tag:blogger.com,1999:blog-39045102461349706462024-03-05T02:29:21.829-06:00House of the Rising Waaagh!Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.comBlogger51125tag:blogger.com,1999:blog-3904510246134970646.post-65217438690322800142016-04-24T19:54:00.000-05:002016-04-24T19:54:15.032-05:00Painting Points Total for 2015-2016My hobby interest in 2015 continues to go up even as my interest in the game has completely cratered with a bottoming out in the first quarter of 2016. I still ended up with 517 points for the 2015-2016 year. The represents nearly a 30% drop from the <a href="http://houseoftherisingwaaagh.blogspot.com/2015/04/painting-points-total-for-2014-2015.html">730 points in 2014-2015</a>. However, this drop comes with a few big caveats. First, let's see what was finished this year, what Terrain I built, what is in the queue, and what I expect in 2016.<br />
<br />
<h3>
Completed Projects</h3>
<h4>
Overall</h4>
Out of the 517 points, the bulk was still in Chaos with 235 points. The remaining points were from Orks at 132, GK/Inq closely behind at 120, and a surprising return of Blood Angels at 30 points.<br />
<h4>
Chaos</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRSb4Qw6aQZYAYXPCBFSwdD2FC5-AeO7LlPborHFrVKSITOebFOBiAhhyphenhyphenF9UANZo80VfAYzqOo3XsU28TUMFOs8ays09y_73939O_Xb54SbALUg4HbGRJHJalsTxOQrhnpRAYL9-P66e21/s1600/20151221_190056.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRSb4Qw6aQZYAYXPCBFSwdD2FC5-AeO7LlPborHFrVKSITOebFOBiAhhyphenhyphenF9UANZo80VfAYzqOo3XsU28TUMFOs8ays09y_73939O_Xb54SbALUg4HbGRJHJalsTxOQrhnpRAYL9-P66e21/s320/20151221_190056.jpg" width="320" /></a></div>
<br /><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdyKPwhRw_fvHJ48sRtkH0rdhH4QPyIGpv9Uhvw6QdvS9-f8monMPqT7WQP55JLhu-Uaho8HzsWqyAWKMtzy2Cg2U8exQvL6y0tgS6i-mMvvU0LxzztrhP8le69qpEuLX2GQczLU4-SzOe/s1600/IMG_7110.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdyKPwhRw_fvHJ48sRtkH0rdhH4QPyIGpv9Uhvw6QdvS9-f8monMPqT7WQP55JLhu-Uaho8HzsWqyAWKMtzy2Cg2U8exQvL6y0tgS6i-mMvvU0LxzztrhP8le69qpEuLX2GQczLU4-SzOe/s320/IMG_7110.JPG" width="320" /></a></div>
After representing the bulk of the work from the previous year, Slaanesh only accounts for a single point for 1 herald base that was still outstanding. The points this year were spent painting whatever I felt like. The most points came from Nurgle units.<br />
<ul>
<li>3 Nurglings</li>
<li>3 Plague Drones</li>
<li>2 Blight Drones</li>
<li>Mamon</li>
<li>Herald of Nurgle on Palanquin</li>
<li>6 Plague Toads (use as Beasts or Spawn) </li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEltGmJzHjlyPidDT2kIzaM5GzrXljEBmd0QC-L0tyBKWGn_BkMdy9e4p1_IvSk7kQo2XUdaCTs-yqfmRamkaj09fls_vC7nWJtNDVaT96vf9C274cgqaezX0JgPysB1c_TbJVOszWzFNO/s1600/IMG_7237.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="186" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEltGmJzHjlyPidDT2kIzaM5GzrXljEBmd0QC-L0tyBKWGn_BkMdy9e4p1_IvSk7kQo2XUdaCTs-yqfmRamkaj09fls_vC7nWJtNDVaT96vf9C274cgqaezX0JgPysB1c_TbJVOszWzFNO/s320/IMG_7237.JPG" width="320" /></a></div>
<br />
Khorne models make their first appearance with 63 points. I was very selective with units I liked. The Flesh Hounds are outstanding looking and also represent my first custom basing.<br />
<ul>
<li>Herald of Khorne</li>
<li>Herald of Khorne on Juggernaut</li>
<li>Skull Cannon of Khorne</li>
<li>10 Flesh Hounds of Khorne </li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL7RR4SBXBRXVndTV8NlgTcKRqhePndKcFHDd41TurETstSHXDLdfTSKE4hKWqjTRLJCFIEpm3iMqfpP7SIws9eqkJ-oF999BqJWO6MryNZzTstM9t14YvgXrmLk6m0CdC1ua4hKZcwjX1/s1600/20150824_153545.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="91" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL7RR4SBXBRXVndTV8NlgTcKRqhePndKcFHDd41TurETstSHXDLdfTSKE4hKWqjTRLJCFIEpm3iMqfpP7SIws9eqkJ-oF999BqJWO6MryNZzTstM9t14YvgXrmLk6m0CdC1ua4hKZcwjX1/s200/20150824_153545.jpg" width="200" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipO28TZqWkbFFFed4gRoZEkn2N-UPEy6SprCssDPqwCdHsYzxxTFLxXfyA9vrMk65nruR2iHq8W2wx7dRiIgLQnh3U6_I7XzdDtHb4ThCybPn2Gftb3HVTNWiIPG_suedFvPNbIoQapGy4/s1600/IMG_7209.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipO28TZqWkbFFFed4gRoZEkn2N-UPEy6SprCssDPqwCdHsYzxxTFLxXfyA9vrMk65nruR2iHq8W2wx7dRiIgLQnh3U6_I7XzdDtHb4ThCybPn2Gftb3HVTNWiIPG_suedFvPNbIoQapGy4/s320/IMG_7209.JPG" width="245" /></a></div>
<br />
Tzeentch had a respectable 42.5 points. The screamers were especially pretty and surprisingly easy to paint. I still need a Lord of Change, still holding out for a plastic kit like the Bloodthirster.<br />
<ul>
<li>10 Pink Horrors & banner</li>
<li>2 Blue Horrors</li>
<li>9 Screamers</li>
<li>3 Flamers of Tzeentch</li>
</ul>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxE1C9yorBTIUB0LNiVuWIRG6M6_yW18kak-U-YB1kWM9gWj0Eo39ZeN8bJYrOf9mVYelK1RkDDg6fBRlM_8BEhChEuu33PMkxdfGxObhht4tqfMIAsCcF6-awOE1y6j1HzyEZdxVuVgk/s1600/IMG_7085.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="143" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxE1C9yorBTIUB0LNiVuWIRG6M6_yW18kak-U-YB1kWM9gWj0Eo39ZeN8bJYrOf9mVYelK1RkDDg6fBRlM_8BEhChEuu33PMkxdfGxObhht4tqfMIAsCcF6-awOE1y6j1HzyEZdxVuVgk/s200/IMG_7085.JPG" width="200" /></a></div>
<br />
This year brings a whole new Chaos aspect with the start of my Sons of Horus. After probably 6 months of hemming and hawing, I settled on the SoH for a few reasons. The leading factor was their flexibility. To be able to run them as 30k Sons of Horus, 40k Black Legion, or 40 Vanilla Chaos was important in preventing me from being stuck using an army that was always terrible. I wanted to try something new with painting and feel like I have a really cool scheme with them. The Horus primarch model was especially appealing as are the iconography of the custom bits from forgeworld. Ultimately, I only ended up painting a Sicaran, a Hellblade, and a Sorcerer (with Familiar). Of that, only 1 unit can even be used in 30k, but it was important to be consistent. I have a lot of other items for them in progress.<br />
<ul>
<li>Hellblade</li>
<li>Sicaran</li>
<li>Chaos Sorcerer</li>
<li>Spell Familiar</li>
</ul>
<br />
<h4>
Imperium </h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7NlvVfabpMi_WnamvL1-DM_WjLjtpbAY-y9rK6NBzbXAVKNAryzcDyaWWOAnCws7O4Nc17dQ8mG5vzpp3h9CvYrbO6Wf_RD52yI1rpCdWaagr5g-wIp0xAaZPBUcpjqnNQwnqKXn3ZWo-/s1600/20141202_154254.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7NlvVfabpMi_WnamvL1-DM_WjLjtpbAY-y9rK6NBzbXAVKNAryzcDyaWWOAnCws7O4Nc17dQ8mG5vzpp3h9CvYrbO6Wf_RD52yI1rpCdWaagr5g-wIp0xAaZPBUcpjqnNQwnqKXn3ZWo-/s200/20141202_154254.jpg" width="200" /></a></div>
<br />Quite a bit was completed, earning 120 points. Most importantly, I was able to complete everything I have for Grey Knight/Inquisition/Assassins. The conversion project necessitated by the new GK codex has completed with the interceptors finished as well as 5 more Terminators. For completion's sake, I even finished the 3rd Dreadnought. While mostly finished before, now the 2 Rhinos are completely done and quite stunning including forgeworld hatches and GK insignias. All the bits are there to turn them into Razorbacks with Assault Cannon or Psycannon turret. I can swap out a storm bolter, attach dozer blades or searchlight (because GK used to have to pay 1pt), or run stock.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1zbp4GOwgGgfB3o55ETytihGzUSTn5ShL9wKenFF6M6pn508LpAdyTK02Ly9AcsBvdSFyXXqyHaFEWrKFSux-E5nIVVhZwbUP1Sq9Kk_f7s_PNB17qiNgVj3IT_FbTsmTOjuSNorzNOiA/s1600/20160407_130312.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1zbp4GOwgGgfB3o55ETytihGzUSTn5ShL9wKenFF6M6pn508LpAdyTK02Ly9AcsBvdSFyXXqyHaFEWrKFSux-E5nIVVhZwbUP1Sq9Kk_f7s_PNB17qiNgVj3IT_FbTsmTOjuSNorzNOiA/s200/20160407_130312.png" width="200" /></a></div>
<br />
One of the last completed items was my Xiphon. It was purchased solely so that I could deep strike in turn 1 in a NSF detachment. At least until they take it away from GK. It was painted red to match my storm ravens and in case I need to run as BA. It's very very awesome.<br />
<br />
For Inquisition, I only had 1 inquisitor and 2 priests to finish. I also managed to knock out the Culexus to complete my Assassin quarter, just in time for them to be obsolete. Rounding out my collection was a lot of optional, magnetized weapons -- halberds, hammers, melta, plasma, meltabombs, etc.<br />
<ul>
<li> 5 GK Terminators</li>
<li>10 Interceptors</li>
<li>1 Gk Dreadnought</li>
<li>2 GK Rhinos & RB</li>
<li>Xiphon</li>
<li>Ordo Hereticus Inquisitor</li>
<li>2 Ministorum Priests</li>
<li>Culexus Assassin</li>
</ul>
<br />
<h4>
<b>Orks</b></h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdnDB6XRsHAyKZqOEytRzSsXP4W5ghxRNxg-t0S3ollkHWMS_UBBSqENzhq7JjuOzYaEP63x3Nf-bvA8PuNsqyM5lz4_-DcgCxgjYt0D2JvI5Mek5CwnHrNxaZc9kXVoeg5ahM5ZDk0gNp/s1600/20150624_154226.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdnDB6XRsHAyKZqOEytRzSsXP4W5ghxRNxg-t0S3ollkHWMS_UBBSqENzhq7JjuOzYaEP63x3Nf-bvA8PuNsqyM5lz4_-DcgCxgjYt0D2JvI5Mek5CwnHrNxaZc9kXVoeg5ahM5ZDk0gNp/s320/20150624_154226.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrhwGctSscHGjfA_3PA9HF1BIhk1dlc2H8xpOVEq-LvmyBinYmGiTLZbVsJB1k-LVNNVC1QEURCiXWd1UctrvJQu-A7CBg4szK82dSKplLCka0KWeJ7qFCdDI8dE1H4_8W7y-ZGeZ3G6Ja/s1600/20150707_150637.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrhwGctSscHGjfA_3PA9HF1BIhk1dlc2H8xpOVEq-LvmyBinYmGiTLZbVsJB1k-LVNNVC1QEURCiXWd1UctrvJQu-A7CBg4szK82dSKplLCka0KWeJ7qFCdDI8dE1H4_8W7y-ZGeZ3G6Ja/s320/20150707_150637.jpg" width="222" /></a></div>
<br />The bulk of the painted orks were bikes. A total of 20 warbikers (in 3 separate batches) along with Zhadsnark were completed to a very high standard. I can run a full Warbiker army like I envisioned... just in time for Eldar D, Tau ignores cover, and other assorted shenanigans to completely invalidate this build. I completed Grukk and Mad Dok which I had started the year before. At least my tank busta squad is still solid. Overall, not bad. I'm mostly left with big squads that need to be completed, stupid hordes.<br />
<ul>
<li>Zhadsnark</li>
<li>20 Warbikers</li>
<li>Grukk Face-Rippa</li>
<li>Mad Dok Grotsnik</li>
<li>8 Tankbustas</li>
<li>2 Tankbusta nobs</li>
<li>2 bomb squigs</li>
<li>2 Rokkit boyz (refurb)</li>
<li>Nob w/Shoota & PK, BP</li>
<li>Kommando Nob w/PK & BP</li>
<li>6 Traktor Kannons</li>
<li>Grot Bomm Launcha</li>
</ul>
<h4>
Blood Angels</h4>
I'll admit, the only reason I painted anything was to get them off my list. The tactical squad was in pieces in a pill sorter. I got tired of them taking up space, so I painted and built them. I'll admit that they're gorgeous, but at this point it's been almost 2 years since I ran BA at all and almost 3 since I ran them as a primary. Nothing in any of their releases has me excited. I'm considering scrapping some of my rhinos just to use the Rhino parts to make hunters/stalkers. I could re-prime them as Ravenguard. I've got so many other projects I'm more passionate about though.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJDznmuMyFWD2eC02mzOYnrzpfH50aFm_KPDgi9ltdOCZ-mrjHH8noU5JFKfc9wMwK32Q8SOKqo6tj4G-_Z4blemSB0S0cPlzzObIFlzIa1i3ppeFf-7B_bs5ywAjojXb2-5oxsqh4vzNd/s1600/20151118_094240.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="153" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJDznmuMyFWD2eC02mzOYnrzpfH50aFm_KPDgi9ltdOCZ-mrjHH8noU5JFKfc9wMwK32Q8SOKqo6tj4G-_Z4blemSB0S0cPlzzObIFlzIa1i3ppeFf-7B_bs5ywAjojXb2-5oxsqh4vzNd/s320/20151118_094240.jpg" width="320" /></a></div>
<br />I finally completed a Far Seeing Eye for Brother Corbulo. I wanted the marker so I wouldn't forget to use his re-roll. Corbulo himself was finished way back in June 2014. Of course, I've never actually used him. I could see him being useful in a Skyhammer formation... if BA were allowed to take the skyhammer. He'll just continue to sit in a box along with the rest of my derp angels.<br />
<ul>
<li>10 BA Tactical Marines</li>
<li>Far Seeing Eye</li>
<li>4 inferno pistols</li>
<li>2 hand flamers</li>
</ul>
<h3>
Terrain <br /><div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeWajDjdf8qdhPjum4SdSaU7kd5-Sw8u-5XNsUlyRP5E-kbpXct7PrnePgRucepOHxxbkZSuq004A1kew155c80LBpi_j2OgizEIfoDPOaFvl65efoYbNNF9GJzMVS-pjU1fqe4DvH2Pfg/s1600/20150513_233751.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeWajDjdf8qdhPjum4SdSaU7kd5-Sw8u-5XNsUlyRP5E-kbpXct7PrnePgRucepOHxxbkZSuq004A1kew155c80LBpi_j2OgizEIfoDPOaFvl65efoYbNNF9GJzMVS-pjU1fqe4DvH2Pfg/s320/20150513_233751.jpg" width="320" /></a></div>
</h3>
Terrain was a big target for me in 2016. With a significant investment, I was able to start scratch building and . It still seems like I don't have everything I need and the more I look, the more equipment there is.<br />
<br />
I built two amazing ruins from mantic building kits. Unfortunately, one of them has walked off the FLGS never to be seen again. I also built 3 sets of toxic pipes that promptly faded and look questionable.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJG0NfDVszaJ5oRVkrATOjH0CFbi1Lw9SCjbRl5ulocWNLxH4BL4n8b1jUdPzUVm-aNGaOEckfkeBgJGDuYVMBj0QXrrjKLju9elnKvm1ZrA8qhde63ZRbpwxnUi95xwKqbgu4Ncb8nBE8/s1600/20160214_193016.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJG0NfDVszaJ5oRVkrATOjH0CFbi1Lw9SCjbRl5ulocWNLxH4BL4n8b1jUdPzUVm-aNGaOEckfkeBgJGDuYVMBj0QXrrjKLju9elnKvm1ZrA8qhde63ZRbpwxnUi95xwKqbgu4Ncb8nBE8/s200/20160214_193016.jpg" width="200" /></a></div>
<br />
Custom foam kits were my main focus. I learned a lot with my first attempts. The line of sight blocking hills are a bit pedestrian, but do their intended job of blocking LoS. I built 6 of those along with 1 large centerpiece terrain feature The paint I used was very corrosive and ate away at the foam. They're acceptable, but not great. I have plans for some cool future ruins.<br />
<br />
I repaired the Dreadstone Blight I painted last year, adding pins to keep the wooden plank stable. I also pinned (aka nailed) the Arcane Ruins together and drybrushed it for what seemed like hours to a very nice looking tabletop standard.<br />
<br />
<h3>
Incomplete Items</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2gA_r1dS4_h6NiVvtQctVM-YE3qPN7ZnSr9yj-Zg7ilz8aJbxloHW7fZ2-afcsYZ6mvqjTJvA4b9si6RUkPX84pEixgLcv9CU8R_uV4Cv-37LxxnBCblrT7E3SAGznehKGM7eWjY2Xuhb/s1600/20160112_164009.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2gA_r1dS4_h6NiVvtQctVM-YE3qPN7ZnSr9yj-Zg7ilz8aJbxloHW7fZ2-afcsYZ6mvqjTJvA4b9si6RUkPX84pEixgLcv9CU8R_uV4Cv-37LxxnBCblrT7E3SAGznehKGM7eWjY2Xuhb/s320/20160112_164009.jpeg" width="320" /></a></div>
The big drop this year is mostly explained by the big goose egg I laid for the first quarter of 2016. I spent countless hours cleaning, assembling, and pinning a <span style="background-color: #990000;"><b>Greater Brass Scorpion of Khorne</b></span>, intending for it to be a beautiful centerpiece model. I started painting it in Mid-November, took a break to paint the hellblade, Sicaran, and a few other items, then went 3 straight weeks every night painting it. After realizing how little I had gotten done, coupled with the insanity that is the current state of the game now, I got burned out and didn't touch anything 40k related for over two months and took nearly 10 weeks before I finished another model.<br />
<br />
As it stands now, I've only played one small 1000pt game and only ordered bases since then. I'm starting to ramp up my painting effort again. I have a lot in the queue.<br />
<br />
The <span style="background-color: #990000;"><span style="background-color: white;">Brass Scorpion <b> </b></span></span><span style="background-color: white;">is </span>probably a little over 50% done. It's also worth a huge amount of points, in the 55+ range. 2016 is going to be the year of bigger models and vehicles. I also have a Knight Acheron, Fire Raptor, and Imperial Bastion to complete. I'm strongly considering a Kytan as well. On top of that, I have Daemon engines that I'm building for a
Hellforged Hunting Pack to use with my Brass Scorpion. Two maulerfiends and four blood slaughterers
are in the queue as well.<br />
<br />
To finish out my Daemons, I have 10 more Flesh hounds and 3 more plague drones primed and ready to go. A large chunk of Chaos forces (some 30k, some 40k) including a Nurgle Sorceror on mount, a Khorne juggerlord, 6 bikes, 6 artillery, and 20 cultists. I ganked a whirlwind scorpius, an attack bike, and 2 apothecaries from my Blood Angels. I'm considering switching my land speeders over as well. They already have 30k multi-meltas anyways.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPZCybdaSbzx_yf3Uph4Q4AzKZ28Us8PzG6n-QiRssqINCeksFSwNC5mIRO_IManICPHOkmx3LbvdS62617wphTofHR2GkC5RALWi0jaBL9dS2i3nzybK6uW8MvL7uk_zrp-Czk1-aOga8/s1600/20151210_195706.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPZCybdaSbzx_yf3Uph4Q4AzKZ28Us8PzG6n-QiRssqINCeksFSwNC5mIRO_IManICPHOkmx3LbvdS62617wphTofHR2GkC5RALWi0jaBL9dS2i3nzybK6uW8MvL7uk_zrp-Czk1-aOga8/s320/20151210_195706.jpg" width="320" /></a></div>
The other big block of work facing me is my Renegades. I have, essentially, nothing painted, though a few were purchased 2nd hand. I'm going to experiment with dipping for the infantry. For the vehicles, I'll be using <a href="http://www.migjimenez.com/en/chipping-products/186-heavy-chipping-effects.html">chipping medium</a> to achieve a dirty, run-down look. It's a long list of items. My primary issue with Renegades is how slow they play.<br />
<ul>
<li>Command Squad</li>
<li>112 Infantry</li>
<li>3 Heavy Weapons teams</li>
<li>6 Sentinels</li>
<li>4 Thudd guns</li>
<li>2 Leman Russ tanks</li>
<li>1 Wyvern (plus 2 more to convert)</li>
<li>6 Heavy Artillery carriages</li>
<li>1 Hellhound</li>
</ul>
<br />
<h3>
Looking forward to 2016</h3>
I built enough models in 2015 and so far this year that I won't run out of items to paint in the foreseeable future. I have more than enough Chaos to last me the year with the Sons of Horus incoming. <br />
We're expecting our second child in a few months. As I saw a complete drop off in 2012, I expect the same through the late summer, early fall time. I'm trying to squeeze in as much as I can now.<br />
<br />
Hopefully, next year's report will show my Daemons completed as well as several large centerpiece models (Brass Scorpion, Acheron). Certainly, the Legion of the Damned should be done. There will definitely be some Chaos models remaining, but most of the Sons of Horus complete. I may not have the Renegades done, but it would be great if I could get some vehicles done and a few test models from the horde; at least enough to field with other detachments. I doubt I'll complete any BA, barring some awesome codex drop. My Grey Knight army is complete as of now. I do plan on getting a 3rd Dreadknight at some point. Finally, I expect a few Ork models, but overall very little movement. At least towards completion. There are around 85 models simply primed.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-65768128205208147742016-01-04T09:53:00.000-06:002016-01-04T09:53:10.664-06:00Chaos Daemon Codex Fixes<h2>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Cjax3rzcLuX90c-pgjIXBl_Tx4MhLV6JsmZJH2TrS7H2nSMUA9cQ2GapUq-rjUkmqe_bZ9T_QTUm57rdHGQ8W1fdeuRLj2PUwUpjyAo0LBED4tomYUEtG7nMCAG-UIqoqJZCm__ONt7j/s1600/IMG_7211.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0Cjax3rzcLuX90c-pgjIXBl_Tx4MhLV6JsmZJH2TrS7H2nSMUA9cQ2GapUq-rjUkmqe_bZ9T_QTUm57rdHGQ8W1fdeuRLj2PUwUpjyAo0LBED4tomYUEtG7nMCAG-UIqoqJZCm__ONt7j/s320/IMG_7211.JPG" width="314" /></a></div>
</h2>
<br />
Given the age of the Chaos Daemon codex, it isn't in terrible shape. Even after the advent of the super powered codexes that have arrived in 2015, it still manages to hold its own. Throughout 6th it was FMC spam and 2++ rerollable that were the power builds. Since 7th, we have gained a strong mechanic in summoning and are the masters of the psychic phase. With Be'Lakor to give out invisibility and/or Fateweaver it can be a grand tournament winning army.<br />
<br />
Despite being the 2nd oldest codex, it manages to be much better than many newer codexes such as the pitiful Blood Angels (Flesh Tearer taxi service), the squabbling orks (Zhadsnark or gtfo), and the woeful Dark Eldar (webway portals with as much as Eldar as possible). While the Inquisition codex came after the Daemon 'dex, it was a pretty basic cut and paste job from the 5th edition Grey Knight codex that came out in 2011 with some basic relics and warlord traits included. The Chaos Marine codex is in worse shape, by far, but at least it has decent forgeworld to shore it up (Fire Raptors, Sicarans, Rapiers, Blood Slaughterers, Hellblades, Typhon). Daemons don't get a lot of help from Forgeworld, have no formations (excluding Khorne Daemonkin) and top lists still rely on the pure codex within a CAD.<br />
<br />
The builds are still fairly limited with a lot of psychic dice, FMCs, and flesh hounds dominating. I would love to see a codex with multiple builds or at least a build per god. Some units certainly need shoring up in order to ever see the table top. I would love to see more units become viable just so I have the opportunity to paint them since they are, by far, my favorite the paint. Let's see how we can fix each unit and rule.<br />
<br />
<h3>
Rules</h3>
<b>Daemonic Alignment </b>- A good idea in practice and understandbly prevents mixing gods in the same unit. However, it should allow mixing cross codex with marks and KDK.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVgq4ul4aYeUf_-Tsruqdz-NutXKotURAl6uBnGom2DdDana1tq9MKrYX24eEhMh95Biq4QLva2Rn-J5xlGe5ihtgowndCfCKp0zWdu1b73-D6FkJy-iUsD9UoIU7QpMN3Z17gJI_GOR5k/s1600/IMG_7237.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="185" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVgq4ul4aYeUf_-Tsruqdz-NutXKotURAl6uBnGom2DdDana1tq9MKrYX24eEhMh95Biq4QLva2Rn-J5xlGe5ihtgowndCfCKp0zWdu1b73-D6FkJy-iUsD9UoIU7QpMN3Z17gJI_GOR5k/s320/IMG_7237.JPG" width="320" /></a></div>
<br />
<b>Daemon of Khorne </b>- GW has a hard on for Furious Charge giving it to Khorne daemons and Blood Angels. Something about blood makes 40k denizens stronger when making a charge. If it was still +1 init it would be decent. Going away when making a disordered charge sucks too. Let's bring that back and suddenly so many more Khorne units become viable.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2TyLLR7Ayag7Zw_2Mw_r-og2FcQOFZLqCivNmtJ6pNTsK692qHrcsAzKNpQVd1yAzkKFLp60SDdDeDdWhI0qq6Zlibn8v_w6waEtrcK_YUyFhFT_jgkHscG2M4PatNo6EuNiP5zt1cnDs/s1600/IMG_7220.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2TyLLR7Ayag7Zw_2Mw_r-og2FcQOFZLqCivNmtJ6pNTsK692qHrcsAzKNpQVd1yAzkKFLp60SDdDeDdWhI0qq6Zlibn8v_w6waEtrcK_YUyFhFT_jgkHscG2M4PatNo6EuNiP5zt1cnDs/s320/IMG_7220.JPG" width="320" /></a></div>
<b>Daemon of Tzeentch</b> - Needs a full rework. Since psychic tests are no longer on leadership, they need a better psychic boost. Success on 3+ seems too strong, immunity to perils or even +1 to the perils roll would be nice.<br />
<br />
Re-rolling 1s is too prone to abuse. I always like the idea of re-rolling 2s instead, but that might cause some confusion. The Chaos marine +1 to invulns doesn't seem game breaking.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhauH4qWAvhqe6OVwzrnDULe6-77aLBaVgFk_ewA4sCgoBnUlC9Pub0OG7KOlhbHgWCfePPE5cdn0RLenuliNgVrtaVLrZ_w0lkk3d69CF2bSvrpm7TJzsQrYZYc7NMnRmhuKpTenWzNt0n/s1600/IMG_7181.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="198" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhauH4qWAvhqe6OVwzrnDULe6-77aLBaVgFk_ewA4sCgoBnUlC9Pub0OG7KOlhbHgWCfePPE5cdn0RLenuliNgVrtaVLrZ_w0lkk3d69CF2bSvrpm7TJzsQrYZYc7NMnRmhuKpTenWzNt0n/s320/IMG_7181.JPG" width="320" /></a></div>
<br />
<b>Daemon of Nurgle</b> - Defensive grenades and shrouded are quite nice. Slow and Purposeful seems punishing. If they had some heavy weapon options it would be worthwhile.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA9bo8KOall5smrU55hgJq0jvBg1GzubKPzIjRh71hE7qkGsvVySJAsk58ccl8m09aG94jUmadvTpLMg7Gjq1v5K1inA-XUhk3MS9yEf_VQZzSkezoGrvLsOIc0NkFOkMFgdriRSN1Swrh/s1600/IMG_7248.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA9bo8KOall5smrU55hgJq0jvBg1GzubKPzIjRh71hE7qkGsvVySJAsk58ccl8m09aG94jUmadvTpLMg7Gjq1v5K1inA-XUhk3MS9yEf_VQZzSkezoGrvLsOIc0NkFOkMFgdriRSN1Swrh/s320/IMG_7248.JPG" width="320" /></a></div>
<br />
<b>Daemon of Slaanesh </b>- Fleet, rending, and extra run are beautiful abilities. I wish the 6" run extended to walkers and beasts as well, not just the cavalry.<br />
<br />
<b>Daemonic Instability </b>- Straight up fearless is much better. Daemons can be a horde, but they aren't exactly tough to kill. All it really does is punish the deamon player when their numbers get low. I've never rolled double 1s that I can recall.<br />
<br />
<b>Warp Storm </b>- Too much rolling for not enough in-game effect. It's also too prone to being forgotten. It's also not balanced at the extremes. Rolling a 2 on the table can easily lose you a game. I've had a 300 pt Deamon prince go poof turn 1 in a 1500pt game because of it and lost. I've never won a game because I got 2d6+3 daemons from rolling double 6s. It may be my memory, but I feel like I've rolled -1 to my invul at a 5 to 1 ratio compared to +1 to my invuln. Losing half your survivability is much worse than gaining 33% more survivability. The only times I've ever rolled Daemonic Possession have resulted in nothing. Overall, it's been a pain in the ass that I hate. Drop it entirely.<br />
<br />
<h3>
Upgrades </h3>
Too many upgrades are 10 points, only a very few at 5pts. Considering most of the units have costs that aren't nice round numbers, we often end up with unused points. It probably doesn't make a difference, but it always feels wrong to leave points on the table. We need upgrades that aren't 5 or 10 such as 8, 4, 1, etc. Some items just aren't worth the cost. It would be nice if more units got options like Plague Drones.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha2L8wtRj7bbf_TpWuuY7hocfDIliQse6sCB6oguQ7VCb9OuvW-CFpDsTYO5jiVoc42KLCmz0OlRvftXgBISGBaipgHs3IMcdTpodtFiZsEa8jDBrlYQvbK9BlNmJ-AoVVLaDcxUQCVRuY/s1600/IMG_7250.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha2L8wtRj7bbf_TpWuuY7hocfDIliQse6sCB6oguQ7VCb9OuvW-CFpDsTYO5jiVoc42KLCmz0OlRvftXgBISGBaipgHs3IMcdTpodtFiZsEa8jDBrlYQvbK9BlNmJ-AoVVLaDcxUQCVRuY/s200/IMG_7250.JPG" width="150" /></a></div>
<br />
<b>Icons of Chaos </b>- Just too expensive at 10pts. Only 5 points is more than enough<br />
<br />
<b>Instruments </b>- Too expensive for limited utility. They should just come with it. At 1 point I would consider it. At 5 ponits, it needs to let me re-roll a unit's reserve roll.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOnJIzIShxHdBYVM-4sVU7O8fNCXKuI77BcJ1tCaS8x2kX-hN9RY8zlAn2jfl46a1lxe4oyJaJ1XL7FY494x4FYj-vKmaBcOK6z8wD2tTzn5TdlKbw6zpIoXE5BJcP9zWZdwwuV2D-MofW/s1600/IMG_7243.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOnJIzIShxHdBYVM-4sVU7O8fNCXKuI77BcJ1tCaS8x2kX-hN9RY8zlAn2jfl46a1lxe4oyJaJ1XL7FY494x4FYj-vKmaBcOK6z8wD2tTzn5TdlKbw6zpIoXE5BJcP9zWZdwwuV2D-MofW/s320/IMG_7243.JPG" width="125" /></a></div>
<br />
<b>Gifts </b>- Rolling is a tough mechanic especially when there is such a large disparity between some of the gifts. The easiest solution would be to just cost them appropriately at two levels- one for MCs another for MCs. At least the result 0 options are solid, but what would be even better is defensive options at 0 or just defensive upgrades in general.<b><br /></b><br />
<br />
<b>Lesser Gifts </b>- I rarely ever even bother rolling on this table and instead just take the option 0 of etherblade or axe. Corrosive breath is really the only gift worth rolling for, depending on the army you face.<br />
<br />
<b>Greater Gifts </b>- For heralds and squad upgrades, they're not as useful as the melee upgrades since they're already protected in a unit. For MCs rolling for 2 greater gifts is a must.<br />
