Showing posts with label Warhammer 40K. Show all posts
Showing posts with label Warhammer 40K. Show all posts

Thursday, March 10, 2011

Trying to get more 40K stuff going on again

Well, I've been pretty lax the past year or so about getting my Warhammer 40k armies assembled and on the table, and given all the cool new things that have come out, as well as a strong desire to play Spec Ops: Killzone with some 40k minis, I'm going to have to rectify that.

Part of the problem with my 40k motivation has been that all of my armies are really out of date.  I have Necrons (the oldest un-updated codex) and Witch hunters (the next oldest), and I actually own a decent amount of Grey Knights (which are going to be the newest) but really can't afford to go buying the stuff I'd need to really play them.  That leaves my Chaos Space Marines which I own plenty of, but have never touched.

I'm going to try really hard to assemble and play these guys this year, as well as work hard to create a unique, background driven army for them.  I think 40k is one of those systems that really gains so much from the work the authors have done in fleshing out the background that it would be a waste to not to tap some of that when creating an army.  So for now, I'm going to work on more 'fluffy' armies for my Chaos guys.

I own mostly Khorne stuff, and frankly, I'd like to start with a Khorne-based army anyway, since I think it'll be the easiest to figure out how to play well, even if I don't get many wins.

Here's the list I'm going to work towards, at least to start (2000 points):

Kharn the Betrayer - 165
Chaos Dreadnought w/ Multi-Melta, Heavy Flamer - 105
Chaos Dreadnought w/ Multi-Melta, Heavy Flamer - 105
4 Terminators w/ Icon of Khorne, 3 Combi-Meltas, Lightning Claws - 175
8 Khorne Berzerkers w/ Personal Icon, Skull Champion w/ Power Fist, Rhino w/ Extra Armour - 263
8 Khorne Berzerkers w/ Personal Icon, Skull Champion w/ Power Fist, Rhino w/ Extra Armour - 263
8 Khorne Berzerkers w/ Personal Icon, Skull Champion w/ Power Fist - 213
Chaos Predator w/ Lascannon Sponsons - 130
Chaos Predator w/ Lascannon Sponsons - 130
Land Raider w/ Daemonic Possession - 240
8 Lesser Daemons - 104
8 Lesser Daemons - 104

1997 points

First off, I wanted to keep as many units at 8 models as possible, because that's Khorne's sacred number.

Kharn is such a great HQ choice that I couldn't imagine not including him (although I really was considering trying to fit a Chaos Lord with a Daemon Weapon in if I could have fit him).  He can help drop vehicles as well as eat through infantry.

The Khorne Berzerkers are pretty self explanatory.  I can't really have a Khorne list without Khorne-worshipping guys, can I?  The power fist is in there so that I won't be demolished every time I fight a walker, and the one squad on foot is actually going to be using the Land Raider.  Them + Kharn in the Land Raider should be a nasty start to my army's assault.  Obviously, the Icons are there to help make sure those Daemons land where I need them, as well as to help the Terminators.

The Dreadnoughts and Predators are there because I felt like I'd have a hard time with tanks otherwise.  I probably still will, but I didn't have many other good choices I felt.  Obliterators didn't feel very 'Khorney', and I considered running Defilers, but they didn't really fit the theme to me either (although I thought a Defiler with a ton of arms sure would).  I needed SOMETHING to try to tackle armor, and these seemed like good choices. 

The Lesser Daemons will help add some bodies to the army for a cheap price, and will help out during my assaults.

The Terminators... hmm... I was considering not using them, because they don't seem all that good, but they do give me a moderately mobile anti-tank option (they can pop a Land Raider before my first wave hits, I would think).  Giving them the Mark of Khorne is a bit of a waste of points, but again, the list just wouldn't really feel right otherwise.  I may put something else in, however.  I'm not sure.

Once I get an army list hashed out, I'm going to start working on the army, with a squad of Berzerkers first (so I can use them in Killzone).  As I do that, I'll work on the background for my army.

Any thoughts?

Saturday, April 24, 2010

Quick games today!

Managed to play both a 40K game and a Fantasy game today, both really quickly. Because of this, there are no pictures, and I'll keep the recaps short.

