Friday, 31 December 2010

Marine Jet-Bike Prototype.

It seemed like a good idea at the time.....

2nd Company Captain - "You managed to retrofit our weapons to the vehicle then?"
Master of the Forge - "Yes Captain, the existing weapon systems were...unsuitable...I used ones more familiar to your Marines"
2nd Company Captain -"Can you make more?"
Master of the Forge - "If you can provide the raw materials, then yes"
2nd Company Captain -"Excellent"
Master of the Forge -"If you don't mind me asking Captain, how were these Dark Eldar persuaded to trade these materials?"
2nd Company Captain -"Do you recall our problems with over-crowding on the prison planet at the edge of our domain?"
Master of the Forge -"Yes"
2nd Company Captain -"There are approximately 10,000 less problems than before..."
Master of the Forge -"I see..."

My Command Squad need rides that sets them above the 'rank and file'. This seemed to fit the bill nicely.

Jet-Bike Prototype - Side View.

Jet-Bike Prototype - Top View.

Jet-Bike Prototype - Rear View.

Jet-Bike Prototype - Angled Views.


Jet-Bike Prototype - Front View.

My Command Squad will most likely be armed in the following way

: Command Squad (5#, 365 pts)
1 Command Squad @ 365 pts (Space Marine Bike; Veteran)
1 Apothecary (Unit on SM Bikes)
4 Veteran (Storm Shield; Unit on SM Bikes; Lightning Claw x1; Meltagun x1)

The standard bike armament of twin-linked Bolters has been added to the model as has the meltagun that the Rider has as war-gear. I believe that the spikes on the vehicle do a fair job of representing Lightning Claws. Not sure how to justify the Storm Shield yet, though...

Anyway, There's obviously a lot of tidying up to be done but the basic idea is there.

Thoughts, Comments and other constructive criticism is (as usual) most welcome.

Thursday, 30 December 2010

2nd Company Project - Misc. Progress

As a break from base-coating models metallic blue I decided to do a bit of assembly on some of the potential new additions to my 'Night Reapers' Chapters 2nd Company.

I decided my Tech-marines would need their own distinctive versions of the standard Rhino and this is what I came up with.


Techmarine Rhino - Top View.

Techmarine Rhino - Front View.

Techmarine Rhino - Side View.

Techmarine Rhino - Rear View.

I also got bored of the standard pintle-mounted Storm Bolter so decided to represent it in a slightly different way.

Techmarine Rhino - Gunner.

So the whole thing is close enough to a standard Rhino to use in games but distinctive enough to obviously belong to a specialist of some kind.

2nd Company didn't have a Venerable Dreadnought either so I treated them (well myself as well I suppose, lol) to a new addition to the 9 Dreadnoughts they already possess.

Venerable Dreadnought.


I'm still debating using one of the armoured front pieces over the top of the 'sarcophagus' section but my girlfriend prefers it like this so that's probably how it will stay ;-)

Thoughts and comments are (as usual) most welcome.

Tuesday, 28 December 2010

House of Paincakes Article No.3

New article of mine up on the HoP network


And in a recently started tradition to liven up my weekly bout of self publicity here's a picture of some random geek goddesses.


These girls all have something in common. Any idea what?

Sunday, 26 December 2010

How hard would a Primarch be? - Part 1

Had a conversation at my FLGS and another later at a friends house about the various Horus Heresy books which sidelined into a conversation about the Primarchs.
There was an Apocalypse Data-sheet released for Angron a while ago that (imo) didn't really reflect how bastard hard a Daemonic Primarch must be. I mean he was still a killing machine but I was expecting...well...more...
Perhaps I was being unfair though...lets take the system that Games Workshop has provided us with and see how things scale up from human to demi-god ;-)

Let's start at the beginning then with a random guy dragged off the street and given the most basic of training and some weapons.

Conscript
WS 2, BS 2, S 3, T 3, W 1, I 3, A 1, Ld 5, Save 5+
Lasgun, Close Combat Weapon, Flak Armour.

So he has what we presume is average skill with a knife (WS 2) or a gun (BS 2), average reflexes (I3) and is unlikely to stick around when things start to go wrong (Ld 5). Pretty much a 'baseline' human then, lol.

Okay then. Lets presume that the guy survives long enough to actually get some training or is fortunate to have some before he gets sent off to war.

Imperial Guardsman.


WS 3, BS 3, S 3, T 3, W 1, I 3, A 1, Ld 7, Save 5+
Lasgun, Close Combat Weapon, Frag Grenades, Flak Armour.

So our human now has the benefit of military training which has increased both his WS and BS to 3. This training has already increased his resolve (Ld 7) and enabled him to be trained in the use of additional equipment (Frag Grenades).

Against the untrained human he's much more likely to land a blow with a blade, has a decent chance of hitting what he shoots at and has a good chance of sticking around (ld 7) should things look dicey. So we now have a baseline for a human with some basic training.

With a bit of extra training to elevate him to Sergeant he would be a better fighter (2 attacks) and moves into the group of people who are able to cope with the stresses of warfare (Ld8).

Of course only so much can be taught in the sterile environment of the classroom. Actually combat experience is what elevates the Guardsmen into the veteran.

Imperial Guardsman Veteran.


WS 3, BS 4, S 3, T 3, W 1, I 3, A 1, Ld 7, Save 5+
Lasgun, Close Combat Weapon, Frag + Krak Grenades, Flak Armour.