<br />
<b>Exalted Gifts </b>- The only reason I ever roll on this table is to see if I can get result 1, which gives a free lesser gift. Other than the gift that gives rage+rampage, I wouldn't pay 30points to choose any of these gifts. The main problem is that a few are good for heralds, some for Daemon Princes, some for Greater Daemons but you don't want to pay 30pts for something that isn't worthwhile.<br />
<br />
More importantly, they're all strictly worse than the greater gifts, which help increase survivability, which is the biggest issue for most greater daemons. I don't need my Keeper of Secrets to be more killy, I need it to not die to a couple of storm bolters.<br />
<br />
The Hellforged artifacts ('artefacts' be damned) are the only reason to take exalted gifts. The doomstone sucks, but the Grimoire and Portalglyph are stellar. <br />
<br />
The Grimoire requires a roll each turn 3-6 gives +2 to your invuln save, but on a 1-2, is -1 to your invuln. I've tried to run this with seekers. They are terrifying with a 3++ invuln. However, if they fail and get stuck with a 6++, they are complete toast. It's just too unreliable for my taste. The infamous Screamer star relies on Fateweaver's re-roll to help mitigate this, but that's an awfully high cost. I'd rather run Be'Lakor and try for invisibility. Nevertheless, this is one of the few things I don't want changed.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUlnmX4rXudhOxoFDjbx4lXH8iI5UQjJZwcWGTOk6599p1rJne3O3bbx-vKCAtA-jog33EHCnAlILX9af-C8GOYDbKyuOVRAX3dpfhqbeeB7DnJqittIIsfOOmeatgkFqJlX7OyA2mA6_u/s1600/20160104_094629.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUlnmX4rXudhOxoFDjbx4lXH8iI5UQjJZwcWGTOk6599p1rJne3O3bbx-vKCAtA-jog33EHCnAlILX9af-C8GOYDbKyuOVRAX3dpfhqbeeB7DnJqittIIsfOOmeatgkFqJlX7OyA2mA6_u/s320/20160104_094629.jpeg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sofia the Portalglyph</td></tr>
</tbody></table>
<br />
I also don't want the Portalglyph changed other than to add some clarity to it's rules or to give it different options. As it stands, it's pretty cool, giving D6 troop models on a 4+, with pink horrors being the most used choice just for the extra WC. My favorite trick to roll on Malefic, get possession, then turn them into a greater daemon (almost always a GUO). Please don't change this.<br />
<h3>
HQ</h3>
<b>Skarbrand </b>- He's just too slow. He needs a 9-12" movement at a minimum to be viable. His charges need to be more reliable. Give him the 6"+D6" charge range bloodletters can get from a banner.<br />
<br />
<b>Fateweaver </b>- Very good at ensuring the grimoire of true names goes off and for ensuring you don't get borked by the warp storm table. If we rework both of those, Fateweaver loses a lot of utility. Still a ML4 psyker but with a weak stat line. With all the psychic madness around, an immunity to perils or succedding on a 3+ wouldn' the out of line. Probably still in need of a points drop though.<br />
<br />
<b>Ku-gath</b> - Rather weak in his current incarnation. You don't get much over the normal GUO and lose out on the good options. Need to be able to buy gifts at a minimum or come with a balesword. Let him pick his power from Biomancy as well. <br />
<br />
If he could make nurgling swarms again, that would take him most of the way towards viability.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE7uT7Zbzas7-5W9V5DzveGJxt3HKELVHPbIqJgcMn3-FmRS2OCSAxsmj7We7VBElOcWj9-t3WX6k_ZUCpqJLn-WRfHyD-K-vIn69rNq3RTjbDQRSG0qy3zzdd4BGH8Pj2PbtUAdQLWhyX/s1600/IMG_7147.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE7uT7Zbzas7-5W9V5DzveGJxt3HKELVHPbIqJgcMn3-FmRS2OCSAxsmj7We7VBElOcWj9-t3WX6k_ZUCpqJLn-WRfHyD-K-vIn69rNq3RTjbDQRSG0qy3zzdd4BGH8Pj2PbtUAdQLWhyX/s320/IMG_7147.JPG" width="320" /></a></div>
<br />
<b>Slaanesh Named Greater Daemon</b> - This actually needs to exist. Zarakynel is IA13 isn't very good and quite expensive. A wraithknight is less than half the points and almost as good. For Slaanesh, more fast attacks aren't going to help, they need some sort of bubble effect. A named greater deamon could do that. How about a 12" dirge caster effect (no overwatch), the ability to control an enemy unit (like the 6th psychic power puppet master), remove ATSKNF, or built-in quasi-invisibility. There are so many ways to go with this.<br />
<br />
Slaanesh has so many more aspects that haven't been explored such as excess, gluttony, sloth, temptation of riches.<br />
<br />
<b>Bloodthirster </b>- Just got a solid update that makes them very viable, in the KDK codex because they can easily get FNP. Adjustments to the way gifts work would help. An option for 2+ armor would be nice for, say 35pts. Most importantly, they need to be S7, because they just look like it. They also need some way to be a little more reliable on the charge such as the 6"+D6" charge or the mini-fleet of 'ere we go (re-roll 1 dice when charging).<br />
<br />
Most importantly they need to be able to come in from deep strike in glide mode, instead of always in swoop. <br />
<br />
<b>Lord of Change </b>- The best of the greater deamons. They could use some tweaking to the Daemon of Tzeentch rule, but are otherwise in the best shape. If anything, maybe give them access to other psychic disciplines plus changes to the Tzeentch table (see Herald of Tzeentch entry below).<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhavAqObNwff6JX4umf5SL4TRoAhNkjuXZGv_Bg0qV6t9eyvHRnUK9UEfd71cRjj27TR8-QLrCaRE08IOnoNfPAN7zdt0EUFjclNwTLitpWGVT40bOLouJMusceDkBZ6ZkI4rv-E7oqUCsf/s1600/IMG_7112.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhavAqObNwff6JX4umf5SL4TRoAhNkjuXZGv_Bg0qV6t9eyvHRnUK9UEfd71cRjj27TR8-QLrCaRE08IOnoNfPAN7zdt0EUFjclNwTLitpWGVT40bOLouJMusceDkBZ6ZkI4rv-E7oqUCsf/s320/IMG_7112.JPG" width="320" /></a></div>
<br />
<b>Great Unclean One</b> - The GUO really needs a new model, although this is the easiest to find suitable replacements either from forgeworld or 3rd parties. A solid GD. Could use FNP(5+), but not strictly necessary. My only gripe is that they are too dependent on good rolls on the biomancy table. At least give them re-rolls.<br />
<br />
I think a useful ability (or psychic power) would be for them to appear from a dead body. Take a toughness test, if failed, the GUO appears within 6". It would help make up for a lack of mobility.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKD25nYmg8iPjgsHQ12SA4e-hJ2BdHZrYGKglO_DCPsDDSlo8xoU37BVW8i6Y3CLpV_Q9L2f0cvHlERhR4d5o9IWgc9_AAYJLZyWxw-fhSIzLBpaI_Yxvx_5fTn5rdu191gN8YZGtcfbf/s1600/IMG_7115.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOKD25nYmg8iPjgsHQ12SA4e-hJ2BdHZrYGKglO_DCPsDDSlo8xoU37BVW8i6Y3CLpV_Q9L2f0cvHlERhR4d5o9IWgc9_AAYJLZyWxw-fhSIzLBpaI_Yxvx_5fTn5rdu191gN8YZGtcfbf/s320/IMG_7115.JPG" width="233" /></a></div>
<b>Keeper of Secrets </b>- By far the weakest of the greater daemons, the KoS needs a major overhaul. Considering what a sickening amount of firepower and survivability you get out of a riptide for +10 points or a Dreadknight with teleporter and greatsword for the same price shows how weak this entry is. They bring nothing you can't get basically anywhere else in the codex for more effect and cheaper. Both of those get 2+ armor and 5++ (with abilities to increase it) while the KoS is SoL with a 5++ only relying on greater gifts to get anything.<br />
<br />
My first choice would be to give them bubble effects, specifically around creating survivability by reducing overwatch or increasing dodging ability (better invuln). Giving out re-rolls to wound for Slaanesh units within 6" or 12" would fit the theme as well. They're faster than Skarbrand, but only a little. Some sort of mega run would go a long way towards replicating what this unit is supposed to be. Jetbikes turbo-boost 24" and no one sees them as a problem. The keeper should be able to run more than 12" or even run then assault.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivGTc4owtP8zQsquiSuQ8DDCYoqZs_y9HKnpu3xRNidsf5-0QMYEEbSWCGO88XeVxRlaAUCV-eDkSwCBqSs47JIWDC76dS41arYuPIW5nQS5tjgVoyvj6N1Vw5rgmh_UpzGjuqb2BMWv_K/s1600/IMG_7107.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivGTc4owtP8zQsquiSuQ8DDCYoqZs_y9HKnpu3xRNidsf5-0QMYEEbSWCGO88XeVxRlaAUCV-eDkSwCBqSs47JIWDC76dS41arYuPIW5nQS5tjgVoyvj6N1Vw5rgmh_UpzGjuqb2BMWv_K/s320/IMG_7107.JPG" width="316" /></a></div>
<b>Daemon Princes </b>- One of the staples of the codex, especially when moved to Heavy Support. There is so much S10 or D shooting now that they can be a liability given their massive points cost. First and foremost, Daemon of Tzeentch is way too expensive at 25pts, in fact all of them are overpriced except for Daemon of Slaanesh.<br />
<br />
They lost so much when they couldn't assault after flying, which was probably too good. Having to stand around holding their dicks for a turn and getting shot to shit sucks ass too.<br />
<br />
First, they need grenades. Second no ID from S10 or D, only from force. Third, and finally, they need to be able to drop out of flight, not move, and still assault (12" threat radius from where they start the turn). A few more shooting options wouldn't hurt.<br />
<br />
<h4>
Heralds</h4>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS26FgxtBUYa5_OErhBcC-7yTIwJBSx6B1Qd3yustES4_uQTsQdxc3uytsmnoWEgPXXjgPX2EgtDXa8iT9YS6DadqQc9aoA8yXbYpT93O7FfRkPI8LgJhQxnoGA_xch5sSC7EfRHlmgcNZ/s1600/IMG_7134.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjS26FgxtBUYa5_OErhBcC-7yTIwJBSx6B1Qd3yustES4_uQTsQdxc3uytsmnoWEgPXXjgPX2EgtDXa8iT9YS6DadqQc9aoA8yXbYpT93O7FfRkPI8LgJhQxnoGA_xch5sSC7EfRHlmgcNZ/s320/IMG_7134.JPG" width="252" /></a></div>
<b>Herald of Khorne</b> <span style="font-weight: normal;">-The khorne all-star, especially with some flesh hounds. An absolute challenge monster. As discussed the lesser gift table needs an overhaul. The lesser locus of abjuration needs to be only 5 points for adamantium will. In fact, all the locuses could use a 5 point reduction.</span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3AGu0Cc2CgjlfSTn_lADAbP_pOF7wU0SuPIoqemqAl5kbUXF06ibqr0H3V2AXRVK3cAi7BR-z5PspbI_BIc6MAM6y2cq_HVCzhCkk4t-L7I232ZRzhUe01hLCZJSVpFmmnFV_P_-Mgm-G/s1600/IMG_7191.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3AGu0Cc2CgjlfSTn_lADAbP_pOF7wU0SuPIoqemqAl5kbUXF06ibqr0H3V2AXRVK3cAi7BR-z5PspbI_BIc6MAM6y2cq_HVCzhCkk4t-L7I232ZRzhUe01hLCZJSVpFmmnFV_P_-Mgm-G/s200/IMG_7191.JPG" width="163" /></a></div>
<span style="font-weight: normal;"></span>
<span style="font-weight: normal;">The Blood Throne is good, but too expensive. The usual benefit of chariots is to tank wounds on the model if needed (which is stupid, the shooter should choose who to target), but it doesn't help much here with only a 5++. The chariot needs to give 3+ armor to the herald or the chariot needs to be cheaper by 20 points.</span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG2ZIEhGQyiKhbTJVzERug-ws4LPafzeEkoQdXpnEAdyPy8gvmDFs6SLLHOKjfp_S2Kny4-zkCcaf9HJrANmLJql3-bm8A4LEBuU4FVIHwbOZWzEvmXCpbVlNHwexL1VbRUA_cVs6j594c/s1600/IMG_7124.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG2ZIEhGQyiKhbTJVzERug-ws4LPafzeEkoQdXpnEAdyPy8gvmDFs6SLLHOKjfp_S2Kny4-zkCcaf9HJrANmLJql3-bm8A4LEBuU4FVIHwbOZWzEvmXCpbVlNHwexL1VbRUA_cVs6j594c/s320/IMG_7124.JPG" width="277" /></a></div>
<br />
<span style="font-weight: normal;"><b>Herald of Nurgle</b> - A solid herald with a movement problem. The palanquin doesn't cut it. ALLOW A HERALD OF NURGLE TO TAKE a PLAGUE DRONE!!!! Give the herald at least +1 wound and attack and change type to jet-pack cavalry. For 50 points, this seems about right.</span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4QRrjgQ8KZbJwtiMgXl6LY2Cs9EA3XLcrO4ui1qNtEj_NlNhi29OIRsLsi8fekxrrwl4uG-1J00dQ0ycisWklp0Xdoc2WQkoStInQ6yB68NNulYaFwfucL-l0m3AI36WsmOfWK8Nm8a89/s1600/IMG_7184.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4QRrjgQ8KZbJwtiMgXl6LY2Cs9EA3XLcrO4ui1qNtEj_NlNhi29OIRsLsi8fekxrrwl4uG-1J00dQ0ycisWklp0Xdoc2WQkoStInQ6yB68NNulYaFwfucL-l0m3AI36WsmOfWK8Nm8a89/s200/IMG_7184.JPG" width="130" /></a></div>
<br />
<span style="font-weight: normal;">The locuses, except for Fecundity (FNP) are weak, especially the exalted. I'd even be happy with lesser/greater/exalted being FNP 6/5/4.</span><br />
<br />
<span style="font-weight: normal;">The nurgle table is by far the best of the god tables. Stream of Corruption would be nice to have the option to cast as WC and gain torrent. Rancid Visitation is a bit weak for WC2, but the other powers are fine as is. </span><br />
<span style="font-weight: normal;"><br /></span>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGwJaU_Ep845e2RwiRZge7aU3TIcSnGPttfnywV3fcdZCj3Bh0gTpw7IsnfoezQPdgpfOe_iOGGHB1_7h7dPj69D3rpbTydcv7K2bz5IgaFb-yheWKRCXFp4PkaXGA8Se6CkOI4knYAti7/s1600/IMG_7203.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGwJaU_Ep845e2RwiRZge7aU3TIcSnGPttfnywV3fcdZCj3Bh0gTpw7IsnfoezQPdgpfOe_iOGGHB1_7h7dPj69D3rpbTydcv7K2bz5IgaFb-yheWKRCXFp4PkaXGA8Se6CkOI4knYAti7/s200/IMG_7203.JPG" width="200" /></a></div>
<span style="font-weight: normal;"></span>
<span style="font-weight: normal;"><b>Herald of Tzeentch </b>- A solid summoner. They need more psychic tables to roll on and a better god table. Divination just isn't the table it used to be.</span><br />
<br />
Flickering fire is weak, but not too far off from being useful as a
primaris. If warpflame didn't give fnp it would a
power used significantly more. Tzeentch's firestorm is an awful power.
The ork bubblechucka is rightly derided as a poor choice, but it's
miles better than this, since you don't risk perils, get an inverse AP,
and it's large blast with longer range. I'd settle for a bubblechucka
shot. Bolt of change is decent, but once again warpflame is holding it
back with the potential to give out multiple FNP to each unit. Infernal
gateway is woeful for a WC2 power, just give me a WC1 TL multi-melta to
help daemons against armor.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfGy2KcxH3aEurM31Mhs8XHkB7K9JmAn3zl1GMlWkdHLZUviEyPn9ut9XKDAD2vJCK8pEp6WvZEB3a1fesz4mHJBp5u5SsTmWBUBBgqqd3KsElaQQjlRSswATShStEG7h0Dy42LrxYnA6/s1600/IMG_7201.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfGy2KcxH3aEurM31Mhs8XHkB7K9JmAn3zl1GMlWkdHLZUviEyPn9ut9XKDAD2vJCK8pEp6WvZEB3a1fesz4mHJBp5u5SsTmWBUBBgqqd3KsElaQQjlRSswATShStEG7h0Dy42LrxYnA6/s200/IMG_7201.JPG" width="128" /></a></div>
<br />
<span style="font-weight: normal;">The locuses are so bad though. More blue horrors just means you die more, strength D6 is not useful for a unit that doesn't want to be anywhere near close combat. Only the exalted locus for +1S on psychic powers is useful, but not with most powers being random strength to start with.</span><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieyQHZ3C9q_7luMxSeAPGQO9kAQGzLNjyfz8G-pyW6ULN71Ap4G73iK-HxSUebQJbaxxZlFivIw3RiwNl-sr7Zo0SyZ2GZCT2XNJ8221CzCg4eLaBQz7CwFRg3wNIObrEFaptudt9R5fNd/s1600/IMG_7252.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieyQHZ3C9q_7luMxSeAPGQO9kAQGzLNjyfz8G-pyW6ULN71Ap4G73iK-HxSUebQJbaxxZlFivIw3RiwNl-sr7Zo0SyZ2GZCT2XNJ8221CzCg4eLaBQz7CwFRg3wNIObrEFaptudt9R5fNd/s200/IMG_7252.JPG" width="124" /></a></div>
<br />
<span style="font-weight: normal;"><b>Herald of Slaanesh </b>- Steeds need to grant +1T, see my entry below for Seekers. Otherwise, heralds of Slaanesh are a solid choice. The exalted locus is the tits granting rerolls to hit plus you pick who you get to challenge. The locus of grace is a necessity on a steed to avoid killing youself, which is a bad game mechanic. Not as killy as a Herald of Khorne nor as survivable as the Herald of Nurgle. More of a force multiplier, which is fine by me.</span><br />
<br />
<span style="font-weight: normal;">The chariots are garbage. I don't know what to say about them. Way too fragile to be useful and they don't pack enough of a wallop. I'm not sure what you target with it, guardsmen? Maybe give them shred and the ability to jump out of the chariot once destroyed.</span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaDV8OwJJpFloeq0kSpP5vSMKEhI-ZEkEk4d85PR8RC8816CsXDJv-DGJ6ux7KvdOgM-PDOpEBbrAoi7vhnQh4SPEVIVspYehd3k65nJ6g7sket8w2cBpyIQ73G9_KWbMgqwmNJJjfP81Q/s1600/IMG_7239.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="235" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaDV8OwJJpFloeq0kSpP5vSMKEhI-ZEkEk4d85PR8RC8816CsXDJv-DGJ6ux7KvdOgM-PDOpEBbrAoi7vhnQh4SPEVIVspYehd3k65nJ6g7sket8w2cBpyIQ73G9_KWbMgqwmNJJjfP81Q/s320/IMG_7239.JPG" width="320" /></a></div>
<span style="font-weight: normal;"><br /></span>
<span style="font-weight: normal;">The Slaanesh table is underwhelming. Acquiesence is the only power I'm interested in and needs to be the primaris, everything else can be fully replaced.</span><br />
<span style="font-weight: normal;"> </span> <br />
<b>Skulltaker </b>- No one ever takes him in favor of a normal herald. Probably just needs a points drop of 20-25 to be about right.<br />
<br />
<b>Karanak </b>- Rending would go a long way. His best attribute is that he gives you hatred plus the locus of fury. Really, he's just 2 flesh hounds plus 2 locuses, so he's still a little expensive. His scout would be worthwhile if bloodcrushers were good (see below).<br />
<br />
<b>The Changeling</b> - Yikes, this is terrible. Challenges suck and you don't want your horrors near combat. So we could give him options such as the ability to be a jump character and go with flamers or a disc option to go with screamers. He would still need to be able to mimic someone within the same battle, not just base to base.<br />
<br />
Alternately, we could re-work him entirely so that he can use a power from anyone within 12" of him, but that unit doesn't get to cast, like a mini conclave librarian.<br />
<br />
<b>The Blue Scribes</b> - Independent Character and an extra wound. Otherwise, they're just too fragile to take. It would be nice if they didn't take up an HQ slot and could be taken as 1 of the 4 heralds in a slot.<br />
<br />
<b>Epidemius </b>- His buff needs to have a greater range, 6" isn't cutting it. At least 24" if not table wide. He'll see usage again.<br />
<br />
<b>The Masque</b> - Needs to be able to be taken in the Herald slot, instead of her own HQ slot. Gift options would be nice. Most importantly, she should be an IC. She's too fragile on her own. I'd even settle for her dances requiring some sort of leadership test (at a penalty), as long as she doesn't have stand around and die immediately. Right now a single 5 man combat squad in rapid fire range or 2 TL heavy bolters kill her outright.<br />
<br />
<h3>
Troops</h3>
<b>Bloodletters </b>- The worst of the troop choices in the book. They kill space marines just fine. Substantially better in the KDK book because they are fearless and can get FNP readily, which increases their survivability, which is currently their main draw back. They should probably be T4, which would be the easiest fix. Bringing furious charge back to +1init would go a huge way towards making them viable.<br />
<br />
The banner of blood gives them a charge range of 6"+D6", which is solid, but a bit pricey for one use only. Icons should be dropped to 5pts, then the banner of blood should be 15pts and the banner works for every assault.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdozi8tABJeiJxgIARPt-TTVEkkmN4fi4fSdGoyTRy-a3Map8jTCJLyF_Gf2tIsf3J0fpanwVzdbYo1cDsgjB_iH9064XQ43Jz56HjUDC1ZGVYqCcem0VZ2oljFhf4v0QaLIdGj9FSu5cw/s1600/IMG_7214.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdozi8tABJeiJxgIARPt-TTVEkkmN4fi4fSdGoyTRy-a3Map8jTCJLyF_Gf2tIsf3J0fpanwVzdbYo1cDsgjB_iH9064XQ43Jz56HjUDC1ZGVYqCcem0VZ2oljFhf4v0QaLIdGj9FSu5cw/s320/IMG_7214.JPG" width="320" /></a></div>
<br />
<b>Pink Horrors</b> - The most typically taken troop choice and already very solid. A fix to the Tzeentch daemon rules will help, but more importantly, make the Tzeentch Psychic table actually work rolling on or remove Psyhic focus altogether. It's just too random and warpflame is a terrible rule that makes shooting attacks from the Tzeentch table too risky. This will allow them flexibility other than hiding in the back and summoning. BS4 would be a welcome boon.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBSicDZNVinZW3CmdGo2YLNFzAaZJfjyxixyjbia5F13Q71t4qjyZxw42T2N_z321PWjW_UQbDdHCIbUD1_nDijnOW3sYo72X1pLu5LVv_2ew46nOQPkqRBzJ9RQpg8m9kXR3LReSsNyW5/s1600/IMG_7196.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBSicDZNVinZW3CmdGo2YLNFzAaZJfjyxixyjbia5F13Q71t4qjyZxw42T2N_z321PWjW_UQbDdHCIbUD1_nDijnOW3sYo72X1pLu5LVv_2ew46nOQPkqRBzJ9RQpg8m9kXR3LReSsNyW5/s320/IMG_7196.JPG" width="320" /></a></div>
The banner isn't great, allowing a few extra hits when casting a witchfire, which has the chance to be denied or the test failed, making it a low ceiling proposition to begin with. Maybe the banner is how we can increase to BS4 for the squad, giving them more reliability when shooting. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiodTOLEz2lQchrfIKY7jGPsb3qVJz42WoBLSVs3KAkQ4Ym1nbDjPNxEds-4lzlfETsbQs2JJOC6YPvJcquS-wjds3Hve-RJKYq_Q18jE_yJguIKQNdwgBeRAoRPZ4zGCenv5bbFTrmZSE7/s1600/IMG_7169.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="174" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiodTOLEz2lQchrfIKY7jGPsb3qVJz42WoBLSVs3KAkQ4Ym1nbDjPNxEds-4lzlfETsbQs2JJOC6YPvJcquS-wjds3Hve-RJKYq_Q18jE_yJguIKQNdwgBeRAoRPZ4zGCenv5bbFTrmZSE7/s320/IMG_7169.JPG" width="320" /></a></div>
<br />
<b>Plaguebearers </b>- Are already in decent shape, but lack a real role in the army. They're mostly good for being tougher than average, but the backfield scoring unit role is now filled by pink horrors summoning other units. Plaguebearers have touch of rust, which is nice, but at S4, most vehicles are already glanced on a 6. The biggest downside is that they no longer re-roll to hit against T4 because of the changes to poison. Simply bringing that back would be huge and make them actually a threat again. Maybe bring back the necron scarabs entropic touch, but only on 6s, so it reduces the AV of a vehicle, making it easier to damage afterward. Alternately, allow them to have a grenade with this power, even at 1-2ppm it would be a solid addition and give them a clear role in the army.<br />
<br />
All the banners are one time use, but for 20 points is awfully steep (considering the limited usability of icons). Getting poison (2+) is nice, especially with the fix to poison re-rolls above, but what would be even better is armourbane, even if it is one use only. They're still only T4 with 1 base attack, but it makes them much more reliable in taking down a simple rhino or tank that got too close.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh12FgFytzrHx_z96Zdkjjf-CEFBTPV-yPkVho0WZQZFvNl8tN_N8xYGiAsUOCfZ5Gw5mTO6DJl2Ikb-MQ2OZD5v-tZNnqKMIg33yoSAwybP-5GZotG8sWp-QTun766q0wCMt1Ocmql9suT/s1600/IMG_7170.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh12FgFytzrHx_z96Zdkjjf-CEFBTPV-yPkVho0WZQZFvNl8tN_N8xYGiAsUOCfZ5Gw5mTO6DJl2Ikb-MQ2OZD5v-tZNnqKMIg33yoSAwybP-5GZotG8sWp-QTun766q0wCMt1Ocmql9suT/s320/IMG_7170.JPG" width="320" /></a></div>
<br />
An alternate option would be to allow them to take a heavy weapon to take advantage of that slow and purposeful. Something like an artillery piece would fit in nicely. <br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoglDP4m5pPMsEn_s3g5vqa6zUsz8Gqn2uOd_iUgOgUJ9brbAyvUxV4md_T49giEojOS6GjOHMcCeJSKBBTuNYwxBttpr9nP9gUV-xH96W_CigiswLAGngkF6yfSQi6z-OadLBphAzd9PF/s1600/IMG_2781.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="177" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoglDP4m5pPMsEn_s3g5vqa6zUsz8Gqn2uOd_iUgOgUJ9brbAyvUxV4md_T49giEojOS6GjOHMcCeJSKBBTuNYwxBttpr9nP9gUV-xH96W_CigiswLAGngkF6yfSQi6z-OadLBphAzd9PF/s320/IMG_2781.JPG" width="320" /></a></div>
<br />
<b>Daemonettes of Slaanesh </b>- The 2nd most popular troop choice and probably the most popular summoned troop, daemonettes are solid. Considering I built a whole army around them, they better be. They still lack in one major area -- assault grenades. They're supposed to be lithe and graceful, they certainly shouldn't drop to I1 just because of some rocks in the way. I'd even take a point increase to 10ppm for this. It's the biggest weakness of a Slaanesh army. The dirty secret to defeating Slaanesh is to just stand in cover and shoot them until they assault you, then easily kill them before they get to swing.<br />
<br />
The banner could be one way to add assault grenades, even at 20 points, though 15 would be better. The current banner is the best of the bunch, so I would prefer not to have to sacrifice it and would rather the grenades be built in. At it's cost though, it might not get you very much. Against most units, it does provide benefit, but I'd rather it be a straight -3WS (obviously, but would even take -2WS for 15points.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFRI9b2I51frrxhu_RfD_9lpjXSpEcPzBPoUyK64DEXg5w8gPDEV_AcEDUYkLgRbl3TOetKhyzeMIDTWjB-zqf1T_2Mr2QBlqrsnxo_mXFiL5OIWyI96TkxO2yS1hRfdN1gAn0lHGnqpkY/s1600/IMG_7160.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFRI9b2I51frrxhu_RfD_9lpjXSpEcPzBPoUyK64DEXg5w8gPDEV_AcEDUYkLgRbl3TOetKhyzeMIDTWjB-zqf1T_2Mr2QBlqrsnxo_mXFiL5OIWyI96TkxO2yS1hRfdN1gAn0lHGnqpkY/s320/IMG_7160.JPG" width="320" /></a></div>
<b>Nurglings </b>- Cheap swarms with as many wound as a daemon prince and they can go to ground for a 2+ cover save, what's not to like. Well, the proliferation of S6 shooting from Eldar is pretty devastating as is tau ignores cover and torrent flamers. Eternal warrior is too much to ask, but makes sense against single shot weapons or melee attacks. I think they would then need a points bump up to 20-22 or so to go along with mini-EW.<br />
<br />
<h3>
Elites</h3>
<b>Bloodcrushers </b>- Fairly simple changes are needed to take them back to good from their current incredibly underwhelming state. They need to be T5 like a proper monstrous cavalry and get a 3+ armor. As it is they are outclassed in every way by thunderwolf cavalry. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7kufRis7LSU4sS_Pl8OhW5osnF19Mi_KxGrvnFUV6fZNLxscg65x3Qgj72UhA3rgVr035NDY6J-pcvQr-_4rnsgIo_-0vit1Odan46hMN-YxWbJTDei1yU1ykarjkU21Lz2PbQwHgzc-J/s1600/IMG_7194.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="161" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7kufRis7LSU4sS_Pl8OhW5osnF19Mi_KxGrvnFUV6fZNLxscg65x3Qgj72UhA3rgVr035NDY6J-pcvQr-_4rnsgIo_-0vit1Odan46hMN-YxWbJTDei1yU1ykarjkU21Lz2PbQwHgzc-J/s320/IMG_7194.JPG" width="320" /></a></div>
<b>Flamers of Tzeentch </b>- Another unit hurt by warpflame. Their previous incarnation with AP2 flamers was too strong, but in a game where Wraithguard get D flamers for 32ppm, AP2 flamers aren't even OP anymore. I would be nice if they had two fire modes to represent how they look. Mouth - Assault 1 S4, AP2 or Hands - Assault 2 S3, AP5.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbve2bVpjIeGxysqY2sY80yvP_bXwrNuCT5fBU1Ppm6hLp5aU4Ud8VhUek28UcX9GTkjJ-5AHvZT17BFdw72AwLKX1mJt6o2EvOPv3ior36fVbLaD4tFF9Q-AcoiYn8z3XrgXZU1zYBaqV/s1600/IMG_7055.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbve2bVpjIeGxysqY2sY80yvP_bXwrNuCT5fBU1Ppm6hLp5aU4Ud8VhUek28UcX9GTkjJ-5AHvZT17BFdw72AwLKX1mJt6o2EvOPv3ior36fVbLaD4tFF9Q-AcoiYn8z3XrgXZU1zYBaqV/s320/IMG_7055.JPG" width="320" /></a></div>
<br />
<b>Beast of Nurgle </b>- Another unit hurt by the change to poison, since they no longer get the rerolls to wound. They're actually bigger than spawn, so T6 would be suitable at 52 ppm. With no AP, they get stung by daemonic instability too much. If we had a faster herald option (like on a drone) we could mitigate a lot of these concerns.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT2iTOa7jtzs5CA1bbNE3bmT_WbUsvw7-wB7odLrh-DsI7jTzoC32P8UeMGTh3aKFMZbJInPQ9u39aYcZUK1z84Yag4fatuEK3v6eM8e1KbAfRcWOpwbemRPB-6N_TekDISaLHGQGIAQ_K/s1600/IMG_7227.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT2iTOa7jtzs5CA1bbNE3bmT_WbUsvw7-wB7odLrh-DsI7jTzoC32P8UeMGTh3aKFMZbJInPQ9u39aYcZUK1z84Yag4fatuEK3v6eM8e1KbAfRcWOpwbemRPB-6N_TekDISaLHGQGIAQ_K/s200/IMG_7227.JPG" width="186" /></a></div>
