In the previous few weeks, i've made a big decision... it's time to go back to my roots.. Back when I first picked up Nurgle, I found them fun and amusing... well, more so than the Necrons which had come before them! This force essentially tries to bring me back to the glory days of the mighty theme army.
A Nurgle force for me needs to either try the 'Power of Seven' format of the Death Guard 7th Company, or it needs to try to keep to Mono. Fight as Mortarion always wanted you to fight, essentially. That's why this force is so fun - at 2000pts, it allows me to field 49 models (including 14 terminators!), as well as a good range of other weaponry. It also works in halves, so I can pincer my foe. It's also been very effective in combat and such against Horde forces.
List: Terminus Est
Typhus the Traveller- HQ choice, attached to Term Champions
7 Plague Marines- Plague Champion (Power Weapon), 2 Flamers
+ Rhino: Extra Armour
7 Plague Marines- Plague Champion (Power Fist), 2 Meltaguns
+ Rhino: Extra Armour
7 Marines of Nurgle- 1 Meltagun
+ Rhino: Extra Armour
6 Terminator Champions of Nurgle- 1 Chainfist, 1 Power Fist, 1 Pair L Claws, 1 Reaper Autocannon
7 Terminators of Nurgle- 1 Heavy Flamer, 2 Combi Flamers
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
7 Havocs of Nurgle- 2 Missile Launchers
+ Rhino: Extra Armour
Total Points: 2002 (if opponents disapprove, I remove 1 Combi Flamer)
Total KP: 13
Scoring Units: 3
Wednesday, 13 January 2010
Saturday, 19 December 2009
PROJECT: Torrent of Cheese*
*: Cheese being defined as stuff people have been screaming about being 'so broken'.
One main complaint I have noticed over teh internetz is that various elements of the SW army is 'so broken'. Thunderwolves, JotWW, Rune Priests, cheap Troops, and so on. So, in search of this mythical cheese, I will be building up a large force over the next few months to test out the lengths that this hypothetical cheese actually goes to. In accordance with my strict 'plastic only' policy on SW, I will be converting as much of the stuff as possible from molten cheese... I mean, plastic.
HQ Choices
Space Wolves have 1-4 HQ choices, so for these I thought - hmm, what would fit into a Cheese based dairy army? My answer - Wolf Lord on Thunderwolf, Canis Wolfborn, and two Rune Priests on Foot.
For the purposes of Canis, I intend on using one of the various Mordheim options - either The Caller's rat thing, or the Watcher rat thing. Both are metal models, but they are damned better than the actual metal model! I will GS the fur and everything.
For the Rune Priests... a bit more simple. I will be basing the models upon my Njal in Rune Armour, and using various options available to me to help with this.
Troop Choices
Canis makes all Fenrisian Wolves into Troop Choices, so that means I have three to pick from. I will use 20 Wolves with 2 Cyberwolves as my two mandatories for now. For these wolves, I will use the direct plastics, to save time.
After I noticed I was a bit underpointed, I added two razorbacks with 10 Grey Hunters between them, as well as a Plasma Gun or two, to deal with some... new things (cough nids cough).
Fast Attack Choices
Apparently where the main regions of cheese lie. I will be purchasing 10 Thunderwolf Cavalry to serve as retinues to my two wolven HQs, and each will have a Storm Shield for added protection from damage.
I will be converting these from Sabretusks or something like that, methinks, unless I find something better to use.
The List - 1750pts
This is the list I intend on using at the moment:
HQ- Wolf Lord on Thunderwolf Mount, with Power Weapon and Bolt Pistol. Bears the Saga of the Beastslayer, a Wolf Tooth Necklace, and a Belt of Russ = 200
HQ- Canis Wolfborn, joined by two pet Fenrisian Wolves = 205
HQ- Rune Priest (Jaws of the World Wolf, Living Lightning) = 100
HQ- Rune Priest (Jaws of the World Wolf, Murderous Hurricane) = 100
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
The army is split into two flanks, if you will. Each flank is filled with the same units - 6 Thunderwolves, 10 Fenrisians, 5 Hunters, and 1 Rune Priest. Priests give Psychic protection, and their retinues give a bit of durability. That's it, really.
Now to begin building it... :P
One main complaint I have noticed over teh internetz is that various elements of the SW army is 'so broken'. Thunderwolves, JotWW, Rune Priests, cheap Troops, and so on. So, in search of this mythical cheese, I will be building up a large force over the next few months to test out the lengths that this hypothetical cheese actually goes to. In accordance with my strict 'plastic only' policy on SW, I will be converting as much of the stuff as possible from molten cheese... I mean, plastic.
HQ Choices
Space Wolves have 1-4 HQ choices, so for these I thought - hmm, what would fit into a Cheese based dairy army? My answer - Wolf Lord on Thunderwolf, Canis Wolfborn, and two Rune Priests on Foot.
For the purposes of Canis, I intend on using one of the various Mordheim options - either The Caller's rat thing, or the Watcher rat thing. Both are metal models, but they are damned better than the actual metal model! I will GS the fur and everything.
For the Rune Priests... a bit more simple. I will be basing the models upon my Njal in Rune Armour, and using various options available to me to help with this.
Troop Choices
Canis makes all Fenrisian Wolves into Troop Choices, so that means I have three to pick from. I will use 20 Wolves with 2 Cyberwolves as my two mandatories for now. For these wolves, I will use the direct plastics, to save time.
After I noticed I was a bit underpointed, I added two razorbacks with 10 Grey Hunters between them, as well as a Plasma Gun or two, to deal with some... new things (cough nids cough).
Fast Attack Choices
Apparently where the main regions of cheese lie. I will be purchasing 10 Thunderwolf Cavalry to serve as retinues to my two wolven HQs, and each will have a Storm Shield for added protection from damage.
I will be converting these from Sabretusks or something like that, methinks, unless I find something better to use.