He's now reached the point where his aim is (by codex numbers) reliable and he can be trusted with better equipment as standard (Krak Grenades) he would also have been either trained in (or gained through personal experience) the ability to handle more specialised weapons such as Meltaguns, Flamers, Plasmaguns and the like.

As with the standard Guardsmen their will be some individuals who are destined for command which generally seems to mean they get an extra attack and an extra point of Leadership.

Lets take our human being and add a load of extra biological hardware and add some basic training see what we come up with.

Space Marine Scout.


WS 3, BS 3, S 4, T 4, W 1, I 4, A 1, Ld 8, save 4+
Boltgun, Bolt Pistol, Frag + Krak Grenades, Scout Armour.
And They Shall Know No Fear, Combat Tactics.

All those extra organs and implants have increased his strength, toughness and reflexes (Initiative). His psychological training has given him greater willpower than a normal human (ld.8*) and the ability to overcome his basic instincts (ATSKNF) but apparently it takes a lot of training or experience to push your WS and BS up to 4...

* As were using Games Workshops system I'm obviously taking an average Leadership roll to be 7. This means that under stress a human with Leadership 7 could go either way (fight or flight) but anything lower is bad and anything higher shows a high degree of mental fortitude.

Lets give him all that extra training and psych conditioning now shall we?

Space Marine.


WS 4, BS 4, S 4, T 4, W 1, I 4, A 1, Ld 8, Save 3+
Boltgun, Bolt Pistol, Frag + Krak Grenades, Power Armour.
And They Shall Know No Fear, Combat Tactics.

Given how a Marine is described in the background material a stat increase of just one apparently elevates you to a superhuman standard of ability.

Space Marines with greater experience also seem to follow the +1 A, +1 Ld. progression. Of course after a couple of hundred years they get really good...

Space Marine Captain.


WS 6, BS 5, S 4, T 4, W 3, I 5, A 3/4, Ld 10, Save 3+/4+ inv.
Bolt Pistol, Chainsword, Frag + Krak Grenades, Power Armour, Iron Halo.
And They Shall Know No Fear, Combat Tactics.

So this is the pinnacle of Space Marine ability (in a broad sense, obviously). An expert in close combat, an excellent shot, faster reflexes even than his Battle Brothers and is able to sustain multiple blows that would kill another Astartes. Combine this with access to pretty much any equipment he desires** and you have an extremely formidable opponent indeed.

** unless he's unfortunate to be a Blood Angel Captain and fancies some artificer Armour, lol.

So if these guys are pale imitations of their Primarchs then those bastards must be impressive indeed. There are many examples in the background (or 'Fluff') of Primarchs carving through hordes of troops and punching through tanks so we need to reflect that in their statistics. We are also obliged to take game mechanics into account as well however if I'm sticking to my initial premise (which I am).

Before we move onto looking at what we'd expect of a Primarch, lets see what extra can be achieved if you push gene-seed to it's limit.

Pushing the envelope.
Marneus Calgar is generally regarded in fluff as being the shining light of Marine potential. In purely statistical terms this is represented by an extra wound and an extra attack as well as re-rolls to wound and various inspiring abilities. However there aren't any examples of 'Vanilla' Marine characters with a 'natural' WS above 6, BS above 5, Initiative above 5 or a Strength or Toughness above 4 so are those the limits of the gene-seed?
Cassius is T6 and has 'Feel no Pain' but those are the results of technological improvements not biological ones. It does however show that it's possible to make someone that tough so we'll bear it in mind.
Logan Grimnar of the Space Wolves also seems to have peaked at those limits and even has one less wound than Calgar though he does have 5 attacks. He does have different 'special' abilities but these can still be broadly classified as 'inspirational' rather than genetic.

So we have worked out how far we can push the genetic potential of a Marine then?

Unfortunately not, as the Blood Angels have put several spanners in the works...bastards...

Dante is I6.

The Sanguinor is WS 8, S 5 and (like Dante) is I6 as well as having an impressive 5 attacks base. He may just be a psychic construct of the Blood Angels imagination though so we might be able to ignore him.

And then there was Mephiston...

Mephiston.
WS 7, BS 5, S 6, T 6, W 5, I 7, A 4, Ld 10, save 2+/4+
And They Shall Know No Fear, Fleet.

The Blood Angels Codex seems to attribute his abilities to the unlocking of the potential of his gene-seed by the overcoming of the Black Rage. He could just be possessed though...

Until Games Workshop lets us know one way or another I think we'll have to leave him and The Sanguinor out of our calculations for now.

So lets take the maximum stats from all our top of the line Marines and see what we come up with

Frankenubermarine.
WS 6, BS 5, S 4, T 4, W 4, I 6, A 5, Ld 10, save 2+/4+ inv.
Various cool abilities.

So lets be the Emperor for a day and build ourselves a Primarch.

Lets start at the beginning then with WS,
The chances of a Primarch swinging and missing should be pretty low and the chances of you hitting him back should be pretty low as well. The minimum I think we can get away with is 7, with the Combat monster Primarchs like Leman Russ, Angron and the like going anywhere up to 9 or possibly 10 and the less physical ones (like Lorgar) should still be hitting pretty much everything mortal on 3's so 7 it is then.

Shooting any ranged weapon accurately takes practice. If your senses and physical abilities are 'primarch' good though, I'd think missing would be a rarity. BS6 should reflect this nicely.

Strength is a tricky one, though. Most Monstrous Creatures are around the S6 mark and there are plenty of examples of Primarchs kicking their asses so S6 is a good place to start. Remember we're creating a 'generic' Primarch here and certain ones are going to be stronger.

