Tuesday, 30 November 2010

Marines @ 1500

I'm going to play-test this as an alternative to my TH/SS Terminator list for the 'Throne of Skulls'.

It's basically my old tournament list with a few minor tweaks.


1500 Pts - Space Marines Roster

HQ: Master of the Forge (1#, 120 pts)
1 Master of the Forge @ 120 pts (Converison Beamer)

Troops: Scout Squad (6#, 148 pts)
5 Scout Squad @ 148 pts (Heavy Bolter w/Hellfire Shells; Sergeant Telion)
1 Sergeant Telion

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Troops: Tactical Squad (11#, 225 pts)
9 Tactical Squad @ 225 pts (Meltagun; Missile Launcher; Rhino)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 225 pts)
9 Tactical Squad @ 225 pts (Meltagun; Missile Launcher; Rhino)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Total Roster Cost: 1498

Master of the Forge joins the Scouts.
Marines combat squad, Missile half sits in cover, Melta half moves forward in Rhino and hunts tanks.
Dreadnoughts add to the midfield threat.
Everything else does what it normally does...

Thoughts and Comments are (as usual) most welcome.

Monday, 29 November 2010

List Design for Beginners - Part 1 - Too Many Choices

I've been thinking a lot about list optimisation lately due to the 'Throne of Skulls' being 1500 points and all of my usual lists starting at 1750.

At the 1500 points level, not wasting any points is even more important. Picking the correct units for the job is of course an issue as well...

So where do we start?
Well it has to be the HQ really doesn't it.

He's the guy (or gal, daemon, mutant, robot, etc.) that shapes your army or supports it depending on who he (she, it, etc.) is.

HQ.



We can split HQ's broadly into 3 types.

1) Utility.
2) Army Changer.
3) Death Star.

Obviously some cross over into multiple categories but there are few (if any) that can do everything.

Utility.


The most obvious of these is the Librarian or equivalent thereof. He gives us a chance of neutralising enemy psychic powers (usually within a 24" range, but not always), has a selection of useful defensive powers (Various 'Shields of whatever' type abilities), Offensive ones (ranging from direct shooting attacks to combat enhancers like Warptime) and the more situational abilities (like Fear of the Darkness or Null Zone for example).
Also you have the individuals who enhance one unit directly such as Chaplains, Wolf Priests or give a specific benefit such as Masters of the Fleet in Imperial Guard Command Squads.
All of these have one thing in common, which is they support your army (or aspects of it) but don't actually do the 'Heavy Lifting' themselves.

Army Changers.


Formally a rarity, but have now (since the Space Marine Codex) become more common place are HQ's who change the whole way your army works. Characters who by virtue of the special rules they give you, move your army towards a very specific build. Vulkan is the most obvious example as he makes both your anti-tank (Melta) and anti-infantry (Flamers) much improved as well as making the one unit that doesn't need much help at smashing things (TH/SS Assault Terminators) better at smashing things.
Also in this category or those characters who move units within the FOC usually from something else into the troops slot. Bike Captains who allow you to take Fast Attack Bikers as troops, Mek boyz who allow Killer Kanz as Troops and with the recent arrival of Dark Eldar Haemonculi who shift Wracks also into troops.
Each of these choices forces fundamental changes to your army before you've even started.

Death Stars.



Units with incredible stat-lines or abilities who are there just to kick the shit out of things. That's oversimplifying some of them I suppose as some have other abilities as well. Good examples are the Swarmlord or other tooled-up Hive Tyrants, Lysander or pretty much any Greater Daemon in the Chaos Daemon book.

So, certain HQ's shape our army from the ground up others are added after in order to help out, but whichever you pick they need to compliment your plan not be in spite of it. Vulkan doesn't help a mech gunline particularly and neither would Lysander whereas a Librarian with Shield type power obviously would increase it's survivability by a fair margin.

So that's the guy at the top clarified, now for the guys who do the grunt work...

TROOPS.
So 2/3rds of the standard missions require troops to win and the FOC says we have to have at least 2.

These fit into different types as well. Broadly speaking 3 types exist.

1) Sit on an objective and refuse to die
2) Take objective and then try not to die.
3) Actually do stuff as well as sit on an objective and refu....

Okay they're a little more difficult to categorise but we'll give it a go.

Sit on an objective and refuse to die.



