Saturday, July 28, 2012

Blood Angel Gabriel Seth/Emperor's Champion Conversion WIP

So I recently posted some lists utilizing Seth. I think 6th made him beter, even with ferocious instincts taking a hit (though still usefull in a challenge). What helps too is that he has a wholly unique weapon, so he gets no Initiative nerfing like Dante may be facing, and who the hell knows about Sanguinary Guard. He is just an S8 combat beasty, and can still get AP2 hits when he rends, and there is going to be plenty of 2+ Armour in 6th.

The thing is though, for those of you who don't know, Gabriel Seth is the Chapter Master of the Flesh Tearers. I don't play Flesh Tearers. They are cool, don't get me wrong, but not my army. So the Character GW sells would fit, and even if I removed the Flesh Tearer icons, he would still be the same model that is in every Flesh Tearer army. I therefore wanted to make my own. But once again there would be an issue. You see, I try to find a spot in the fluff for every thing in my army/that I plan to put in my army. For this guy, captain didn't seem to fit. I already have a model for 2nd Company Captain (need to paint it) and he has a Jump Pack and Honour Guard anyways. As well, the squad my Seth will be with is 7th Company, but 7th Company Captain is going to be with a bike squad (I want the image of a Bike Captain, and who better than 7th Company). And I don't want a random Captain in 7th Company's squads. That's where this came in.

For those of you who don't know, that is the 3rd Book of the Astronomican (aka Chapter Approved 2003). You see, White Dwarf used to be filled with this game approved articles called "Chapter Approved" and in them they would have new Characters, Units, Variant Army Lists and just pure awesome rules (Vehicle Design Rules anyone?). After a whole bunch of these came out, they would add all of them to a Compendium under the same title and release them. This one happened to be the last time they did that. And as we all know, White Dwarf today is more for marketing than gaming/hobby.

I just happen to have the aforementioned tome, and in there, there is an entry for an Emperor's Champion. Not just a Black Templar Emperor's Champion, but one for EVERYONE. It talks about at some point in history, pretty much every Chapter since the Heresy has had an EC at some point. Especially First Founding chapters. So, Blood Angels definately qualify there. Basically, it describes an honoured warrior, not a captain, wielding a large two handed blade called the "Black Sword". Now, yes, this is a power weapon, but who says it has to be for all SM chapters. It is possible that the 1st EC for the BA weilded a eviscerator, so that became customary. This is where the rules of Seth combine with the fluff of the EC and allow me to make my Blood Angel EC without using crappy captain stats and to use my list without using a Flesh Tearer.

So now for the WIP photos (I apologize for the quality)


So what I used was just a DC front torso, SM Commander caped back, Khorne Berserker legs, a SW head, DC backpack, SM Commander leather tabard, DC thunder hammer, Imperial Guard Setinel Chainblade (with a chainsword motor added, behind the Baal Predator purity seals), SM banner with a SM Commander Iron Halo on top, some grenades on his right and a laurel on his left and head (one will be bronzed, the other green. His is a Champion, can't he have multiple awards). Not shown are his shoulder pads. One will be a terminator honors pad (to fit with the Chapter Approved article) and the other will hav ean iron cross painted on.

So I think he fits the rules of Seth and the image of the Emperor's Champion rather well, and more so once painted. I particularly like my solution for Seth's Blood Reaver/The Black Sword. Will definately make the model stand out IMO.

Nice thing is I had some leftover parts and was able to build two more marines. Heads courtesy of Chapterhouse Studios.


Sunday, July 22, 2012

On Zeus' Anvil: Resurrection of an Imperial Thunderbolt- Part One

TLDR- Scroll down for pretty pictures

So a long time ago, I had something of beauty. A fully built, fully painted Imperial Thunderbolt. I had done it is a cream colour scheme to be one of the mighty Apostles from Abnett's book Double Eagle. I loved the Thunderbolt model, and honestly still do. It is one of the single greatest designs in the 40k mythos. It just is brooding with power, a brawler in the skies. I of course was particularly proud of mine, even though compared to the work I can do now, it probably wasn't that impressive. It did have some cool features though, as I had bought 4 hellstrikes and modeled one of them launching.

It would probably still be like that today. The cream blending, missile firing, slight super glue frosting on the cockpit window. But alas it was struck down. One summer, coming home from college, I had loaded up my jeep and without a good case to put it in, I had set it on top of a pillow in the back on top of everything. The pillow was even slanted so that if the Thunderbotl slid, it just slid into a box and rested there. It handled the trip fine and made it all the way home. When I got there it was time to start unloading the car. Unfortunately, my brother did not understand the concept of taking from the top first, so what did he do? He removed the first thing in the middle, which just so happened to be supporting the pillow that had been the safe and secure resting place of my Thunderbolt for the last 7 hours. Without the support, the Thunderbolt went into a terminal nosedive and got into a fight with the pavement that it never had a chance of winning. All in all the damage wasn't extensive, just major at one key point- a wing had broken off. Sheared right through. In doing so, some other slight damage was done and two missiles broken off, but it was the wing that put the nail in the coffin for years to come.

