Wednesday, 28 March 2012

40k UK GT: Saga of the Defeated....

"Gather round pups and let me tell you a tale of woe..."

Well it wasn't that bad, but by god it was frustrating.

I won't go into a full "stato" breakdown of the numbers as Neil Kerr has done a good job already. But as one of the 6 Space Wolves I played 4 of the 25 Grey Knights in a field of 114 players.

Now I will make it clear now that I am not whinging about the Grey Knight Codex itself. In the big bad days of leafblower, IG where my bread and butter (Thanks to wolf Scouts), but even IG where rare with only 3 players present.

I came 85th, with 1 win (Grey Knights), 1 draw (Blood Angels - almost tabled him), and 4 losses (3x GK Henchman spam, Deamon Cavary with Fateweaver).

Anyway I would go over the games I played, but I think it's irrelevant. I made the same mistake over and over - I tried to fight my way out against the odds, and made mistakes (hindsight is great) again and again - one of which cost me a draw against the Deamons.

Out of the 4 GK armies i played the 3 I lost to where all Henchman spam in one form or another - and two of them where 80% similar:

Cotez,
4-6 units of Acolytes in Razorbacks
2 Units of Assassins in Razorbacks or Land Raider Redeemers or a Storm Raven
3-4 Psyflemen Dreadnoughts

Now someone asked in my last post why a Psyflemen Dreadnought is better than a full unit of Missile Launcher Long Fangs - well the Long fangs get 5 shots, so that's roughly 3 hits a turn, the Dreadnought gets the same but with re-rolls so you are looking at consistently 4 hits a turn. But the big difference is that on that turn you only get 1 hit the Dreadnought gets to re-roll his misses - Long Fangs don't, and this happened alot! Also the Dreadnought has fortitude so it's nigh impossible to stun lock him, and on top of that unlike the Long Fangs he is mobile. Then there is the comparable point costs:

Grey Knight Dreadnought, 2 Twin Linked Autocannons, Psybolt Ammo = 135
6 Long fangs, 5 Missile Launchers = 140

Granted the Dreadnought can die in one shot, but all the same a unit of Long Fangs can run off the table after taking only 2 wounds.

This comparison can continue though out the pair of codices, where Wolves had the upper hand (Razorback spam) Grey Knights get Fortitude, Psybolt Ammo, and Twin Linked Weaponry that becomes more effective due to the Psybolt ammo. Granted Wolves will take Las/plas-backs GK get in more Razorbacks who may only be spitting out St6 but it's Quantity, some quality and lots of reliability (Twin linked, Fortitude) vs quality that isn't twin linked.

Last year my friend Walter said about his old vanilla marine army "Who wants to waste shots at a (Heavy) Bolter(razor)backs"

Well now thanks to super cheap Henchmen and Psybolt ammo - EVERYONE!

How times have changed.

Skill > Codex 

Of course all this doesn't matter as I played like a total chump. I have had no real practice, and no practice what so ever vs Grey Knights (never mind henchman spam) and it showed, as all I have said so far is from the experience of those 3 or 4 games.

In retrospect my Rune Priest was terrible! He only stopped 3 powers all weekend and there was fortitude and hammerhand everywhere. In addition as much as I love Wolf Scouts (and I LOVE them!) I will have to dump them. A smart player can nullify their potential targets, or you get bad reserve rolls. Every game I would of rather had another unit of Grey Hunters or 2 Lone Wolves to cock block nasty units, but with Death Cult Assassins I think even Lone Wolves might of had their day in the sun cut short.

So where does leave us dying breed of Russ's sons?

Well for one I think my Dual Land Raider idea has some merits. It is working for Blood Angels but they do get a 35 point discount on theirs without taking up Heavy Support choices.  I think Long Fangs have had it - controversial I know, but like Hydras, Vendettas, and Thunder Hammer Death Stars before them people have adapted, found their achilles heel and have worked their way around them, same for the Wolf Scouts. But this is what happens when one codex or army list is saturated at a tournament or event. The more there is the quicker players adapt.  

Like Imperial Guard, Space Wolves of the "competitive future" need to mix things up. We only have a few months till (rumored) 6th edition comes out so it's back to the free for all but in these last few twilight months of 5th edition it's time to get radical, and Guard and Wolves have the tools to mix things up.

