UPDATE! WOOT!
Tuesday, March 29, 2011
Sunday, March 27, 2011
First Guard Update
SKULLS FOR... a good deal!
Alright, just in case y'all have not heard of them or seen the latest in a long line of awesome from Mister Justin over at http://secretweaponminiatures.com/ you need to.
This is a great company, I actually ordered from their opening sale a year or so ago, the brass runes are scattered all over my Wolves.
Great customer service, great value. OK enough hype, just go look and buy. On to the cool new thing.
SKULLS!
That is what you get in a 2oz order, for $15.
Here is how they stack up to a 40k sized human. Looks like it would fit to me.
Well, there is a dose of coolness, order some and check out their HUGE selection of bases and other conversion parts. I have a couple of the Runic Mountain set for my Wolf Lords, just not had time to get them painted up yet.
Seriously go order some.
All images are property of Secret Weapon Miniatures.
Tuesday, March 22, 2011
A New Era ... again
Warhammer ADD has struck again and its time for me to make a change! Throughout the 5 years I have been playing this awesome game I have started and completed 2250 armies for dwarves, goblins, and daemons. As well as completing a 1850 tau army. For some reason I have just lost interest in my marines, the painting and modeling has gotten dull so its time to move on!
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=280648178069&ssPageName=STRK:MESELX:IT
In honor of this great changing of hands I have written up my first guard list and would love some cc from you guys who know far better.
HQ
Comand Squad
Melta x3
Master of the Fleet
Chimera + Hvy Bolter
Elites
Ogryn
Troops
Platoon Alpha
Platoon Command
Missile Launcher
Chimera + Hvy Bolter
Infantry Squad
Chimera
Infantry Squad
Chimera
Heavy Weapon Team
Lasgun
Missile x2
Platoon Bravo
Platoon Command
Missile Launcher
Chimera + Hvy Bolter
Infantry Squad
Commisar
Infantry Squad
Veteran Squad
Sniper x3
Heavy Bolter
Fast Attack
Scout Sentinel
Lascannon
Heavy
Manticore
Manticore
Lemun Russ Battle Cannon
Lemun Russ Battle Cannon
Lemun Russ Battle Cannon
If my math is right, and it very well may not be, it comes out to 1850.
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=280648178069&ssPageName=STRK:MESELX:IT
In honor of this great changing of hands I have written up my first guard list and would love some cc from you guys who know far better.
HQ
Comand Squad
Melta x3
Master of the Fleet
Chimera + Hvy Bolter
Elites
Ogryn
Troops
Platoon Alpha
Platoon Command
Missile Launcher
Chimera + Hvy Bolter
Infantry Squad
Chimera
Infantry Squad
Chimera
Heavy Weapon Team
Lasgun
Missile x2
Platoon Bravo
Platoon Command
Missile Launcher
Chimera + Hvy Bolter
Infantry Squad
Commisar
Infantry Squad
Veteran Squad
Sniper x3
Heavy Bolter
Fast Attack
Scout Sentinel
Lascannon
Heavy
Manticore
Manticore
Lemun Russ Battle Cannon
Lemun Russ Battle Cannon
Lemun Russ Battle Cannon
If my math is right, and it very well may not be, it comes out to 1850.
Monday, March 21, 2011
Grey Knights, a lot to say.
Ok, this is a cool book, with beautiful new plastic models.
Alright, Purifiers are badass, Crowe blows. Dilemma. He is neither an IC nor an upgrade character, so he is a single model unit with a great model. Ugh. He is essentially a 150 point awesome tax to get Purifiers as troops and make a whole army of them. Worth it I think. But for him as a unit I have no idea what one would do. I guess just run him along behind and hope he can get into combat and not get charged.
However, my first list and thoughts were lots of terminators, no gimmicks or tricks like I have been seeing, just lots of grey knight terminators. Oh hell yes.
Alright, Purifiers are badass, Crowe blows. Dilemma. He is neither an IC nor an upgrade character, so he is a single model unit with a great model. Ugh. He is essentially a 150 point awesome tax to get Purifiers as troops and make a whole army of them. Worth it I think. But for him as a unit I have no idea what one would do. I guess just run him along behind and hope he can get into combat and not get charged.
However, my first list and thoughts were lots of terminators, no gimmicks or tricks like I have been seeing, just lots of grey knight terminators. Oh hell yes.
HQ
225 Grand master, blind, rad ,MC psycannon
200 Librarian, shrouding , might of titan , summoning , sanctuary, warp rift, MC halberd, 3 servo skulls
Troops
475 10 terminators , 2 psycannons , 3 hammers, 1 MC hammer 5 6 halberds, psybolt ammo
475 10 terminators , 2 psycannons, 3 hammers, 1 MC hammer 5 6 halberds, psybolt ammo
475 10 terminators , 2 psycannons, 3 hammers, 1 MC hammer 5 6 halberds, psybolt ammo
Ok, actually there are tons of tricks and weird crap in here. I think grey knights HQs have the most weird cool fuck yous per capita of any army.