Over time some little progress was made here and there. I just glued the broken wing back on and used it is several Apoc games, even with the damage. But it just wasn't the same. So eventually I bought a bunch of simple green, grabbed a tupperware container large enough, and gave it a week long bath with daily scrubbing and scraping. After I had it stripped as best I could and broken down to it components I... well I let it sit. For quite some time. Something like 2 years. I have always wanted to bring it back. I could see the paint scheme in my head (especially since it was out of IA Vol 1 and already in use for my Aeronautica), I just need the time, reason, and dedication.

Then came 6th Edition and the incorporation of flyers into the game. I knew it was time. I sat down, took out the parts, grabbed mine pin vice, grey stuff, green stuff and plasticard and began reattaching stuff. After a few hours of work this is what I had. Keep in mind, both wings had been snapped off where they met the fuselage.




So then I took some primer and put down the base coat.


Next it was time to work on the pilot. Since I have to finish the interior first anyways, he seemed the logical place to start, plus was a nice change of pace from Marines.


To do the checker pattern I just did a yellow base coat stripe and a once over with a yellow layer and then put on plack dots and then went back with yellow layer paints to brighten the yellow. Then cleanup up the edges with the black and ceramite white. His boots are scraped up from test fitting, but you can't see them in the plane anyways, so I didn't really care too much. It is the top half of his torso/birds eye view angle that matter most.

Well thats good for now. I have done more work, but not too much (the cockpit and base coating the place) As for now, I leave you with what the end goal is with Aeronautica and IA Vol 1references.


1303rd Fighter Wing. This will be Flight Lt Gabriel Constantine

Saturday, July 21, 2012

2000 Point Space Marine List for 6th Ed- Crimson Fist Firefight of Fury

So when looking through all the psychic powers, I really liked divination. It rocks with how well it can boost shooting units, and I thought to myself "Man, a Librarian in a squad of Sternguard with any of these powers (except the last one, scriering or whatever. But I'd just replace that with the primaris power) would just ROCK. And then I said "Well, who does Sternguard best?" The only answer: PEDRO KANTOR, CHAPTER MASTER OF THE CRIMSON FISTS. So BAM, army concept made.

EDIT: SO It was pointed out to me in the comments that SM don't have access to Divination, something I forgot to look into. Big Oops! Still a decent list IMO if you want to stay Purist. BUT an easy fix would be to take a Blood Angel or Dark Angel Librarian and Scout Squad. Probably Blood Angels on the 5 man scout squad so that they have the Red Thirst. Nice thing is the Storm is a Fast Attack and not a dedicated transport. Some points adjustments would have to be made in certain places, but I'll leave you to figure that out.


HQ: Pedro Kantor- 175
HQ: Librarian- 150: Epistolary
Elites: Sternguard Veterans (9)- 280: 4 x Combi-Melta, Rhino
Elites: Sternguard Veterans (9)- 280: 4 x Combi-Melta, Rhino
Elites: Terminator Assault Squad- 200: 5 x TH & SS
Troops: Scouts (5)- 90: Teleport Homer, Powerfist, BP; CCW
Troops: Scouts (10)- 140: 10 x Sniper Rifles
Fast Attack: Landspeeder Storm- 85: Assault Cannon
Fast Attack: Stormtalon- 130
Heavy Support: Devastator Squad (10)- 270: 2 x Missile Launcher , 2 x Lascannon
Heavy Support: Predator- 85: Sponson Heavy Bolters
Heavy Support: Vindicator- 115

Points: 2000 Scoring Units: 4-5 Scouring Units: 2 Big Gun Units: 3

So this army has alot of good firepower IMO. Kantor and Librarian each go in a squad of Sternguard (who are scoring) to buff them, especially the librarian. Things like ignoring cover or rerolling to hit coupled with their already potent special issue ammo. Hop out of Rhinos and pour on the pain. Roll the Vindicator with these guys for some super hard hitting power. 4 Combi-meltas each add to this to deal with armour or Terminators.

The scouts with Snipers hang back as a scoring unit in your own deployment zone and just pop off sniper fire, which is still good and still pinning in 6th. Set up the rest of the gunline around them, namely the Predator and the Devs. The devs should combat squad up and split their fire. When combat squading them, best layout is likely something like this:
Where the red is the heavy weapons and the bolters are the black. Soak wounds and keep the heavies alive. Nice thing is the bolters can move around the heavies as necessary to be the closet models and the heavy weapons won't count as moving for shooting purposes.