Started the day off playing against Frans in a 2250 Fantasy game. We had decided to try using one of the comp systems (in this case the ETC comp rules) just to give us a feel for how a comp'd game would feel. I ran Empire (who had very light restrictions), Frans chose Vampire Counts (who were probably under moderate restrictions).

I tried to run a more magic-oriented list:
Wizard Lord (lvl 4) w/ Grey Wand, Armour of Tarnus, Barded Warhorse
Wizard (lvl 2) w/ 2 Dispel Scrolls
Wizard (lvl 2)
Captain (BSB) w/ Imperial Banner, Full plate armor
10 Handgunners
10 Handgunners
10 Handgunners
30 Spearmen with shields and full command
8 Knights w/ Full Command
25 Swordsmen w/ Full Command
Cannon
Cannon
Mortar
5 Pistoliers w/ Musician
Steam Tank

As it'll turn out, posting the list really wasn't all that important. Frans took a very very fast list. Ghouls (with Ghoulkin characters), knights, and wolves. The Ghoulkin rule gave Frans a free move at the beginning of the game. Coupled with him going first, it means his core blocks had moved up 16" away from me before I had taken my first turn!

Not a happy spot to be when I'm running a long-range army.

Fortunately, Frans left a path open for my Steam Tank to charge his general's unit on my first turn. And the Steam Tank moved up 15", causing 12 Str 6 impact hits, nearly wiping out the unit. The Vampire Lord didn't have the equipment to battle the steam tank (although he did put a few wounds on it), and on my second turn, it finished the job, killing the unit and his general.

Rather than try to play through with the huge handicap so early in the game (plus the fact I was having my way with him on the flanks due to poor rolling by Frans) he conceded at the end of turn 2. It was definitely going to get ugly from then on- I had lost 12 handgunners total in exchange for his lord, a unit of ghouls, and about 8 dire wolves, and had nothing threatening me for a full turn (while I was able to hammer him safely). Really, I think the comp rules just messed with his game. Next game will be without them, so he can field all his toys ;).

Second game, I played a 1250pt 40K game with my brother. Matt has been buying a bunch of the new Blood Angels models, and been eager to use them.

I gave my Melee-crons a thought, but decided better of it ;). Instead, ran a fairly boring Necron list:

Lord w/ Res Orb, Phylactery, Phase Shifter
10 Warriors
10 Warriors
11 Warriors
4 Destroyers
3 Wraiths
4 Scarabs w/ Disruption Fields
Tomb Spyder
Heavy Destroyer

I don't really remember Matt's list completely, but it was something like
Astaroth
Sanguinor
5 Death Company
5 Death Company
Baal Predator
Furioso Dreadnought

I thought the 2 HQs at 1250 was a bit of a waste, but he really likes the models. Good enough reason.

Mission was Seize Ground, Deployment was Dawn Of War. Matt realizes he hasn't taken any scoring units (only Death Company as Troops), and decides that clearing me off the table will be easy anyway. Sadly, I agreed.

Thankfully, Matt does not take any transports, and his army advances on foot, straight at my guys. You'd think the constant fire would take a toll, but alas, with FNP I struggled killing anything. My unit of wraiths charged a unit of Death Company + Astaroth the Grim, holding them up for 2 full turns, while Matt's other Death Company unit + the Sanguinor overruns my Necron Lord, a unit of Warriors, and a Tomb Spyder that were guarding one of my objectives.

Turn 5 rolls around- I'm left with a single unit of 11 Necron Warriors (10 is my phase out number ;)) on my objective and a unit of Scarabs praying that Astaroth won't destroy them the next round of combat. Matt has been dropped to a Dreadnought, Astaroth, and a single Death Company model on it's own. We roll and get turn 6. Turn 6 sees the end of the Scarabs (big shock), and the Death Company charging the last Necron squad, failing to kill any, but certainly not dying. Astaroth consolidates near the objective, and the roll ends the game, giving us a tie.

Honestly, it was a lot closer game than I thought, and given that one or two rolls could've phased me out, I was perfectly happy. Matt was less so, but at least had some ideas what he could do next game. I'm sure it will be much tougher :(.

Tuesday, March 16, 2010

40K eventualities!

