Thursday 26 May 2011

First Blood and some early re-inforcements!

Finally had my first real game last night against Ben's Skorne, albeit it was a slightly odd game as i've still not had the opportunity to read the rules. As such it became something of a tutorial game with most of the time being used to explain to me what to do.

Nonetheless it was very enjoyable and i'm looking forward to gaming with the Trollbloods again.

I used Madrak, an Axer, two Impalers and the Krielstone Bearer unit.

One thing i learnt was that perhaps the Krielstone bearer unit isn't right for the smaller games, albeit that later on it may be worthwhile. Essentially in the early days i think i need more aggressive units rather than those that hang back in support - my light warbeasts seemed to do well, but really needed a bit of support.

As such, I've dug out the Kriel Warrior unit which will begin to be assembled over the weekend. Yesterday also saw the arrival of two new models in the form of Hoarluk Doomshaper and a Fell Caller.



Unfortunately I didn't manage to get them assembled in time for the game, but as you can see above, they are now ready to rock! To compliment these guys i've already begun to plan the next wave and as such i am leaning towards a Pyre Troll, a Dire Troll Mauler and a unit of Fennblades, but these may need to wait!

In other news, i'm now within a month of Badab Wars and am still a fair way off. I painted my Power Armoured Company Master to minimum standard on Tuesday night and am hoping to get the command squad to the same state by Friday. After that, the main stay of the models are Deathwing or Ravenwing, so there are still a couple of additions to be made to the former and the latter should be easy enough to get to minimum.

Hopefully i should has some tangible improvement after the bank holiday!

Saturday 21 May 2011

For Kith and Kriel

Just a quick one today:



So I needed a break from assembling Dark Angels and decided to set about my Trollbloods so that I can finally get in to Hordes sometime soon. At the moment I've just put together some of the items that I already had which includes the Warpack starter box and the Krielstone Bearer unit.

Although the Warpack contains Madrak, I've decided to go for Hoarluk Doomshaper as my Warlock, at least initially and have just assembled Madrak as a backup. I am currently awaiting delivery of him together with a Fell Caller.

Let me be clear that this isn't a gut reaction to recent GW issues that many are having, but was something i've been trying to get to for a while.

Wednesday 18 May 2011

Deathwing Heavy List for game 1

Ok guys, i know these posts are coming thick and fast, but i appreciate your help. I've written a revised list for game 1 and could do with your thoughts:

2500 Pts - Dark Angels Roster - Game 1 - The Massacre at Bellopheron's Fall


HQ: Belial, Master of the Deathwing (1#, 130 pts)

1 Belial, Master of the Deathwing, 130 pts (Unit Type: Infantry; Terminator Armor; Lightning Claws (pair); Fearless; Independent Character; Rites of Battle)

HQ: Interrogator-Chaplain in Terminator Armour (1#, 145 pts)

1 Interrogator-Chaplain in Terminator Armour, 145 pts (Unit Type: Infantry; Rosarius; Terminator Armor; Crozius Arcanum; Storm Bolter; Fearless; Honour of the Chapter; Independent Character; Litanies of Hate)

Elite: Venerable Dreadnought (1#, 165 pts)

1 Venerable Dreadnought, 165 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Upgrade to Venerable; Dreadnought CCW; Heavy Flamer; Plasma Cannon; Venerable)

Elite: Dreadnought (1#, 140 pts)

1 Dreadnought, 140 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Assault Cannon; Dreadnought CCW; Storm Bolter)

Elite: Dreadnought (1#, 170 pts)

1 Dreadnought, 170 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Twin Linked Lascannon; Missile Launcher)

Troops: Upgraded Deathwing Terminator Squad (5#, 290 pts)

4 Upgraded Deathwing Terminator Squad, 290 pts (Narthecium; Deathwing Company Banner; Narthecium/Reductor; Terminator Armor; Lightning Claws (pair) x3; Thunder Hammer & Storm Shield x1; Cyclone Missile Launcher; Apothecary; Standard Bearer)

1 Sergeant (Unit Type: Infantry; Terminator Armor; Thunder Hammer & Storm Shield; Deathwing Assault; Fearless)

Troops: Deathwing Terminator Squad (5#, 250 pts)

4 Deathwing Terminator Squad, 250 pts (Unit Type: Infantry; Terminator Armor; Power Fist x3; Storm Bolter x3; Chain Fist x1; Assault Cannon; Deathwing Assault; Fearless)

1 Sergeant (Unit Type: Infantry; Terminator Armor; Power Sword; Storm Bolter; Deathwing Assault; Fearless)

Troops: Deathwing Terminator Squad (5#, 215 pts)

