Sunday, October 20, 2013

Battle for Salvation GT - RECAP - Experiences from a player not using Tau / Eldar / Vanilla SM at all!

First a quick reminder, our monthly RTT at Huzzah hobbies is this sunday(10-20). SHOW UP! Same time/cost/place as always.

So I attended the Battle for Salvation GT run by the crew of the same name last weekend. Its a good time, and despite my doubts prior to the event, had good terrain coverage. This would be important in all my games.

Ed and Bob from BFS put out a very smooth well run show. It's a pleasure to go and play. Though I had to be "that guy" and go complain about my paint score slightly to Ed (who was a good sport and put up with my QQ), after they scored me lower than NOVA (sadface), with basically the same army. Blah.

So I took to this event, my previously posted list, which had only one goal in mind - bring as many beatface lords as possible to the party. I took CSM w/ Black legion allies.

Juggy lord w/ Axe, sigil, boon, meltabomb (190ish pts)
Nurgle bike lord w/ Mace, sigil, boon, meltabomb, blight grenades (also is my warlord)
Abaddon (BL)

2x Cultists
1x Cultists (BL)

1x Nurgle Spawn
1x Nurgle Spawn (BL)
1x Regular spawn
1x Helldrake

1x 4 Lascannon havocs
2x Maulerfiend w/ Magma Cutters

Bastion w/ Quad Gun.

O.k. So what did I see at this event?

Craptons of Tau and Eldar, like seriously truckloads.


Only armies with Tau / Eldar were undefeated (3-0) at the end of day 1, except for me! /brag/ BRAG MORE/ woo. All of the rest of the more "normal" armies, were down in mid-table obscurity. So, anyone planning for some east-coast meta. Figure out ways to kill wave serpents, or broadsides and you'll be good to go. Hint: Lascannons are good, as are huge LOS blockers.

So that was cool.

I'm going to say straight up front, Day 2, I lost all my games. I had my first game of day 2 vs. Defranza (who won the whole thing), and he knocked me out. (Recaps for all of them further on down).

After that I played Brad who was a lot of fun, and I did a "Come at me bro" to see if I could charge straight into a Tau gunline and live (aka not play cagey). Hint: No. Though Brad did win a beer from me, I bet him he couldn't kill an entire nurgle squad + nurgle lord + abaddon in a single round of shooting. I was wrong (though not by much).

Last game was vs. Jack, who jumped up from the 2-1's into our bracket with his CSM/ Daemons flying circus w/ 2 helldrakes.

Somewhere/somehow as a wargaming community, we need to establish when/where/how/if fast fliers score. Jack and I spent a decent portion of our game dicking around with our helldrakes. We had some sexy helldrake on helldrake action, in which helldrake won! (Visualize two birds fighting in the sky).

DAY 1 - Game 1
Mission - Dawn of War - Night Fight (YES) - Kill Points

I played a fellow Nova-ite, though I didn't realize it until after the game was well under-way. John was playing Vanilla Marines, horde style.
He has a t-fire, two storm talons w/ goodies, a beefy captain, scouts w/ tellion, some Tac squads with heavy weapons, and devastators w/ heavy bolters, plasma and such. He was geared out to put out some serious anti-infantry hurt. He also had some rhino's ect. Which, he wisely deployed separately from his tac squads and then used to searchlight me on turn 1 to shoot me up a little bit. Deploying them separately was a good call, forced me to decide if I wanted to chase down empty rhinos, or kill his actual killy stuff.

 I deployed heavy left side. Jack deployed heavily also on the same side.
He search-lighted me, and used his t-fire and other shooting to good affect to kill a couple spawn. The maulerfiend had a couple of rockets go his way, but Johns dice decided they were not fans of his.

Turn 1 I rushed forward and got some long charges off.

The quad gun got its first kill ever in this game, intercepting a storm talon and blowing it out of the sky before it could shoot.

This second picture is around the bottom of turn 4. Once I got into the tac squads ect, spawn + lords  do what they do best, and that was pretty much it. The maulerfiend on the right is immobilized.. like a boss!

John had some funny cinematic moments in this game, like a lone marine surviving vs. a maulerfiend, throwing a krak grenade it and (through the magic of mental cinema), timed it as the same time as meltagun and boom! Dead maulerfiend.

So fun was had by all. (I hope!).