Whoo! 40K was the second game I got into, and although I don't get a lot of gaming in, it's always a good time when I do.

I actually have a 40K game coming up- Thursday vs my brother's Tyranids. Should be fun!

Alright, moving through this.

Current armies:
Inquisition - My primary army right now. I try to run as pure a straight Sisters of Battle army as I can. Love my nuns! They are eventually going to be painted as part of the Order of the Bloody Rose. And will have lots of Immolators :). Or as Matt calls them for some reason, 'Immobilators'. I'm sure there's a reason for it.

Necrons - My first 40K army, but they're on the back-burner most likely, until a new book comes out. They're just so bad, sadly. Obviously, I love running them melee-oriented as I've previously posted. I'm painting them like Imperial Stormtroopers- with a kind of ceramic style. It's pretty cool, I'll post a picture if I ever finish the first unit. BK also plays these guys.

High Interest:
Chaos Space Marines - Have plenty of these guys, but haven't started with the assembly, nor really decided exactly what I'd do. Lots of Berserkers to start. Berserkers + Transportation. That's probably done plenty, but I would love to do it regardless.

Dark Eldar - How can I pass on the sci-fi equivalent of my favorite fantasy army? I can't, indeed. I actually was VERY close to starting them in college. When they get started, I will be running a heavy jetbike army, with the tricked out Lord + Incubi unit to really get in my opponent's face early. Quick win, or quick loss! Also, part of the goal was to ALWAYS use a unit of Mandrakes. I got tired of hearing how useless they were!

Space Marines - Two style I want to run here. Salamanders first, mainly because it's a playstyle I already love (like my sisters!), but also because I love the color scheme! Second of course, is my grand dream. DOOM EAGLES! Now, there are a few keys here. First! I need tons of those beaky helmets (look them up!). Every marine needs one! Then, I'd convert Land Speeders out of High Elf Great Eagles.. ridden by Space Marines! Jump Pack troops (the specialty of Doom Eagles)? Have you seen the Sanguinary Guard? Oh yes. Just think of the eyesore on the table. Ooooooh yes. One of these days. As cheesy as I can get it!

Medium Interest:
Eldar - I love the specialization of the units, such an army would be so much fun to play! I would definitely love an army made of predominately aspect warriors. One of these days :)

Imperial Guard - Eh, generic humans. I would absolutely want to go with Valhallans, and would try to get them to fit into that theme. Plus I'd have to buy and convert and find a ton of them models!

Orks
- Not sure how I'd want to run these guys. Mechanized certainly, but it wouldn't feel like Orks without TONS of guys. I'd probably go semi-mech here. Especially with the clarification to Deff-Rollas, how could I not want to get some of those on the table?? Currently run by Ben.

Space Wolves - Space Marine Vikings? Hard to argue with their draw. Unfortunately, everybody and their brother seems to be starting them. I'll have to wait for now :).

Tyranids - Ooooh, let me run an all monstrous creature army! How could I pass on something that fun!! Matt runs them at the moment, as we'll see Thursday!

Low Interest:
Blood Angels, Dark Angels, Black Templars - I love Space Marines, but these guys just don't do it for me. Some beautiful models between them all, but I don't care much for their style. Give me the codex marines any day!

Chaos Daemons - Just not as interesting to me as the Fantasy version, which wasn't so high before. Lots of Khorne Daemons, most likely, but I don't see it happening either.

Tau - They just never interested me. Play style nor theme. Thankfully, Nathan plays them!

Alright, there ya go. The armies I'd eventually like to start, and what I'd do with them.

Monday, February 22, 2010

MeleeCrons!

YEAH! Sweet sweet MeleeCron goodness.

I've been playing Necrons since they came out with their own codex- they were my first 40K army, and they've been the one I've run the most often.

However, Necrons are not a... hmm.. very dynamic army. Every army I've seen people run has been pretty much the same. Not for me. I decided to try to run a close combat- based Necron force.

Of course, this is generally not a good idea. Poor initiative, plus the fact that Necrons tend to start dropping FAST once they're in combat means that it's usually not good. With that said- it sure makes for an interesting army, and it can pull out some surprising wins! Honestly, it's usually a loss (sometimes badly!), but I have seen this army keep things very close and tense to the final end!

