Sorry for the months of radio silence, but I fully intend to get back into blogging with the new Imperial Guard Codex as/when it's released, including any supplements.
But for now here's the sort of list I've been rocking with for the last few months....
Codex Space Marines, White Scars,
HQ1: Chapter Master, Bike, Artificer Armour,
The Shield Eternal, Thunder Hammer = [250]
HQ2: Kor’Sarro Khan = [150]
HQ2a: Command Squad: SM bikes, storm shield x4, grav gun x4, Apothecary = [250]
TROOPS 1: 5 Bikes, 2 Grav guns = [135]
TROOPS 2: 5 Bikes, 2 Grav guns = [135]
TROOPS 4: Tactical Squad 10 Tactical Marines, Multi Melta, Plasma Gun = [165]
Rhino = [35]
TROOPS 5: Tactical Squad 10 Tactical Marines, Multi Melta, Plasma Gun = [165]
Rhino = [35]
ALLIED DETACHMENT: Codex Space Wolves
HQ1: Rune Priest, Bike, Chooser of the Slain, Runic Armour, Melta bombs,
Jaws of the world wolf (-) Living Lightning (-) = [170]
HQ2: Wolf Lord, Saga of the Bear, Bike, Runic Armour, Thunder hammer,
Storm Shield = [250]
TROOP 1: Grey Hunter Pack (5 men), flamer, = [75]
Rhino = [35]
1850
Thursday, 27 March 2014
Friday, 27 September 2013
Hey? Wait! What?! Oh and some Marines and Grey Knights...
Well if I'm not playing I'm not really blogging.
With the advent of the new Space Marine book and that I have nearly collected subconsciously a full Battle Company along side my Ultramarine 1st Company (mainly make weights in trades) I'm pretty much ready to roll with the new bag of tricks marines are bringing to the party.
Now I've been lucky to play even just a game a week of late and mostly then I've been a certain Mr Symcox's bitch (latest of which you can listen to here. So at least the few games I've gotten in have been against quality opposition.
So with a new book and a new meta in the line here's what I have planned as my go to list for the coming year in 2014.....
1850 White Scars (Space marines) with Grey Knight Allies
HQ:
Kor'sarro Khan, Moondrakken = 150
Elites:
9 sternguard = 208
Drop Pod = 35
5 Legion of the Dammed,
Melta Gun, Multi Melta, Combi Melta on Sergeant = 155
Troops:
Tactical Squad, 10 men, Multi Melta, Plasma Gun = 165
Rhino = 35
Tactical Squad, 10 men, Multi Melta, Plasma Gun = 165
Rhino = 35
Bike Squadron:
8 Bikes, 2 grav guns, Melta Bombs on Sergeant = 203
Bike Squadron:
8 Bikes, 2 grav guns, Melta Bombs on Sergeant = 203
Heavy Support:
Thunderfire Cannon = 100
Grey Knight Allies:
HQ:
Inquisitor Coteaz = 100
Troops:
Inquisitorial Henchmen:
1 Banisher & 5 Deathcult Assassins (each has a power sword, and a power axe) = 90
Fast Attack:
Storm Raven, Twin Linked Lascannon, Twin Linked Multi Melta, Searchlight = 206
(1,850)
Somethings to explain here:
Basic idea is that everything scouts forwards 12" to get into range if I go first or hide if going second and using a boosted bit of terrain from the Techmarine.
If I were to play a screamer council I would charge it with as many dudes as possible or play hide and seek, hang around until the troops come down and hit and run out to pick on them that's the idea.
Legion of the dammed are Wave Serpeant Hunters since they ignore cover. Sternguard can drop in first turn (if I get first turn) and assassinate a big gribbly with their special ammo, and with all the scout moves be backed up turn 1 by the tactical squads, and bikes.
I think suicide melta/plasma sternguard are a epic waste of such a gifted unit as most of the time they are not properly backed up (unlike this army) and just get wiped turn 1/2 and they are expensive. I would only go for a suicide drop if I was playing something like Deamons and could bag a MC Warlord before it can fly.