Primarchs could be hurt so we can't make them ridiculously tough. T6 allows them to potentially be hurt by mere mortals but also makes it fairly unlikely.

Since Primarchs are much bigger than Marines it's only logical that they could take a corresponding increase in damage before succumbing so we we'll give them a 50% increase in wounds over 'Uber Marine' and call it 6...Maybe 6 is too much now I've thought about it...we'll call it 5 for now.

We have Marines that are Initiative 6 but they are rare in the extreme so we can call this an exception rather than a rule for Marines. However it's not an unreasonable baseline for our Primarch. Those known for their speed and skill like Curze or Corax could probably be as high as 9 or 10, Somebody like Lorgar may even be slightly lower than the baseline as his own Legion tried to talk him out of picking fights with the other Primarchs at Isstvan ;-)

Attacks is a pretty big variable but as our Primarchs were basically designed as warriors we'll give them one over the Marine Maximum and call it 6.

Leadership is going to be 10. It's reasonable to assume that a Primarch could easily decide what battles to fight and which he'd rather not so he'd most likely have some equivalent of Calgars 'God of War' power, even if it only applied to himself. Obviously there would be exceptions as I'm reasonably sure Angron would be fearless.

Last but by no means least is our armour save. As were talking about the equivalent of demi-gods here with access to the best armour and equipment ever created , lets break (or at least bend a little) one of the fundamental rules and give them a 1+ armour save. This means that they'd get a save vs. Plasma weapons and similar but not something like a Meltagun and as a 1 always fails this wouldn't be too unbalancing.
We'll give them a 3+ invulnerable save as well. this can represent superior armour, psychic powers or superhuman reflexes depending on his individual abilities.

He'll need some generic abilities as well I suppose. Eternal Warrior is an obvious start as are Calgars 'God of War' and 'Titanic Might' abilities. I suppose there's a good argument for Feel no Pain also but that'd make him almost immune to small arms fire...and were still looking for some form of balance here.

So we've standardised his profile, 'base' abilities and his basic defensive equipment. Weapons are going to be highly individual so we'll leave them alone till we look at specific individuals.

Lets see what we've got,

Primarch 'Template'
WS 7, BS 6, S 6, T 6, W 5, I 6, A 6, Ld 10, save 1+/3+ inv.
Eternal Warrior, God of War, Titanic Might.

That seems fairly reasonable though his actual points value would be effected by the weapons and Legion specific powers he had.

Individual Primarchs would obviously vary from this and it's likely that some individual statistics would be higher.

Many of them like Leman Russ, Angron, Khan and the rest of the more physical Primarchs would have a higher Weapon Skill than the average with those like Lorgar and Magnus possibly even being lower (though Magnus could give himself whatever proportions he liked so the same may apply to his abilities). Corax and Curze would certainly be faster than the average, Dorn would likely be stronger (I know Curze beat him up but presumably when Curze kicked the shit out of him he outfought him rather than wrestled him to the ground, lol).

Anyway, that's what I think a Generic Primarch would be like. I'll put forward my interpretation of specific Primarchs over the next few Sundays most likely starting with Konrad Curze as he's my favourite...

Thoughts, comments and dissenting opinions are (as usual) most welcome.

Saturday, 25 December 2010

Merry Christmas.

Merry Xmas Everybody...

From me and Robot Santa...

Friday, 24 December 2010

Battlefleet Gothic Acquisitions

The 'Night Reapers' chapter has managed to salvage some ship parts from decommissioned Marine spaceships from the gigantic scrapyards around the star system known as 'E-bay'.
Their own personal Forge World has assured them that a bit of glue and a fresh coat of paint is all they'll need before they can be recommissioned as 'Night Reaper' vessels.

In separate news, an important lesson for the Ultramarines is never leave the keys to your Space Fleet lying around when there's a bunch of thieving renegades in the system ;-)


1x Battle Barge (complete)
1x Battle Barge (1 small missing part)
6x Strike Cruisers (complete)
1x Strike Cruiser (small parts missing)
4x Imperial Cruisers of various configurations.
Misc. flying bases.

Well over £125 ish worth of stuff for about £35.

Unfortunately the freezing temperatures combined with a garden full of snow means they won't be getting a fresh undercoat ready for repainting any time soon.

Now to write into my chapter background how they acquired so much stuff that seems to have previously belonged to the Ultramarines...

Bloodletter (ish)

So I've got the theory part of designing the list for the updating of my daemon army done but I've been having some problems with the implementation...

You see I had a theme for my army that didn't really involve Daemons as such. It was themed around a 'Beastmistress' character and various pets, monsters and failed recruits of my renegade Marines that she led (or unleashed, I suppose).

The bestial horde...

Now I'm updating the army and have decided to add some new units, I'm obviously going to have to keep with the existing theme.

As an example, these were my 'Plaguebearers',

Power Armoured enough to fit the background concept but mouldy enough so they could be considered 'Nurgly'*. I'm now trying various ways of making my Bloodletters humanoid yet obviously Bloodlettery'** enough to prevent too many confusion issues for my opponents.

* If that isn't a word then it fucking should be.
** Which also should be an actual word...

This is my first 'prototype'.

Editors Note: Yes, I know I should build a proper Light-box for taking pictures. I'll get around to it eventually.

I tried a human looking head at first but it didn't look quite right so I tried using the actual Bloodletter head with a few of the spikes trimmed off. The Chaos Space Marine legs fit the Chaos Marauder torso with very little trimming but the arms needed a bit of filing.