One note. I don't use a C'tan in this list. The C'tan is definitely a very very very scary item in close combat, and certainly would be useful in this list. However, with the points cost, you can buy a lot more Necrons, which may be the difference between keeping you in combat and not. Of course, I've tried this with both the C'tan, so I know they certainly can help (even Assault Terminators get nervous!).

Anyway, here it is, 2000 points of Necrons:
Necron Lord w/ Warscythe, Destroyer Body, Phase Shifter, Resurrection Orb - 210
8 Flayed Ones w/ Disruption Fields - 168
8 Flayed Ones w/ Disruption Fields - 168
11 Necron Warriors - 198
10 Necron Warriors - 180
10 Necron Warriors - 180
3 Wraiths - 123
3 Wraiths - 123
10 Scarab Swarms w/ Disruption Fields - 160
3 Tomb Spyder w/ 1 Particle Projector - 165
3 Heavy Destroyer - 195
2 Heavy Destroyer - 130

The Heavy Destroyers are my long-range tank destroying support, the Warriors sit back and hold/contest objectives, and everything else prepares for the glorious charge!

I'm hoping to get another game in fairly soon, so hopefully you can see this in action (against the new Tyranids hopefully!). Hopefully it goes well!

I would ask for thoughts, but really this is a list to keep me entertained until a new codex comes out. I expect it to be a little on the weak side. Doesn't matter though :)

Sisters of Battle, Fire and more Fire!

Alright, finally got around to writing up my 2000-pt Sisters of Battle list. I actually have a large part of this, but finally deciding the route I want to go will help me focus on what I build/paint/assemble to get it down.

I've been playing Sisters for almost as long as I've been playing 40K, I started them not long after starting my Necron army (so right after Necrons came out!). Once the new Witch hunters codex came out, I was really excited- being able to use Witch Hunters + Daemon hunters + Imperial Guard or Space Marines meant there were so many different ways I could run an army!

I've tried several different things during my time using them. Ran a 3 Daemonhost/Radical Inquisitor + sister support + Penitent engine/arco-flagellant list for a bit, just to really throw people into confusion. Really though, the best Sister lists seem to focus on short range firepower and plenty of flame templates.

Now, this is a fairly typical Sister list: plenty of Immolators, plenty of Meltaguns, plenty of flame templates, and an inducted Imperial Guard platoon for numbers. It should be able to handle most things my opponent throws on the table, and against infantry- heavy armies I should be able to do a LOT of damage right from the beginning. Combined with potent anti-tank abilities, I should be able to stay in any fight until the end!

The List:
HQ:
Palatine w/ Book of St. Lucius, Melta Bombs, Bolter, 5 Celestian Retinue w/ 2 Meltaguns, Immolator - 197

Elite:
5 Celestians w/ 2 Meltaguns, Immolator - 150
5 Celestians w/ 2 Meltaguns, Immolator - 150
5 Celestians w/ 2 Meltaguns, Immolator - 150

Troops:
5 Inquisitorial Stormtroopers w/ 2 Meltaguns - 70
5 Inquisitorial Stormtroopers w/ 2 Meltaguns - 70
5 Inquisitorial Stormtroopers w/ 2 Meltaguns - 70
Infantry Platoon (total 485 pts):
-Platoon Command Squad w/ Meltagun, Flamer, Chimera - 100
-Infantry Squad w/ Autocannon, Chimera - 115
-Infantry Squad w/ Autocannon, Chimera - 115
-Heavy Weapons Squad w/ 3 Autocannons - 75
-Heavy Weapons Squad w/ 3 Autocannons - 75

Fast Attack:
5 Dominions w/ 4 Flamers, Immolator - 156
5 Dominions w/ 4 Flamers, Immolator - 156
5 Dominions w/ 4 Flamers, Immolator - 156

Heavy Support:
Immolator - 65
Immolator - 65
Immolator - 65

The Stormtroopers head into the Immolators from the beginning. I will admit that some of the ideas are probably taken from someone else (maybe Stelek?). For instance, I never ran my Dominions with solely flamers- but the idea of doing so is so cool, how could I not want that? mmm... so many templates.

Well, there you have it. Now I just need to get to work getting it up and running so I can give it some games!