The List - 1750pts
This is the list I intend on using at the moment:
HQ- Wolf Lord on Thunderwolf Mount, with Power Weapon and Bolt Pistol. Bears the Saga of the Beastslayer, a Wolf Tooth Necklace, and a Belt of Russ = 200
HQ- Canis Wolfborn, joined by two pet Fenrisian Wolves = 205
HQ- Rune Priest (Jaws of the World Wolf, Living Lightning) = 100
HQ- Rune Priest (Jaws of the World Wolf, Murderous Hurricane) = 100
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 10 Fenrisian Wolves with 1 Cyberwolf = 88
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Troops- 5 Grey Hunters with Plasma Gun and Razorback (Twin Linked Assault Cannon, Extra Armour) = 175
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
Fast- 5 Thunderwolf Cavalry with 1 Storm Shield and Power Sword, as well as 1 Mark of the Wulfen = 300
The army is split into two flanks, if you will. Each flank is filled with the same units - 6 Thunderwolves, 10 Fenrisians, 5 Hunters, and 1 Rune Priest. Priests give Psychic protection, and their retinues give a bit of durability. That's it, really.
Now to begin building it... :P
Friday, 18 December 2009
ARMIES: The WIP Skyrar's Dark Wolves
A long time ago, back in June when Space Wolves was rumoured, I decided... I want a Dark Wolves army. Doesn't have to be a big one... just an army! It was then that I was hooked.
When I was at GD-UK 2009, I chose to bring a bunch of cash both for my Nurgle Sorcerer at FW and a load of those bloody Space Wolves which were released. A box of Terminators and three boxes of Space Wolf Packs. I pledged from then to get as close as possible to a full plastic army... This force would show the versatility of the kit, as well as allow for conversions.
This force is approximately 1/5 of the way to completion. The aim is to have every single character in the book shown in Plastic and Green Stuff, within the next 2 years. At the moment... i've got Njal (Power Armour) and Ragnar either WIP or 'complete' (as far as I like to call it). I've also pledged not to ruin this force by repainting a single model - if it goes wrong, I have to replace it fully, not just respray it.
So... the Wolves.
When I was at GD-UK 2009, I chose to bring a bunch of cash both for my Nurgle Sorcerer at FW and a load of those bloody Space Wolves which were released. A box of Terminators and three boxes of Space Wolf Packs. I pledged from then to get as close as possible to a full plastic army... This force would show the versatility of the kit, as well as allow for conversions.
This force is approximately 1/5 of the way to completion. The aim is to have every single character in the book shown in Plastic and Green Stuff, within the next 2 years. At the moment... i've got Njal (Power Armour) and Ragnar either WIP or 'complete' (as far as I like to call it). I've also pledged not to ruin this force by repainting a single model - if it goes wrong, I have to replace it fully, not just respray it.
So... the Wolves.
Army shots, of the current whole force.
Ragnar the Blackmaned, work in progress.
Njal the Stormcaller in Runic Armour, work in progress shot. The Back-banner was injured in action when a gale blew too hard :P
The Wolf Guard Power Armour family. I love how many options are in the kit!!!
The next notch I will be doing is the Thunderwolf Cavalry - using the only metal pieces in my force, from Fantasy battle - alongside Lord Skyrar the Grim (Logan) and Arjac the Rockfisted.
Thursday, 17 December 2009
Design Studio: Tau Empire redux pt.1
Recently i've begun a new project - Tau. I will be rebuilding the list for 5th edition
The current version of this project can be found here...
The Codex: http://www.2shared.com/file/8718603/...gions-_v1.html
Weapon Summary: http://www.2shared.com/file/10055954/17a5f67a/Tau_Weapon_Summary.html
The current version of this project can be found here...
The Codex: http://www.2shared.com/file/8718603/...gions-_v1.html
Weapon Summary: http://www.2shared.com/file/10055954/17a5f67a/Tau_Weapon_Summary.html
Wednesday, 16 December 2009
ARMIES: The WIP Emperor's Children
Alongside my Death Guard, i'm currently building out one of the more abusive builds in C: CSM... Lash Build. In this, I intend on having 6 Sorcerers of Slaanesh decked with large units of Terminators and etc to abuse both the charging and shooting opportunities this power gives a player. Alongside this will be large amounts of both Bikers and Possessed - who MAY need the help, y'know.
The idea of my Children are simply to kick the sh*t out of something. It doesn't matter whether the unit dies, as long as they kill at least 1 or 2 enemy units in the process. To this end, all of them are Enhanced Warriors with Marks of Slaanesh - this means they can take the punishment, and cost as much as regular Noise Marines for something FAR harder. While the force is WIP, it can still be played due to the legality of some of the units.
My Children could be classed both as being built to deal with Assault Wolves and Tyranids - Synapse is lashed out into the open, and units such as Blood Claws lose the charge and ultimately their lives against my Terminators and such. Sorcerers are no wussies when it comes to combat - they have Terminator Armour, so they take the punishment.
The idea of my Children are simply to kick the sh*t out of something. It doesn't matter whether the unit dies, as long as they kill at least 1 or 2 enemy units in the process. To this end, all of them are Enhanced Warriors with Marks of Slaanesh - this means they can take the punishment, and cost as much as regular Noise Marines for something FAR harder. While the force is WIP, it can still be played due to the legality of some of the units.
My Children could be classed both as being built to deal with Assault Wolves and Tyranids - Synapse is lashed out into the open, and units such as Blood Claws lose the charge and ultimately their lives against my Terminators and such. Sorcerers are no wussies when it comes to combat - they have Terminator Armour, so they take the punishment.
Note: Yes, the Space Wolf Terminator over there is just temporary. I just needed someone to replace my presently broken other terminator... Also, yes, those are Vanguard Veterans, since most of the time I CAN use Codex: Space Marines with these guys.
Monday, 14 December 2009
ARMIES: The WIP 'Nurgle'
Yesterday I took a few images of my Nurgle because I felt like actually having some pictures on this blog. Well, i'm a fairly bad painter (except when tired for some reason), and to put it simply... I paint to play with units. I like having new stuff to do and all, but conversions and nurglifying it up is my true passion if anything. These guys were the first d00ds to go through this process, after a disastrous attempt to build an effective Battle Company for Crimson Fists at 2000pts (note to self: need tanks)
In the game, this is literally just pure Death Guard. When playing with Codex: Chaos Legions, it's a nightmare for the opponent to try and beat this force with the amount of Feel No Pain and High Toughness they have, added to Blight Grenades. In a standard game, it's far more manageable to be perfectly honest.
