Well I won my first game of WHFB, against Empire.
Most of my army got killed apart from my warriors, led by my sorcerer, who ate my opponents big block of halberders, led by warrior priest, and this resulted in the rest of the empire army panicking!
My lvl 2 sorcerer was probably the star of the game, causing the enemy to kill themselves (treason of tzeentch) and making my opponent warry of using magic (pandimonium).
My Chaos Warriors also deserve a very honorable mention, first eating through a block of flagellants and then halberders for the loss of only 2 men all game!
As these two units did so well I increased my list to 2000 points with the addition of another block of 12 warriors and a lvl 4 tzeentch sorcerer lord, my lvl 2 has now become nurgle.
The unit that needs to hang it's head in shame are my chaos knights. They charged through some woods, losing a man in the process, and killed the enemy cannon, over ran into his wizard but the proceeded to run off the field after loosing another man to a mortar shell!
But anyway my army is now 2000 points but quite small, next on the shopping list though is a hell cannon :-)
Tuesday, 11 October 2011
Wednesday, 21 September 2011
Fantasy Adventure
I've decided, after 15+ years, to get back into playing warhammer fantasy battle.
I've always like the brettonians and wood elf armies but after doing some research have found out that these two armies aren't very good in the latest edition of WFB. Now I definitely go for fun over winning but if I loose ALL my games then I'll just get depressed with the game and pack it up for another 15 years.
So I did a bit more research, and looked at the miniature ranges and have decided to go for warriors of chaos. The WoC and meant to be a simple army to use, run forward and hit stuff, but still has the potential for a lot of character, the marks of chaos. Also the miniatures from warhammer forge are too nice to say no to!
To start off I've purchased the WOC battalion to get the army kick started. All I had to purchase now was a sorcerer to lead the army, I like the idea of a corrupt wizard leading a war band :-) I suddenly remembered that having been to the last few games days I had the miniatures from them. These are a chaos sorcerer and a chaos champion. I had to include these as they're nice models as well as powerful characters. To round out the army I'm going to get a unit of 5 marauder horsemen.
So far I'm building a 1250 list which looks like this-
Chaos Sorcerer
General
Mark of Tzeentch
Level 2 Upgrade
Infernal Puppet
Exalted Hero
Mark of Khorne
Extra Hand Weapon
Favour of the Gods
Chaos Warriors - 12
Mark of Tzeentch
Musician
Standard Bearer - Blasted Standard
Shields
Champion
Chaos Marauders - 20
Mark of Khorne
Musician
Standard Bearer
Great Weapons
Marauder Chieftan
Marauder Horsemen - 5
Mark of Slaanesh
Musician
Standard Bearer
Spears
Marauder Chieftan
Chaos Hounds - 10
Scaly Skin
Chaos Knights - 5
Mark of Nurgle
Musician
Standard Bearer - Banner of Wrath
Champion
I've got my first game this Monday so I'll see how it all works, if at all!
So I did a bit more research, and looked at the miniature ranges and have decided to go for warriors of chaos. The WoC and meant to be a simple army to use, run forward and hit stuff, but still has the potential for a lot of character, the marks of chaos. Also the miniatures from warhammer forge are too nice to say no to!
To start off I've purchased the WOC battalion to get the army kick started. All I had to purchase now was a sorcerer to lead the army, I like the idea of a corrupt wizard leading a war band :-) I suddenly remembered that having been to the last few games days I had the miniatures from them. These are a chaos sorcerer and a chaos champion. I had to include these as they're nice models as well as powerful characters. To round out the army I'm going to get a unit of 5 marauder horsemen.
So far I'm building a 1250 list which looks like this-
Chaos Sorcerer
General
Mark of Tzeentch
Level 2 Upgrade
Infernal Puppet
Exalted Hero
Mark of Khorne
Extra Hand Weapon
Favour of the Gods
Chaos Warriors - 12
Mark of Tzeentch
Musician
Standard Bearer - Blasted Standard
Shields
Champion
Chaos Marauders - 20
Mark of Khorne
Musician
Standard Bearer
Great Weapons
Marauder Chieftan
Marauder Horsemen - 5
Mark of Slaanesh
Musician
Standard Bearer
Spears
Marauder Chieftan
Chaos Hounds - 10
Scaly Skin
Chaos Knights - 5
Mark of Nurgle
Musician
Standard Bearer - Banner of Wrath
Champion
I've got my first game this Monday so I'll see how it all works, if at all!
Mirrror Match
Had my first grey knight 'v' grey knight game last night. Game was capture and control with dawn of war set up at 2000 points, ended in a draw.
