Wednesday, January 11, 2012
Whoops.
You know I forgot to mention that I am currently blogging over at Wolves of the Wolf God with my buddy Skarvald.
He has graciously allowed me to tag along and we join forces for greatness. This is my introductory post, that happened a few months ago, and my posts from this page have been added retroactively there as well.
Sorry about that. If you want to know about the latest and greatest check out our joint Killzone article where we talk about designing a homebrew 40k skirmish game.
Sunday, March 20, 2011
Weeked: Warmachine Tourney, Deathwatch WIP
After finishing the highlighting on the armor, I painted all of the purity seals and the strap on his gun. The base was deffinately lacking something so I got some advice from a few friends and decided on some rust effects for this particular base. I have to say that it was a great idea, and just adding a little splash of color makes the black model stand out because the base isn't all gray anymore. I plan to do caution stripes and sewer water on some of the other bases but the pipe and its connections really screamed rusty to me.

My photgraphy skills aren't the greatest, as I really lack consistency on picture tone. This one is very yellow, and a little blown out despite my best efforts monkeying with my camera settings.
As for the tournament, it really showed to me how much more I have to learn about Warmachine and Hordes, and even what more I have to learn about my own army. I had been planning on expanding to a second force, but I think I may have to put that on pause until I can really say I have mastered my original faction. The turns were timed, which was something very foreign to me. With only have 10 minutes to perform every action for your entire army I found myself mid turn on more than one occasion. As someone who really likes to think and plan ahead of time, which is especially important in a game like Warmahordes where order of unit activation can be crucially important, that turn stopping buzzer snuck up on me.
Speed, I think, will come in time as I learn to better assess the tabletop/battle situation, which will hopefully happen when I have an intrinsic knowledge of my units. While I don't have to look on my cards to know the stats of my models anymore, I can't quite play with my gut instinct like I can in 40k. In two games the dread of the timer caused critical errors, fortunately my warlock allowed me to "come from behind" as he has on so many occasions.
Wednesday, March 16, 2011
Deathwatch Sergeant WIP

I did a bit of highlight last night and this morning. I am targeting just one model so far, just so I can get an idea of the brightness of a finished model so I can tweak it on the first one before I get halfway done with all of them. He isn't done yet, but I am starting to get an idea of where it is going. The splashes of color on black are nice, but the bases definitely need something to make the dark model stand out more. Maybe make it brighter/browner/golder? I will try some finagling and see what happens.
It is sure a change from this yesterday:
The highlighting makes a huge difference.
Tuesday, March 15, 2011
Is this zone killy enough for ya?

Well, I have been pretty void of gaming, and of 40k in particular, for quite some time. I have played a few games of Warmachine/Hordes over the winter, but all in all things have been pretty silent one the wargaming front...until now.
You see, I was without a mission, but I have now fully succumb to a new cause: Killzone. This game is definitely more my style, with only a handful of miniatures on the table I can take as little or as long as I want on painting and converting. The game is perfect for someone like myself who loves to paint, but can't seem to stick to a project for any length of time. It also really captures my imagination with the look and visceral style of a terrain filled board. One of my favorite elements of 40k is having models run around on a board littered with terrain. For me nothing really can compare to the image of a city that has become a wazone.
I was inspired by a particular gentleman who's enthusiasm for the game has spilled off on to me, though he just doesn't know it yet. With my love of all things inquisitorial, this seemed like a perfect opportunity for me to create a Deathwatch Kill team. In my excitement I thought it would be appropriate to show a few pictures of my progress. I created a few custom bases for my team, which totaled up to more time basing than I have ever spent before. I am not sure if the bases are quite bright enough to make the black armor really pop. All that is really completed are the bases a few shoulder pads, and I hope that once the black armor is highlighted the detail will appear like magic.



My team is composed of 7 members, all which use the Sternguard Veteran rules as a base.
Sergeant - Ultramarine
Medic - Blood Angel
Heavy Bolter - Space Wolf
Combi-Flamer - Salamander
Combi-Melta - Imperial Fist
Combi-Plasma - Dark Angel
Regular Veteran - Blood Raven
The chapter of the last marine was difficult to pick, Raven Guard would have been a black shoulder pad on black armor, and White Scars is so blah.