Two assault units, and set up well for bait and switch. The scouts can come out of their Storm Pretty hard and fast and throw a challenge down with the Pfist to occupy a character. Bring in the Terminators behind them or anywhere forward even while the scouts are still in the storm and shrug off anything thrown at them.

Stormtalon is good cheap Flyer Support. I hope I have its points correct though. Once the Storm has dropped off the scouts, these should be roaming around popping shots at vehicles, stripping away hull points with their assault cannons like it is nobody's business or use their high RoF to mow through hordes.

With the new emphasis on short range fire fighting and less on mechanized forces, melta is not as critical, so I honestly think that the Fists and Pedro will begin to eclipse Vulkan and his Salamanders.

Saturday, July 14, 2012

2000 pt Blood Angels/Flesh Tearers: 2 Lists for 6th Edition


So further reading of the rules, and more importantly the mission rules, has lead me to develop another list. Unfortuantely, it is one with less jump packs, but this should allow me to play the mission and fit well within the new and improved reserve rules. I will be playing this list as Blood Angels, but I think it would also be a suitable Flesh Tearer list.

HQ- Chapter Master Gabriel Seth- 160
HQ- Astorath the Grim- 220
Elites- Brother Corbulo- 105
Troops- Assault Squad (10)- 250: Power Axe & Inferno Pistol, 2 x Plasma Pistol, No Jump Packs
Transport- Land Raider Redeemer- 216: Multi-Melta, Searchlight
Troops- Assault Squad (10)- 240: Power Sword & Inferno Pistol, 2 x Melta-guns
Troops- Assault Squad (5)- 135: Power Fist, Melta-gun
Troops- Death Company (5)- 225: Jump Packs, Power Fist, Power Sword, Hand Flamer
Fast Attack- Vanguard Veterans (5)- 230: Power Fist, 2 x Power Swords, Gunslinger 2 x Hand Flamers, Melta Bomb
Heavy Support- Stormraven Gunship- 216: Twin Linked Multi-Melta, Twin Linked Assault Cannon, Locator Beacon, Searchlight

Pts: 1997 Scoring Units: 3-5 Scouring Units: 1 Big Gun Units: 1

HQ- Chapter Master Gabriel Seth- 160
HQ- Astorath the Grim- 220
Elites- Brother Corbulo- 105
Elites- Terminator Assault Squad (6)- 260: 6 x Thunder Hammer and Storm Sheilds
Troops- Assault Squad (10)- 235: Power Axe & Inferno Pistol, 1 x Plasma Pistol, No Jump Packs
Transport- Land Raider Redeemer- 216: Multi-Melta, Searchlight
Troops- Assault Squad (10)- 240: Power Sword & Inferno Pistol, 2 x Melta-guns
Troops- Assault Squad (5)- 135: Power Fist, Melta-gun
Troops- Death Company (5)- 225: Jump Packs, Power Fist, Power Sword, Hand Flamer
Heavy Support- Stormraven Gunship- 201: Twin Linked Multi-Melta, Twin Linked Assault Cannon, Searchlight

Pts: 1997 Scoring Units: 3-5 Scouring Units: 0 Big Gun Units: 1


SO The 1/2 reserve rules was really annoying me and my Descent of Angels play style. Furthermore, the confusion on the Axe Mortalis and Glaive Encarmines gave me pause. They really already need to update the Blood Angels FAQ. I decided to sit down and really come up with something new and this is what I came up with.

So I ditched Dante first of all and took Seth. I had always planned on making a conversion of him, now I just have to do it sooner. Not sure if I am just going to make him some heroic champion or the 7th Company Captain. Any way, Seth, the 10 man squad without Jump Packs, and Corbulo all hitch a ride the Land Raider Redeemer. This is nice as it is an Assault Vehicle, 4 Hull Points and has a twin linked Assault Cannon which can just strip away Hull Points. Went with Plasma Pistols as it gives me some good AP shooting while maintaining attacks, they have a good chance of peeling away hull points, and I didn't want to rip arms off models ;)

Seth is great now, as he has an S8 rending weapon that strikes at initiative 5, and is good in challenges if he is forced to take one with his Ferocious Instincts rule. And at 160 points, he is well worth his cost. Corbulo is a nice boon as well, giving furious charge and FNP to the whole unit.