The requirements for this role include but are not limited to,
1) High toughness
2) Good armour save
3) Weight of numbers

The best example of this is the Plaguebearer in the Daemon Codex. It's useless in a fight,moves slow and can't hurt vehicles but it's great at not dying. T5, 5+ Inv. and Feel no Pain combine to make a unit that at a trivial 75 points for a minimum unit of 5 will sit in cover and annoy the fuck out of you if you can't spare a dedicated assault unit to go in there and shift it.
Another example of this kind of unit are Space Marine scouts that with Camo Cloaks combined with a bolstered building gives them a 2+ Cover Save. Though different in use to the above mentioned Plaguebearer unit they serve the same purpose which is obviously 'hold an objective and bloody well stay there'.
A unit that does this job but in a completely different way are Gretchin from the Ork Codex. For 100 points you can get 30 bodies (you can have less, obviously) that can sit in terrain and go to ground for a 3+ cover save that will take forever to shift with ranged weaponry.
Then there's the Tyranid Tervigon. A 6 wound, T6 MC with a 3+ save that can spawn other scoring units around itself for free while simultaneously making them better.
All perform their role well but in slightly different ways and they (or something like them) are imo essential for any competitive army. Always remember however that if their job is to just sit there then avoid giving them unnecessary 'just in case' equipment if those points could be better spent elsewhere ;-)

2) Take objective and then try not to die.



Okay I have to give them a mention...Khorne Berzerkers. A unit of charging Khorne Berzerkers will punch a whole through 95% of units that are foolish enough to be out of a vehicle anywhere near an objective...which they then defend with...Bolt Pistols...So am I saying they're good?
Not really, but they are a good example of an objective taking unit rather than an objective keeping unit.
Of course one of the best units for this job is a standard (if there is such a thing) Marine. Decent stats across the board, Good armour, Frag and Krak Grenades and a wide variety of equipment options make them about the best choice for this role. Unfortunately not everyone has access to Marines now do they...
Swarm units approach this type of activity in the same way as they'd approach the 'not dying' one only they have to reach it first which necessitates large units or a sacrificial unit that gives a cover save to the unit behind it. Gretchin and Termagants amongst others might just reach an objective with enough numbers to still be able to switch back to the job of 'Not dying' by the same 'Go to ground, don't get assaulted' method they would have been using if they had been there all along.

3) Actually do stuff as well as sit on an objective and refu....



Be aware of what you want the unit to do and equip it accordingly. One of the biggest mistakes I see (and if I'm honest the one I used to make the most and probably sometimes still do) was loading a squad with enough equipment to open a shop when you had a specific purpose in mind for them but kept adding stuff 'just in case'.
As a brief rule of thumb, if dropping the upgrades is enough for another unit then you've probably overspent a bit, lol.

I think that'll do for now. I'll cover the other FOC slots tomorrow and do some sample units for specific purposes either then or the day after.

Thoughts, Comments are (as usual) most welcome.

Monday, 22 November 2010

Battlefleet Gothic.

The recent sort out of my hobby room seems to have indicated that at some point I intended to play Battlefleet Gothic.

I even painted one...Badly

Now I've decided that I want to build my Renegade Marine Chapters entire Fleet.

I seem to have a fairly good start and also a lot of misc. stuff I'm not sure will be of any use*

* I bought a bag of items for about a fiver at a model exhibition many years ago and some of it was amongst the bits I acquired.

Some Escorts which will come in handy and a few random transports that will be okay for 'fluff' purposes but not much use in actual games.

A pile of Strike Cruiser parts which turns out to be enough to make 4 complete ships.

A big chunk of it assembled (but unmounted on bases) looks like this.



All in all for my Marine Fleet I have 3 Battle Barges, 4 Strike Cruisers and a hand-full of escorts.

I also have a Light Imperial Cruiser, several 'Infidel' class Chaos raiders, a Despoiler (I think) class Battleship and a Planet Killer.

The 'pure' Marine list in the Armada book has a maximum of 3 Battle Barges, 10 Strike Cruisers and as many Escorts/Rapid Strike Vehicles as you feel like. However taking a 'pure' Marine force from the mixed list from the other section would let you take 4 Battle Barges and 12 Strike Cruisers plus escorts.

Do any of you Fluff Nazi's out there have any idea how big a complete Space Marine Chapter fleet would be?

Thoughts, Comments and links to background resources would be (as usual) most welcome.