2nd opinions are welcome. Bear in mind the theme however before suggesting that I just use actual Bloodletters...

Wednesday, 22 December 2010

'Cavalry' Space Wolves.

During my pre-Xmas sort out of my Hobby Room I re-discovered this guy,


Whom I was going to use to 'Count As' Thunderwolf Cavalry. For some reason he was hanging out with a load of Imperial Guardsmen *shrugs*

I also found several Chaos Warhound sprues left over from my Daemon list which would enable me to make a few more. I'm allowed the odd themed list and the following seemed like it might be amusing.

2000 Pts - Space Wolf Cavalry

HQ: Canis Wolfborn (2#, 195 pts)
1 Canis Wolfborn @ 195 pts (Fenrisian Wolf)
1 Fenrisian Wolf (Unit Type: Beasts; Vicious claws and fangs; Counter-attack)

Elite: Iron Priest (5#, 155 pts)
1 Iron Priest @ 155 pts (Thunderwolf Mount; Add Cyberwolves)
1 Servo Arm
4 Cyberwolf (Counter-attack)

Elite: Iron Priest (5#, 155 pts)
1 Iron Priest @ 155 pts (Thunderwolf Mount; Add Cyberwolves)
1 Servo Arm
4 Cyberwolf (Counter-attack)

Elite: Iron Priest (5#, 155 pts)
1 Iron Priest @ 155 pts (Thunderwolf Mount; Add Cyberwolves)
1 Servo Arm
4 Cyberwolf (Counter-attack)

Troops: Grey Hunters Pack (10#, 155 pts)
10 Grey Hunters Pack @ 155 pts (Meltagun; Meltagun)

Troops: Grey Hunters Pack (10#, 155 pts)
10 Grey Hunters Pack @ 155 pts (Meltagun; Meltagun)

Troops: Fenrisian Wolf Pack (10#, 80 pts)
10 Fenrisian Wolf Pack @ 80 pts

Troops: Fenrisian Wolf Pack (10#, 80 pts)
10 Fenrisian Wolf Pack @ 80 pts

Fast Attack: Thunderwolf Cavalry (4#, 225 pts)
1 Thunderwolf Cavalry @ 225 pts (Thunderwolf Cavalry; Thunderwolf Cavalry)
1 Thunderwolf Cavalry (Power Fist)
3 Thunderwolf Cavalry

Fast Attack: Thunderwolf Cavalry (4#, 225 pts)
1 Thunderwolf Cavalry @ 225 pts (Thunderwolf Cavalry; Thunderwolf Cavalry)
1 Thunderwolf Cavalry (Power Fist)
3 Thunderwolf Cavalry

Fast Attack: Thunderwolf Cavalry (4#, 225 pts)
1 Thunderwolf Cavalry @ 225 pts (Thunderwolf Cavalry; Thunderwolf Cavalry)
1 Thunderwolf Cavalry (Power Fist)
3 Thunderwolf Cavalry

Heavy Support: Long Fangs Pack (3#, 65 pts)
2 Long Fangs Pack @ 65 pts (Missile Launcher x2)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (3#, 65 pts)
2 Long Fangs Pack @ 65 pts (Missile Launcher x2)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (3#, 65 pts)
2 Long Fangs Pack @ 65 pts (Missile Launcher x2)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Total Roster Cost: 2000

The Grey Hunters and the Long Fangs are the 'odd units out' for the theme but I obviously need the Grey Hunters to hold objectives as the Fenrisian Wolves can't. I'll probably have to model the Hunters running just so they look like they belong in the army.
The Long Fangs give me a modicum of long range light anti-tank and will most likely be ignored by pretty much every opponent as long as there's Cavalry still charging about. I only normally use units of Long Fangs in a small unit like this if they're going to be sitting in a Rhino as a sort of Missile Launching Razorback, lol. But at least on foot they don't get 'shaken' when the vehicle does ;-)

I suppose I should make some progress on my new Daemon list first though or Brent will start getting annoyed with me ;-)

Tuesday, 21 December 2010

House of Paincakes Article No.2

My Latest article for the House of Paincakes blog network is up on their site and can be found here.

And as a random post that's basically a plug for myself may come across as a bit self centred here's a picture of Olivia Wilde from the new Tron movie.

Sorry. That's from my other picture folder...

Here's the one ;-)


Your welcome ;-)

Space Wolves (Again)

Adopting one of the ideas from my 'Foot' list, I thought the following might be interesting.

2000 Pts - Space Wolves Roster

HQ: Rune Priest in Power Armour (1#, 135 pts)
1 Rune Priest in Power Armour @ 135 pts (Chooser of the Slain; Wolf Tail Talisman; Wolftooth Necklace; Living Lightning; Tempest's Wrath; Saga of the Beastslayer)

Elite: Wolf Guard Pack (4#, 144 pts)
1 Wolf Guard Pack @ 144 pts (Wolf Guard in Power Armour; Razorback)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

Elite: Wolf Guard Pack (5#, 187 pts)
1 Wolf Guard Pack @ 187 pts (Wolf Guard in Power Armour; Wolf Guard in Power Armour; Razorback)
1 Wolf Guard in Power Armour (Melta Bombs; Combi-Meltagun x1; Wolf Claw x1)
3 Wolf Guard in Power Armour (Bolt Pistol; Combi-Meltagun x1)
1 Razorback (Lascannon and TL Plasmagun)