Also, I'm going to put pictures of them as I start getting them painted- I am painting them as part of the Order of the Bloody Rose, so red and more red.

Wednesday, November 11, 2009

Sisters vs Orks, 650 pts

Well, another small game today at the GW, this time vs Ben. I was running a Sister of Battle list with 2 sister squads in Rhinos, and a Celestian squad in an Immolator.

I ended up losing, though it wasn't a blowout. I had some poor luck early, but overall it was fine (as was Ben's). We got the Annihilation meeting with a Spearhead deployment.

I deployed my guys as far forward as possible, and Ben did very similarly, and did not manage to seize initiative. He did scout move his Deffkoptas forward however.

I didn't really keep a play by play, but after about 2 turns of shooting, his Orks were on me en masse, and although I did kill plenty, it wasn't enough to pull off the victory. I conceded on turn 4, I think, he had 5 kill points, and if I got really lucky I may have gotten 4.

Overall not too bad. I need to be more patient with my guys, I was probably a little too aggressive against an army that does it better than I do.

Wednesday, October 28, 2009

Road to Glory Part 3

+++ Transmission Begins +++
Transmitted: Larax Outpost, Endmus
Received: Convent Sanctorum, Ophelia VII
Date: 4558999M41
Astropathic Duct: Riaeva Jenik, Ordo Hereticus
Author: Canoness Preceptor Sahine
Title: Mission Status Update
Thought For The Day: Success is commemorated; Failure merely remembered

Prioress,

I am pleased to report significant progress on our re-cleansing of Endmus. We have dealt the xenos a significant blow, and I feel we have finally taken the initiative in the campaign.

We have a sector of the warzone (523.A) where our forward outpost is very close to the xenos'. It has been the site of a few skirmishes in the past, but overall it's been a fairly quiet zone. Lately we've noticed more activity on their side of the lines, and decided to launch an attack to disrupt whatever plans the foul xenos were working on.

We sent Battle Squads Melangell (Flamer/Melta) and Ulphia (Melta/Melta) as well as Celestian Squad Tigridia and Retributor Squad Elfleda to launch a quick attack across the lines. Melangell and Tigridia were tasked with launching the attack, with Elfleda providing fire support, and Ulphia to defend our outpost in case we needed a counterattack, or support in case the forward squads needed fire support for a retreat. Turns out they were not needed.

Squad Melangell sped a Rhino directly towards the xenos outpost, catching them mostly unawares, and with holy promethium and blessed bolter shell forced the 'Tau' to retreat. Their cowardice was a reminder to all present that only those who follow the Emperor were fit to hold this planet.

After taking the outpost, Squads Elfleda and Ulphia took up support positions in our outpost, and Tigridia moved to cleanse a nearby crater of xenos soldiers. The response from the Tau was... confusing. They seemed to be expecting reinforcements, but they were late it coming, and the reports from our sisters noted that the Tau reinforcements came only after we were ready for them. Perhaps there is some new Tau trick we are unaware of? If so, it did not work, as our squads made short work of anything that arrived that was in range.

Tigridia, in one of our Immolators, cleared the crater and began firing on one of their higher ranked members in those strange suits. The sneaky Tau attempted to surprise us with their 'stealth' troopers attacking Ulphia from behind, but were quickly decimated. Minutes later, organized Tau resistance in the area faded.

In short, we've not won a decisive battle, but we've finally, after so many years, broken a hole in their lines, and as a testament to our preparedness, we've already launched an attack into the gap. As always, I will inform you of any progress we make against the xenos.

Praise be the Emperor!

Your servant,

-Sahine

+++ Transmission Ends +++

Played the second mission later in the day on Saturday.

750 pt batle, took two squads of sisters in Rhinos, 5 Retributors w/ 3 Heavy Bolters, and a Palatine w/ Celestian Squad in an Immolator.

Capture and Control mission, Dawn of War Deployment, ended up capturing BOTH of the objectives, giving me the scenario win. Part of it was his poor reserve rolls (most squads didn't come until turn 4, I think?), but I don't think he was prepared to retake the objective after I took his on the first turn. Those rhino squads really are proving their worth!

This means I'm now the attacker for the campaign, giving me some of the initiative. Won't matter if I don't win the final battle though!