<br />
<b>Fiends of Slaanesh </b>- Another sub-par Slaanesh unit. If you need S4 for Slaanesh, you're better off with furies. Since psykers don't test on leadership for powers anymore, Disruptive Song is mostly uneventful. At least make it stack, impose -1 when taking the test instead, or cause perils on any double.<br />
<br />
Soporific musk causes a -5 init penalty when you charge a unit. This is actually a bad-ass combo with the witstealer sword, forcing almost everything to start taking wounds until they roll a 1. Otherwise, it isn't that useful, since at I6 you're going first anyways, unless of course you have to go through terrain, which I've already covered as Slaanesh's greatest weakness, then you merely go at the same time as someone else.<br />
<br />
At only 3 attacks at S4, you aren't killing much more than seekers, which are better and faster. Scout would be a big help. They need more killing potency such as shred or Ap3 to start with.<br />
<br />
<h3>
Fast Attack</h3>
One of the best slots of any codex. Not as much tweaking here.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZb6-9WcrChZ5xmTNDV3Wr2ItcM1LSV99qujBWpNqxgQD3e5Me7ndE9J2kf-pUHI3Va9pIdc32kNQvVArj8AQ_pczeYI9RhEhyWlCiytHAuoFt4xSp57XQLlAXOjs9fxTBC7klB7NFdyoF/s1600/IMG_7231.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="197" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZb6-9WcrChZ5xmTNDV3Wr2ItcM1LSV99qujBWpNqxgQD3e5Me7ndE9J2kf-pUHI3Va9pIdc32kNQvVArj8AQ_pczeYI9RhEhyWlCiytHAuoFt4xSp57XQLlAXOjs9fxTBC7klB7NFdyoF/s320/IMG_7231.JPG" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<b>Flesh Hounds </b>- A great unit, but better done in KDK because of FNP and fearless. I'd take 1 of those options and be happy.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOg9Q0BrGAFJtHydpYU9N-138MmfH__5Hvk-R-JwWgKdn0ZX7JIM5krMP4So-xkpS0ulRO5D352MR0ygH-mwQPjTAEEtveO8NHOzDcS0e0LVniNPTwHeHvYA5fVjtw48WosNiyCtQj351C/s1600/IMG_7209.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOg9Q0BrGAFJtHydpYU9N-138MmfH__5Hvk-R-JwWgKdn0ZX7JIM5krMP4So-xkpS0ulRO5D352MR0ygH-mwQPjTAEEtveO8NHOzDcS0e0LVniNPTwHeHvYA5fVjtw48WosNiyCtQj351C/s320/IMG_7209.JPG" width="245" /></a></div>
<br />
<b>Screamers of Tzeentch</b> - The real anti-tank heavy lifters of the codex. Lamprey's bite could use a bump to S6, but otherwise is fine. Rending on slashing attacks would be fitting.<br />
<br />
Most importantly, I forget they have jink. I just need to remember that more often since, unless I've got a herald shooting a witchfire, it makes no difference if they jink or not. Stealth would represent the fluff as well. Overall though, they're solid as is.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihkSgijfsDUmb35bxfmNIu3GMqtqcv4ztc5qHd9njNe4Utt2KZculxkyNftg7B_RpSPVuTGKlodJXIh02sGIjCMHU44BKURyNt_xHGljZN5r7PmiM0duScU5n_kE9bCRROO28LzsQqdiSg/s1600/IMG_7126.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihkSgijfsDUmb35bxfmNIu3GMqtqcv4ztc5qHd9njNe4Utt2KZculxkyNftg7B_RpSPVuTGKlodJXIh02sGIjCMHU44BKURyNt_xHGljZN5r7PmiM0duScU5n_kE9bCRROO28LzsQqdiSg/s320/IMG_7126.JPG" width="320" /></a></div>
<br />
<b>Plague Drones </b>- Just a tad too expensive. Really, the biggest change would be to allow heralds on drones.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo79Bqbm8VllDs-SJeKbdUbGi5RjTvoy3cFbtIl2HXcyeLbV5RpNrTXU9yTi6Ze9HMpckLIEh87GQ_8vKQehJTjZsUhAKNbb8hbLMHwe4i5Oowpjki-FT327SK3SirEysjj0imheG9okV-/s1600/IMG_7244.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo79Bqbm8VllDs-SJeKbdUbGi5RjTvoy3cFbtIl2HXcyeLbV5RpNrTXU9yTi6Ze9HMpckLIEh87GQ_8vKQehJTjZsUhAKNbb8hbLMHwe4i5Oowpjki-FT327SK3SirEysjj0imheG9okV-/s320/IMG_7244.JPG" width="320" /></a></div>
<br />
<b>Seekers of Slaanesh </b>- Need a +1 toughness bonus like other cavalry, even if it bumps them to 13 or 14ppm. The heartseeker needs to be able to take a locus of grace, otherwise they die too easily to movement.<br />
<br />
<b>Furies </b>- They need models that aren't from the 80s. They're a decent, but forgotten choice. Not sure why there is a 5pt tax on them though. They're a decent herald escort for dirt cheap, just outclassed by the 4 units above.<br />
<br />
<b>Chariots </b>- The only thing this kit is useful for is herald bits.<br />
<br />
<h3>
Heavy Support</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTLT-630snEUc8VUVA7fODlgRpU0IvOm4gSTntU1YwMcnVRniA0YTJFMnAuDGqUJt8hFedsexD54O4KMebkR47plicKaelYyqeDtuBFZnHD_1AWfzQbXzf724bxRGINGYK_Tnipq5EiCAP/s1600/IMG_7157.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTLT-630snEUc8VUVA7fODlgRpU0IvOm4gSTntU1YwMcnVRniA0YTJFMnAuDGqUJt8hFedsexD54O4KMebkR47plicKaelYyqeDtuBFZnHD_1AWfzQbXzf724bxRGINGYK_Tnipq5EiCAP/s320/IMG_7157.JPG" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLTAZO2moqBavVwU2gjEmdalZlSXvkmptwbljeq4KqupeQMhnfEztvSezjokbRNVSm8p4ZuhidpyaBV8__spV28N6DKdgB0EACTvw8Jmvdz2r3vWGsBa9qQm0acM7rJfrZKo4vgulDdVuE/s1600/20140826_133230.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div>
<br />
<b>Soul Grinder </b>- A solid entry as is, but some of the options could use tweaking. A warpsword should drop to 15 pts max. Daemon of Khorne needs to do something. Right now it only effects you if you take the sword or lose your claw. How about make it BS5? It would make warp gaze worth taking, if it had a points drop. Tzeentch is reasonable, but not terribly useful at 5pts. Nurgle seems about right, but 15 is too expensive for Slaanesh unless we could run 6"+D6".<br />
<br />
Why are daemon engines worse in combat and slower than marine machines. I think they should be WS5, not 3 and at least I4. Right now, a regular old dreadnaught will often kill a soul grinder before they get to attack.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioEXaeSOnGF4BUmairajiUTCLhnyppPlhbAP0lVHrXmqg9KQ4bn7HuqLGkF-uLvr9bJiVKQPe42sSPm5eejS6xyaBqYZc8YoRVNv5EB4owtrO1aponhB2O-IJDzqpq-Z8nr02HYJWwPkOe/s1600/IMG_7102.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioEXaeSOnGF4BUmairajiUTCLhnyppPlhbAP0lVHrXmqg9KQ4bn7HuqLGkF-uLvr9bJiVKQPe42sSPm5eejS6xyaBqYZc8YoRVNv5EB4owtrO1aponhB2O-IJDzqpq-Z8nr02HYJWwPkOe/s320/IMG_7102.JPG" width="320" /></a></div>
<br />
<b>Skull Cannon </b>- The only way to get assault grenades, which is bollocks. More things need assault grenades or the whole mechanic needs to change. Ignores cover is nice against jink, but otherwise AP5 is too low. Ordnance or pinning would be a nice touch. More importantly, it needs to not be open topped.<br />
<br />
<b>Burning Chariot</b> - The fix to heavy weapons on chariots helps, and warpflame is still holding it back but most importantly the short range and fragility is killer. Blue fire needs 36" range and it needs to be able to split fire.<br />
<br />
<b>Chariots </b>- Not these pieces of shit again. Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-52062119078969799432015-12-19T12:22:00.001-06:002015-12-19T12:22:27.981-06:00Cork Bases Part 2: PaintingIn my <a href="http://houseoftherisingwaaagh.blogspot.com/2015/12/cork-base-post-tutorial.html">previous post</a> I went through the process of making the bases. Now comes the painting process. This is a little more straightforward. As with most things I paint, I will apply at least 3 layers - basecoat, shadow, highlight. Feel free to add as much detail as you want.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWJEyp_RDNAVVRKT1xnfb-p_j1dq20VnGLmybODYklzbs4qXmwVfYejzNgrR4mTfhY0YoFOsM7LHly6R4ypTB81yOXV2pLOMGqj0LZOF1-cWeyTgBbSh51TpYEkxX7RWu__DpJyIsacsBo/s1600/p1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWJEyp_RDNAVVRKT1xnfb-p_j1dq20VnGLmybODYklzbs4qXmwVfYejzNgrR4mTfhY0YoFOsM7LHly6R4ypTB81yOXV2pLOMGqj0LZOF1-cWeyTgBbSh51TpYEkxX7RWu__DpJyIsacsBo/s320/p1.jpg" width="226" /></a></div>
1) Prime black - My preferred primer is Color Decor right now. It's cheap and gets the job done. The nozzle is much nicer than the very bottom shelf primers. Any matte black will be fine though. <br />
<br />
One thing to keep in mind is that we need to remember which model goes with which base. You can use a marker on the underside of the base and cover with some masking tape so the primer doesn't cover it. Sometimes, I will drill small holes in a place that will be unseen.<br />
<br />
Because we sealed the base with the glue, the cork shouldn't absorb too much of the primer. It's still best to use short, sweeping bursts to apply the primer through several passes. Check all around, and the underside to make sure it is covered completely.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWwpzYLP9UoXpOgIcZJxqSI7QsJST08SBdZE-35N20LnwcYuyP5BybQ4Cge3zz5IglA5RY_46LZ4wpIh5KE68-dG_d45ZJJQGGHK5QnYnXAe03xE5J3XEhyphenhyphenrh25Ht33OOJx3KDufKsTZdb/s1600/p2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWwpzYLP9UoXpOgIcZJxqSI7QsJST08SBdZE-35N20LnwcYuyP5BybQ4Cge3zz5IglA5RY_46LZ4wpIh5KE68-dG_d45ZJJQGGHK5QnYnXAe03xE5J3XEhyphenhyphenrh25Ht33OOJx3KDufKsTZdb/s320/p2.jpg" width="244" /></a></div>
2) Drybrush grey - For this, I use a cheaper acrylic from the hobby store rather than one of GWs paints. It's half the cost for 3-4 times as much paint. Most of it will end up getting wiped on a paper towel anyways.<br />
<br />
I use a lighter grey called <a href="http://www.newegg.com/Product/Product.aspx?Item=9SIA7JB2R99969">rainy day gray</a> by Anita's from Joann Fabric store. Use a larger wide drybrush, dip in the paint, then wipe most off on a paper towel, and go to town on the bases. This is another important reason we seal with glue. No sand or cork should come off. If it does, consider adding more sealing coats in the future.<br />
<br />
We'll be painting over the sand directly on the base later, but it's important to still drybrush it so that it helps create highlights on the dirt.<br />
<br />
The grey will darken as it dries, so you'll want to make sure the coverage is good. Get in-between all the pieces and especially around the edges.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVwHmrxzqLcWFgyMKKLZeYeUNOkf7SQI3zmPPQ3-O17ususjSA3fxwrQfrnYSdo7S71rPxgbJERmsfw6idZYjMra8h4n4BpfbmkIX1dpUgUFIuJYjAb-SliepxSQjpNkod1TrBlr7AjzT3/s1600/p3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVwHmrxzqLcWFgyMKKLZeYeUNOkf7SQI3zmPPQ3-O17ususjSA3fxwrQfrnYSdo7S71rPxgbJERmsfw6idZYjMra8h4n4BpfbmkIX1dpUgUFIuJYjAb-SliepxSQjpNkod1TrBlr7AjzT3/s320/p3.jpg" width="212" /></a></div>
3) Drybrush longbeard grey around edges - I did use the GW dry paint here. We won't need very much, just touching up the edges. You can use a pure white or very light grey as well.<br />
<br />
I didn't touch the flat surfaces in this step, only the edges and other jagged points that are going to grab this highlight. Applying the lighter highlight to the flat rocks will wash out the overall base. You want to maintain some contrast.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOVy7uma2wcBrwGM4KnwrWFwxG7l3fAC0xY-EtF0Jkmc7ZCNYnb-uQAximtAwofh7ZSi2N2FJ9m4uaYm1TyubhLRU1ERRjAeH3ngKS8iNePmpFH_HKBgJmiw_yd_CYEGQ5bMS4G2Jl1NvP/s1600/p4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOVy7uma2wcBrwGM4KnwrWFwxG7l3fAC0xY-EtF0Jkmc7ZCNYnb-uQAximtAwofh7ZSi2N2FJ9m4uaYm1TyubhLRU1ERRjAeH3ngKS8iNePmpFH_HKBgJmiw_yd_CYEGQ5bMS4G2Jl1NvP/s320/p4.jpg" width="233" /></a></div>
4) Paint with thin mournfang brown - It's trick to water it down properly. It should flow into the sand but still stick to the higher parts.<br />
<br />
I paint most, but not necessarily all the sand. This includes sand spots I added to the cork and all the sand applied directly to the base. The sand up against rocks and bigger pieces can be left along as it helps blend the details.<br />
<br />
You don't have to be super neat here. It represents dirt that spreads and doesn't stay in neat areas.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1EDQGqi5GK7UTfBbrNXtNyFjTAHS_ft2pCxu1hXyhzgHnJe9uCuEppjBRh5wb-ZMC8WnyaGjmmTTsBE4SvrOzI83tGNIM_jEY5mxN_cCWgT8GpAvy9LLqYgG1PEjamRc8EBhUjmr38HuZ/s1600/p5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1EDQGqi5GK7UTfBbrNXtNyFjTAHS_ft2pCxu1hXyhzgHnJe9uCuEppjBRh5wb-ZMC8WnyaGjmmTTsBE4SvrOzI83tGNIM_jEY5mxN_cCWgT8GpAvy9LLqYgG1PEjamRc8EBhUjmr38HuZ/s320/p5.jpg" width="203" /></a></div>
5) Wash with agrax earthshade - Any dark brown wash will do here. You don't want one that's glossy at all. Since GW washes are expensive, you might consider using Vellejo dark brown wash as well.<br />
<br />
Make sure the mournfang is completely dry before starting. Cover all medium browns with the wash, ensuring it gets all the way to the lower levels and doesn't leave any air bubbles. In the picture above, you can see what it looks like after drying.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5M_FP8hWvcQEqXrSlD5NLUBQEe_SZMkyfcfw0OkMICHZPBaku5-_fKELJ_Rs9UUgLTBJ12IRryleFS_XQIqtoLS4q3t_P_PZgsmzOOmTjCbl8S_jKiac_qLy3BmC-jgZcx1Tl8RuqS1Qc/s1600/p6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5M_FP8hWvcQEqXrSlD5NLUBQEe_SZMkyfcfw0OkMICHZPBaku5-_fKELJ_Rs9UUgLTBJ12IRryleFS_XQIqtoLS4q3t_P_PZgsmzOOmTjCbl8S_jKiac_qLy3BmC-jgZcx1Tl8RuqS1Qc/s320/p6.jpg" width="208" /></a></div>
6) Drybrush the brown earth with a lighter tone. It depends on what you're going for, but your choice of lighter brown here will be dependent on your skill and what you have available. You have to be careful with this drybrushing step because you don't want to have to correct other areas. I use a small brush with tyrant skull, though I would like to try the new Sylvaneth Bark.<br />
<br />
Make sure the wash is completely dry. It will take at least an hour or two. I let mine dry overnight. In the picture above, I started painting a few items in step 7 while I was waiting for the wash to dry.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxFsfhCexW4jkTVJAS7pqBlY69MK28oi1npUUnf2Hly0juMK892YtNPxXHUHx27LVUuFe1GHyOxFJSB_sXKNcq8q_qgtS56E9-kQUDO4jjwNwj4hEnZrnY_wW3frDP1xMS_cEVVEWQjOia/s1600/p7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxFsfhCexW4jkTVJAS7pqBlY69MK28oi1npUUnf2Hly0juMK892YtNPxXHUHx27LVUuFe1GHyOxFJSB_sXKNcq8q_qgtS56E9-kQUDO4jjwNwj4hEnZrnY_wW3frDP1xMS_cEVVEWQjOia/s320/p7.jpg" width="227" /></a></div>
7) Basecoat bits - At this step, it's more a guideline of what to do rather than how. Depending on which bits you used, you'll have different painting methods.<br />
<br />
For any skulls, I use screaming skull. Bullet casings can be hashut copper or balthasar gold. Grenades are pretty much any green.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyWEMY3dcB_zEbvrhCs2tpti8fuFHjivsHhSyUhOD2DYTgYe8D-Ggro5KzGeC9T7FqrO3MLOyuQq2D5RPGr9SVyJwbPUQlmgg7bysAloMbJ2NvyDBF1XkPpdj7kfN0g1z_gHuOdtwJfs9s/s1600/p8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyWEMY3dcB_zEbvrhCs2tpti8fuFHjivsHhSyUhOD2DYTgYe8D-Ggro5KzGeC9T7FqrO3MLOyuQq2D5RPGr9SVyJwbPUQlmgg7bysAloMbJ2NvyDBF1XkPpdj7kfN0g1z_gHuOdtwJfs9s/s320/p8.jpg" width="233" /></a></div>
8) Wash bits - Next apply the appropriate washes. Thinned earthshade for skulls, nuln oil for casings, camoshade for grenades, etc.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8YdMhGqDGpxqegsQFkrwDMmt8ZtH-yfXfK0zxlMl2_WIQHlpeZgzYwHgV1LT6QjbGemwBYCDNGmrS5zrNnp5cL6ZKVxkuhjTqJC9D5EH-Qu1VSS3JUdjKs4elnO7UuULu-aGV7pvXSp85/s1600/p9.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8YdMhGqDGpxqegsQFkrwDMmt8ZtH-yfXfK0zxlMl2_WIQHlpeZgzYwHgV1LT6QjbGemwBYCDNGmrS5zrNnp5cL6ZKVxkuhjTqJC9D5EH-Qu1VSS3JUdjKs4elnO7UuULu-aGV7pvXSp85/s320/p9.jpg" width="236" /></a></div>
9) Clean edges - This step is actually out of order. Cleaning the edges should be the last step, but I grew impatient waiting for the washes in step #8 to dry and went ahead with it.<br />
<br />
My biggest problem with Abaddon black is that it is more of a satin finish than a true matte. The edges should be fully matte You can mix in a medium or go with another company's black. My current favorite is FolkArt licorice. It does need to be thinned down appropriately, but it's a fantastic paint and goes on as matte as can be.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUa-MtvvxxmgDP9eMdxACGOCtLwWoSoJKAoIhIXxjhuzDxs1h5AxA_UWEgMxk3IdmmbcVgrgpA-qDSe6BQVABV6KdfTnsj6ADNGoyXb5vydkxL68l9ixNSXT5Z_93Uc0vPUtWosIm8qhxS/s1600/p10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUa-MtvvxxmgDP9eMdxACGOCtLwWoSoJKAoIhIXxjhuzDxs1h5AxA_UWEgMxk3IdmmbcVgrgpA-qDSe6BQVABV6KdfTnsj6ADNGoyXb5vydkxL68l9ixNSXT5Z_93Uc0vPUtWosIm8qhxS/s320/p10.jpg" width="235" /></a></div>
10) Detailing and highlighting the bits is the final step. Most metals will have a light drybrush of necron compound on them. For skulls, I use screaming skull mixed with glaze medium. You can just thin them down, you really don't want a heavy line highlight on the skull.<br />
<br />
When you apply the model, you'll want to scrape off some of the paint on the metal or use very rough sand paper, which will also help the pin to grip into the model.<br />
<br />
You could apply a matte spray varnish at this step or wait until the model is on the base. This way you don't have to worry masking off some areas where the model will rest.<br />
<br />
A lot of modelers will add flock or moss patches. I've never personally used flock but it can look great as well. Some tiny bright green moss patches would look outstanding here adding a little pop of color. These bases are for Renegades and I want it to reflect a dead, barren land without any life.<br />
<br />
It is a lot more work than plain bases but really makes the model stand out and truly 'finishes' the model. You can make more elaborate scenes for characters or make the bases slightly higher so they stand out. Overall, I enjoy building my own bases. I plan on using my own custom bases for all of my 30k models, primarily out of necessity since I want them on 32mm bases.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-90505802317365119182015-12-10T16:21:00.000-06:002015-12-15T10:03:58.651-06:00Cork Base Post Tutorial<h2>
</h2>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji4iNZwjDT_sKVhOkB_Z1IJtIVa7rNGPc91vn1YnjmZdeRt0UyvI3TCxVFzbvtpnisBNPrqzPqE_kGzmv0oLuXQrnebMS6qGnfIND-hNQCuwY7ZZ6BzxGHl6KSfE3ocBh3WU9unkzhyphenhyphenqls/s1600/20151109_202604.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji4iNZwjDT_sKVhOkB_Z1IJtIVa7rNGPc91vn1YnjmZdeRt0UyvI3TCxVFzbvtpnisBNPrqzPqE_kGzmv0oLuXQrnebMS6qGnfIND-hNQCuwY7ZZ6BzxGHl6KSfE3ocBh3WU9unkzhyphenhyphenqls/s320/20151109_202604.jpg" width="320" /></a></div>
<br />
The <a href="http://puppetswar.eu/product.php?id_product=260">Barghest Fiends</a> are a great replacement for the aged and expensive Flesh Hounds of Khorne kit. Given the size of the model, two wound status, and board control aspect, it's appropriate to put them on 50mm bases. Friends have told me that newer versions of the kit have 50mm bases, so that's what I'm going with for my hounds They look quite oversized on a 40mm base.<br />
<br />
The 50mm bases are still pretty scarce. First introduced with Centurions, slowly more kits are using them, especially ones with multiple wounds. Resin bases are rare and expensive, usually $3-$4 per base, which adds significantly to the cost. It's been on my list of hobby activities for a while, so this was the perfect chance to create my own bases using cork and other materials.<br />
<br />
For this post, I'll be making my own 60mm bases that I'll use with Renegade sentinels. The same method works for bases of any size, just scale down how much material you use.<br />
<br />
<h3>
Materials</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfC0xCOJB5f57SA5m5gJMNfDlmHpLopf2b-ootPHi4a8hiyQM-lHDsPni8ckT2IfrveqT-L_HZHj4ttgopsOu9nbqNBWESDw7JWkac2rrxG0SXFpC-kzzzGwAioeWJGVUrhLTvVGXRBypJ/s1600/2b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfC0xCOJB5f57SA5m5gJMNfDlmHpLopf2b-ootPHi4a8hiyQM-lHDsPni8ckT2IfrveqT-L_HZHj4ttgopsOu9nbqNBWESDw7JWkac2rrxG0SXFpC-kzzzGwAioeWJGVUrhLTvVGXRBypJ/s320/2b.jpg" width="180" /></a></div>
<br />
<ul>
<li>Round plastic bases</li>
<li>Cork material</li>
<li>Polyurethane Glue or hot glue gun (I use Liquid Nails) </li>
<li>Sand and tiny rocks</li>
<li>White glue (like elmer's)</li>
<li>Cheap or old brushes (for spreading glue)</li>
</ul>
Optional<br />
<ul>
<li>Superglue</li>
<li>Your bit box </li>
<li>Metal pins</li>
<li>Drill </li>
<li>Bit to match size pins such as a 1mm (1/64in) bit </li>
</ul>
Most of the materials you're already going to have as a modeler. You want to use the bases that come with the model as your foundation. You can use any old bits you have in your box to add character, but aren't strictly necessary. Most modelers already have super glue -- note that plastic glue won't work -- I use loctite gel. The polyurethane glue can be just about any waterproof glue that dries kinda rubbery. Liquid nails is a little expensive, but very good as it holds the cork in place, but hot glue guns work as well.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEvrPLf5hf_6JyV_UWjWSFi29qdDWPSA3mTyJYXK0ZUnsehPzQR3HhigmNonh4nRYlTnjMhRcscYF0F4_aNe4PJ1vjvSkzThFOV8K-lO15scqw7PaUkc8o81kV7kL4SU29-OARr3RItkEe/s1600/1a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEvrPLf5hf_6JyV_UWjWSFi29qdDWPSA3mTyJYXK0ZUnsehPzQR3HhigmNonh4nRYlTnjMhRcscYF0F4_aNe4PJ1vjvSkzThFOV8K-lO15scqw7PaUkc8o81kV7kL4SU29-OARr3RItkEe/s320/1a.jpg" width="320" /></a></div>
<br />
The cork material can be found in numerous sizes at nearly any craft store like Michael's. I bought the roll in the lower left of the picture for around $4 and it should last for hundreds of bases. I also used some old cork coasters from a pack of 4 for a thicker material. I know Ikea has a stack of mats for only a few bucks a pack.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKg40XO-uIlqusYKO4Dc8FI_G6rjD7gTLVYF-Nrz1Rws7rGFUUdwRdUUpPGHtVXW4zPyfVdhNXcrPzwRInAZJG5q8HGuAyLIdU-g9mlsvaOG0ku2jcfA2brz-6ktYuHogsFlNYkdOVi-Km/s1600/3a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKg40XO-uIlqusYKO4Dc8FI_G6rjD7gTLVYF-Nrz1Rws7rGFUUdwRdUUpPGHtVXW4zPyfVdhNXcrPzwRInAZJG5q8HGuAyLIdU-g9mlsvaOG0ku2jcfA2brz-6ktYuHogsFlNYkdOVi-Km/s320/3a.jpg" width="320" /></a></div>
<br />
<h3>
Step 1 - Create cork rock faces</h3>
Tear off the cork in irregular pieces. You want no flat edges. These should cover most of your base, but as you get more comfortable you can start tearing off strips and layering them.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrCXxw8_K2sV1SnVDxaTNIQ_NP05TMxg4jmXOdLMu09gRG5J7zedYT4pPyz3SVP_tI2DE0yzG3ucwdEJJreP33ZYOdvb1A9RmeNO-eBL2WQQ7d5gCdhko6sd666QmiCkmxg-BV6-Eapq9D/s1600/2a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrCXxw8_K2sV1SnVDxaTNIQ_NP05TMxg4jmXOdLMu09gRG5J7zedYT4pPyz3SVP_tI2DE0yzG3ucwdEJJreP33ZYOdvb1A9RmeNO-eBL2WQQ7d5gCdhko6sd666QmiCkmxg-BV6-Eapq9D/s200/2a.jpg" width="121" /></a></div>
<br />
Make sure you save every little piece that you tear off. I keep them in a back. they make great rock and can be mixed in later to add texture.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv2A-CH-RRP_cpAJ8SD1k8hXvCJMB1PHWhyaQucU-eCNA6iY4p2Np5ebROBtAxY9RXaiuFM68yb0HUm9LqI_mdMDMxtULhhErJP_5gBypbGcmzAWUYzc6O6phM24N4hryXlDei-P5GWujK/s1600/3b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiv2A-CH-RRP_cpAJ8SD1k8hXvCJMB1PHWhyaQucU-eCNA6iY4p2Np5ebROBtAxY9RXaiuFM68yb0HUm9LqI_mdMDMxtULhhErJP_5gBypbGcmzAWUYzc6O6phM24N4hryXlDei-P5GWujK/s200/3b.jpg" width="200" /></a></div>
<br />
Stack the pieces on the base and glue down with the polyurethane glue. Cover any surface that will contact the base of other pieces of cork with the glue and press down. You generally don't want to use so much that the glue squirts out the edges. If it does, you can use a tooth pick or something small to scrape it away before it dries. If you miss some, it's not a big deal, we can glue sand over to mask it later.<br />
<br />
You don't have to cover every little bit of the base, as that can be covered with sand or other materials. Here's an example of using pieces of varying thickness.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsiknnX-9k9-Xv3L7sp2hm9lDHwEyV0RfypqKeZSnNxbTGlgchBEn_q2YXb31slaQc_WMB4J_QcwBVDvoouc_HsjGbAZg6hIlyFCIF5G_WQRyM0fwrr_Fvi2vtOtMgixMJfBae4FjWrXfJ/s1600/3c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsiknnX-9k9-Xv3L7sp2hm9lDHwEyV0RfypqKeZSnNxbTGlgchBEn_q2YXb31slaQc_WMB4J_QcwBVDvoouc_HsjGbAZg6hIlyFCIF5G_WQRyM0fwrr_Fvi2vtOtMgixMJfBae4FjWrXfJ/s200/3c.jpg" width="200" /></a></div>
The cork in a roll has a tendency to curl. The best thing to do is place the bases between some medium weight books while they dry. In the middle of a stack of magazines works well because they are flexible enough to adjust to the size of the base, not not too rigid to make them glue irregularly.<br />
<br />
Keep in mind how the model will fit on the base at this stage. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivmZOv4ay24_GMfh6bZBW3_hdLVwOeYOIcLwRLghJIKZ1YmHprTODrOp91ICyuwFwm7b7cLWKhwDUQfvM2cTJWEMGwhnhmh9CHyKtjRtJ9QHbZya5rUVx02eQj4l9o4FS5BEeGhqPc2T6H/s1600/4a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivmZOv4ay24_GMfh6bZBW3_hdLVwOeYOIcLwRLghJIKZ1YmHprTODrOp91ICyuwFwm7b7cLWKhwDUQfvM2cTJWEMGwhnhmh9CHyKtjRtJ9QHbZya5rUVx02eQj4l9o4FS5BEeGhqPc2T6H/s200/4a.jpg" width="149" /></a></div>
<br />
<h3>
Step 3 - Mark off where the model will stand</h3>
Cork is softer than the plastic material of the base so it needs to be able to support the weight. If you have a heavier (esp metal) or unbalanced model like the sentinels I'm using, you'll have to pin them, which I'll cover later.<br />
<br />
At this point it's a good idea to go ahead and place the model you're going to use on the base and make sure that it will fit.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5OqvGv28s943Ltt6zjwa5zAuwE23a1Ji32Q5IJ2Iy_NyLTdxlFbG5oo-R0iZxPOWaUfLewmHh7qcYJaQf7VndIA8yBIblt3Ovnk_q-U-572QL1Zo-emoLsypmTHEwvw4ackrRSTYAaEZ/s1600/4b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5OqvGv28s943Ltt6zjwa5zAuwE23a1Ji32Q5IJ2Iy_NyLTdxlFbG5oo-R0iZxPOWaUfLewmHh7qcYJaQf7VndIA8yBIblt3Ovnk_q-U-572QL1Zo-emoLsypmTHEwvw4ackrRSTYAaEZ/s320/4b.jpg" width="320" /></a></div>
<br />
I prefer to use a marker to indicate where the feet will touch the surface. You want to make sure that you don't end up gluing sand or other bits in the same spot.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIpV5ME6prcF0PcGCvszsSgCjIV3QnGxRBhtzJwy_RonYmQutAOMybrmy-CWoYkc-VBn63yoKzfw6ey8U99egLZW2b4945hlvQvnna_5Qig_p5S_Zx2mHXHn6CHPoYpKl5hgQCkJOdxxYG/s1600/2c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIpV5ME6prcF0PcGCvszsSgCjIV3QnGxRBhtzJwy_RonYmQutAOMybrmy-CWoYkc-VBn63yoKzfw6ey8U99egLZW2b4945hlvQvnna_5Qig_p5S_Zx2mHXHn6CHPoYpKl5hgQCkJOdxxYG/s320/2c.jpg" width="320" /></a></div>
<br />
<h3>
Step 4 - Adding character</h3>
With the cork in place, we can add a little character to the model. I've got a huge bit box with loads of parts to glue to the base. For instance this can also include anything you've had to clip off of models. In the above picture, I have bits from the dark vengeance box as well as assault on black reach, so ork magazines, old grenades, and spent shells.<br />
<br />
I also have a collection of tiny rocks from all over. These are slightly bigger than sandbut not quite pebbles. Often you can find these sizes at garden stores or aquarium shops. You can have jagged rocks or smooth, it's up to you.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfe8IGFjIXHl2MMKRuDpel8qx-MyZYVjzwtX9TNaqxLCDxI4AJdhFTQBOGxTwK-dw7mdd5ibIlC4f5PEFVXYRexY_0Gi6pRWm7LOXuC9eiKbn6GbFKO6juZIOAV-fUpzq9XrlasCSPkaCV/s1600/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfe8IGFjIXHl2MMKRuDpel8qx-MyZYVjzwtX9TNaqxLCDxI4AJdhFTQBOGxTwK-dw7mdd5ibIlC4f5PEFVXYRexY_0Gi6pRWm7LOXuC9eiKbn6GbFKO6juZIOAV-fUpzq9XrlasCSPkaCV/s320/5.jpg" width="320" /></a></div>
<br />