DAY 1 - Game 2
Mission - Hammer and Anvil - Night Fight (no) - Objectives

This game I played Jessie Newton, who was my final opponent at the 11th company last year. Jessie did very well at the NOVA Open this year, and to be honest his list makes me pretty nervous.

His list was the Ovesa-star, with lots and lots and lots of scoring kroot with kroot hounds, plus a crisis suit team, an extra riptide, Two Sky-rays, and also an Ethereal.

I knew this was going to be quite possibly the hardest matchup I could face, excluding Seer-Council deathstars, which always give my list a run for its money. Jessie has a lot of ignore cover, high S shooting, and can hit multiple targets. He out-scores me, is more mobile (outflanking + 4d6 movement), and has a ton of anti-infantry firepower. I know most people are probably thinking, I should just charge into combat with the Ovesa-star, run it down and win....

Well..... Its not actually that simple. A lot can go wrong. If I don't hit the Ovesa-star with a critical mass of T6 or Eternal Warrior wounds, I actually just get curb-stomped hard by it, giving him extra movement to go kill my other stuff, plus my damage dealers die. I need to get an AP2 attacker into the squad, because even though the black mace is great, I can't rely on it to get through a 2+, or him to fail a toughness test to remove models. The Ovesa-star actually has quite a few AP2 attacks, and doesn't need to smash me, it just needs to hit me forcing wounds on spawn, to hang out for a while. Eventually wounds will end up on the lords and I'm going to fail enough 4+'s eventually. Not only that, the juggy lord + his spawn are bad in that matchup, that's giving him opportunities to smash. Even if only one or two attacks of his go through onto the juggy lord, do I really want to risk instant death on a 4+? No, its not wise. In order to pull off an assault on that squad, I would need to get either Abaddon + his T6 spawn, or the nurgle lord + his t6 spawn, into combat, and be able to follow it up immediately the next round with even more spawn + another lord, just to hold my own in that combat. Committing so much assault into that combat, means the kroot, sky-rays, and crisis suits are free to hop around the board as much as Jessie desires, killing my troops, almost auto-winning the game for him. Even if I do win the ovesa-combat, It would take me a lot of time to run back across the board to kill Jessies troops, and then the question is, at what cost? Do I have the models I need to carry the day.Not to mention that beyond all that, the squad has hit and run.

All of this was going through my head as I set up. In addition, his list is intimidating, it did amazing at the Nova Open after all. That's nothing to sneeze at, and where did I end up? Mid-table obscurity.

Jessie gave me first go, so I deployed as much as possible out of LOS behind my bastion.

The aim for this deployment was to give the bastion as much LOS blockage as possible, be nearish to an objective so my guys could get out and claim it on the top/bottom of 5, and  also control the portion of the board least likely to give a good cover save.

Jessie obligingly set up in the ruins as shown, except for the two skyrays which set up directly behind the hill in the bottom right.

Jessie than seized the initiative on me.

He shot up the bottom maulerfiend closest to me with his sky-rays, blowing it up and wounding a spawn or two. He also wounded a few of abaddons spawn + glanced the top maulerfiend. His kroot hid themselves behind the barrier as pictured. Turn 1 I ran all my guys forward, but hid out of LOS behind the big middle blocker. I ran the wounded maulerfiend straight at Jessie in attempt to menace him right away. Though in hindsight perhaps I should have hidden him. My havocs blew up one sky-ray (the one which had blown its missiles).

End of turn 2
Pictured to the left is the end of turn 2.
I've advanced forward to menace the Ovesa-Star. One thing I did not want happening is for them to break out of that corner and go board middle. Once that happens, it's GG. You'll note on the left side, helldrake has come in, and in conjunction with a cultist squad, has widdled down a kroot squad to 3 guys (who passed morale! boo). I also kept forgetting soul-blaze, but that's normal unfortunately.