I used my 1500 point force with a few additions. Added a techmarine to the purifier squad, which I bulked out to 10 men. Also made the assault cannon dread into a venerable dread and bulked the terminators to 10 men.
He had an 'in your face' army of 2 dreadknights, deathcult in a stormraven and several terminator squads. This was all led by corteaz and a brotherhood champion.
Basically he stormed my objective and I stormed his. Although both armies work quite differently, depite being the same, we cancelled each other out.
Turn 5 would have ended in a draw, turn 6 was a draw, game did end here. We played a turn 7 to see 'what if' and I 'would' have won due his inability to kill a razorback with 10 terminators. Made up for me first round of shooting where I didn't kill a thing! A moral victory for me though!
I used my 1500 point force with a few additions. Added a techmarine to the purifier squad, which I bulked out to 10 men. Also made the assault cannon dread into a venerable dread and bulked the terminators to 10 men.
He had an 'in your face' army of 2 dreadknights, deathcult in a stormraven and several terminator squads. This was all led by corteaz and a brotherhood champion.
Basically he stormed my objective and I stormed his. Although both armies work quite differently, depite being the same, we cancelled each other out.
Turn 5 would have ended in a draw, turn 6 was a draw, game did end here. We played a turn 7 to see 'what if' and I 'would' have won due his inability to kill a razorback with 10 terminators. Made up for me first round of shooting where I didn't kill a thing! A moral victory for me though!
Tuesday, 30 August 2011
Update
I know it’s been a while since I last posted but I’ve been involved in a lot of ‘real life’ shenanigans.
I thought I’d try and keep this post, reasonably, simple and just give you a rundown of the changes to my Grey Knight list. I’ve been playing mostly with a 1500 points army.
HQ
Libby – this guy has gone. Yes he is a great big force multiplier that I first thought was a must. His powers are awesome, nice, but not essential, and as he comes in a close to 200 points, which is another 5 terminators or 10 power armoured dude... He is a big bloke that I can, and do, leave at home.
Inquisitor – kitted this guy out with ‘nades and stuck him in a stormraven with a henchman squad. He took with him 4 death cult and 6 Arco flagellants. Yes they’re good and they can, and do, eat though anything but people are now learning how to deal with them so have been dropped.
Brotherhood Champion – my current HQ of choice. People first look at him and think no as he only has 1 wound. Yes that is true but he grants the unit he’s with re-rolls to hit turn they charge (a.k.a. chaplain), he re-rolls to wound (with a force weapon) and his 3 warrior stances are just too good to pass up. So far he’s killed the enemy general in every game I’ve played him in, and all he costs is 100 points!
Elite
Henchman Squad – see inquisitor entry above
Purifiers – I fist tried using these as a 5 man squad with 2 psycannons who provided fire support thinking people would cautious of assaulting them due to cleansing flame. Yes they were good at this role but expensive. When I dropped the inquisitor and henchmen, as I still needed an assault unit, their role changed. I dropped the 2 psycannon and added 2 incinerators and 2 hammers. My thinking being that they will disembark from their stormraven, shoot and the assault. As when they disembark they're nice and close I've gone with incinerators over psycannons (S6 flamer anyone), but as they still need anti armour I've added 2 hammers. Add a few more purifiers, with halberd, psybolts and a brotherhood champion you have one nasty unit!
Vindicare Assassin – Yes he is good/ great but he only gets 1 shot a turn, and usually missed with that! Has now been dropped.
Troops
Terminators – Tried a 10 man squad (2 psycannons, 2 hammers, 5 halberds and a banner). I found them too unwieldy and they ate up too many points. Now using a 5 man squad (psycannon, 3 halberds, hammer, sword, psybolts).
StrikeSquads – I use 2 x 6 man squads (psycannon, 5 halberd, psybolts) in psybacks (heavy bolter razor back with psybolts). I’ve found these to be good at defence of offense. Used to have the Justicar with a hammer but found they never assaulted vehicles!
Fast Attack
Stormraven Gunship – Twin-linked assault cannons, Twin-linked multi-melta, 4 x mindstrike missiles. Usually (always) held in reserve. This way it acts as a counter assault unit as it holds the Brotherhood champion, purifiers and the assault cannon dreadnought. And the mindstike missiles are just death to any psykers, took down a hive tyrant with them last week!
Heavy Support
Dreadnought – ‘psyfleman' config (2 x twin-link auto cannons with psybolts). This guy sits at the back and shoots 4 strength 8 shots at the enemy.
