Saturday, 18 September 2010

UKGT - Starting Preparations Early for a Change...


So I've decided to go to the UKGT in January despite the fact that it's only 1500 points and none of my armies seem to work very well at that points value.

I need to start thinking about which army to take early enough so I can make sure the army is thoroughly tested and adequately painted.
Though painting isn't really my thing I still need to put a little effort in so I don't embarrass myself too badly next to all the armies that have inevitably been painted to some ridiculous 'Golden Demon' standard.

Start at the beginning.
I have two basic options as a starting point,

1) Use an army I already have semi-painted so I don't need to do much work
2) Start a new army from scratch specifically for the tournament.

1500 points is in of itself somewhat of an issue as you inevitably have problems creating a balanced list. At that points level you tend to have to sacrifice redundancy in some areas leaving you vulnerable to the 'Rock' to your 'Scissors' with certain builds.

What do I need?
Lets start with the tournament 'essentials',

1) Troops
2) Enough high strength anti-tank to deal with Land Raider spam or other massed heavy tanks.
3) A high enough quantity of mid strength weaponry to deal with MSU mech armies.
4) Anti-Infantry firepower, preferably that ignores cover (Flamers being the obvious choice).

And move on to the 'could do with',

5) Psychic defence.
6) The ability to threaten multiple objectives while holding my own.
7) A decent close combat element in case fire-power doesn't do the job.
8) Redundancy.

And finish with the 'would be nice'.

9) Rubbish opponents who's luck runs out and whose dice abandon them when they play me...

Okay, point (9) is probably a long shot but the others are most likely doable.

Army Options.
Lets start with armies I can do easily or already have done.

Editors Note - I've provided links to the armies that are in the blog somewhere rather than type them all out again.

1) Chaos Daemons - Has serious issues with heavy armour and is forced to do everything up close due to it's total lack of shooting. I've tried this one at 1500 point tournaments and it has problems with Land Raiders and MSU vehicle armies.
2) Space Marines (1) - I only used this list about 5 times but it had consistently good results. With a little tweaking this one could do well despite it's reliance on the 'Rock' unit to do the heavy work.
3) Space Marines (2) - A fairly standard shooty Mech Marine list. It was a bit short on Melta and I gave the Librarian the wrong powers but other than that it's fairly solid.
4) Space Marines (3) - The 'original' Stelek inspired 'Best Of' Space Marine list. A bit dated now that people have caught up with how 5th ed. works but the underlying concept is still solid.

I have more than enough Rhino/Razorbacks, Predators, Dreadnoughts, Landspeeders, etc. to do pretty much any Mech Marine list of any flavour you can think of so they're all solid options for me.

Now for the 'risky' ones,

5) My current infantry Imperial guard Project has possibilities but that's a lot of play-testing and painting to get done. It's also somewhat unusual for me due to the fact that it was designed around a 'theme' and then optimised based around that theme rather than being designed as a competitive army from the outset and as such it has some weaknesses.
6) My Tyranid list was designed with a 1750+ points value in mind and I'm hard pressed to drop any 250 point block of stuff without the list Synergy falling apart.
7) I have enough basic bikes assembled to make a good start on a Space Marine bike army. It would require me to make a Command Squad but I have the bitz to do it even if the motivation may be somewhat lacking.
8) I have a Jump Pack Blood Angels list at about the same stage of assembly as the above mentioned bike list. Though I like the idea of Jump Pack lists, the turn I spend sitting there in deep strike formation getting it in the ass before I can actually kick the shit out of stuff is somewhat of a concern.

I'd like to use option 5 as it's my current 'Project' but option 2 was a lot of fun the few times I used it.

So there it is then...Decisions, decisions...

Thoughts, Comments or 1500 point list suggestions are (as usual) most welcome.

Friday, 17 September 2010

Having a go at Warhammer Fantasy...

I've been threatening to do a Fantasy army for a while. I keep buying stuff I like the look of and then never actually getting around to doing an actual army.

The release of the 'Island of Blood' box set has revitalised my interest by it's inclusion of some very nice Rat Ogre models and some cool looking Weapon teams.