Abaddon + his spawn have failed their charge into the two kroot squads pictured board middle. So they are sitting pretty much in the open. The cultists + havocs this turn have failed to do anything to the two sky-rays. The one success of this turn, was to charge the Nurgle lord + company into the kroot Jessie had set up on the left flank. I opted not to swing my black mace, allowing me to not blow up the entire squad in combat. Even so, it was dicey with only 3-4 kroot left alive at the end of the combat. I was lucky in this particular combat, as Jessie had placed his ethereal in such a way that they were stubborn until his next turn (which we looked up to verify). 

end of turn 3
Turn 3 - Jessie made good use of Abaddon & company being stuck in the open, plus the juggy lord. He proceeded to shoot and kill all of the juggy lords spawn. He also killed a spawn or two from Abaddons squad with combined firepower from kroot + his target locked bro. His last reserve kroot squad came in on my backfield bottom left. In his turn my Nurgle lord cleared the combat. So, now this turn I had to decide, do I commit to assault Ovesa with the nurgle lord + abaddon and hope for the best? Or do I assault / kill kroots and hope for the best. I opted for kroots. So I moved helldrake up vector striking + flaming the far kroot squad (and blocking movement). Abaddon and his spawn moved to assault the remaining kroot there. Nurgle lord + his spawn assaulted the crisis suit Troop squad Jessie had tucked behind the Ovesa-star. Juggy lord turned tail and ran back to my base to go assault the backfielding kroot. The las-cannons ect shot and glanced 2 HP off of the sky-ray but failed to do anything else. My two cultist squads are now behind the hill in the top left of the photo.
Turn 4 - Jessie shoots all his guys at the Nurgle lord (who destroyed the crisis suits on the charge), and attempts to assault it with the Ovesa-star, and fails his charge roll =/. The kroot in my back field shoot at the juggy lord and give him a wound I think. The sky-ray I believe was stunned from the previous turn and tried to marker light the nurgle lord unsuccessfully. In the bottom of my turn, i flew the helldrake off the board. The nurgle lord went to / assaulted the sky-ray destroying it. The juggy lord assaulted the kroot, and actually took two wounds! Jessie passed his leadership so they stay locked up.  Abaddon and his spawn stay board middle to try and keep Jessie honest (so he wouldn't go out that direction turn 5 with his 4d6 movement).

End of turn 5
Turn 5 -

Jessie advances, but cautiously, to avoid having the nurgle lord and/or Abaddon try to catch him in combat. Playing for turn 6 at this point, Jessie tries to nuke my squads that are behind the hill cover in the top left of the photo. However his dice go south, and they pass their morale checks.

I start moving Abaddon towards the cultists in the top left objective, this is so Abaddon can join them to make them fearless / tank for them. + Make it likely he'll claw up / force to run away anyone who comes near to contest that objective. The Juggy lord breaks free and goes to hide behind of the bastion. The nurgle lord hangs out behind LOS of the hill to get line-breaker / avoid giving up slay the warlord. My helldrake comes back on, and I place him to block as much movement as possible for the Ovesa-Star.
We roll to see if it ends with me holding 1 objective for the win.
It continues!

Turn 6 -
Jessie moves up further, shooting again primarily at my cultists on the hill, but also this time at my bro's on top of the bastion. He clears away almost all of one cultist squad on the hill, but they live tenaciously with only 3 guys left and pass their leadership. This turn I join abaddon to them, I hop my havocs out of the bastion to form a congo line to the objective to attempt to keep Jessie from moving to contest it if there is a turn 7. I also drop my cultists down, and join them to the juggy lord to also hold the objective, so there won't be any running away troops!

Jessie being awesome! Look at that pile up board-middle.
I was afraid of that all game.
So with me winning again on turn 6, we roll for Turn 7, there is!

Turn 7, Jessie is now in a good place to possible contest objectives. His riptides mince my havocs to a pulp. Luckily Abaddon stands strong in the the face of torrential firepower and only takes 2 wounds.  At the end of his turn, I'm holding 2 objectives, only 1 of which is possibly contestable. My reserve squad of cultists hidden behind the hill doesn't need to run forward anymore it seems!

DAY 1 - Game 3
Mission - Vanguard - Night Fight (no) - Objectives, Relic, Warlord, Linebreaker

This game was vs. Luke, who was playing a list very similar to one he played at NOVA open. We played round 1 at the Nova open, and so both had some experience playing against our types of lists.

Luke uses - A large beastpack with I think 15 of the 4+ invuln guys, and 5 razerswing swarms. The Baron, 2 Ravagers with dark lances, 3 venoms, 1 with witches, 2 with warriors/blasters, the artillery thing that elder get, a farseer, aegis line w/ quad gun, 2 jetbike squads, 2 dark elder flyers, 1 elder flyer. Lukes farseer managed to roll Fortune, which was going to be critical in this game, as well as prescience, and doom.
Middle of turn 1, Start of Lukes turn.