Dreadnought – Assault cannon, nemesis doomfist, storm bolter, psybolts. Hangs os the back of the stormraven and supports the purifiers.
One of the reasons I have 2 dreadnoughts is to expand the ‘reinforced agies’ bubble as since I’ve dropped the Libby I have no hood.
So after that my current 1500 point list is:
Brotherhood champion
Purifiers (8) – psybolts, 2 x incinerator, 2 x hammer, falchions, 3 x halberd
2 x strike squad (6) – psybolts, psycannon, 5 x halberd, razorback with psybolts
Terminators (5) – psybolts, psycannon, hammer, sword, 3x halberd
Stormraven – TL assault cannon, TL multi melta
Dreadnought – 2 x TL autocannons, psybolts
Dreadnought – assault cannon, psybolts
My current record is w-9 L-10 D-3 which may not be the best but I thinks it’s pretty respectable!
Monday, 27 June 2011
OGC Present: Jolly Toys Outing 2012
Date: 18th and 19th February, 2012
Venue: Warhammer World, Nottingham
Age Limit: 16+
Details: For a good reason to come and use those new ‘toys’ you received over Christmas come and play in a friendly 2000 point tournament of Warhammer 40,000.
The weekend will involve 5 games at 2000 points and will include many prizes including the Oxford Minotaur’s war axe.
After the competitive games on Saturday you will be able to play some social games or just relax after day's gaming.
If you want to take part you will need to bring a fully painted 2000 point Warhammer 40,000 army, dice, tape measure, templates and rule books.
This is a Nova style event currently with 110 places.
Tickets: Tickets cost £40.00 per player, and includes lunch on both days.
Tournament Blog: http://jollytoysouting.blogspot.com/
Contact: For more information please contact OGC at: http://www.oxfordgamingclub.co.uk/ or email royemunson@hotmail.com
Rules pack: http://www.oxfordgamingclub.co.uk/rulespacks/OGC_jollytoys2012.pdf
Venue: Warhammer World, Nottingham
Age Limit: 16+
Details: For a good reason to come and use those new ‘toys’ you received over Christmas come and play in a friendly 2000 point tournament of Warhammer 40,000.
The weekend will involve 5 games at 2000 points and will include many prizes including the Oxford Minotaur’s war axe.
After the competitive games on Saturday you will be able to play some social games or just relax after day's gaming.
If you want to take part you will need to bring a fully painted 2000 point Warhammer 40,000 army, dice, tape measure, templates and rule books.
This is a Nova style event currently with 110 places.
Tickets: Tickets cost £40.00 per player, and includes lunch on both days.
Tournament Blog: http://jollytoysouting.blogspot.com/
Contact: For more information please contact OGC at: http://www.oxfordgamingclub.co.uk/ or email royemunson@hotmail.com
Rules pack: http://www.oxfordgamingclub.co.uk/rulespacks/OGC_jollytoys2012.pdf
Sunday, 5 June 2011
Henchman Squad
I've been building converting a deathwatch marine squad for the Grey Knights. Going by the old deathwatch kill team rules they can either be led by a marine captain or librarian but the GK codex does not include these (in power armour). The GK codex though does include an Ordo Xeno's inquisitor. As the deathwatch are part of ordo xeno's this seams like an ideal choice.
As the army will include an inquisitor it can also include a henchman squad. As these squad can be quite characterful and 'fluffy' I'm going to have one!
Now for the composition of the henchman squad I first thought about including a shooting squad. e.g. gun servitor and monkeys. I decided not to though as most of the other stuff in my army shoots. What my army does lack though is a hard hitting close combat squad with lots of attacks.
As such I've decided to include 3 types of henchmen in my squad. Deathcult assassins, banishers and arco-flagellants. 4 DCA for high initiative power weapon attacks. 2 Banishers with eviscerator for anti vehicle. 2 Arco-flagellants for lots of high strength attacks.
Now this squad is going to be led by the OX inquisitor who will have rad grenades and hammerhand. This will mean on the charge the unit will hit with -
16 I6 S5 power weapon attacks
4 I1 S8 power weapon attacks
10 I3 S6
6 I3 S4 force weapon attacks
Now as must infantry has a T3 or 4 and the inquisitor has rad grenades that's potentially 14 hit that will cause ID. After being hit by this squad I don't think much will survive.
As the army will include an inquisitor it can also include a henchman squad. As these squad can be quite characterful and 'fluffy' I'm going to have one!
Now for the composition of the henchman squad I first thought about including a shooting squad. e.g. gun servitor and monkeys. I decided not to though as most of the other stuff in my army shoots. What my army does lack though is a hard hitting close combat squad with lots of attacks.