So I bought one and traded the High Elves for the Skaven,

Then my daughter managed to win a Skaven Battalion in a prize draw at my FLGS which she kindly 'traded' to me in exchange for a Barbie Mermaid...

So added to the pile of misc. stuff that I bought (or had bought for me) that looked cool and combined with the stuff I've newly acquired I have quite a haul of Skaven but no real idea about what makes a good army.

So I've decided to learn by playing rather than spend months gathering completely conflicting advice from the internet and then still ending up learning by playing...

Of course even if I was going for a purely competitive build some kind of underlying theme is still nice to have.

Four things inspired me from the Skaven book,

1) Clan Pestilens.
2) The stories about the wars against the goblins.
3) Rat Ogres
4) Weapon Teams.

So I'm going to do a 'Plague' themed army with Night goblins as Skavenslaves and also include the other units I thought were cool.
As Clan Pestilens has several Warlord clans that are 'allied' to it it's not unreasonable for me to use Clanrats and Skavenslaves in the army as long as I paint them appropriately diseased looking.
Also, for obvious reasons the whole Skaven concept screams 'horde' so I want big blocks if it's at all practical.

The following is what I've come up with but I'm sure it'll change as I actually learn how to play more effectively.

2500 Pts - Skaven Roster - Clan Pestilens

Plague Priest (2#, 254 pts)
1 Plague Priest @ 254 pts (General; Hand Weapon; Flail; Frenzy)
1 Plague Furnace (Frenzy; Large Target; Magic Resistance (2))
Plague Monks (40#, 305 pts)
39 Plague Monks @ 305 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)
1 Bringer-of-the-Word (Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)

Plague Priest (2#, 254 pts)
1 Plague Priest @ 254 pts (Hand Weapon; Flail; Frenzy)
1 Plague Furnace (Frenzy; Large Target; Magic Resistance (2))
Plague Monks (40#, 305 pts)
39 Plague Monks @ 305 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)
1 Bringer-of-the-Word (Hand Weapon; Extra Hand Weapon; Extra Attack; Frenzy)

Rat Ogres (8#, 256 pts)
6 Rat Ogres @ 256 pts (Causes Fear; Frenzy)
2 Packmaster (Hand Weapon; Whip; Light Armour)

Rat Ogres (8#, 256 pts)
6 Rat Ogres @ 256 pts (Causes Fear; Frenzy)
2 Packmaster (Hand Weapon; Whip; Light Armour)

Clanrats (22#, 160 pts)
20 Clanrats @ 160 pts (Hand Weapon; Light Armour; Shield)
2 Warpfire Thrower Weapon Team (Warpfire Thrower; Hand Weapon; Heavy Armour)

Clanrats (22#, 160 pts)
20 Clanrats @ 160 pts (Hand Weapon; Light Armour; Shield)
2 Warpfire Thrower Weapon Team (Warpfire Thrower; Hand Weapon; Heavy Armour)

Clanrats (22#, 155 pts)
20 Clanrats @ 155 pts (Hand Weapon; Light Armour; Shield)
2 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

Clanrats (22#, 155 pts)
20 Clanrats @ 155 pts (Hand Weapon; Light Armour; Shield)
2 Poisoned Wind Mortar Weapon Team (Poisoned Wind Mortar; Hand Weapon; Heavy Armour)

Clanrat Slaves (40#, 80 pts)
40 Skavenslaves @ 80 pts (Hand Weapon)

Clanrat Slaves (40#, 80 pts)
40 Skavenslaves @ 80 pts (Hand Weapon)

Total Roster Cost: 2420

This leaves me 80 points for any Magic Items or Banners I feel are necessary (which may or may not be enough depending on who I ask).

Thoughts, comments and advice are even more welcome than usual as I've really got no idea what I'm doing when it comes to Warhammer Fantasy ;-)

Wednesday, 15 September 2010

Imperial Guard Project - Part 7 - A Little Progress


They're all based, Four of them are awaiting arms but the rest are fully assembled.

1500 point test games will be being scheduled for next week some time.

Tuesday, 14 September 2010

Hobby Apathy Hits Again.

I new it would happen again eventually.

Didn't expect it to happen to me so soon after the last time though.