Sunday, November 7, 2010
Dark Eldar Release
I received my first models on Thursday, and I have been assembling almost non-stop since then. As I work with a feverish determination created by 9 long years of waiting, I have come across a few issues. Firstly, the raiders take an incredible amount of time to put together. I mean it verges on insanity. The first two I put together in the company of my friends, and while I took two breaks for lunch and dinner I worked from around 1pm to 1 am and completed only two raiders. Yeah two raiders in about twelve hours (plus time for chit chat and eating). The second two only took around 2-3 hours each, but that still seems overly time consuming.
The warrior squads (of which I am on the second) put together longer than their craftworld cousins, and they are the only models I have ever put together that have a "butt plate" that you need to glue on.
Even though each an every model takes a lot of time to assemble it really is a joy to see them come together. I must say that all of the figures in the range are really amazing works of art. As my army continues to grow I keep getting more and more impressed by the quality of the miniatures. My old warriors look foolish in comparison with their newer cousins, and while I had initially considered mixing my old raiders in with the new, as they are still decent models, the more I look at the detail work the more I feel I should have nothing but the new kits.
My new codex force won't be entirely made up of the new GW kits, as my converted wyches will still remain. I actually plan to convert at least a few more units like a Voidraven Bomber, some Wracks, and a few Haemonculi. The bomber is on the back seat, as it seemed to really under-perform in it's first outing. The wracks, however, did fairly well, and I can see a place for them in my force.
The Wracks will be a huge endeavor on my part as I plan to put 5 different kits to use, and add copious amounts of green stuff and plasticard. For those of you who don't know Wracks are more or less humanoid creations of a mad scientist. Complete with disproportionate bare chests, hook, various sharp bits, faceless masks/helmets, tattered robes, and wires they are truly an intimidating and horrible opponent to face.
The picture alone had me "hooked" so I quickly brainstormed up some ideas. So far I am going with Empire Flagellant legs and arms, Ungor Torsos, Chaos Warrior and Wych helmets, Dark Elf Corsair Weapons, various extra bits from the Raider and Warrior sprues, and of course plasticard, green stuff and wire. It will be a lot of work, so I will post my progress as I go.
Wednesday, October 20, 2010
Raider Rush and Jetbikes Revisited.
They technique starts in the deployment phase. If you go first (like the game in the example) try to spread your units up into three even sections. On your left and right sides evenly distribute your assault units and shooting units in Raiders. This allows you to maneuver to either side equally well, and makes your intentions harder to read. In the center (if you can) you will place your mobile firebase, either Ravagers in my case, or whatever you prefer. I like disintegrators on Ravagers because they can shoot quite far to support either side of the board. Always place your vehicles in cover, even if you are deploying first, you never know when someone will steal the initiative. If you are going second you have an easier time of deploying, you can see your opponents formations and counter them. Just be sure to deploy out of line of sight where possible.
It is now up to you to assess your situation and decide where to attack. Since you are evenly distributed in your deployment zone you should be able to attack anywhere on their side of the board. In this game I saw that my opponent had a Devastator squad in the building to the left, and I wanted to have cover saves against it as long as possible. I also saw that there was a dreadnought on the other side, and I figured I could easily punch through the armor and leave an opening on that side of the board for my Raiders to safely occupy. The cover was also more advantageous for me to go to the right, as there was a lot in the way of those Devastators. Just look at every unit your opponent has and imagine what I like to call their "threat radius," or how far they can attack. Sometimes you want to head toward the units with the longest range because that means their advantage will be lessened, and sometimes this also leaves the short range units too far away to stop you. Move your Raiders on the side your attacking 12" out, if you think you don't need the extra speed or if you really need to fire the dark lances. The other side should make a full 24" move if possible to try and meet the rest of the army. The center firebase should try and soften up units that either can hurt your Raiders or that your units will be attacking next turn. The idea is that on turn two your entire army hits at the same time. This leaves your opponent with nothing to attack you with in the nearby area, so you are only left with a handful of attacks against your fragile units.
Nightshields gave me great protection this turn, and they have really helped in most of my games with the old codex. Flickerfields are an interesting choice in the new book that gives your vehicles a 5+ invulnerable save, but your should really be using cover to your advantage wherever possible (it's free and a 4+). Notice how the only Raiders that are not using cover are the ones that are facing almost all s4 shooting.