Elite: Wolf Scouts Pack (5#, 85 pts)
5 Wolf Scouts Pack @ 85 pts (Meltagun)

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)

Fast Attack: Land Speeder Squadron (1#, 100 pts)
1 Land Speeder Squadron @ 100 pts (Multi-Melta x1; Typhoon Missile Launcher x1)

Fast Attack: Land Speeder Squadron (1#, 100 pts)
1 Land Speeder Squadron @ 100 pts (Multi-Melta x1; Typhoon Missile Launcher x1)

Heavy Support: Long Fangs Pack (7#, 215 pts)
5 Long Fangs Pack @ 215 pts (Missile Launcher x5; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (7#, 215 pts)
5 Long Fangs Pack @ 215 pts (Missile Launcher x5; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Heavy Support: Long Fangs Pack (7#, 215 pts)
5 Long Fangs Pack @ 215 pts (Missile Launcher x5; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)

Total Roster Cost: 1996

As in the foot list, the Wolf Guard with Wolf Claw and Combi-Meltagun joins the Wolf Scouts unit. The remaining Wolf Guard and the other unit act as suicide Melta units if necessary.
Everything else just shoots the crap out of you.

9 Lascannons/Plasmaguns, 19 Missiles and an additional D6 S7 Living Lightning shots from the Rune Priest.

Not sure how much fun it would be to use though...

Monday, 20 December 2010

Space Wolves on Foot - Another Look.


I still think a Space Wolves foot list is viable. Having thought about it a bit more I think this is something like how I'd do it.

2000 Pts - Space Wolves on foot Ver 2.0

HQ: Rune Priest in Power Armour (1#, 120 pts)
1 Rune Priest in Power Armour @ 120 pts (Chooser of the Slain; Living Lightning; Tempest's Wrath; Saga of the Beastslayer)

Elite: Wolf Guard Pack (7#, 291 pts)
1 Wolf Guard Pack @ 291 pts (Wolf Guard in Power Armour; Wolf Guard in Power Armour)
5 Wolf Guard in Power Armour (Melta Bombs; Bolt Pistol; Power Fist x1)
2 Wolf Guard in Power Armour (Combi-Meltagun x1; Wolf Claw x1)

Elite: Wolf Scouts Pack (5#, 85 pts)
5 Wolf Scouts Pack @ 85 pts (Meltagun)

Elite: Wolf Scouts Pack (5#, 85 pts)
5 Wolf Scouts Pack @ 85 pts (Meltagun)

Troops: Grey Hunters Pack (10#, 185 pts)
9 Grey Hunters Pack @ 185 pts (Mark of the Wulfen; Meltagun; Power Weapon; Meltagun)
1 Grey Hunter w/ Mark of the Wulfen

Troops: Grey Hunters Pack (10#, 185 pts)
9 Grey Hunters Pack @ 185 pts (Mark of the Wulfen; Meltagun; Power Weapon; Meltagun)
1 Grey Hunter w/ Mark of the Wulfen

Troops: Grey Hunters Pack (10#, 185 pts)
9 Grey Hunters Pack @ 185 pts (Mark of the Wulfen; Meltagun; Power Weapon; Meltagun)
1 Grey Hunter w/ Mark of the Wulfen

Troops: Grey Hunters Pack (10#, 185 pts)
9 Grey Hunters Pack @ 185 pts (Mark of the Wulfen; Meltagun; Power Weapon; Meltagun)
1 Grey Hunter w/ Mark of the Wulfen

Troops: Grey Hunters Pack (10#, 185 pts)
9 Grey Hunters Pack @ 185 pts (Mark of the Wulfen; Meltagun; Power Weapon; Meltagun)
1 Grey Hunter w/ Mark of the Wulfen

Fast Attack: Fenrisian Wolf Pack (9#, 72 pts)
9 Fenrisian Wolf Pack @ 72 pts

Fast Attack: Fenrisian Wolf Pack (9#, 72 pts)
9 Fenrisian Wolf Pack @ 72 pts

Heavy Support: Long Fangs Pack (5#, 115 pts)
4 Long Fangs Pack @ 115 pts (Missile Launcher x4)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (5#, 115 pts)
4 Long Fangs Pack @ 115 pts (Missile Launcher x4)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Heavy Support: Long Fangs Pack (5#, 115 pts)
4 Long Fangs Pack @ 115 pts (Missile Launcher x4)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)

Total Roster Cost: 1995

101 bodies of various types, 73 of which are power armoured.
14 melta weapons, 12 Missiles and a shit-load of Boltguns.

The 2 Combi-Melta+Wolf Claw equipped Wolf Guard go with a Wolf Scouts unit each and annoy gun lines when they turn up right behind them.
The other Wolf Guard join a unit of Grey Hunters each.
The Fenrisian Wolves act as a moving cover save for the turn they survive, lol.
The Long Fangs do what they do, lol.

5th ed. may be the era of mech but I still have hope that there's some variety out there somewhere if we look hard enough ;-)

Friday, 17 December 2010

2nd Company Project - Colour Coordination...

Nothings ever bloody simple is it?

I base coloured one of my Vindicators today, All was going well until I compared it to one of the 'originals'.

Apparently the 'Night Reapers' were a lot more cheerful 4 years ago and used a much brighter Metallic Blue paint-job on their vehicles...


Looks like I'm going to have to dull down the colours on the original batch of vehicles I painted all those years ago. Though now I've looked at the quality of the painting on them and how poorly done the chaos markings were, I'm going to see if I can cover the old colour completely with the new one and start from scratch.

