Tuesday, January 27, 2009

Fluff Discussion: The Blood Angels

Time to hit home on something I have been neglecting for some time. The chapter near and dear to my heart, the Blood Angels. They are the sons of Sanguinius, the 9th Legion, the fair and the flawed. But most important I think for this discussion is codex adherance.
First of all pull up your pdf copy of the Blood Angels codex. Now flip to the troops section. See how there are Assault Squads there? Yeah, so if they are following standard codex battle company setup, it shouldn't be that way right?

Standard Battle Company:
6 x Tactical Squads
2 x Assault Squads
2 x Devastator Squads

Blood Angels either do or don't follow that setup. I'd like to think it is actually the following:

My proposed Blood Angels Battle Company:
4 x Tactical Squads
4 x Assault Squads
2 x Devastator Squads

This also covers the idea that assault marines are the ones advanced to bike and land speeder specialists in the blood angels. If that is the only group making the grade, then you need a larger pool to draw from.

Another aspect of the fluff to cover is the Death Company. This is by no means a standard orginization. The thing that makes it really confusing is that they are formed ad-hoc action to action and rarely is there a standing formation of Death Company that travels with a Blood Angel contigent from system to system. So this means there is no standing company, but rather the company is an "Honour" roll of marines who have succummed to the Black Rage. Those with the Red Thirst to the extreme I would imagine are inducted into the Death Company but rather than being removed from their company, they continue to serve in it with whatever death company is attached untill they are too far gone and must be retired to the Tower of the Lost on Baal.

Another aspect is the scouts. These guys are veterans. And Close Combat vets as well. This further justifies my suggested alternative orginization as assault squads make a great basis for recruitment as well as the fact that scout bikers would have to be drawn from bikers who are in turn drawn from assault squads.

One last point is the Honour Guard. These can be Jump Pack equipped. Where would that come from? Assault Marines. Need I say more.

I would say though that the 5-7 companies probably look like standard battle companies and that 8 is all assault and that 9 is all devastator marines. 10 is obviously the scout company still.

Knight Project Update

Just a quick update on the Knight I am going to build. Can't wait to find this baby in BWB. Found a critical component which will also be used to scale the rest of the model to.



Monday, January 26, 2009

Blood Bowl: The Bolgosgrad Berserkers (Bone 'eads)

Okay, so since I last talked about the Berserkers (my Blood Bowl Ogre team) I have had two games in my regular season.

GAME 1: Bolgosgrad Berserkers versus The Mask of the Flying Skull (Dark Elves)

1st Half Highlights
1- Dark Elves Received, Snotling recieves a casualty
2- Snotling Journeyman gets a smashed hip, Ruk Hurtbringa smashes a DE lineman's hand (MNG), Snotling ejected from the game on an attempt to foul a witch elf.
3- Grog Hammerarm inflicts a casualty (Badly Hurt)
4- Snotling Journeyman recieves a smashed ankle from a Witch Elf, DE Runner Scores
KICK OFF- Berserkers Recieve, High Kick
5- Grog Hammerarm gets the ball
6,7,8- I fail to score

2nd Half Highlights
1- Berserkers Received, Pitch Invasion stuns Murda, Grog, a Snotling and a DE Lineman, Ruk Hurtbringa inflicts a casualty
2-Thudd gets the ball
3-Ruk Hurtbringa is Badly Hurt by a Dark Elf assassin's stab
5-Thudd Ironogre Scores
KICKOFF: Quick Snap
6- Ogre throws a snotling at the elfs, snotling recieves a badly hurt casualty on the landing and doesn't knock anyone over, DE Assassin Scores
KICKOFF: Pitch invasion, Murda, a snotling and a DE lineman stunned
7,8- NA

Game results: Bolgosgrad losses 1-2. Winnings: 60,000 GP. Gate: 5,000. Grog Hammerarm wins MVP. Hire on Ogre #5: Krash N'Smash

GAME 2: Bolgograd Berserkers versus Hausern Imperials (Human) (I was 4th in Team Val, he was 1st, though I have the worst league record). The first four turns I didn't fail a Bonehead or a Block action. After that though, it seemed I'd never get anything but push or bonehead. As well, only my 6th reroll of the game worked.

