- Pedro Kantor (representation)
- Masters of the Chapter (represented items, Artificer Armour, Teleport Homers)
- 10 Sternguard Veterans with Sergeant (Power Weapon, Plasma Pistol), 2 Power Weapons?
- Captain with Power Weapon, Storm Shield, and Artificer Armour
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Flamers
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Flamers
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Meltaguns
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Meltaguns
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), Meltagun, Flamer
- 10 Tactical Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Meltaguns
- 10 Assault Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Flamers
- 10 Assault Marines with Sergeant (Power Weapon, Plasma Pistol), 2 Plasma Guns
- 5 Vanguard Veterans with Sergeant (Relic Blade), 4 Thunder Hammers + Storm Shields
- 10 Devastator Marines with Sergeant (Power Fist, Plasma Pistol), 4 Missile Launchers
- 10 Devastator Marines with Sergeant (Power Fist, Plasma Pistol), 4 Heavy Bolters
- 5 Sternguard Veterans with Sergeant (Power Weapon, Plasma Pistol), 2 Power Weapons?
- Vindicator Linebreaker Squadron (HK Missiles, Extra Armour, Dozer Blade, Pintle Storm Bolter)
Saturday, 20 December 2008
APOCALYPSE: Lamenters Battle Company?
Friday, 28 November 2008
Wednesday, 26 November 2008
DESIGN: Lamenters or Star Phantoms (Part 2)
The Star Phantoms are one of the more enigmatic chapters. They do not have a confirmed legion of origin, and have little to no background to speak of
Therefore, it was such a surprise when one of their captains, the one known as 'Captain Androcles', wounded Huron himself during an attack on the Palace of Thorns
So, the Star Phantoms are also LOYALIST during the Babab war, and are also noted as using Drop Pods during their attack on the Palace of Thorns. Therefore, I will be using a Drop Pod Assault Army. Then we shall see what happens.
Here is the Home-Cooked Chapter Tactic:
Chapter Tactic (Vital Blow): Not all Star Phantom units gain this rule - only 3 units and all the characters may use it. When the unit is mounted in a Drop Pod, they may assault on the turn that they are deep striked, a lot like Heroic Intervention. However, they may run on the turn they are Deep Striked in, and count as having Fleet of Foot
This means that they are perfect when used with the Drop Pod Assault - you pick 3 awesome units in order to assault the foe. Then, you finish them off with the slower parts of your force!
Bearing this in mind, i'm thinking of using this as my Star Phantom army:
- Captain with Combi-Melta, Power Sword, Artificer Armour, Digital Weapons
- 10 Sternguard Veterans with Drop Pod, Vital Blow
- 5 Assault Terminators
- 10 Tactical Marines with Drop Pod, Vital Blow
- 10 Tactical Marines with Drop Pod
- 10 Tactical Marines with Drop Pod
- 5 Scouts with Sniper Rifles
- 10 Vanguard Veterans with Drop Pod, Vital Blow
- Land Speeder Storm
- 10 Devastator Marines with Drop Pod
~ So, this is part 2 of the article. Perhaps there are two more parts - I wouldn't want the Astral Claws to feel too lonely...
DESIGN: Lamenters or Star Phantoms (Part 1)
The Lamenters are a Blood Angels successor chapter, which was bred specifically to remedy for the faults in their Gene-seed. The result was extraordinary. Just not in a good way.
The Chapter suffers from severe 'Unluckiness' - dubbed 'The Lament' or simply as a curse from the Emperor. None know what caused this, only that it has led to many bad decisions and bad cases when contacted by other aspects of the Imperium:
Chapter Tactic (Unlucky): Whenever a squad with this special rule has Rolls to Wound allocated against them, add an additional D3 Strength 3 AP 4 hits against the squad
The Lamenters have no official rules... for now!
The Entire army suffers from Unlucky, making it just a matter of time before something goes wrong. Each time they are shot at, there is a 33% chance they will be hit by 3 Strength 3 hits, that will kill your Scouts 33% of the time as well. Small threat, aye? But it DOES mount up!
So the army should be fun! And it beats playing Eldar - at least we're still Marines, technically! So, here's the list plan!