I can't be bothered to base and undercoat Guardsmen,
I can't be bothered to paint my Tyranids,
I can't be bothered to build 'Island of Blood' Skaven,
I can't be bothered to build a bike Command Squad,

I've managed to accomplish NOTHING hobby related at all since Friday night and all I did then was assemble 20 Guardsmen...

Unfortunately poorly armed humans with flash-lights aren't as much fun as giant bug monsters and I can't even be bothered to work on the giant bug monsters...

Not to mention the fact that the FLGS that I go to for motivation is about to move to a building so small that we'll be lucky to get 5 people in it simultaneously.....

That concludes my self pitying whining for a bit...I'll post something actually worth reading later...

Maybe...

Sunday, 12 September 2010

Sunday Smackdown

Since my blog views drop to next to nothing of a Sunday I figured I'd drop something in just for fun as nobody will be looking at it anyway.

So every Sunday I'm going to post a Mathshammer battle between 2 special characters.

The Rules.
1) There will be 2 fights with each competitor getting a chance to charge.
2) Mathshammer will decide the results of each round with wounds rounded to the nearest whole number at the end of each round.
3) In the event of a draw there will be a 3rd round where both competitors will count as having charged.
4) If there's still no clear winner then whoever cost the least points wins.
5) Any abilities with random values will count as having the mathematical average rounding to the nearest whole number.

The Competitors.
I thought I'd start with a 'Grudge Match' between the Chapter Master of the Ultramarines Marneus Calgar and the Tyranid that almost killed him The Swarmlord.

So Introducing Mr Calgar or 'Marny' to his friends...

WS 6, BS 5, S 4, T 4, W 4, I 5, A 4, Ld 10, Save 2+/4+ inv.

Armed with his pair of Power Fists* and the ability to re-roll to wound he's a formidable opponent. He's also got his arse down to the armoury and fetched his Terminator Armour for this monumental battle.
* Yes I know he also has a Power Sword but being as the Swarmlord has a higher initiative than him and Calgar gets the same number of attacks regardless of what weapon he uses I'm reasonably sure he's smart enough to go with the 'Wounding on 2's option' rather than 'Wounding on 6's' option.

His opponent is the guy the Tyranids call upon when the 'Throw Termagants at them till they run out of bullets' plan isn't working...The Swarmlord.

WS 9, BS 3, S 6, T 6, W 5, I 6, A 4, Ld 10, Save 3+/4+ inv. (in assault only)

His Tyrant Guard have stepped to the sidelines for this one but he's still got his Bonesabres and his special abilities to draw upon.

The Battle...
As the Tyranids don't use money and the Ultramarines had spent all their cash on gold trim for Veterans Power Armour nobody had a coin to toss for who went first. So, in a typically pretentious show of 'honour and goodness' Calgar agreed to let the Swarmlord get the charge for the first battle...

Battle 1.
Round 1.
The Swarmlord charges in and has given himself 'Preferred Enemy' with his 'Swarm Leader' ability.
5 Attacks (hitting on 3's)
3.33 hit, with another 1.11 from rerolls so 4.44 hit, 3.7 wound, 1.85 are saved... unfortunately for 'Marny' those successful ones need to be re-rolled due to the Bonesabres so another 0.925 get through making a grand total of 2.78 rounding up that makes 3 wounds caused.
Marny's got a few new sabre shaped slices in his armour but he's still hanging on with a single wound.

Time-Out?!?!?!?!?
The Swarmlord then has a bit of a strop now insisting that 'Marny' should be dead due to his Bonesabres causing 'Instant Death' regardless of toughness value. The 4th referee manages to explain the concept of 'Eternal Warrior' to him which is an impressive feat of bravery considering what the Swarmlord had done to referee's 1, 2 and 3...

Marny gets ready to get his own back...hopefully
5 attacks (hitting on 4's)
2.5 hit, 2.08 wound but with his re-rolls to wound from 'Titanic Might' that goes up to 2.43. The Swarmlords whirling sabres block 1.22 of them leaving one wound that gets through.
So 'Swarmy' has a fist shaped dent in his carapace but still has a formidable 4 Wounds left.