Next event for me is Open War in 17 on the 14th of April, followed by War of the Roses in May, and then Blog Wars 3 in June.

I might take the Dual Land Raider build to one of those, but for Open War I have submitted a Imperial Guard List that I will go through in a few days time.

Saturday, 3 March 2012

Dual Land Raider Space Wolves - Good Idea or Pipe Dream?

On the UK scene Wolves are coming a rarity and their last "effective" build being Razorback spam has been surpassed by Blood Angels and Grey Knights - mainly GK razor/acolyte spam backed up with Psyflemen dreads who work out better than Long Fangs.

In response most Blood Angels players have gone towards a dual land raider build backed up razorbacks or assault squads in rhinos. But people forget the main strengths of the SW codex, grey hunters, flexibility, that we have very, very, few bad match ups and the fact they still have access to regular vanilla Marine units as well as our own unique units or twists. But yet no one has tried this with SW so here's my first try at such a thing with wolves:


HQ:
Rune Priest = 100 (or Wolf Priest/Lord/Battle Leader but nowadays psychic defence is a must IMO)

Elites:
Wolf Guard:
4x Power fist + combi melta
5x Terminator Armour + 5 combi plasma, 3 power weapons, 1 wolf claw, 1 chain fist = 382

Troops:
8 Grey Hunters, Melta Gun, Wolf Banner = 135
Rhino = 35

8 Grey Hunters, Melta Gun, Wolf Banner = 135
Rhino = 35

8 Grey Hunters, Melta Gun, Wolf Banner = 135
Rhino = 35

10 Grey Hunters, 2 Melta Guns, Plasma Pistol, Wolf Banner, Power weapon, Mark of the Wulfen = 210

Heavy Support:
Land Raider, Extra Armour = 265 (or dedicated transport for the Wolf Guard)
(Terminator WG here)

Land Raider Redeemer, Extra Armour, Multi Melta = 265
(10 man GH unit, +1 Wolf Guard and Rune priest here)

1732

Now it's only a idea at the time, but like the similar BA build GK shooting becomes harder as they lack melta, AP1, or natural St9+ at range in their more traditional builds.

The maxed out 10 man unit of Grey Hunters with the priest (or character of your choice) and a power fist wolf guard can do terrible damage on the charge or counter charge and like all GH units their shooting is not to be sniffed at as they can unleash 3 melta shots, 1 plasma, and what ever psychic powers you like (Jaws, Living lightning, Murderous hurricane, fury of the wolf spirits is you want more ap2 shots) as well as rapid fire bolters or bolt pistols depending on your choice of target and if you are willing to take a charge or not (ie vs Blood Angels or GK with their grenades).

Then there are the terminators who with 10 rapid fire combi plasma shots followed up with power weapons (thanks relentless) can make a mess of even large GK units (except paladins IMO) or Mephiston!

So what do you think a good idea? Something Different? Or better of doing it as Blood Angels?

Friday, 24 February 2012

Why Tempest's Wrath rocks!

The selection of Space Wolf Psychic powers are some what varied but normally all you see on the table top is Jaws of the World Wolf, and Living Lightning. Occasionally you might see Murderous Hurricane - normally if the Wolf player is using two Rune Priests.

But with the advent of Blood Angels, Dark Eldar, Grey Knights, Necrons and now oddly other builds designed to combat mainly Grey Knights the Sons of Russ are left behind in the speed department. So how does Tempest's Wrath combat this?

Well lets look at it's effect:

Space Wolf Codex Page 37:

Tempest's Wrath
The Rune Priest brings the rage of the storm to a roaring climax, frost-fingered wind spirits whipping those who intrude upon their domain out of the skies and smashing them upon the stony ground.
(fluff)

Used at the beginning of the rune Priest's turn. Until the beginning of the Rune Priest's next turn, all enemy skimmers, Jet Bikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest treat all terrain, even clear terrain, as both difficult and dangerous.


So that's a lot of potential threats effected - Jump Pack Blood Angels, Drop Pod Marines, All kinds of skimmers, old School Seer Council Jet Bike rocks, Vendettas, Storm Ravens, 80% of the Necron Codex etc.

Verses skimmers it's only a 1 in 6 chance to get immobilised but against a skimmer heavy army like Dark Eldar make them roll enough dice and bad things will happen. This can make the enemy think twice about moving flat out with his transports as he risks losing the transport and the unit inside!