- Chapter Master on Bike, with Digital Weapons, Combi-Melta, Artificer Armour, and Power Weapon
- 5 Assault Terminators
- 5 Assault Terminators
- 8 Bikers, and Attack Bike
- 8 Bikers, and Attack Bike
- 8 Bikers, and Attack Bike
- 10 Vanguard Veterans
- 3 Land Speeders
- Whirlwind
- Land Raider Redeemer
~This is an entirely 'Raid' based army, composed in order to emphahsise that the Lamenters were employed (it seems) entirely in fleet actions. However, as my information on them increases, the list will be re-assessed. Next up, the Star Phantoms!
Sunday, 23 November 2008
The Lamenters
Inquisitional Threat: Minimal
Imperial Threat: Probable
This is the first of my posts on the next army i'm starting - Lamenters. I was inspired mainly by the fact that Bell of Lost Souls is doing something on the Babab War, and i'd wuite like to take part in it
First, the Chapter Tactic:
Unlucky: Whenever a unit bearing this special rule is shot at or attacked in close combat, they immediately have an additional D3 Strength 3 attacks inflicted against them in addition to the attacks themselves. This only applies when some attacks actually hit
I've already started the conversion of a Chapter Master that is appropriate for them. An idea i've really had is that of a big Thunder Hammer guy. Nuff Said:
'Chapter Master of the Lamenters' (CMotL) - 180pts
WS, BS, S, T, A, Ld, Sv = Normal Chapter Master
I = 6
Equipment: Iron Halo, Thunder Hammer, Inferno Pistol, Checkered Pendant, Power Armour
Independant Character, Orbital Bombardment, Fearless, 4+ Invulnerable Save, Furious Charge, And They Shall Know No Fear, Combat Tactics
Checkered Pendant: This artefact somehow halts the effects of probability for the bearer and those in their unit. CMotL and his accompanying unit do NOT suffer from the effects of the 'Unlucky' special rule. In addition, the Checkered Pendant also gives its bearer a 5+ Feel No Pain (like) rule, with the same effects except it is on a different dice roll
Mighty Hero: The CMotL is an incredible fighter in close combat, swiping aside the unworthy in sweep by sweep of his thunder hammer. During the first turn of each combat the CMotL fights, he counts as Initiative 5. This is not affected by Furious Charge, but the Strength of the Thunder Hammer's Strength is. Thus, on the turn he charges he strikes as Strength 9
Lost and the Damned AGAIN
Aspiring Champion of the Gods - Fully Complete
Cult Leader - Fully Complete
Daemonhost - Fully Complete
Rogue Psyker - Fully Complete
Big Mutants - Fully Complete
Rabble Rousers - Fully Complete
Cultist Possessed - Partially Complete
Marine Tanks - Fully Complete
Cultists - Fully Complete
Mutants - Fully Complete
Gibbering Hordes - Partially Complete
Traitors - Fully Complete
Traitor Recon - Partially Complete
Hell Riders - None Yet
Defiler - Fully Complete
Chaos Spawn - Fully Complete
Chaos Space Marines - Fully Complete
Traitor Tanks - Fully Complete
Saturday, 22 November 2008
Lost and the Damned Tumblr!
Take the sneak peeks, the updates, and even the lists. It might not be in a neat format (PDF) or a document you can look at, but at the very least you can print it out so damned EASILY!
So check it out at:
Battlefleetlatd.tumblr.com
I might even eventually put this directly onto this page. I should warn you - the tumblr is in its first steps, so some posts may be a bit too big for it
Wednesday, 19 November 2008
Math-Hammer: Warlords vs Chaos Part 1
Somewhere in an Anderson shelter near the midlands of England, the Nurglish Math-hammer team is on the case. What is the best DIY Warlord killer?
We have a few normal options with us today. Including:
- Melta Weapons
- Chainfists
- Power Fists
Melta Weapons:
Who can use them? Wait, wrong question. Who can't use them? Dark Eldar, Necrons, Tyranids.
The obvious point is that in order for Melta stuff to be a good strategy, you need 2 assets. You need Flank March, in order to allow you to go straight behind that titan so it can't shoot them down. The other is Careful Planning, so you can start attacking from turn 1
Key Figures in this set up happen to really actually be Vulkan He'Stan mainly. He is a definate in your melta army, allowing ALL users of Melta weaponry in your army to act as if Twin Linked. The Relic Blade he holds means that he has a chance of inflicting glancing hits himself!
