I've given a lot of attention lately to the new kid on the block, but it isn't just 40k that I play. One of my favourite games is Hordes/Warmachine, and as many of you know I play Trollbloods and in September I intend to take part in the Hull's Angel's Hordes/Warmachine tournement with them, so now I need to decide upon a list, and primarily upon a Warlock.
Now I'm not the greatest player, I've taken my time to get to grips with the system, and in many ways I still am, but I do enjoy the challenge. I've tried out a few of the different Warlocks in the last year and a half, starting with pDoomie (technically pMadrak, but I only had one intro game with him) and whilst I struggled to use him, I think in part that was because of the models I had at the time. I do intend to go back to him eventually, however for now he is travelling Western Immoren grumbling about the new fangled technology that the younger ones are using and how they should concentrate more on killing humans.
After Doomshaper I had a brief attempt with Grissel. Again I didn't have the best troops to make her work properly, but then I stumbled upon Borka (yes there is a kind of pun there).
I enjoy Borka, he's a blunt instrument with a couple of hidden tricks with the right backup. He's got a nice background too, so that helps and I enjoy the randomness he adds when he has a drink. I also enjoy the kind of list that he works with. Rok is probably my favourite Warbeast: what's not to love about a giant snow dwelling Dire Troll that goes crazy at the drop of a hat? I do tend to run him a bit beast heavy with a Mauler and a Winter Troll, so there is the potential to frenzy, but the hope is that won't hinder them too much anyway. I think however I may swap the Mauler for an Axer and see how that fares.
On the other hand, Jarl too has a nice background: the lone highwayman, distrusted and distrustful of even his own kin, the incursion upon his home has forced him to cooperate with the other kriels. Jarl himself plays in a direct manner that Jarl does, however his style is range although he can cope with combat to an extent. He also allows me to field the Impaler which is something that I don't tend to do any more as his Animus can really boost Jarl's pistols making them 16" range. Add to that Magic Bullet and Jarl is a real threat from turn 1! Although I tend to have three beasts in every list, with Jarl I go for two lights rather than two Dires like with Borka. At present I'm using a slag troll to help with Warjacks, though I suspect I'll favour the Storm Troll when he arrives. After that, for the Dire Troll, I've gone back to the Bomber. Again with the Impaler animus it increases his threat range and his ability to throw two bombs a turn can really help thin some numbers against single wound infantry.
The infantry for both lists revolve around the same unit: max Fennblades with the UA. A very solid unit and the models are lovely. After that, for Borka the list is in flux. I'm needing the tuffalos but i think they shall have to wait, consequently I find myself again compromising with what I take.
On the flip side, Jarl's list is more complete. The recent arrival of the min Scattergunner and their UA have really helped and on top of this I do love using the Pyg Burrowers. Janissa is going to make an appearence soon in an attempt to a) add a second magical attack and b) add the ability to throw down a wall if needed. A runebearer will probably be included to make the most of Jarl's fury and a Stone Scribe Chronicler to assist the Fennblades which leaves me 5 points. Initially this is being taken by Scouts, so I shall see how these go.
I think that by virtue of the required models and perhaps a slight edge on the fbackground (currently) It's going to be Jarl that I focus on, though don't tell Borka, he may try and punch me.
Monday, 9 July 2012
- Lash Sorcerer
- 10 Chaos Space Marines w/ Asp Champ w/ Powerfist, Undivided Icon, Plasma gun, Heavy Bolter
- 9 Thousand Sons w/ Sorcerer w/ Doombolt
- 8 Bezerkers w/ Skull champ w/ Powerfist, 2x Plasma pistols. Mounted in a Land Raider w/ extra armour
- 4 Bikers w/ Champion w/ Powerfist, 2x Plasma guns, Icon of Nurgle
- 7 Raptors w/ Asp Champ, Lightning Claws, 2x Flamers, Icon of Slaanesh
- 2 Obliterators
- Defiler w/ extra CCW and Reaper Autocannon
Raptors too would probably take a bit of attention since their aim was to get in combat fast and try and hit first. The rest of the force was essentially taken to try and test possibilities. I'd not really used the cult units in the previous editions - I'd only assembled the Plague Marines prior to 6th ed preparations, so I wanted to trial the Bezerkers and the Thousand Sons.