Since an average dice roll will result in Marny passing his morale test we'll presume he does ;-)

Round 2.
'Swarmy' now only has 4 attacks and is going to have to do without preferred enemy for a turn.
2.67 hit, 2.23 wound, even without re-rolls taken into account at least 1 attack is going to get through...

1-0 to The Swarmlord.

'Marny' gets his armour patched up while 'Swarmy' has some biomass added to fill in the 'Power Fist' shaped dent.

After several unfortunate (and brutal) decapitations somebody finally manages to explain the concept of 'Taking Turns' to the Tyranids leader and they let 'Marny' charge this time.

Battle 2.
Round 1.
Swarmlord is still going first...
4 attacks, 2.67 hit, 2.23 wound after re-rolling invulnerables 1.68 get through so that's 2 wounds total rounded up...Not so many holes this time
'Marny' gets an impressive 6 attacks on the charge...
6 attacks, 3 hit, 2.92 wound (due to 'Titanic Might'), after invulnerable saves 1.46 get through...unfortunately as we're rounding to the nearest whole number that's still only 1 wound caused.

Round 2.
Predictably the Swarmlord is going first and as it's 'his' turn he's giving himself preferred enemy again.
4 attacks, 3.56 hit after rerolls, 2.97 wound...unfortunately after re-rolling his invulnerables we find 'Marny' has taken 2.24 wounds and is defeated (again).

2-0 to The Swarmlord.

I'm not sure if it's possible for a Tyranid to look smug but even if it isn't then Tyranids seem to have evolved a very close approximation...

Well I enjoyed that even if any of you who play Ultramarines didn't ;-)

Any suggestions for next Sundays 'Smackdown' will be gratefully received.

Friday, 10 September 2010

Razorblast - 1500 Point List.


Just an idea...

1500 Pts - Space Wolves Roster - Razorblast - 1500

HQ: Rune Priest in Power Armour (1#, 110 pts)
1 Rune Priest in Power Armour @ 110 pts (Chooser of the Slain; Storm Caller; Tempest's Wrath)

HQ: Rune Priest in Power Armour (1#, 115 pts)
1 Rune Priest in Power Armour @ 115 pts (Chooser of the Slain; Wolf Tail Talisman; Storm Caller; Tempest's Wrath)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Troops: Grey Hunters Pack (6#, 150 pts)
5 Grey Hunters Pack @ 150 pts (Flamer; Razorback)
1 Razorback (Lascannon and TL Plasmagun)

Heavy Support: Vindicator (1#, 125 pts)
1 Vindicator @ 125 pts (Siege Shield)

Heavy Support: Vindicator (1#, 125 pts)
1 Vindicator @ 125 pts (Siege Shield)

Heavy Support: Vindicator (1#, 125 pts)
1 Vindicator @ 125 pts (Siege Shield)

Total Roster Cost: 1500

Chooser of the Slain x2 keeps away infiltrators, 'Tempest Wrath' annoys Deep Striking armies, Storm Caller gives you a 5+ save for your vehicles.

The Siege Shields are there so you can bulldoze through terrain to contest objectives should you lose your weapon. You can swap them for 3 Hunterkillers if they don't use a lot of terrain where you play or if you just want a bit more 'Alpha Strike'.

Just something I was thinking about with the 1500 point UKGT's coming up soon.

Thoughts and comments are (as usual) most welcome.

Thursday, 9 September 2010

Build Request - Deathwind Drop Pod List.


Had a request for a Drop Pod list that used Deathwind Launchers.

List first, explanation later.

1750 Pts - Deathwind Drop List - 1750

HQ: Space Marine Librarian (1#, 150 pts)
1 Space Marine Librarian @ 150 pts (...in Power Armour; Epistolary; Null Zone; The Gate of Infinity)
1 ...in Power Armour

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad @ 230 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Bolter)
1 Drop Pod (Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad @ 230 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Bolter)
1 Drop Pod (Deathwind Missile Launcher; Drop Pod Assault)

Total Roster Cost: 1750

So our Deathwind Launchers only really work on infantry and can't be used on the turn we land, so we need to de-mech the opposing army and make sure there are far more important targets than the Drop Pods to shoot at.