Coteaz cuts down the chances on being seized on, so the list can scout forwards more aggressively than most. The GK Storm Raven runs as psyker killer with it's missiles (hello Seer/Screamer Councils) as well as run anti flyer duties - it doesn't have to kill, just distract and waste time from things like Helldrakes.
Naturally the Death Cultists run as a great counter assault deterrent - which combined with hit and run on all the marines means hiding in combat happens on my terms, which makes things like Screamer/Seer Councils having to rethink things.
I see the hardest thing for this list is being Daemons and Daemon flying circus so the Banisher is great for this as she forces all daemons with in 6" re-roll their successful invulnerable saves (also applies to Helldrakes) and being in the Storm Raven makes this a very large area of effect.
So there's the theory and the list!
I originally started this blog to get my Space Wolves sorted out, now it's this lists turn and I have till the end of January for the legendary Scottish ETC fundraiser Caledonian Uprising.
With the advent of the new Space Marine book and that I have nearly collected subconsciously a full Battle Company along side my Ultramarine 1st Company (mainly make weights in trades) I'm pretty much ready to roll with the new bag of tricks marines are bringing to the party.
Now I've been lucky to play even just a game a week of late and mostly then I've been a certain Mr Symcox's bitch (latest of which you can listen to here. So at least the few games I've gotten in have been against quality opposition.
So with a new book and a new meta in the line here's what I have planned as my go to list for the coming year in 2014.....
1850 White Scars (Space marines) with Grey Knight Allies
HQ:
Kor'sarro Khan, Moondrakken = 150
Elites:
9 sternguard = 208
Drop Pod = 35
5 Legion of the Dammed,
Melta Gun, Multi Melta, Combi Melta on Sergeant = 155
Troops:
Tactical Squad, 10 men, Multi Melta, Plasma Gun = 165
Rhino = 35
Tactical Squad, 10 men, Multi Melta, Plasma Gun = 165
Rhino = 35
Bike Squadron:
8 Bikes, 2 grav guns, Melta Bombs on Sergeant = 203
Bike Squadron:
8 Bikes, 2 grav guns, Melta Bombs on Sergeant = 203
Heavy Support:
Thunderfire Cannon = 100
Grey Knight Allies:
HQ:
Inquisitor Coteaz = 100
Troops:
Inquisitorial Henchmen:
1 Banisher & 5 Deathcult Assassins (each has a power sword, and a power axe) = 90
Fast Attack:
Storm Raven, Twin Linked Lascannon, Twin Linked Multi Melta, Searchlight = 206
(1,850)
Somethings to explain here:
Basic idea is that everything scouts forwards 12" to get into range if I go first or hide if going second and using a boosted bit of terrain from the Techmarine.
If I were to play a screamer council I would charge it with as many dudes as possible or play hide and seek, hang around until the troops come down and hit and run out to pick on them that's the idea.
Legion of the dammed are Wave Serpeant Hunters since they ignore cover. Sternguard can drop in first turn (if I get first turn) and assassinate a big gribbly with their special ammo, and with all the scout moves be backed up turn 1 by the tactical squads, and bikes.
I think suicide melta/plasma sternguard are a epic waste of such a gifted unit as most of the time they are not properly backed up (unlike this army) and just get wiped turn 1/2 and they are expensive. I would only go for a suicide drop if I was playing something like Deamons and could bag a MC Warlord before it can fly.
Coteaz cuts down the chances on being seized on, so the list can scout forwards more aggressively than most. The GK Storm Raven runs as psyker killer with it's missiles (hello Seer/Screamer Councils) as well as run anti flyer duties - it doesn't have to kill, just distract and waste time from things like Helldrakes.
Naturally the Death Cultists run as a great counter assault deterrent - which combined with hit and run on all the marines means hiding in combat happens on my terms, which makes things like Screamer/Seer Councils having to rethink things.