Grand Master
On the GM, he reduces enemy Toughness by 1 when charging or charged, also when charged negates the +1 attack, charge me I dare you. Also, his 4 shot psycannon with one re-roll to hit. Also, why keep his normal weapon when he can get a thunder hammer or In 7? A 3++ save in close combat that's why. I have heard people being sad that only one Special Character gets a storm shield. Well, for no additional cost the GM has a 2+ and 3++ in close combat, and with hammer hand, Str 5.
Oh and Grand Strategy. So with only 3 total units(6 scoring units if they combat squad), from 1/3 to the entire army benefits from this rule. They are all scoring to begin with, so we have the options to make them Scouts, give everyone Counter-Charge, or re-roll all 1's to wound shooting and combat.
Not to mention Psychic Communion, with a psychic test any reserve roll can be modified +1 or -1 AFTER the roll has been made. Scout his unit up farther into cover, have the servo skulls(discussed infra) reduce scatter for the other units, and blast the crap out of something.
Librarian
Ok, the librarian. He can cast two powers per turn. This means your turn and my turn. Hammerhand, Sanctuary, and The Shrouding are all used in your opponents turn. Holy Synergy Batman! Slow down assaults/ kill models with dangerous terrain, give yourself and units within 6in a 3+ cover save, increase strength, all in the other players turn.
During your own turn the fun starts. Summoning, you take a unit and deep strike them within 6in of you, get a unit where they are needed. Might of Titan, Str 6, when stacked with Hammer hand from the unit you are joined to. So In 6 models with Str 6, force weapons. Again, you go before basically everything but dark eldar characters, wound anything but MC's on a 2+, ignore armor and a force weapon if need be. Also, Str 10 thunder hammers, that are force weapons to back things up. He gets to re-roll a missed attack, so making those force weapons count. Also a JoWW flamer, sweet.
Now servo skulls, these are another dirty trick that the knights have. These stop infiltrators from being deployed within 12in, and a scout move cannot end within 12 in. So those Baals were planning on getting up in your face turn 1. You can pretty much shut down that tactic with careful placement of the servo skulls.
Also, most importantly, deep strikes that happen within 12in of a skull only roll 1d6 to scatter. This would include being summoned as well. Holy crap awesome.
So with careful placement you can drop you units when and where you want them between the GM and the skulls, and the Librarian.
Grey Knights Terminators
Alright, they are the same price as standard terminators, but don't come with a thunder hammer and storm shield. However, for the same 40 points you get thunder hammers or halberds, that are force weapons. If you strike at In 6, with a str 5 or 6 force weapon, that 3++ isn't as essential as with the thunder hammers.
The Justicar can master craft one weapon, so therefore one daemonhammer will always hit. Also, since I really didn't have room for other troops, they all get psybolt ammo for the storm bolters. Mini heavy bolters everywhere, in addition to the psycannons. Going from a 4+ to 3+ to wound on the most common infantry, and a 2+ against T3 is awesome.
Now combat squads are where things get cool. A big ass squad of terminators dropping right where you want them, or getting summoned by a librarian is awesome. But, the real strength is being able to tailor the combat squads to what you need. Two five man terminator squads some in on the same reserve roll, and are affected by the GMs Strategy. You can make them a hardcore beat stick, putting the Justicar and at least one more hammer in the squad. Or They can have both psycannons and blast the crap out of things at 24in, and still rock in combat. Or a nice balanced group of 6 5 man squads.
Weaknesses
No actual anti tank. You have quite a few thunder hammers, that helps, and a lot of ways to get close where you want to be. You also have 7 psycannons, which in the hands of terminators are 24in Str 7, heavy 4 rending shots. So using placement and movement can get you side or even rear shots, popping transports shouldn't be that hard, IF you can get into position. Also, with those side and rear shots, shoot the storm bolters first, str 5 shots can glance AV11, and pen AV10, you get a couple glances in before you bring out the big guns, you might get to stack up weapon destroyed and immobilized to take out the tank.
The Justicar can master craft one weapon, so therefore one daemonhammer will always hit. Also, since I really didn't have room for other troops, they all get psybolt ammo for the storm bolters. Mini heavy bolters everywhere, in addition to the psycannons. Going from a 4+ to 3+ to wound on the most common infantry, and a 2+ against T3 is awesome.
Now combat squads are where things get cool. A big ass squad of terminators dropping right where you want them, or getting summoned by a librarian is awesome. But, the real strength is being able to tailor the combat squads to what you need. Two five man terminator squads some in on the same reserve roll, and are affected by the GMs Strategy. You can make them a hardcore beat stick, putting the Justicar and at least one more hammer in the squad. Or They can have both psycannons and blast the crap out of things at 24in, and still rock in combat. Or a nice balanced group of 6 5 man squads.