I had to go first. So I deployed with an aggressive stance. With so many mobile scoring units, I needed to destroy his scoring units as quickly as possible, or at least keep him locked up in the corner to try and keep him from taking my objectives.

Luke deployed behind a large ruin in his corner with his entire army. As seen pictured to the left.

To keep him trapped in, I advanced in a large C shape, trying to keep behind LOS blocking to avoid venoms from having a field day with me. I also tried to stay at about ~19 inches from the beast pack to avoid getting charged turn 1.

Turn 3 or 4
Luke shot me up a bit turn 1, and killed two spawn + glanced a maulerfiend. I had a glorious charge in turn 2, and proceeded to roll like crap. Spawns rolled 1's and 2's for number of swings. Lords did little to nothing, that kinda thing. Luke then hit and run out, and assaulted only the khorne /regular spawn squad in his turn, eliminating them but keeping the lord alive with only wound taken. He also blew up a maulerfiend with one of his fliers. He then hit and run out again.

Turn 3, my reserves moved on as pictured, and I started advancing towards my objective + the relic. My surviving maulerfiend went chasing down his venoms, killing one of the ones with witches. I think re-assaulted the beast-pack again, rolling like poo. The khorne lord assaulted the artillery squad, killing all but 1, who managed to pass his morale. My spawn again rolled like poo, but my guys were taking their toll over time. Crucially, my nurgle lord killed some of the models he was in base contact with, allowing him to move into base to base with two razerswarms when we consolidated. Luke failed his hit and run I think, or chose not to. I don't remember which. In any case, the remainder of his reserves came on, and shot at my free mauler fiend + guys a lot. His venoms shot at my cultists who chose not to go to ground, and passed a good chunk of their saves due to some handy cover. In the bottom of this turn, my spawn finally stopped rolling like poo, and I had a devastating / decisive round of combat. Largely thanks to the Nurgle lord instant deathing razor swarms with the black mace (failing toughness tests), I won combat and ran down the beast pack! Though if they had run, they were most likely off the board, with only a few inches to move and 3d6 running.
So I consolidated towards his venoms and jetbikes. The Top of turn 4 I was fortunately in range to grab the relic and hold an objective. My spawn + nurgle lord ran to contest the objective his venom troops were able to capture. I shot all of my guns at 3 jetbikes, but only killed 2, leaving him with 1 guy floating around near the relic. My maulerfiend attempted to assault a venom but died to an overwatching blaster. Abaddon + his spawn assaulted / killed the other jetbike squad. Then +Massacred to take linebreaker.

So at this point, Luke needed to kill my guys holding the relic, plus take an objective while contesting mine. To do this, he had two venoms near an objective with troops inside, a single jetbike, and 3 fliers. His dice then decided they'd had enough, and though he was able to take the objective from the nurgle lord + his spawn, he was not able to get me to drop the relic. Allowing me to win with linebreaker, slay the warlord, and the relic. (tied on objectives).

The game ended on the bottom of 4, by agreement ahead of time. We had simply taken to long in complicated 40 + model assaults.

DAY 2 - Game 4
Mission - Vanguard - Night Fight (no) - Objectives

Matt is playing, Jetseer council, 2 farseers, 2 wraithknights, several guardian jetbike squads and a skyshield landing pad.

I played Matt Defranza in this round, our deployment as pictured left.

I was given first turn, and proceeded to try to make a C shape as in the game vs. Luke. Unfortunately this didn't go super well. Though I was able to use the middle to block LOS decently for my spawn, my poor maulerfiends both boomed turn 1 from wraithknights / singing spears. Boo.
Turn 2 I ran Abaddons nurgle squad towards his troops and wraithknights, while Matt shuffled around.

Turn 3 we shuffled some more. I put the nurgle lord out to see If Matt would obligingly charge him. He did, wiping out the nurgle spawn and the lord on the charge.

Turn 4 -  As pictured left. In this turn, I have one chance to try and nock out the seer council. I move abaddon + the khorne lord to join the khorne lords spawns, then roll to assault. The trick being, I need to roll either far enough to let Abaddon challenge, and absorb the instant death from the Shard the Farseer has. Or, roll low, so I don't have to challenge, but can still move up to be engaged at my iniative step, allowing me to throw a ton of S6 / S5 Ap2 attacks into the seer squad, most likely dealing a death-blow to it. I needed to roll either a 7 - 10, or a 12(to get Abaddon in). I rolled an 11, and that was game.