I see the hardest thing for this list is being Daemons and Daemon flying circus so the Banisher is great for this as she forces all daemons with in 6" re-roll their successful invulnerable saves (also applies to Helldrakes) and being in the Storm Raven makes this a very large area of effect.
So there's the theory and the list!
I originally started this blog to get my Space Wolves sorted out, now it's this lists turn and I have till the end of January for the legendary Scottish ETC fundraiser Caledonian Uprising.
Wednesday, 3 July 2013
Blood Angel and Space Wolf Psychic Choir Bomb
Another crazy idea on the night shift.....
HQ
BA Libby, Fear of Darkness, Blood Lance = 100
BA Libby, Fear of Darkness, Blood Lance = 100
Fear of Darkness is great against most infantry hordes. Blood Lance for Mech car parks.
Rune Priest, Jaws, Living Lightning, Chooser 110
Rune Priest, Jaws, Fury of the Wolf Spirits, Chooser, Melta bombs = 115
We all know Jaws. Fury if it inflicts a wound causes another morale test (combos later). 2x Choosers stops infiltrating Kroot screens as together pretty much cover the board.
Elites:
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
As BA libbys but Av13
3 Wolf Guard, 3x Combi plasmas = 69
Drop Pod = 35
2 in to Grey Hunters, 1 as a line breaker hiding
Troops:
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Grey Hunters, Plasma Gun = 85
Drop Pod = 35
5 Grey Hunters, Plasma Gun = 85
Drop Pod = 35
1839 points
So combos with the Base Codex powers - Fear of Darkness instantly causes a morale test at -2LD. Now go to page 30 in the rule book - Morale and Falling Back - if you are already fleeing you fail all morale checks. With 5x Fear of Darkness that can be a couple of units fleeing multiple times in one turn, in addition to tests taken from shooting casualties (unlikely) but Fury of the Wolf spirits/multiple Jaws/bolter/melta/plasma kills could force another.
With Tau the chooser force the Kroot/Infiltrate screens to outflank, or deploy in their deployment zone normally which then gives you more than enough space/range to mind bullet away.
It's got some very obviously bad match ups (Horde Orks), but you can swap out for psychic screech vs fearless/daemon armies etc and divination/telekinesis on all 7 psychics (or telepathy on the BA). Has a maybe a decent chance vs a blob, but if you can make it run turn one it's so big it's more than likely off the board, but you have harder barriers to break through.
Mind you I could be wrong, it just a crazy (and possibly lack of sleep induced) idea.
HQ
BA Libby, Fear of Darkness, Blood Lance = 100
BA Libby, Fear of Darkness, Blood Lance = 100
Fear of Darkness is great against most infantry hordes. Blood Lance for Mech car parks.
Rune Priest, Jaws, Living Lightning, Chooser 110
Rune Priest, Jaws, Fury of the Wolf Spirits, Chooser, Melta bombs = 115
We all know Jaws. Fury if it inflicts a wound causes another morale test (combos later). 2x Choosers stops infiltrating Kroot screens as together pretty much cover the board.
Elites:
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
Libby Dreadnought, Fear of Darkness, Blood Lance = 175
Drop Pod = 35
As BA libbys but Av13
3 Wolf Guard, 3x Combi plasmas = 69
Drop Pod = 35
2 in to Grey Hunters, 1 as a line breaker hiding
Troops:
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Assault marines, Melta Gun (no jump packs) = 110
+ Free Drop Pod = 0
5 Grey Hunters, Plasma Gun = 85
Drop Pod = 35
5 Grey Hunters, Plasma Gun = 85
Drop Pod = 35
1839 points
So combos with the Base Codex powers - Fear of Darkness instantly causes a morale test at -2LD. Now go to page 30 in the rule book - Morale and Falling Back - if you are already fleeing you fail all morale checks. With 5x Fear of Darkness that can be a couple of units fleeing multiple times in one turn, in addition to tests taken from shooting casualties (unlikely) but Fury of the Wolf spirits/multiple Jaws/bolter/melta/plasma kills could force another.
