Tuesday, 7 September 2010

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.


Monday, 6 September 2010

Incoming Mail - Painting Fiends.


So this is a bit unusual as I very rarely get asked about painting...

EMail In :

Mr. GMort,
I am a new 40k player, and really enjoy your take on fiends of slaanesh, enough that I plan on doing something similar. Can you explain what paint colors and techniques you used to achieve the blended look on your fiends? With an idea of the colors and techniques I can hopefully perform something similar, while not exactly copying your work.
Thanks for your time

Reply :

Okay, I'll post some close up pictures and then run down the colours used underneath.

At first I was planning on painting them darker and under-coated them all Chaos Black but it seemed like they'd end up not looking very Slaaneshi so I redid the undercoating over the top in Skull White. I gave them a fairly light coat of Skull White so as to leave some black showing through the heavier grooves. I'm not sure if it made any difference from undercoating them Skull White straight off but I thought I'd mention it as that's what I did, lol.

In order to more greatly differentiate the squads I made one lot spiky, gave the 2nd lot tentacles and put the vestigial wings on the 3rd unit.

I painted this lot a long time ago so forgive me if I don't remember every little bit of colour I added...Anyway that's enough rambling...

Editors Note : The 'tentacle' one has took a bit of damage in transit which I didn't notice until after I took the photos.

Tentacle 'Fiend' Front.

Tentacle 'Fiend' Top.

Tentacle 'Fiend' Back.

So I started off with 'Rotting Flesh' and then added 'Bleached Bone' and 'Gryphonne Sepia'. I then re-highlighted with 'Bleached Bone'. Finally I used 'Warlock Purple' on the tips of the tentacles and gradually blended it in.

Spiky 'Fiend' Front.

Spiky 'Fiend' Top.

Spiky 'Fiend' Back.

First the model was washed with 'Scorched Brown' and then highlighted with 'Bleached Bone' with a tiny bit of 'Scorched Brown' mixed in (probably only about 10%). The spikes were then done in 'Rotting Flesh' with highlights on the very ends of 'Bleached Bone'. My girlfriend had just purchased some of the Forge World weathering powders and was desperate to try them out on something so the spikes also got a dusting with 'Dark Sand' weathering powder courtesy of her .

Winged 'Fiend' Front.

Winged 'Fiend' Top.

Winged 'Fiend' Back.

These ones were washed with 'Rotting Flesh' and highlighted with 'Bleached Bone' just like the tentacle ones. They were then washed with 'Devlan Mud' and the spikes were subsequently re-highlighted. Anything spiky on them then had 'Liche Purple' blended in.

I hope that helps ;-)

Sunday, 5 September 2010

Mathshammer - Destroying Vehicles in Assault - Part 1

After my article on Ranged Tyranid anti-tank options was re-posted on Messanger of Deaths blog I realised I'd promised to talk about destroying vehicles in assault but had never got around to it.

As Weapon skill is irrelevant when it comes to hitting vehicles I thought it would be easier to simply do a generic article on chance to damage based on Strength...

Of course there are lots of units with 'rending' attacks or that get extra damage dice (for being a monstrous creature for example) so that would also need to be taken into account....


Then it occurred to me that many units can only glance a target vehicle so we'd need to calculate how many 'Immobilised' and 'Weapon Destroyed' results it would take to glance a vehicle to death and also vehicles inconsiderately have different numbers of weapons on them as well.....


So to cut a long story short it became a more time consuming process than I thought so I didn't bother.....


Which seems like a lame excuse so I have got off my arse and done some of it. This article won't be particularly biased towards Tyranids as the principles are the same for every army.

As every vehicle is at least armour 10, we need to be at least S4 to do any damage so we'll start there.

We'll start off by talking about the chance of destroying a vehicle that you can only glance.