As such I've decided to include 3 types of henchmen in my squad. Deathcult assassins, banishers and arco-flagellants. 4 DCA for high initiative power weapon attacks. 2 Banishers with eviscerator for anti vehicle. 2 Arco-flagellants for lots of high strength attacks.
Now this squad is going to be led by the OX inquisitor who will have rad grenades and hammerhand. This will mean on the charge the unit will hit with -
16 I6 S5 power weapon attacks
4 I1 S8 power weapon attacks
10 I3 S6
6 I3 S4 force weapon attacks
Now as must infantry has a T3 or 4 and the inquisitor has rad grenades that's potentially 14 hit that will cause ID. After being hit by this squad I don't think much will survive.
Monday, 16 May 2011
Rapid Strike 2011 - Review
I attended Spiky clubs 1 day, 40K tournament Rapid strike 2011 on Sunday and came a, what I consider, respectable 20th out of 44. The day consisted of three games at 1500 points. I achieved 1 win, 1 loss and 1 draw.
Game 1 - Jen Chapman – IG
Jen had – Griffin, punisher, demolisher, valkery with command squad, outflanking stormtroopers, outflanking ‘blob’ squad with al harim
Capture and control – dawn of war
Result – Draw, I achieved all 3 bonus points. (kill enemy HQ, be nearest centre, have a scoring unit in enemy deployment zone)
Highlights – at one point in the game my dreadknight killed 32 imperial guardsmen, which had outflanked, in 1 go.
Game 2 – Leo Midwinter – Dark Eldar
Leo had lance and poison spam
Sieze ground (4 objectives) – Spearhead
Almost got tabled – 2 bonus points
Highlight – Leo stole initiative. I couldn’t pen armour, and when I did, I couldn’t damage vehicles. My dreadknight died for the first time. 1st time in 7 games, and people said he’d die easily!
Game 3 - Andrew Bampton – Ork Warbikes
Adam had – 2 big nob biker squads, each led by warboss
Annihilation – pitched battle
Big win
Highlights – my first shot from the assassin killed a painboy, he killed assassin and dreadnought then turbo boosted around the table. I ran after him and shot lots. He conceded mid turn 7
All in all a good tournament and a fun day.
Sunday, 15 May 2011
It's been awhile
It’s been a while since I posted so this might be a big one (post that is!)
I’ve decided that I’m going to attend a local 1 day tournament, which happens to be this Sunday! I was thinking I take my marine to this as I wouldn’t have much time to play test my grey Knight and also I didn’t really want to paint a whole army in a month! When I got my hands on the new ‘dex and models though I changed my mind.
So far I’ve managed to play 5 ‘test’ games and even though my win/ loss record isn’t that good they’ve all taught me something.
Game 1 – Ben’s Imperial Guard – Big Loss
Ben’s army wasn’t the standard leafblower but did have griffon and contain a couple of leman tanks.
I had only just got my ‘official’ copy of the codex and none of the new models yet. As such I was using a list I’d quickly thrown together:
Grand master
Brotherhood champion
10 purifiers
10 terminators
5 terminators
Dreadnought – 2x TL autocannon, with psybolts (psyfleman)
Ben stole the initiative, lemen russ shot killed all 10 purifiers. Terminators made their way across the battle field and killed a couple of units.
What I learnt – Termintors are beast in close combat, I need stuff to take down big tanks, GM’s not that good.
Game 2 – Paul’s Chaos Deamons – Loss
Paul’s army was a mix of daemons including a soulgrinder
As I had now read the codex, and got my new models, I started tailoring my list, mainly for anti daemon:
Libby
Big squad of terminators
2x small strike squad in razor back
5 purifiers
Dreadknight
Psyfleman
Paul got, and took, first turn so I couldn’t warp quake him. I decided to stand back and shoot. Paul came towards me and killed most of my men. At one point my purifiers cast cleansing flame and suffered a perils of the warp!
What I learnt – Don’t stand back and shoot, GK’s kill daemons in CC. Libby is GREAT (especially sanctuary power), dreadknight is pretty good.
Game 3 – Bert’s ‘nids – Big Loss
Bert is one of, if not the, best gamers at the club.
Bert’s army – mix of big guys and little guys. Stuff of not was doom of malentai, deathleeper, tervigon, and quite a few spores.
My army was the same as game 2.
I won, and took first turn, got warp quake off which forced Bert to drop his spore away from me. Deathleeper at a lot of shots, and survived, than ate quite a few terminators. I force weaponed a few big dudes, basically threw the dreadknight away, my dreadnought instant killed doom, the rest of the guys swamed over me.