The 3 units of Sternguard are our first wave and in most situations will combat squad enabling us to have a good chance to pop 6 targets on turn 1. The Heavy Flamers give us an extra anti-infantry edge and can either be allocated 1 per combat squad or both in a squad together if something really needs toasting.

The Librarian gives us a nice anti-psyker 'bubble' as well as helping out against anything with an invulnerable save (Null Zone) and also somewhat mitigates the Drop Pod lists inherent mobility issues (Gate of Infinity).

Turn 2 The Deathwinds can drop their Blasts on anything that's walking about.

The Tacticals can help out when they arrive by either finishing off units or by camping on objectives.

Normally I don't like paying the extra 50 points just to give the Librarian the ability to use 2 powers but at 1750 the points are a bit tight for that 2nd Librarian without dropping the thing that the guy wanted which was the Deathwind Launchers.

It can be made more efficient, however...
Personally I'd abandon a little bit of the initial concept and just have the Deathwind Launchers in the first wave. That would free up the points to do this,

1750 Pts - Deathwind Drop List - 1750 ver 1.1

HQ: Space Marine Librarian (1#, 100 pts)
1 Space Marine Librarian @ 100 pts (...in Power Armour; Null Zone; The Gate of Infinity)
1 ...in Power Armour

HQ: Space Marine Librarian (1#, 100 pts)
1 Space Marine Librarian @ 100 pts (...in Power Armour; Null Zone; The Gate of Infinity)
1 ...in Power Armour

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Bolt Pistol; Bolter)
1 Drop Pod (Drop Pod Assault)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Bolt Pistol; Bolter)
1 Drop Pod (Drop Pod Assault)

Total Roster Cost: 1750

Thoughts and Comments are (as usual) most welcome.

Tuesday, 7 September 2010

Playing to (Almost) Win.


I have a reasonably well-deserved reputation for being good at 40K. I’m pretty good at optimising lists and can get the best out of most armies. I also enjoy winning (Don't we all?), as I am a very competitive person by nature.

There is one thing I enjoy almost as much as winning though…and that’s almost winning.

However the most fun of all comes from...almost losing.

That last statement probably requires some explanation.

Once Upon a Time.
I was using a fairly optimised Space Wolves Mech list with my usual combination of Las/Plas Razorbacks, Predators, ‘Rifleman’ Dreadnoughts, Landspeeders etc. against my friend Dave’s semi-mech Imperial Guard. His list had all the elements you’d expect from a competitive Guard army – Tanks, Vendettas, Valkyries and plenty of ‘Bubblewrap’ Infantry Guardsmen many of which squads were armed with heavy weapons in addition to their standard armament.
We both expected an evenly matched, fairly competitive game with a slight advantage to whoever went first, which turned out to be me.
A single shooting phase later and most of Dave’s armoured vehicles had become craters or weaponless, immobilised boxes. It seemed like I couldn’t miss and every single roll for damage was a 6, or occasionally a 5…what’s left of his return firepower did bugger all…
So at the start of turn 2 I turn to Dave and say ‘do you want to start this game again?’ to which his answer was something like ‘It’s an objective game and I still have plenty of troops so we’ll see how it goes’.
The rest of the game involved Dave using what resources he had with such efficiency that if the game would have ended on Turn 5 it would have most likely been a draw. When the game ended on turn 6 I’d won…but only just.
Obviously the first turn wasn’t fun for any of us. When my ‘Rifleman’ Dreadnought hit Dave’s Vendetta with every shot, penetrated with 3 of them and I got a pair of 6’s and a 5 for my damage results I felt a bit bad and Dave may have used several words beginning with F and ending in uck, I’m sure he wasn’t much happier when the other ‘Rifleman’ did exactly the same thing to the Valkyrie Squadron…
All that aside, what made the game so satisfying was that at the end it was still a really close game. After a bit of repositioning and some spot-on target priority my anti-infantry became largely neutralised leaving me having to kill his infantry in cover with Lascannons and Missile Launchers.
I should have won easily based on the first turn, however due to Dave’s resourcefulness I almost lost and that made it fun…

Did I have a Point?
I learned a lot from that game, most importantly that not everybody is fully mechanised and even those that are can still cram a lot of infantry into those lists, which my list was (evidently) poorly equipped (at the time) to kill at range.