Other guys who are being built and are not shown here are my Typhus (well, Second Typhus. The previous one died after 2 years of repainting and reposing him), approximately 49 Lesser Daemons of Nurgle made from Ghouls (soon to form the base of my Chaos Daemons force), and the Daemon Princes i'm building.
In the game, this is literally just pure Death Guard. When playing with Codex: Chaos Legions, it's a nightmare for the opponent to try and beat this force with the amount of Feel No Pain and High Toughness they have, added to Blight Grenades. In a standard game, it's far more manageable to be perfectly honest.
Other guys who are being built and are not shown here are my Typhus (well, Second Typhus. The previous one died after 2 years of repainting and reposing him), approximately 49 Lesser Daemons of Nurgle made from Ghouls (soon to form the base of my Chaos Daemons force), and the Daemon Princes i'm building.
Thursday, 10 December 2009
Woo! Camera!
You know, the blog has been open for a year and only now we've got a Camera...
Says something about the quality of this establishment, doesn't it?
Says something about the quality of this establishment, doesn't it?
Ode to the Tyranid Horde
Oh Tyranids, your claws of scythe.
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
Herald's Highlight: Realm of Battle Gameboard
As the Christmas season reaches it's peak, i'm beginning to look at the options of a terrain nature. It's fairly hard for someone to plan up a few games if there's no board to actually play it on, I guess.
While the Games Workshop website includes classics such as the Realm of Battle board (and new extension) and large scale terrain pieces such as the damned Fortress of Retribution... do they seem a bit too expensive? I don't like the idea of spending a Baneblade for something I can really only use for Planetstrike.
Likewise, I don't like focussing on the Fantasy or small terrain side of things too much. It's far better to have a bunch of bland hills and temples than to get the manor and struggle to have it classed as a Bastion I guess...
But anyway, i've got a budget of approx. £500 to spend, and i'd love to somehow get an incredibly awesome Nurgle-based board filled with pus and slimy goodness. I'm thinking about small 'UK School League' sized clubs for the sake of a club i'm currently joined with - so that's 4x4' boards. That would open up a load of advantageous tactical options for us all, I bet.
Any thoughts? Please, i'd like to discuss this sort of stuff.
While the Games Workshop website includes classics such as the Realm of Battle board (and new extension) and large scale terrain pieces such as the damned Fortress of Retribution... do they seem a bit too expensive? I don't like the idea of spending a Baneblade for something I can really only use for Planetstrike.
Likewise, I don't like focussing on the Fantasy or small terrain side of things too much. It's far better to have a bunch of bland hills and temples than to get the manor and struggle to have it classed as a Bastion I guess...
But anyway, i've got a budget of approx. £500 to spend, and i'd love to somehow get an incredibly awesome Nurgle-based board filled with pus and slimy goodness. I'm thinking about small 'UK School League' sized clubs for the sake of a club i'm currently joined with - so that's 4x4' boards. That would open up a load of advantageous tactical options for us all, I bet.
Any thoughts? Please, i'd like to discuss this sort of stuff.
Thursday, 8 October 2009
Secret Plans begin...
BFC is currently embarking on a venture which should prove rather... profitable..
You'll have to wait, though. #
You'll have to wait, though. #
Sunday, 4 October 2009
Design Studio: Chaos Legions preview
Over the previous weeks, we've been pondering which army to do next in Design Studio. It's become obvious which one deserves it...
Chaos Space Marines.
With the re-addition of Space Wolves to the metagame, Chaos seem to have gone downhill. It's not that they're weak, it's just that other armies are Strong. Chaos can hold their own, but at the same time they're vulnerable.
Enter Codex Chaos Legions.
This is a fully all consuming list for Chaos, which allows each of the 9 legions to feel useful again. Utilise your cheap troops to accomplish great things, and expect there to be blood.
Here's a few of the Psychic Powers which will make Tzeentch feared for its Sorcery again:
Iridescent Blaze of Tzeentch Enemy Movement
Declare at the end of your turn that you are using this power – it begins to take effect for your opponent’s next player turn. Select a single enemy unit – this unit may not move, and immediately takes d6 Strength 5 AP – hits, which cause Pinning. The unit may move as normal in further phases.
Ahriman’s Gift of Tzeentch Enemy Turn
This power may be used whenever a Sorcerer of Tzeentch is within Line of Sight to a Psyker who has successfully used a Psychic Power. Each player rolls a d6. If the Tzeentch player beats the opposing player’s roll, then the Sorcerer who used the power will become a Chaos Spawn under your Opponent’s control.
Creeping Pestilence of Nurgle Assault
Use this at the beginning of your Assault Phase. All Nurgle units within 12 inches of the Sorcerer will charge 6+d6 inches this turn. In the next player turn, all enemy units within 12 inches of where this Psychic Power was used will charge 6-d6 inches next turn, and may not Run.
Absolute Justice of Slaanesh Shooting
Select a single unit within 18 inches of the Sorcerer using this psychic power. It immediately moves 18-2d6 inches straight towards the Sorcerer, and gains the Rage special rule. Then the unit must make a Pinning and Dangerous Terrain test at the end of this player turn.
Diabolic Grace Movement
The character – and any unit they may be attached to – gains the Fleet of Foot special rule for this turn. In addition, they will ignore any Difficult Terrain (and similar effects) for this Movement Phase – though Dangerous Terrain will still hurt on a 1.
One Step Back to One Step Forward (Warptime) Assault
Use this power at the beginning of any Assault Phase. For that phase, all un-successful rolls to hit or wound which that Sorcerer makes may be re-rolled.
Chaos Space Marines.
With the re-addition of Space Wolves to the metagame, Chaos seem to have gone downhill. It's not that they're weak, it's just that other armies are Strong. Chaos can hold their own, but at the same time they're vulnerable.