Glue a few pieces onto the base using the superglue. You don't want to go overboard. Just think of the model as being part of an active battlefield. A lot of used shells, or broken parts just lie about. Little piles of rock can fill in areas. Larger rocks can lean up against bigger pieces of cork to cover to hide imperfections.<br />
<br />
I prefer not to use dead models of other factions too much. It's hard to make the model look authentically dead and, especially in a unit, draws too much attention away from the model itself. Unless you're going for a diorama or specific theme, it's best to stay away.<br />
<br />
<h3>
Step 5 - Adding sand</h3>
Take a look at your base and think about where sand/dirt/grit/gravel/etc needs to be. It may look like tiny sand, but at this scale, can be dirt mounds, rocks, or pretty much anything. It's good to have a mix of sand sizes. Really fine sand can be found where they sell aquarium supplies, usually sold as fine grit ballast. Hobby stores sell varieties of sand near the artificial plants. I bought a bag of medium sand from the dollar store. Worst case, just grab a few handfuls from a sandbox, but make sure to let it dry. I use a mix of really fine sand, medium grit sand, and ground up cork (the smallest bits that are leftover).<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtOgZeDoxWX4VHaIszVdZDTE9w9UXkwNXpi4AYnguPidBkd3VC2WZJ71nHB84F-BD1m40xiaFuO4xyVRSebd19rOlncZQWUZqaC9irM-Kg-zc8Z-qyfvqQj3YAUvI8JaTcvqHR46dR6v8d/s1600/6a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtOgZeDoxWX4VHaIszVdZDTE9w9UXkwNXpi4AYnguPidBkd3VC2WZJ71nHB84F-BD1m40xiaFuO4xyVRSebd19rOlncZQWUZqaC9irM-Kg-zc8Z-qyfvqQj3YAUvI8JaTcvqHR46dR6v8d/s200/6a.jpg" width="112" /></a></div>
<br />
In order to secure the sand to the base, we use thinned down PVC glue. It should be about the consistency of GW layer paint. For my bases, I added glues on all bare spots on the base as well as some spots around edges of stacked pieces maybe even a few random spots. This is where you can cover up any of the glue that squeezed out the edges.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGsvW2b7-NBRB7PEgs8PivL3DoT73_fMq1LmZ3SkgZ7fHAeUExWpiGb5YpaQul5ZcWhs_wxHIQNepBa7k_HliZXewjeSMHjawvv6UDHh2ZEG7ENeUgjJEoc604Qq1GYNtnsuha7g6WnlVM/s1600/6b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="307" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGsvW2b7-NBRB7PEgs8PivL3DoT73_fMq1LmZ3SkgZ7fHAeUExWpiGb5YpaQul5ZcWhs_wxHIQNepBa7k_HliZXewjeSMHjawvv6UDHh2ZEG7ENeUgjJEoc604Qq1GYNtnsuha7g6WnlVM/s320/6b.jpg" width="320" /></a></div>
Then cover the base completely in the sand mixture and shake around so that it gets into all the areas. You'll want to do this in a container of some sort so you can reuse it again.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl7aJNvIEfgZshwiiwtg9U0lk044jLBQxY2GGk-G3xm-GwyVM0hn9cGnjoLD22K-zr9yfIirzVuCTi_PIGAxJV2UW_3iIn0PJoJSR0qbeGkuC02c-YFV2qHzFDSAw1QkgotbNOgKzAipOX/s1600/6c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl7aJNvIEfgZshwiiwtg9U0lk044jLBQxY2GGk-G3xm-GwyVM0hn9cGnjoLD22K-zr9yfIirzVuCTi_PIGAxJV2UW_3iIn0PJoJSR0qbeGkuC02c-YFV2qHzFDSAw1QkgotbNOgKzAipOX/s200/6c.jpg" width="134" /></a></div>
<br />
You can see the little bits of cork in there as well as the different sizes of sand. Smaller pieces will fill in the areas between all the larges pieces. Shake it off right afterward and you should get something like the below. Maybe even give it a little tap to make sure the loose sand comes off.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihVZoNyFWzt4VfolWG8c_5I53K4FCl2zlX0itZX9zrQzyJ-Wabbt3wsJ8d1SB2srbJmoIC8PyCxiO0OB19_Jriy-yHJ1FJRJqS_MENRi_84a3htxoZ-01aEbX17qsBuK4VhTP3D8nHRPKJ/s1600/6d.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihVZoNyFWzt4VfolWG8c_5I53K4FCl2zlX0itZX9zrQzyJ-Wabbt3wsJ8d1SB2srbJmoIC8PyCxiO0OB19_Jriy-yHJ1FJRJqS_MENRi_84a3htxoZ-01aEbX17qsBuK4VhTP3D8nHRPKJ/s320/6d.jpg" width="296" /></a></div>
<br />
<br />
<h3>
Step 6 - Sealing the base</h3>
After the sand has had a chance to fully dry, make sure to remove any sand that is on the markings you made for the feet, otherwise, the model won't stick. Give it another tap to make sure all the loose sand comes off, but not too hard.<br />
<br />
We need to seal the base at this point otherwise, the paint won't stick and sand will come off all the time.<br />
<br />
For this you'll want to use even thinner PVC glue. This should be closer to a wash. It should be able to flow freely into all the cracks and crevices of the base.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgCGHMqGkQVV9jAA2cZePO5N3K4k5vQ6WDDzQWrYvwihXVnDCVlMNubG_YRYI8XyB587TjYZfys5dZl8EPQdeIpRrJip3YDpPjaA_busYjLBS-1hrhSHMgtPdZ4fvqZ3CvO3u0uuHw7tiI/s1600/7a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgCGHMqGkQVV9jAA2cZePO5N3K4k5vQ6WDDzQWrYvwihXVnDCVlMNubG_YRYI8XyB587TjYZfys5dZl8EPQdeIpRrJip3YDpPjaA_busYjLBS-1hrhSHMgtPdZ4fvqZ3CvO3u0uuHw7tiI/s200/7a.jpg" width="163" /></a></div>
<br />
Paint over the whole base with the thinned down glue, make sure to get the sides of the cork (not of the base itself) and even underneath any parts that hang over. Don't let it pool too much on the sand. If it's too watery it will loosen it.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPQMZMbDBREDbeqp4UBczbjGQ2ia4-xS4k682oROGXLOMs9ENmvfesEzC1-jdpUTaw55mwB7sR7-y6WRFPbimnPGNPSFOabie3GFxgOykq0oraX86s8lXjN7FlzfssOQs5InZVUyywFXsh/s1600/7b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPQMZMbDBREDbeqp4UBczbjGQ2ia4-xS4k682oROGXLOMs9ENmvfesEzC1-jdpUTaw55mwB7sR7-y6WRFPbimnPGNPSFOabie3GFxgOykq0oraX86s8lXjN7FlzfssOQs5InZVUyywFXsh/s320/7b.jpg" width="320" /></a></div>
<br />
It will take a while to dry. Once it has dried completely apply another coat. The cork should be firm and the sand shouldn't come off when rubbed or shaken.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRjHjAyopvDnbxqwG56Fp54QT9cGHMA-z27tUer6dX6wN06dtZTR6QnT34TK0ssyg62LQZDzipaSpDY59pSAfawTRzzEI2sdzDj9lfcFqT8z8QPH6HJTJoIeiWd9E7ZDGdCHfEZTRUL41I/s1600/8a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRjHjAyopvDnbxqwG56Fp54QT9cGHMA-z27tUer6dX6wN06dtZTR6QnT34TK0ssyg62LQZDzipaSpDY59pSAfawTRzzEI2sdzDj9lfcFqT8z8QPH6HJTJoIeiWd9E7ZDGdCHfEZTRUL41I/s320/8a.jpg" width="320" /></a></div>
<br />
<h3>
Step 7 - Pinning</h3>
<br />
If your model is small or light you may not need to pin it. The sentinels will rip the cork right off the base if I try to only glue to the cork and they aren't pinned. It's much easier to cover up any errors if we do this before painting, so this is the final step before the primer goes on.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDy4BlLXxuiuCfFv9osZPgwrsQzoxj2FiaEQaC2OyTKTaxTKmXSS64xrRDR5lFVGGn1TWZ3y1B6XG7XxnROSvM7-fHNeleMDOyVKzuaDVVyeZOWckHSrg4irnqI_CkqhHYCKEOIIZap2qc/s1600/8b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDy4BlLXxuiuCfFv9osZPgwrsQzoxj2FiaEQaC2OyTKTaxTKmXSS64xrRDR5lFVGGn1TWZ3y1B6XG7XxnROSvM7-fHNeleMDOyVKzuaDVVyeZOWckHSrg4irnqI_CkqhHYCKEOIIZap2qc/s320/8b.jpg" width="320" /></a></div>
<br />
Line up the models again, clear any sand from under the glue points, and make sure the model is balanced. With 60mm bases, that's not too much of a problem, but certainly on 25mm bases or with metal models it could be a problem.<br />
<br />
With a thin GW base, there isn't much material for the glue to grip on other than soft cork. My preferred solution is to use dress pins or nails where the head rests against the bottom of the base. This provides stability for the pin itself and are dirt cheap. In this case, I used some small nails that come in a variety pack from the dollar store due to the size of the sentinel put usually I use <a href="http://www.amazon.com/gp/product/B00AQ6P4V8?keywords=dressmaker%20pin&qid=1449780213&ref_=sr_1_1&sr=8-1">dressmaker pins</a> that are stupid cheap. You want the ones with flat heads, not round.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCdfvq37QD8_-zUAklQ9Zbc1RhuF7mAeRt6cqAUJeepEdjAuI2Qkxqaq60TQhVfOA1cNnXb7BOAypxuiaov0F6U0VuRWR-16krSMKyOZSnqf_ZX8WCEX0ZcHbPAn6oB2dmT-PBrakWu-MV/s1600/20151210_100720.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCdfvq37QD8_-zUAklQ9Zbc1RhuF7mAeRt6cqAUJeepEdjAuI2Qkxqaq60TQhVfOA1cNnXb7BOAypxuiaov0F6U0VuRWR-16krSMKyOZSnqf_ZX8WCEX0ZcHbPAn6oB2dmT-PBrakWu-MV/s320/20151210_100720.jpeg" width="320" /></a></div>
<br />
It really helps to have a hobby drill like a dremel. It has so much uses -- cutting nails, drilling holes, rounding points, or grinding off huge resin chunks. Drill the holes in the feet to the appropriate size. It takes some manual checking and adjusting to make sure they are at the right angle.<br />
<br />
I ended up clipping, rather than sawing the nails to get them down to size. I double checked that every hole lines up with it's nail. This was the most precise and time consuming part of the whole process for me.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB8PPa7wmzj-jLP1SALJ1JexWouud4ZnbA-gy4sJD8wOBq9hCsVek-MkmtawK88HFyUpbZbSlKteJ4rAH5PNLdaGJMnxvlAsYwH1peOX4eo4Fmo0GhZ-1tu2hU3tDRTDIY45f2_IyNXB0T/s1600/9a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiB8PPa7wmzj-jLP1SALJ1JexWouud4ZnbA-gy4sJD8wOBq9hCsVek-MkmtawK88HFyUpbZbSlKteJ4rAH5PNLdaGJMnxvlAsYwH1peOX4eo4Fmo0GhZ-1tu2hU3tDRTDIY45f2_IyNXB0T/s320/9a.jpg" width="320" /></a></div>
<br />
If you've lined up the nail correctly they should be able to slide into the drilled holes and you'll want to test them all.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgY2z7oMGnRMFSOxqCaY6N8tf88246NfqZB42RtInYTnPGPBgasEXezYHP6zUOrTOpzod8D8ZEhhfEnEvzHqeoEQeLo3YMcF6Mjl-8tEjEoRoiB3pefQyMcetBH8ngAIPo1gmEcnaw31vUf/s1600/9b.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgY2z7oMGnRMFSOxqCaY6N8tf88246NfqZB42RtInYTnPGPBgasEXezYHP6zUOrTOpzod8D8ZEhhfEnEvzHqeoEQeLo3YMcF6Mjl-8tEjEoRoiB3pefQyMcetBH8ngAIPo1gmEcnaw31vUf/s320/9b.jpg" width="320" /></a></div>
<br />
Above, I have all the pins inserted and glued to the base.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8xJI7J234wgATpthVIb4FRWWtafp9NtDFI6JgDrga2ipCPU9-bOPX4fTbXoNMNlhRughBllgVptty8e-CDdrsccBExXZxck_-rfDvvyu_OpVbnh8Arzhaa9d85E0sSc5TL0X4B0mpwN4X/s1600/10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="153" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8xJI7J234wgATpthVIb4FRWWtafp9NtDFI6JgDrga2ipCPU9-bOPX4fTbXoNMNlhRughBllgVptty8e-CDdrsccBExXZxck_-rfDvvyu_OpVbnh8Arzhaa9d85E0sSc5TL0X4B0mpwN4X/s320/10.jpg" width="320" /></a></div>
I don't glue the sentinels to the base ahead of time. I almost never glue the models before priming and painting, though most people do. These models in particular though, I'm going through a much different process painting the sentinels that doesn't make sense for the bases.<br />
<br />
Nevertheless, they are ready to be primed and painted. I'll cover that in a follow up post sometime soon.<br />
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-37544508043479941222015-05-27T09:35:00.001-05:002015-05-27T13:38:14.089-05:00Blog Post Backlog, Tournament Result<div dir="ltr">
I have developed quite the writing backlog offer the last two months. Between moving, work, and holidays not to mention the rapid fire codex releases I haven't had a chance to write at all. My most recent post was actually written over a month ago, but it took me forever to get pictures taken.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
There are a lot of projects I have completed (or are nearing completion) that I want to write about.</div>
<ul>
<li>
Changes to terrain in 7th edition have prompted me to start building my own</li>
<li>
My series on </li>
<li>
Status update on Daemons</li>
<li>
Pink horrors</li>
<li>
Nurgle completion</li>
<li>
Daemon tournament lists</li>
<li>
Status update on Grey Knights conversions</li>
<li>
Ork bike list ideas</li>
<li>Ork lootas, rokkits, tankbustas </li>
<li>
Renegades army list</li>
<li>
Chaos space marine ally lists</li>
<li>
Alternate artillery models and scratch builds</li>
</ul>
<div dir="ltr">
<br /></div>
<div dir="ltr">
With no shortage of topics, I should have plenty to write about. Taking pictures is a bit harder since my models are packed away for the most part.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
Plus trying to find time to actually fit in some games is getting harder. I was able to get in a tournament several weeks ago. This was the first with my Daemons and I was worried I'd be outclassed by a lot of nastier lists (i.e. Necrons, Eldar, Imperial Knights, Skitarii, Thunderwolf cavs, etc). I brought my usual Slaaneshi force (seekers, daemonettes, soul grinders) along with 2 large squads of pink horros and 2 Heralds of Tzeentch. The summoning was terrific. Between portalglyphs, double 6s from the warp storm, and maelfic daemonology I think I ended up with more models on the table than I started with in every game. </div>
<div dir="ltr">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAdnO0lzL_ON4pjWH-cJlbuvZHMS6Aap71VTAhX31Anc-3tAbpb51Z7bg-Xyd3Kr_Ffb5m9cQdMUS8WNuaRz-6CDVoUbPB4pa6ytRSB9KehpApDSM9z6kG9p2VIzk-mCikRzQ7MdDvHR4m/s1600/20150513_233751.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="197" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAdnO0lzL_ON4pjWH-cJlbuvZHMS6Aap71VTAhX31Anc-3tAbpb51Z7bg-Xyd3Kr_Ffb5m9cQdMUS8WNuaRz-6CDVoUbPB4pa6ytRSB9KehpApDSM9z6kG9p2VIzk-mCikRzQ7MdDvHR4m/s320/20150513_233751.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I finally built terrain</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<div dir="ltr">
I placed 2nd, going undefeated. Unfortunately, an eldar list chaser won with a wraithknight and jetbike spam. I got lucky and avoided eldar, imperial knights (none present), wraiths, and TWC. </div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
I did face a nasty Dark Eldar corpse thief list. I couldn't do anything to it, but it was too slow to get much done. The necron list was built around a destroyer cult designed to take down knights and MCs. Whether Str10 AP1 or Str5 ap-, it's the same to a squad of daemonettes. In both of these matches I benefited from cursed earth in each squad so I was usually rocking a 3++. I struggled to kill any of the destroyers or ghost arks since my 6s were cold. The last turn saw an amazing recovery where my seekers, who had multi-charged 2 destroyer squads, then got charged by a destroyer lord, finally, in the 4th round of combat, won and my opponent failed all 3 Ld9 tests then I swept all 3 (I7 vs. necrons will do that).</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
The final round was an anti-meta CSM zombie list with a few squads of melta-chosen and 2 heldrakes. My list was a pretty hard counter to that. I kept summoning more squads to the board to throw into the zombies and grind them down. Daemonettes are really good for that. Plus Typhus failed a charge and a Soul Grinder promptly snipped him in half. A couple of different rolls his way would have made a draw, but it ended up being a pretty big win, not to mention revenge for a loss to him last year against his centurion star.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
Overall, I was happy with how I played. Unfortunately, 2 of the matches only got to turn 3. In the third, it would have just meant a more convincing victory, but in the first it would have been much closer. The 2nd game went at least 4 turns, but that was pretty well decided. I should work on moving faster though I can't say my opponents were all that fast either.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
I didn't make any major rules mistakes or forget something like I have in the past. In previous tournaments I've forgotten to deploy a unit to start the game, allowed my bikes to get swept because I forgot mob rule, didn't realize Zhadsnark had skilled rider, forgot warp storm, and forgotten fear tests. Well, fortunately I didn't have any major haunting mistakes and was upbeat throughout. I even remembered to throw blind grenades, although they did nothing. The warpstorm wasn't as awful as it could have been and actually benefited me with an extra unit twice (I still can't recall ever rolling the +1 invuln, though I seem to roll -1 invuln every other match). However, I still have yet to remember a fear test. It only would have mattered in the 2nd game, but nevertheless, I would like to remember it.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
The most important take away is that I need more variety. Once I got off incursion (which I did in every match), I couldn't summon anything else because I don't have the models. I'd like to get at least some screamers to take down armor so I don't have to rely on rolling sixes (touch of rust, rending). Flamers of Tzeentch would be nice to drop in for firepower. I'd also like a skull cannon for more Str8 plus it will help the grenade issue seekers have. Vehicles continue to be my weakness, with explosions being particularly rough on the daemonettes.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
Right now, I'm focused on building a Renegades army, completing the painting for my small factions GK, Inquisition, and assassins as well as all my Daemons. Still no interest in my BA. Orks are hanging around, but I need more bikes first.</div>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-72758595927408510662015-05-19T15:37:00.000-05:002015-05-19T15:37:04.033-05:00Grey Knight Warlord Traits<h2>
Grey Knight Warlord Traits</h2>
The Grey Knight Warlord table sucks. There's no way around it. Let's take a look before we decide what we really want to roll on:<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieX1_Pbf_SILlWWxtm1HzNgNYPTJL7i9PXkS4XTpNNYApnCYNuLA0CdQen8Ciw0v9z470njUVxhkbcjyVM1T9eMya61f8lBlGb_akgBy-YQ-HHqyop7zWINbBkIV7fgjHkoBM85i86SHtY/s1600/20150519_151832.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieX1_Pbf_SILlWWxtm1HzNgNYPTJL7i9PXkS4XTpNNYApnCYNuLA0CdQen8Ciw0v9z470njUVxhkbcjyVM1T9eMya61f8lBlGb_akgBy-YQ-HHqyop7zWINbBkIV7fgjHkoBM85i86SHtY/s200/20150519_151832.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">GK Librarian</td></tr>
</tbody></table>
<br />
<ol>
<li><b>Daemon-Slayer</b> - <i>Hatred (Daemons) and manifest Banishment on a 2+, Draigo has this standard. </i> Obviously great if you're playing against Daemons, but useless against everyone else. You already have Preferred Enemy Daemons so hatred doesn't help you all that much and every unit has Banishment, but it might save you a few WC since you'll only throw 1 die at it.</li>
<li><b>Hammer of Righteousness</b> - <i>Hammer of Wrath for the unit, Crowe's default trait</i>. *Sigh*... I'm not sure what GW's obsession with HoW is. It isn't exciting and probably isn't swinging any battles or matches. Sure, it causes an auto-hit against invisible targets, but <i><b>really</b></i>, you're sending your warlord against an invisible unit?</li>
<li><b>Unyielding Anvil</b> - <i>Warlord and all GK units within 12" have stubborn, Stern's trait</i>. This would be ok if it were all units, instead of just GK units. Stubborn doesn't help out ATSKNF too much. </li>
<li><b>First to the Fray </b>- <i>Warlord arrives first turn and re-rolls scatter dice</i>. A decent choice, but I can't cont on getting this, so I have to spend the points for a comms and servo skulls, negating what this provides for the most part.</li>
<li><b>Perfect Timing</b> - <i>Warlord has counter strike</i>. This USR is conferred to the unit, which helps. The best trait on the table but the Command table from the BRB has this too and is a better table overall.</li>
<li><b>Lore Master </b>- <i>Knows an extra power from Sanctic</i>. For a non-Librarian, this is pretty cool. A brotherhood champion with Vortex of Doom could be strong. It will mostly negate Psychic Focus for me, so is in fact, not a bonus. If you're taking the Domina Liber Daemonica on a ML3 psyker, you get 5 rolls on Sanctic. Still pretty meh.</li>
</ol>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf7Y_8HOyUOSAoXlS-Bg2PtIRqHdjMVYEK26baARxUvnP_Cyy2KrllayRImcCLGAlQHKenkQ3QqXB2M2Rf4n_dMm9kMhSJ8lYVDjoGUyKH_BqdVMVBBstpRFiHZFxlCXwCGDWggTmJNNyQ/s1600/20150401_085616.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf7Y_8HOyUOSAoXlS-Bg2PtIRqHdjMVYEK26baARxUvnP_Cyy2KrllayRImcCLGAlQHKenkQ3QqXB2M2Rf4n_dMm9kMhSJ8lYVDjoGUyKH_BqdVMVBBstpRFiHZFxlCXwCGDWggTmJNNyQ/s1600/20150401_085616.jpg" width="320" /></a></div>
<br />
Even with a re-roll from the NSF detachment, there isn't much I even want from this table. So we have two options -- rulebook tables or non-GK warlord. The rulebook tables are much better than they were in 6th. The Librarian is going to be on the front lines and, while durable, certainly is open to giving away a warlord point, so exploring our allies for warlord status may be preferred.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0I0F3hyphenhyphenTUfro4Yr9AnzmhHaQYjwlsaXGjtrdU3y0LxhzYLUXjMOgKYG49DOWB6GXB4ak49ikFc0992yKgOoz6AuM0BtZQhtYBaJgSB5CnYZiN48sulAj7OkBwtclTFyBeN7aVgCdnfK8/s1600/20150401_091725.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0I0F3hyphenhyphenTUfro4Yr9AnzmhHaQYjwlsaXGjtrdU3y0LxhzYLUXjMOgKYG49DOWB6GXB4ak49ikFc0992yKgOoz6AuM0BtZQhtYBaJgSB5CnYZiN48sulAj7OkBwtclTFyBeN7aVgCdnfK8/s1600/20150401_091725.jpg" width="140" /></a></div>
<br />
Normally, I love Strategic, but since you don't get a re-roll on the table it increases your chances of landing a donkey. Plus, many of the benefits of the table have already been built into my list construction to take advantage of the NSF. So Strategic is a pass.<br />
<br />
Personal is nice, a quick rundown<br />
<ol>
<li>Counter-attack - GK are a low volume, high quality attack army. You're vulnerable when you get charged, so this can negate that.</li>
<li>Furious Charge - Only applies to the warlord. You have halberds and hammerhand if you really need it to increase strength.</li>
<li>Outflank - Hee-haw (that's my donkey sound), pretty useless in my opinion.</li>
<li>Extra VP for slaying characters in a challenge -The Librarian is a buff machine and shouldn't be put in harms' way unless you know you can win. I'm not complaining though as you'll occasionally still pick this up.</li>
<li>FNP - Not unit wide, but still nice since it can be taken against wounds from perils.</li>
<li>Fearless and IWND - Much better than unyielding anvil above, just remember to roll for IWND at the end of the turn, I never do.</li>
</ol>
Command is better:<br />
<ol>
<li>Friendlies w/in 12” use Warlord's Ld - The Librarian is Ld10, but most of the time there isn't going to be a lot of other units within 12" of you.</li>
<li>Enemy units within 12” use lowest Ld - Terminators can't sweep, so it lets the enemy get away from combat easier, but makes failing morale more costly since we'll be in the back lines.</li>
<li>Friendlies w/in 12” have Move through cover - Avoids dangerous terrain when deepstriking. The army is relatively slow, so every little bit helps.</li>
<li>Friendlies w/in 12” add 1” run and charge - Excellent, always welcome for an assaulting unit</li>
<li>Friendlies w/in 12” re-roll 1s to hit shooting - Usually we're not shooting much, but every little bit helps, though not as good as...</li>
<li>Friendlies w/in 12” re-roll 1s to hit in assault - As stated above, low volume, high quality attacks need all the help they can get.</li>
</ol>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFQAl6HwYwDrNZEwM2R5XxQTTpj_XxPJ74mTZuC3Cx6tUKKwieiMdVxEKaS_iGBdnioCLBTlRbgmux-HdqZ5Va-oCOpLBae5ixr2C_ThHZy8XvtrZ_bDqx9EdtD34aAM_WdHhm4i8h8Y8H/s1600/20150401_092104.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFQAl6HwYwDrNZEwM2R5XxQTTpj_XxPJ74mTZuC3Cx6tUKKwieiMdVxEKaS_iGBdnioCLBTlRbgmux-HdqZ5Va-oCOpLBae5ixr2C_ThHZy8XvtrZ_bDqx9EdtD34aAM_WdHhm4i8h8Y8H/s1600/20150401_092104.jpg" width="161" /></a></div>
None of the options are terrible. I think I like them in this order 4, 3, 6, 2, 5, 1. You don't get to re-roll so suck it up and take it. It's the safest for ensuring it is at least somewhat worthwhile.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibuY3NBEpg75fOkO2wCmCYifr21svh165ilPmkAeuZWv3bgIkMmt6bIwElKD105BjlbOldyssT5y9xKp81hLbHglWkPawVEh3AaH9pPBccODYyV5cLVANmk7a7HoWmwixqBYKE1Jp6-a73/s1600/20150519_151311.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibuY3NBEpg75fOkO2wCmCYifr21svh165ilPmkAeuZWv3bgIkMmt6bIwElKD105BjlbOldyssT5y9xKp81hLbHglWkPawVEh3AaH9pPBccODYyV5cLVANmk7a7HoWmwixqBYKE1Jp6-a73/s320/20150519_151311.jpg" width="185" /></a></div>
<br />
Another option is to make a Dreadknight the Warlord. Nothing changes with the DK for the Strategic or the GK table, they still kinda suck for my army. However, both Personal and Command become much better:<br />
<ol>
<li>Counter-attack - That's a pretty ballsy unit to assault a dreadknight, but they're out there and this will give you your attack back.</li>
<li>Furious Charge - Does nothing as Dreadknights are already S10.</li>
<li>Outflank - Hee-haw, still shitty</li>
<li>Extra
VP for slaying characters in a challenge - Ok, so very few models are going to accept your challenge, but that just means less models making attacks.</li>
<li>FNP - Ooooh, aaaah. DK with FNP, no one wants you to roll this. Your opponent will groan.</li>
<li>Fearless and IWND - Also great. Fearless doesn't help too much, but IWND on a 4 wound model rocks.</li>
</ol>
So we've got 2 donkeys and 4 great options. It's risky with no re-roll, but the payoff is superb. The Command is mostly the same. The DK but with the added mobility of the DK to help the range of the bubble.<br />
<br />
Based on this, I think I prefer the DK as my warlord. In a tournament, I'm rolling on command, but otherwise on Personal for the big payout and epicness.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHplVxFtdpE7bebQCdQmPLTEsMkfy5oTOLKaas63OH2W2uzgmmxcpRkjttCSJ-Lh1xLMSYSNzXPFylPqyuz7dZU3KvdTtjX1YJdn3zpZvGEVi6vt5YEv7UKkj7EqOL6ggXLW1xeSdzM1pU/s1600/20150401_092832.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="208" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHplVxFtdpE7bebQCdQmPLTEsMkfy5oTOLKaas63OH2W2uzgmmxcpRkjttCSJ-Lh1xLMSYSNzXPFylPqyuz7dZU3KvdTtjX1YJdn3zpZvGEVi6vt5YEv7UKkj7EqOL6ggXLW1xeSdzM1pU/s1600/20150401_092832.jpg" width="320" /></a></div>
<br />
The final option is to use an ally's traits. The most common ally I'll be using will be the Inquisition. Coteaz has PE(Daemons) so I'm almost never going to have him as warlord. So the only real option is the Xenos Inquisitor. I have two varieties - grenade toter or conversion beamer.<br />
<br />
<br />
The Inquisition table has 3 common choice for all ordo:<br />
<ol>
<li><b>Unquestionable Wisdom</b>: Warlord and unit can choose to pass or fail any Morale checks - Not the worst one on the table, but I'm almost certainly re-rolling this for either type.</li>
<li><b>Reader of the Tarot</b>: while Warlord is alive, roll 2 dice for Reserves, Outflank, myst. terr or myst. obj. - This will give you about a 98.77% chance of making every reserve roll. I rarely ever play with mysterious objectives, but I would if I got this trait. More chances to get skyfire or additional cover saves.</li>
<li><b>Burner of Worlds</b>: Orbital Bombardment - Seems like a really good trait, but the downside is my grenade toter has to stand still to use it (but at least can still charge, so maybe I could string out my unit, but risk killing them with the scatter). My beamer inquisitor could use this instead when the enemy gets close.</li>
</ol>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLeW-89tMpQS7cjbHib31uLUOaurljitGMGDcg86YAleHFm633HWrmkBvs2XTpO3MQ2V4RaKyAi8bS5wuDZArAyDzC1eaHYTXplNM20SWBzSV88qaKGbjahDpI-wO85jXkMa3-uZx_npK1/s1600/20150519_151742.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLeW-89tMpQS7cjbHib31uLUOaurljitGMGDcg86YAleHFm633HWrmkBvs2XTpO3MQ2V4RaKyAi8bS5wuDZArAyDzC1eaHYTXplNM20SWBzSV88qaKGbjahDpI-wO85jXkMa3-uZx_npK1/s200/20150519_151742.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Ordo Hereticus traits aren't great</td></tr>