4 Deathwing Terminator Squad, 215 pts (Unit Type: Infantry; Terminator Armor; Power Fist x1; Storm Bolter x1; Thunder Hammer & Storm Shield x3; Deathwing Assault; Fearless)

1 Sergeant (Unit Type: Infantry; Terminator Armor; Power Sword; Storm Bolter; Deathwing Assault; Fearless)

Fast Attack: Ravenwing Attack Squadron (4#, 220 pts)

1 Ravenwing Attack Squadron, 220 pts
2 Bike Squad (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Bolt Pistol x2; Plasmagun x2; Twin Linked Bolter; Combat Squads; Fearless; Scouts)

1 Sergeant (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Melta Bombs; Bolt Pistol x1; Power Weapon; Twin Linked Bolter; Combat Squads; Fearless; Scouts)

1 Attack Bike (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Bolt Pistol; Multi-Melta; Fearless; Scouts)

Heavy Support: Land Raider Crusader (1#, 265 pts)

1 Land Raider Crusader, 265 pts (Unit Type: Vehicle (Tank); Transport Capacity: 16 models; Access Points: 3; Frag Assault Launchers; Multi-Melta; Searchlight; Smoke Launchers; Extra Armor; 2x Hurricane Bolters; Twin Linked Assault Cannon; Assault Vehicle; Power of the Machine Spirit)

Heavy Support: Vindicator (1#, 145 pts)

1 Vindicator, 145 pts (Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Dozer Blade; Extra Armor; Demolisher Cannon; Storm Bolter)

Heavy Support: Land Raider (1#, 265 pts)

1 Land Raider, 265 pts (Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Searchlight; Smoke Launchers; Extra Armor; 2x Twin Linked Lascannons; Twin Linked Heavy Bolter; Assault Vehicle; Power of the Machine Spirit)

: Techmarine (1#, 100 pts)

1 Techmarine, 100 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Power Weapon; Bolt Pistol; And They Shall Know No Fear; Blessing of the Omnissiah)

1 Servo-Harness

Validation Report:

c-1. File Version: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Dark Angels

Roster satisfies all enforced validation rules

Composition Report:

HQ: 2 (1 - 2)
Elite: 3 (0 - 3)
Troops: 3 (2 - 6)
Fast: 1 (0 - 3)
Heavy: 3 (0 - 3)

Total Roster Cost: 2500

Created with Army Builder® - Try it for free at http://www.wolflair.com/
everything is fairly straight forward - transport capacity determines where units go (this is an old dex so only the LRc can fit more than 5/10 in. In terms of weapon allocation in the upgraded DW command squad, the idea is shields/hammers on the apoth and the standard.

The mission this list is for by the way means I need to kill the 3 enemy HQs whilst they need to keep them alive (they count as objectives). plus the side with the most kill points counts as gaining an objective

thoughts guys?

Monday 16 May 2011

March of the Deathwing



Well, the Deathwing contingent of the army is nearly fully assembled, and in doing so i've realised that they are an army in their own right clocking in at nearly 1,500 if taken with a Chaplain and the obligatory Belial to make it legal.


Because of this turnup, i'm fighting off considering going back to Dark Angels so i can use Deathwing for the Apoc Mission and the first mission, though whats helping matters is it would only benefit me in two games and in contrast there will be so many dissadvantages.

though on the plus side, it will mean less for me to paint and more for Louise!

It does seem strange mind you to have not one but two Land Raiders built in as many weeks - after 18 years of gaming, i'd managed to avoid using these beasts, but given my successes with Deep Striking, I need to keep them safe!

I could therefore do with some advice with regards to set up. Working with them being from the Vanilla Marine codex, the hope is to have two assault squads comprising 3 Thunder Hammer/Storm Shields and 2 Lightning claws in each. Is this the better load out vs Marines? I appreciate that Lightning Claws are the bane of marines, but with the 3++ from the Storm Shields, is it better to gain the most from them and use them to soak up some firepower.

If for whatever reason I cannot get another set of Thunder Hammers, i shall probably have to fall back on a regular Terminator Squad. if so, I am considering a sgt with sword, 1x chainfist and an assualt cannon. This squad to go in the regular Land Raider.

Just to give some extra punch, i am considering squeezing a Techmarine with Servo Harness in some of the lists.

Friday 13 May 2011

Badab Wars preparation: The Massacre at Bellopheron’s Fall


As work continues with construction on the army, albeit at a slow place, I have begun to focus more on how the army works in each mission. To this end, this week I gave Matt a battle with the list for the first mission.

The objectives for the battle were a little different to most. As the loyalist player, Matt had to take 3 independent character HQs which he needed to keep alive and it was my job to kill them. Each was worth one objective, and in addition, whoever scored the most kill points earnt one objective. Furthermore, at the beginning of each tur, on the roll of a 4+ the rest of the battle would be fought with Night Fighting in effect.