A brief note on Glancing hits.
The fact that a glancing hit reduces the result on the damage table by 2 means that only 5's and 6's give us a particularly useful result.Taking into account that if a vehicle is immobilised then the result becomes weapon destroyed and if a vehicle suffers weapon destroyed then the result becomes immobilised, even a vehicle with no weapons will need 2 lots of this type of damage to destroy it. Regardless of what order they occur in this effectively gives even the most basic of vehicles 2 'wounds' vs. glancing hits.

I can't think of any 2 'wound' vehicles but I'm sure there are some.

A Rhino would be a 3 'wound' vehicle as we need to immobilise it, destroy it's mighty Storm Bolter and then do one of those damage types again as well. A sponson-less Predator or Leman Russ would be the same.
A Chimera would have 4, A Predator with Sponsons would effectively have 5 'wounds' and so on.

As you can see 'Glancing' a vehicle to death takes a bloody long time as the vehicle damage table is to all intents and purposes an additional 'save' for the vehicle.

Well that's my basic premise, onto the maths...

S4 Vs. Stationary or Immobilised Armour 10 Vehicle.
Auto hit, Needing 6's to glance (glance is -2 to damage)

1 Attack at S4 gives us a 0.167 chance of a glance, 0.056 chance of an immobilised/Weapon destroyed.
We need 35.71 S4 attacks to destroy a 2 wound Armour 10 vehicle.
We need 53.57 S4 attacks to destroy a 3 wound Armour 10 vehicle.
We need 71.43 S4 attacks to destroy a 4 wound Armour 10 vehicle.
We need 89.29 S4 attacks to destroy a 5 wound Armour 10 vehicle.

If the vehicle's moved up to 6" the odds become stupidly low.
We need 71.42 S4 attacks to destroy a 2 wound Armour 10 vehicle.
We need 107.14 S4 attacks to destroy a 3 wound Armour 10 vehicle.
We need 142.86 S4 attacks to destroy a 4 wound Armour 10 vehicle.
We need 178.58 S4 attacks to destroy a 5 wound Armour 10 vehicle.

If the vehicle's moved over 6" the odds reach the ridiculous.
We need 222.22 S4 attacks to destroy a 2 wound Armour 10 vehicle.
We need 333.33 S4 attacks to destroy a 3 wound Armour 10 vehicle.
We need 444.44 S4 attacks to destroy a 4 wound Armour 10 vehicle.
We need 555.55 S4 attacks to destroy a 5 wound Armour 10 vehicle.

The moral of this story appears to be that glancing a vehicle to death is highly unlikely at best* and next to impossible if it's inclined to move about at all, lol.

* A charging unit of Orks still stands a good chance of doing it (up to and including the moved less than 6" point at least) as they can in ideal conditions get 116 S4 attacks before the Power Klaw Nob even gets a look in. Not sure much else can generate anywhere near that volume of attacks though.

This is where shooting gets a big advantage as the speed that the vehicle has moved is largely irrelevant. However, if the vehicle has a cover save for some reason then assaulting obviously isn't effected by it.

Either way I think this is a good indication of why transports are such a good buy in 5th. ed ;-)

However not everything has a wimpy S4 attack. Furious Charging Marines are at S5 and Marines also come equipped with the always handy 'Krak' Grenade which is S6. Even some units that are only S3 or S4 get Rending attacks which can make all the difference.

So, Lets forget about glancing and deal with the fact that only penetration** really counts for anything.

** Insert your own dirty joke here if you like.

As there are so many possible variables - Strength, rending, extra damage dice, speed vehicle moved, vehicle armour value, etc. I'm going to limit this particular post to damaging vehicles that are armour 10 or have a rear amour of 10 (which is the bit the rules say were going to be assaulting). I'll cover killing Walkers and the few higher armour vehicles in another post.

For comparison we'll also look at an equivalent strength ranged weapons chance of damage against the same armour value. We'll also work out the number of attacks to 'guarantee' a kill from a 'Mathshammer' prospective.