</tbody></table>
Plus three unique traits per warlord. Here are the Xenos traits<br />
<ol>
</ol>
4. <b>Xeno Hunter</b>: Warlord and unit have the Preferred Enemy(DE, Eldar, Necrons, Orks, Tau, & Tyranids) when targeting any enemy non-vehicle units. Great if I'm playing any Xenos for either of my inquisitors. Although the beamer inquisitor usually wants to target vehicles, so it doesn't apply, but makes sure that any wounds sticks. The grenade toter will pretty much already have these buffs.<br />
5. <b>Xenotech Collector</b> Warlord has 6++ and one of the Warlord’s ranged weapons gains +1S and Rending - The grenade toter only has a bolt pistol -- S5, rending is fine, but won't affect much. The beamer does benefit. Most of the time you will be firing at targets 18"-42" so increasing it to S9, plus rending is a pretty big deal. Increasing even the short range from S6 to S7 means it can threaten so much more.<br />
6. <b>Purity of Mankind</b>: Hatred - My beamer inquisitor can't make use of this unless something went very wrong. The grenade toter should already have this through zealot from the priests. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj39jokDJfLuaUDBf8YrU4t15V7uYTDGqmImwJLO6-iOnZPx01UkXtHujAneov1-RqPgY4R4q37wXsoiTxLvC_a-BATx6ClEg7pQjEwAE1hmI6ZnG5gB3PCBoKKmUEM-4pcQTnC0bdhyIb5/s1600/20150401_091924.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj39jokDJfLuaUDBf8YrU4t15V7uYTDGqmImwJLO6-iOnZPx01UkXtHujAneov1-RqPgY4R4q37wXsoiTxLvC_a-BATx6ClEg7pQjEwAE1hmI6ZnG5gB3PCBoKKmUEM-4pcQTnC0bdhyIb5/s1600/20150401_091924.jpg" width="318" /></a></div>
<br />
The grenade toter will be on the front lines with a henchmen squad or purifiers while the beamer will always be in a building. Based on the analysis above, I don't think the grenade toter ever really needs the buffs or can make use of them effectively. Also, he's in a really squishy unit.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYxy-ZRw98AlDzQJkZ8RbtD9sZxCIHMpP20oGJiiSnKoAYXQPoVt6-esqRYGOcX-VCulroCcgd5inMbAL-BBssNtFZYyHkmRHbqIlUQeBspyhYtQ0iJ19W5ONk7HJbwvBvM-b-ZM45iQQG/s1600/20150401_091829.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYxy-ZRw98AlDzQJkZ8RbtD9sZxCIHMpP20oGJiiSnKoAYXQPoVt6-esqRYGOcX-VCulroCcgd5inMbAL-BBssNtFZYyHkmRHbqIlUQeBspyhYtQ0iJ19W5ONk7HJbwvBvM-b-ZM45iQQG/s1600/20150401_091829.jpg" width="246" /></a></div>
<br />
The conversion beamer inquisitor will be a fine warlord rolling on the inquisition table (re-rolling 1 and especially 6). Otherwise, the Dreadknight is my preferred warlord.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPOchjtloZVgYNNNDcTvnpw26wduSIsmGjTY5HflBsfzIEE91l5KhGU06I6LHtbJWjkXqeoU7IEpbhF3aTjaOLifBlwnmKEjjkPaOjnxxlpD16zFARk9wtYbh77wjXRTaDD45UloDJKbqA/s1600/20150519_151534.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="245" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPOchjtloZVgYNNNDcTvnpw26wduSIsmGjTY5HflBsfzIEE91l5KhGU06I6LHtbJWjkXqeoU7IEpbhF3aTjaOLifBlwnmKEjjkPaOjnxxlpD16zFARk9wtYbh77wjXRTaDD45UloDJKbqA/s400/20150519_151534.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Adios Plague Drone</td></tr>
</tbody></table>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-12384954492905470692015-04-16T12:52:00.003-05:002015-04-16T12:52:47.193-05:00Painting Points Total for 2014-2015<h2>
Painting Points Total for 2014-2015</h2>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtQFMhsaIXQ1EsDIKuU3-sw1EwEJ3ur4TSZPh-xDIqslbqOts9Yayq_IO0Bo4xZr3DSuUViP9nmMUosehqXnkgA4K219dWtBnughRODCsqV7Xpj4OWliJET8US8xvqBCEISwL76kWFDM1W/s1600/img_8366.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtQFMhsaIXQ1EsDIKuU3-sw1EwEJ3ur4TSZPh-xDIqslbqOts9Yayq_IO0Bo4xZr3DSuUViP9nmMUosehqXnkgA4K219dWtBnughRODCsqV7Xpj4OWliJET8US8xvqBCEISwL76kWFDM1W/s1600/img_8366.jpg" height="100" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ork army in Oct 2011</td></tr>
</tbody></table>
<br />
I can't remember which blog I read, but they gave me the idea to start tracking my painting progress and assigning scores. I have spreadsheets for damn near everything else - movies, books, video games, comics, scrabble scores, won/loss record. Although I wish I had started tracking earlier, today marks the start of my 2015-2016 year, so it's time to recap.<br />
<br />
<h3>
June 2011 - April 2012</h3>
My initial painting efforts were decent at the time. I believe the first squad I finished was some deffkoptas, followed shortly by my Warboss, lootas, and a painboy. I had exclusively Orks until Spring 2012 when I started Blood Angels. Many of the models from this time period still hold up nicely such as my Battlewagons, Snikrot, Big Meks, and some early nobs.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6huCN6eQZFGilAJ24VQ3rA8QUWjX11LeMeAvdvo7a5Do6JfrgIm063QSWWpxZXQQZ9yMJMh5HYgZFr6iXnHQhXJcap_p0HuezgKE0LypDLzeDq_r6HWTysaJhseRT03j4a2rOICQWs0-x/s1600/IMG_7924.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6huCN6eQZFGilAJ24VQ3rA8QUWjX11LeMeAvdvo7a5Do6JfrgIm063QSWWpxZXQQZ9yMJMh5HYgZFr6iXnHQhXJcap_p0HuezgKE0LypDLzeDq_r6HWTysaJhseRT03j4a2rOICQWs0-x/s1600/IMG_7924.JPG" height="212" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">First pass</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5OmVeYSPePNYkLTDtu89zCEJlts-RCUIsstUVfk4eAQcdQFvFcjJeCZxNj8Zs9WkgDZ-MhJgNKkdzWzCZxlnKtmmY-uDP9EFfdsVz5RYm2RK8rh-m1jJvnBw9YPQU_h_Z7LMaojqQTV8G/s1600/IMG_1444.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5OmVeYSPePNYkLTDtu89zCEJlts-RCUIsstUVfk4eAQcdQFvFcjJeCZxNj8Zs9WkgDZ-MhJgNKkdzWzCZxlnKtmmY-uDP9EFfdsVz5RYm2RK8rh-m1jJvnBw9YPQU_h_Z7LMaojqQTV8G/s1600/IMG_1444.JPG" height="175" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Completed"</td></tr>
</tbody></table>
Most of the time was spent painting boys to a 3 color minimum. I only completed 1 squad of 18 boyz and they still remain as the only boyz I've finished. Even though it was only to a minimum standard, 150+ models is a lot to plow through. I learned a lot about brush control, drybrushing, and washes in that time. Something I would never have had the opportunity to test out with a less forgiving army like space marines. Orks can be sloppy and crude, but still look good. It was also a fun army to convert.<br />
<br />
<h3>
April 2012 - April 2013</h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt9T12tPNo7WdXSB-ttPh9Ue1phVQkdgD2Y8xdseeRDCoX6MsYjo-ziKaMVUmOu2y963lvopfFHvnhHA8AtBK_RgSranAv8YbMnd9l05I0006bJX8trBLsmEjm4bB9PYGc9Lrvwsj9-VY8/s1600/IMG_0479.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt9T12tPNo7WdXSB-ttPh9Ue1phVQkdgD2Y8xdseeRDCoX6MsYjo-ziKaMVUmOu2y963lvopfFHvnhHA8AtBK_RgSranAv8YbMnd9l05I0006bJX8trBLsmEjm4bB9PYGc9Lrvwsj9-VY8/s1600/IMG_0479.JPG" height="131" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">So much thick red primer</td></tr>
</tbody></table>
As with my Orks, my Blood Angel army was mostly focused on getting them to a minimum to play in tournaments. It's shocking how little I actually completed during this time. I painted a lot through the summer, but the fall/winter saw a dearth of hobby progress with the birth of my daughter. However, they stuff I did complete, mostly looks just as good alongside my current output. I invested in better brushes, significantly increased my pool of available paints, and by early 2013 was focusing on details with multiple highlights and layering.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfYsBAL6kZdumugydiIfOW9qSzgtT04cBqiGLk8Zul5C1UzeTZarGD5ARSqPlD_OB9QATbXWfWzkaHwAKfEWMEp0_W6lCzrpG6V_XBoLLkZIdCOscAeYaLwu3wcXAt_SgGRVszG1aCygLT/s1600/IMG_3889.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfYsBAL6kZdumugydiIfOW9qSzgtT04cBqiGLk8Zul5C1UzeTZarGD5ARSqPlD_OB9QATbXWfWzkaHwAKfEWMEp0_W6lCzrpG6V_XBoLLkZIdCOscAeYaLwu3wcXAt_SgGRVszG1aCygLT/s1600/IMG_3889.JPG" height="200" width="156" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Librarian, still holds up well</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtYt1_pdq3j-5gGzdTGKqjVh8DV5XEqZ0vFl4-XxIEORpIm-NtxIhSgZvhnzlHrjDox5NKL70KGehXY5UKRr1tFYQTrR6pHSDXkBiGP1wWSwzYjYBoxIzOzRAnT7KFl85HI06czKR2AZ95/s1600/IMG_3890.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtYt1_pdq3j-5gGzdTGKqjVh8DV5XEqZ0vFl4-XxIEORpIm-NtxIhSgZvhnzlHrjDox5NKL70KGehXY5UKRr1tFYQTrR6pHSDXkBiGP1wWSwzYjYBoxIzOzRAnT7KFl85HI06czKR2AZ95/s1600/IMG_3890.JPG" height="200" width="189" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Chaplain, first completed BA model</td></tr>
</tbody></table>
<br />
<br />
I still have yet to finish a single BA vehicle I started during this time. Twice as many models are incomplete vs. actually done. However, the models that are completed don't need to be revisited unlike some of my early Ork work.<br />
<br />
<h3>
April 2013 - April 2014</h3>
The first year of my official tracking yielded 424 points. A rather arbitrary number overall, but useful in year to year comparisons.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin0ju3-gHYtxVDmY12iiOyFD-EIB9jm0zXg7SxSh0v-afpYuEOiHLoS4xT5U1vfKRd3EDynWrh-54nQR0uLxvd3WeeKFOtiWwb8-8EJCLmOzjrYvmGDQ2hyphenhyphenV_7e3isUyqu-_gC9Hlfj14D/s1600/20140823_152325.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin0ju3-gHYtxVDmY12iiOyFD-EIB9jm0zXg7SxSh0v-afpYuEOiHLoS4xT5U1vfKRd3EDynWrh-54nQR0uLxvd3WeeKFOtiWwb8-8EJCLmOzjrYvmGDQ2hyphenhyphenV_7e3isUyqu-_gC9Hlfj14D/s1600/20140823_152325.jpg" height="138" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dreadknights</td></tr>
</tbody></table>
<br />
I completed the majority of my Inquisition army this year with 181.5 points coming from what is now GK/Inq/Assasins. Another 145.5 from Blood Angels. Most of the items were magnetized arms, although I did complete squads of assault marines, snipers, tacticals, devastators, and a drop pod (my lone completed BA vehicle). The rest of the points were split between terrain features (bunker, defense line, etc) and random Orks.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwZOXk6fhgxhV-94-KXd2goa-jFcYPU81pddHWJkYpGJGjCcrQzZpUrjQ7_LTGiwvH6og5mZsHQZHC6TOHo6kHkbB1zahD7OW4R0vzAJfSgu6rJ3k9AeLfcns-_vfPBrbN7G33Yba0GG27/s1600/20150401_085517.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwZOXk6fhgxhV-94-KXd2goa-jFcYPU81pddHWJkYpGJGjCcrQzZpUrjQ7_LTGiwvH6og5mZsHQZHC6TOHo6kHkbB1zahD7OW4R0vzAJfSgu6rJ3k9AeLfcns-_vfPBrbN7G33Yba0GG27/s1600/20150401_085517.jpg" height="116" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Imperial Bunker</td></tr>
</tbody></table>
<br />
<h3>
April 2014 - April 2015</h3>
My total for 2014/15 blew away the prior year with 729.5 points. Around 3/4 of the points came from Daemons and completing half-finished models. This is the nadir for BA, as I didn't complete a single model. <br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXScrk-CMSQrAQlTv-6thW9LNIKr9QRFNLwVKmGi4-NN0oRGiD3CiTgwDy4EFJ787wcVUa0LxPMaBaOqBLKIjfFe3V_b0_-bLa_bP5-Lt6lXv6BuoElcrVI9_cZf17liVfaXVLqT4cTbQM/s1600/IMG_1525.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXScrk-CMSQrAQlTv-6thW9LNIKr9QRFNLwVKmGi4-NN0oRGiD3CiTgwDy4EFJ787wcVUa0LxPMaBaOqBLKIjfFe3V_b0_-bLa_bP5-Lt6lXv6BuoElcrVI9_cZf17liVfaXVLqT4cTbQM/s1600/IMG_1525.JPG" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ork Bikers</td></tr>
</tbody></table>
By my count, 102.5 of the points were for Ork models that were more than half finished from the previous year. this includes the Nob bikers and Kommandos. Most of my focus was on completing units, rather than project hopping. Still, several units are mostly done and should yield easy upcoming points including my interceptor squad which is about 40% finished, my warbikers (75% finished), Grukk (60%), and my Plague Drones (50%).<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSQMMKKevSX5Z3hGYUVh5IeS8wQSldvWEOGe53Q5xbNl5wdMzSXrwy1EzYuNxj6y33rpM4O3Ll8VSOORSd4g4AmxVMketfTlw6_DsKnHrNRXjsvJJWfPvNlpLWOWiUm02hZHJGepTQrOlg/s1600/20150226+vs+Sean.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSQMMKKevSX5Z3hGYUVh5IeS8wQSldvWEOGe53Q5xbNl5wdMzSXrwy1EzYuNxj6y33rpM4O3Ll8VSOORSd4g4AmxVMketfTlw6_DsKnHrNRXjsvJJWfPvNlpLWOWiUm02hZHJGepTQrOlg/s1600/20150226+vs+Sean.jpg" height="180" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Slaanesh Daemon army</td></tr>
</tbody></table>
<br />
The bulk of my year was dedicated to Daemons. An impressive 352.5 points for Slaanesh alone (including the Soul Grinders), with another 89.5 from Be'Lakor, Tzeentch, and Nurgle models. the total for Daemons alone, 442, exceeds my 2013/14 output. I was really excited to paint Slaanesh and don't foresee having this kind of enthusiasm in the upcoming year.<br />
<br />
<br />
<h3>
Conclusion</h3>
I anticipate that 2014 will remain the high water mark for some time to come. Maybe after my 2nd (not yet conceived) child is in school (so 6+ years) and I get super excited about starting a Dark Eldar army or something similarly numerous or engaging.<br />
<br />
Maybe this will finally be the year of terrain. Ever since 2006, when 40k first caught my attention, the idea of scratch built terrain has intrigued me. The ability to take nearly anything and turn it into functional battlefield terrain is currently beyond my grasp. I've been so focused on models.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-76877274792171260702015-04-10T15:23:00.000-05:002015-04-10T15:23:20.351-05:0040k Game Balance Thoughts, Pt. 1 Unbound<h2>
<b>40k Game Balance Thoughts, Pt. 1 Unbound</b></h2>
There has been a lot of recent debate around the ITC regarding the number. The <a href="https://www.frontlinegaming.org/2015/03/30/itc-2015-season-policy-guideline-poll-results/">recent poll results </a>came back with a limit of 2 detachments. There was some debate about a runoff to determine if it should be 2 or 3. The bigger question has been whether to impose any limit at all and what effect it has on the game. I would like to explore unbound, multiple detachments, codex balance, forgeworld, and super heavies/gargantuan creatures as different posts.<br />
<br />
I don't intend to focus on this from a grand tournament perspective that gets the attention of people on the major blogs and sites, but, rather, on the smaller tournaments that are struggling to maintain numbers year over year. Our own shop has seen attendance slip from around 20 attendees down to 8-12. Even our local 'con' has dropped dramatically from 50-60 people down to 20-30 last year.<br />
<br />
The first topic is also the easiest to dismiss, but tells us a lot about the state of GW's internal teams, their target audience, and how they see themselves.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7XCSFVtn59t1vvzVQC4wj-Vkl2aBN-ub_SdQDpCt69tf7UVZhBqghx2qy0VZ8WryPNjb78kR-8W9O4y-tOT4WAOxBIvDr3Yqcrrj_uKvuAbue_I90Xb7wpogBMDon7E-9mKFWlpnoXSP3/s1600/20141016_212824.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7XCSFVtn59t1vvzVQC4wj-Vkl2aBN-ub_SdQDpCt69tf7UVZhBqghx2qy0VZ8WryPNjb78kR-8W9O4y-tOT4WAOxBIvDr3Yqcrrj_uKvuAbue_I90Xb7wpogBMDon7E-9mKFWlpnoXSP3/s1600/20141016_212824.jpg" height="292" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bringing all your toys </td></tr>
</tbody></table>
<br />
I'll start off by saying that I believe anyone who thinks the game straight out of the rulebook is 'balanced' if you include everything is wrong. Games Workshop wants to provide a framework for people to use their model in any way they want. It isn't designed for tournaments, but can be used in that manner. GW has been pulling back of their tournament support for a long time. We do know that their business plan is to sell models and most people will agree that they create some of the best looking and highest quality (remnants of finecast not-withstanding) models on the market. Their system wide rules writing (i.e. game balance), rule wording , and editing leave a lot to be desired. They don't care, have admitted that they barely play test beyond their own very small internal teams, and don't have a marketing team that will tell them otherwise because--ooh look, new shinies.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhABH2kbdBCM1tQzvtfiTpBj8nzKS3ZSZ5iKqOIOjhhCiIWENnjp_pFfQCI2jJ3iXk148fERtjmiDImyrhSHviOQx-wrWnyPt3-s74cpzQ-nbNk5AIkS9KgZCBQCWQ4eNmYRFL3BFr8-sUb/s1600/corporate-problem-solving.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhABH2kbdBCM1tQzvtfiTpBj8nzKS3ZSZ5iKqOIOjhhCiIWENnjp_pFfQCI2jJ3iXk148fERtjmiDImyrhSHviOQx-wrWnyPt3-s74cpzQ-nbNk5AIkS9KgZCBQCWQ4eNmYRFL3BFr8-sUb/s1600/corporate-problem-solving.gif" height="320" width="308" /></a></div>
<br />
I don't believe they have a grand vision for balance but we just have to trust them is naive. Working for a large corporation (not in the gaming industry) has taught me a lot about the inner workings. Much like everyone who become a parent realizes that their own parents were just winging it, I realize that almost no one knows what they are doing from the highest levels to the lowest and planning, estimates, forecasts, and the like are all complete jokes. Even if, at one time, they had a vision for game balance it would be the first thing to get sacrificed when their stock dropped a pence.<br />
<br />
The game has to have some limitations in place. Specifically, unbound is not a balance against anything. I also don't think it's some malevolent plan to sell us more models. It's just them throwing their hands in the the air and saying 'fuck it' play with whatever you want. It isn't a strategy it's a cop out.<br />
<br />
I've never played unbound, have never seen anyone play unbound, and would never play a pick up game of unbound. There are very few reasons you would want to play unbound -- to spam a specific unit or force org slot (most likely heavy) or because you don't want to take a shitty hq or troop due to poor GW rules (this is where I say screw you GW for taking away assault marinse as troops from Blood Angels). If I knew someone who wanted to do the latter, I might be inclined, but almost never the former.<br />
<br />
<br />
Here are some examples of unbound lists that are utterly ludicrous, and yes they all involve spamming some unit an ungodly amount of times:<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9UyRdJ9cUAvZFoWORJzs6OKzvIOkATUcPTbpQ_MOawq3-s2TtHNc1sl3GOxolXkmlCpmuCiGeRbowNxEW6EjQJq0XeQ3fXVVPL49BV_M9Sf2MEzje_WrZ2tM-aW30pZSVu-Nr_CpPle_H/s1600/20150410_142608_2_2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9UyRdJ9cUAvZFoWORJzs6OKzvIOkATUcPTbpQ_MOawq3-s2TtHNc1sl3GOxolXkmlCpmuCiGeRbowNxEW6EjQJq0XeQ3fXVVPL49BV_M9Sf2MEzje_WrZ2tM-aW30pZSVu-Nr_CpPle_H/s1600/20150410_142608_2_2.jpg" height="214" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This squad 97 times</td></tr>
</tbody></table>
<br />
1843 points<br />
19pts Inquisitorial henchmen squad with 1 psyker, 1 acolyte, 1 acolyte with meltabomb <br />
x97<br />
If you thought 20 warp charge armies were bad, try 97 WC, all with psychic shriek, and they can charge vehicles with melta bombs<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIvs83PCfz8ZVme5Mh38KOQ9-cInLhyphenhyphenH-a6f05I7h26tg2KlOLO6DIcA0lct5KxoMdxJgDAhDt3LRXGtik0csnuhCi1lr-eri0Kh3j0jp6G9Eq03aORrZN12IQAcP9KbQ6uKnVl3xJCg1-/s1600/20150410_143453.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIvs83PCfz8ZVme5Mh38KOQ9-cInLhyphenhyphenH-a6f05I7h26tg2KlOLO6DIcA0lct5KxoMdxJgDAhDt3LRXGtik0csnuhCi1lr-eri0Kh3j0jp6G9Eq03aORrZN12IQAcP9KbQ6uKnVl3xJCg1-/s1600/20150410_143453.jpg" height="203" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">19 of these pricks, hiding and making baby daemon love children</td></tr>
</tbody></table>
<br />
1805 <br />
95 Herald of Tzeentch w/ML3<br />
x19<br />
Similar to the above list, but can count on summoning at least 7 units or a dozen heralds a turn.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRqmwvkSJMh1cxKOvfLU28SV_JYOP_qjXfghQrzvySKfK_fZOlKGhSLEQaBX8xXG96RQc_GEc9tI3UYTyyt35pTOfyREWPeMB7uNCWKTO2k6MZjdMNk7PKkPbh5781Vj3ehUzNY0oQeVY5/s1600/20140823_152459.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRqmwvkSJMh1cxKOvfLU28SV_JYOP_qjXfghQrzvySKfK_fZOlKGhSLEQaBX8xXG96RQc_GEc9tI3UYTyyt35pTOfyREWPeMB7uNCWKTO2k6MZjdMNk7PKkPbh5781Vj3ehUzNY0oQeVY5/s1600/20140823_152459.jpg" height="320" width="184" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This guy is bringing his 9 closest friends</td></tr>
</tbody></table>
<br />
1850<br />
10 Dreadknights, each with an incinerator, hammer, and teleporter.<br />
Has the mobility, shooting power, and assault ability to kill anything else.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrSJAnRyRkaFN6nUoYEm_nCd_YWytuBPsqgfpdrvz2fjiPiITdDlOl0g2gs3rjlQIHjctiFdag63X9MH0aJHz6epB1Lz1YuqgsQSUjuLVnNXZeSO4osPNOyKyYdQD44FaakZXeWwzadJj/s1600/IMG_1500.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYrSJAnRyRkaFN6nUoYEm_nCd_YWytuBPsqgfpdrvz2fjiPiITdDlOl0g2gs3rjlQIHjctiFdag63X9MH0aJHz6epB1Lz1YuqgsQSUjuLVnNXZeSO4osPNOyKyYdQD44FaakZXeWwzadJj/s1600/IMG_1500.JPG" height="244" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Don't forget the 204 Grots</td></tr>
</tbody></table>
<br />
1836<br />
102 Mek Guns with kannons<br />
408 T7 wounds!!! You could sprinkle in some lobbas for barrage in case things try to hide, but the basic fact is there isn't enough shooting in the game that can put enough wounds on this to dent it.<br />
<br />
These lists are in no way unbeatable. In fact I don't want to even speculate on which is more powerful. There are hundreds of other lists we could come up with. These are just a handful of ones I thought up from armies I have. No balanced list could really hang with these. Or maybe they could, but the one thing they would not be is fun to play against.<br />
<br />
I'm sure that for every 20 players that want to bring their fluffy list based on a book they read, there is only 1 player who wants to bring 37 Thudd Guns. But it only takes that 1 d-bag to come to the tournament and ruin it for others. Maybe at a grand tournament, there might be a hard counter to the list, but at a local tournament, it's completely unworkable. Do you think his opponents are going to have fun watching him roll 148 blast templates a turn?<br />
<br />
The "let me bring all my toys" crowd can, but not at a tournament. There are other hobby aspects of the game that let you do that, but tournaments are about trying to achieve some sort of competitive environment.<br />
<br />
Unbound becomes an arms race on who can take the most units that can be exploited in the game system and that's pretty terrible. Any tournament will devolve into a few people willing to wade into that filth to see who's asshole stinks more. Maybe it's just for a laugh at first, but people won't return and you die off as a tournament scene. It only balances itself if everyone uses insane unbound lists, but that doesn't mean you're having fun.<br />
<br />
You need a structure in place to be able to run tournaments or play the game in general, otherwise, what's the point. Not everyone can come up with their own house rules and game system, that's what we expect (to pay) GW to do by purchasing rulebooks. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE-KmklgPdmPw7SqFjsdoJ0ErP-B9fD-1hB0v236mi1hkPWJ5yfwgTgiihvLlBIt25-UoZidq0jzqkB7TseKVrlzIZyd8c8_OQxcXRHm_20i-dKlxSpyAzFaNFZjDKJvag5tXnTsqN1jYg/s1600/20141115_140639.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE-KmklgPdmPw7SqFjsdoJ0ErP-B9fD-1hB0v236mi1hkPWJ5yfwgTgiihvLlBIt25-UoZidq0jzqkB7TseKVrlzIZyd8c8_OQxcXRHm_20i-dKlxSpyAzFaNFZjDKJvag5tXnTsqN1jYg/s1600/20141115_140639.jpg" height="200" width="171" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My fun list</td></tr>
</tbody></table>
<br />
I think my first conclusion is the tournaments should be fun. I always want to bring out the most people possible and want everyone to enjoy themselves. We will not allow unbound armies because their fundamental nature will be exploited. The number of individuals who will only attend a tournament if they can bring 10 dreadknights is vastly inferior to the number who would never attend a tournament where someone could bring 10 dreadknights.<br />
<br />
Next up we'll examine the confusing world of battle-forged armies in 7th. People are still frequently confused by detachments, formations, CAD, and how to properly build an army. These solve some of the issues outlined above, but do we need a limit on how many and does it affect the pwoer curve.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-15697693616562948082015-04-06T13:00:00.000-05:002015-04-08T08:13:04.635-05:00Ordo Xenos Inquisitor with Conversion Beamer<h2>
Ordo Xenos Inquisitor with Conversion Beamer</h2>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYxy-ZRw98AlDzQJkZ8RbtD9sZxCIHMpP20oGJiiSnKoAYXQPoVt6-esqRYGOcX-VCulroCcgd5inMbAL-BBssNtFZYyHkmRHbqIlUQeBspyhYtQ0iJ19W5ONk7HJbwvBvM-b-ZM45iQQG/s1600/20150401_091829.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYxy-ZRw98AlDzQJkZ8RbtD9sZxCIHMpP20oGJiiSnKoAYXQPoVt6-esqRYGOcX-VCulroCcgd5inMbAL-BBssNtFZYyHkmRHbqIlUQeBspyhYtQ0iJ19W5ONk7HJbwvBvM-b-ZM45iQQG/s1600/20150401_091829.jpg" height="320" width="246" /></a></div>
After a few years of wanting the model, I finally have him finished and painted. The model is from <a href="http://blackcatbases.com/index.php?main_page=product_info&cPath=437_486&products_id=2680">Moonfleet Miniatures</a>, the gun is from chapter house, and the base is from <a href="http://wargamma.com/collections/custom-bases/products/tortured-lands-bases">WarGamma</a>. Various bits are attached from the terminator kit.<br />
<br />
I considered several models from Kabuki like the <a href="http://www.zealotminiatures.co.uk/shop.php#!/Napoleon-X/p/34159129/category=8326656">Napoleon </a>or Rommel both of which have a nice military general type feel and a pose that would work with the beamer. I couldn't tell how big they were so I didn't want to take a risk. The "Scientist Thinking" I used is on the small side, but works well enough.<br />
<br />
Chapter House doesn't appear to sell the conversion beamer anymore. I ordered a lot of stuff from Chapter House several years back and was mostly disappointed with it. I have 6 magnetic razorback turrets. The resin didn't line up very well, so most had to be glue in place and don't rotate. The magnets holes don't line up well with the gun holes and they didn't include enough. The worst thing I ordered was the Storm Raven extension kit. It took a ton of work to get it to even build and I really wish I hadn't bothered. It's fine as long as you don't look closely.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpJ35hlraYple_3H9h9cwvzmyVhwfSSVhHMeG9xjyXvNM81oGEvxRIiNOotg_v948WsjywnbMGXy40z3ADpTq5XJcZ0YsrFMjJlSXCWaUDXBAljvhHzD7BydKdtWARrVDCKqiGUEQfTY_P/s1600/20150401_091817.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpJ35hlraYple_3H9h9cwvzmyVhwfSSVhHMeG9xjyXvNM81oGEvxRIiNOotg_v948WsjywnbMGXy40z3ADpTq5XJcZ0YsrFMjJlSXCWaUDXBAljvhHzD7BydKdtWARrVDCKqiGUEQfTY_P/s1600/20150401_091817.jpg" height="307" width="320" /></a></div>
The beamer wasn't as bad as the rest, but was pretty brittle. I ended up pinning it all the way from the backpack far into the actual gun itself. That's why it is in one straight line rather than bent like it should be. It's pretty secure now. I magnetized it so I could swap out with another model if I change my mind or add a master of the forge. The book and grenade bits were added to keep it from rotating and falling down but also give it more of an official look.<br />
<br />
WarGamma 25mm bases came in groups of 13. I used 10 for the PAGK and have 3 for various inquisitors and other ICs. I painted it very similar to the seller, although I feel mine are a smidge better.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitPt2ZBb0ZuCufCy5ngQF9-JvQ7-GDwQXKvqvSd5grPzfzD6tpT-P-RjbzbL3aITR_TX3ETCEzYsFaGIrMBhxS662fRD8KEVZm-7MuCPpK3UQsVDbA76zV52MCynZ1Qiansw8vEVdnJaNx/s1600/20150401_091802.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitPt2ZBb0ZuCufCy5ngQF9-JvQ7-GDwQXKvqvSd5grPzfzD6tpT-P-RjbzbL3aITR_TX3ETCEzYsFaGIrMBhxS662fRD8KEVZm-7MuCPpK3UQsVDbA76zV52MCynZ1Qiansw8vEVdnJaNx/s1600/20150401_091802.jpg" height="320" width="157" /></a></div>