Weaknesses
No actual anti tank. You have quite a few thunder hammers, that helps, and a lot of ways to get close where you want to be. You also have 7 psycannons, which in the hands of terminators are 24in Str 7, heavy 4 rending shots. So using placement and movement can get you side or even rear shots, popping transports shouldn't be that hard, IF you can get into position. Also, with those side and rear shots, shoot the storm bolters first, str 5 shots can glance AV11, and pen AV10, you get a couple glances in before you bring out the big guns, you might get to stack up weapon destroyed and immobilized to take out the tank.
Friday, March 11, 2011
Jokaero!!!!
I am not going to start a Grey Knights army. Everyone, keep me to this.
But, they are cool looking, and I love Jokaero. I've not seen the book yet, the local has not gotten their black box in and I am leaving for spring break this next week. So we will probably not have any new posts, Jack may put something up.
Here from HERO's blog at http://lkhero.blogspot.com/ lots of Grey Goodies.
But, they are cool looking, and I love Jokaero. I've not seen the book yet, the local has not gotten their black box in and I am leaving for spring break this next week. So we will probably not have any new posts, Jack may put something up.
Here from HERO's blog at http://lkhero.blogspot.com/ lots of Grey Goodies.
Wednesday, March 9, 2011
Killzone List
Here is the list I threw together as a possible killzone list. I think it checks out as far as being in complience with all the rules.
Terminator - Assault Cannon
Terminator - Cyclone Missile Launcher
Marine Scout - Sniper Rifle
Marine Scout - Sniper Rifle
Marine
Marine
Marine
Assault Marine
I like the list, has some bodies to absorb damage, i like the thought of the assault marine being able to throw himself over the line into battle. I love sniper rifles and the two terminators should do some serious damage.
Terminator - Assault Cannon
Terminator - Cyclone Missile Launcher
Marine Scout - Sniper Rifle
Marine Scout - Sniper Rifle
Marine
Marine
Marine
Assault Marine
I like the list, has some bodies to absorb damage, i like the thought of the assault marine being able to throw himself over the line into battle. I love sniper rifles and the two terminators should do some serious damage.
Sunday, March 6, 2011
Drop Dreads!
Dreadnought Drop Pod, used a template I found online.
Found the Template I used. Enjoy!
http://users.tpg.com.au/misterp/drop/drop_pod.pdf
Found the Template I used. Enjoy!
http://users.tpg.com.au/misterp/drop/drop_pod.pdf
Friday, March 4, 2011
Killzone
Galaxy in Flames has a great rule set for skirmish level 40k that Jack and I are going to try out soon. So look for that maybe in the coming weeks, but we've got the MPRE tomorrow and spring break is in two weeks.
But here is my 250 point team and some pictures of work I did on them last night. I still need to put together a plasma gunner and another bolter guy.
But here is my 250 point team and some pictures of work I did on them last night. I still need to put together a plasma gunner and another bolter guy.
Team Leader
Wolf guard, plasma pistol , power weapon , brawler (+1 to wound in close combat)
Lone wolf , terminator armor, powerfist
Longfang , heavy bolter
Longfang, heavy bolter
Grey hunter, flamer
Grey hunter , plasma gun
Grey hunter, Mark of the Wulfen
Grey hunter
Grey hunter
Fenrisian wolf, Ferocious Leap (assault grenades)
This has a good mix of close combat and shooting, as well they are the Emperors swiss army knives with bolters, pistols, and close combat weapons. But having a flamer for the dense terrain recommended, and the two plasma guns for hard targets are nice. The heavy bolters are in a pair as then I can use them for a long fang squad, though I am not so certain about mixing ranges. But in this context they are awesome.
I would like to make this a campaign mordheim style. I think I could basically port over the mordheim rules, but all marines start at 8 experience, and Team leaders use the hero table.
Or just say whatever and play small scale 40k. That might be best to start with.
Here's what I did last night.
Here we have most of the band, from the front left, flamer guy, wulfen berserker, team leader. Middle, bolter guy and lone wolf terminator. In the back is the wolf and both long fangs.
Here is a close up of the flamer and team leader. I used a devastator melta bomb to make a high capacity flamer tank. I think it looks pretty good.
Tuesday, March 1, 2011
Oh wow.... Sort of want. #40k Commander #Obama.
Dragonforge has some of the most realistic and lifelike facial sculpts I have ever seen.
Here with their African American heads set. Wesley Snipes, Ving Rhames and Obama.
They are all very recognizable, and I sort of want to make an Obama Chapter Master or Guard Commander. Just for the WTF factor. Also Wesley Snipes as a Demolition Man or Blade style Marbo, or even vampire hunter, would be pretty cool.
This is just a big load of weird and awesome.
Here with their African American heads set. Wesley Snipes, Ving Rhames and Obama.
They are all very recognizable, and I sort of want to make an Obama Chapter Master or Guard Commander. Just for the WTF factor. Also Wesley Snipes as a Demolition Man or Blade style Marbo, or even vampire hunter, would be pretty cool.
This is just a big load of weird and awesome.
Subscribe to:
Posts (Atom)