Enter Codex Chaos Legions.
This is a fully all consuming list for Chaos, which allows each of the 9 legions to feel useful again. Utilise your cheap troops to accomplish great things, and expect there to be blood.
Here's a few of the Psychic Powers which will make Tzeentch feared for its Sorcery again:
Iridescent Blaze of Tzeentch Enemy Movement
Declare at the end of your turn that you are using this power – it begins to take effect for your opponent’s next player turn. Select a single enemy unit – this unit may not move, and immediately takes d6 Strength 5 AP – hits, which cause Pinning. The unit may move as normal in further phases.
Ahriman’s Gift of Tzeentch Enemy Turn
This power may be used whenever a Sorcerer of Tzeentch is within Line of Sight to a Psyker who has successfully used a Psychic Power. Each player rolls a d6. If the Tzeentch player beats the opposing player’s roll, then the Sorcerer who used the power will become a Chaos Spawn under your Opponent’s control.
Creeping Pestilence of Nurgle Assault
Use this at the beginning of your Assault Phase. All Nurgle units within 12 inches of the Sorcerer will charge 6+d6 inches this turn. In the next player turn, all enemy units within 12 inches of where this Psychic Power was used will charge 6-d6 inches next turn, and may not Run.
Absolute Justice of Slaanesh Shooting
Select a single unit within 18 inches of the Sorcerer using this psychic power. It immediately moves 18-2d6 inches straight towards the Sorcerer, and gains the Rage special rule. Then the unit must make a Pinning and Dangerous Terrain test at the end of this player turn.
Diabolic Grace Movement
The character – and any unit they may be attached to – gains the Fleet of Foot special rule for this turn. In addition, they will ignore any Difficult Terrain (and similar effects) for this Movement Phase – though Dangerous Terrain will still hurt on a 1.
One Step Back to One Step Forward (Warptime) Assault
Use this power at the beginning of any Assault Phase. For that phase, all un-successful rolls to hit or wound which that Sorcerer makes may be re-rolled.
Saturday, 3 October 2009
Hurricane: Space Wolves
I sit now with a copy of the new Space Wolves codex and a crate filled with Pepsi. General Storm is grinning as he imagines the sort of bet i'm going to make. Guess what I say?
"I'll drink a single Pepsi... for each part of the list you've made that I CAN'T defeat with my Chaos list"
The grinning stopped.
Face it people, Space Wolves are perfectly balanced, and i'll tell you how I learned this: my local store has this cost efficent Wolf army, which has so far defeated everyone who has tried to destroy it. Amongst the kill count at the moment is a large Ork army, a Leman Russ horde list, and a Marine list.
I brought a tiny Slaaneshi (i'll be piling on the bile soon enough to wash myself of this sin, Papa) CSM army... and won. Lash + Term Champs with Twin LC? Priceless.
Space Wolves are annoying when compared to Space Marines of any type which have come before them, but one thing which needs to be noted is the fact that they are an ELITE FORCE. Cheap squads deployed to take squads out of the game are better when you play against them - try using Combined Squads to force Wolf Guard to stay still in order to wipe out the horde. Maybe you should also look at some things to draw units away - Lash of Submission on a Blood Claw Pack is fairly effective, no?
Your goal is to keep them at arms reach - if they hit your lines, they'll likely wipe out your squads. Stay elusive and stay in the game, as they say in Dodgeball.
This means that Mech armies, Eldar Bikes, and Blood Angels are ALL fairly awesome choices when battling Space Wolves.
It also means... Black Templars, Orks (outside of Biker horde), MEq, and static armies will die horribly to the Sons of Fenris.
Remember this... and remember the metagame: Horde < Mech < Elite < Horde. Guess what? SPACE WOLVES ARE ELITE. Bring enough bodies and they will fall. Expect loads of Blood Claw lists as well.
Hurricane dismissed...
"I'll drink a single Pepsi... for each part of the list you've made that I CAN'T defeat with my Chaos list"
The grinning stopped.
Face it people, Space Wolves are perfectly balanced, and i'll tell you how I learned this: my local store has this cost efficent Wolf army, which has so far defeated everyone who has tried to destroy it. Amongst the kill count at the moment is a large Ork army, a Leman Russ horde list, and a Marine list.
I brought a tiny Slaaneshi (i'll be piling on the bile soon enough to wash myself of this sin, Papa) CSM army... and won. Lash + Term Champs with Twin LC? Priceless.
Space Wolves are annoying when compared to Space Marines of any type which have come before them, but one thing which needs to be noted is the fact that they are an ELITE FORCE. Cheap squads deployed to take squads out of the game are better when you play against them - try using Combined Squads to force Wolf Guard to stay still in order to wipe out the horde. Maybe you should also look at some things to draw units away - Lash of Submission on a Blood Claw Pack is fairly effective, no?
Your goal is to keep them at arms reach - if they hit your lines, they'll likely wipe out your squads. Stay elusive and stay in the game, as they say in Dodgeball.
This means that Mech armies, Eldar Bikes, and Blood Angels are ALL fairly awesome choices when battling Space Wolves.
It also means... Black Templars, Orks (outside of Biker horde), MEq, and static armies will die horribly to the Sons of Fenris.
Remember this... and remember the metagame: Horde < Mech < Elite < Horde. Guess what? SPACE WOLVES ARE ELITE. Bring enough bodies and they will fall. Expect loads of Blood Claw lists as well.
Hurricane dismissed...
Saturday, 19 September 2009
ARMY LIST: Warriors of the Storm
Space Wolves Advance Orders are now UP on the Games Workshop website, so I have decided to make up a list in order to test out the list.
When I first looked at the codex, it looked exactly like how everyone else felt it was - Broken beyond Belief. However, then I noticed that actually the codex is only broken INDIVIDUALLY - it requires lots of points to make it effective. Therefore, this is my list.
HQ
Space Wolves can take a maximum of 4 HQ choices - this is from Wolf Lords, Wolf Guard Battle Leaders (which are OLD Captains - 2 wounds etc), Rune Priests (meh. not too bad), and Wolf Priests (THESE are awful.)