Friday, 19 November 2010

Incoming Mail - Badab War List


E-Mail In :

As some ppl know i began a mantis warrior project back when the imperium was young due to my love of long hair and tattoos, this then branched out to a full 'evil' badab list, due to my night lords being incomplete till i can buy more forgeworld i picked them back up and would like to make them useable. this is what i have so far (p.s. feel free to use as a blog post)

(Lamenters secton)
Lamenters chapter master (forget his name) - 175

10 scouts + heavy bolter + camo cloaks (4 sniper, 4 bolter, bolt pistol + cc, heavy bolter) - 180

10 space marines + melta + missile launcher + power fist+ plasma pistol - 145
Rhino + extra armour - 65

(mantis warrior section)
6 sternguard + heavy flamer + power weapon - 175
razor back (free weapons) + extra armour - 70

(Astral claws)
6 sternguard + heavy flamer - 160
razor back (free weapons) + extra armour - 70

total= 1215

so far its all made from bitz (to a good standard :p) would like suggestions of ways to improve/ add to for 1500, 1750 and poss 2000

Reply :

Well first a few issues.

1) Scouts. Scouts are only really of use in a BA list to hang around Devastators as a scoring unit to sit on objectives.
2) Tactical Squad. If it's all sitting together at the back it only needs the long range weapon, If It's moving forward then the heavy weapon is wasted and if it's splitting up then the half moving forward is fulfilling a roll better done by Assault Marines while the half at the back is fulfilling a role better done by Devastators.
3) Sternguard. These are fine though I'd tool up a few with Combi-Meltas as your anti-tank is currently a single Missile Launcher...
4) Vehicles. Extra Armour is only useful on a Land Raider that absolutely has to make it to the enemy to unload it's cargo or on something that gets it for free (or possibly on a Chaos Dreadnought equipped solely with Close Combat weapons) everything else can do without it. Extra vehicles > extra armour on vehicles ;-)
Also Razorbacks with Heavy Bolters are not very useful. If your fisting your opponent in the throat with it you might as well take a weapon that works up close (like the Heavy Flamers which are also free) or just bite the bullet and pay the 35 points for either an Assault Cannon or Las/Plas Turret.
5) Though not as mandatory as BA players seem to think, a Sanguinary Priest (or 2) would nicely compliment the assault elements of the army as I think you would like to run it or could hang back with the Devastators and Scouts making them annoying to remove without getting up close. To this end your Scouts would need to be either Snipers or Close Combat or possibly a 50/50 mixture of the 2.

The following list I think is much better and keeps a fair amount of the units you originally wanted while making the overall army much more competitive without losing it's 'soul'. I've done it for 1750 as anything below that makes me sad...

That Tactical Squad isn't going to help us much though...

1750 Pts - Badab War Combined Assault Force - 1750

HQ: Malakim Phoros (IA) (1#, 175 pts)
1 Malakim Phoros (IA) @ 175 pts

Elite: Sanguinary Priest (1#, 65 pts)
1 Sanguinary Priest @ 65 pts (Sanguinary Priest in Power Armour)
1 Sanguinary Priest in Power Armour (Lightning Claw)

Elite: Sternguard Veteran Squad (6#, 205 pts)
4 Sternguard Veteran Squad @ 205 pts (Combi-Meltagun x3; Heavy Flamer x1; Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Twin Linked Heavy Flamer)

Elite: Sternguard Veteran Squad (6#, 205 pts)
4 Sternguard Veteran Squad @ 205 pts (Combi-Meltagun x3; Heavy Flamer x1; Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Twin Linked Heavy Flamer)

Troops: Scout Squad (10#, 180 pts)
1 Scout Squad @ 180 pts (Camo Cloaks; Scout)
9 Scout (Camo Cloaks; Sniper Rifle x8; Missile Launcher)
1 Sergeant (Camo Cloaks; Bolt Pistol; Sniper Rifle)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Total Roster Cost: 1745

That's much better imo.

Plenty of light to medium anti-tank, excellent objective holding potential and a couple of units that can 'suicide' melta if you really need to stop something in it's tracks.
The Priest dishes out Feel no Pain to the Devastators and Scouts, with Furious Charge available should you need the Scouts to leap to the aid of the Dev's or he can jump in a Razorback and help out the forward elements as necessary. The Lightning Claw is a habit that I've got into because all of mine have them which you can ignore in favour of something else if you prefer.