10 Chaos Marines with 2 Meltaguns, and Champion with Meltabombs and Combi-Melta
This is really the best set up you can have for your chaos squads. Since you're not bound to the '1 special only, 1 heavy only' rules, you can have 2 meltaguns. Take that, Warlord. These bunch are not only a scoring unit, but if they're flank marching, they will probably melta you in the first turn! All models in this unit have the oppurtunity to at least inflict glancing hits!
10 Chaos Havocs with 4 Meltaguns, and Champion with Meltabombs and Combi-Melta
Just when I said that there was a 'best' setup, I remember that Havocs may have 5 meltaguns in a unit. Oops. Just wait until you see the next choice...
10 Chaos Chosen with 5 Meltaguns, Champion, and all with Meltabombs
Count the meltas! Not only do these lot have the ability to infiltrate or outflank on the first turn (if you choose to send them in), they have up to 5 special weapons!
Math-Hammer Verdict:
The guns have 66% chance of hitting, and variable armour penetration. Outside of 6 inches, its a 16.5% chance of GLANCING the front armour, or 33% to do ANYTHING against the rear. AP 1 means that theres a 16.5% chance again of doing anything* on a glancing hit, and a 50% chance of doing anything* when you penetrate
The bombs probably will DEFINATELY hit, unless the titan moves. But it won't, who would be crazy enough for that? On average, you will definately penetrate as the average roll will be a 7
There is a 33% chance of doing anything* on a penetrating hit
(* as in Structure Point damage)
Chosen: 1st
Marines: 2nd
Havocs: 3rd
The only reason Marines are 2nd is because they are scoring. Otherwise, the havocs are 2nd
Tuesday, 18 November 2008
List of the Lost
Aspiring Champion of the Gods (1-3 per choice. 0-1 per army)
A: Cult Leader (Advisor. 1-5 Advisors per choice)
A: Daemonhost (Advisor. 1-5 Advisors per choice)
A: Rogue Psyker (Advisor. 1-5 Advisors per choice)
Elites:
Big Mutants (1-3 units per choice. 0-1 per army)
Rabble Rouser (1 per Mutant unit. Do not count towards F.O.C)
Cultist Possessed (0-1 per army)
The Forsaken (0-1 per army)
Troops:
Gibbering Hordes (do not count towards F.O.C)
Cultists (1-4 units per choice)
Traitors (2-5 units per choice)
Mutants (1-3 units per choice. do not count towards F.O.C)
Fast Attack:
Traitor Recon (Hellhound, Sentinel, Chimera)
Chaos Defiler
Chaos Traver (1-5 per choice. 0-1 per Defiler in army)
Hell Riders
Heavy Support:
Traitor Tanks (Leman Russ, Basilisk, Variants)
Chaos Space Marines
Chaos Spawn
Lost and the Damned
- Aspiring Champion (Pts, Rules), Daemonhosts (Pts, Rules), Rogue Psykers (Pts, Rules), Cult Leader (Pts, Rules)
- 0-1 Big Mutants, 0-1 Rabble Rousers, 0-1 Possessed, 0-1 Forsaken
- Mutants, Traitors, Gibbering Hordes, Coven, Cultists
- Traitor Recon, Spawn, Defiler
- Traitor Tanks, Marines, Marine Tanks
This means that there is about a week until I can publish a first draft. Then it goes into a first batch of testing as the Lost and the Damned players I actually know rip the characters apart. I can tell you that there is a couple of awesome rules and equipments for your characters to use, including specific weapons for your 'generic' daemons:
- Summoning Daemons is an important concept of 1 variant of the list, the Daemon Cult list. You must have 2+ Cult Leaders and 2+ Squads of Cultists to use the list, and since these units will be big enough to sacrfice to summon the daemons, they are good choices anyway
- Each god's daemons will have 2 to 4 pieces of equipment to use. These range from whole squad ones, or things such as the Daemonic Ark (which gives Sustained Attack to that unit ONCE) or the Kalab's Mark (Watch this Space)
- The Greater Daemons have their own marks as well. Nurgle ones are slow but strong. The Tzeentch ones are good at shooting (Ballistic Skill 8!) while fragile. The Slaanesh ones are fast, fragile, but good at ripping even Wyches apart
- There is no undivided daemons, however, so you will be forced to dedicate to god daemons
So, Lost and the Damned done by me. I personally can't wait. I'm so interested that in order to help with activity and ease of navigation, i'm creating a separate blog in order to distinguish for you!
