Monday, August 13, 2012

Thinking of a new footdar list

So, I've been toying with the idea of taking advantage of being able to take two detachments at 2000 points. The resulting list, in it's current form, is:


HQ: Eldrad Ulthran (1#, 210 pts)
   1 Eldrad Ulthran, (replacing codex powers with divination ones)

HQ: Farseer (1#, 175 pts)
   Doom ;  Fortune ;  Guide ; Runes of Warding; Runes of Witnessing; Spirit Stones

HQ: Warlock Unit (10#, 360 pts)
      1 Warlock (Psyker;  Conceal
      1 Warlock (Psyker;  Conceal
      1 Warlock (Psyker;  Enhance
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Enhance
      1 Warlock (Psyker;  Embolden
      1 Warlock (Psyker;  Embolden
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Destructor

HQ: Avatar (1#, 155 pts)
   1 Avatar

Elite: Fire Dragons (6#, 96 pts)
   6 Fire Dragons

Troops: Dire Avengers (10#, 162 pts)
   9 Dire Avengers, 162 pts (Fleet; Avenger S-Catapult)
      1 Dire Avenger Exarch (Fleet;  Bladestorm ; Power Weapon; Shimmershield)

Troops: Dire Avengers (10#, 157 pts)
   9 Dire Avengers, 157 pts (Fleet; Avenger S-Catapult)
      1 Dire Avenger Exarch (Fleet;  Bladestorm ; Diresword; Shuriken Pistol)

Troops: Guardians (10#, 110 pts)
   10 Guardians, 110 pts (Fleet; Shuriken Catapult x10)
      1 Weapon Platform (Bright Lance)

Troops: Guardians (10#, 110 pts)
   10 Guardians, 110 pts (Fleet; Shuriken Catapult x10)
      1 Weapon Platform (Bright Lance)

Heavy Support: Wraithlord (1#, 135 pts)
   1 Wraithlord, 135 pts (Flamer x2; Missile Launcher; Scatter Laser)

Heavy Support: Wraithlord (1#, 135 pts)
   1 Wraithlord, 135 pts (Flamer x2; Missile Launcher; Scatter Laser)

Heavy Support: War Walker Squadron (3#, 195 pts)
   1 War Walker Squadron, 195 pts (Scout)
      1 War Walker (Missile Launcher; Scatter Laser)
      1 War Walker (Missile Launcher; Scatter Laser)
      1 War Walker (Missile Launcher; Scatter Laser)

The plan would be to deploy in two lines.  The front line would consist of the warlocks (with eldrad and the farseer) in the center and a squad of dire avengers to either side.  The second would likewise see the guardians on the flanks with the wraithlords and fire dragons behind the seer council.  The warwalkers would outflank.

Basically, assuming eldrad got forewarning, the two dire avengers would be given the 4+ invuln save by eldrad, and the second farseer would fortune the seer council, giving them a re-rollable 4+ invuln save.
This line of invulnerable infantry would confer cover saves to the guardians, wraithlords and fire dragons making up the second wave.

Given the fact that the heavy weapons would be in the second "wave", I think most opponents would ignore the seer council and dire avengers in turn one (assuming they went first), only to realize their mistake when I start dropping my psychic powers around.

Sunday, July 1, 2012

Initial Impressions of 6th edition

So, I've managed to get in a pair of games since the release of the 6th edition 40k rulebook.

The first game was my normal 1500 pt mechanized death skulls trukk list against IG.  The second was a smaller 1000 point game with my orks against a dark eldar wyche cult.

Overall, I think that 6th edition has actually buffed the majority of my ork army.  The fact that my trukks and battlewagon can move 12 inches in the movement phase and then the occupants can snap fire in the shooting phase has lead to a drastic increase in the army's firepower, while really having no effect on mobility.  In fact, with the wagon being able to keep up with the trukks in movement, it's actually sped the army up somewhat.

Granted, since I run shootas in my trukks, I don't exactly run a standard ork list.  I would not be surprised to start seeing more trukk or wagon lists with shootas instead of sluggas, especially with the changes to furious charge meaning orks pretty much always go last against everyone in assault.  Snap fire really has a very minimal effect on ork shooting.

The major downside that I've seen so far is my nob squad.  The loss of would allocation and the nerf to feel no pain has really hurt their longevity in games.  Given that my typical nobs under 5th ranged from 31 to 56 points each (depending on wargear),  I'm beginning to feel that they simply aren't cost effective; they die too quickly to normal shooting and assault.

Thursday, June 7, 2012

Custom Fighta-Bomba using the new ork bomma kit


 I recently purchased one of the new Ork Bommer kits for Warhammer 40k.  After reading through the rules that were published in White Dwarf, I decided I was less than impressed with any of the three variants.  Granted, they might experience some drastic improvements once the rumored 6th edition becomes a reality.

Anyways, after comparing what each variant's current capabilities are against the rokkit buggies and bikers that currently fill the fast attack slots in my speed freaks army, I decided that I would probably only use the dakkajet /blitza-bomber / burna-bomber in an apocalypse setting.  That immediately introduced a new delimma.  These models are technically skimmers, but apocalypse allows flyers.  Well, this then led me to consider building the kit as a stand-in for the Forgeworld Fighta-Bomba from the apocalypse rulebook.

So, without further ado...



Say hello to my custom fighta-bomba.  As you can see, the model is armed with 4 wing-mounted big shootas and a turret-mounted twin-linked big shoota.  In addition, I'll be using the burna rokkits to represent the basic bomb load (apoc barrage 8) of the fighta-bomba, and the two blitza-bombs as the burna-bombs option (hellstorm template).