More details when we play a game (will probably be in a few weeks, and playing at 1250 pts).

Monday, October 26, 2009

Road to Glory Part 2

+++ Transmission Begins +++
Transmitted: Larax Outpost, Endmus
Received: Convent Sanctorum, Ophelia VII
Date: 4557999M41
Astropathic Duct: Charael Idiam, Ordo Hereticus
Author: Canoness Preceptor Sahine
Title: Mission Status
Thought For The Day: Vigilance is Your Shield

Most Revered Prioress,

You requested to be informed about progress regarding the ongoing war with the Xenos (designation: 'Tau') and their heathen allies (designation: 'Kroot') on the planet Endmus. I pray to have better news in the near future, but at present there is not much to report.

Since we've begun the campaign here, years prior, we've been hard-pressed to fight a decisive battle with the xenos. They've been difficult to pin down, and seem to be capable of incredible mobility. We've been increasingly working on fighting them whenever the opportunity presents itself, as well as continuing work attacking their front lines. So far, it's been a stalemate.

We have spent far too many resources lately on fixing mistakes. Recently, we had a supply mission get intercepted and shot down. We sent Battle Squad Menna as well as Celestian Squad Cyriaca, along with a squad of Inquisitorial Stormtroopers to attempt to retrieve them. Unfortunately, the Emperor-forsaken xenos attacked with the same goal, causing heavy casualties and taking some of the supplies from our grasps. With the Emperor's words on their lips, they ended the life of many xenos that day with blessed fire and bolter. Emperor be praised!

I am pleased to report that plans are underway to begin a more serious offensive, and I will send you an update when I can. Until then, we pray for the Emperor's guidance, and any resources the Ordos can send.

With faith and fire, the enemies of man shall fall.

-Sahine

+++ Transmission Ends +++

First mission played on Saturday. We ended up drawing (500 pts). We also played the second mission later that day, and I'll post an update sometime tomorrow, hopefully.

Thursday, October 22, 2009

Road to Glory Part 1

Alright, this Saturday me and Nate start our first 40K campaign, the 'Road to Glory' out of the Warhammer 40K rulebook. He will most likely be taking Tau, and I will probably be running with the Witch Hunters.

The basic idea behind the campaign is that two armies will have been fighting for many years, locked in a very very long stalemate. New commanders (me and him) have been shipped to the front, and it's our time to fight for glory, honor, faith, or the Greater Good.

We will be doing the campaign Escalation style. That means we will be increasing the size of the battle as we go along. Our first two scenarios will be at 500 pts, then 750 pts. I will post army lists tomorrow most likely. Should be a blast- a classic fight between a short range, tougher army vs a long range mobile army. Could be an uphill fight for me... but that's part of the fun!

Tuesday, October 6, 2009

Miniature games

Alright, what else do I play? Several games (and several armies)

Warhammer Fantasy
Warhammer 40K:
  • Inquisition (both Daemonhunters and Sisters) (about 2500 combined)
  • Necrons (2500 or so)
  • Dark Eldar (500)
  • Chaos Space Marines (1500)
Battlefleet Gothic:
  • Imperial Navy (2500)
  • Dark Eldar (2000)
Epic:
  • Small-ish Space Marine army. Not sure how many points
Blood Bowl:
  • Dark Elves
  • Dwarfs
  • High Elves
  • Humans (2 different teams)
  • Orcs
Warmaster:
  • Dark Elves (2000)
  • Empire (2000)
Necromunda:
  • Van Saar
  • Goliath
Lord of the Rings:
  • Gondor (700)
  • Mordor (500)
Mordheim:
  • Mercenaries (not sure what I'd run them as...)
  • Skaven
Warmachine/Hordes:
  • Cryx (2000+)
  • Cygnar (maybe 500)
  • Skorne (750)

AT-43:

  • Therians

Flames of War:

  • American 101st Airborne Division (just starting... slowly)
I also own TONS of boardgames, and bits and pieces for several more games, but these are all armies I could run on short notice.

Of course... none are painted, or even close. Or even started in most cases. I will use this blog to talk about my progress too, as I see fit :)

Edit- these now will link to army lists, and I will list painting progress for that army on that page.