What I learnt – purifiers aren’t that good, got killed too easily! Dreadknights personal teleporter isn’t that good.
Game 4 – Simon’s Ultramarines – Big win
Simon run a fairly standard SM list – assault terminators and captain in land raider, vidicator, couple of dreadnoughts.
My list –
Libby
Big squad of terminators
2x small strike squad in razor back
Vindicare assassin
Dreadknight
Psyfleman
I’d decided to drop the purifiers for a vindicare assassin, I also swapped around some wargear.
Everything went to plan, terminators and dreadknight DS on time, turn 2, and on target, tanks to servo skully. Although in took the assassin several turns to kill the vidicator, he did hold it up all game, also managed to blow the turret off a predator. The dreadknight was an absolute handful for Simon. With a heavy incinerator and heavy psycannon the tactical squads were no problem, then finished off the predator with his sword.
What I learnt – sever skulls are great for pin point teleports, dreadknight is even better than I thought, vincare is good, can be excellent (I got a penetration of 29 for 1 shot!)
Game 5 – John’s Chaos Space Marines – Loss (almost draw)
John’s another big player at the club, he’s very knowledgeable, more than happy to share this knowledge which makes games ‘v’ him very educational.
Johns army – Kahn and daemon prince leading 2x 10 man CSM squads (1 in rhino), 9 Tzeench terminators, 2x oblitirators
My army – As game 4
Daemon prince ran towards me killed stuff then died, CSM squad died when my dreadknight showed up (deep struck turn 4), terminator arrived (deepstruck turn3) killed an obliterator then died to mass plasma from the terminators. Instant killed Kahn with dreadnought
What I learnt – DS’ing is not reliable, doesn’t turn up when you want, reinforced that servo skulls are needed for accurate teleport, reinforced how good the dreadknight is.
Summery
Librarian is a must for his force multiplying powers.
Assassin is most for anti vehicle.
Dreadknight is a must if you want your opponent dead.
Psyfleman is a must for light vehicle killing and special character instant killing.
Don’t stand back and shoot.
Think A LOT before deciding to DS, terminator and dreadknight need to be killing stuff not sitting off board.
Tuesday, 29 March 2011
Codex: First thoughts
I’ve had a backup copy of the grey knights’ codex for about a week now and have been messing around with various different builds. I’ve been focusing on the 1500 points level as I’ve got a tournament of that size mid May in which I plan to blood the Knights.
The most obvious thing that I’ve noticed with the new ‘dex is that even though the knights are cheaper you still don’t get many of them! Where as a space wolf grey hunter is 15 points a standard knight is 20. Now I personally think 1 on 1 that extra 5 points is more than worth it for it get you a storm bolter, force weapon -1 LD as psychic powers cast at you, the ‘deep strike’ USR and the hammerhand (+1S) psychic power. All this for 5 points, and -1A.
HQ wise there are some very nice special characters, trouble is there high point cost. At 1500 points I can’t really justify the outlay for one of these. As such I’ve decided to go for a librarian. Why - the brotherhood champion only has 1 wound, the grand master is far better than the brother captain (and for only 25 points more) but I don’t think either can get there points back in this size game and the inquisitors are out as I want knight only. For this size game I want a force multiplier than can help me get the most out of my small army. I know the GM is a multiplier but not by enough IMHO.
For troops I’ve got for 2 strike squads and a terminator squad. Strikes squads as there, IMHO, worth there points and terminators as they are both hard as nails and fluffy.
I’ve decided to include a dread knight as the model is cool, rules are bad either! I’ve given him a personal teleporter, even though at 75 point it’s not cheap, as I can’t resist the thought of a grey knight monstrous creature jumping, literally, up and down on the enemy.
All I’ve got to do now it wait for the models to get delivered, paint them and playtest them!
Tuesday, 15 March 2011
Squeeling like a little girl
I'm excited.
Yes, at last there arrival is imminent.
Just ordered the following
2 X 5 man power armoured grey knights
2 X 5 man terminator armoured grey knights
Grey knights Codex
Dreadknight
2 X Razorback's
Terminator Librarian
Venerable Dreadnought
lots of resin bases
that together with the stormraven I ordered about a week ago, the 20(ish) unmade power armoured dudes I've got at home and my existing knights should give me a nice size GK army, to start with that is.
Hopefully will have enough of this made up for a tournament in may I'm off too.
Will post pictures as soon as.
Yes, at last there arrival is imminent.