Sunday, 16 November 2008
Tale of Store Gamers: Chaos Part 3
Now begins the pondering on Christmas. I've got some big pledges prepared already:
2500 Point Army
5 Chaos Knights completed
1 Giant Completed
60 models completed
1 Tournament (or 3 games) played
Currently, here is the situation:
Heroes: 3
Core: 6 Units, 54 models
Special: 2 units, 10 models
Rare: 1 Giant
Thus, in order to do this, I have the following purchases prepared:
Battle for Skull Pass (Dad fancies the Dwarves. Maybe if I trade them,
Warriors of Chaos Armybook
I also have the following Christmas gifts on the request list, from a £100 budget:
1 Giant
6 Ogres
Chaos Lord on Daemonic Steed (New)
This isn't that much, since I have other things that aren't (Warriors of) Chaos related. I have a Chaos Space Marine army to re-build, again.
Saturday, 15 November 2008
Skirmish: Warhammer Fantasy Marauders
10 Warriors with Shields - 160
10 Marauders with Full Command, Shields, and Light Armour - 80
10 Marauders with Full Command, and Shields - 70
5 Warhounds with Poisoned Attacks - 45
5 Warhounds with Poisoned Attacks - 45
TOTAL 500
The point of this army is to be cheap and thus easy to create. Nuff Said
COST OF THIS: £57.50
WHOLE SO FAR: £73.00
Tale of Store Gamers: Chaos Part 2
I did far more than this
My hobby pledges (in order of priority) are below. In the ( ) are the consequences for me not doing so. I have a prize pot of £50 at the end of the contest, and for each consequence some is added or taken away:
- Complete 1500 points (15 pounds taken away/10 pounds added)
- Complete the majority of the Chaos Battalion (10 pounds taken away/5 pounds added)
- Complete 30 models of my army (5 pounds taken away)
Currently, I have the following. Red is assembled and basecoated, and green is fully painted:
Exalted Hero of Khorne
Sorcerer of Nurgle
Sorcerer of Nurgle
9 Chosen of Khorne
5 Chaos Knights of Nurgle
13 Chaos Warriors of Nurgle
10 Marauders of Nurgle
10 Marauders of Nurgle
5 Warhounds
5 Warhounds
This means that I am DEFINATELY going to finish all but the 2nd pledge at most. Can't wait until December!
~ Next Month: The first couple of battles are played, as the gamers begin their skirmishes. The chaos army swells to 2000 points. Pledges: 2000 points, 60 models, first Lord choice. Prize pot (at the moment): £65
Saturday, 8 November 2008
"By the order of the inquisition..." - Using Imperial Guard in your Inquisition armies
0-1 HQ choice - All Advisors count instead as 0-3, and Sanctioned Psykers may not be used in Malleus or Heredicus armies. Advisors and other Independant Characters may only be used in Imperial Guard units
0-1 Elite choice (0-2 if Ursakar Creed is in the army) - Ursakar Creed must take a squad of Hardened Veterans. These form up his Retinue, instead of the normal Imperial Guard rules, and only give up 1 for Creed, 1 for the Veterans, and 1 for Kell (if brought as well). Ogryns may not be taken in a Heredicus army
0-2 Troop choices (0-3 if a Deathworld army is used, or if Colonel Shaeffer is in the army) - Platoons only surrender 3 kill points. Conscripts may be taken without a Infantry Platoon in as well
0-1 Fast Attack choice (0-2 if Colonel-Commissar Gaunt is in the army) - If Gaunt is in the army, please paint the units in this as Tanith First and Only. Then you have a reason for this!
0-1 Heavy Support (0-2 if Commissar Yarrick is in the army) - HADES BREACHING DRILL. All Heavy Support counts towards Righteous Zeal
"Let the Angels of Death assist us" - Using Space Marines in your Inquisition armies
0-1 HQ choice - This may not be a Chapter Master or a named Special Character. Librarians may not be used in an Ordo Malleus or Ordo Heredicus army, so don't try this combination. Pedro Kantor/Kato Sicarius may be used in Campaigns including Orks, Marneus Calgar when battling Tyranids, Korsarro Khan when battling Dark Eldar, and Kayvaan Shrike when batting a Cities of Death battle
0-1 Elite choice (0-2 if your Pedro Kantor is in your army) - This may be anything, except from 2 squads of Terminators if within a Campaign. If Pedro Kantor is in the army, one of these must be a squad of Sternguard. If Kato Sicarius is in your army, one of these must be a Dreadnought
0-3 Troop choices - Only 1 of these choices may use the 'Knower of Secrets' special rules. Telion and variants may NOT be used in Scout Squads
0-1 Fast Attack choice (0-2 if Shrike or Korsarro Khan is in the army) - If Shrike is in the army, one of these must be armed with Jump Packs, and if Korsarro is in the army one of these must be armed with Bikes
0-1 Heavy Support (0-2 if Marneus Calgar is in the army) - You may not have Chronus commanding a vehicle. All Heavy Support counts towards Righteous Zeal
In addition, all Space Marine units except where noted gain the 'Knower of Secrets' special rule. Only the above choices gain this rule - what Inquisitor would have entire ARMIES of Marines knowing the unholy truths?