Matt humored me by graciously allowing Abaddon the honor of living with a single wound left to his name. So he could survey the battlefield, knowing all of his minions had died, but had lived yet again.

DAY 2 - Game 5
Mission - Hammer and Anvil- Night Fight (no) - Objectives

Woo, I played Brad Nichols. He has several kroot and fire warrior squads, some marker drones, a skyray, a hammerhead with longstrike, a broadside missile team with all the fixings, a buff commander, some sort of alternative buff commander, an ethereal I think?, an earth caste riptide, and a regular riptide.

I ran at him all wiggly. Tau saved the imperium, ending the 13th black Crusade right then and there. Humanity will never realize that its true defenders, and saviors are the tau.

When the Imperium eventually goes back to finish off the Tau for good.. They will truly be the monsters.

DAY 2 - Game 6
Mission - dawn of war- Night Fight (no) - Objectives, scouring

I played a CSM / Daemon player named Jack. Jack was running 2 helldrakes, I think a daemon weapon daemon prince, a daemon prince of some sort with the shooty nova thing from the black legion book, Daemon allies with fateweaver, a DP with the grimoire, another daemon guy of some sort, three squads of cultists, and one squad of plaguebearers.

He took shriek on all of his casters. And this game went exactly how I expected. I knocked down the grimoire guy turn 1, killed him with maulers doubling him out. Then he having learned his lesson from this, flew around and basically did nothing until the last turn with his daemon princes; when he used them to contest all my objectives. His helldrakes were the MVP's of the show for him, killing my helldrake, then killing the guys inside and on top of my Bastion.

It was a situation for him where if he landed at all, my spawn + associated lord was clearly going to wipe out the daemon. I killed all his troops except the plaguebears. Then my spawn sat on objectives. Oh I forgot, eventually he did use one DP to kill a floating cultist squad + assault my bastion. At that point I was spread onto every objective so didn't really have the umph to go back and take care of one guy on the ground.

So thus ended the Battle for Salvation GT.

Assault is not dead - it's just very difficult.

Tuesday, October 15, 2013

Battle Report: Fall League 2013, First Game for Week 2

For my week 2 game I played against Chip, of Torrent of Fire fame.

Chips list was interesting.

Chapter Master - Bike - Shield Eternal - Power Sword - Artificer Armor
Rune Priest - Bike
Bear Wolf Lord - T-hammer, Storm Shield ect

5x 10 scouts
2x 5 bikers w/ 2 grav guns
1x 10 grey hunters w/ meltaguns in a drop pod

Thunder-wolf squad

Chip opted to get diviniation powers for his rune priest, and got Prescience and the 4+ invuln for the group powers.

Mission: The Scouring, Dawn of War

We rolled for objectives / sides, Chip won
When rolling for go first I won the roll and gave first go to Chip.

Chip deployed in an even distribution across the board. He put a bike squad on each side, with his big block deathstar in the middleish. I deployed defensively around my bastion (as pictured below), and left my havocs outside the bastion so it couldn't get targeted and nuked by the drop podding wolves turn 1.
So to the left is the bottom of turn 1. Chip moved all his guys up and shot at my maulerfiends with the drop podding melta. He did get a pen through but i managed to block it with a 5+. I moved all three of my spawn squads into combat with his Thunderwolf calvary. Abaddon is in a challenge with the beefy chapter master-  like a boss.
More of turn 1 as pictured. We both knew at this point the game would largely come down to whomever won this combat in the middle. Chip has more troops than me,  but if i can break from it early enough, i can go run and kill them. If not, I don't have the firepower to deal with all of them in a timely fashion which would give him the win.
Helldrake comes on, roasts a biker squad and sets up position to annihilate some backfield scouts (which then i forgot to fire! boo). Maulerfiend finally kills his space marine squad, but then dies to krak grenades from scouts! Go scouts!
Our middle combat has turned into a lot of dead spawn, and some slowly dying thundercalvs.

Eventually thanks to the timely intervention of a maulerfiend, and the juggy lord, all of the thundercalv squad go down, leaving the chapter master by his lonesome, vs. abaddon. I guess oblivious to the ruin around him? Focused on the chance to end the Horus Heresy for good.

Oh we forgot to do it until after the chapter master broke free with hit and run, but my khorne lord turned into a daemon prince for the privilege of killing the rune priest, and my nurgle lord turned into a spawn, for killing khan. The spawn died to scouts in CC a turn later =/, giving chip slay the warlord. The Daemon prince bossed it up and hung out but basically just stood there looking cool the rest of the game.