S3 rending vs. Armour 10.
Vehicle stationary.
Auto-hit, 0.167 chance of Rending hit, 0.111 chance of pen, 0.037 chance of wrecked/destroyed.
27.02 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.083 chance of Rending hit, 0.055 chance of pen, 0.018 chance of wrecked/destroyed.
55.55 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.028 chance of Rending hit, 0.019 chance of pen, 0.006 chance of wrecked/destroyed.
166.67 attacks required to 'kill' vehicle.

A S3 weapon couldn't harm the vehicle at all unless it also had rending.
Marine Sniper Scout (BS3), Sniper Rifle (S3, Heavy, Rending). 0.5 chance to hit, 0.083 chance to rend, 0.055 chance to pen, 0.018 chance of wreck/destroyed.

S4 rending vs. Armour 10.
Vehicle stationary.
Auto-hit, 0.167 chance of Rending hit, 0.167 chance of pen, 0.056 chance of wrecked/destroyed.
17.86 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.083 chance of Rending hit, 0.083 chance of pen, 0.028 chance of wrecked/destroyed.
35.71 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.028 chance of Rending hit, 0.028 chance of pen, 0.009 chance of wrecked/destroyed.
111.11 attacks required to 'kill' vehicle.

I can't think of any S4 ranged weapons with Rending except Tellion's Bolter and he's a bit to 'individual' to use as a comparison.

We can start ignoring Rending now as any roll of a 6 will result in a penetrating hit anyway once we reach S5.

S5 vs. Armour 10.
Vehicle stationary.
Auto-hit, 0.167 chance of pen, 0.056 chance of wrecked/destroyed.
17.86 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.083 chance of pen, 0.028 chance of wrecked/destroyed.
35.71 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.028 chance of pen, 0.009 chance of wrecked/destroyed.
111.11 attacks required to 'kill' vehicle.

A Marine (BS4) Heavy Bolter (S5, AP4, Heavy 3) would have a 0.11 chance of wreck/destroyed on the same target.

S6 vs. Armour 10.
Vehicle stationary.
Auto-hit, 0.334 chance of pen, 0.111 chance of wrecked/destroyed.
9.01 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.167 chance of pen, 0.056 chance of wrecked/destroyed.
17.86 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.056 chance of pen, 0.019 chance of wrecked/destroyed.
52.63 attacks required to 'kill' vehicle.

A Guard (BS3) Multi-Laser (S6, AP6, Heavy 3) would have a 0.167 chance of wreck/destroyed on the same target.

Obviously at S6 we've reached the strength most likely to be associated with monstrous creatures*** so we'll concentrate on them from this point on with a brief stop for Power Fists at the S8 mark ;-)

*** yes there are some S5 monstrous creatures and I'm sure there is the odd character here and there that can hit at high strength but isn't a Monstrous Creature but I don't want people slipping into coma's before I finish this bloody article...

S6 Monstrous Creature vs. Armour 10.
Monstrous Creature Status gives us Strength + 2 Dice to attempt to penetrate the target vehicle with rather than the usual Strength + 1 Die.
Vehicle stationary.
Auto-hit, 0.833 chance of pen, 0.278 chance of wrecked/destroyed.
3.6 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.417 chance of pen, 0.139 chance of wrecked/destroyed.
7.19 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.139 chance of pen, 0.046 chance of wrecked/destroyed.
21.74 attacks required to 'kill' vehicle.

S7 Monstrous Creature vs. Armour 10.
Monstrous Creature Status gives us Strength + 2 Dice to attempt to penetrate the target vehicle with rather than the usual Strength + 1 Die.
Vehicle stationary.
Auto-hit, 0.917 chance of pen, 0.306 chance of wrecked/destroyed.
3.27 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.456 chance of pen, 0.152 chance of wrecked/destroyed.
6.58 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.153 chance of pen, 0.051 chance of wrecked/destroyed.
19.6 attacks required to 'kill' vehicle.

A Guard Hydra (BS3, Twin Linked, S7, AP4, Heavy 4) would have a 0.50 chance of wreck/destroyed on the same target.