Turn 2 is when almost all your units should be hitting. Move your combat unit transports the full 12" hop out your 3" and get ready. Your Raiders with warriors should try and move only 6" if they can get into rapid-fire range and try and take down small targets or ones with low armor. Fleet and Assault if nessisary for your combat units making sure to pick appropriate targets for each. In this case my Incubi went for the terminators and Captain, while my Wyches attacked a regular tactical squad. My warriors shot down and killed a combat squad with help from a Ravager, and all the raiders combined to finish off the Dreadnought.
After both close combats I tried to consolidate into cover. This is especially important for the Wyches as they only have a 6+ armor save and are real powerhouses as long as you can keep them alive. Some fire will inevitably take down some of your units, but if you are lucky and pulled off the initial move correctly, they should not be much left in range (or in general).
That leaves you turn 3 to either finish up combats or sweep out whatever is left of your opponent. Move your units back into their transports if they are still alive and repeat.
Just be sure that every step of the way to try and keep your Raiders in cover. With only armor 10 they go down even to bolter fire so having that 4+ save helps immensely. Nightshields are your best friend, especially on Ravagers, who can then outshoot heavy bolters safely.
I hope this can get starting Dark Eldar players on their way to victory, as those first few games can sometimes be rough. More advanced tactical guides will follow in the next few days, but despite this being rather basic it works very effectively in most of the games you will probably play. Be sneaky, Dark Eldar don't win by brute strength, always try to outsmart your opponent, and know more about their army then they do. Knowledge is power!
Speaking of knowledge I played a game using the new codex just so I could see how the reworked Reaver Jetbikes perform. After taking them for a spin I am still rather torn. The game was against Tau, and while the swoop attack was great against Kroot who were out in the open because they thought they were far enough away (spearhead deployment) I have a feeling they I won't be facing a squad of Kroot out in the open in every game I play in the future. I ran with a unit of 7, in fact I pretty much just rewrote my old list so the bikes had blasters and a unit leader with an agonizer (no more s5 punisher...). My basic assessment is that they need to be turbo boosting every round to survive. I did everything with them; swooped, shot, and assaulted. Everything was lackluster except for the fly-by swoop attack. I can't see blasters for tank popping being too effective considering the 5+ armor. With blasters being a 1 per 3 jetbike choice it means your unit has to be fairly large to guarantee the vehicle kill, and that becomes cost prohibitive really quickly. In my next game I will try a completely bare 6 man unit with no upgrades whatsoever. Hopefully this will keep their cost down, and make sure they have a set focus of "just being annoying." My plan is to use them to harass small units, soften up targets that I plan to shoot or assault, and to use the 36" turbo-boost to park next to enemy units that are falling back. I can also see them being helpful in a Two-Wave game plan when having all your Raider units hit at once isn't possible.
Saturday, October 16, 2010
Dark Eldar Spark
I have been playing Dark Eldar for about as year and a half now, as a break from my Jetbike Eldar list. I must say that even for an old book, the army is really fun. Dark Eldar was the army that got me into Warhammer 40k, along with the Witch Hunters, so seeing them get a new book is awesome. Way back in the day I only played Fantasy, and I considered 40k to be a "lesser game." That all changed when I read an article in a White Dwarf where someone described the in-depth tactics and strategies on how to play Dark Eldar. I saw much more complexity in this game than I ever knew existed, and I was hooked.
I waited, and I waited for a new book with better models, because I just couldn't shell out the cash for those old hideous units. Last spring I got tired of waiting, so I started converting and working on my own models.
With the advent of a new Dark Eldary era upon us my efforts for converting have waned, because the new models are just spectacular.
All in all my raider-heavy list built for speed hasn't changed much at all except for the strength through pain special rule that will make my wyches and incubi much more resilient. The reworked units (pretty much everything else in the army) seem like they are in general much better and more viable and the new stuff looks cool too so hopefully there will be all sorts of different armies cropping up.
That isn't to say that everything is great, the book is an improvement to be sure, but there are some changes that I really question.