I have chosen:
- Njal Stormcaller with Runic Terminator Armour - 270
- Wolf Lord with Saga of the Warrior Born, Terminator Armour, and Two Wolf Claws - 195
Elites
Space Wolves have a lot of options here. Wolf Guard, Dreadnoughts, Venerable Dreadnoughts, Lone Wolves, and Wolf Guard Terminators (as part of WG.) This makes it fairly difficult to pick them - you may want to choose 2 units of Wolf Guard, one for Sergeants and one for actual unit. Logan Grimnir is ungodly for WG - they become Troops only.
- 10 Wolf Guard with 4 Power Weapon/Bolt Pistol, 2 Thunder Hammer/Storm Shield, 2 Power Fist/Bolt Pistol, 2 Twin Wolf Claws, and 1 Terminator Armour - 385
- 5 Wolf Guard Terminators with 1 Thunder Hammer/Storm Shield, 1 Frost Blade/Storm Bolter, 1 Assault Cannon/Power Fist, 1 Power Weapon/Storm Bolter, and 1 Twin Wolf Claws - 250
Troops
These are just basic choices. No sergeants are innately possible. However, I can detach Wolf Guard (any type) and add them to any unit! W00t! Therefore, the Blood Claws will have a Wolf Guard with Twin Wolf Claws, and the Grey Hunters will have a Thunder Hammer/Storm Shield attached.
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 10 Grey Hunters with 1 Plasma Gun, 1 Flamer, 1 Wolf Standard, 1 Power Weapon, and 1 Mark of the Wulfen - 200
Fast Attack
This is simple - Blood Claws with Packs, Blood Claws with Bikes, Land Speeders, Attack Bikes, Wolves, or WOLF CAVALRY. WOLF CAVALRY. I mean, what the hell?
- 5 Skyclaws (Blood Claw Packs) with 1 Mark of the Wulfen and 1 Power Weapon - 120
- 10 Fenrisian Wolves - 80
- 10 Fenrisian Wolves - 80
Heavy Support
This is quite obvious. THERE IS NO SPECIAL LAND RAIDER. You get all the tanks of Codex Space Marines (yes. Redeemers...) as well as Long Fangs...
- 6 Long Fangs including Pack Leader, with 3 Heavy Bolters and 2 Plasma Cannons. Pack Leader has Power Fist - 155
TOTAL POINTS: 2205
TOTAL MODELS: 88
OBJ UNITS: 3 Scoring, 6 Contest, 2 Nothing (Wolves never score/contest)
KILL POINTS: 11
When I first looked at the codex, it looked exactly like how everyone else felt it was - Broken beyond Belief. However, then I noticed that actually the codex is only broken INDIVIDUALLY - it requires lots of points to make it effective. Therefore, this is my list.
HQ
Space Wolves can take a maximum of 4 HQ choices - this is from Wolf Lords, Wolf Guard Battle Leaders (which are OLD Captains - 2 wounds etc), Rune Priests (meh. not too bad), and Wolf Priests (THESE are awful.)
I have chosen:
- Njal Stormcaller with Runic Terminator Armour - 270
- Wolf Lord with Saga of the Warrior Born, Terminator Armour, and Two Wolf Claws - 195
Elites
Space Wolves have a lot of options here. Wolf Guard, Dreadnoughts, Venerable Dreadnoughts, Lone Wolves, and Wolf Guard Terminators (as part of WG.) This makes it fairly difficult to pick them - you may want to choose 2 units of Wolf Guard, one for Sergeants and one for actual unit. Logan Grimnir is ungodly for WG - they become Troops only.
- 10 Wolf Guard with 4 Power Weapon/Bolt Pistol, 2 Thunder Hammer/Storm Shield, 2 Power Fist/Bolt Pistol, 2 Twin Wolf Claws, and 1 Terminator Armour - 385
- 5 Wolf Guard Terminators with 1 Thunder Hammer/Storm Shield, 1 Frost Blade/Storm Bolter, 1 Assault Cannon/Power Fist, 1 Power Weapon/Storm Bolter, and 1 Twin Wolf Claws - 250
Troops
These are just basic choices. No sergeants are innately possible. However, I can detach Wolf Guard (any type) and add them to any unit! W00t! Therefore, the Blood Claws will have a Wolf Guard with Twin Wolf Claws, and the Grey Hunters will have a Thunder Hammer/Storm Shield attached.
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 15 Blood Claws with 2 Flamers, and 1 Power Weapon - 240
- 10 Grey Hunters with 1 Plasma Gun, 1 Flamer, 1 Wolf Standard, 1 Power Weapon, and 1 Mark of the Wulfen - 200
Fast Attack
This is simple - Blood Claws with Packs, Blood Claws with Bikes, Land Speeders, Attack Bikes, Wolves, or WOLF CAVALRY. WOLF CAVALRY. I mean, what the hell?
- 5 Skyclaws (Blood Claw Packs) with 1 Mark of the Wulfen and 1 Power Weapon - 120
- 10 Fenrisian Wolves - 80
- 10 Fenrisian Wolves - 80
Heavy Support
This is quite obvious. THERE IS NO SPECIAL LAND RAIDER. You get all the tanks of Codex Space Marines (yes. Redeemers...) as well as Long Fangs...
- 6 Long Fangs including Pack Leader, with 3 Heavy Bolters and 2 Plasma Cannons. Pack Leader has Power Fist - 155
TOTAL POINTS: 2205
TOTAL MODELS: 88
OBJ UNITS: 3 Scoring, 6 Contest, 2 Nothing (Wolves never score/contest)
KILL POINTS: 11
Wednesday, 9 September 2009
WE ARE THE WARRIORS
We are the fighters, fighting the war
(We are the fighters, fighting the war)
Fear our strength and fear our power
(We are the fighters, fighting the war)
Never give up, never surrender
(Fear our strength and fear our power)
Never look back, not a single step
(Never give up, never surrender)
We are the warriors, fighting the fight
(Never look back, not a single step)
We're back onto a temporary hiatus - Battlefleet Chaotic will be returning with regular content at the beginning of October. We're gearing up a few Design Studios and Herald Highlights to fill the void - sorry till then.