Editors Note : You can drop the Lightning Claw and the Assault Squad Sergeants Hand Flamers and combined with the 5 points I didn't use add a 2nd un-upgraded Priest if you really want another one.

It's also not particularly kill point heavy at 16 and has 4-5 objective holding units.

Thoughts, Comments and essays on why I should have left the Tactical Squad in are (as usual) most welcome.

Forge World Newsletter #255




Hi There,

This week’s Newsletter brings you a fresh wave of Space Marine kits to pre-order, along with two more A4 Transfer Sheets packed with vehicle and infantry decals and a reminder of our Christmas shipping deadlines and opening times.

Thanks, Ead Brown

Land Raider Achilles Available to Pre-Order Now
Land Raider AchillesThe first of our new wave of Space Marine releases is the devastatingly powerful Land Raider Achilles. This resin and plastic hybrid kit, designed by Stuart Williamson, boasts sponson-mounted twin Multi-Meltas and a hull-mounted Thunderfire Cannon. A line-breaker beyond compare, the Land Raider Achilles’ firepower is capable of forcing a breach in even the strongest defences at the tip of an armoured assault.

Originating in the closing years of the Great Crusade, the Achilles is perhaps the rarest and most venerable Land Raider variant still used on the battlefields of the 41st Millenium. It was originally created by the Imperial Fists Legion in response to a dire xenos threat now lost to the mists of history, and fittingly rare outside the noble Imperial Fists, their successors and the Ordo Reductor of the Adeptus Mechanus. The Achilles is perhaps most vaunted for its legendary durability - each stage of the hull’s construction incorporates layer upon layer of ancient electromagnetic algorithms and ferromantic incantations. This arcane lore is etched into the very structure of the Land Raider Achilles at a molecular level, and is one the most secret and ancient rites of the Cult Mechanicus.

The Land Raider Achilles is a complete resin and plastic kit, and is available to pre-order now for despatch in the week commencing December 6th, and is included in the Space Marine Siege Assault Vanguard army list in the forthcoming Imperial Armour Volume 10: The Badab War Part II. As an exclusive extra, we have prised the rules for the Achilles from Alan Bligh’s grasp and they are available to download for free here.

Forge World MkIV Ironclad Dreadnought and Arms Available to Pre-Order Now
Mk IV Ironclad DreadnoughtThe latest addition to our range of MkIV Dreadnoughts is the siege specialist MkIV Ironclad Dreadnought, MkIV Hurricane Bolter, MkIV Seismic Hammer and MkIV Chainfist. These full resin kits, designed by Phil Stutcinskas, afford Space Marine players the complete range of Codex options for the Ironclad Dreadnought. Heavily augmented and outfitted for siege assault and ship boarding actions, the Ironclad Dreadnought sacrifices versatility and long-range firepower for even greater armoured defence and dedicated siege weaponry such as the Seismic Hammer and Chainfist, designed to pulverise the toughest bastion or armoured bulkhead into twisted wreckage. The fearsome short-ranged firepower of a Hurricane Bolter is often used to augment the Ironclad’s firepower, allowing the ancient hero within the sarcophagus to saturate breached defences with a deadly storm of bolter shells. The MkIV Ironclad Dreadnought is a full resin kit that comes complete with Hunter Killer Missiles and Frag Assault Launchers, furthering the Ironclad’s potent weaponry, as well as additional armour plates to fit the resin MkIV Hurricane Bolter, MkIV Seismic Hammer and MkIV Chainfist and our other MkIV Dreadnought arms. Each of these detailed kits is available to pre-order now for despatch in the week commencing December 6th.

New Space Marine Transfer Sheets Available to Pre-Order Now
dark Angels TransfersForge World’s Paul Rudge has been hard at work of late, busily working away on two additions to our range of transfer sheets – an A4 Dark Angels transfer sheet and an A4Space Marine Markings decal sheet.

Each sheet is crammed with a huge array of squad badges suitable for shoulder pads, jump packs and vehicles. There are also unit designations and unique details such as Dark Angel maxims and names, along with standard and variant vehicle designations for all types of Space Marine squad insignia.

Each of the new transfer sheets is also available to pre-order now for despatch in the week commencing December 6th.

Forge World Winter Catalogue Supplement Sheet Now Available
You can now download a free PDF of our most recent supplement sheet from the Forge World website. It includes the Eldar Hornet, which is available to pre-order now for despatch from the 29th of November, along with all of our most recent releases such as the Necron Tomb Stalker and Space Marine Armour Sets.