Just the thought that I've taken vehicles that badly painted to tournaments is slightly embarrassing in retrospect :-(

Well I've convinced myself it needs doing now, so I suppose I best get on with it...One down, five to go...

Thursday, 16 December 2010

2nd Company Project - Ironclads

I figured that the most boring part of this project was going to be applying the base colour to everything. I therefore have decided to get it out of the way first...


The observant amongst you will notice that I only have enough arms for five of them. There was a very good reason for this but it seems a bit silly now...

Time to mix another pot of metallic blue paint and brace myself ready for the Vindicator pile ;-)

Wednesday, 15 December 2010

2nd Company Project and Other Distractions.

So, I had assembled a few bitz and pieces that were awaiting an undercoat of Chaos Black followed by a dry-brush of 'Night Reapers' blue ;-)

3 Veteran Devastator Squads 'Count-as' Long Fangs,

3 Lone Wolves that are actually going to be part of 3rd Company but that had the good fortune to be sitting on my painting tray,

I haven't decided how much of my Tech-Marine will be in the traditional red colour so I've just given him a dry-brush all over and I'll paint over any parts I don't want in chapter colours in whatever shade of red I finally decide on,

Huron as 'Vulkan' seems to have been in the wars since I last dug him out and his spear arm has managed to both fall off and break. I'm not sure I liked the original that I made anyway,

It seems that I'd started to paint him anyway so he might not take as long as I thought he might. His cloak* actually looks better than I remembered so that bit will be staying.

* Which you can't seen in the picture which is a shame as It's the bit with the most painting done, lol.

In addition, what would a Space Marine Chapter be without a fleet of ships to get it to places so it can get shit done,


Most of these have been bought cheaply 2nd hand and re-painted, which explains the odd selection of vessels. Since I'm only making their fleet for my own satisfaction then I don't suppose it matters how much of it is a 'legal' list. In fact I suppose the random nature of the vessel selection is only to be expected with a bunch of renegades...

Tomorrow evening will be spent completing the rest of the basic details on the Long Fangs and maybe a bit of work on 'Vulkan' if I have any time left.

Thoughts and comments are (as usual) most welcome.

Tuesday, 14 December 2010

Guest Appearances...

I was asked to do a few articles for the House of Paincakes Blog network the first of which can be found here. In case your too lazy to scroll to the bottom of the links here's a short cut to the Blog Network.


HOP Blog Network

If you have a blog of your own it's definitely worth signing up to as it has a much more flexible policy on swear words than the others...Also the guest articles are usually quite entertaining ;-)

Monday, 13 December 2010

A HUGE project.


I have as usual got too many projects on the go at the same time.

A list of some kind may illustrate my point.

1) Shooty Space Wolves
2) Space Marine Bikers
3) Ironclads
4) New Daemon List
5) Fellblade
6) Etc.

And on it goes.

What I need is some brilliant way of turning all those ideas into one easily managed project...

No, I couldn't work out a way either. I can however work out how to turn it into two projects.

One HUGE one and a smaller one.

The smaller one (relatively) will be my new Daemon list which I will endeavour to complete a bit of each week or Brent will start getting all twitchy, lol.

The larger of the two will go something like this,

As some of you who have been following the blog for a while may know I have a 'Renegade' Chapter of my own creation called 'The Night Reapers' who have a rather fetching metallic blue colour scheme. They've been (in no particular order) Chaos Space Marines, Space Marines, Space Wolves, Blood Angels and for a brief time Black Templars.

As a consequence I have a lot of models at various stages of production with a wide variety of equipment load-outs that started off as a Space Marine Battle Company* most of which have never quite made it as a finished army (to a good painting standard anyway).

* Which was by the way the best value box set Games Workshop have ever released and should be rushed back into production as soon as possible...please...pretty, please...with sugar on top...

As the background for my Chapter (which I really must get around to compiling and publishing one day) interprets the Codex Astartes rather flexibly I can cram a lot more things into a Battle Company than traditionally would be allowed by a bunch of namby pamby loyalists ;-)

The upshot of all that is that will be attempting over the next year to have built (if it isn't yet, as I have most of this already**), under-coated (some of it is, some of it isn't) and painted (painted well I mean, as some of my earlier stuff was average at best) the following,

** It's fortunate that my Girlfriend doesn't read my blog because this lot would have easily paid for that holiday I said we couldn't afford, lol.

'Night Reapers' 2nd Company

Command.
1x Captain (he will probably be the Huron as Vulkan conversion I never finished)
1x Lieutenant
1x Company Standard Bearer
1x 'Chosen' Command Squad

2x Rhinos, 2x Razorbacks, 1x Damocles Rhino, 1 Land Raider Prometheus

Command Support.
1x Chaplain (Maybe 2 if I ever find the other one I remember buying)
1x Chief Apothecary, 3x Apothecaries (My Sanguinary Priests are actually 3rd Company so may not be getting attention any time soon, lol.)
3x Techmarines and Servitors
2x Librarians (these will be a bit more 'sorcerer' than librarian in appearance)

4x Rhino's (1 for the Apothecary with an appropriate paint-job, the other 3 for the Techmarines)

Primary.
6x Tactical Squads
2x Assault Squads
2x Devastator Squads

8 Rhino's, 8 Razorbacks

Secondary.
4x Bike Squads
3x Veteran Devastator Squads (Long Fangs, obviously)

Vehicle Armoury.
1x Venerable Dreadnought
3x Dreadnoughts
6x Ironclad Dreadnoughts

6x Vindicators
3x Predator Destructor
3x Predator Annihilator
3x Whirlwinds

6x Landspeeder Tornado
6x Landspeeder Typhoon
3x Landspeeder Tempest

Air Support.
3x Hell Blade
1x Hell Talon (I don't have one of these yet but XMas is coming...hint,hint)

Superheavy Support
1x Fellblade

And I think that's it...