My havocs were forced to leave the bastion to go run to an objective to contest it, and my cultists had to drop down to claim the one in front of them. This left my bastion wide open, which Chip saw as an advantage straight away.
Bottom of turn 5. The helldrake has made a full table circuit, having annihilated most of Chips troops single handed. Which is lucky for me, or else chip has the game. His chapter master has hit and run out of combat to go contest my 4 point objective with cultists. His scouts manned my quad gun in the bastion to try and kill some stuff before the helldrake got them. My spawn which were freed from combat went down to the destroyed maulerfiend scouts to contest / kill the scouts. But the scouts held out like champs and didn't die until the very last turn / last combat of the game.

Chips chapter master also charged into a squad of cultists. I challenged him with the cultist champion, who was promptly obliterated. The following round, the poor chapter master was dragged down by a living wall of cultist bodies.

Poor guy.

So, it was a fun game, chip served up some good brews. I had fun, and despite helldrake going around obliterating things, chip held on like a champ and gave a toss-up game until the end.

So my thoughts on this game:

Chip over-extended turn 1. Ground rules of assault armies is always be the assaulter, not the one taking it on the chin. UNLESS, you have defensive grenades. We (chip and I) discussed this so I feel comfortable putting it out there.

The chapter master on a bike is a beast well worth his points. I'd probably go further than chip did myself and give him a beast meele sword, but i understand why he didn't. I also like super-star lords more.

Grav guns are always meh against my type of army, so unfortunately that's just how it is.

Scouts combat squadding out of outflanking or reserves really is a neat trick that helped multiply his board/scoring presence. Chip did a good job with this and really forced me to chase down his stuff the hard way.

Havocs in a bastion w/ are actually pretty good. Same firepower as a land raider. 4 Lascannons + a heavy bolter shooting a turn = CSM land raider, except with more durability, without the movement. So I'm pretty happy with that squad.

It's actually kind of nice to have a few guns in my army again.

Chips pairing of vanilla w/ space wolves was a good call. I really liked this setup. I probably would have found some points for a t-fire though. They are just super good.

Wednesday, October 9, 2013

Re-Link, See a BR of me getting beat by Kenny from Next Level Painting

Link Here

 Kenny played his blood angels extremely well, and proved its viable army with plenty of tricks up its sleeves. The 2+  FNP guy with a re-roll is a rediculioussss wound soak.

A couple things Kenny neglects to mention (i'm assuming he forgot!), so I mention for the sake of my own pride!

We were drinking le vodka, myself having just come off a loss vs. an Eldar player on hammer and anvil, I concluded (wrongly) that the entire tourney was win-loss, and I was no longer eligible for the top brackets. Therfore, I threw everything out, drank, and generally ran amuck.

I don't regret it, it was a fun game, and I had fun with all my opponents following. My hindsight annoyance (and thus me mentioning it at all),  is that I didn't realize I still had a chance for top brackets, so I could have tried a lot harder and played better, rather than. I RUSH AT YOU HAHAHAHHAH

And such.

Mephiston whacked a ton of nurgle spawn, not plague drones as kenny mentioned. The plague drones actually ended up slicing mephiston to death with a ton of AP2 attacks. However, putting Mephiston into, and force weaponing nurgle spawn, was a excellent move on his part, more so actually than attacking plague drones who would have had a 5+ invuln. So making that correction for him from his BR.

His 2+ FNP guy tanked a bunch of hits away really solidly. I'll be honest, I had no idea that guy even existed until that game started. Shame on me. The juggernaut lord and his spawn squad basically did nothing, because of his 3+, 2+ saves.

Also kenny took some fantastic photos of the game, really love how my models look. Reposting the photos from his website below. Just looking to show off my own models of course!

Tuesday, October 8, 2013

Recent work: Making Custom Spawn, Painting a Bastion

Hey all,

So I've been absent lately. I blame my burning desire to paint models and work for this. Mhmmmm. So I've signed up for the fall 40k league around here. Its 2k this time, and for funsies, I've decided to run what no doubt will turn out to be a fairly bad list, given the current tau/eldar meta. But I'll give it a go without complaining!



Juggy axe lord w/ all the good fixings, including Boon of mutation! /le gasp
Nurgle mace Lord w/ all the good fixings, including boon of mutation! /le gasp x2!