If you’d like to receive a free copy of our 2010 catalogue to assist you when compiling your Christmas shopping list, e-mail forgeworldcatreq@games-workshop.co.uk making sure you include your full name and postal address.

Forge World Christmas Shipping
With November upon us, we have news of our final shipping deadlines for Christmas. These dates are subject to change, and we will keep you informed of any changes both in future newsletters and at www.forgeworld.co.uk.
As always, it’s best to order as early as possible to ensure that you’ll get exactly what you want and if you have any questions please don’t hesitate to contact us using the details below.

Our last guaranteed shipping date for Standard Delivery outside the UK will be December 6th.
Our last guaranteed shipping date for Express Delivery outside the UK will be December 15th.
For our customers inside the UK, the last guaranteed shipping date for Standard Delivery will be December 15th and the last guaranteed shipping date for Express Delivery will be December 20th.

If you have any questions or concerns about any aspect of your Forge World Christmas Shopping then please contact us either by e-mail at forgeworldorderenquiries@games-workshop.co.uk or by telephone on 0115 916 8177 within the UK, 011 44 115 916 8177 from the US and Canada or 00 44 115 916 8177 from much of Europe. Forge World’s Customer Service team is available 6 days a week all the way up to Christmas, so don’t hesitate to contact us to check stock availability and shipping times. We are also a font of knowledge and advice if you aren’t sure about what would make the perfect Forge World gift.

Forge World Wishlists Now Available Online
On the subject of Christmas shopping, there’s nothing worse than secretly hoping for a Reaver Titan, finding a massive parcel under your tree, eagerly ripping it open and finding a lovely ‘novelty’ jumper and a pair of socks…

It doesn't get much worse than that, but thankfully it couldn't be easier to make sure that it doesn't happen to you. If you’ve created an account on www.forgeworld.co.uk then you have the ability to create a Wishlist. Just login to Your Account and you’ll see an option to View Wishlists – simply browse through our online store and click the ‘add to wishlist’ button on each item’s page. Once you’ve found all the gifts you’re after, just e-mail it to all of your friends and family and wait for Christmas morning.

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Thursday, 18 November 2010

The Return of a Classic.

In the beginning there was a man named Stelek and one day he had a bright idea...he called it 'Best-of'...This was the wonderful idea of taking the 'best' unit 'of' each FOC section and spamming as many of that unit as you could.

Here's a visual example of the concept for reference purposes,

This revolutionary concept was then adopted by many people, most of which claimed they'd been doing lists like that all along ;-)

The first list along these lines was either the following or a very close approximation...

1750 Pts - Space Marines Roster - Original 'Best Of' List.

HQ: Master of the Forge (1#, 120 pts)
1 Master of the Forge @ 120 pts (Conversion Beamer)

Troops: Scout Squad (6#, 163 pts)
5 Scout Squad @ 163 pts (Camo Cloaks; Sniper Rifle x3; Heavy Bolter w/Hellfire Shells; Sergeant Telion)
1 Sergeant Telion

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Elite: Dreadnought (1#, 105 pts)
1 Dreadnought @ 105 pts

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Fast Attack: Land Speeder Squadron (2#, 140 pts)
2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)

Fast Attack: Land Speeder Squadron (2#, 140 pts)
2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Total Roster Cost: 1748

Of course back then nobody was meched up so there was usually insufficient anti-vehicle fire-power in the opposing army to destroy all your vehicles before you destroyed all of his.

Telion's squad also had to pay for their own Camo-Cloaks rather than now (after the FAQ) where apparently Telion just yells at them till they hide better...

Sorry girls...try again...

Where was I? okay now I remember...

Is this list still viable today?

I think it is...though a few minor tweaks wouldn't hurt...

1750 Pts - Space Marines Roster - Original 'Best Of' List - Updated

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: Master of the Forge (1#, 120 pts)
1 Master of the Forge @ 120 pts (Conversion Beamer)

Troops: Scout Squad (7#, 161 pts)
6 Scout Squad @ 161 pts (Sniper Rifle x3; Missile Launcher; Sergeant Telion)
1 Sergeant Telion

Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Elite: Dreadnought (1#, 125 pts)
1 Dreadnought @ 125 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Combi-Flamer x1)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)

Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Combi-Flamer x1)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)

Troops: Tactical Squad (6#, 175 pts)
4 Tactical Squad @ 175 pts (Razorback)
1 Sergeant (Bolt Pistol; Combi-Flamer x1)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))

Total Roster Cost: 1746

So we've added a Librarian for some psychic defense.