1st Half Highlights:
1-Imperials Recieve, Blitzer Casualties a Snotling
3- Human score from pass plays
KICKOFF- Perfect Defence
3- Murda kills a lineman, Apothecary down to badly hurt, next block Thudd Kills a lineman
6- Snotling loses the ball
7- Imperials Score
KICK OFF- Change of weather: Nice
7- Grog incomplete snotling throw, Human Lineman self inflicts a casualty on a go-for-it, Smashes his knee and recieves a Niggling Injury

2nd Half highlights
5- Human Score
KICK OFF- Throw Rock: Human Lineman stunned
6- Snotling gets the ball
7- Grog Hammerarm completes a snotling pass, Numba 7 lands and goes in for a touchdown
KICK OFF- High Kick

Game Results: Bolgosgrad Losses 1-3, Winnings: 4,000 GP. Gate: 10k. Krash N'Smash wins MVP.

My next game is against the Lizardmen "The Crested Blood Crushers". Wish me better luck. next time.

Thursday, January 22, 2009

Evolution of a list: Episode three- 2000 pts eldar

Episode 1: 1500 pts

Episode 2: 1750, 1850

HQ
Autarch
Warp Jump Generator
Power Weapon
Fusion Gun

Farseer
Spirit Stones
Jetbike
Fortune
Mindwar

Elites
Wraithguard (5 + 1)
Warlock- 46
Spiritseer
Enhance
Wave Serpent
Twin Linked Bright Lances

Fire Dragons (6)
Exarch
Firepike
Crack Shot

Troops

Guardian Jetbikes (5 + 1)
1 x Shuriken Cannon
Warlock
Singing Spear
Embolden

Guardian Jetbikes (5 + 1)
1 x Shuriken Cannon
Warlock
Enhance

Fast Attack
Warp Spiders (10)
Exarch
Extra Deathspinner
Power Blades
Withdrawal

Warp Spiders (10)
Exarch
Spinneret Rifle
Power Blades
Withdrawal

Vyper Squadron (3)
Bright Lance
2 x Eldar Missle Launchers

Heavy Support
Falcon Grav Tank
Scatter Laser
Holo-fields
Vectored Engines

Pts: 1999 Scoring Units: 2 KPs: 11, 20 (Hard Boyz)

Changes from previous list (1850):
Elites:
Addition of the Fire Dragons
Fast Attack:
Vyper Squadron: Lose the shiruken cannons, change the scatter laser and star cannon to a second missile launcher and a bright lance.
Heavy Support:
Lose the Fire Prism
Add a Falcon

Hobby/Modeling Challenges/changes:
Magnetize and be able to switch out the Vyper Weapons easily
Be able to switch the Fire Prism to a Falcon. Be able to represent vehicle modifications.

EVOLUTION: Addition of highly specialised unit with a sole purpose/drive/ability.

Tactics:
Much the same for the other lists BUT now you have an additional group of aspect warriors.
The Fire Dragons can easily neutralize any enemy armour or heavy infantry and make half decent assault troops, easily able to decimate a hardened group with the meltas and then with WS 4 I 5 4+ saves, they can hold their own in combat against whatever is left.
These guys are especially great for taking out Monstrous Creatures/IC and retinue. Their meltas will eat smaller squads and high T units up and Crack Shot just reinforces that. The firepike is also nice to get those extra 6" of S8 AP1 when needed.
Keep in mind, expend these guys if need be. Get them close and shooting. Cause as much damage as possible with those S8 weapons. Doesn't matter it you lose everyone if they take out multiple vehicles/units.

The Falcon is for transporting the Fire Dragons. Use its scatter laser to cover the squad from any incoming infantry and let them focus on what they do best (hunting big guys).

The switch in the Vypers is needed for points and for power. The bright lance will help neutralize any vehicle from afar that the fire dragons just can't hadle at the time. The Missile launchers are for versatility and engaging infantry.

All in all, the mobility is kept intact. Killing Power is increased greatly by that many S8 weapons. Enjoy.

Wednesday, January 21, 2009

Story time

So I don't know if I am BL calibre (although if CS Goto is, anyone can be), but anyways here is the first part of a story about an Inquisitor/Celestial Lions that I have written. I am thinking of running a Dark Heresy campaign tied into these guys.