Against DoA Blood Angels/Jump Infantry this can be devastating, not only will 1 in 6 marines drop dead from the sky, even in the assault phase they are rolling for difficult and dangerous terrain, so will Blood Angel Librarians and Mephiston with Wings activated. In addition to the dangerous terrain tests your opponent has to roll for each individual model so he has to roll for the Sergeant, special weapons etc, and even if the only casualty is the Sergeant with a power weapon/fist that's enough to turn a combat into your favour.

Against Jet Bikes it can devastating as any unit with the Turbo Boost USR can only do so if they do not start, end, or at any point go through difficult terrain. So for example against the Jet Bike Seer Council of Doom you have just brought yourself an extra turn or 2 of shooting at them and denied them their cover save of 3+!

But more than anything else it's a psychological weapon, if your opponent starts to thing about what ifs and maybes then it's going to make your life a lot easier.

Thursday, 23 February 2012

GT Army List Time

Well it's nearly that time of year again - the UK Indy 40k Grand Tournament. The whole reason why just over a year ago I started blogging to get my Space Wolves finished.

This year I was planning to use Blood Angels but time and money is against me but this is what I wanted to use:


HQ:
Librarian = 100


Troops:
Assault Squad, no jump packs, power weapon, melta gun = 125
Dedicated Land Raider Redeemer (-35), Searchlight, extra armour, multi melta = 231


Assault Squad, no jump packs, power weapon, melta gun = 125
Dedicated Land Raider (-35), Searchlight, extra armour, multi melta = 231

5 Scouts, Camo Cloaks = 90

Fast attack:
Baal Predator, Assault Cannon, Heavy Bolters, Searchlight = 146

Baal Predator, Assault Cannon, Heavy Bolters, Searchlight = 146

Baal Predator, Assault Cannon, Heavy Bolters, Searchlight = 146

Heavy Support:
Predator, Autocannon, Lascannons, Searchlight = 136

Predator, Autocannon, Lascannons, Searchlight = 136

Predator, Autocannon, Lascannons, Searchlight = 136

Total: 1748

I have all these models but I just haven't enough time to build the Land Raiders, magnetise them, and then paint the lot. I have the predators build and fully magnetised with all options.


So alas I have gone back to old reliable - my Space Wolves, but they have changed since my last post about them. I have squeezed much more out of the points and considering what's hot at the moment (Necrons and Grey Knights), and boosted how I like to play them - a sort of aggressive counter attack.

HQ:
Rune Priest, Jaws, Tempests Wrath = 100

Elites:
5 Wolf guard, 3x Power fist + combi meltas, 2x Combi meltas = 175

5 Wolf Scouts, melta gun =85

5 Wolf Scouts, melta gun =85

Troops:
8 Grey Hunters, Wolf Banner, Melta Gun = 135
Rhino =35

8 Grey Hunters, Wolf Banner, Melta Gun = 135
Rhino =35

8 Grey Hunters, Wolf Banner, Melta Gun = 135
Rhino =35

5 Grey Hunters, Flamer = 75

5 Grey Hunters, Flamer = 75


Heavy Support:
6 Long Fangs, 5 Missile Launchers = 140
Razorback, Lascannon, Twin Linked Plasma Guns = 75

6 Long Fangs, 5 Missile Launchers = 140
Razorback, Lascannon, Twin Linked Plasma Guns = 75

6 Long Fangs, 5 Missile Launchers = 140
Razorback, Lascannon, Twin Linked Plasma Guns = 75

Total: 1750

Basically I have dumped Mark of The Wulfen (which saddens me), and the Land Speeders to get a second 5 man Grey Hunter squad and upgrade the Bolter-back to las/plas and bring in two more las/plas razorbacks which belong to the Long fangs for Dawn of War purposes but will get hijacked by the 2 5 man squads. Also as Space Wolves we get free searchlights and acute senses which are going to be vital vs Necrons.

I have been really enjoyed using Tempest's Wrath on my Rune Priest I think its highly underrated and I think that's due to people still thinking about using shooting powers such as Jaws, Living lightning and Murderous Hurricane, but with Grey Knights, Necrons and Dark Eldar on the scene now I think Tempests Wrath is going to be really useful. In fact I think that's a blog post for another day!