Granted, this configuration doesn't match any of the three variants found in white dwarf.  However, given it will be an apocalypse game only model for me, I don't see it as a great disadvantage.

Sunday, May 27, 2012

Summer Escalation League

So, my local gaming store is running a 40k escalation league this summer.  It starts at 500 points and increases by 250 points every two weeks until we get to 1500.

I'm still somewhat undecided whether not I want to run my mechanized orks (deff skulls), or a foot eldar list.

Anyways, here are the two lists I'm thinking of for the first two weeks.

********ORKS***************
500 Pts - Codex: Orks Roster

HQ: Big Mek (1#, 85 pts)
   1 Big Mek, 85 pts ((C:Orks, pp. 34 & 97); Unit Type: Infantry; Mek's Tools; Kustom Force Field; Choppa; Furious Charge; Independent Character; Mob Rule; Waaagh!)

Troops: Boyz (12#, 161 pts)
   10 Boyz, 161 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
      1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
      1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)

Troops: Boyz (13#, 167 pts)
   11 Boyz, 167 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
      1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
      1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)

Fast Attack: Warbikers (3#, 75 pts)
   3 Warbikers, 75 pts ((C:Orks, pp. 46 & 101); Unit Type: Bikes; Warbike; Choppa & Slugga; Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule)
******************************

*********Eldar******************
500 Pts - Eldar Roster

Troops: Wraithguard (11#, 396 pts)
   10 Wraithguard, 396 pts ((pp.46 & 62 Eldar); Fearless; Wraithsight; Wraithcannon x10)
      1 Spiritseer (Warlock) ((p.27-28 & p.60 Eldar); Psyker;  Conceal ; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Witchblade)

Troops: Guardians (10#, 95 pts)
   10 Guardians, 95 pts ((p.39 & p.64 Eldar); Fleet; Shuriken Catapult x10)
      1 Weapon Platform (Scatter Laser)
*******************************

Now, the rules for the league state that at 500 points you are not required to have the traditional 2 troops and 1 hq required by the standard force organization chart, but you can't add any other units until you meet that requirement.  Therefore the eldar list for 500 points only contains two troop units with no HQ.

Thursday, May 17, 2012

After several months of playing mostly fully mechanized eldar, I've started toying around with "footdar" lists.  I got a game in at Four Horsemen Comics and Gaming.  It was a 2000 point game and I fielded the following:

HQ:
Eldrad with a 5-man seer council (3 destructor, 1 embolden and 1 enhance warlocks)
Avatar

Elite:
2 x 6-man Fire Dragons (including exarch with crack shot and fire pike)
8 Harlequins (2 x melta pistols, 5 x kisses, shadowseer, death jester, troupe leader w/power weapon)

Troops:
2 x 10-man guardian defenders (scatter laser and warlock w/conceal)
10 dire avengers (exarch w/power weapon, shimmershield, bladestorm)
10 dire avengers (exarch w/dire sword, bladestorm)

Heavy:
3 x War Walkers (eldar missile launchers and scatter lasers)
WraithLord with 2 flamers, bright lance and starcannon

My opponent had (roughly)
HQ:
Company Command Squad (with orbital strike)

Elite:
6 Ogryn in a vendetta w/tl lascannons

Troops:
3 x 10-man veteran squads w/chimera (heavy flamers)

Fast:
Devil Dog Squad (2)

Heavy:
Basic Russ
Vanquisher (multi-melta sponsons, lascannon, pask)

We rolled up annihilation with spearhead deployment.

For those who are familiar with the four horsemen store in Morgantown, we played on the cityfight table.  The guard player won the roll for deployment zones and elected to go first. He deployed in the corner furthest away from a canal that runs diagonally through the board.  My deployment zone basically bordered the canal opposite of his deployment.

Given that it was not an objective based scenario, I was able to deploy my guardians and avengers in cover, as well as stringing the harlequins out between the two ruins at the canal edge.  behind this front line were my avatar, seer council, war walkers and fire dragons.  Given the scenario and the terrain, I elected to take a defensive position and let my opponent's armor come to me.

Most of the game we traded fire as the chimeras and devil dogs advanced upon my lines in order to bring their flamers in range.  The vendetta-mounted ogryn outflanked in turn two and managed to kill 5 of the 6 fire dragons in one of my squads.  In the ensuing turn, a squad of avengers bladestormed the ogryn and killed all but one, who promptly turn and fled.  my remaining fire dragons, war walkers and wraithlord then turned their weapons on the vendetta and destroyed all of its weapons and immobilized it.  the following turn, my lone fire dragon finished it off.

In turn 4 I ran the harlequins across the canal and assaulted the last devil dog.  It blew up in my face, killing two harlequins.  The rest of the squad were then gunned down by the combined fire of two veteran squads and their transports.

By the end of turn 5 (when the game ended), the final tally was 5 kill points for the eldar and 1 kill point for the imperial guard.

Overall, I was please with the performance of the foot eldar list.  Having said that, my opponent was having a pretty bad time with cover saves and ordnance scatter rolls.  In addition, the scenario and terrain really allowed me to dig in and focus my fire along the 2-3 choke points that his army had to pass through to get to me.  With a slight change in luck of the roll, and a different terrain layout, it could easily have gone the other way.

Friday, May 4, 2012

Welcome

There's not really anything here now, but in the near future I'll be posting battle reports, army lists, pictures of painting and terrain projects.