With that lot done I should never have to worry about whether I can field a particular list or not ever again...I hope.

I'd initially given myself 6 months for the project and then after checking just how much I had unpainted I doubled the time frame. If any Fluff Nazis feel like telling me that a Battle Company isn't configured that way then my answer is this...It's people like you that made us want to turn renegade in the first fucking place ;-)

Thoughts, Comments and queries about why they don't have any Thunderfire Cannons*** in their armoury are (as usual) most welcome****

***Except if they're really about Thunderfire Cannons, obviously.
****Don't ask about Drop Pods either!!!

Sunday, 12 December 2010

New Daemon List

For those of you who browse other blogs and forums* the list in this post may come as no surprise as It's been discussed already here and then a bit more here.

* After checking mine first, obviously ;-)

A bit of background info.
Both me and Brent started Daemon armies at about the same time, though Brent went down the more 'shooty' path while I went down the 'Cavalry' path.

The list is here if your interested.

The Cavalry list of mine did pretty well at the time but as more and more people have 'meched-up' my lack of shooting has become a much greater issue.

Though I had the number of attacks to crack transports I was left having to endure another round of shooting (which incidentally Daemons aren't fond of due to their abysmal save) before I could get stuck in. Of course knowing that they were going to be charged anyway I inevitably got shot first and then charged by the unit I had just deprived of a transport as well as any other spare fire-power that they had available.

I was stuck in a rut of this chain of events.

1) Charge Vehicle
2) Vehicle explodes killing several of the things that had charged it.
3) The rest of my army is doing the same thing or has only just arrived from deep strike and therefore I have nothing spare to charge in with.
4) Unit inside shoots my unit and does a few more wounds (or a lot more if the have a Flamer type weapon)
5) If still able, transported unit charges what's left of my Daemons and deprives me of either some attacks (Fiends) or Furious Charge and some attacks (Flesh Hounds).
6) I'm now either tied up in combat or am forced to start back at stage 1 with a lot less guys.

In a vague attempt to keep to theme but actually kill vehicles more efficiently I added basic Daemon princes with no upgrades. They killed Dreadnoughts with remarkable efficiency but would struggle against anything that could move quickly and still shoot. With Imperial Guard players being far more common and both Blood Angels and Dark Eldar being able to move 12" and still fire at me the problem has increased in magnitude at a far greater rate than expected.

This particular game highlights the issues quite well.

I therefore have redesigned the list completely and have done so for the 2000 point mark.

2000 Pts - Chaos Daemons Roster

HQ: Herald of Tzeentch (1#, 95 pts)
1 Herald of Tzeentch @ 95 pts (Bolt of Tzeentch; Chariot of Tzeentch)

HQ: Herald of Tzeentch (1#, 95 pts)
1 Herald of Tzeentch @ 95 pts (Bolt of Tzeentch; Chariot of Tzeentch)

HQ: Herald of Tzeentch (1#, 95 pts)
1 Herald of Tzeentch @ 95 pts (Bolt of Tzeentch; Chariot of Tzeentch)

HQ: Herald of Tzeentch (1#, 95 pts)
1 Herald of Tzeentch @ 95 pts (Bolt of Tzeentch; Chariot of Tzeentch)

Elite: Fiends of Slaanesh (6#, 180 pts)
6 Fiends of Slaanesh @ 180 pts

Elite: Fiends of Slaanesh (6#, 180 pts)
6 Fiends of Slaanesh @ 180 pts

Elite: Fiends of Slaanesh (6#, 180 pts)
6 Fiends of Slaanesh @ 180 pts

Fast Attack: Flesh Hounds of Khorne (10#, 185 pts)
9 Flesh Hounds of Khorne @ 185 pts
1 Karanak, Hound of Vengeance

Troops: Plaguebearers of Nurgle (5#, 75 pts)
5 Plaguebearers of Nurgle @ 75 pts

Troops: Plaguebearers of Nurgle (5#, 75 pts)
5 Plaguebearers of Nurgle @ 75 pts

Troops: Bloodletters of Khorne (10#, 160 pts)
10 Bloodletters of Khorne @ 160 pts

Troops: Bloodletters of Khorne (10#, 160 pts)
10 Bloodletters of Khorne @ 160 pts

Heavy Support: Daemon Prince of Chaos (1#, 140 pts)
1 Daemon Prince of Chaos @ 140 pts (Mark of Tzeentch; Bolt of Tzeentch)

Heavy Support: Daemon Prince of Chaos (1#, 140 pts)
1 Daemon Prince of Chaos @ 140 pts (Mark of Tzeentch; Bolt of Tzeentch)

Heavy Support: Daemon Prince of Chaos (1#, 140 pts)
1 Daemon Prince of Chaos @ 140 pts (Mark of Tzeentch; Bolt of Tzeentch)

Total Roster Cost: 1995

I've also decided to split the waves more distinctly than before as in my previous list both halves were almost identical.

This time I think I'll be doing it like this.