Saturday, 11 February 2012

Caledonian Uprising Report - At last...




So I took my foot slogging IG to the Caledonian Uprising and as a quick reminder here is my army list:



HQ
Company Command Squad, Regimental Banner, Lord Castellan Creed= 155
Company Command Squad, Regimental Banner = 65

Elites
5 Storm Troopers, 2 Melta Guns = 105
5 Storm Troopers, 2 Melta Guns = 105
5 Storm Troopers, 2 Melta Guns = 105

Troops
Platoon 1:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Autocannon, Plasma Gun = 75
Infantry Squad, Autocannon, Plasma Gun = 75
Infantry Squad, Autocannon, Plasma Gun, Commissar = 110

Platoon 2:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun, Commissar = 120

Platoon 3:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun, Commissar = 120

Platoon 4:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Missile Launcher, Plasma Gun = 80
Infantry Squad, Missile Launcher, Plasma Gun = 80
Infantry Squad, Missile Launcher, Plasma Gun, Commissar = 115

1850




Game 1: Dawn of War. Kill Points primary, Multiple Objectives secondary.

Opponent: Josh Roberts, Cortez Henchman and Razorback spam with 20 Purifiers and 4 Psy-bolt Dreads.

I played like a total muppet, some misjudged distances and his Purifiers were into me. He rightly picked on my 5 man command squads with his Razorbacks and Dreadnoughts and started to rack up the kill points fast.

I got 2 points out of it and wasn't tabled! But my stormtroopers making a suicide pact was pretty funny. A educational loss.

2-18 loss
Josh came 4th Overall




Game 2: Table Quaters,
Primary Objective: Table quarters
Secondary: bore draw

Opponent: Mark Furniss Chaos marines. 3 land raider chaos full of berserkers and Kharn and the customary unit of Plague Marines to sit at home!

I some how managed to win this one. But one of his land raiders with dozer blades getting immobilised turn 1 kind of helped.

I just bubble wrapped up in my corner and fed the berserkers 1 unit at a time and whittle them down with mass gun fire until none where left. I bobbled up the missile launcher platoon to take a table quater as well.

15-5 win
Mark came 71st overall






Game 3: Pitch battle set up but diagonal.
Primary objective: 4 objectives (2 in each deployment zone).
Secondary: Head hunter - kill points but HQ and Elite units count as 2 kp each.

Opponent: Chris Swaine - Blood Angels, Double Land Raider Redeemers. 5 Assault Terminators and 5 assault marines with a Priest in the land raiders. 3 Auto-las predators and 2 assault squads in Razorbacks. Oh and Meph...

I played Chris at Blog Wars 2 in December and lost, but thanks to 10 plucky outflanking Guardsmen (CREEDDD!!) I managed to snatch a large win this time around thanks to some appalling luck of Chris's part which included FnP terminators being killed by lasguns and guardsmen in assault!!

19-1 win
Chris came 77th overall




Game 4: Dawn of War, but the middle line goes from corner to corner.
Primary objective: Seize Ground 5 objectives
Secondary: Kill points

Opponent Harry Allen - Leafblower IG, playing one of the best painted nominations is always a joy. Harry spent the whole game pounding my army but I blobbed up due to the Sanctioned Psyker squad and kept going to ground and using "Get back in the fight" to shoot in my turn while hiding in cover.

I just sneaked a 11-9 'win'
Harry came 15th overall




Game 5: Some kind of crazy L shape set up that goes up to 24" in and 36" across but 12" deep.
Primary Objective: Hold the middle of the board
Secondary: Bore Draw.

Opponent: Graeme Simpson, Grey Knights, same as Josh's army but with a Land Raider Reedemer holding 8 Assassins, a libby and Cotez.

Que a action replay of my game vs Josh, but this time my melta guns went on strike after flawlessly killing 5 out of 5 land raiders so far. It was the prefect game type for his army vs mine as I had to stop the Land Raider full of Assassins and the 20 Purifiers before I could even think about holding the middle of the board, but I couldn't.

Luck came back to haunt me in this one.

1-19 loss                                                             
                                                                                      Graeme came 27th Overall.