I painted him and the two assassins concurrently and he only took 2 days, but the backpack took me another few days before I was satisfied. I think the glowing effect on the gun turned out ok. It looks better in person because of the mix between glossy and matte. I didn't want to go with OSL and risk the chance to repaint parts of it if I didn't like how it turned out. The drybrushing is supposed to reflect that it is older technology that is falling apart and in need of constant repair.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf7Y_8HOyUOSAoXlS-Bg2PtIRqHdjMVYEK26baARxUvnP_Cyy2KrllayRImcCLGAlQHKenkQ3QqXB2M2Rf4n_dMm9kMhSJ8lYVDjoGUyKH_BqdVMVBBstpRFiHZFxlCXwCGDWggTmJNNyQ/s1600/20150401_085616.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf7Y_8HOyUOSAoXlS-Bg2PtIRqHdjMVYEK26baARxUvnP_Cyy2KrllayRImcCLGAlQHKenkQ3QqXB2M2Rf4n_dMm9kMhSJ8lYVDjoGUyKH_BqdVMVBBstpRFiHZFxlCXwCGDWggTmJNNyQ/s1600/20150401_085616.jpg" height="266" width="320" /></a></div>
<br />
His role in my army is to sit inside the imperial bunker and blast away with servitors. In order to make my Nemesis Strike Force Detachment work I need reliable reserves and to lessen the chance of deep strike mishaps. The Inquisitor takes serve skulls to reduce scatter to only D6" and the bunker lets me take a comms relay to re-roll reserves. <br />
<br />
The bunker has 8 fire points and is fairly impervious to most damage at AV14. For only 60 points, I can get 3 servitors with plasma cannons, throw in another 10 points for a psyker to add to my WC pool and possibly cast psychic shriek. They can get out and run to an objective if needed.<br />
<br />
The beamer itself has a unique weapon profile that gets stronger the further away it lands.<br />
<table border="0" cellspacing="0">
<colgroup width="53"></colgroup>
<colgroup width="26"></colgroup>
<colgroup width="30"></colgroup>
<tbody>
<tr>
<td align="left" height="17" style="border-bottom: 1px solid #000000;"><b>Range</b></td>
<td align="left" style="border-bottom: 1px solid #000000;"><b>S</b></td>
<td align="left" style="border-bottom: 1px solid #000000;"><b>AP</b></td>
</tr>
<tr>
<td align="left" height="17">0”-18”</td>
<td align="left">6</td>
<td align="left">-</td>
</tr>
<tr>
<td align="left" height="17">18”-42”</td>
<td align="left">8</td>
<td align="left">4</td>
</tr>
<tr>
<td align="left" height="17">42”-72”</td>
<td align="left">10</td>
<td align="left">1</td>
</tr>
</tbody></table>
<br />
It's a small blast running you only 45 points. This will let you put pressure on backfield vehicles such as manticores and devastators. The AP1 will blow vehicles up nicely. If they enemy gets in close you can start shooting them with the plasma cannons.<br />
<br />
Additionally, you can add Jokaero for lascannon shots and possible buffs like adding 12" to the plasma cannon range. They are pricey at 35pts for only BS3. There isn't a very effective way to take advantage of all 8 fire points though as this only uses half the potential.<br />
<br />
Unfortunately, you can't cast blessings inside a vehicle or building, so no prescience. This doesn't make sense to me at all, but it is the rule.<br />
<br />
If the bunker is damaged, the occupants will be hit pretty hard, but in general, they'll be pretty safe inside since most of my army is deep striking midfield turn one and a bigger threat. At least enemies can't assault, throw grenades, or flame inside anymore.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0I0F3hyphenhyphenTUfro4Yr9AnzmhHaQYjwlsaXGjtrdU3y0LxhzYLUXjMOgKYG49DOWB6GXB4ak49ikFc0992yKgOoz6AuM0BtZQhtYBaJgSB5CnYZiN48sulAj7OkBwtclTFyBeN7aVgCdnfK8/s1600/20150401_091725.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0I0F3hyphenhyphenTUfro4Yr9AnzmhHaQYjwlsaXGjtrdU3y0LxhzYLUXjMOgKYG49DOWB6GXB4ak49ikFc0992yKgOoz6AuM0BtZQhtYBaJgSB5CnYZiN48sulAj7OkBwtclTFyBeN7aVgCdnfK8/s1600/20150401_091725.jpg" height="200" width="87" /></a></div>
<br />
According to the rules, the bunker is a member of your army and can man the comms. The comms should go outside the building rather than on top, just in case it gets destroyed. It should be close to the unit inside so if they are forced to disembark they can man it.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrCmapQzoYFS0J83zUVJIR9D-g93DppaskXe_0cHsoUOWoqoAIB1FdfmVuzfH3bvs1CyV6-hk6bvLfEKKIndJMqYT5GVYJ5HXoV3Gdenl4iu02j6alyfxWLLKcmMSvLsSmXLkvuXPBrMBX/s1600/20150401_085517.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrCmapQzoYFS0J83zUVJIR9D-g93DppaskXe_0cHsoUOWoqoAIB1FdfmVuzfH3bvs1CyV6-hk6bvLfEKKIndJMqYT5GVYJ5HXoV3Gdenl4iu02j6alyfxWLLKcmMSvLsSmXLkvuXPBrMBX/s1600/20150401_085517.jpg" height="186" width="320" /></a></div>
<br />
I also take the void shield upgrade when points are available. It can help protect the guys inside and a separate unit on top, which I never usually do, but the option is there.<br />
<br />
<b>Inquisitorial Detachment</b><br />
79 Ordo Xenos Inquisitor with conversion beamer and 3 servo skulls<br />
70 Henchmen: 3 servitors with plasma cannons, 1 psyker<br />
100 Imperial Bunker with comms relay and void shield<br />
249 points<br />
<br />
Or barebones at 172 points if I'm strapped for points.<br />
79 Ordo Xenos Inquisitor with conversion beamer and 3 servo skulls<br />
18 1 psyker, 2 henchmen<br />
75 Imperial Bunker with comms relay<br />
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-18503385403530077822015-04-01T15:25:00.000-05:002015-04-01T15:25:19.600-05:00Inquisition Deathstar<h2>
Inquisition Deathstar </h2>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgIoA9VqxAJhjg2NRoGRuxrwxLqwZ_fB7ASE6t0WLVasVmoFuswutg4p4AAVPO627K3w-uY8hNW8cZVIUSWNbKbFavvT8mgnmiWb9WRcaB52MGpv-rrxddhsuKp9YFuByLBGXHoNe8mwQ-/s1600/20150401_092626.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgIoA9VqxAJhjg2NRoGRuxrwxLqwZ_fB7ASE6t0WLVasVmoFuswutg4p4AAVPO627K3w-uY8hNW8cZVIUSWNbKbFavvT8mgnmiWb9WRcaB52MGpv-rrxddhsuKp9YFuByLBGXHoNe8mwQ-/s1600/20150401_092626.jpg" height="246" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Henchmen</td></tr>
</tbody></table>
While painting my models, I've been trying to think of ways to come up with lists that can utilize the cool things I've painted, but never use. This might take some people by surprise, especially since we're several years removed from when DCA were actually used. Keeping them alive is difficult, plus you have to remember all the special rules. Your opponent might get a little peeved once you read out the long list of buffs and debuffs.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1zKajtLIVZZHF1pKkepTTRaHlBE2iDQzxEe2usJbcUxjnzOGd0iL2gB0pAujEmJsFzJCikpvwNyfuqDGy_pD0xQ4JTOFE0-g5ysG9w_7vmr3K8xtSai86aXcEQGZCCMR_ljwPc_uGiqeU/s1600/IMG_3932.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1zKajtLIVZZHF1pKkepTTRaHlBE2iDQzxEe2usJbcUxjnzOGd0iL2gB0pAujEmJsFzJCikpvwNyfuqDGy_pD0xQ4JTOFE0-g5ysG9w_7vmr3K8xtSai86aXcEQGZCCMR_ljwPc_uGiqeU/s1600/IMG_3932.JPG" height="208" width="320" /></a></div>
<br />
<u><b>1750 Inquisition Deathstar</b></u><br />
<b>Grey Knight Nemesis Strike Force Detachment</b><br />
125 Librarian, falchions, combi-melta, melta bombs<br />
200 5 Terminators, 1 Psycannon, 1 hammer, melta bombs<br />
265 10 Interceptors, melta bombs, 2 incinerators<br />
200 Stormraven<br />
205 Dreadknight, teleporter, greatsword, heavy psycannon<br />
205 Dreadknight, teleporter, greatsword, heavy psycannon<br />
<br />
100 Bunker w/comms & void shield<br />
<br />
<b>Inquisitorial detachment</b><br />
79 Xenos Inq w/3 skulls & conversion beamer<br />
70 Henchmen: 1 psyker, 3 Servitors w/plasma cannons<br />
<br />
99 Xenos Inquisitor w/2 skulls, Rad & Psychotroke grenades, power armor, Psyker<br />
185 Henchmen: 2 Priests, 3 crusaders, 6 Death Cult Assassins<br />
<br />
18 Henchmen: 2 acolytes, 1 psyker<br />
<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU4yXWo6DYy7GG-XkBDmMzvN0wYNydhmxwdLC2DPM_lOxwXUk5wMO3W0X7BAOKJ-9U-AEllrEdpuMHc2p4jDmyqIRUGt6A-qGkgKXtnak_X1GMu7TKu6P6c7TmzHFrAYtEVjZJOrXqZTTs/s1600/20150401_085351.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU4yXWo6DYy7GG-XkBDmMzvN0wYNydhmxwdLC2DPM_lOxwXUk5wMO3W0X7BAOKJ-9U-AEllrEdpuMHc2p4jDmyqIRUGt6A-qGkgKXtnak_X1GMu7TKu6P6c7TmzHFrAYtEVjZJOrXqZTTs/s1600/20150401_085351.jpg" height="204" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bunker mates</td></tr>
</tbody></table>
This is just an addition to my previous NSF list, but swaps the Purifiers in the Stormraven for an inquisition squad and adds a interceptors.<br />
<br />
Deployment is simple, just the servitor henchmen with the beamer inquisitor sit inside the bunker. If my opponent has no barrage, I can hide the psyker henchmen squad behind the building for the extra WC each turn. The building mans the comms to make sure my GK comes in turn 1. I actually prefer to go 2nd unless my opponent has something that can take out a bunker at long range.<br />
<br />
In most cases, we're going to have the Terminators, interceptors, and 2 Dreadknights drop right on my opponents front lines (aided by 5 skulls), then the Stormraven come in with the inquisition deathstar turn 2. The stormraven is a solid flyer killer, another reason to want to go 2nd.<br />
<br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIX6HHg3OvuJ5lzlCpo1h5ya4hlvL-0rROxuXIX05N3phGA94QHDAgdTYvATqgmYpQAi9KUVMLJeRxoJJkv1wbIxpwmzQf-pSfwK5AZOqRqFuhlnfVTasDDXkt01oa8U9B28kBVDeWc6gQ/s1600/20150401_092249.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIX6HHg3OvuJ5lzlCpo1h5ya4hlvL-0rROxuXIX05N3phGA94QHDAgdTYvATqgmYpQAi9KUVMLJeRxoJJkv1wbIxpwmzQf-pSfwK5AZOqRqFuhlnfVTasDDXkt01oa8U9B28kBVDeWc6gQ/s1600/20150401_092249.jpg" height="214" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Crusaders</td></tr>
</tbody></table>
<br />
The inquisition deathstar is pretty durable once they make it into combat and deadly, but paper thin if they are outside combat. The DCA have 2 base and 2 power weapons, giving 4 total on the charge at I6, WS5, and S4. The Crusader has another 2 attacks on the charge at I3, but only S3. The Priests each have another 2 I2 attacks, but only WS3, S3. Potentially, he can smash, but I don't see many reasons to do this. Everyone even has an invlun. The DCA have a 5++, Priests have a 4++, and Crusaders a 3++.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ugMS4ldlhPYjTt7oJyHbsyz4GgSnI6m-t6sGuvQpd4TVaLAg8J2QjVKTRssk_tpMe-P9Hjx4sVHMyblKmJ2KXtMFILuyqAcTXGgk77OIJ0dgYBEXypX0kXuznMxBbyMna4jgoSJeAj98/s1600/20140823_151055.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7ugMS4ldlhPYjTt7oJyHbsyz4GgSnI6m-t6sGuvQpd4TVaLAg8J2QjVKTRssk_tpMe-P9Hjx4sVHMyblKmJ2KXtMFILuyqAcTXGgk77OIJ0dgYBEXypX0kXuznMxBbyMna4jgoSJeAj98/s1600/20140823_151055.jpg" height="130" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Inquisitors</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj39jokDJfLuaUDBf8YrU4t15V7uYTDGqmImwJLO6-iOnZPx01UkXtHujAneov1-RqPgY4R4q37wXsoiTxLvC_a-BATx6ClEg7pQjEwAE1hmI6ZnG5gB3PCBoKKmUEM-4pcQTnC0bdhyIb5/s1600/20150401_091924.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj39jokDJfLuaUDBf8YrU4t15V7uYTDGqmImwJLO6-iOnZPx01UkXtHujAneov1-RqPgY4R4q37wXsoiTxLvC_a-BATx6ClEg7pQjEwAE1hmI6ZnG5gB3PCBoKKmUEM-4pcQTnC0bdhyIb5/s1600/20150401_091924.jpg" height="200" width="198" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Generic Inquisitor</td></tr>
</tbody></table>
<br />
The Inquisitor brings rad grenades for -1 toughness, psychotroke grenades for shenanigans and another power weapon and maybe even activating force (although you may not be targeting the correct unit if you need this). For your psychic roll you really only have Telepathy as the primary option. Prescience doesn't give you much since you have no guns and the unit already has most of the buffs. Getting hammerhand from Sanctic would be nice, but you perils on any doubles so it isn't worth it. Telekinesis is Telekinesis. Pyromancy isn't too bad, but I think Telepathy is strictly better. Invisibility and Shrouding are the juicy targets while Dominate and Terrify are good. Mental Fortitude won't help too much and hallucination isn't really worth WC2, but with Psychic Shriek in as the primaris you'll always have a useful power.<br />
<br />
You'll want to check what the Psychotroke grenade does before you use your war hymns. The effects are all really good (#2-6) or does nothing (#1). If the opponent is reduced to 1 attack (#2), dropped to I1 (#5), or attacking themselves (#6) you may not need to reroll saves and instead would rather re-roll wounds to finish them off. Keep in mind, you're still only T3, plus the opponent has -1T. The other roll drop the opponent to Ld2, which may not help too much, but could cause them to run away.<br />
<br />
Priests bring Zealot (hatred and fearless) plus can chant war hymns to buff the unit further. The war hymns from the priests require a leadership test at Ld7, which only goes off a little more than 50% of the time, which is why we need 2 for redundancy. Almost always you'll want to use the Emperor Protects with these T3 models as it allows you to re-roll all failed armor and invulns. If you really want to finish the fight and ensure they die, then the Righteousness of the Emperor lets you re-roll to wound. Finally, the emperor's strength gives smash to the priest, letting him have AP2 attacks but he's still only S3 (I don't think this lets him double the strength again with an eviscerator for S10 attacks, which would be cool). You'll test for protects first, then try again if it fails. If it goes off try for Righteousness.<br />
<br />
<br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSnM5-SCAUrRnhkYqnvHH9zKg-6QJY_qhyphenhyphenQDR9G9OU3yXRx7OzlutiWrWBtvlWBbX1_17BP54POQH35vMiI9dw1PG5lv0qNWiGgh32zYsYyTRljp8mKpKqs8K5JvtzQIJubhxVO6jdehPa/s1600/20150401_092416.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSnM5-SCAUrRnhkYqnvHH9zKg-6QJY_qhyphenhyphenQDR9G9OU3yXRx7OzlutiWrWBtvlWBbX1_17BP54POQH35vMiI9dw1PG5lv0qNWiGgh32zYsYyTRljp8mKpKqs8K5JvtzQIJubhxVO6jdehPa/s1600/20150401_092416.jpg" height="255" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Death Cult Assassins</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<br />
The DCA are your killing beasts, the Crusaders are there to tank wounds with the (hopefully) re-rollable 3++. Multi-charging helps avoid overkill. You don't want to be left hanging in the wind with only your invulns (and no re-rolls). <br />
<br />
With Zealot and the Righteousness of the Emperor war hymn, you'll be re-rolling to hit and to wound against the enemy with -1T. The DCA will be swinging at I6 with each attack having an 80% chance to kill a PA SM. The 6 DCA alone will average 19 dead MEQ kills before they even get a chance to swing. Even against orks, a full strength squad will kill 29 boyz, leaving only the nob, before they even get to swing back.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6xeiwilec3w00123FHk7sbZZsqV7sNklBwfn8jk1xY9YAJ1qXzD-96DYSBDFzaZgoQFy_8Zafmv-9uvKwxQ6oqFhobWSEhuu95oRIfEsryCqSeA2lpt2zChuSlFkTA-6EXOQcupLA7NOF/s1600/20150401_092724.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6xeiwilec3w00123FHk7sbZZsqV7sNklBwfn8jk1xY9YAJ1qXzD-96DYSBDFzaZgoQFy_8Zafmv-9uvKwxQ6oqFhobWSEhuu95oRIfEsryCqSeA2lpt2zChuSlFkTA-6EXOQcupLA7NOF/s1600/20150401_092724.jpg" height="200" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Priests still need to be painted. The one on the right is custom built</td></tr>
</tbody></table>
<br />
This is a terrifying amount of killing ability, that only really works because you have the dreadknights, terminators, and interceptors mucking things up before you even arrive. Hopefully, this squad is forgotten about because you aren't getting a charge off until turn 3.<br />
<br />
It's only 274 points including the IC. Really, you can't even call it a deathstar at all. That's less than a bloodthirster, less than a 5-man paladin squad, nearly the same price as 3 grave centurions. Of course, it's substantially less survivable than all the aforementioned units. One of the primary identifiers for deathstars is ultra durability. Of course almost anything can be made ultra durable with invisibility, so if my GK librarian rolls for it, he has the potential to cast it on them. The unit is fearless while the Priests are still alive, which helps.<br />
<br />
Regular old bolters kill this unit. It would take only around 70 shots to kill and quickly lose effectiveness with every death. Compared to other deathstars like Paladins, which require 36 bolters shots to kill each model or Screamerstars that require 216 to kill each model, this is nothing. Even Flyrants require 54 shots per wound when they are flying.<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtxUp9p-RYYC3ATVEFD-t9cFQJRXwRDe-UEO0Dlw2N28bBl-JRD_3uHAG0zDktqcXbHq3BvrZ8bPonYIhrWB16KwMPObr5pC5bOUC9ocYOUbgvF-6avP140UnvE3ZaBjdQ7rVH4srfnOO8/s1600/20150401_092832.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtxUp9p-RYYC3ATVEFD-t9cFQJRXwRDe-UEO0Dlw2N28bBl-JRD_3uHAG0zDktqcXbHq3BvrZ8bPonYIhrWB16KwMPObr5pC5bOUC9ocYOUbgvF-6avP140UnvE3ZaBjdQ7rVH4srfnOO8/s1600/20150401_092832.jpg" height="208" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Inquisitorial council makes difficult decisions-- Burritos for lunch?</td></tr>
</tbody></table>
I think it's more effective now than ever, even though it requires choosing your target a little more delicately. The old Grey Knight codex in 6th allowed DCA and Crusaders to take 'power weapons' so you could pick. I modeled my crusaders with halberds (+1S, AP2 unwieldy) and modeled the DCA with staff (nunchuks, +2S, AP4) and sword (AP3). This gave me more versatility, but it didn't have priests, so war hymns were out. The Inquisition codex forced them both to take power swords, but limited my transport option to only Land Raiders. Since I don't have any Land Raiders, I didn't have a delivery mechanism for the unit. With 7th edition, battle brothers can embark in each others' transports, so now I can use a Stormraven.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdkr3oA5GF1I29vMnmgKx2T09C6-g6bTj1MyI1ElmrhEoPK9-i1EbpCMFbP1SZTfKWbHcwMQPphMVBBuiD9RgidVVxXNAlWbnWe1hJzdI_-HZSmDq97ZA7yVr90wsF4SuWGlGxuGUKjX_h/s1600/20150401_091931.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdkr3oA5GF1I29vMnmgKx2T09C6-g6bTj1MyI1ElmrhEoPK9-i1EbpCMFbP1SZTfKWbHcwMQPphMVBBuiD9RgidVVxXNAlWbnWe1hJzdI_-HZSmDq97ZA7yVr90wsF4SuWGlGxuGUKjX_h/s1600/20150401_091931.jpg" height="320" width="173" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Another generic inquisitor</td></tr>
</tbody></table>
Once I get the priests painted then I'll try this list out. It's not going to win any lists, but it will be fun to see it overkill some poor unit only half its cost, then get shot to hell (and probably the Storm Raven that delivered them as well).Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-78115243010467035702015-03-28T14:54:00.000-05:002015-03-28T14:54:04.339-05:00Current Hobby Progress<h2>
Current Hobby Progress</h2>
<br />
I've got a lot of balls in the air now. I've primed a lot, but run out of black so I'm waiting for my FLGS to order some more black. The weather hasn't been cooperating with my schedule either. It's going to take me all year just to paint what I've got queued to prime.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmUs_NgdaFTCzJCMhUx26eZkLfN_L60QnE6niMJIGWxgDqj1-FJ-G5xmQH2GaYfstsyy9V8YsfM0hnNmKxf3VkpBQfQUIjBhRGDUG1sXQ-C4zoK_BBZjelVZ_IzVS5f1B9T19n4yoPmFRT/s1600/boyz.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmUs_NgdaFTCzJCMhUx26eZkLfN_L60QnE6niMJIGWxgDqj1-FJ-G5xmQH2GaYfstsyy9V8YsfM0hnNmKxf3VkpBQfQUIjBhRGDUG1sXQ-C4zoK_BBZjelVZ_IzVS5f1B9T19n4yoPmFRT/s1600/boyz.jpg" height="110" width="320" /></a></div>
<br />
27 Ork boyz - Initially shoota boyz that were ripped off and re-armed with slugga and choppa. Mostly primed already. I thought it would be too big of a pain to prime just the arms.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi39FHqNfCMgOoK-wKUISeyP55e8Y0Q0S8btEar6q5Np7qgcNHXJU0ElGseHYB6QmY4MSKyBRLc9QN8W7RzwOnl9HuRs_Vt4v7cllhL_sOqrmZ27_NaHPqpYMSrkB6RMAhNvx2_OR9B1whyphenhyphen/s1600/tankbustas1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi39FHqNfCMgOoK-wKUISeyP55e8Y0Q0S8btEar6q5Np7qgcNHXJU0ElGseHYB6QmY4MSKyBRLc9QN8W7RzwOnl9HuRs_Vt4v7cllhL_sOqrmZ27_NaHPqpYMSrkB6RMAhNvx2_OR9B1whyphenhyphen/s1600/tankbustas1.jpg" height="152" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMs-7hOvEXAWi-VIZ7HTSYv2RFxin86Mhr4nJHJjLojVJ6KPeNCJ4sY5AhYxiWI3RbiuF0YV7z8oCrXHwI-ya_9qAS__0THHc8ipT7ipUBCyuvJ6hCxLyDQDRaRSqDQoTezyKCqQM8i5_k/s1600/Tankbustas2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMs-7hOvEXAWi-VIZ7HTSYv2RFxin86Mhr4nJHJjLojVJ6KPeNCJ4sY5AhYxiWI3RbiuF0YV7z8oCrXHwI-ya_9qAS__0THHc8ipT7ipUBCyuvJ6hCxLyDQDRaRSqDQoTezyKCqQM8i5_k/s1600/Tankbustas2.jpg" height="147" width="320" /></a></div>
<br />
8 Tankbustas and 2 Tankbusta Nobz - Pre and post assembly. I thought my last batch was slick, but these are even better. Loaded with bits from as many sources as I could find. They've got bombs and rokkits coming out their asses.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPV112UMVlSp1JCtXjrmvNcQKby4nJ-jkWXiOqv97gYgME6HQBKRFpZLWy4QtfzL1yPYShncd5AeWnGkRY1Hm7kn9Sojs9MgdhM47Mz5GQKnmsAi43eiwfpwwaMEhH5MpgfxJCkBe9lZDL/s1600/kommandNob.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPV112UMVlSp1JCtXjrmvNcQKby4nJ-jkWXiOqv97gYgME6HQBKRFpZLWy4QtfzL1yPYShncd5AeWnGkRY1Hm7kn9Sojs9MgdhM47Mz5GQKnmsAi43eiwfpwwaMEhH5MpgfxJCkBe9lZDL/s1600/kommandNob.jpg" height="200" width="189" /></a></div>
<br />
Kommando Nob - He's not shirtless, but with a little camo, will do just fine.<br />
<br /><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjitkMm8tm0QFIpJD4YV2N-Ech5HyTb6m2MCUg7VbO4L4im_sr4OLTtc_qVH1WCo67NUh-WYUnnT-L6yjxpGdRX-u_XEuFbtu87JoOmcWRTT6QlX83_Hw6oAZSd-0SBgKyp1w5aKuSXRO3D/s1600/Crusaders.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjitkMm8tm0QFIpJD4YV2N-Ech5HyTb6m2MCUg7VbO4L4im_sr4OLTtc_qVH1WCo67NUh-WYUnnT-L6yjxpGdRX-u_XEuFbtu87JoOmcWRTT6QlX83_Hw6oAZSd-0SBgKyp1w5aKuSXRO3D/s1600/Crusaders.jpg" height="175" width="320" /></a></div>
<br />
9 Crusaders - The are Bretonnian men-at-arms. I wanted to use them armed with power halberds (+1S, unwieldy) with the 3++ to go along with the Death Cult Assassins, but never found the right list. It only took me a few nights to finish them and they look pretty decent. They were the last of my inquisition troops to finish.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2RBkvrKvZV8jsyEuem2zpNjOMID7OGsqtO2HyC80TD8mbB9K7KI5kmtY9ExO6DBYmU-J8rXmqMPWcQSb7toECz1EpB9nW_jwImlvaUXX7ZI3oXu0AaeAmzxrcHLTxkOEtvKQbeftovZnG/s1600/beamer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2RBkvrKvZV8jsyEuem2zpNjOMID7OGsqtO2HyC80TD8mbB9K7KI5kmtY9ExO6DBYmU-J8rXmqMPWcQSb7toECz1EpB9nW_jwImlvaUXX7ZI3oXu0AaeAmzxrcHLTxkOEtvKQbeftovZnG/s1600/beamer.jpg" height="200" width="146" /></a></div>
<br />
Inquisitor with conversion beamer - I've had the conversion beamer for a few years from Chapterhouse, but never had the right model to complete. I wanted to use the <a href="http://www.solegends.com/citle/citle2000/forgeWorld/fw2008titanprinceps/index.htm">Titan Princeps</a> but eventually gave up. Instead this is a "Scientist Thinking" from <a href="http://blackcatbases.com/index.php?main_page=product_info&cPath=437_486&products_id=2680">Moonfleet Miniature</a>s for cheap. The beamer is actually magnetized and the inquisitorial bits on the side are there to hold it in place. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyGTWPn_ppOSOemBu3zsFrhd4asun8Ioe2dZUJVN6FeTfOzWjq9KxhAxCvZnqaH95geJ8zrmXrey5LwoD9Nxob8LGoKaVqFGEpDP_g6Eje6Ze3jtkF4bTQjA89emRL3b6g8ZK81ROMvWJZ/s1600/Dante.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyGTWPn_ppOSOemBu3zsFrhd4asun8Ioe2dZUJVN6FeTfOzWjq9KxhAxCvZnqaH95geJ8zrmXrey5LwoD9Nxob8LGoKaVqFGEpDP_g6Eje6Ze3jtkF4bTQjA89emRL3b6g8ZK81ROMvWJZ/s1600/Dante.jpg" height="156" width="200" /></a></div>
<br />
Dante - His model is old and still finecast. It would have been nice to get a resculpt with the last codex. Instead I'm building my own from leftover bits, mostly Sanguinary Guard. I'm waiting on the backpack to arrive.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivTXXyoHEj1Ven3SVmyuQbDyCa8ToetK9cfgTJkcvLaG2LyNbg5O9YiXSqWF2pBoCHb6rqAwJJamiCkNpaR6zDrsHOCo92hIDrHUZcE2cwA80BD1XRO6EwLy0xLTcyTFfeExYsnaBylXAA/s1600/DC.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivTXXyoHEj1Ven3SVmyuQbDyCa8ToetK9cfgTJkcvLaG2LyNbg5O9YiXSqWF2pBoCHb6rqAwJJamiCkNpaR6zDrsHOCo92hIDrHUZcE2cwA80BD1XRO6EwLy0xLTcyTFfeExYsnaBylXAA/s1600/DC.jpg" height="229" width="320" /></a></div>
<br />
Death Company - Bolters successfully ripped off and replaced with a mix of power weapons and a few fists. A power fist that can't be challenged out is a beast. The heads are separate because painting them that way is easier.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiglSx2odpp1XvtJnSIE8-jPujA1EwlVvnYgEhm9ctWpd2TgdRwZVJf2qdHwlFWKiJndueAt600ktPYokFxGCYuwlpImknMgL-VqnsRFM01rlt91j_PZSaXJCaU7pEMPg4-TKlPeuKVMcT/s1600/devs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiglSx2odpp1XvtJnSIE8-jPujA1EwlVvnYgEhm9ctWpd2TgdRwZVJf2qdHwlFWKiJndueAt600ktPYokFxGCYuwlpImknMgL-VqnsRFM01rlt91j_PZSaXJCaU7pEMPg4-TKlPeuKVMcT/s1600/devs.jpg" height="236" width="320" /></a></div>
<br />
Lascannon Devastators - Assembled and ready to prime. I'm favoring these over my old plasma cannon squad because I can't twin link them with prescience anymore. They outrange then and are better are destroying vehicles and MCs, which I need more than AP2 killing.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwnRiF4LVdC8kXs8a6qxi6qwSlldy_uPNXxg5vlkOLmxXkZXH66qgHhXdhY6wBwU1NHyzDf1qHhN-I9_WiGmkcwFWNedrc5i8iumy0rasNHiSLzIN087hyphenhyphenkOXc_XNS4FuPPzvt_oYxKUSW/s1600/lastac.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwnRiF4LVdC8kXs8a6qxi6qwSlldy_uPNXxg5vlkOLmxXkZXH66qgHhXdhY6wBwU1NHyzDf1qHhN-I9_WiGmkcwFWNedrc5i8iumy0rasNHiSLzIN087hyphenhyphenkOXc_XNS4FuPPzvt_oYxKUSW/s1600/lastac.jpg" height="320" width="247" /></a></div>
Tactical Marine with lascannon - If I have to take tacticals, I'm considering a lascannon for the heavy. Once I get more pods, then I'll probably go with heavy flamers.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdKOQpsBpvC6lWIzdw_4_vTm2jVYmLuGaNXzn82Q7b1sL7BPIz-vL87kZlDhHEnOCZa6GfVviSoONaKXBzPy_GymzEOW9D3iekwdN3_Uvm3hoaH05K_IAE0MHcJdz3wiX0BDzYIOKABmVl/s1600/sternguard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdKOQpsBpvC6lWIzdw_4_vTm2jVYmLuGaNXzn82Q7b1sL7BPIz-vL87kZlDhHEnOCZa6GfVviSoONaKXBzPy_GymzEOW9D3iekwdN3_Uvm3hoaH05K_IAE0MHcJdz3wiX0BDzYIOKABmVl/s1600/sternguard.jpg" height="205" width="320" /></a></div>
Sternguard - Made from a combination of bits from various sources. Should be even better than my previous squad.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg50Q2waIPn6oehmUgb82c7s_2IRoAmuJeNsnKc8z-JaFei_1pux4idpRUpv34DTo-4TaKSm-nUUJm7r28Ar5dQqIrn8Yp8vZoh8EmGw_l3rOpBve6MuI8BRH87Sv8QOx1u1AkwOCszamzs/s1600/gunarms.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg50Q2waIPn6oehmUgb82c7s_2IRoAmuJeNsnKc8z-JaFei_1pux4idpRUpv34DTo-4TaKSm-nUUJm7r28Ar5dQqIrn8Yp8vZoh8EmGw_l3rOpBve6MuI8BRH87Sv8QOx1u1AkwOCszamzs/s1600/gunarms.jpg" height="243" width="320" /></a></div>
Magnetized arms - Assault squads are alpha strike units now. What better way than dual wielding pistols. Plus meltabombs because my GK really need them in every squad.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguTJxGT9L0isn5ZCDhgW3wqUKD6mxDaDCKT_Jp4coqIvgnU1gDQIyucDN5d2b87PqFFkejNpWuNZxLyG-0ldfbpYGgo3rFsaf3RL4llXdZUjy6KxiKgGQ9v6cm1jFhnqqttQubhmWSI0Qq/s1600/nurglings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguTJxGT9L0isn5ZCDhgW3wqUKD6mxDaDCKT_Jp4coqIvgnU1gDQIyucDN5d2b87PqFFkejNpWuNZxLyG-0ldfbpYGgo3rFsaf3RL4llXdZUjy6KxiKgGQ9v6cm1jFhnqqttQubhmWSI0Qq/s1600/nurglings.jpg" height="180" width="320" /></a></div>