Saturday, 5 September 2009
Tactica: Space Hulk Survival Guide
This is the indefinite guide to how you may succeed at Space Hulk, based upon personal experience...
Play the Factors in Your Head
When playing a game of Space Hulk, there are many factors which must be considered. These are either:
- Blip Factor: What is on that blip will change your strategy, and thus you must learn to fear the blip.
- Marine Factor: A reasonable mission becomes difficult with a lack of marines, and a difficult mission becomes reasonable with a large amount of marines.
- Stealer Factor: While the Blips are one thing, Stealers are another thing entirely. Knowing your enemy means that you know far more what you need to do to overcome them. THAT'S why this is a factor
- Mission Factor: Whether it's blowing up all of the blips or destroying corrupted data in a couple of rooms, the mission will change your plans, and your plans may change the mission!
Play the Opponent, Not the Board
Let's put it simply, marines, you are here to accomplish a mission and you are here to beat your opponent. DON'T let the board play with you, and remember that open doors are usually more useful than closed ones. If you can wreck a door, wreck it. If you can kill something, kill it! You don't want to leave your opponent a single moment to regroup, so unfortunately the board has to take a load of hits to make sure of that!
Genestealer players, this is the same really. Take advantage of your board layout - for example, if you have a spawn point right next to the opponent, then you take advantage of that spawn. But if you have a spawn point next to the objective... you take advantage of that one instead. There's a hierarchy in Space Hulk - the spawns that are useful now, and the spawns which are useful later.
Play the Worst Case Scenario
In all cases, you play as if the worst case will occur. For example, play as if each blip is 3, and play as if the Space Marines will be able to destroy you at any time. In other words, never play a game halfhearted - it gets you nowhere! You need to make everything count!
Cheating is Good on the Last Turn
Remember how using more command points than you have is a bad thing that will mean you automatically lose at the end of the Genestealer next turn? Well, this is overturned if you win the game in the turn that the points are overused. This means of course that you can use unlimited amounts in a 'Last Stand' or 'Do and Die' scenario - remember and use! This may be a dirty tactic, but these are the Angels... of Death.
Tactical Manoeuvre
Use your resources wisely. For example, Stealer players, you could use those Blips of '1' to make your opponent leave somewhere guarded (for a pincer movement, I guess). You could use Blips of '3' when you know that large hordes are required. Think ahead, think about the greater campaign.
If a Storm Shield guy goes near a full hive, he's doing his job. If an Chainfist guy is going through the Blocked Door area, he's doing his job. If the Lightning Claws are not going to the opponents heart... he's not doing his job.
Life is ONLY cheap if you're a Stealer
Unlike normal games, Space Marine Terminators are not a commodity. For example, you cannot rely on unlimited ammo, especially for the Assault Cannon. You cannot rely on your opponent's hordes running out (unless the mission says so)
Then, remember that tip above... Think ahead, think about the greater campaign. That guy might not be that awesome, but if his presence would stop a Spawn Point from being activated, then he's doing his job! The sacrfice of one might be necessary, but if he saves many then his sacrfice is all well and good!
A few final tips
- Never engage a Broodlord in combat - your number one method, if forced to, is either an Assault Cannon or a Librarian IN COMBAT. Usually, your strategy is STALL, NOT ENGAGE
- Everything on a chart is vital. Memorise it to make your turn last less time
- Everything on a command chart is vital. Use Psi-Points sparingly, and use Command Points when totally necessary
- Command Points may be used in the Stealer turn, to un-jam guns or stop bad rolls, so TAKE ADVANTAGE
- Statuses are perfect. Guard makes a combat guy even harder. Overwatch makes that strongpoint even harder
- 3 Minutes is often too long for a team of more than one. Therefore, use a stopwatch! For each additional person, the timer lasts for half the duration... or 1:30 for 2, 0:45 for 3, and 0:22 for 4 or more...
~ That's a Space Hulk tactica! Soon enough there'll be some Design Studio rules for some additional races in the game, increasing the awesomeness!
Play the Factors in Your Head
When playing a game of Space Hulk, there are many factors which must be considered. These are either:
- Blip Factor: What is on that blip will change your strategy, and thus you must learn to fear the blip.
- Marine Factor: A reasonable mission becomes difficult with a lack of marines, and a difficult mission becomes reasonable with a large amount of marines.
- Stealer Factor: While the Blips are one thing, Stealers are another thing entirely. Knowing your enemy means that you know far more what you need to do to overcome them. THAT'S why this is a factor
- Mission Factor: Whether it's blowing up all of the blips or destroying corrupted data in a couple of rooms, the mission will change your plans, and your plans may change the mission!
Play the Opponent, Not the Board
Let's put it simply, marines, you are here to accomplish a mission and you are here to beat your opponent. DON'T let the board play with you, and remember that open doors are usually more useful than closed ones. If you can wreck a door, wreck it. If you can kill something, kill it! You don't want to leave your opponent a single moment to regroup, so unfortunately the board has to take a load of hits to make sure of that!
Genestealer players, this is the same really. Take advantage of your board layout - for example, if you have a spawn point right next to the opponent, then you take advantage of that spawn. But if you have a spawn point next to the objective... you take advantage of that one instead. There's a hierarchy in Space Hulk - the spawns that are useful now, and the spawns which are useful later.
Play the Worst Case Scenario
In all cases, you play as if the worst case will occur. For example, play as if each blip is 3, and play as if the Space Marines will be able to destroy you at any time. In other words, never play a game halfhearted - it gets you nowhere! You need to make everything count!
Cheating is Good on the Last Turn
Remember how using more command points than you have is a bad thing that will mean you automatically lose at the end of the Genestealer next turn? Well, this is overturned if you win the game in the turn that the points are overused. This means of course that you can use unlimited amounts in a 'Last Stand' or 'Do and Die' scenario - remember and use! This may be a dirty tactic, but these are the Angels... of Death.