Preferred Wave
Heralds x4, Bloodletters x2, Fleshhounds x1, Daemon Prince x1
2nd Wave
Plaguebearers x2, Daemon Princes x2, Fiends x3

Ideally this gives me 5 shooty units to de-mech the opposing army and 3 scary assault units to draw fire. The 2nd wave will reinforce objectives (Plaguebearers) and finish off survivors (Fiends).
If I get the wrong wave I can at least get a couple of shots from the Daemon Princes and position the Fiends for charges against vehicles like they had to in the old list, lol.

Modelling will be interesting as I really want to keep in theme.
Therefore I'll be sticking with my original plan of basing my Daemon Princes off Spawn.

How I do Heralds of Tzeentch and Bloodletters will take a bit more consideration however...

Thoughts, Comments and brilliant modelling ideas are (as usual) most welcome.

Saturday, 11 December 2010

Thor Teaser Trailer

When I heard about this I was somewhat dubious...


However it doesn't actually look that bad...

Thunderhammer Vs. Lightning Claw - Part 3

So it's been theorised by Mike that the Lightning Claw Terminators are actually the best unit for killing Thunderhammer Terminators.

Lets see if he's right.

We'll take 5 man Terminator units. Each unit fully equipped with their weapon of preference. We'll also see if Furious Charge makes much of a difference.

We'll let the Lightning Claw guys have the charge first time around but no Furious Charge bonuses and we'll round off the dead to the nearest whole number.

Round 1
Lightning Claws charging.

Lightning Claw Terminators get 4 attacks each on the Charge.
20 attacks, 10 Hit, 5 Wound + 2.5 with re-rolls so 7.5 in total. After 3+ invulnerable saves that's 2.5 dead Terminators. We'll call that 3 dead then.
The two remaining Thunderhammer Terminators get 2 attacks each.
4 attacks, 2 Hit, 1.67 wound, 1.11 dead Lightning Claw guys after 5+ invulnerable saves. well have to call that 1 dead then.
An average roll will see them pass a Leadership test even at -2 so we'll presume they do.
Round 2
Lightning Claw Terminators going first, 4 guys left, 3 attacks each.
12 attacks, 6 hit, 3 wound + 1.5 from re-rolls is a total of 4.5. That's another 1.5 Dead Thunderhammers. Rounding up that's one dead unit of TH/SS with only 1 casualty in return.

I suppose we should see how much difference Furious Charge makes...

Round 1
Lightning Claws 'Furious' charging, so they'll be Initiative 5 and Strength 5 this time.
Lightning Claw Terminators get 4 attacks each on the Charge. The extra initiative is somewhat irrelevant as they were going first anyway.
20 attacks, 10 Hit, 6.67 Wound + 2.2 more with re-rolls so 8.87 in total. After 3+ invulnerable saves that's 2.96 dead Terminators. We'll call that 3 dead then.
The two remaining Thunderhammer Terminators get 2 attacks each.
4 attacks, 2 Hit, 1.67 wound, 1.11 dead Lightning Claw guys after 5+ invulnerable saves. well have to call that 1 dead then.
An average roll will see them pass a Leadership test even at -2 so we'll presume (like last time) they do.
Round 2
Round 2 is going to be the same as last time so we'll skip that. So it still takes 2 turns to do the job and the Lightning Claw casualties are exactly the same. Note though that first time round the 3 dead could easily have been 2 as we rounded up from dead in the middle (2.5) whereas with the benefit of Furious Charge it was a far more conclusive 2.96.

Lets rob the Lightning Claws of a few attacks and let the Thunderhammers have the charge.


Round 1
Thunderhammers charging.
Lightning Claw Terminators get 3 attacks (2 base, 1 for the 2nd Claw).
15 attacks, 7.5 Hit, 3.75 Wound + 1.88 with re-rolls so 5.63 in total. After 3+ invulnerable saves that's 1.88 dead Terminators. We'll call that 2 dead then.
The three remaining Thunderhammer Terminators get 3 attacks each.
9 attacks, 4.5 Hit, 3.75 wound, 2.5 dead Lightning Claw guys after 5+ invulnerable saves. we'll call that 3 dead then.
We'll presume Leadership tests are passed.
Round 2
Lightning Claw Terminators going first, 2 guys left, 3 attacks each.
6 attacks, 3 hit, 1.5 wound + 0.75 from re-rolls is a total of 2.25. That's another 0.75 Dead Thunderhammers. Rounding up that's one dead.
The two remaining Thunderhammer Terminators get 2 attacks each.
4 attacks, 2 Hit, 1.67 wound, 1.11 dead Lightning Claw guys after 5+ invulnerable saves.

Not going quite so well for the Wolverines this time is it?

Round 3
Lightning Claw Terminators going first, 1 guy left with 3 attacks.
3 attacks, 1.5 hit, 0.75 wound + 0.38 from re-rolls is a total of 1.13. That's another 0.38 Dead Thunderhammers after 3+ invulnerables which to the nearest whole number is I'm afraid...none.
The two remaining Thunderhammer Terminators get 2 attacks each.
4 attacks, 2 Hit, 1.67 wound, 1.11 dead Lightning Claw guys after 5+ invulnerable saves.

A win for the Thunderhammers!!!

In Conclusion.
So I'm afraid Mike was both right.....and wrong, lol.

Charging Lightning Claw Terminators either with or without Furious Charge beat the crap out of Thunderhammer Terminators in 2 rounds but don't exactly come out unscathed.
On the other hand if they don't get the charge then they're not going to have a fun day at all.

5th edition 40K, where the guy who goes first usually wins....

Thoughts, Comments and other mathematical input is (as usual) most welcome.