The Bikes targeted the Commander's unit taking out most of the drones which the Thousand Sons then also fired upon removing the remaining Drones and one of the bodyguard retinue. The Bikes then charged and won the combat against the commanders unit, but the unit managed to flee, thus meaning that they would keep safely out of charge range if they regrouped, which they would do.
- model placement within the unit, remember to make use of the secondary objectives,
- use your grenades at range (I didn't really cover it much here, but I did make use of throwing the odd Krak grenade at the Piranhas - stupid Jink Saves)
- move skimmers - Jink saves can be a real boon
- remember to state when particular models remain stationary in a moving unit.
- Remember overwatch
Monday, 2 July 2012
Well, frustratingly I am still awaiting the 6th edition rules to arrive, so whilst you lot (who for the most part ordered their copy at least 8 hours after I did) have been enjoying your new book, I have been trying to occupy myself in between ranting on twitter in impotent rage.
So what have I been doing? Well, I've already honed my KoB Naval and Armoured lists as much as I can without further gaming, so that was out. So instead I have now done the same with my hordes lists:
I've written a 35 point list for Jarl Skuld, Borka Kegslayer, p&eDoomshaper, the same at 50 points and a 100 point two 'Lock list for all combinations of these casters. So that was me sorted until about 3pm yesterday.
I've watched Red Riding Hood, Sucker Punch, all the Resident Evil movies currently on DVD and the same episode of Revenge twice. My Ogre Kingdoms army has been written at 2400 points AND packed away. The Vampire Counts list has been written, printed, packed and placed in my car. I've dragged the Warriors of Chaos to the top of my warchest (yes, I have a chest that I store my miniatures in. It's a 16th century chest so I suspect that wasn't what the carpenter had in mind).
Eventually it occurred to me that sooner or later I'm going to have to focus on a doubles army as currently the plan is to go to the december event. It seems likely that whomever I partner, I shall be paired with Ogre Kingdoms. With this in mind, I began to look at which factions a) I would like to play and b) which army would work well alongside the Ogres.
As a backup, there is obviously the aforementioned Warriors of Chaos. I know them well enough to pick up and play, though I would prefer not to use them.
Beastmen I struggle to work in a form I like (I'd rather not go doombull/ungor spam) and Dwarfs I think would be fun, but I can't ever really summon enough enthusiasm for.
To be fair, It's been the Empire that I've wanted to get to grips with for quite some time and with the doubles force being 1000 points it will give me a solid start to my army.
As said, as I'm expecting Ogres as an ally, The Empire shall add some much needed numbers and with that in mind the first port of call (which it would be anyway) was a nice solid 40 strong halberdier unit with a 20 strong swordsmen detachment. To keep them steady and hitting correctly a captain (with a standard in all likelyhood) and a Warrior Priest shall lead the force. From there I'm still undecided. Initially my thoughts are to supplement my combat block with a few missile units, beginning with Outriders. My thoughts here are that I won't expect them to survive long, but whilst they do, to try and disrupt the enemies initail moves and perhaps whittle some numbers to boot. From there the Empire wouldn't be the Empire without some artillery, so next thoughts are either a Hellstorm or a Hellblaster. There is obviously a Cannon, but the Ogres can bring that, and can do it better to boot. The mortar is a bit here and there for me and the way I see it, if you want templates, go for the rocket.
That leaves about enough space for a cheap Lord or Celestial Hurricanum, which I must say will add to the complimentary magic aspects of the force and may also disrupt the enemy a little.
So thats the initial thoughts on the Empire and what I've been doing to avoid insanity over the weekend. Perhaps next time I write on here I shall be able to speak about 40k properly.