First off dark eldar jetbikes, no longer give +1 strength or a 4+ save, and HQs no longer get the option to be mounted on them. This one is a biggy, there is a HUGE drop in their battle effectiveness for the ability to turbo-boost 36" and do a weak flyby attack. I would expect a larger points drop for what they lost...pretty much the ability to kill things and not die when sneezed on. Turbo boosting that far is cool and all, but a 3+ cover can only get you so far, and I really don't see this unit being able to kill anything in close combat or shooting without dieing instantly.
The splinter rifle is still rapid fire, and warriors are still mediocre. Enough said here really, not a huge problem, as the army has plenty other ways to deal damage, but it would have been nice to give the basic warrior the option to be a light assault unit for fun. I will try new weapon loadouts on my warriors to see if I can get them to be more effective. Overall warriors continue to be pretty sub-par as a core unit compared to everything else in the game.
Hellions can pull independent characters out of units when they hit an run. This rule is pure fun, but I just don't see it being something that I would want to do every game. Since it is used as part of a hit-and-run move it just isn't that tactically sound. All I can see it being used for is to separate characters from a unit that gives them buffs or vice versa (like pulling a Weirdboy to lower his leadership from mob rule so he can't pass psychic tests).
Incubi squads can't have warriors in them anymore. Right now, I wound allocate on my Archon bodyguard like crazy, it really makes them the only unit in the book who can take a beating. Armor ignoring wounds can go to the warriors who have crap armor anyway, keeping those Incubi alive and kicking. Feel no Pain won't help this much, so it seems like Incubi will be less resilient in the new book for against people who really want them dead (which is everybody).'
Those are the big ones that rub me the wrong way, but overall I must say that new is good for the Dark Eldar.
Sunday, March 28, 2010
Adepticon 2010
Of the armies present at the tournament I would have to say (and this is no exaggeration) that at least half of them were mechanized Imperial Guard. Yes, all the armies from 40k were present, but seeing one army that was so clearly dominant was definitely a turnoff. Of the rest of the armies that were not mech guard, I would have to say that 90% of them were mechanized, and there was not a single army that I saw that had no vehicles at all. Yes, even Tyranid teams made themselves genestealer cults, "'Cause what Tyranids need are more Mech Guard." Having such cookie cutter lists dominate well over half of the armies was surely a turnoff, and I can only hope that it is a passing fad. I feel the whole situation has to do with what GW seems to do when certain units or upgrades are powerful/weak. It what I like to call the "Starcannon syndrome." The starcannon used to be the go-to weapon for eldar players back in 3rd edition, it was cheap and effective with its 3 ap2 shots. When the 4th edition codex came out, however, the starcannon not only lost one of its shots, but when up in points as well. This was a double hit in its effectiveness, and now starcannons are rarely taken. GW has done the reverse with vehicles (and specifically transports) in 5th edition. Not only did all vehicles become tougher, but they are becoming cheaper as well. Chimeras (which are the go-to vehicles right above Vendettas) dropped in 20 points over their 3rd edition counterparts, got tougher, got free upgrades, and became more effective with their fire points...what...the...heck... Seeing team after team with 6 or more chimeras and at least 2 vendettas got old fast.
In the end despite the IG, it was definitely a positive experience. All but one team were great sports and a real blast to play against. I look forward to playing more games in my shop with my own army against people who like to think for themselves.
More coverage on my (and my team's) tournament lists, and some pictures as well. After that I may start working on my Eldar Vampire Hunter.
Friday, March 5, 2010
Where have I been?
I am gearing up for Adepticon with my Orks. Orks? Those sound too unruly and imprecise for your tastes, you might say. Well yes, but I think I will have fun in the team tournament with my friends, and thats what it is all about. I will post pictures of my massive 'Ard Boy conversions, which are took the bulk of my prep time. I will be pressing it close to finish painting in time, but I think I can do it.
Wednesday, April 8, 2009
Strike Force testing has begun
I continue to chug away at my Sisters of Battle, repainting well over half of my army. I sure hope I can get them done in time, as I am a rather slow painter.
On to the real meat of this post, Warhammer 40k: Strike Force. It went over really well today, everyone liked it quite a bit. I feel confident enough that my whole two viewers can look at it.