With Tau the chooser force the Kroot/Infiltrate screens to outflank, or deploy in their deployment zone normally which then gives you more than enough space/range to mind bullet away.
It's got some very obviously bad match ups (Horde Orks), but you can swap out for psychic screech vs fearless/daemon armies etc and divination/telekinesis on all 7 psychics (or telepathy on the BA). Has a maybe a decent chance vs a blob, but if you can make it run turn one it's so big it's more than likely off the board, but you have harder barriers to break through.
Mind you I could be wrong, it just a crazy (and possibly lack of sleep induced) idea.
Monday, 10 June 2013
Blog Wars 5: Army Finished!
So with Blog Wars 5 due in just under 2 weeks time I have finally finished my 1850pts Ultramarines for the event.
HQ:
Captain Sol Invictus (counts as Logan
Grimnar) = 275
Librarian Severian (Rune Priest),
Terminator Armour, Storm Bolter, Force Staff, Jaws of the World Wolf, Living
Lighting = 120
Troops:
10 Wolf Guard in Terminator Armour, 2 Cyclone Missile Launchers = 390
10 Wolf Guard in Terminator Armour, 2 Cyclone Missile Launchers = 390
10 Wolf Guard in Terminator Armour,
2 Assault Cannons = 390
10 Wolf Guard in Terminator
Armour, 2 Heavy Flamers = 340
5 Wolf Guard in Terminator
Armour, 1 Heavy Flamer = 170
5 Wolf guard in Terminator Armour
= 165
Total: 1850
*All power fists count as power
mauls.
*All Chain Fists count as power
axes
*A Sword is a Sword.
Wednesday, 15 May 2013
Space Marines and Tau - "Shadow Shirke"
Been looking through the Tau book and every time I look at Shadowsun I always think of her, shrike, and 20 Terminators.
No it's not some weird dogging group it's a purely infiltrating list.....
Space Marines & Tau Allies 1850
HQ
Shadow Captain Shrike = 195
Libby, Terminator armour, Storm Shield. = 140
Commander Shadowsun, Command drone = 155
Elites
10 Terminators, 2 Cyclones = 460
10 Terminators, 2 Cyclones = 460
Troops
5 Scouts, bolters = 75
5 Scouts, bolters = 75
20 Kroot, Sniper rounds = 140
20 Kroot, Sniper rounds = 140
1840
Now it does have a lot of weaknesses, but the idea of 20 Terminators, 3 Characters, and a butt load of Kroot on your door step can be quite daunting. Remembering that Vanilla SM and Tau are Battle Brothers so can benefit from each others rules, war gear and join each others units opens up a lot of crazy combos.
As for the list it self the scoring can be very weak. Using the command drone can give a unit at BS4 almost prescience (don't roll 2's!). I'm not sure if Assault Terminators might be worth it not as they only fight in one part of the turn and with the massive reduction in AP2 weapons in assault shooty terminators might be ok and more flexible.
As for assault all the Marines do have Fleet because of Shrike so if they wanted to charge they are more likely to make it in (with out Shadowsun).
I would of liked to of fitted in some Stealth Suits but they are really expensive, but he mass of Burst Cannons would of been very welcomed - as well as the infiltrating.
Thoughts?
No it's not some weird dogging group it's a purely infiltrating list.....
Space Marines & Tau Allies 1850
HQ
Shadow Captain Shrike = 195
Libby, Terminator armour, Storm Shield. = 140
Commander Shadowsun, Command drone = 155
Elites
10 Terminators, 2 Cyclones = 460
10 Terminators, 2 Cyclones = 460
Troops
5 Scouts, bolters = 75
5 Scouts, bolters = 75
20 Kroot, Sniper rounds = 140
20 Kroot, Sniper rounds = 140
1840
Now it does have a lot of weaknesses, but the idea of 20 Terminators, 3 Characters, and a butt load of Kroot on your door step can be quite daunting. Remembering that Vanilla SM and Tau are Battle Brothers so can benefit from each others rules, war gear and join each others units opens up a lot of crazy combos.