Astorath and his Death Company ride in the Stormraven, which is Scoring in Big Guns Never Tire missions (provided it isn't zooming). Just a great assault unit, and an assault vehicle. Plus as a flyer, I have great flyer defense made even better by the fact it has twin linked assault cannons. As we all know, Astorath really brings some power to the army, making them all Fearless Furious Charging on a 4+. Death Company are the new Super Troops- Furious Charge, Rage, FNP, Fearless, Hammer if Jump Pack Charging. Just generally AWESOME. If only they could score :(

15 Normal Assault Marines to just jump around, pop melta shots and just generally wreck my opponents day and score. Especially nice if around Corbulo at all. And possibly made all the better by Astorath all the time.

The Vanguard are scoring in Scouring Missions which is nice. The Locator Beacon on the Raven makes their Heroic Intervention all the more reliable, and I can use Corbulo's Far Seeing Eye to keep them from coming in before the Raven. Just a general wreck your day kinda unit as always.

For the second list I traded out the Vanguard for a unit of Hammernators. With 6 they can still fit in the Redeemer, soak tons of fire, and statistically beat out another unit of hammernators if/when I come across them. I had to shed 1 plasma pistol and the locator beacon, but I didn't need the locator anymore so much and I think another terminator is well worth the loss of a plasma pistol. These guys will just run as often as possible to slug across the board, or as I said, take the redeemer from Seth and his guys.

The one thing that really annoys me is the back of 1 pt upgrades. In 5th, I felt fine not taking search lights. In 6th, you need them. There should be a few more 1 pt upgrades back in each book. Something like a purity seal or auspex. Just something to make it so I can fill in the gaps left by search lights.

Well there you go. I have a little shopping to do to make this list (isn't that just what GW wants with new editions/codices anyways). Wish I could fit in more toys, like Sanguinary Guard. 3000 Point games would probably see a second detachment with Dante and Sanguinary Guard mixed in, but that is a thought for another day.

Tuesday, July 10, 2012

2000 Pt Blood Angel List for 6th Ed


PLEASE NOTE THE DATE OF THIS POST- FOR MORE RECENT LISTS CLICK CURRENT LISTS ABOVE OR THE LISTS TAG ON THE LEFT HAND SIDE OF THE PAGE.


So this is the first list I have for sixth edition

HQ- Commander Dante: 225
HQ- Astorath the Grim: 220
Elites- Sanguinary Priest: 75- Jump Pack
Troops- Sanguinary Guard (5): 250- Powerfist, Chapter Banner, Infernus Pistol
Troops- Assault Squad (10): 240- 2 x Melta-guns, Infernus Pistol, Power Sword
Troops- Assault Squad (10): 235- 2 x Melta-guns, Power Fist
Troops- Assault Squad (10): 225- 2 x Flamers, Hand Flamer, Lightning Claw
Troops- Death Company (5): 190- Jump Packs, Power Axe
Fast Attack- Baal Predator: 115- Flamestorm Cannon/Assault Cannon
Fast Attack- Vanguard Veterans (5): 225- Powerfist, 2 x Power Sword, Gunslinger 2 x Handflamers

So you may notice that this is a TON of Jetpacks. Hammer of wrath is a great rule, and jetpacks are super mobile and really the best way to increase the reliability of an assault army.

I have taken away one of my tanks. Tanks diminished in efffectiveness. This is essentially either a 115 pt flamestorm bomb to outflank OR I use the assault cannons as my anti-air defense (twin linked helps with those snap shots, and it should easily tear apart flyer armour if it hits).

So I took out the Librarian and added Astorath. Furious Charge may not be as good, but still it help, and to be fearless is no longer a bad thing (no retreat wounds sucked). And now Death Company are the greatest shock troops, so you need a Chaplain for them.

So DC have Rage, giving +2 A, have a chaplain to reroll to hit and to wound (does this include Hammer of Wrath Attacks?) and still have FNP and Furious charge, which while not as good is still nice. These guys will be premeire assault troops and have very few downsides now.

The Vanguard lost their thunderhammer, as being concussive no longer help against vehicles, making thunderhammers kinda a 5 pt waste over power fists. The gunslinger is an addition in part to keep 4 bolt pistols, and in part to just be AWESOME. Dual handflamers woot.

Sanguinary Guard are still great, if not better now. Since fewer things have AP2, their 2+ saves are amazing. All the old benefits still apply, and have Dante with them still makes them really potent.

The priest is reduced from 3 to 1. With FC and FNP not as effective, they are no longer MUST BUY so much. Astorath does a good part of his job for him, but is only 50% reliable. The Priest still gives a nice buff in a 12" radius that I can't complain about. As well, I can use him to dive on challenges if need be.

One thing to note, as I interpret the rules, Sanguinary Guard, Dante and Astorath all have AP3 Melee weapons, even if they are holding an axe (Axe Mortalis, Executioner's Axe) as they fall under the rule for Unusual Power Weapons found on page 61 of the 6th edition rulebook. This really makes them potent choices still as they still manage to get their high I rather than being combat beasts that have to strike last.