Game 6: Pitch Battle
Primary: Kill Points
Secondary: 3 objectives spaced out along the centre line

Opponent: John Jasinski, Necrons. The Traveller and a Lord both in Command barges, 2 Tryarch Walkers, C'Tan, a mini Scarab farm, 8 Immortals, 2x5 Warriors and 3 Lance Crypteks and 2 Shroud Crypteks.

At one point I thought my Stormtroopers where going to win me the game, but I started to pass/fail leadership tests at the wrong moment! The mini scarab farm was educational to play and took a real toll on my blobs but since we where both far down the ladder we both made a game of it. I got my arse kicked but it was my first game vs the new Necrons. Guardsmen on the charge can kill Scarabs with Furious charge on them via Creed or Straken, but can easily get bogged down fast.

17-3 loss.
John came 32nd overall



So 3 wins and 3 losses, and came 66th out of 110 so mid table obscurity strikes again.

I think I can walk away happy with that especially with only 2 practises game with the lists, and I would play any of my opponents again in a heartbeat. I quite liked the scoring system as it always gave you something to go for no matter how bad things where.

As ever from a Tim King event (TM) it was great fun and ran really well, and my round 5 Opponent Graeme Simpson actually got picked for the Scottish ETC team as a result of his performance at this tournament so well done to him!


Now back to magnetising 6 Predator Tanks!

Tuesday, 17 January 2012

Underdog, Scalper, or Clubbed Seal?

So this weekend it's the Caledonian Uprising and the draw for the fist round was made a few weeks ago and I have been drawn against the UK Number 1 and England ETC Captain Josh Roberts.

Yeah....
hey you at the back there stop digging that shallow grave! I'm not dead yet!


So having had too long to think (yes I get that bored at work), listening to podcasts, and having a ponder at the mission pack here's my thoughts on what or what not to do but first what I can gather what josh's Grey Knights are packing:
 
 
Inquisitor Coteaz
 
10 Purifiers. 4 Psycannons, 3 Halberds, 2 Daemon Hammers, Knight of the Flame with Halberd
Razorback, Twin-linked Assault Cannon, Psybolt Ammunition
10 Purifiers. 4 Psycannons, 3 Halberds, 2 Daemon Hammers, Knight of the Flame with Halberd
Razorback, Twin-linked Assault Cannon, Psybolt Ammunition
Venerable Dreadnought, 2 Twin-linked Autocannons, Psybolt Ammunition

Henchmen Warband: 5 Death Cult Assassins
Razorback, Twin-linked Heavy Bolters,  Psybolt Ammunition, Search Light.
Henchmen Warband: 5 Death Cult Assassins
Razorback, Twin-linked Heavy Bolters,  Psybolt Ammunition, Search Light.
Henchmen Warband: 3 Warrior Acolytes
Razorback, Twin-linked Heavy Bolters,  Psybolt Ammunition.
Henchmen Warband: 3 Warrior Acolytes
Inquisitorial Chimera, Multi-laser, Heavy Flamer, Search Light
Henchmen Warband: 3 Warrior Acolytes
Dreadnought, 2 Twin-linked Autocannons, Psybolt Ammunition
Dreadnought, 2 Twin-linked Autocannons, Psybolt Ammunition
Dreadnought, 2 Twin-linked Autocannons, Psybolt Ammunition 
 
Give or take a few points or a slight change in transports.
 
 
Hell of a lot of dakka to take of care of a horde of foot slogging Guard but the mission is Dawn of War with a corner to corner line splitting the board, Primary mission is 5 objectives (8 points), Secondary Kill Points (4 points) and another 8 - 0 points based on the victory points diffrence.

But on the up side the recent batch of FaQ's for most of the 40k armies does mean that I can deploy 2 whole platoons in Dawn of War! But the big question is do I blob up or not as at first glance it seems like a 5 objectives and dawn of war mission but 14 of the 20 games points are to do with killing stuff so I could forget about the objectives and try just to blow stuff up.

If I blob up all it takes is just 1 unit of purifiers to make combat and I'm shafted due to cleansing flame, but I could try to match the MSU style by playing the platoons as normal, or have a couple of 20 man blobs with a few 10 man units as bubble wrap/chaff to get in the way.

If he wins the roll of to deploy and forces me to deploy first I will just shove 1 unit forwards to keep him back, but if I deploy second I can see where he goes before I deploy my full strength.

