Adeptus Mechanicus.
Your neighborhood Commissars.
Inquisitors (all Malleus I believe) and Retinues. I particularly like the Digi-weapons and the family team.
FOUL XENOS SCUM! Though a really good job with the Dire Avenger Helmet and Rifle.
GROUP SHOT!
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