Today you meet the 1st Character: Naval Armsman Brax Kilton

The shotgun barked down the passageway, pellets ricocheting of the metal bulkheads, punching through armour and ripping into soft flesh. The arms-man pumped the action and let off another round, the enclosed space amplifying the deafening roar of the gun. Again and again he did this until no one was left standing.
Reloading the weapon he strode down the hallway, stepping over the mutilated bodies and sloshing through the gore, making sure not to slip on the slick, bloodied floor. He approached the hatch they had rushed out of earlier in response to his first victims cry’s for help (or possibly the shotgun blast that had followed) and held the barrel of the weapon up to his face, short-sighting so that he could glance around the corner. Taking a deep breath he looked.
Ting.
The bullet had nearly hit him, impacting mere centimeters from his face on the door frame, but he had got the count. Five or six. Easily manageable. Especially with a frag grenade.
Grinning, he lobbed the small explosive device through the hatch, the detonation following shortly after, yet preceded by several curses from the men inside. Pulling his shotgun back up into his shoulder, he swung around through the door, firing once into the room as he crossed to the opposite side. It is best to play it safe, he thought. Knowing that every one would definitely have their heads down now, if they even still had heads, he finally entered the room, sweeping the weapon across from one side to the next, advancing with his body at an angle to the gun as to create the smallest profile possible.
As he chambered another round he inspected each of the bodies, driving the heel of his boots into their throats for good measure. One can never be too cautious.
Continuing on he came to the next hatch, which was hanging open on broken hinges. Demo. So they forced their way in. As he approached the door, fire-arm at the ready, a grenade came spiraling towards him and clattered across the floor. Without even thinking, he ran forward and dived through the open portal where the frag had come from, slamming his body against a cargo crate sitting in the next room as auto-fire began pouring down at him while the small explosive erupted behind him.
He rolled out from behind his cover and began to fire from his knee, trusting his carapace armour to protect him well enough in the firefight. Rising to his feet after taking down three of the hostiles he began to run at an angle across the room, firing as he went. Diving once more into cover, he reloaded his weapon and sprang up, squeezing the trigger as he rose, yet the weapon didn’t answer his command and instead he felt a solid slug slam into his shoulder, the heavy round piercing through the ballistic armour plating as the result of his misfortune.
Jammed.
He had no time to attempt to rectify his weapon’s problems, rather he picked up a stubber that one of his fallen foes had been carrying and brought it to bear. Although it lacked the armour penetration that his shotgun had possessed, firing bundles of glass and shrapnel rather than shots of solid lead pellets, it had a far greater ability to rend flesh, and none of his opponents were wearing helmets.
Jumping up and over the crate he began to fire once more, the deadly shrapnel and flechettes of his stubber turning his target’s faces into unrecognizable masses of bloody pulp. Charging across the room, he engaged target after target, the stubber blasting away, eating away at its belt of ammunition. When the chain finally ran dry he sprung into an all out sprint towards his final opponent, the hostile desperately trying to reload a small autopistol, fumbling with a new magazine. By the time it was slammed home though, the arms-man was upon the man, smashing the butt of his gun into his adversary’s face, crushing the combatant’s skull in one mighty blow.
Dropping the stubber in favor of his foe’s loaded autopistol, he moved back across the room with caution, un-jammed his shotgun, and then proceeded onwards. He advanced down the passageway opposite of the one he had entered the room. Every hatch he passed was handled with extreme care, covering the open area and the room beyond the entire time he passed before it. Finally he reached the end of the hall and his objective. The large steel door read “Comm. Room.”
He reached up to his comm-bead and spoke, “I have reached the target, preparing to neutralize.” Unclipping two grenades from his belt and unpinning them, he made ready to take the room. Throwing open the door, he tossed both grenades in while taking stock of the situation. As the two grenades clattered across the floor, he shut the door, allowing the heavy hatch to contain, and even amplify, the explosion that ensued. After some frantic shouting came two distinctive bangs, which were in turn followed by pathetic moaning. He entered the room, shotgun at the ready. The grenades had rendered all combatants helpless, so he proceeded to neutralize them, using his recently acquired autopistol. Two shots apiece, one in the heart, one in the head, and it was all over.
“The Comm. Room has been taken,” he said into his comm-bead. “I repeat the Comm. Room has been neutralized. Station clear.”
“Well Mr. Kilton. Outstanding job.”
The naval arms-man turned around, bleeding, worn, and low on ammo, yet still with he weapon raised, to see who the unknown speaker was.
“I could use a man like you,” the figure said.
Brax Kilton could muster no response, rendered speechless by the stylized =I= emblazoned upon the man’s chest.


SOOO thats that. Want more? Hopefully you do. There will be more in the future, but expect for my next post to be something actually DOWNLOADABLE. I am working on a cool Apoc./Campaign formation, so keep a sharp eye out.