The world of 5th edition still has buildings that we can 'bolster' (+1 to Cover Save) so our Scout Squad gets a 2+ Save (Due Telion passing his Stealth rule onto the unit thanks to the 40K rulebook Ver 1.1 FAQ) so the Master of the Forge stays. He still has his Conversion Beamer which gives us impressive long range shots from the safety of his bolstered building with his ablative Scout Squad wounds with Telion helping out when necessary. He can also still repair a vehicle on a 5+ even without his Servo Harness and we have quite a few vehicles in this list ;-)

We swap our Melta bunker Rhino's for some Razorbacks and spread out our Speeders into 3 individual units as these have a smaller cross section than a pair which makes them better for deep-striking in. They can of course start on the board and rely on their 'Flat-Out' move to give them a cover save.

Our Dreadnoughts become 'Dakka' Dreads or 'Rifleman' Dreadnoughts depending on what internet forum you use for your buzzwords ;-)

Predators stay in their unchanged 'lots of shots for not many points' role.

Of course the original probably still works fairly well so maybe I should dig it out for nostalgia purposes...

Thoughts, Comments and new inventive nicknames for units are (as usual) most welcome.

40K FAQ Ver. 1.1


GW have updated the Main 40k rulebook FAQ here

Most are of the usual 'who the fuck couldn't work that out for themselves' variety, but there are a few decent ones.

The two that interested me were the clarification about cover saves for intertwined units and the fact that a unit that only has some models with the 'Stealth' rule give that benefit to the rest of the unit.

I'm sure there are other gems I've missed though...

Wednesday, 17 November 2010

I'm still not dead...

A quick update to my earlier post about a 'themed' Terminator list.

Here's the prototype for my 'Renegade' Terminator with Cyclone Missile Launcher.

The 'Lone Wolves' are lurking about in the background as well ;-)

I've equipped him with the 'club' looking Power Weapon from the Chaos Terminator sprue as it will be easier to justify should I be using him as a Terminator with a Power Fist.

It still needs a lot of tidying up, obviously.

Thoughts, Comments and offers of Typhoon Missile Launchers are (as usual) most welcome.

I'm not dead...


My posting schedule seems to have slipped past occasional into non existent lately...

I have an excuse....

It's a bit lame though so I'm not going to tell you what it is.

I'm now up and running again so you should be hearing from me with much greater regularity again...Whether that's a good or bad thing or not I'll leave up to you ;-)

Those of you with good memories may recall a picture I posted of a large collection of Chaos Terminators I had accumulated for no better reason other than I wanted them. I have now decided to utilise some of them.


And this is how I'll be utilising them.

2000 Pts - Space Wolves Roster - Wolf Guard Terminators (and Pals)

HQ: Logan Grimnar, The Great Wolf (1#, 275 pts)
1 Logan Grimnar, The Great Wolf @ 275 pts

Elite: Lone Wolf in Terminator Armour (1#, 85 pts)
1 Lone Wolf in Terminator Armour @ 85 pts (Storm Shield; Chain Fist)

Elite: Lone Wolf in Terminator Armour (1#, 85 pts)
1 Lone Wolf in Terminator Armour @ 85 pts (Storm Shield; Chain Fist)

Elite: Lone Wolf in Terminator Armour (1#, 85 pts)
1 Lone Wolf in Terminator Armour @ 85 pts (Storm Shield; Chain Fist)

Troops: Wolf Guard Pack (5#, 210 pts)
1 Wolf Guard Pack @ 210 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
3 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Chain Fist)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)

Troops: Wolf Guard Pack (5#, 210 pts)
1 Wolf Guard Pack @ 210 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
3 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Chain Fist)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)

Troops: Wolf Guard Pack (5#, 210 pts)
1 Wolf Guard Pack @ 210 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
3 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Chain Fist)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)

Troops: Wolf Guard Pack (5#, 210 pts)
1 Wolf Guard Pack @ 210 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
3 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Chain Fist)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)

Troops: Wolf Guard Pack (5#, 210 pts)
1 Wolf Guard Pack @ 210 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
3 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Chain Fist)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)