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Warhammer 40k: Strike Force (version 0.31)
List Building Changes and Restrictions
Armies will be made up to 300-500 points with the modified force organization chart below. Minimum unit sizes have been changed to 3 for 25mm (infantry) bases and 2 for 40mm (terminator) bases. No unit or single model may be more than 120 points or have more than 10 models. No units of vehicles or bikes are allowed. Only 1 vehicle may have more than 33 Armor when all sides are added together. No model may have a 2+ save or have more than 2 wounds. No special characters are allowed. No Ordinance or “Large Blast” weapons. One model in your list that is either an HQ choice or a unit leader must be designated as your “Strike Force” leader.
0-1 HQ
0-3 Troops
0-1 Elites
0-1 Fast Attack
0-1 Heavy Support
0-1 Floater choice that can be Troops, Elites, or Heavy Support.
Gameplay Changes
These are elite forces who know their mission is dire. To represent this the following changes to the 40k rules have been made. The morale check for suffering 25% casualties from shooting has been removed. Any non-vehicle unit may claim objectives, not just troops.
Missions
Mission 1: Collect supplies
Turn Limit: none
Goal: First to claim 6 objective counters
Deployment: Short Board Edges
Terrain: Heavy (50-75%)
The war is costly, and you must send out small forces to gather supplies from nearby. There are 9 loot counters placed on the board. The first counter is placed in the center and each player gets 4 counters that they can place on the board alternating between them. No counter can be any deployment zone, and no counter can be within 12” of any other counter. If any unit ends its movement in base contact with a counter it is claimed for that player. The counters remain claimed until an opponent’s model moves in base contact.
Mission 2: Assassinate
Turn Limit: 10
Goal: Kill the enemy’s Strike Force Leader
Deployment: Short Board Edges
Terrain: Heavy (50-75%)
You must strike a decisive blow by killing the enemy’s Strike Force leader. The first player to assassinate their opponent’s Strike Force Leader is the winner. If at the end of 10 turns no one is able to win the game is a draw. Strike Force Leaders may not use Silent Strike in this mission.
Mission 3: Recon
Turn Limit: none
Goal: To get your units off your opponent’s board edge, while stopping your opponent
Deployment: 4x4 table
Terrain: Heavy (50-75%)
Opposing army’s recon units stumble across each other in the dark. They struggle to get back to base as quickly as possible without letting their enemies do the same. This is a night fight mission. The game ends when one army only has 1/3rd of their units left on the board. The winner is the one with the most units off their opponent’s board edge.
Mission 4: Destination
Turn Limit: 10
Goal: Get your Strike Force Leader to a target on the board or stop them from doing so
Deployment: Short Board Edges
Terrain: Medium (25-50%)
You have the coordinates for your mission, but will you make it in time? One player is chosen to be the defender for this mission. It is their goal to stop the opposing Strike Force Leader from getting to the destination point. The attacker for the scenario is trying to get their leader to the destination point and remain there for 2 consecutive turns (to send a secret message, seek divine guidance, perform a ritual, etc.). The destination point is chosen by placing a marker in the center of the board and rolling the scatter dice. Move the marker 3d6” in the direction of the arrow, or half that distance if a hit is rolled. The defender then may choose to deploy one of his units within 6” of the marker before normal deployment.
Mission 5: Ambush
Turn Limit: 6
Goal: To wipe out your opponent’s force
Deployment: 4x4 (Special)
Terrain: Heavy (50-75%)
You lie in wait for the signal to strike… what was that sound? Have the hunters become the hunted?
This mission has an attacker and a defender. At the start of deployment the defender places one of his units in the center of the board. The attacker then places all of his units as though they have the infiltrate USR. After the Attacker has finished deploying the defender then places each of his units one at a time depending on a d6 (+1 if the unit has scout). On a roll of 1-5 the defender must place the unit within 4” of one of his other units. On a roll of 6 the unit may be placed anywhere on the board, even as close as 1” to an enemy unit. After all the units have been placed the defender rolls a d6 for each unit that he was allowed to place anywhere and adds those numbers together. On a 6+ the defender gets first turn, otherwise the attacker gets first turn. The attacker wins if he kills all the defender’s units, the defender wins if half or more of his units are left, and it is a tie if over half are destroyed.