Just ordered the following
2 X 5 man power armoured grey knights
2 X 5 man terminator armoured grey knights
Grey knights Codex
Dreadknight
2 X Razorback's
Terminator Librarian
Venerable Dreadnought
lots of resin bases
that together with the stormraven I ordered about a week ago, the 20(ish) unmade power armoured dudes I've got at home and my existing knights should give me a nice size GK army, to start with that is.
Hopefully will have enough of this made up for a tournament in may I'm off too.
Will post pictures as soon as.
Thursday, 10 February 2011
Genuine Rumours ????
I've been reading several rumour on the new GK 'dex over the last couple of weeks but to me there has been something not quite right with any of them, either something out of place or obviously wrong.
Stumbled across some new rumours this morning that I feel might be accurate(ish)
------------------
Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points - 275
Wargear: Titan Sword (S 10 vs Daemons and Psykers), Storm Shield, Frag and Krak Grenades, Psyk-out grenades
Special Rules: Lord of Titan (Allows you to take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Powers: Hammerhand, Psychic Communion, Cleansing Flame
Wargear: Titan Sword (S 10 vs Daemons and Psykers), Storm Shield, Frag and Krak Grenades, Psyk-out grenades
Special Rules: Lord of Titan (Allows you to take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Powers: Hammerhand, Psychic Communion, Cleansing Flame
- Amazing stat-line, but very costly. Strength 10 against Daemons and psykers isn't anything too exciting for me, but Paladins as troops is awesome if Grand Masters in general don't bring that upgrade. He has a decent power selection, with the Purifier power and Grand Master ones. I'm assuming he is an Independent Character, but he may not be. I really don't think he warrants a super-one man unit with that point cost, but I could be wrong.
Mordrack is looking like this:
Mordrack: WS 6 BS 6 S 4 T 4 W 4 I 5 A 4 Ld 10 Sv 2+ Points - 200
Allows you to take Ghost Terminators
Deeps Strikes first turn like a drop pod.
Has the ability to give out upgrades like a Grand Master
Mordrack: WS 6 BS 6 S 4 T 4 W 4 I 5 A 4 Ld 10 Sv 2+ Points - 200
Allows you to take Ghost Terminators
Deeps Strikes first turn like a drop pod.
Has the ability to give out upgrades like a Grand Master
- Tough to take this one with too much accuracy, as it is just a bunch of other rumors applied to one model. Also, having four wounds with only WS/BS 6 seems a bit odd, but I guess not everyone should have 7 or higher.-----
Not sure where these rumours originated but I can't claim credit to them.
To me Lord Draigo sounds/ looks like a grand master SC and has the stat line and tools to kick ass. Seams like he's the guy that lets you take Paladins as troops. On the fluff side I'm thinking the top GM?
Mordrack looks to be to to a Grand master what Pedro Kantor is to a chapter master, gives special access to troops but basically similar.
Just some questions I have though are - What are psyk-out grenades? Is Mordracks stat line the same as a 'basic' grand master? What are 'ghost terminators'?
Friday, 4 February 2011
Too Many Space marine Chapters?
A couple of weeks back, before the latest copy of white dwarf came out, it was rumoured that the rules for the Stormraven would be published allowing this vehicle to be taken by any space marine chapter. Thankfully, although the rules were in WD, there was no sentence suggesting it could be taken by other chapters. Up until this point there had been lots of chatter of the web about how people would integrate the ‘raven into their army.
This along with the general feel on the web that there are too many power armoured armies available got me thinking.
Are there too many Space marine chapters and are they really that different?
Short answer, no.
Back in the late 80’s early 90’s there was 1 space marine list and you could paint it in any colour you wanted. The only exception to this was the grey knights. They had the basic SM army list, with a few add ons.
When 40K 2ed came out the ultramarines came out with their own codex, shortly to be joined by space wolves. Now the wolves do have power armour but they were/ are a very different army in my opinion. They have comparable units, yes, but each one has its own special rules meaning the army plays differently.
Fast forward to 40K 3ed and you get Ultramarine, Space wolf, Blood Angles, Dark Angles and Black templar Codex’s. Yes each of these army, in the main, had a troop with a standard marine stat line encased in power armour. Each army had/ has its own units and special rules though.
Fast forward again, this time to 40K 5ed and you get, mostly, the same codex’s but this time they seem to have diverged from the standard marine chapter even more! Just looking at the SM codex on its own, it’s got several special characters that change the very essence of the army and how it plays. I think GW was wrong in saying that any SM army can use any SC as this stopped the characters being special, it just made them plain boring characters. I do agree with it on the level that GW isn’t forcing you to paint the army in the way they want you to paint it though!