Knower of Secrets: If the entire Space Marine army is defeated, the opposing player counts as holding an additional objective/scoring +2 kill points. The units with this special rule gain 'Acute Senses' and 'Burn the (appropriate arm of the inquisition's enemies) special rules. When the game ends, instead of packing up the opposing player gains control of the Inquisition parts of the army - this part of the army will then attempt the kill off as many Space Marines as possible. These destroyed marines count towards the final game score (if a Marine squad holding an objective is destroyed, causing a 2-2 score instead of 3-2 to the Inquisition, then the game is a draw etc), but the first part of this rule is ignored (the opposing player does not gain +2 kill points/additional objective for destroying the entire Space Marine force)
Inquisition in a Box
SPECIAL RULES:
Dedicated (Arm Name): Models with this rule gain the 'Stubborn' USR while a respective Inquisitor is still on the field. Models with 'Extreme Devotion' gain the 'Fearless' USR while within 12 inches of a respective inquisitor. Finally, models with this special rule may be used in a different army composition if their respective Inquisitor is the Army Commander
Righteous Zeal: Units with this special rule count as with 'No Retreat' when they are assaulted while falling back, and double their initiative when pursuing retreating units. Up to 4 units with Righteous Zeal may have Heavy Weapons in an army, and may not use Transport Vehicles
Burn the (Relative Type): Units with this rule gain re-rolls to Hit and Wound against that type of creature
ARMY UNITS:
HQ:
Inquisitors (Malleus: Grey Knight units lose 0-1. Heredicus: Sisters of Battle units lose 0-1. Xenos: Kill Team units may be taken as Elite slots as well as 0-5 per HQ choice. High: Initiate Imperial Guard or Space Marines may be used as allied forces)
ELITES:
0-1 Celestian Squads (Heredicus. Burn the Heretics (Cultists, Chaos, other Imperial Armies), Dedicated (Heredicus))
0-1 Grey Knight Terminator Squads (Malleus. If Malleus inquisitor is Army Leader, these become 0-2. Burn the Daemon (Chaos, Daemons, Possessed Armies - see Daemonhunter codex)
TROOPS:
0-2 Sister Squads (Heredicus. Burn the Heretics (as above), Dedicated (Heredicus))
0-2 Grey Knight Squads (Malleus. Burn the Daemon (as above))
Martyrs (Watch this Space)
FAST ATTACK:
0-1 Seraphim (Heredicus. Burn the Heretics (as above), Dedicated (as above))
0-1 Bombardments (Grey Knight squads in Drop Pods)
0-1 Immolator of Heredicus
HEAVY SUPPORT:
0-1 Retributor Squads (Heredicus)
0-1 Daemonhosts (Malleus. Remain 0-1 if Daemonhosts are in the army)
0-1 Penitent Engine (Heredicus. Each time the Penitent Engine takes damage, they gain the CSM rule 'Crazed' in the next turn)
Friday, 31 October 2008
Tournament: Sample Games at 1750 points
This is a set of games that anyone could play as part of a tournament or friendly game! These are not suggested for pick-up games - arrange them, in order to make it a better game in the end for both players. You can tone up or down the rules - use 10 vortex grenades instead of 5 for example!