Tactical Manoeuvre
Use your resources wisely. For example, Stealer players, you could use those Blips of '1' to make your opponent leave somewhere guarded (for a pincer movement, I guess). You could use Blips of '3' when you know that large hordes are required. Think ahead, think about the greater campaign.
If a Storm Shield guy goes near a full hive, he's doing his job. If an Chainfist guy is going through the Blocked Door area, he's doing his job. If the Lightning Claws are not going to the opponents heart... he's not doing his job.
Life is ONLY cheap if you're a Stealer
Unlike normal games, Space Marine Terminators are not a commodity. For example, you cannot rely on unlimited ammo, especially for the Assault Cannon. You cannot rely on your opponent's hordes running out (unless the mission says so)
Then, remember that tip above... Think ahead, think about the greater campaign. That guy might not be that awesome, but if his presence would stop a Spawn Point from being activated, then he's doing his job! The sacrfice of one might be necessary, but if he saves many then his sacrfice is all well and good!
A few final tips
- Never engage a Broodlord in combat - your number one method, if forced to, is either an Assault Cannon or a Librarian IN COMBAT. Usually, your strategy is STALL, NOT ENGAGE
- Everything on a chart is vital. Memorise it to make your turn last less time
- Everything on a command chart is vital. Use Psi-Points sparingly, and use Command Points when totally necessary
- Command Points may be used in the Stealer turn, to un-jam guns or stop bad rolls, so TAKE ADVANTAGE
- Statuses are perfect. Guard makes a combat guy even harder. Overwatch makes that strongpoint even harder
- 3 Minutes is often too long for a team of more than one. Therefore, use a stopwatch! For each additional person, the timer lasts for half the duration... or 1:30 for 2, 0:45 for 3, and 0:22 for 4 or more...
~ That's a Space Hulk tactica! Soon enough there'll be some Design Studio rules for some additional races in the game, increasing the awesomeness!
Friday, 4 September 2009
Design Studio: Quick Play Empires
The long awaited Quick Play 'Spinners End' pack is now out. This is a reference sheet for the larger 'Spinners End' ruleset, which includes the upgrade costs as well as a fast Campaign Turn. It also has some other additional content
LINK: http://www.2shared.com/file/7598726/a83c0bb6/campaign_summary_sheet.html
Pages: X
Contents:
- Upgrade Costs for the Spinners End campaign
- A quick campaign turn
- More rules for extra tiles or defences
- Sneak preview of some... later editions
Remember that the Spinners End scenario is a full ruleset to be used in conjunction with the Planetary Empires boxset!
Enjoy yourselves! =)
LINK: http://www.2shared.com/file/7598726/a83c0bb6/campaign_summary_sheet.html
Pages: X
Contents:
- Upgrade Costs for the Spinners End campaign
- A quick campaign turn
- More rules for extra tiles or defences
- Sneak preview of some... later editions
Remember that the Spinners End scenario is a full ruleset to be used in conjunction with the Planetary Empires boxset!
Enjoy yourselves! =)
Thursday, 3 September 2009
Herald Highlight: Design Studio Progress
This highlight, there is someone different talking to all of y'all. This guest article is being written by someone different... Aun'Byr.
Hi, i'm Aun'Byr. You may remember me from back in the old days when I was the guy running the good old store. This is still the case, however, i'm also the Chaotic Crewbie who pioneered the latest releases of the Design Studio, and also the guy who'll be bringing a few of our near additions such as the BattleBar or Battlefleet Shirts.
Over the next few months, and just in time for christmas, I will be making the inventory. For example:
Hi, i'm Aun'Byr. You may remember me from back in the old days when I was the guy running the good old store. This is still the case, however, i'm also the Chaotic Crewbie who pioneered the latest releases of the Design Studio, and also the guy who'll be bringing a few of our near additions such as the BattleBar or Battlefleet Shirts.
Over the next few months, and just in time for christmas, I will be making the inventory. For example:
- The Site is set to have a revamp on it's first birthday, in November
- We'll be adding a set of innovations such as MOAR TWEETING, and things such as the pre mentioned BattleBar...
- We have some CafePress items such as shirts, Flips, and caps! Vote the top 3 things you'd want in this very topic!
Essentially, we plan to give Chaotic a money flow to make it viable. Fun for me, fun for you. Regularly there will be some offers run through with Herald Highlights, so regulars will get some benefits...
That was Aun'Byr, everyone! Wait for some signs of his work in our Twitter pages!
Monday, 31 August 2009
Design Studio: Lost and the Damned
This is it! After so much time and so many promises, the Lost and the Damned book is now out! This is the first draft of our final copy, that happens to be fairly awesome
This copy is a massive collaboration, and thus a large amount of praise must be given to Chaosgerbil from the Bell of Lost Souls Lounge - without him, the format would be drastically different!
So, this is the first draft!
LINK: http://www.2shared.com/file/7435547/f9635b11/codex-latd-10.html
Pages: 12
Contents:
- A majorly large, almost fully filled, Lost and the Damned army list
- Really, that's it. This is being updated constantly and will be finished soon enough.
This copy is a massive collaboration, and thus a large amount of praise must be given to Chaosgerbil from the Bell of Lost Souls Lounge - without him, the format would be drastically different!
So, this is the first draft!
LINK: http://www.2shared.com/file/7435547/f9635b11/codex-latd-10.html
Pages: 12
Contents:
- A majorly large, almost fully filled, Lost and the Damned army list
- Really, that's it. This is being updated constantly and will be finished soon enough.
Sunday, 30 August 2009
Duel Off: Building a Better Guard
Take two Imperial Guard players. Add a challenge - who can build the better list? Then season with an onsite poll. What do you get? Our first Duel Off, where Herald of Nurgle and General Storm battle each other to see who can make the better list...
It's so big that we've even given it a new tag - Duel Off, and Herald vs Storm.
General Storm - For the Honour of Cadia!
For my list, I chose to take a classic Cadian list. AKA: it's a list that should be able to hold it's own against whatever list my opponent throws at me. The point of a Cadian list is to be balanced, so goddamn it i'll balance it out!