Going back to the storm raven. If it was allowed in, say, an imperial fist army I think it would just be wrong. The Imperial fists are known for their stubbornness and building fortifications. Giving them a fighter bomber would be wrong! The ‘raven just fits in with the blood angles style of warfare!
So the long answer is still no. Although there are lots of power armoured armies out there they are all different, they all have unique units and/ or special rules. People can’t complain that too many armies are the same then moan that they don’t make a unique vehicle generic!
What would be good is if GW could split the CSM, elder and ork codex’s up. There are different chapters of CSM, different craftworlds and different ork clans after all. Exploring the background behind these different factions would be interesting and also make armies more varied!
That’s my opinion any ways
Thursday, 3 February 2011
Photos - Grey Knights -Thought it was about time!
Grand Master
Land Raider Crusader
Retinue
Brother Captain Stern
Power Armoured Squad
Complete 1750 point army
Monday, 31 January 2011
Cometh the Grey Knights
I thought that as this blog is meant to be about my journey into the new Grey knight I'd post a few of the rumours and my thoughts on them
HQ
Special characters – lots of them, one of them accesses cheap terminators, stern has a SS, inquisitor accesses storm troopers
SC's are always fun and add fluff , trouble is they can be overcosted or overpowered. As I like fluff this is a good rumour. :-)
SC's are always fun and add fluff , trouble is they can be overcosted or overpowered. As I like fluff this is a good rumour. :-)
Inquisitor lord has henchmen – cross between archons court and IG command squad, they can have their own transport
Again more fluff :-)
Again more fluff :-)
Elite
Dreadknight
Dreadnought/ penitent engine mix
Monstrous Creature
Gatling psycannon (str 5 but 12 shots.)
DCCW
Could be good if they get the rules and points right. A big hulking grey knight does sound fun though.
Could be good if they get the rules and points right. A big hulking grey knight does sound fun though.
Elite terminators/ Paladins – 2 wounds, FNP, 4++/ 5++, can get FNP with the apothecary
Read various versions of this one but 2 w terminators with FNP sounds evil, in a good way of course!
vindicare assassin is 0-3 has unlimited special rounds (4d6+rend vs. armour, wound on a 2+, destroys inv save)
callidus assassin – drops ‘bomb’, then can shoot the flamer then assault as normal in turn it appears.
All Assassins in one entry, same one stat line, options allow for customization into temple variants
All the rumours I've heard for assassins make them sound like one man armies, just as in the fluff! :-)
Troop
Troop
Basic grey knights - 20 pts little more for the justicar.
Point reduction is always good. As long as they still kick ar$$ of course!
Point reduction is always good. As long as they still kick ar$$ of course!
Fast Attack
Storm raven - 99% confirmed
I'll either be using this or a land raider, see what special rules (if any) it gets. And I like the model!
I'll either be using this or a land raider, see what special rules (if any) it gets. And I like the model!
Heavy Support
Purgatory squads with all the extra special weapons can become troops.
Presume this will be a special character? If so I can see many a drive by shooting :-)
Presume this will be a special character? If so I can see many a drive by shooting :-)
General
new unit –
"The Grey Knights are getting a new unit or they are getting an upgrade that causes an automatic hit to any enemy model in base-to-base with them. This hit wounds on a 4+ regardless of enemies toughness with normal saves allowed and occurs before ALL attacks (think old mandiblasters), but still adds to combat resolution at the end of combat."
"The power mentioned is (I think) the new Holocaust. How I was told that it works is as follows:
Lets say we have a unit of 20 Gaunts charging some Grey Knights. One of the Knights has the Holocaust power. After assault moves are done but before attacks are resolved, the Grey Knight passes his psychic test to use Holocaust. Each model in the enemy unit is hit once by an attack that always wounds on a 4+ and allows normal armor saves. What that basically means is that before anyone gets to swing, the Knights can blow through half of a unit that has a poor armor save. In the above example, we're looking at 9 dead Gaunts most likely - and that's before the Knights attack."
Lets say we have a unit of 20 Gaunts charging some Grey Knights. One of the Knights has the Holocaust power. After assault moves are done but before attacks are resolved, the Grey Knight passes his psychic test to use Holocaust. Each model in the enemy unit is hit once by an attack that always wounds on a 4+ and allows normal armor saves. What that basically means is that before anyone gets to swing, the Knights can blow through half of a unit that has a poor armor save. In the above example, we're looking at 9 dead Gaunts most likely - and that's before the Knights attack."
Many questions about this: is this a unit or psychic power, base to base or whole unit, does this replace holocaust....