Game 1
Primary: Capture and Control
Secondary: Decapitation (Kill the opposing independant characters. 1 more objective held if both are killed)
Deployment: Hidden Set Up, roll off to see who is Hidden
Special: Objectives may be held by ANY units, except dedicated transports, and swarms - these also do NOT contest, so if a scoring unit and swarm are in the same holding area, the scoring unit takes priority
Game 2
Primary: Reverse Annihilation (Kill Point per surviving unit)
Secondary: Annihilation (Normal)
Deployment: Spearhead, Opponent deploys your army
Special: All units gain Rage and Fleet. Models already with Fleet lose this rule
Game 3
Primary: Control Center of Board
Secondary: Table Quarters
Deployment: Random (Normal Roll)
Special: 5 Vortex Grenades. 1 is deployed in center of each table quarter, and 1 in the center of the board. Use normal rules
Win: 2 Points
Draw: 1 Point
Loss: 0 Points
If 2 players are tied, base final positions on wins/draws/losses (2 wins VS 2 draws and 1 loss = the 2 wins win take priority)
Tournament: Final Record
Each unit comes with a Mark of Slaanesh
Daemon Prince with Lash of Submission
Chaos Lord with Daemon Weapon
5 Possessed with Champion
10 Marines with Champion (P Wep, Plas Pistol), Flamer
10 Marines with Champion (P Wep, Plas Pistol)
6 Noise Marines
The going was tough, but here's the result:
Game 1 - Spearhead, Annihilation
This game was against a Kantor list. Compact, and out-hording me. The Possessed rolled Furious Charge, and were deployed with the Daemon Prince near
The first turn was blazing by Devastator squads into the Marine hordes. The Prince lashed Kantor's unit away from my army, which really helped the army survive. My army rushed out in order to lose some of the ground between the forces 0 - 0 on kill points
Turn 2, and I lost the Noise Marine squad. The Chaos Lord assaults Kantor's unit and starts the wipe - since Kantor isn't in base to base, he cannot attack which helps him survive. The Daemon Prince lashes a Tactical squad into combat with the Possessed (the single remaining) and the Prince helps in this. The Marines are assaulted by the Assault Squad, which is really ineffective anyway 1 - 0 on kill points to Marines
The Prince destroys the Tactical, alongside the Possessed. Kantor's unit is destroyed, and Kantor himself deals down the Chaos Lord. In my turn, Daemon Prince lashes Devastator squad down the building with a Double 6 - he promptly assaults. Assault Squad remains in combat 2 - 1 on kill points to Marines
The Prince destroys the some Devastators. The Assault squad dies. Possessed and remaining Slaanesh marines assault another Tactical squad. 2 - 2 on kill points
The Tactical squad is destroyed at last. The Devastators deal wounds to the Daemon Prince 3 - 2 on kill points to Slaaneshites
The Game ends 3 - 2 to my army
Game 1 was annoyingly found to be a fraud. My opponent had completely forgotten 2 squads of Scouts. This meant, really, that the game would probably have been a draw. However, I did have a squad completely in my table quarter that was still alive entirely. We decided to change it to a draw
Game 2 - Dawn of War, Annihilation
I played against a fellow Lord of Chaos. Unfortunately, this Lord was the unbeaten Master of Khorne. Ok, there was a few faults in this match:
1) My Slaanesh Icons had been completely DESTROYED by someone accidentally crushing them
2) The undefeated one therefore ignored EVERY initiative boost my army had
3) My opponent somehow decided that at first a 4 inch movement couldn't move any of his models off their pillar. However, later he decides 'My 4 inch difficult terrain test allows EVERY model to move off the pillar, which is 3 floors, and then 2 inches away as well'
These 3 points make it horribly unfair in the match
Turn 1 - Khorne D Weapon Lord loses 2 wounds. Daemon Prince dies
Turn 2 - Noise Marines, Marine Squad 1, and Chaos Lord die. The Chaos Lord SHOULDN'T die
Opponent (O): My Khorne Lord attacks the Noise Marines. He kills them all
Me (M): Ok. They get their attacks due to initiative (Kills 1 Khorne Berserker)
O: Ok, now the Khorne Berserkers attack the Chaos Lord
M: Wait, they're not in base to base contact. Thats why my Chaos Lord didn't attack. Also, the Khorne Berserkers count the Chaos Lord as another unit in close combat
O (complaining, as in Gamers Night, where I proved him and a staff member wrong): But he joined a unit
M: Meh, whatever. I claim my attacks (kills none with my Instant Death weapon)
O: (Kills the Chaos Lord)
I LOSE THE GAME 2
Game 3 - Seize Ground (5), Dawn of War
This is incredible. I play a decent staff member. He's using Tau, which suck even more than usual against Slaanesh. I deploy the Daemon Prince and a Noise Marine and Marine unit on the board - he uses 2 Fire Warrior squads and a Crisis Commander + 1 Crisis Suit
Can't remember the game much, but I remember this:
Turn 1 - 2 - 0 on objectives to me
Turn 2 - 2 - 0 on objectives to me
Turn 3 - 1 - 0 on objectives to me
Turn 4 - 2 - 0 on objectives to me
Turn 5 - 3 - 1 on objectives to me
Turn 6 - 2 - 1 on objectives to me
Turn 7 - 1 - 1 on objectives
I just barely lost this game. Bloody random game length
So, the end result:
Played 3, Won 1 (0, if Game 1 is draw), Drawn 1 (2, if Game 1 is draw), and Lost 1
Meh, good result with an amry I built on the day...