S8 Power Fist/Klaw vs. Armour 10.
Vehicle stationary.
Auto-hit, 0.667 chance of pen, 0.222 chance of wrecked/destroyed.
4.50 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.333 chance of pen, 0.111 chance of wrecked/destroyed.
9.01 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.111 chance of pen, 0.037 chance of wrecked/destroyed.
27.03 attacks required to 'kill' vehicle.

S8 Monstrous Creature or S8 Chainfist vs. Armour 10.
Monstrous Creature Status gives us Strength + 2 Dice to attempt to penetrate the target vehicle with rather than the usual Strength + 1 Die (as would using a Chainfist).
Vehicle stationary.
Auto-hit, 0.972 chance of pen, 0.324 chance of wrecked/destroyed.
3.07 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.486 chance of pen, 0.162 chance of wrecked/destroyed.
6.17 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.162 chance of pen, 0.054 chance of wrecked/destroyed.
18.52 attacks required to 'kill' vehicle.

A Marine or Guard Veteran (BS4) Meltagun (S8, AP1, Assault 1, Melta) would have a 0.343 chance of wreck/destroyed on the same target at short range or 0.222 at long range.

S9 Monstrous Creature or S9 Chainfist vs. Armour 10.
Monstrous Creature Status gives us Strength + 2 Dice to attempt to penetrate the target vehicle with rather than the usual Strength + 1 Die (as would using a Chainfist).
Vehicle stationary.
Auto-hit, Auto-pen, 0.333 chance of wrecked/destroyed.
3.00 attacks required to 'kill' vehicle.
Vehicle moved up to 6".
0.5 hit, 0.5 chance of pen, 0.167 chance of wrecked/destroyed.
5.99 attacks required to 'kill' vehicle.
Vehicle moved over 6".
0.167 hit, 0.167 chance of pen, 0.056 chance of wrecked/destroyed.
17.86 attacks required to 'kill' vehicle.

A Marine (BS4) Lascannon (S9, AP2, Heavy 1) would have a 0.185 chance of wreck/destroyed on the same target.

Conclusions.
Well that's a lot of information I've thrown your way and thanks for bearing with it till the end.
As you can plainly see, transport vehicles have much more to fear from being shot at than from being assaulted.

Look at it this way...

Consider the armour value to be like toughness since you need a decent die roll to penetrate that armour with, its basically the equivalent of a T6 or T7 creature, Call the number of hits required to 'guarantee' a kill it's wounds and you find most vehicles have the equivalent of far more wounds than any character or monstrous creature. Carrying that principle on the vehicle damage table roll is to all intents and purposes a 3+ invulnerable save and any instance of cover we'll call 'Feel no Pain'.
Would you honestly want to try and kill 10 of those creatures in assault...no?...I thought not.

Like it or not 5th. ed. has made vehicles very difficult to destroy and Maths shows us that shooting them to death is more efficient than assaulting them in virtually all cases.

It's no wonder that MSU (Multiple Small Unit) vehicle gun-lines are so popular...

Maybe I should have worked this out before I decided to have all my Guardsmen on foot?

Still I've got plenty of guns so it isn't a complete loss....

Editors Note : It's getting late and I'm yet to double-check the Maths so I'll post it as is and check the sums tomorrow.

Friday, 3 September 2010

Tournament Attendance as a Painting Aid.

I don't paint very often...

Halleys comet appears with greater regularity than my paintbrush does.

"But GMort, you have several fully painted armies I hear you shout"*, "Are you one of those bastards who gets other people** to paint your armies?"

*or that may be the same voice in my head that for some reason want's me to kill clowns...
** Admittedly my girlfriend sometimes helps with the last minute stuff as she's better at doing squad markings than me and can base 20 models in about a fucking minute...

So I obviously need some motivation to paint and that (you've probably already worked out from the post title) comes from going to tournaments.