Typically, Matt rolled a 4+ straight away so it seemed i was doomed to have to fight this battle close and personal. Even with the Deathwing, this thought daunted me against the Blood Angels.

Matt deployed his two predators, his furioso and regular dreadnoughts and the Land Raider Redeemer with a unit of Assault Terminators and a chaplain (the first HQ). the rest of the force was held in reserve. another requirement of reserve was that only deep strikers could be held in reserve, and Blood Angels being Blood Angels, Matt had plenty of Deep strikers. Two Assault squads, a Vanguard squad and a Sanguinery Guard squad. The other two HQs were a Librarian and Dante. I didn't really hold much hope for killing him.

After an outstanding start whereby I destroyed the reg-dread, immobilised the LRR, and immobilised one predator and destroyed one of its sponson Lascannons, we remembered that Night Fight was in effect, so in the interest of an accurate test i rolled for each unit that did anything worthwhile. only one weapon destroyed remained with almost everything turning out to be beyond sight. One thing I really need to do in future battles is risk a searchlight. I didn't in this battle though i kept wondering whether i ought to. I think perhaps with vehicles quite close to the enemy by the time it is the shooting phase, i may as well use their seach lights, as chances are by the opponents turn, even with Night Fight, i'll be close enough for even a low scoring sight roll to be in range!

After initial successes, albeit not as much as hoped, luck once more swung against me, and Matt capitalised on his increasing numbers. In the end, he won convincingly scoring easily enough kill points withought even working them out and in addition, having two of his three HQs alive (and unwounded). He played well and I really enjoyed the battle but it taught me a lot.

Firstly, the Dark Angels just cannot compete with any of their newer codex cousins. Simply, they cost too much and their units are not as solid. I had intended to retain with them for theme - I liked the idea of Belial and his command squad and the Ravenwing working together in a pincer movement to take out the enemy command. Indeed each mission had a theme of some form culminating in my favoured combination of the Ancient Assault Force and the Strike Eagle drop pod force in the apoc mission (which is still very much acheivable with C:SM.)

Changing to Vanilla marines will mean i can squeeze more out of the points in most missions and can give me a wider range of options. One amendment i would make would be to include a librarian with Vanilla marines as the powers are significantly better and complimentary than the Dark Angels powers. Another amendment I shall be making will be to reduce the bikers to three and swapping the flamers to plasmaguns. I had discussed this with Ben the other week, and although the flamers may increase the number of targets, the plasma guns will give more bang for buck against power armour.

I do generally need to keep the lists as they are, but hopefully with a bit more of a flourish.

If anyone has a Marine army and can get to Hulls Angels at some point before the end of June, and wishes to try out one of the scenarios, let me know.

Next scenario i wish to try is Vengeance at Gargathea III. The army composition can be found here. This is the only mission not to be taken from the Imperial Armour book, so the rules in the website are all there is to it.

Monday 2 May 2011

First try with the spraygun

Well I hope you are all sitting down, as I've put some paint on something!

 

 




 Now admittedly it isn't much, but its a start. With just over 7 weeks before the Badab Warweekend, i need to try and get a wriggle on so thought that the quickest way was the Citedel Spray gun since i didn't want to rush out and get an expensive one straight away.

The initial try was a bit of a mixed bag. It clearly needs secondary layers to give good coverage but that is no less than I expected. I'm unsure whether i diluted the paint too much however as after a while it began to collect in droplets on the model. having never used this method before, i don't know whether it was dilution, the propellent, whether i was hoding it too close, spraying too long etc etc. if anyone knows, please let me know.

In other news, thanks to Matt, my Deathwing Shoulder pads and Land Raider doors will be arriving later this week meaning i shall soon be able to begin assembly on the LRC. The Apothecary and Standard Bearer Terminators are already part built, but need the aforementioned pads and also need painting before arms/banners may be attached, and since the Whyf has nearly finished her dissertation, i shall shanghai her into painting all the DW elements of the force which consist of the remaining terminators, the LRC and a ven dread.

Also this weekend i went for a couple of days gaming with Ben and Sam. Had a great time, and on the sunday we tried out one of the games from the campaign weekend. It was a great mission in itself, and it taught us a few things too. i'm now beginning to wonder if the fluff reasons for wanting the deathwing involved is enough. Luckily though i should be able to make a couple of minor adjustments to the list to convert it to Space Marines if i really get worried.

the plan tomorrow is to apply a second coat to the vindicaotr and the dreadnought and see how that goes, but please let me know if it sounds like ive done something obvious

cheers guys