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Tale of Store Gamers: Chaos Part 1
Here's the models i've completed so far:
Lvl2 Sorcerer of Nurgle
Lvl2 Sorcerer of Nurgle
Exalted Hero of Khorne
10 Chaos Warriors of Khorne
1 Chaos Warrior of Nurgle
This is only the first £28 of the army, and here are components:
12 Chaos Warrior boxset
2 Berserker Champions
Corsair Command (Fantasy)
I might have models posted up soon
Friday, 24 October 2008
Ka'Lui'Trurm - The Host of Crippling Blades
*meow*
Who knew that the fluff... *meow* joke would be carried over to this blog? I love fluff... *meow* I admit, but Slaanesh still sucks to me
So, the 3000 point list:
The Holy Covenant of Ka'Lui'Trurm (at 3000)
Lords
Chaos Lord of Nurgle on Daemonic Steed, with Word of Agony, Armour of Damnation, Aethersword - 395
Heroes
Exalted Hero of Khorne, with Soporic Musk, Berserker Sword (Axe), and extra CCW - 195
Chaos Sorcerer of Tzeentch (Level 2), with Spell and Warrior Familiars, and Conjoined Homonculous - 210
Chaos Sorcerer of Tzeentch (Level 2) with 2 Dispel Scrolls, and Third Eye of Tzeentch - 200
Core
11 Chaos Warriors of Khorne, with a Full Command, and 2 CCW each - 216
11 Chaos Warriors of Tzeentch, with a Full Command, and a Shield each - 226
11 Chaos Warriors of Tzeentch, with a Full Command, and a Shield each - 226
12 Chaos Warriors of Nurgle, with a Full Command, and a Shield each - 242
20 Marauders of Khorne, with a Full Command, Light Armour, and Shields each - 150
20 Marauders of Nurgle, with a Full Command, Light Armour, and 2 CCW each - 160
Cores that do not count
10 Warhounds with Poisoned Attacks and no Armour - 90
10 Warhounds with Poisoned Attacks and no Armour - 90
Special
6 Ogres of Khorne with Great Weapons, and a Full Command - 310 (approx)
10 Chaos Knights of Nurgle, with a Full Command - 490 (approx)
Rare
Giant - 225
Wednesday, 22 October 2008
Theory of an Army
I admit that I don't do Fantasy that much. My first army was a High Elf army so I don't know how to deal with the whole 'Warriors suck Initiative-wise' or 'Yes, your army won't die from lack of Toughness' thing. I'll enjoy the fact i'm negating a couple of saves even with the Marauders (I remember, could be 3 instead of 4 strength), so that makes up for the lack of knowledge otherwise
So, onto the Theory. The taking up of a new army. How does one begin the process?
I begin my borrowing a book from someone I know who uses the army. I ask what they do like about the army, what they use, what they have used. Sometimes I just look at a site - for example, Warseer WIP topics. Both is as vital as the other
If this doesn't really inspire me, I then move onto looking at the book's models. This really seems to be like the previous stage, but i'm looking at the models not paint schemes or what others use the models themselves for. Though the previous stage helps with the decision it is not vital
Failing? I choose to look at the background. Never mentioned that I play narrative armies, did I? Thats why the background is important. So power gamers, I know that it has no presence when it comes to playing ability or the army itself - it only adds character. So thats why I use it as a criterium
Finally it comes down to the list though. For Warriors of Chaos, this is an all Plastic list. The Dragon is a corrupted High Elf one. The Daemonic Steed is a Green Stuffed Chaos Steed. The champions are conversions from the Plastic kits, and combined with trophies this should work.
So, the theory is over. The next few posts will be about armies. Maybe that will make up for lack of posting!