I'm also not very good with scheduling or time management or chronological resource implementation or whatever the current terminology is. If I have a week to perform a task you can guarantee I'll be doing it on Day 7, Hour 23, Minute 59.....I was that kid doing his homework on the bus on his way to school ;-)

Anyway I digress...which is also a problem as I normally have about 10 times the ideas for armies than I have time to do those armies and then end up doing an 11th one....

Bollocks, I digressed again...

*SLAP*

Okay I'm better now.

The following are a few random thoughts based on my experience of using this particular method.

First you need to pick a Tournament.

Most UK tournaments are 1500 points with the occasional 1750 thrown in for good measure which is a decent sized force to paint. The tournament needs to be close enough in time so you need to get a move on but not so far away that the whole 'urgency' point of this is lost, 2-3 Months is probably best. It obviously also needs to be a tournament that requires you to use fully painted armies or the object of the exercise is somewhat defeated.
This shouldn't be a problem as virtually every gaming club anywhere has several tournaments a year and the UKGT is now 4 separate events spread across several months and most of these will require at least a 3 colour minimum + basing standard of painting.

Now we need to pick an army.

If your anything like me you've probably got loads of stuff at the assembled and/or under-coated stage that you use in games or that you built because you felt like it and then dumped on a shelf or in a box and forgot about. If this stuff is enough to make a semi-competitive army then that's great, If not we may need to buy a few extras to fill in the gaps.
Marines are a good choice as they have a relatively low model count and Rhino's/Razorbacks/Predators/Vindicators are a piece of piss to paint ;-)
If you must do a horde army ('Foot' Imperial Guard, Orks, Tyranid Swarm, etc.) then prepare for the boredom factor to kick in at some point. We'll look at ways to combat that in a bit.

Painting vs. Testing.

If the army is one that you've been using unpainted and can already use well then ignore this part....Go make yourself a cup of tea or something and meet us back here in a bit...

As we're talking about taking this to a tournament we don't want to get clubbed like a baby seal, so play-testing time is going to be a factor. For this reason do all your assembly and undercoating at the very beginning, this means you can still practice with your army in between the equally important painting bits ;-)

Editors Note : I have myself taken optimised armies that I haven't tested very thoroughly to tournaments and got my ass kicked. Conversely I've taken Chaos lists that are to all intents and purposes crap but that I'm familiar with and done surprisingly well...

Scheduling.

This is the bit I suck at***.
First work out what free time you have and allocate it realistically. Then make yourself a rough check-list of what you need to accomplish. I am a fan of chart style check-lists usually using excel or something similar, though a scrap of paper will do equally well...that is as long as you don't leave it somewhere where your girlfriend (or mom I suppose in the case of the children**** amongst you) will throw it away.
The allocated time really needs to be when your reasonably sure of no interruptions and when you still have some energy. Don't try to extend your day at the expense of vital functions such as sleeping...

*** Okay, one of the bits I suck at.
**** There is of course the chance that your not a child and still live with your mother which I am in no way criticising...even if it is a bit sad...sorry...

Model Priority.


This is a polite way of saying 'Do the shit you hate first'. Motivation inevitably suffers towards the end of a project rather than at the beginning, having your favourite model to paint at the end should help with that (at least slightly).

HOW many models in this stupid list?!?!?!?


Their are 2 main methods for mass production

1) Do every single equivalent model in your army to the same stage before moving onto the next stage. In the case of my new Infantry Guard Project this would mean assembling over 90 Guardsmen models, then undercoating over 90 Guardsmen models, then base coating over 90 models, then etc.
Obviously this method makes large chunks of your army look like you're making progress with it but can be a little bit soul destroying...

2) Do every single model in a particular unit to the same stage before moving onto the next stage with the same unit. This means you complete a squad at a time and therefore gain moments of satisfaction periodically through the whole project.

Method 1 is quicker, method 2 is probably more likely to save you from going insane. I leave the choice to you.

Regular Progress Reviews.

Ever week or so, have a look at what you've accomplished so far and see if you need to get your finger out a bit.