Missions 6: Disaster
Turn Limit: None
Goal: Survive
Deployment: 4x4 table
Terrain: Medium (25-50%)
Your strike force is left out in the open during a horrible disaster (Exterminatus, volcanic activity, etc.). In your hurried rush to get back to safety you come across a small enemy force. After setting up terrain roll a d3, +1 for each other player. The players then take turn placing disaster tokens on the board within 12” of the board edge, but not within 3” of a deployment zone, or 12” of another token. Each token represents a 3” area that causes Instant Death to any model ending it’s movement there. At the start of each turn after the first roll a d3 and each disaster area increases by the amount rolled. Any terrain piece touched by any disaster area is considered dangerous terrain. The game continues until one player has no models left.
Special Orders
Units can perform special orders if they have a unit leader. Units may also perform a special order if they are within 12” of the Strike Force leader even if they do not have a unit leader. To perform a special order declare which one you wish to use and you must pass a leadership check using your unit leaders Ld or the Strike Force leader’s Ld if you are in 12”.
Charge
Unit gains the Fleet USR but must move in a straight line and may not move through difficult terrain. Units with fleet get to roll 2d6 and pick the highest.
Suppression Fire
Any unit that is equipped with a ranged weapon that did not move in the movement phase may chose to provide suppression fire. If any of the shots hit the enemy unit must take a pinning test. If passed the unit is not pinned, but moves as if through difficult terrain in their next movement phase only rolling 1d6 instead of 2d6. Only a maximum of one wound may be caused from suppression fire.
Advance
Unit may move 4” in the movement phase regardless of difficult terrain, but may not run or assault.
Overwatch
The unit may make its normal shooting attack during the opponent’s turn instead of its own. The unit may not have shoot in their own shooting phase. At any time during the following player turn declare that you are firing and the opponent must immediately pause his turn and resolve your shooting attack. For instance, Overwatch allows you to shoot at a unit that has just moved, but has yet to make its own shooting or assault actions. Overwatch can also be used to stop an opponent mid-move if you desire. Using Overwatch in this fashion incurs a -1 to hit. This accounts for the enemy darting from cover to cover and you trying to hit a moving target as they are out in the open.
Silent Strike
The unit must have the infiltrate USR. At the start of their movement phase the unit may be removed from the table, as they go into hiding. In any subsequent movement phase the unit can be placed back on the board within 12” from where they were remove and may then shoot and assault as normal.
Army Specific Rules
Chaos Daemons
One HQ choice does not give you two heralds. Units within 6” of a Chaos Icon may perform orders as if they were within 12” of the Strike Force leader.
Chaos Space Marines
No Gift of Chaos psychic power.
Daemonhunters
No Holocaust psychic power.
Dark Eldar
Mandrakes are considered to have the Infiltrate USR for purposes of Silent Strike.
Eldar
A single Warlock may be fielded as an Independent Character for an HQ choice.
Imperial Guard
Units within 6” of a vox caster can perform orders as if they were within 12” of the Strike Force leader.
Necrons
There is no phase out. Nominate one model with the Necron Special rule as your leader. Necrons have the “Arced Consciousness” special rule. Arced Consciousness: The SF leader projects his 12” order radius as normal, and any unit partially or wholly within this radius then in turn projects an order radius of 6”
Orks
Boyz may have a single special weapon as long as they are over 5 models. Lootas and Burnas may only have 1 Mek per 5. The following are considered unit leaders for Orks: Nobs, Mekboys, Runtherds.
Space Marines
Space Marines may not use the Combat Squads special rule (just buy lots of little squads). Any unit other than Devastators may have 1 special weapon if they number 5 models or higher. Devastators may have one weapon per squad member up to their normal maximum even if they do not meet the normal codex squad size requirements. The Gate of Infinity psychic power is not allowed.
Tyranids
Any unit in synapse range may use special orders.
Witch Hunters
No Hammer of the Witches psychic power. Acts of Faith are performed by passing a leadership check rather than rolling against the number of models in the squad.
Copyright Joseph Page 2009
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Of course feel free to comment on any questions or concerns. Any other suggestions for missions, or special orders are also appreciated. I intend for this to eventually be a campaign game of 3 different sizes, so even if I don't use the missions for the small recon-style games they may work in the medium and large scale games.
Sisters Pictures, and a hint of things to come
Here are some pictures of a few things in my SoB army. I'll try and get a group pictures together later.