Heavy Support: Long Fangs Pack (6#, 140 pts)
5 Long Fangs Pack @ 140 pts (Missile Launcher x5)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (6#, 140 pts)
5 Long Fangs Pack @ 140 pts (Missile Launcher x5)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (6#, 140 pts)
5 Long Fangs Pack @ 140 pts (Missile Launcher x5)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Total Roster Cost: 2000

25 Missiles at up to 11 different targets.

Yes it's on foot, No it doesn't have any Melta weapons. But I like it anyway. Plus I'm due a 'themed' list or 2 ;-)

Thoughts, Comments and insults about the hideous piece of shit that is the new Stormraven are (as usual) most welcome.

Saturday, 6 November 2010

Razorwolves are a bit boring...

So I've spent most of today running an Apoc. game which I'll be posting pictures of tomorrow.

I sat down in front of the computer with every intention of doing that report tonight but made the mistake of messing around in army builder first and was sorting through various 'old' army ideas that I'd had and abandoned or never even seriously considered.

Then I came across an old Razorback spam list which I'd rejected as it seemed a bit...well... soulless if I'm being honest, yet it got me thinking...

So I've messed around with it a bit and I may have made it less optimised but more interesting...

I find myself in need of 2nd opinions so here's the list.

2000 Pts - Space Wolves Roster - Razorwolves Variant - 2000 - ver 1.0

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)

Elite: Wolf Guard Pack (6#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Power Armour; Wolf Guard in Terminator Armour; Wolf Guard in Power Armour; Razorback)
1 Wolf Guard in Power Armour (Combi-Meltagun x1; Power Weapon x1)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

Elite: Wolf Guard Pack (6#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Power Armour; Wolf Guard in Terminator Armour; Wolf Guard in Power Armour; Razorback)
1 Wolf Guard in Power Armour (Combi-Meltagun x1; Power Weapon x1)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

Elite: Wolf Guard Pack (6#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Power Armour; Wolf Guard in Terminator Armour; Wolf Guard in Power Armour; Razorback)
1 Wolf Guard in Power Armour (Combi-Meltagun x1; Power Weapon x1)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
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: Long Fangs Pack (6#, 190 pts)
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (6#, 190 pts)
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (6#, 190 pts)
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Total Roster Cost: 2000

The 'Cyclone' Terminators will join the Long Fangs (yes I know that means they can't actually use their transport, but at least it means the Grey Hunters have a spare). Wolf Guard split up as they like to bolster either Grey Hunter units, Long Fangs or stick together and do whatever they feel like.

18 Missiles,
10 Lascannons* and/or Plasmaguns* and 3 Melta* squads.

*Apparently there's quite a shortage of pictures of girls firing these weapons so you'll just have to make do with the Missile Launching Buffy pic...

Long Fangs/Cyclone guys switch to Frag to deal with hordes and the Grey Hunters have their free Flamer.

It's a bit 'Kill Point' heavy if you care about such things at 21 units but that's not unusual these days.

Thoughts, Comments and offers of Razorback turrets are (as usual) most welcome.

Wednesday, 3 November 2010

Hell Blades


So I'm lending my Chaos Hell Blades to my friend Mike for use in an Apocalypse game I've organised so I supposed I should give them some kind of basic paint job.

Which I then did*.

* It's worth emphasising at this point that me intending to do something and then actually doing it is somewhat of a rarity, lol.

Quite why the 'Night Reapers' Chapter are lending out valuable equipment to Blood Pact armies is something I haven't bothered to write into the scenario. I'll be using the 'They just fucking are, Okay?' argument, if anybody asks ;-)

Hell Blade Angled View.

Hell Blade Front View.

Hell Blade Side View.

And As A Pair.


They still need a lot of work but the basic paint-job is the 'starting point' that I can never normally motivate myself to do...

While I was doing those, my girlfriend was doing these for the same aforementioned Apocalypse game.

She refused to do them in my renegade Chapters usual metallic blue colour and did them in this rather fetching grey colour instead. If they were for herself she'd have put a lot more detail in them but as they were for me they got (by her standards anyway**) a 'quick' paint-job.

** Her painting is of a depressingly high standard and makes even my best work look like it was done by a blind, thumb-less, lobotomised Monkey with a big blunt crayon.

I'm building and painting all the guns and accessories separately in order to make everything truly modular.

Thoughts and Comments are (as usual) most welcome.