Obviously a must have is a Company Command Squad for Cadia, so mine will have Ursaker Creed and his old friend Jarran Kell. This means i've got some major order presence. I'm then adding a pair of Bodyguards...
Company Command Squad - Ursarker Creed and Jarran Kell. 2 Bodyguards, and Master of the Fleet
Veterans - Vox Caster, Heavy Weapon Team (Heavy Bolter)
Primaris Psyker - No Additional Upgrades
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Missile Launchers
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Lascannons
Heavy Weapon Team with 3 Heavy Bolters
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Missile Launchers
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Lascannons
Heavy Weapon Team with 3 Heavy Bolters
Hellhound with Heavy Bolter
Hellhound with Heavy Bolter
Leman Russ Exterminator with Heavy Bolter
Leman Russ Battle Tank with Heavy Bolter
Leman Russ Punisher with Lascannon
Literally, this list is filled with Anti Horde and Anti Everything else. It doesn't use many elite units, but does use tanks where appropriate...
It's so big that we've even given it a new tag - Duel Off, and Herald vs Storm.
General Storm - For the Honour of Cadia!
For my list, I chose to take a classic Cadian list. AKA: it's a list that should be able to hold it's own against whatever list my opponent throws at me. The point of a Cadian list is to be balanced, so goddamn it i'll balance it out!
Obviously a must have is a Company Command Squad for Cadia, so mine will have Ursaker Creed and his old friend Jarran Kell. This means i've got some major order presence. I'm then adding a pair of Bodyguards...
Company Command Squad - Ursarker Creed and Jarran Kell. 2 Bodyguards, and Master of the Fleet
Veterans - Vox Caster, Heavy Weapon Team (Heavy Bolter)
Primaris Psyker - No Additional Upgrades
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Missile Launchers
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Lascannons
Heavy Weapon Team with 3 Heavy Bolters
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Missile Launchers
Infantry Platoon.
Command Squad - Standard, Vox Caster, and Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Infantry Squad with Vox Caster, Grenade Launcher
Heavy Weapon Team with 3 Lascannons
Heavy Weapon Team with 3 Heavy Bolters
Hellhound with Heavy Bolter
Hellhound with Heavy Bolter
Leman Russ Exterminator with Heavy Bolter
Leman Russ Battle Tank with Heavy Bolter
Leman Russ Punisher with Lascannon
Literally, this list is filled with Anti Horde and Anti Everything else. It doesn't use many elite units, but does use tanks where appropriate...
Labels:
Army List,
Duel Off,
Herald vs Storm,
Imperial Guard
Saturday, 29 August 2009
Duel Off: Building a Better Guard
Take two Imperial Guard players. Add a challenge - who can build the better list? Then season with an onsite poll. What do you get? Our first Duel Off, where Herald of Nurgle and General Storm battle each other to see who can make the better list...
It's so big that we've even given it a new tag - Duel Off, and Herald vs Storm.
Herald of Nurgle - Like the Wind, Comrade!
I already know Storm is taking a 'Balanced' list he tells me. That means that i've got to think about something to deal with that... i'm going to take a mixed list with the main intention of charging them. Also known as the Strakenwind of Russilla... I mean Valhalla.
Company Command Squad - Colonel Iron Hand Straken, Astropath
Veterans - Heavy Flamer, Company Standard, Grenade Launcher
Lord Commissar with Carapace Armour and Power Weapon
Infantry Platoon.
Command Squad with Commander Chenkov, Standard, and Vox
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Bolt Pistol)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Bolt Pistol)
20 Conscripts with 'Send in the Next Wave'
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Heavy Bolters
Infantry Platoon.
Command Squad with Captain Al'Rahem, Standard, and Vox
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Special Weapon Team with 3 Flamers
Special Weapon Team with 3 Flamers
20 Conscripts with 'Send in the Next Wave'
Veteran Squad with Sergeant (Power Fist), 2 Flamers, 2 Grenade Launcher, and Vox. Has the Grenadier doctrine
Veteran Squad with Stone Tooth Harker and 2 Flamers.
Devildog with Heavy Bolter
Devildog with Heavy Bolter
Banewolf with Heavy Flamer
Leman Russ Demolisher with Lascannon
Leman Russ Punisher with Plasma Cannon
This is basically a mixed force - I have loads of models, loads of tanks, and loads of fun!
It's so big that we've even given it a new tag - Duel Off, and Herald vs Storm.
Herald of Nurgle - Like the Wind, Comrade!
I already know Storm is taking a 'Balanced' list he tells me. That means that i've got to think about something to deal with that... i'm going to take a mixed list with the main intention of charging them. Also known as the Strakenwind of Russilla... I mean Valhalla.
Company Command Squad - Colonel Iron Hand Straken, Astropath
Veterans - Heavy Flamer, Company Standard, Grenade Launcher
Lord Commissar with Carapace Armour and Power Weapon
Infantry Platoon.
Command Squad with Commander Chenkov, Standard, and Vox
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Bolt Pistol)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Bolt Pistol)
20 Conscripts with 'Send in the Next Wave'
Heavy Weapon Team with 3 Heavy Bolters
Heavy Weapon Team with 3 Heavy Bolters
Infantry Platoon.
Command Squad with Captain Al'Rahem, Standard, and Vox
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Infantry Squad with Grenade Launcher, Vox, and Sergeant (Power Weapon)
Special Weapon Team with 3 Flamers
Special Weapon Team with 3 Flamers
20 Conscripts with 'Send in the Next Wave'
Veteran Squad with Sergeant (Power Fist), 2 Flamers, 2 Grenade Launcher, and Vox. Has the Grenadier doctrine
Veteran Squad with Stone Tooth Harker and 2 Flamers.
Devildog with Heavy Bolter
Devildog with Heavy Bolter
Banewolf with Heavy Flamer
Leman Russ Demolisher with Lascannon
Leman Russ Punisher with Plasma Cannon
This is basically a mixed force - I have loads of models, loads of tanks, and loads of fun!
Labels:
Army List,
Duel Off,
Herald vs Storm,
Imperial Guard
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