Nurglings - Ready to prime. I've already started working on the bases. These are going to look great. They are unfortunately, so much bigger than the old metal ones.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2fwVMn9491yL3ZfBd6B3otgonAgTG_jPWLsZJIpsspCQbYGwm1TVl5aAna1SZWUT2i-a32RYpn_NNSXhwnDRw26zTQG1-uNPKomVECz34-FBB8d9_VAP3NATQHm6jIWpWMhL_sfYRl50L/s1600/pinkhorrors.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2fwVMn9491yL3ZfBd6B3otgonAgTG_jPWLsZJIpsspCQbYGwm1TVl5aAna1SZWUT2i-a32RYpn_NNSXhwnDRw26zTQG1-uNPKomVECz34-FBB8d9_VAP3NATQHm6jIWpWMhL_sfYRl50L/s1600/pinkhorrors.jpg" height="148" width="320" /></a></div>
Pink Horrors and Heralds - 22 Pink horrors, 2 heralds on foot, 1 on a disc. These look slick as shit. I'll do a full post once I get the last 11 ordered/painted.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaOFQLo5QVwCzlF0csQqO7n0KeSM9STWIGnOTQKRgOTAUmjJAvvalKDAmk_91MVUjKKBzpFLp2O7hl0Kf0jV8SoGHquDJF4OcVVaWfUHNZwb7F9adaiy3sap-K8WLXnb0EjlAU85SLkw0z/s1600/assassins.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaOFQLo5QVwCzlF0csQqO7n0KeSM9STWIGnOTQKRgOTAUmjJAvvalKDAmk_91MVUjKKBzpFLp2O7hl0Kf0jV8SoGHquDJF4OcVVaWfUHNZwb7F9adaiy3sap-K8WLXnb0EjlAU85SLkw0z/s1600/assassins.jpg" height="320" width="317" /></a></div>
Assassins - Finished the Calidus and Eversor. I rebased them all with a common theme. I'll do a full post once I order/paint the Culexus.<br />
<br />
Next up to paint<br />
<ul>
<li>Conversion Beamer Inquisitor - This is mostly done already, just finishing up the Beamer itself.</li>
<li>Nurgle - 10 Plaguebearers, 3 Plague Drones, 3 Nurglings, Mamon, and a Herald. I don't feel like it will take me too long. The basis will be all industrial tech with typhus corrosion and ryza rust everywhere. It should contrast nicely with the rotting bodies.</li>
<li>Ordo Hereticus Inquisitor - Primed and ready to paint. I don't actually have much use for this model so it might sit a while longer</li>
<li>2 Priests - Primed and ready to paint. These guys are slick. If I only had a delivery option for them.</li>
<li>10 Interceptors - This would finish up my Grey Knights. I feel that I should finish them soon, otherwise, they might fall further behind as I've got 5 more Terminators that will go ahead of them in priority.</li>
<li>Death Company - Pretty much everything BA needs to be painted or repainted. I know DC will form the basis for what I want to do, so I should get to them soon.</li>
</ul>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-58592942596808822922015-03-10T13:16:00.000-05:002015-03-10T13:16:58.729-05:00BAO Tournament Results<h2>
BAO Tournament Results</h2>
Here are the results of the BAO <br />
<a href="http://bloodofkittens.com/blog/2015/02/23/tits-tournaments-las-vegas-open-2015-top-lists/">http://bloodofkittens.com/blog/2015/02/23/tits-tournaments-las-vegas-open-2015-top-lists/</a><br />
Looking at the LVO lists, you see quite a diverse set, to the surprise of many. Only 1 eldar, no tau, and few knights. What can we learn from the winning lists? Is there more army variety than ever before because of allies like some hypothesize?<br />
<br />
<br />
<br />
<br />
<h4>
1st Place</h4>
The winner is a Tyranid list with 25 units (including 3 Flyrants, 10 spores, 6 lictors, 3 mawlocs) and a bastion for reserve control is quite a nightmare of a list. I give credit to the player for coming up with the list and for playing it well. <br />
<br />
Personally, I always thought the 6th ed Tyranid codex was decent and could kick any of my codexes' asses thoroughly. Ignores cover from Tau and Eldar was rough on it, but it is for everyone else as well, so that isn't a fair comparison. Once the Rising Leviathan supplements hit, they were really good. Now with the Leviathan proper supplement, they're top tier and no one is going to dispute that.<br />
<br />
Most Tyranid lists aren't easy to play (unlike most deathstars or spam lists). It helps when your army's top unit is an HQ and you can field dirt cheap troops (rippers, spores). This gives the army a lot of flexibility, although much of it is lost with synapse. Even termagants are decent considering they are only 40pts for a min squad for pretty much 3s across the board vs what I pay for grots at 35pts for 2s. Termagants have a chance to do something, while grots are objective holders and speed bumps only. It makes for a very versatile core to have cheap troop options and effective HQs. <br />
<br />
<h4>
2nd</h4>
The 2nd place list is the most surprising, but still follows a lot of the same principles as the Tyranid list. Threat overload and MSU. I didn't see how the list actually played, but I assume the command squad with 3 meltas in a pod dropped first turn along with the 7 man scout squad likely accompanied by Lysander and Mephiston. The scouts can combat squad into 3-6 units. Centurions and Thunderfire cannons we know are good. I've been warming up to Lascannon devs over plasma cannons (because I can't cast prescience inside a building) and have the bits ordered to build my own, so I'm not surprised by their inclusion. With the Imperial Fists, you get tank hunter which is so much better than furious charge for Devs that it isn't even a fair comparison.<br />
<br />
It has alpha strike potential mixed with a fair number of bodies. Once again it takes the same principles above and uses them effectively to play the mission. I suspect with proper terrain coverage, line of site blocking, and mix of types this list can very effectively hide to limit damage. On a proper table it give you more strategic options. This list is designed to give the player as many strategic paths to maximize their skill.<br />
<br />
<h4>
3rd</h4>
In 3rd was an Eldar list with a Lynx sporting a pulsar, 4 wave serpents, some jetbikes, etc. I'm guessing that the Lynx sat on the skyshield while the farseer cast fortune on it. Maybe the power was denied or he didn't roll for it. I'm not sure why he lost. This is the most typical of the lists, but with a lynx instead of a couple of wraithknights. A list full of mostly broken lists in the hands of a great player will do well. The only thing to note here is that this list was the only one not to have any allies. Yes, the Eldar book is one of the few that can do that. Not much to see here, moving on.<br />
<br />
<h4>
4th</h4>
A Space Wolf and Astra Militarum list took 4th. This sported 6 pods, 3 medusas, a vendetta, and most strangely a single Rhino. It isn't a list I've seen before, but I can see why it is effective. Grey Hunters are good, Vendetta's are good, Medusa's are good. Common logic dictates that while 2 meltaguns are good (grey hunters), 3 are even better (AM vets). Freelance pods are quite silly. From the description of the player, it seems like he was a huge dick to play against. An outside the box list, but it's easy to see why it works.<br />
<br />
<h4>
5th</h4>
A daemon list came in 5th place that features Fateweaver, 4 heralds, 2 squads of horrors, 2 screamer squads, and a plague drone squad. Plenty of anti-armor, summoning, and durability are key here.<br />
<br />
I just primed my drone squad and I'm curious as to how he used them, did the heralds attach, deepstrike, join later? Not a typical deathstar, but 28 T5 wounds with FNP is a bitch to remove. Considering they also have shrouded, can potentially get a 3++ (grimoire), or invisibility it's pretty obvious that it can work very well. They are upgraded with venom stings and the heralds are probably taking baleswords, so that's a lot of instant death attacks. My concern would be that the heralds are too slow.<br />
<br />
<h4>
6th</h4>
Surprisingly, yet not, in 6th was a Chaos Space Marine list with Daemon allies. Surprising because most people think CSM are bad, but not when you realize that the CSM detachment is 2 min units of cultists, 2 hell blades, a brass scorpion and a predator. <br />
<br />
Ok, I'll admit the predator is very surprising and I'm very curious to see how it was used. He also has a daemon summoning CAD with 3 HoT and 3 squads of Pink horrors.<br />
<br />
The horrors summon while the cultists sit on objectives and wait for the hellblades to mulch stuff with their 6 TL Str7 rending shots. I love the hellblade and would like to get at least one at some point. However, I still don't know what to make of that predator with destroyer blades. The real key is that the brass scorpion is pretty hot with the proper support. Super Heavies are good, news flash.<br />
<br />
<h4>
7th</h4>
7th places were White Scars and an Imperial Knight. Khan--good, Chapter Master kickass--good, command squad--good, bike squads with metla/grav--good, Sicaran--good, Imperial Knight--good. We've learned nothing.<br />
<br />
<h4>
8th</h4>
Rounding out 8th place is a Grey Knight and Red Scoprions list. Essentially Draigo, GK libby, Loth, and the centurions gate around and kill stuff while 3 dreadknights take care of the rest. Yawn. Deathstar + underpriced MC == win.<br />
<br />
<h3>
Summary</h3>
<b>So what did we learn?</b><br />
1) MSU is good <br />
2) Deployment flexibility is key<br />
a) This includes drop pods, which were featured in 3 of the top 4 lists.<br />
3) Deathstars are still viable<br />
4) Summoning units is good, pink horrors do it cheaply and effectively plus they're troops.<br />
5) Wave Serpents, Centurions, Flyrants, IK are really good, duh<br />
<br />
<b>What didn't we see in the top 8</b><br />
1) Single source lists -The Eldar list was the only one with a single detachment, but still had a fortification and FW super-heavy LoW.<br />
<br />
2) Tau - I suspect the maelstom missions and line of site blocking terrain limited their effectiveness. Many of the players who jumped on Tau in 6th have since moved on. With Maelstrom the typical lists are too static to be effective at the highest levels.<br />
3) Tactical marines - Bikes are better in every way, scouts are cheaper and present more options<br />
4) Necrons - The codex was too new. Prepare to be sick of them in every tournament because GW doesn't playtest.<br />
<br />
Does this change my opinion on the state of 40k? No, here's why:<br />
<br />
Skill can trump a list, but only if you really know what you're doing. People often say that to discount when something is overpowered. However, the average player is well... average. Common advice I see for 40k players it to continually practice against good players, different lists, and scenarios. This isn't achievable for most players. Broken units are still broken when they make it easy for someone with no skill to win disproportionately. Even worse, they're boring to play and play against.<br />
<br />
That's the major difference between what you're seeing here at a hard-core tournament and what you see at a local tournament or pick-up game. At the highest level, they know how to handle almost everything that comes at them. Most players don't. So maybe they aren't broke if you know the strategy and have seen it multiple times, but since that doesn't apply to most players, then it still qualifies as broken.<br />
<br />
<br />
<h4>
Changes </h4>
Even though no one in the top 8 used it, I still think BAO needs to remove the self-allying rule change. It does have a ripple effect on other tournaments that want to use the ATC format. The justification was that Tyranids needed the help: they didn't and they don't. Or that since the Space Marine codex can self-ally others should too. I'm not sure how someone can self-ally with the SM codex to take advantage of this particularly well. <br />
<br />
I can tell that the nerf to invisibility changed the lists people would bring. I'm not sure their fix is the right answer, but anything to discourage deathstars is ok with me. It does make some units actually viable (like my seekers), but it makes too many units over the top.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-22058335149595475552015-02-26T16:28:00.000-06:002015-02-26T16:28:05.215-06:00Journey of a Boy<h2>
Journey of a Boy </h2>
Orks were my first army and have gone through a lot of changes since I've started with each new edition and the codex update. It seems that with each iteration, the optimal way to use boyz has changed significantly<br />
<br />
<h4>
2011 5th edition</h4>
I used slugga/choppa boyz in battlewagons backed up by smaller squads of shoota boyz. It was fairly effective and I had a lot of luck right away. I struggled with high armor values (AV13+ with Necrons and multiple land raiders), highly mobile armies (mostly DE), and real melee units (Paladin star, but then again, who didn't struggle with this dull deathstar). I had enough scoring units and 3 squads of lootas to at least go toe to toe with fully mechanized forces.<br />
<br />
<h4>
2012/2013 6th edition</h4>
Wholesale switch to shoota boyz. Hull points diminished the durability of battlewagons, plus the changes to movement, assault, and charge range killed it for me. Instead, I used large, cheap blocks of 30 shootas w/optional big shootas. They could assault reasonably well and helped with board control. The real hammer unit was the nob bikers, now at T5. I backed these up with lootas and artillery for solid dakka overall. Orks were considered a low-tier codex, but I had a lot of success with this list. The codex overall was pretty terrible, with only a few viable units.<br />
<br />
<h4>
2014 to the present 7th edition, new codex</h4>
A points increase and change to mob rule all but killed the shoota boy. Now, it's all slugga/choppa boyz. The superior choice is actually biker boyz, but those are cash expensive. I can get a 30 man squad of boyz for about the same cost as 3 biker boyz, due to availability on ebay. With the move of lootas to heavy, the dakka build lost it's teeth, now we have to come up with a whole new build. More units are viable, but they are hard to make work cohesively. I feel like there is a lot of potential to still explore.<br />
<br />
The Green Tide formation is 10 squads of boyz joined as one. I can see how it works, but seems like a chore to play. It is a possibility I would like to explore at some point.<br />
<br />
<h4>
A Boyz journey to the present</h4>
Towards the middle of 2013, I won a few ebay auctions and acquired 60 boyz. Now at this point, I already had 40+ slugga/choppa and around 80 shoota boyz. However, as a proper ork player, you can never have enough. So the squad was going to be split into 18 slugga/choppa and 42 shoota boyz. The actual mix was 20 shoota and 42 slugga choppa from the assault on black reach set. Unlike more recent box sets, these are not the actual kit, but rather snapfit with arms molded onto the body. Therefore, I had to snip off additional arms and use cheap shootas acquired from ebay to turn them into proper shoota boyz. They were primed, but never painted, because I didn't actually need that many.<br />
<br />
Fast forward to 2014. I'm started to use Orks again and realize that shoota boyz are not optimal. I paint up the primed slugga choppa boyz so that I at least have 2 full squads of slugga choppa boyz to use. However, I still had 42 shoota boyz sitting in a shoe box in my closet.<br />
<br />
So what do I do with them? I have tons of bitx sitting around, so a few weeks ago I decided to convert some of them back to slugga/choppa boyz. So far, I've got 28 converted back, which should give me another full squad of 30, plus I now have 88 boyz, which I can use for a green tide formation. Just so we're clear, there are AoBR boyz that were clipped and converted to shoota boyz, then had their arms ripped off and converted back to slugga/choppas.<br />
<br />
This leaves me with 14 shoota boyz. Let's keep going. I have the bitz to convert 8 of those to more tankbustas, a ramshackle group anyways. I just need a few more bit to make them complete, but that will give me 2 squads of 8.<br />
<br />
With the 60 boyz, I also received 5 big shootas. Now that rokkits are the same price, they are the superior choice. Plus the tankbustas can be used as regular rokkit boyz if needed in the green tide formation.<br />
<br />
I've been heavily considering running Zhadsnark. Unfortunately, he doesn't allow big guns. The only positive is that I can go with 3 squads of lootas. I currently have 30 painted another 7 primed. What the hell, let's max out at 45. I'll take the 5 big shootas and 3 of the remaining shoota boyz and make them 'proppa lootas' using bits leftover from space marines, tau, grey knights, etc.<br />
<br />
So I'm down to 3 of the shoota boyz. <br />
<br />
<u><b>Summary</b></u><br />
42 shootas, 5 big shootas<br />
-->28 Slugga/Choppa boyz<br />
-->8 tankbustas<br />
-->8 lootas<br />
-->3 spares<br />
<br />
<u><b>End result </b></u><br />
88 Slugga choppa boyz<br />
78 Shoota boyz <br />
16 tankbustas/rokkits<br />
45 lootas<br />
<br />
Of course, silly me -- I won another ebay auction for 2 boxes of boyz new on sprue. Whereas the loota box only has 4 lootas and a mostly useless mek model inversely the boy box has 11 models including the Nob. While, I don't need the nob it really gives me 22 models. So that leaves me with 25 models to figure out how to build.<br />
<br />
I'm leaning toward building 20 of them as slugga/choppa boyz. I could then take 4 full squads of slugga/choppa boyz (with nobs and a couple of rokkits) or a green tide. I could also magnetize them so I can attach my death company back packs so that they can be impromptu stormboyz. The won't match the current stormboyz, but so what. This will give me some flexibility.<br />
<br />
<h4>
Other conversions</h4>
Almost all my nobs are sporting slugga and big choppa or power klaw. No sense in that now that a shoota is a free upgrade. I can mostly get away with just adding a shoota barrel, of which I have dozens sitting around, already primed.<br />
<br />
I also need a Kommando Nob. There aren't many good options for this. My Kommandos are bare chested, but there is no comparable option without ordering expensive parts from Poland. I'll make do with one that's partially built. and just repaint him.<br />
<br />
Since I have plenty of nob bodies, I can build two tankbusta nobs. For only 15 points, they become more survivable and resilient to morale. Although in that squad, the nob inflicting D6 Str 4 hits is going to kill a couple of expensive models and not just 6 point boyz (damn you mob rule and army wide Ld7, can't the nobs be at least Ld8).<br />
<br />
I also don't have 10 PK nobz for the Green Tide, but a simple arm swap will suffice.<br />
<br />
I've already converted most of my Nob bikers to have a swappable army so they 'count as' regular biker boyz, though I'm not sure who would be that pedantic.<br />
<br />
I'm also in the process of building 6 Traktor Kannons (1x5 or 2x3) and 5 Kustom Mega Kannons. Lobbas are great, but do jack squat against flyers, 2+/3+ armor saves, and most vehicles. Flyers are still really big around. Flyrants are terrifying and this is the perfect counter unit to them.<br />
<br />
Sorry for a lack of pictures Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-61608698339949441252015-02-23T12:15:00.000-06:002015-02-23T12:15:02.047-06:00Grey Knight Conversion Progress<h2>
Grey Knight Conversion Progress</h2>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAUucCR3OzmNnRnpU1qXxM_kJ1bnbRAC0ZZ-bb5Sfzopi_LUMIQTmXdrJb-mhSpwThFLS_SZqkRg7ZN3o4ROVgeZSu4T2OY5lHyajZ202XE-HVtb3HoKE91YfLY6RFCXQD1a88imtwQh7c/s1600/army+top.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAUucCR3OzmNnRnpU1qXxM_kJ1bnbRAC0ZZ-bb5Sfzopi_LUMIQTmXdrJb-mhSpwThFLS_SZqkRg7ZN3o4ROVgeZSu4T2OY5lHyajZ202XE-HVtb3HoKE91YfLY6RFCXQD1a88imtwQh7c/s1600/army+top.JPG" height="198" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knights</td></tr>
</tbody></table>
<h2>
</h2>
I've made great progress with my Grey Knight <a href="http://houseoftherisingwaaagh.blogspot.com/2015/01/grey-knight-strike-squad-conversions.html">Strike Squad conversions </a>since January. I actually played my first match with them last week and they performed surprisingly well. I'm happy with the NSF detachment pushing multiple units right in the enemy's face turn 1. The comms combined with inquisitors for accurate deep strikes thanks to servo-skulls, things came in reliably and right where I wanted them. I may look into pushing even more units into reserve such as interceptors and I'm even consider *gasp* a strike squad again. We'll see.<br />
<br />
To recount my plan, I have 20 strikes and 10 purgators. They would be converted to 10 purifiers, 10 interceptors, and a reconfigured, but mostly unchanged, squad of strikes. In addition, I needed a squad of terminators and an HQ of some sorts.<br />
<br />
<h3>
Infantry </h3>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcBpOa6LIFhDWSGIDGPHiPDpfnLoT-ArTnsvvBLjwN1mjPI5SYkK6S8xu98-6nHZkkIHcEE2nyzcq_e_THprlr4efGLCrCkaMpAT3o3GNgLxIbs2MFkoma6ra6Cuek5lv-yRoRslOS1GPZ/s1600/HQ+escort.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcBpOa6LIFhDWSGIDGPHiPDpfnLoT-ArTnsvvBLjwN1mjPI5SYkK6S8xu98-6nHZkkIHcEE2nyzcq_e_THprlr4efGLCrCkaMpAT3o3GNgLxIbs2MFkoma6ra6Cuek5lv-yRoRslOS1GPZ/s1600/HQ+escort.JPG" height="245" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Terminators, Librarian, Inquisitor</td></tr>
</tbody></table>
<br />I'm very happy with the progress I've made. The Librarian and 5 GK Terminators are complete. The Strikes and Purifiers are done as well, leaving only the interceptors remaining. I have all the parts ready to go, I just need to paint them, though the backpacks are currently separate to make it easier. I'm still a few magnetized single handed swords short if I don't want to run any halberds, but usually I'm ok. I even managed to finish the Dreadknight swords. Let's take a look<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifsjc7r5WIye6XMMmqfPlQGJk6PeVZe_6IiyX_N6MKvL7IRqWn3j4lVw4-wC7ReEIyNZ81rzmex3XEp-gp_liwok6BuercpvT-Io5EjHppsWHXe1wLYHvi6-ghf_VqY1BIeICKLGXDATfR/s1600/GK+L.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifsjc7r5WIye6XMMmqfPlQGJk6PeVZe_6IiyX_N6MKvL7IRqWn3j4lVw4-wC7ReEIyNZ81rzmex3XEp-gp_liwok6BuercpvT-Io5EjHppsWHXe1wLYHvi6-ghf_VqY1BIeICKLGXDATfR/s1600/GK+L.JPG" height="200" width="134" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Librarian with combi-melta and falchions</td></tr>
</tbody></table>
<br />
The Librarian was converted from leftover bits from the Dreadknight and some leftover Terminator legs. I went with dual falchions over the halberds (+1 Strength) or staff (adamantium will) because I felt it would be more useful overall. The combi-melta is magnetized. I still need a way to add/remove meltabombs, though realistically, I'm always going to take them. I'm happy with how the model turned out. The base isn't my favorite but it distinguishes him from the rest of the Terminator squad.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9rDX6ggG0DwfXUN_WlJ7G16qlpx0bnKJNWqDVAjlD-ayXlfT1D6EBbFlNI7BWummXK6pbFDriyvf8pD5xr5v6D6H89LI6F_aYZoDqJoQRQt32Usg_PY2rgRMg2cWhNlPnw0nHMYhrIqrq/s1600/GKT+2.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9rDX6ggG0DwfXUN_WlJ7G16qlpx0bnKJNWqDVAjlD-ayXlfT1D6EBbFlNI7BWummXK6pbFDriyvf8pD5xr5v6D6H89LI6F_aYZoDqJoQRQt32Usg_PY2rgRMg2cWhNlPnw0nHMYhrIqrq/s1600/GKT+2.JPG" height="218" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Terminators</td></tr>
</tbody></table>
<br />
The Terminators are quite boss. All the weapons are magneitzed for halberds, swords, or even a hammer or two. The psycannon is magnetized as well so I can switch to psilencer. I kept up with my daemon base theme with a nurgle-ish cesspool base. The swords and halberds all continue the lightning theme I've settled on.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7DJ9vLyvYBsZSOXiAcWEnPAu2fffws_oMN0kkoIrvSxtz42f06FMjyUkYNSrt7dezFiZcQq5cYk6mETcD-xzY_GgYg8iwAq2IXLSOYmaw6vp4mucuxl5-LXfQ3r9Eak0Wqha4pA-CPHir/s1600/Strikes.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7DJ9vLyvYBsZSOXiAcWEnPAu2fffws_oMN0kkoIrvSxtz42f06FMjyUkYNSrt7dezFiZcQq5cYk6mETcD-xzY_GgYg8iwAq2IXLSOYmaw6vp4mucuxl5-LXfQ3r9Eak0Wqha4pA-CPHir/s1600/Strikes.JPG" height="161" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Strike Squad</td></tr>
</tbody></table>
<br />
Here is the Strike Squad. The two incinerators came from the Purgation squad, but otherwise, the squad is pretty much the same. There was very minimal touch up work done.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5RxZJOUMiXzM_uBUVcbtRsXjcCBtaGmcQxNDPSoi-rwh-n0ybayEz2v2y9w4-0_Z6CbCtcNbX7G4fPUxxvzZup_fw9c7WA4Z5ODlsakD95PXo54WrzwEJ_zRuw5_pGIo2ROgVEfHSDXAf/s1600/Purifiers.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5RxZJOUMiXzM_uBUVcbtRsXjcCBtaGmcQxNDPSoi-rwh-n0ybayEz2v2y9w4-0_Z6CbCtcNbX7G4fPUxxvzZup_fw9c7WA4Z5ODlsakD95PXo54WrzwEJ_zRuw5_pGIo2ROgVEfHSDXAf/s1600/Purifiers.JPG" height="235" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Purifiers</td></tr>
</tbody></table>
<br />
The Purifiers were overhauled the most. The psycannons were removed and replaced with magnetized arms for hammer or sword. The heads were popped off, stripped, and repainted with white. I actually painted them a couple of times. Any sort of wash I put on the heads looked horrible. It took me a while before I was happy with the pure white heads, but now I really like them. I did get vanguard vet hammers to use, although only a few are painted so far. The one handed hammer look is great for them, very dynamic. The swords were my first attempt at NFS and I've been pretty unhappy with them, so they were painted over and re-done in lightning.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF4xiVHllqRssbTXpMbC9s2XrTagvwEaO718bxN-s5daaAf8Rd910tOFC82uHI-hZC2UxF2rgYjaX1g-horIo9SlWe4nD4ibGntRHc17Hs-TmFjWA7e_pgYcXFNH9pMGjHWWS8-M6n5tkI/s1600/interceptors.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF4xiVHllqRssbTXpMbC9s2XrTagvwEaO718bxN-s5daaAf8Rd910tOFC82uHI-hZC2UxF2rgYjaX1g-horIo9SlWe4nD4ibGntRHc17Hs-TmFjWA7e_pgYcXFNH9pMGjHWWS8-M6n5tkI/s1600/interceptors.JPG" height="170" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Interceptors</td></tr>
</tbody></table>
<br />
The interceptors still need to be painted. I want to run through a few tests with how to do the backpacks before I commit. Most of the squad needs to be fully painted. I'm still tweaking my list to see where they fit in. They are essentially the same cost as a purifier squad but trade mobility and deployment options for the extra attack and psychic power. The shunt with 2 interceptor is incredibly powerful for taking out backfield scorers.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKgYrJAdgn5t-HeaN1ynhm6-zmBMSrX6UDkz1b_WsfY_MonR5Q6Rb3AQ3CiVhm5XDSQj6pYFGi2FGRKQfhs4tdONRhkWo8g7q87ggTwuixaZ-OHH-bMQogbHhJBxUhvPzDjn49sPP6IrE-/s1600/Purifier+CS.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKgYrJAdgn5t-HeaN1ynhm6-zmBMSrX6UDkz1b_WsfY_MonR5Q6Rb3AQ3CiVhm5XDSQj6pYFGi2FGRKQfhs4tdONRhkWo8g7q87ggTwuixaZ-OHH-bMQogbHhJBxUhvPzDjn49sPP6IrE-/s1600/Purifier+CS.JPG" height="145" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Combat squad out of a SR for 4 WC and 2 shots at Cleansing Flame</td></tr>
</tbody></table>
<br />
<h3>
Dreads</h3>
The Dreadknights are now fully done (well, I could maybe go for a psilencer) with the completion of the swords at long last. I originally wanted to use an airbrush for the swords because I was skeptical it could work on a large scale. I proved myself wrong and they really look outstanding. I don't have any interest in adding a 3rd Dreadknight. I can only take 2 in a Nemesis Strike Force detachment anyways, and 3 seems too spammy to me. Full post coming on them.<br />
<br />