As for the list it self the scoring can be very weak. Using the command drone can give a unit at BS4 almost prescience (don't roll 2's!). I'm not sure if Assault Terminators might be worth it not as they only fight in one part of the turn and with the massive reduction in AP2 weapons in assault shooty terminators might be ok and more flexible.
As for assault all the Marines do have Fleet because of Shrike so if they wanted to charge they are more likely to make it in (with out Shadowsun).
I would of liked to of fitted in some Stealth Suits but they are really expensive, but he mass of Burst Cannons would of been very welcomed - as well as the infiltrating.
Thoughts?
Monday, 29 April 2013
BOLS & Faeit 212 - GW use Banhammer - it was super effective!
So a few folks would of known by now that Faiet 212 and Bell of Lost Souls are out of action!
Well as this link shows both have been hot by the GW legal team.
In my opinion if Chapterhouse were not so stubborn perhaps GW would of never gotten this aggressive against online content - but who can say for sure?
Of course living in Nottingham does have it perks and I can tell you that at least 2 other big names are in their cross hairs but of course that would be telling and dropping friends in the shit.
I can tell you that GW's legal team are no way as passive, anal, or inactive as 99% of gamers would believe - most of the average store bods at Warhammer World HQ know of these sites recreationally.
Well as this link shows both have been hot by the GW legal team.
In my opinion if Chapterhouse were not so stubborn perhaps GW would of never gotten this aggressive against online content - but who can say for sure?
Of course living in Nottingham does have it perks and I can tell you that at least 2 other big names are in their cross hairs but of course that would be telling and dropping friends in the shit.
I can tell you that GW's legal team are no way as passive, anal, or inactive as 99% of gamers would believe - most of the average store bods at Warhammer World HQ know of these sites recreationally.
Tuesday, 9 April 2013
Blog Wars 5 List: Loganwing?
So I am thinking of my list for Blog Wars 5 and I'm leaning towards an all Terminator list so this naturally
leads me down the path of Deathwing or Loganwing.
At the moment I'm leaning towards this list using Space Wolves:
Logan Grimnar 275
Rune Priest in Terminator Armour = 120
10 Wolf Guard in Terminator Armour, 2 Cyclone Missile Launchers = 390
10 Wolf Guard in Terminator Armour, 2 Assault Cannons = 390
10 Wolf Guard in Terminator Armour, 2 Heavy Flamers = 340
10 Wolf Guard in Terminator Armour, 1 heavy Flamer = 335
Bang on 1850
But it requires too MASSIVE proxies:
Power fists count as power mauls (+2st AP4) & Chain fists count as power axes (+1st AP2).
Now I'm looking at this because I really, really want to put 42 Terminators on the table. But the big question is would YOU readers, friends, or fellow blog war players let me do this and/or would it leave a sour taste in your mouth?
I ask this in respect to my fellow gamer.
leads me down the path of Deathwing or Loganwing.
At the moment I'm leaning towards this list using Space Wolves:
Logan Grimnar 275
Rune Priest in Terminator Armour = 120
10 Wolf Guard in Terminator Armour, 2 Cyclone Missile Launchers = 390
10 Wolf Guard in Terminator Armour, 2 Assault Cannons = 390
10 Wolf Guard in Terminator Armour, 2 Heavy Flamers = 340
10 Wolf Guard in Terminator Armour, 1 heavy Flamer = 335
Bang on 1850
But it requires too MASSIVE proxies:
Power fists count as power mauls (+2st AP4) & Chain fists count as power axes (+1st AP2).
Now I'm looking at this because I really, really want to put 42 Terminators on the table. But the big question is would YOU readers, friends, or fellow blog war players let me do this and/or would it leave a sour taste in your mouth?
I ask this in respect to my fellow gamer.
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