Allies are out
Fine with me
Death watch Squads
There have been mumblings and I hope they're in!
There have been mumblings and I hope they're in!
Fearless out, ATSNKF in
Sounds good, no more extra wounds in CC
Sounds good, no more extra wounds in CC
psycannons are str 7 with rending
A Grey Knight weapon that can take out power armour and vehicles, me like :-)
nemesis weapons are now
A Grey Knight weapon that can take out power armour and vehicles, me like :-)
nemesis weapons are now
sword that grants +2 str
halberd that grants +2 int
these could psychic powers
What was wrong with universal +2 strength! An initiative bonus is always good
halberd that grants +2 int
these could psychic powers
What was wrong with universal +2 strength! An initiative bonus is always good
psychic powers – makes storm bolter rending and/ or S5, makes a vehicle AV14 on one area, PAGK can teleport
Many many question about these, what, who, where, when....
Many many question about these, what, who, where, when....
gk army has access to landraiders, rhinos, stormravens, and the chimera.
Not sure how fluffy the rhino and chimera are!
Not sure how fluffy the rhino and chimera are!
normal GK’s don’t have access to melta’s. melta’s are a rare occurence in the codex
No change from now then!
Crusade at Cut and Thrust, 1 day , 1750 point 40k Singles
My list
GKGM - master crafted weapon, icon of the just, sacred inscence, psychic hood, hammerhand
Retinue of 5 GKT, 1 with psycanon
Terminators
GKBC - master crafted weapon
5 GKT, 1 with incinerator
Grey knight squad
Justicar
6 PAGK, 1 with psycanon
Grey knight squad
Justicar
6 PAGK, 1 with psycanon
Land raider - extra armour, smoke launchers
Land raider crusader - smoke launchers
Battle 1
Peter Vivian (orks)
Warboss + nobz on bikes
4 boyz squads in truks
Shootaz
Battlewagon wif def rola
Mission: capture & control
Setup : pitch battle
I wipe out everything apart from bikes, he kills my troops. He wins mission, I win on VP’s
Battle 2
Hedley Crocker (Blood ‘mech’ angels)
Lots of tanks!
Mission: multiple objectives
Setup: dawn of war
GK’s can’t handle multiple tanks, he rolled over my army, did manage to take out a few tanks though. I’ll remember this game for 2 things, my GM failing to hit and wound when he charged 5 basic marines and my opponent rolling 3 1’s when try to spot me!
Battle 3
Nick Cox (slaneesh daemons)
My opponent had to go home due to his daughter being ill. So I faced
Russ (black templar)
Emperors champion
High Marshall
2 squads of 10 tack marine with meltagun and p/fist
2 squads of 5 tack marines, 1 lascanon + plasma gun, 1 missile launcher + plasma gun
Unit of 7 assault marines
Unit of 2 land speeders
Single land speeder
Mission: annihilation
Setup: spearhead
He ran towards me, I shot him then charged, there was a big bloody mess with my GM facing his high Marshall. As this suited my tactics was a good game for me, I killed lots and won. High point was when my GM tried to tickle the HM, not kill, and got killed in return!
Conclusion
W -1 / D - 0 / L - 2 (the fist game was a win using VP though so really 2-0-1!)
I finished 35th out of 42
W -1 / D - 0 / L - 2 (the fist game was a win using VP though so really 2-0-1!)
I finished 35th out of 42
Saturday, 29 January 2011
My gaming background/ origin
It makes sense that my first post is about what I intend this blog to be about and my gaming background. So here goes
I have quite a sizable 40K Ultramarine army covering many types of build (mech, bike, terminator, dread heavy, tank heavy, foot slog) and a small, but high points cost, Grey Knights army.
With games workshop's recent announcement that they are going to release a new Grey Knights codex I’ve decided to update my current GK army and blog it as I go along. This will be both the modeling and playing of them.
As well as looking at my GK army as it builds up I’ll keep you updated with the adventures of the Ultramarines’s under my command.
And now for a brief overview of my gaming history
Late 80’s
Early 90’s (Rouge trader era)
40K (marines with Grey Knight allies), WFB 1ed (empire)
Mid 90’s
40K 2ed (Ultramarines, Space Wolves, both with assassins), blood bowl (undead), epic 40K (imperial guard, space marines)
Late 90’s
continued as mid 90’s then women
Early 00’s
Women!
Mid 00’s
Women, 40K (Ultramarines)
Late 00’s
40K (Ultramarines, Grey Knights)
Early 10’s (modern day!)
40K (Ultramarines, Grey Knights)
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