In the mean time I started working on a 40k skirmish game like Warbands for Warhammer Fantasy. The rules are in their second wave, and Beta testing has just started (I already found things I need to tweak). This will probably be an ongoing work in progress. More testing will go on tomorrow, so I'll let you guys know how it goes. If I am happy enough with it I'll post it up here.
Friday, April 3, 2009
Rhino

A bit of work on the rhino. Got the armor to a passable level. I am going to work on the skin and wings before I go any further with the armor. I want to look at the piece as a whole and make decisions about how the whole thing meshes together. I already know I want to go back and fix the linen on those cherubs.
Wednesday, April 1, 2009
This was the game today from the 40k campaign in my local shop. I was challenged by a younger guy with his blood angels army. He is doing decently well in the campaign against the other space marine players (8 different marines types, 1 eldar, 1 tau, 1 ork, 1 SoB). Playing marines every week does get a bit bland, but at least they were a slightly different flavor this time.
He had:
Mephiston with Honor Guard (they have various doodads like a banner), 2 10 man tac squads, 1 5man assault squad, 5 Death Company, 1 Venerable Dread, 1 techmarine with 4 servitors (2 gun and 2 regular), 2 whirlwinds.
I had:
2 farseer + bike squads (the usual), Warp Spiders, 3 warwalkers with scatters, 2 squads of 2 vypers with starcannons
I won the roll and chose first turn. Setup was like this. I put the one objective on my side, he put the one behind the rocks, and I put the last one on his side out in the open. I hoped that he would place his guys across me and out in the open so I could easily kill them and zoom over the at the end to contest/claim if I had to.

On my first turn I moved everything but my spiders. I wanted to go easy this turn, so I spread fire around. I killed a few tac marines in a combat squad with a missile launcher, 1 honor guard, and a few assault marines.

His assault marines fail their leadership and run off the board. I hop back with my bikes to give cover to my walkers and vypers. My other vypers are save from fire as they are already behind cover.
He moves his honor guard, dread, and death company forward. The death company don't have jump pack so they move slowly (he didn't field his rhino for some reason). Now I have only ever played again 2 BA players before, but they both just moved their honor guard out in the open. This time it was with Meph, and the other with Dante. Is this a common tactic? His two tac squads on the right move so they can see/claim. He fires his missile killing a jetbike. His assault cannon dread does nothing, and his two whirlwinds don't do anything either.

Well with the honor guard out in the open the choice is easy. I have seen this before and it fared just as well the first time. My left hand jetbike squad goes after the dread to get character campaign points, otherwise I probably would have just ignored it. Everything else moves and fire on the honor guard and Mephiston, killing them.

I assault the dread, take an arm off and immobilize it. My other jetbikes hop back to protect my walkers and spiders move in front to cover the vypers.
He runs his death company into terrain for cover from the starcannons. Each missile fires at a different vyper squad, destroying one on the left and stunning one on the right. A plasmacannon fires on my bikes killing one. He fails to repair his dread.

I finish off the dread, it explodes killing 2 servitors but my bikes are fine.
My vypers, jetbikes and warp spiders all move up to engage different units. My walkers move forward to have a clear shot on just about anything. My spiders wipe a unit by themself with some poor armor save rolls, the lone vyper kills the lone missile marines, and my bikes and the other vyper combine to kill the other missile tac squad. My jetbikes on the far left fire on his objective holding tac squad, killing the Sergent and 2 others.
I assault the marines and kill them taking no damage. My jetbikes and warp spiders jump out of assault range.With nothing to attack he runs his death company in between to cover both objectives. He moves his techmarine in and flames by bikes, but it does nothing.
He called the game. Another victory for the Eldar.
Not the best game as it was very one sided, but I hope that this will give those of you not familiar with my Battle Reports an idea of what to expect.
I look forward to the local tournament in a month where I will be bringing my sisters of battle. Those should be some great fights and hopefully some even better reports!
Monday, March 30, 2009
Not much to show on the rhino, as I played instead of painting today.
My list for the tournament will most likely be my normal list for 1000 point Sisters of Battle.