And Finally,

The Last Resort.
Try this simple test. Turn up at your FLGS drop a pile of models on the table and yell "I need help basing this 150 model Ork horde for tomorrow". If everybody in the room picks that moment to do their 'Roadrunner' impressions then your probably not as popular as you thought...



Thursday, 2 September 2010

Imperial Guard Project - Part 4 - 'Blob' Squad 1

So I made some progress on the Blob Squads.



Yes, I know 3 of the Guardsmen should have Meltaguns and 1 should have a Vox.

Give me a break, this stuff takes time you know...

Incoming Mail - Loganwing


E-Mail In:
Hey Gareth (apologies if i spelt your name wrong, not being at college means i seem to lose half of my accumulated ability to write properly)

Was just e-mailing about 2 things, one is that following your razorwolves army list at 750points it works really very well. on average out of the 20 space wolves on the board i was losing 6 in total, and the damage output compared to damage taken ratio was staggering. The rune priest was responsible for the deaths of a mawloc, 2 space marine captains, Belial master of the ravenwing and a tactical squad. a truely epic figure for 110points.

anyway the other thing i was e-mailing about is that i now have 20 space wolf terminators and was wondering is there really any viable way to construct a logan wing army or is it very much something not worth thinking of as it just strikes me as a cool looking thing to have.

thanks in advance

p.s this is James from Workshop thought i'd of put that in by now

Reply :
Loganwing is really an army for higher points levels due to the high initial cost of Logan himself. however if I was going to do the army with Terminators then he's pretty much essential to make them troops.

First things first, we obviously need Logan

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

Fairly handy in a fight himself and also provides us with Wolf Guard troops which in this case will be our Terminators.

As I'm not sure what your Terminators are armed with I'll work with what I'd use and we can tweak it from there.

First you need to take at least 5 man squads so we can take a Cyclone Missile Launcher in each unit. 2x S8, AP3 Missiles is to good to pass up. Also my experiences with Chaos Terminators as shown me that at least one Chainfist is essential kit and a few Combi-Meltas would be useful as well.

We'll see if we can do without the Combi-Meltas for now though,

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 (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour (Chain Fist)

We'll have 4 of those so that's another 840 points spent and your 20 Terminators used up ;-)
As Space Wolf Terminators cannot Deep Strike most people give them Drop Pods...However with the advent of running in 5th Ed. and the resilience of the unit we can probably walk and get away with it (this also has the added benefit of saving us having an extra 4 kill points).

As this list is evolving into a 'foot' list pretty much we need some psychic defence as well. This requires a Rune Priest who will obviously be walking and could do with a shooty power of some description. If we give him Terminator armour that makes him 'Relentless' so he can walk with a squad of Terminators and still 'shoot'.

Editors Note : This also makes him less vulnerable to being 'torrented' out of the Terminator unit due to the units small size and his (normally) lower armour save.

HQ: Rune Priest in Terminator Armour (1#, 120 pts)
1 Rune Priest in Terminator Armour @ 120 pts (Living Lightning; Tempest's Wrath)

Making a running total of 1235 points.

It's a fairly resilient (if somewhat low in models) Elite list so what to do next?

Long Fangs are cheap and effective so we could add a few units of those or stick with the theme and add more Terminators. We also still have 2 Troop slots available that we could stick some Grey Hunters in to up the body count a little.
As our Elite slots are now free due to the Wolf Guard terminators being troops we could add in some Lone Wolves.

I like Lone Wolves,

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

3 of those sets us back 255 points but they're probably worth it. that would however leave us only 10 points short of 1500 points. As no points value was specified and I already pre-warned James that a Loganwing didn't work at low points we'll carry on to 1750 (at least).

We also could do with some Melta. So we can either add in Combi-Meltas or we find some Melta elsewhere.
We could also do with some anti-infantry...but the Cyclone Missile Launchers can use Frag if necessary so we're not entirely lacking in that area.