Competitive AND Fun?
Before the ‘Competitive and Fun are different things’ committee starts to chip in based on my experience they’re not different things at all. At the opposite end of the 40K spectrum is the ‘Themed’ or ‘Fluffy’ army. That beautifully painted pure Tzeentch Thousand Sons force, some idiot who doesn’t use tanks in their Guard army*, or an Ork army using only Gretchin have probably all been used at some point.

* Yes that would be me having a dig at myself…well spotted.

Playing against these armies can also be turned into those close and fun games with a little effort. Try that idea for deployment that you never use because your not sure it’ll work, throw back in that unit which you kicked out of your army for under performing and try to make it work. Failing that you could just deploy really badly…

Despite the impression you might get if you go to 40K forums a lot, most people involved in this hobby do not enjoy clubbing baby seals. Those that do will invariably be ‘busy’ when it comes time to play somebody who might kick the shit out of their army (or them if they start pulling the sort of tricks we expect from pricks like that). Besides that they usually come with early warning systems like telling everybody how brilliant they are at high volume or by the way everybody else in the room walks off as soon as they start talking to them ;-)

I suppose a conclusion of some kind is in order?
The games I learn the most from and therefore enjoy most are the close ones, where you’ve both used your best list, used every (legal) trick in the book and the game still comes down to how far that guardsmen who refused to die earlier can run towards an uncontested objective or whether you can make that 4+ cover save to keep your last scoring Space Marine Scout alive to rob your opponent of a kill point.

Playing to almost win (or lose) give it a try...

Imperial Guard Project - Part 6 - 1500 point version.


So I mentioned in a couple of posts that I would be testing the 1500 point version of my 'Foot' Guard army first as I didn't need to do any of the conversions for that variation.

I've since then had 3 E-Mails asking what that is as simply dropping the Elites doesn't bring the points down to 1500.

So here it is,

1500 Pts - 5th Edition Roster - Foot IG - 1750 ver 1.1

HQ: Company Command Squad (5#, 145 pts)
4 Company Command Squad @ 145 pts (Vox Caster; Lord Castellan Creed)
1 Lord Castellan Creed

HQ: Company Command Squad (5#, 55 pts)
4 Company Command Squad @ 55 pts (Vox Caster)
1 Company Commander

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

: Ministorum Priest (1#, 60 pts)
1 Ministorum Priest @ 60 pts (Eviscerator)

Troops: Infantry Platoon (62#, 590 pts)
1 Infantry Platoon @ 590 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Troops: Infantry Platoon (62#, 590 pts)
1 Infantry Platoon @ 590 pts
4 Platoon Command Squad
1 Platoon Commander
9 Infantry Squad (Vox Caster; Meltagun x1; Commissar)
1 Commissar (Power Weapon)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Melta Bombs; Power Weapon)
9 Infantry Squad (Meltagun x1)
1 Sergeant (Power Weapon)
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
7 Infantry Squad
1 Heavy Weapons Team (Lascannon)
1 Sergeant
3 Heavy Weapons Squad (Autocannon x3)
3 Heavy Weapons Squad (Autocannon x3)

Total Roster Cost: 1500

It's still got pretty much the same fire-power but has lost the 'trick' units of Marbo and the Psyker Battle Squads. It also has slightly less of a safety margin as there are less Vox's overall and less Meltabombs in the 'Blob' Squads.

It will be adequate for testing purposes and if it works I may take it to one of the UKGT's which are still depressingly behind the times at 1500 points.

Imperial Guard Project - Part 5 - Progress Report

So I've made a bit more progress on the 'Foot' Imperial Guard army.

I need to make 2 more Meltagun guys and 2 more Sergeants to finish off 'Blob' squad 2 and still need to make both the Company and Platoon Command Squads.

Editors Note : I also need to repose several of the Heavy Weapon team 'spotters'.


This is one of the 4 Infantry Squads that have Lascannon Weapon teams.

And here's the almost finished 'Blob' Squads.

Luckily I still have plenty of 'Bitz' leftover.

The 1500 point version (the one without the Psyker Battle Squads or Marbo) should be under-coated and ready for playtesting by Friday.


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