Cannoness
Jump Pack, Cloak of St. Aspira, Blessed Weapon, Plasma Pistol
10 Battle Sisters
Veteran Superior, Plasma Pistol, Flamer, Heavy Flamer
Rhino
Extra Armor, Smoke
10 Battle Sisters
Veteran Superior, Plasma Pistol, Flamer, Heavy Flamer
Rhino
Extra Armor, Smoke
5 Seraphim
Veteran Superior, Plasma Pistol, Evicerator, 2 Twin Flame Pistols
6 Retributors
4 Heavy Bolters
Exorcist
Extra Armor
I think 5 Faith should be plenty. The games will indeed be played on a 4x4 board, which is weird. I think my flame weapons combined with rhinos at that short distance will make quick work of any troop I come across (they usually do).
For those who actually play SoBs you will notice a distinct lack of Celestians or Books of St. Lucius. I hate them. There, I said it. I consider both of those things the two worst things in the entire Codex. Now granted Repentia (and other options) suck something fierce, but it is obvious. Celestians and those Books on the other hand are sneaky points wasters, hence my dislike. They plague new lists like, well, the plague. I speak out against them wherever I can like a crusader....sorry got carried away for a second, but hopefully you now understand the depth of my loathing.
I will start out with the one main reason that they both fall under.
What type of army are you playing? Sisters of Battle are a shooty force. Granted they shoot people from right in front of their face, but they still shoot. At no point should your sisters ever ever EVER be in assault. The only exception to this is Seraphim, and then only when the time is right, as they are still better at shooting than assault.
What do Celestains do better than normal Sisters? They hit on 3+ in close combat. Where should your sisters not be? You guessed it, in close combat. Hitting on 3s doesn't matter when you are S3 T3 and only have 1 attack on profile. So in the end you are paying 2 extra points per model for a unit that can't score.
Books of St. Lucius are often just as useless. When 5th edition came out there was tons of hype about them in the Sisters community, and there still is. With combat now lowering your leadership for how much you lost by having stubborn 9 is pretty awesome, right? Yeah, it would be, if you wanted to be in combat in the first place. I tried them out for a tournament and took them back out the next day. This is something I see with a lot of gamers. They look at something and think "Wow, in this situation X would be awesome." They don't think to ask "How often will that come up?" All these players keep talking about how Celestians and Books will be awesome in case you get assaulted. Truth be told I almost NEVER get assaulted if I don't want to. Even in mid-level tournament play against armies like orks, even when I am blasting away at people in flamer range. In a foot slogging force (I will talk about their effectiveness in a later post) those Books might be more helpful.

Blarg! First post, I guess I will try one of these blog things.
This place will be my sounding board for tactics and painting for all sorts of wargames. I am not sure exactly what direction this will take.
If you know of any games that I might like, let me know and I will check them out!
So down to business for the first post. There is a small 1000 point 40k tournament coming up at the end of April, and I need to get ready. My Eldar will not be going, because of the low point setting. Also, I think we will be playing on small 4x4 tables rather than the normal 6x4, so I think the speed advantage of my Eldar would be lessened. Leaving my Jetbikes at home might dissapoint some people, but I will be taking my Sisters of Battle instead. Truth be told, it will be a breath of fresh air to go back to them.
I have done pretty well with my Inquisition list in the past placing 2nd, 1st, and 1st in the last 3 local tournaments (I have yet to play in a GT as I don't have the money to burn on a hotel and 100ish dollar entrance fee). I am probably a bit rusty, though, and this time around I will be in a new shop.
Over the next few weeks I will be testing and tweaking my old list to get it prepared. My only real descision I need to make is the choice between an evicerator for my Seraphim Superior and 5 faith points, or having an extra Retributor (for a total of 7) and 6 faith. I think that in only 1000 points 5 faith should be fine, as I normally have some left over. Having one less Ret worries me in the new edition, as does not having enough anti-tank when they are so much tougher. I normally just ignore most vehicles, as making them shaken is enough for me, but with a completely new crowd who knows what kind of playstyle they have developed.
No matter what I am going to take advantage of something that has for long been out of my reach. Painting score. Yes, for too long has my army been "mostly finished." Sure it looks fine. All my sisters are painted, and my tanks have the prerequisite 3 colors, but they are only halfway done. So I start on the first of my 3 vehicles, rhino #1.
Yep, I plan to have a bunch of freehanding. More to come