Screw it we'll just have some Long Fangs and more Terminators ;-)

2000 Pts - Space Wolves Roster

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

HQ: Rune Priest in Terminator Armour (1#, 120 pts)
1 Rune Priest in Terminator Armour @ 120 pts (Living Lightning; Tempest's Wrath)

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)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Terminator Armour (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 (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour (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 (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour (Chain Fist)

Troops: Wolf Guard Pack (5#, 220 pts)
1 Wolf Guard Pack @ 220 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
2 Wolf Guard in Terminator Armour (Combi-Meltagun)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour (Chain Fist)

Troops: Wolf Guard Pack (5#, 220 pts)
1 Wolf Guard Pack @ 220 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
2 Wolf Guard in Terminator Armour (Combi-Meltagun)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour (Chain Fist)

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

20 Krak Missiles a turn that can target 9 different units, lots of 2+/5+ bodies, Lone Wolves that can chew up anything with an armour value that's foolish enough to not move away really fast and a few Melta-weapons for emergencies.

If you only have 20 terminators you can drop a squad from the above list and replace them with 3 Multi-Melta/Heavy Flamer Landspeeders as they compliment the army quite well and are the same points cost (210)...In fact that might be a better idea actually...

If you don't like my version you can always read this debate on YTTH that offers several very good alternatives (and a few less good ones).

The floor (as usual) is now open for opposing viewpoints.

Wednesday, 1 September 2010

Forgeworld Newsletter

For those of you who don't subscribe to it or in the case of others, do subscribe but never actually receive it...

Games Day UK News!

Hi There,
Here at Forge World we’re frantically preparing for the biggest Games Day of the year, held at the Birmingham NEC on September 26th, and in this Newsflash we can bring you the first sneak peek of what we’ve got in store. This is the first of a whole series of Newsletters planned over the next few weeks in the lead up to Games Day UK!

Thanks,
Ead Brown

Exclusive Pre-Release and Advance Order Products Available at Games Day
Lugft HuronIn addition to the huge range of stock that we will be carrying on our sales stand, we can now confirm that we will have limited quantities of all the fantastic Space Marine kits that we have recently announced. The Caestus Assault Ram, MkII,MkIII, MkIV, MkV and MkVI Armour Sets, as well as the Umbra Ferrox, Phobos and Umbra Bolter Packs and the Rogue Trader-esque Special Weapons Set will all be available to purchase on the day. Keep an eye on forthcoming Newsletters for more news on the exciting Badab War pre-releases that we hope to bring you at Games Day UK!

Forge World Reservations Now Being Taken
Forge World are now taking reservation orders for Games Day UK. This is the best way to guarantee that we will have exactly what you want and we’ll have a separate Reservations Collections area on our sales stand so you can pick up your order at any point during the day. So whether you desperately want to treat yourself to a mighty Reaver Titan to crush your enemies with, or pick up a set of White Scar Rhino Doors to customise your vehicles, place a Reservation and we will have it packed up ready and waiting for you.

What’s more, as a special bonus, every reservation of £50 or more will receive an extremely rare Show Only figure, free with the order when it's collected on the day, while stocks last.

To place a reservation, just send an e-mail titled ‘Games Day UK Reservation’ to ForgeworldReservations@games-workshop.co.ukincluding your name and a list of the items you’d like us to provide. You can also telephone us on 0115 916 8177 – in either case, we will provide you with an order number and total cost slightly before the event, and we’ll also inform you of anything that we can’t guarantee to have for you. Remember that anything we don’t have, or run out of, can be ordered on the day with the added bonus of completely free shipping!

Games Day Tickets Still Available
If you’ve not yet bought your Games Day UK ticket, they’re selling fast! You can order yours by visiting www.games-workshop.com and if you need transport to the NEC, coaches will be leaving from Games Workshop stores nationwide so make sure you pop into your local store for more details.

Forge World
Games Workshop Ltd
Willow Road, Lenton
Nottingham, NG7 2WS

Registered in England & Wales Company Registration Number 01467092

Phone: 0115 916 8177
Fax: 0115 916 8044
Web site: http://www.forgeworld.co.uk/

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