I know, you're all shocked to your cores already! Well get ready, here's some more shock!

2x cultists!


2x maulerfiends

2x spawn, one nurgle, one plain

1x helldrake w/ flamer

*drummroll here*

Bastion! With Quad gun!

But wait, that's not all!!

Havoc squad! With 4 lascannons!

But wait, theres more!

ALLIES! - Black Legion


1x Cultists

1x nurgle spawn

Sayyyy whattttttt?

Yes, i know,  Las-havocs probably the worst squad ever, not to mention so many other units can do it better..


So these guys, when combined with hiding inside of a bastion give me an answer to a few things -

1) Killing broadsides by doubling them out.

2) Wounding riptides, wraithknights, t-fires, and other pesky units at range.

3) Messing with opponents target priority

So, why do I want this?

Bastion gives me a place to hide my troops, which suck horrifically against t-fires with barrage now. If I need to, i can easily swap out the havocs on the top, and hide some cultists inside.

Havocs inside the bastion give me a good platform, plus an extra heavy bolter or two, to put out some las shots which can go after units which may try to run away or otherwise be difficult for my assault rush army to get to.

The quad gun is somewhat obligatory, and lets me have a chance to fire at the new swarms of Storm Talons i suspect will be emerging from under rocks. It also just means some extra fire support as needed (until its destroyed turn 1 by any good opponent, but hey whatevs!)

Broadsides are super annoying for me, not anymore! Even if they have a butt-ton of drones to hide behind, that's why we can prioritize what order we force people to take saves in!

The bastion gives me a LOS blocker for those times I can't start the game with one, a vital necessity in todays I SHOOT< I WIN meta, of ignoring cover, a.ka., terrain is pointless. So that's good.

Havocs inside the bastion mean they probably won't go away quickly, so they'll probably earn their points back.


So painting wise, i obviously need a third spawn squad. That's well under way, see the pics below.

I also need a Bastion + quady, so, short story on this. I actually bought a bastion back when they were the retarded awful terrain GW sold, instead of badass fortresses of getting blown up by wraith knights turn 1 all the time for no reason that they are now.

I played 40k, and didn't realize what terrain was supposed to be, so of course i turn to GW, and get a big honking fortress of redemption, and a bastion....

Put it together, and after two games, immediately discard as retarded.

RE: me, several years later digging through a bin, on a half-remembered idea that i might have owned a bastion, and bam! One piss - poor painted - half destroyed bastion later, i'm good to go.

Also i fixed the shit out of it. See the pics below.

So I dropped daemon allies not because I think they are bad, (they are not) but because I wanted an excuse to run three ridiculous beat-face lords in one army. This lets me do that.

That was my entire train of logic.

How else can I run three characters who can smack some bitches up in combat? Oh wait, Chaos daemons, who do it way better in some respects (and now vanilla marines! boooooooo-urns). Blah


Also I tried about a million ways to make myself feel comfortable with running CSM's as troops, didn't really work. Maybe one day I'll find my courage. I was reading some other guys blog, and he was going on about using noise marines, maybe I'll give them another look in the near future.

So to run my master-crafted list of excellent excellentness, I had to build another squad of spawn, as mentioned above, so find below, pictures of before mentioned, after mentioned, spawn.
I decided I wanted to kitbash quite a bit, and build spawn who looked like for the most part, they either were super mutated, or just started the process. I chose brown as a color, so I could run them with any lord in the future if they turned out. Hint, my entire army is generally color coded to match the gods of choice. Brown is ubiquitous, so can go either way. I've also been watching a lot of bad 1980's and 90's animes lately. I've decided the way daemons and evil things were drawn then are wayyyy more disgusting than the way they are presented now. Go watch the Daemons in Bserk, for serious. Yuck. So I stuck some GW daemon heads on three of the guys, as they actually somewhat  resemble a few of them.

The spawn arn't close to done yet, they only have had a base coat, 2 washes, and some light drybrush and highlight. I'll need to do a lot more =/ le sigh

The fire guy, I thought actually could be a good representation of a mutated tzeentch sorcerer.

Ok enough rambling and silly talk. I'll have to post more later. But now, its bed time. Enjoy the pics.

This was a pile of crap before, now its less of one
Winner? Me. And that nurgling, that guy is
the whole gang of the new spawn
don't let them confuse you with their wiggly bits

I don't even know. Make up something


Failed Tzeentch guy, obviously!