As for target priority it's Purifiers, Purifiers, Purifiers! And then the razorbacks, not fussed about the Dreadnoughts unless they try to make combat with me. I aim to use the Strom Troopers as disruption - hopefully they can bag a razorback and take out the acolytes inside if it goes boom. As for the assassins they charge a unit, kill it and then die to lasfire - happy days, but I think they will skulk around and mop up units or sit on objectives.
 
I reckon that the purifiers will combat squad and hijack other transports and try to rush me with 4 units in effect, most of the time purifiers will go into a shoot fight and mop up in assault but with so many bodies they cannot win a shooting fight so have to make combat IMO.

The problem (hopefully) for the GK will be that I can knock out razorbacks quickly and his work is left to the Purifiers who could be left isolated if I play for kills, but playing for kills is risky as the game points for the objectives is 8 for a win or 4 for a draw, but kill points is 4 or 2, and a variable scale on victory points so it's a hard choice to make because if I set up purely not to take objectives I could lose big as I'm set in one way but if I go for objectives I could be diluting my fire power.

I will have to wait and see how I feel is the best way to play it - plus this is only game 1 in a 6 game tournament so it's no good obsessing over this one too much. If I lose badly I should hopefully get a easy game in round 2.
 
Time will tell!
Oh and hi to Ben :p

Monday, 2 January 2012

I'm Back!


Hello again folks. Now since the Space Wolves blog is now officially in hibernation until the Wolf time it's now back to flying solo.

After the last year life has not been kind to my girl friend and I, but on the upside we are now living together and are keeping each other (in)sane. Oh and the spare room has been taken over my several boxes of plastic and metal toy solders!

Hobby wise I haven't played much, but I have had a few games in with my Ultramarines 1st Company (Deathwing) and my Space Wolves. But with a whole new Marine army to build the Wolves are taking a back seat for the foreseeable future. I have tickets to the Scottish ETC team's annual tournament The Caledonian Uprising, the Indy 40k UKGT in March and Open War 17 in April, and hopefully Blog Wars 3 in June, and some more Open Wars later in year.

In the last 3 months I have been to Open War 16 and got it's first ever Slaughter Award (first max points victory) against a double Jetbike seer council (remember when they where scary!?), and eventually came 13th out of 43. In December I went to Blog wars ran by Alex over at From the Fang and came 11th out of 22 - perfect mid table obscurity!

Despite my lack of social/weekly games due to crappy shifts at work (as well as working the odd night), I have gotten into pod casts, and at the moment my favourites are the 40kUK and 11th Company Pod casts, and non hobby wise BBC Radio 5 Live's Fighting Talk and Kermode and Mayo's Film Review. I have found the 40k pod casts to be really useful as I have not played against the new Necron Codex or much experience against dirty Grey Knight lists.

Despite working on a all new Marine army (Captain Model), for Caledonian I'm taking my first true love - Imperial Guard. But don't worry it's not leafblower - I don't even own a single Hydra or Vendetta! But I've gone mad and gone for pure foot sloggers!

HQ
Company Command Squad, Regimental Banner, Lord Castellan Creed= 155
Company Command Squad, Regimental Banner = 65

Elites
5 Storm Troopers, 2 Melta Guns = 105
5 Storm Troopers, 2 Melta Guns = 105
5 Storm Troopers, 2 Melta Guns = 105

Troops:
Platoon 1:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Autocannon, Plasma Gun = 75
Infantry Squad, Autocannon, Plasma Gun = 75
Infantry Squad, Autocannon, Plasma Gun, Commissar = 110

Platoon 2:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun, Commissar = 120

Platoon 3:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun = 85
Infantry Squad, Lascannon, Plasma Gun, Commissar = 120

Platoon 4:
Platoon Command Squad, 2 Melta Guns = 50
Infantry Squad, Missile Launcher, Plasma Gun = 80
Infantry Squad, Missile Launcher, Plasma Gun = 80
Infantry Squad, Missile Launcher, Plasma Gun, Commissar = 115

1850


Why I have I gone pure foot slogging? Well the "meta" is based around killing mass light transports or heavy armour with melta, or at least suppressing it, this leaves many lists lacking against large numbers. While mass St6 Razorback spam will hurt it's not going to kill 170ish models in a game. So hopefully I might be able to catch many people out. But also I'm a bit mad, but my IG have always served me well - even before they where cool!

Here's to a new year of oldish blogging!