I still have 1 Dreadnought left to paint, but I may end up selling him. I also have 2 rhinos plus accessories to use them as razorbacks of all sorts, including the forgeworld psycannon variant. They aren't finished, but look close enough. In fact, I've never finished a Rhino based vehicle, too many clean lines.<br />
<br />
<h3>
Next Steps </h3>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi78lSEHIjg21N5SkoTRtHOcjw-Kb2L9C_Oov7HqMI5RMVC6QHLmo-cyHTRCfTx2isqKJVxz9JDbDb4JzOKodxCkvbzGp6ASOGEhWbbJB2ZkRTebdDSx93WoAULD0id-0V6-np_y1w66Qiz/s1600/GKT+1.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi78lSEHIjg21N5SkoTRtHOcjw-Kb2L9C_Oov7HqMI5RMVC6QHLmo-cyHTRCfTx2isqKJVxz9JDbDb4JzOKodxCkvbzGp6ASOGEhWbbJB2ZkRTebdDSx93WoAULD0id-0V6-np_y1w66Qiz/s1600/GKT+1.JPG" height="186" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Grey Knight Terminators, good value</td></tr>
</tbody></table>
<span id="goog_2072368335"></span><span id="goog_2072368336"></span><br />
I may eventually consider getting more Terminators. So far, they seem to be a really solid value. I've already regretted not having the option to add extras to my list already. In an elite army, I often end up with an odd number of points like 40 or 60 that isn't enough to add a full unit, but I could add 1 or 2 terminators. Instead I've been bulking of inquisition squads non-optimally.<br />
<br />
I've settled on running them with 1 hammer and 1 psycannon per 5 dudes. I also take the melta-bombs so they can threaten vehicles without having to cast hammerhand. Little metal boxes still seem to give me trouble. This works out to 200 pts for a 5 man squad, 395 for 10.<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMu1k10RRUPXk0n_XgTBJj4wzIejhquIAtgfCL1dlkjRXvZA3BFccGClUraeNFPNgzCFRvIgLpeTs8sDJnBmEy5bBkOTmb1LlIq9QufpvXaslOuZi7tlK0ZudTJuFZ97itpbxrCzfakdBj/s1600/army+right.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMu1k10RRUPXk0n_XgTBJj4wzIejhquIAtgfCL1dlkjRXvZA3BFccGClUraeNFPNgzCFRvIgLpeTs8sDJnBmEy5bBkOTmb1LlIq9QufpvXaslOuZi7tlK0ZudTJuFZ97itpbxrCzfakdBj/s1600/army+right.JPG" height="152" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Army on the move</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNn-LRldifKsnK-_ZpJa7JO12DSpRItk2Q6FxdGcjyrhCnZjAkv_Y5wrC2rOJ1THZzAkfnF_3-w_bUD-8pP_A6_PH4pGRZ90JSUk6eGhW4RA8biWMoGFwCc616JuIXM6iwZnhwTygaK0f2/s1600/army+left.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNn-LRldifKsnK-_ZpJa7JO12DSpRItk2Q6FxdGcjyrhCnZjAkv_Y5wrC2rOJ1THZzAkfnF_3-w_bUD-8pP_A6_PH4pGRZ90JSUk6eGhW4RA8biWMoGFwCc616JuIXM6iwZnhwTygaK0f2/s1600/army+left.JPG" height="213" width="320" /></a></div>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-53361522996372596482015-02-13T15:19:00.001-06:002015-02-13T15:19:57.158-06:00Blood Angel Conversions<h2>
Converting Existing Blood Angels </h2>
I have way too many Blood Angel infantry and vehicles. I'm not sure what I can do about the Rhinos/Razorbacks (maybe convert one or two to a vindicator or a Damocles). Here's what need to be addressed:<br />
8 DC on foot - 1 sword. 4 have magnetized backpacks, but no actual jump packs.<br />
10 Death Company with JP - These have bolters, 1 has a fist. JP are magnetized.<br />
5 DC bodies, tons of bits<br />
60 Assault Marines on foot - 6 squads of 5 with sgt and melta gunner<br />
40 Assault Marines with jump packs - 4 squads of 10 with sgt and 2 meltaguns<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbqB4PMguI63COpq5ZWyZSygLq8xSRjDF0rBWrcZfVVkg2YaTMp0ou180gb7TWrr-D3rUUFjVfqYKDli9WWezgL575ZELjSyGF-RzxhFwrWLRLay5qRMh-9Ouh0P4oG6ASgSgs8AclVqpL/s1600/IMG_3898.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbqB4PMguI63COpq5ZWyZSygLq8xSRjDF0rBWrcZfVVkg2YaTMp0ou180gb7TWrr-D3rUUFjVfqYKDli9WWezgL575ZELjSyGF-RzxhFwrWLRLay5qRMh-9Ouh0P4oG6ASgSgs8AclVqpL/s1600/IMG_3898.JPG" height="164" width="320" /></a></div>
<br />
<h3>
Death Company</h3>
Here's my end game -- 2 squads of 10 with jump packs, 1 Fist, 2 swords, and 1 axe each. I can build 2 more DC with spare bits once I get some legs. I'll put jump packs on all the models. I need to break off the bolters for 8 of the jp guys. I can keep 2 bolters for the guys with power fists. Then for the guys missing arms, I'll need 2 axe/halberds and 3 more power sword. I have plenty of DC power swords unused, as well as a couple of GK halberds and tons of falchions.<br />
<br />
Most of these aren't painted at all, so I can just reprime them with new arms. Some of the others need a lot of touch up. A few were purchased painted and need to be fixed.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhadvZWo8T9O5_KikqeMPQO3aPNAFX3M5vHfS7VXQt2vv5sqxq-AkyrjhEFW70sRkDRLSozSqCYm70Nh64Svzm3TtzXQmRehgPGnnWm0BnZjfdpQJZfGgtj7zJSNOv9dMfs6vOiCenoAX9L/s1600/IMG_3873.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhadvZWo8T9O5_KikqeMPQO3aPNAFX3M5vHfS7VXQt2vv5sqxq-AkyrjhEFW70sRkDRLSozSqCYm70Nh64Svzm3TtzXQmRehgPGnnWm0BnZjfdpQJZfGgtj7zJSNOv9dMfs6vOiCenoAX9L/s1600/IMG_3873.JPG" height="122" width="320" /></a></div>
<br />
<h3>
Jump Pack Assault Marines</h3>
For painting: 10 are done really well, 10 decent enough, 10 are table-top, 10 are only primed. Almost all were built from the death company box to begin with.<br />
<br />
The primed ones aren't fully assembled. Let's turn them into vanguard vets for the Sanguine Wing formation. I'll need to break off all the arms and find weapons to use. I should have plenty except for lightning claws, so I'll need to order some. Overall, this should be a fairly straightforward conversion.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN0FH8iRempCqNNHWPrr9EXgMs8MbqkISLrscnf2X0MEzHYN-ie2z4AU66QoPZre3fXUKRKVjtS5KYOZCvLfYJ3WMmn1lso9cpnHnypYwVc2TltR_5XyJhkEmMDAjt9TV3mMjGCrAbdE-Z/s1600/20150211_095526.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN0FH8iRempCqNNHWPrr9EXgMs8MbqkISLrscnf2X0MEzHYN-ie2z4AU66QoPZre3fXUKRKVjtS5KYOZCvLfYJ3WMmn1lso9cpnHnypYwVc2TltR_5XyJhkEmMDAjt9TV3mMjGCrAbdE-Z/s1600/20150211_095526.jpg" height="112" width="200" /></a></div>
<br />
The 20 I have fully painted I will keep. That just leaves the 10 that are tabletop ready. These were initially purchased off of ebay as death company, then reprimed red, then painted poorly. I had some real difficulty with the army painter red when I first started using it. I also didn't strip them, so they look fuzzy. A few are old metal models.<br />
<br />
I'm not sure what I can do with the final squad (pictured above). I think the best bet may be to strip them and start over. I don't see myself running 30 jump packs ASM any time soon, so this will likely be a very low priority. I could convert them to a 2nd VV squad for the Sanguine Wing but I don't have enough weapons to cover both squads, so I'll need to order more anyways. I could also ebay them.<br />
<u><b></b></u><br />
<u><b></b></u><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkX06HLzlz21eDEwrQoqPQ_RJZNjuEGDEcewD96zCIFnK8kvHcFhRb1fC0ROnsCv9IjjmWy1sUcsSfUyh8kfrxn0bhG-hL5dh9h6qAcVrUrl160qQUGTrDFSmwvMYUjbACcLKVWzrn_M23/s1600/IMG_3878.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkX06HLzlz21eDEwrQoqPQ_RJZNjuEGDEcewD96zCIFnK8kvHcFhRb1fC0ROnsCv9IjjmWy1sUcsSfUyh8kfrxn0bhG-hL5dh9h6qAcVrUrl160qQUGTrDFSmwvMYUjbACcLKVWzrn_M23/s1600/IMG_3878.JPG" height="154" width="320" /></a></div>
<h3>
Assault Marines on foot</h3>
Only two of the squads are fully painted and look decent. The other 4 squads range from poor condition to really poor condition. Ten of them were ebay purchases that I've never re-painted. Another 10 are super fuzzy, but at least have matching shoulder pads for the whole unit. All of these units have sergeants with magnetized arms.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT6F10VLWSkYIBVSn8tjHkdWMrbxo0JLs-V1K0arR-60u7n-g9ryCvYuuUNZfZ3yXE-_Dy17LcaAzpHl2CDmPu5fdNpl5pw_w8LyBD0bHW26dLRSW27VID9tNVn_ZojpTJubu9MQ9cpCOi/s1600/IMG_3879.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjT6F10VLWSkYIBVSn8tjHkdWMrbxo0JLs-V1K0arR-60u7n-g9ryCvYuuUNZfZ3yXE-_Dy17LcaAzpHl2CDmPu5fdNpl5pw_w8LyBD0bHW26dLRSW27VID9tNVn_ZojpTJubu9MQ9cpCOi/s1600/IMG_3879.JPG" height="171" width="320" /></a></div>
<br />
<br />
My end result needs to be 3 squads of 5 with 2 meltaguns each. The sergeants arms are magnetized so I can run dual infernus pistols if I want, although I'll need to paint some up. Arms will need to be broken off to put more meltaguns.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7eUc6sksVwZMWs0-WwXDIWIQzXdedEm-XQ8j6YC78lYaql_D3_eucOA3n4ZRLPVr8WEPEfYOyAx7tvgHPZmuDhzhhNL7_KnK3Qq6V4l9_rfkMAns94stZIKoz18pNaYbS5Z1r0cXVjAKV/s1600/IMG_3880.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7eUc6sksVwZMWs0-WwXDIWIQzXdedEm-XQ8j6YC78lYaql_D3_eucOA3n4ZRLPVr8WEPEfYOyAx7tvgHPZmuDhzhhNL7_KnK3Qq6V4l9_rfkMAns94stZIKoz18pNaYbS5Z1r0cXVjAKV/s1600/IMG_3880.JPG" height="251" width="320" /></a></div>
<br />
For the third squad I will take the best of what's available to build 1 last squad of 5. Even more arms will need to be broken off. This squad will need to be painted from scratch.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOlfqf5Uw4PcBzvAwxNlBmkz0yjfpyEPmG9jzjm88aaVR68Gju79gPZsn5FDIZbwKEymmnD01l7zZGrApPICmdfm9ByhtgYForRCZWf7U_l6Rktd55BFFiqnyl4yNz3JlqOmLelB1l9Fva/s1600/IMG_3876.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOlfqf5Uw4PcBzvAwxNlBmkz0yjfpyEPmG9jzjm88aaVR68Gju79gPZsn5FDIZbwKEymmnD01l7zZGrApPICmdfm9ByhtgYForRCZWf7U_l6Rktd55BFFiqnyl4yNz3JlqOmLelB1l9Fva/s1600/IMG_3876.JPG" height="176" width="320" /></a></div>
<br />
That leaves 3 sergeants with magnetized arms and 12 assault marines. These are pretty much junk. Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-84629367852472138302015-02-11T09:46:00.000-06:002015-02-13T15:20:19.256-06:00Blood Angel New Codex<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyUU9V0azoPCIWDVy3__wxDTur7Q1sOHR1_D6IK7dggYQ97KL3VyGkFacDef0Y0B_o9D3JV25seOC-ZURueermu0acfgMXGqRyNbu_JJGNy2Oo1BxD6mAit3TlXqwtvTc7wBqc0_QCykFV/s1600/IMG_3894.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyUU9V0azoPCIWDVy3__wxDTur7Q1sOHR1_D6IK7dggYQ97KL3VyGkFacDef0Y0B_o9D3JV25seOC-ZURueermu0acfgMXGqRyNbu_JJGNy2Oo1BxD6mAit3TlXqwtvTc7wBqc0_QCykFV/s1600/IMG_3894.JPG" height="238" width="400" /></a></div>
I have withheld discussing my Blood Angels with the new codex because I was hoping that there would be a supplement that would make assault marines troops again, but alas nothing came. I chose Blood Angels because I didn't want to run tactical marines.<br />
<br />
Here's what I have for my BA army:<br />
30 assault marines on foot 6x5 squads<br />
40 jump pack marines, 4x10 squads<br />
5 Sternguard<br />
8 DC on foot<br />
10 DC with magnetized Jump packs and bolters<br />
22 Tacticals marines<br />
5 Sniper Scouts <br />
10 Devastators (5 missile, 5 Plasma Cannon)<br />
5 Sanguinary Priests (1 in terminator armor) & Brother Corbulo<br />
11 Terminators<br />
5 Assault Terminators<br />
1 Attack Bike<br />
1 Drop Pod<br />
36 Magnetized arms<br />
ICs (Mephiston, Librarian, Chaplin, Terminator Captain)<br />
Vehicles (5 Razorbacks/Rhinos,1 Furioso, 1 Baal, 3 Land Speeders, 2 Stormravens, 2 Predators, Vindicators, Scorpius)<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf3AiMCRZg_AGiLZKzKuIBg4NAOe4ujTg44DM9WocTDEoZh4Gng__wZ3nfzkJUqKJqodYizWZsazMzKtKlqf_GfADx9vF9VKM2TuZbpFRaLKFka58PjSjf4RPyZCPy2wOHkiwDgnOvGMZY/s1600/IMG_3886.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf3AiMCRZg_AGiLZKzKuIBg4NAOe4ujTg44DM9WocTDEoZh4Gng__wZ3nfzkJUqKJqodYizWZsazMzKtKlqf_GfADx9vF9VKM2TuZbpFRaLKFka58PjSjf4RPyZCPy2wOHkiwDgnOvGMZY/s1600/IMG_3886.JPG" height="127" width="320" /></a></div>
<br />
<br />
I don't plan on doing a unit by unit breakdown, only on what I think is relative.<br />
<br />
Most of the formations/detachments are pretty weak. Here are the ones I'll discuss:<br />
<br />
<b>Archangels Sanguine Wing</b> - 2 squads of Vanguard vets, 1 of sternguard, and a stormraven. You get 400pts of equipment for free with power weapons for each as well as free combis. I like this, although it is quite expensive and restrictive. The Sternguard have to be in the SR, rather than logically in a pod. The VV have to deep strike. Although they will reliably come in turn 2 because of the re-roll. That's a lot of points off the board.<br />
<br />
<b>Fleshtearers Strike Force</b> - Meh, not particularly exciting. You only have to take 1 troop, which helps, but the warlord traits and relics are pretty poor. My models aren't painted Fleshtearers. It's a minor quibble, but feels cheesy.<br />
<br />
<b>Baal Strike Force</b> - Probably my default choice. I never plan to take troops en masse, so getting old style furious charge is great. I wish there was a decent formation that gave you descent of angels without relying on Dante.<br />
<br />
<br />
So what are my options for list building:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo_p0i6NUDdcgvDWJsfEz7j-2wt44ERBOPbT2MJMhObxqbxSoPfBc7IVv3kcQenyqJv9chuTu9Q_8e3YBnub3ciP_4I4HmqYmjoiihqYOSyWGe-Jal6n2jarn9UPSk7uH78orPqyus3L5Q/s1600/IMG_3895.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo_p0i6NUDdcgvDWJsfEz7j-2wt44ERBOPbT2MJMhObxqbxSoPfBc7IVv3kcQenyqJv9chuTu9Q_8e3YBnub3ciP_4I4HmqYmjoiihqYOSyWGe-Jal6n2jarn9UPSk7uH78orPqyus3L5Q/s1600/IMG_3895.JPG" height="113" width="320" /></a></div>
<u><b>Tactical Marines </b></u><br />
I have 10 painted with magnetized special weapons and for heavy I have a missile launcher and a plasma cannon. I have another 10 primed and waiting to be painted (for 2 years) with I another plasma cannon and a multimelta (for reasons unknown). I should switch this to lascannon and heavy flamer, although I have neither. The ideal setup is to have them in a pod, but I only have 1 pod.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDmCm6cHvL2NmFQmEGY_GtxqUP6zhk5mrF0CFNO3fHBNVB1ABRglM_bmlY91bY55GQ_LKseGA5sJdLzw8YopcJSPL2F91tT-hBoELCTHNv5-GmFwYU2YcZL4nid1SeqiFFtV0vyzzbCrp3/s1600/IMG_3892.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDmCm6cHvL2NmFQmEGY_GtxqUP6zhk5mrF0CFNO3fHBNVB1ABRglM_bmlY91bY55GQ_LKseGA5sJdLzw8YopcJSPL2F91tT-hBoELCTHNv5-GmFwYU2YcZL4nid1SeqiFFtV0vyzzbCrp3/s1600/IMG_3892.JPG" height="130" width="200" /></a></div>
<br />
<u><b>Scouts</b></u> <br />
Always a middling choice. They do a lot of different things, but nothing well. I guess some combat scouts with 2 weapons and furious charge could do something for cheap. I only have 5 sniper scouts, which come in at a reasonable 60 points, but they don't really do anything either.<br />
<br />
Unfortunately, the cost discounts I get in other areas are just shifted over because I have to take scouts or tactical marines that I don't want and don't fit into my lists. They really feel like dead weight.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDPF-UqEHTzmyINwBABqnBFzeUZh3EA1w5hTSQlFkhJsxX6U0P5omMx8h9aQbn0XZA-u-1V_zUyqShX0tl2BKw87cmxwfr1mOUqnuFSsVOfwK05B2gzny2WtXrrdH0JxAn0iCoJfv5A6L/s1600/IMG_3888.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDPF-UqEHTzmyINwBABqnBFzeUZh3EA1w5hTSQlFkhJsxX6U0P5omMx8h9aQbn0XZA-u-1V_zUyqShX0tl2BKw87cmxwfr1mOUqnuFSsVOfwK05B2gzny2WtXrrdH0JxAn0iCoJfv5A6L/s1600/IMG_3888.JPG" height="125" width="320" /></a></div>
<br />
<u><b>Assault Marines</b></u><br />
I can only take 3 squads now. There are two main configurations:<br />
#1) 5 ASM in a pod with 2 meltaguns and 2 inferno pistols for a reasonable 135 points. Drop pod turn 1 and blast a wyvern, Vindicator, Leman Russ, Imperial Knight, etc.<br />
#2) 10 ASM with jump packs with 2 meltaguns, veteran sergeant with meltabombs and lightning claw for 220. It's a 10 point discount over what they were last edition, but aren't troops. With a Priest for 75pts more (same as last edition, but you are limited in number, but pick up an extra wound) they gain +1WS and Furious charge. In a Baal Strike force they gain +1 init as well (old style FC). They can definitely do some damage.<br />
<br />
There is no reason to have 6 squads of 5 ASM on foot nor 4 squads of 10 jump packs. How about 15 on foot and 30 with packs? I'll follow up with my plan on them.<br />
<br />
<u><b>Death Company </b></u><br />
They are pretty sweet now. For some reason, I felt a while back that 9 DC coming out of a pod with a chaplain was the balls. Since they couldn't charge on the first turn anyways, I decided that they might as well take advantage of relentless and have bolters. Re-rolling to hit and wound meant they were going to overkill most things anyways so I should limit over watch damage by double-tapping on the way in. Those days are long gone. I also didn't put any special weapons in the squad besides 1 fist. Now I have 10 DC with bolters that desperately need bolt pistol/chainswprd as well as some power weapons. Of the 18 I have, 14 are magnetized.<br />
<br />
I think 1-2 squads of 10 are good. I could do 1 squad of 20, but I generally dislike deathstars. With the discount on jump packs, I feel like that's the way to go. At 23 points you get 3 attacks base, with rage, furious charge, FNP, and fearless. They also score now. They can't take any invuln option or characters.<br />
<br />
I don't like Lemartes, he seems weak for his points. I'd rather take Astorath, who lets DC re-roll to hit and wound. His warlord trait (adamantium will) is weak and he doesn't get FNP, but has an extra wound and artificer armor.<br />
<br />
<br />
<b><u>Librarian</u></b><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjct7riUcxc-Xq_8OL0qwuzZBJ9RemEIy7NFj_zB_fmEiZOd02LtDLpfDGsO4oxMxFiN9nDw-7MZyDoYpZ_eUw2jmLT-lB5cnILVYi8I0kv9-y-TUh_uwhjxhuCZTSaHeVuSewmEYPUqNpc/s1600/IMG_3889.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjct7riUcxc-Xq_8OL0qwuzZBJ9RemEIy7NFj_zB_fmEiZOd02LtDLpfDGsO4oxMxFiN9nDw-7MZyDoYpZ_eUw2jmLT-lB5cnILVYi8I0kv9-y-TUh_uwhjxhuCZTSaHeVuSewmEYPUqNpc/s1600/IMG_3889.JPG" height="200" width="123" /></a>I don't think I've ever taken a Blood Angel force without my trusty Librarian. They got 35 points cheaper and with the 10pt discount to jump packs, comes in at a reasonable 80 points over the 125 I was paying.<br />
<br />
I like divination or biomancy still, but the Sanguinary discipline is somewhat limiting. Quickening is the primary, which only affects characters, so DC won't benefit. It gives fleet, but the whole unit has to have it to work, so it won't come into play very often. One use I see for this is as an ally to my GK. I can cast it on a Dreadknight (+D3 I and A plus fleet sounds tasty). The other powers are decent, but not spectacular. Blood Boil and Wings are duds, especially at WC2.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjCM8op4E1grVHdwhpPsPnC2Zy3xueWBsFlbDCNtbVEx9Nw9Z1u7E3PZDfyWD2zO5f4jdtTVfv3Z3RGtbW1dETJeVSLIXsmYGXy64XaGc9qiNwaYvflaPeBpAq4RNUBMFeLrLIrCpANkMK/s1600/IMG_3896.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjCM8op4E1grVHdwhpPsPnC2Zy3xueWBsFlbDCNtbVEx9Nw9Z1u7E3PZDfyWD2zO5f4jdtTVfv3Z3RGtbW1dETJeVSLIXsmYGXy64XaGc9qiNwaYvflaPeBpAq4RNUBMFeLrLIrCpANkMK/s1600/IMG_3896.JPG" height="106" width="200" /></a></div>
<br />
<b><u>Sanguinary Priest</u></b><br />
In 6th, I really wanted a super priest as an HQ. Either Corbulo or a beefed up generic (akin to the Reclusiarch). I got them in HQ, but lost them in elites. Oh well. The bubble is gone, but +1WS is nice as is the extra wound.<br />
<br />
I'm leaning more toward the Librarian with Biomancy to attach to DC than a Priest. The Priest would be better with VV or SG. If they become a keeper of the relics, then I'll consider them more.<br />
<br />
<u><b>Sanguinary Guard</b></u><br />
I think you can make an army of these work. Squads of 10 are a big target and there are so many things that can wipe them out (Vindicators, Wraithknight, Riptides, Centurions) it seems like they still don't have a place. This isn't a problem with SG , but expensive units in general like Terminators.<br />
<br />
<u><b>Vanguard Vets</b></u><br />
Death Company are only 1 point more expensive, but you get FNP, relentless, fearless, and rage. The Sanguine Wing could make them work, but I'm still iffy. I do want to try it out. The ability to take storm shields for 10pts is nice once you get to assault and can maybe tank you a few wounds from plasmaguns. Maybe melta-bombs multi-assaulting a vehicle and a unit could be cool. They seem like a unit that is a bit redundant.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJISOlv944_ysM4lVRBK7ywSD6zD3IGiAT900MrcxMZgE1loLdvajFS7iEQL70v9NdEt4xP0Q4240qF3IBX2FcJnAbo5zqz0fstdFaD_RS7ih3JeEau-VzmaeMTsXo3ocOmRQGU-Qrmvnp/s1600/IMG_3881.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJISOlv944_ysM4lVRBK7ywSD6zD3IGiAT900MrcxMZgE1loLdvajFS7iEQL70v9NdEt4xP0Q4240qF3IBX2FcJnAbo5zqz0fstdFaD_RS7ih3JeEau-VzmaeMTsXo3ocOmRQGU-Qrmvnp/s1600/IMG_3881.JPG" height="92" width="200" /></a></div>
<br />
<u><b>Sternguard</b></u><br />
Cheaper base, but more slightly more expensive once you add a combi weapon. They belong in a pod which is why the sanguine wing limits their useability. I still like them for their versatility though.<br />
<br />
<u><b>Land Speeders</b></u><br />
Their weapons aren't twin-linked so they change to jinking really hurt them. I can't seem myself taking them anymore. They just don't justify their cost anymore compared to their survivability.<br />
<br />
<u><b>Rhino</b></u><br />
Why can't overcharged engines be an option instead of a requirement. Fast for Rhinos just isn't worth 10 points to me. Maybe if you could still get out after moving 12", then sure. I never took Rhinos before and don't plan to take them now. Assault squads can take them for free instead of jump packs, but why would you do that.<br />
<br />
<u><b>Razorbacks</b></u><br />
Once again GW is fixing an issue from 2010. Razorback spam hasn't been a thing since 2012 when 6th dropped. The hullpoints alone, much less the limits to assault and distance during disembarkation really killed it. ASM can't take them and inexplicably DC can't take Rhinos.<br />
<br />
For 20 points over the Rhino you lose transport capacity, repair, and the fire points but gain a TL Heavy Bolter. The swap should be free, even then I probably wouldn't take a RB. The TLAC and LasPlas are still decent, but I don't think you're going to see any tournament winning lists using them as a base.<br />
<br />
<u><b>Drop Pods</b></u><br />
They can be taken as a standalone so have value as a GK ally to me. I need more though. I only bought 1 on a lark, but it is beautifully painted. I should go up to 3 or 5. I like the idea of 3 dropping turn 1 and the other 2 dropping later on with my obligatory tactical squads.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhU7SE028PWsX-BCqfXf4FWs5K3gsk2uCEyI0Z2LABsg6QmBoPEsPmmI4p5_GdGKsPP4eEk6SqgVL0VkGZcRpEpAGxZF0bPN18wI674bM6UXsUaF6ytmvwiday6accdNDnA94kSDHRas7f/s1600/IMG_3890.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhU7SE028PWsX-BCqfXf4FWs5K3gsk2uCEyI0Z2LABsg6QmBoPEsPmmI4p5_GdGKsPP4eEk6SqgVL0VkGZcRpEpAGxZF0bPN18wI674bM6UXsUaF6ytmvwiday6accdNDnA94kSDHRas7f/s1600/IMG_3890.JPG" height="181" width="200" /></a></div>
<br />
<u><b>Relic Whirlwind Scorpius</b></u><br />
Ok, nothing changed because this isn't in the BA codex, but it's still a very solid unit. The regular whirlwind just doesn't cut it. Long range barrage with Str8 AP3 and 1+D3 shots if you don't move and AV12 on the sides. This is very solid for 125 points and I plan on using it frequently. Unfortunately this is an overcrowded slot.<br />
<br />
<u><b>Relic Sicaran</b></u><br />
I don't actually have one, but I'm strongly considering picking one up. You get 6 TL Str7 ap4 rending shots that ignore jink. You can also take lascannons. Unfortunately, BA can't take more than one relic without taking a useless chaplain.<br />
<br />
<u><b>Stormraven</b></u><br />
Better, since less skyfire is around. Stormstrike missiles aren't as good as our old AP1. I don't think I have even remembered that concussive is a thing. A lot of formations require them. I have 2 and there are no other skyfire options in the codex that are worth a damn, so I'll probably take them most of the time. I don't know what to put inside them most of the time though. Skies of Fury is a punishing rule compared to what Necrons get in invasion beams. I should really look into a Fire Raptor. Moving them to Fast Attack would have been nice.<br />
<br />
<br />
<u><b>Fire Raptor</b></u><br />
I rarely ever use the transport capacity, so it makes sense to take a pure gunship. I really wish I could take the autocannon option like in the experimental rules or in IA XIII. The Quad heavy bolter isn't an ideal anti-air gun, so it is a bit of a mixed bag in terms of anti-air, vehicle, and infantry. You can shoot at 4 different targets though, which is really strong. It's also a relic and in heavy support, so it's got competition.<br />
<br />
<br />
<u><b>Vindicator</b></u><br />
I save 15 points over what it was before when taking overcharged engines and a dozer blade. I could do 1 vindicator and a storm raven or 2 and 1. A 36" threat range is pretty solid.<br />
<br />
<u><b>Baal Predator</b></u><br />
Did they accidentally leave off scout. I'm at a complete loss as to why this costs 30 points over a base predator to change from an autocannon to an assault cannon. I don't see this ever being used. What a complete waste.<br />
<br />
<u><b>Predator</b></u><br />
I still don't think they have much of a place even with a 15 point discount. Triple-las is decent for 150 with overcharged engines, which lets me move 6 and fire two,<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-z9YO7Rq6a8tenY-nzUq3GwZoJfwQcV9ntfcaZHMO-21TPQxg3btsgdLck_wxnJvhAmXyZ48_pDKM4ILApCYY_caTTyjOHOPW8OrLSqtz6PRDftlsrVs4fYx6XRfmtgXNeMMw1Oifjgq5/s1600/IMG_3891.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-z9YO7Rq6a8tenY-nzUq3GwZoJfwQcV9ntfcaZHMO-21TPQxg3btsgdLck_wxnJvhAmXyZ48_pDKM4ILApCYY_caTTyjOHOPW8OrLSqtz6PRDftlsrVs4fYx6XRfmtgXNeMMw1Oifjgq5/s1600/IMG_3891.JPG" height="148" width="320" /></a></div>
<br />
<u><b>Devastators</b></u><br />
Got cheaper as well. I don't see ever taking the Heavy Bolters. Flak is just too expensive. If they were Str8, I could consider them but not at Str 7. Plasma Cannons and Lascannons are probably going to be what I consider at 135 and 150pts respectively. I loved running them in a bunker with a prescience librarian to twin link them, which was crucial for Plasma Cannons. Now you can't cast inside a vehicle or building, which sucks. I'm not sure how much I'll use them.<br />
<br />
<u><b>Dante</b></u><br />
I don't have Dante but I'm considering adding him. He has a great statline, eternal warrior, AP at init 6 and most importantly comes with Descent of Angels, Hit & run, and a free tactical objective.<br />
<br />
<span id="goog_699760192"></span><span id="goog_699760193"></span><br />
Let's try to make a few lists.<br />
<br />
<u><b>1850 Baal Strike Force</b></u><br />
<br />
105 Librarian with Angel's Wing, Veritas Vitae, melta bombs<br />
<br />
115 5 Tactical marines, heavy flamer in a pod<br />
<br />
115 5 Tactical marines, heavy flamer in a pod<br />
285 10 Death Company: 1 Fist, 1 sword, 1 axe, jump packs<br />
285 10 Death Company: 1 Fist, 1 sword, 1 axe, jump packs<br />
140 5 ASM with 2 meltaguns, Sgt with 2 inferno pistols and melta bombs in a drop pod<br />
140 5 ASM with 2 meltaguns, Sgt with 2 inferno pistols and melta bombs in a drop pod<br />
140 5 ASM with 2 meltaguns, Sgt with 2 inferno pistols and melta bombs in a drop pod<br />
200 Stormraven<br />
200 Stormraven <br />
125 Relic Scorpius<br />
<br />
Since I don't have 5 pods, here's my short term plan:<br />
<br />
<u><b>1748 Baal Strike Force</b></u><br />
125 Librarian with Angel's Wing, Veritas Vitae, ML2<br />
90 5 Tactical marines with lascannons<br />
90 5 Tactical marines with lascannons<br />
108 8 Scouts with 7 sniper rifles, HB w/hellfire <br />
285 10 Death Company: 1 Fist, 1 sword, 1 axe, jump packs<br />
285 10 Death Company: 1 Fist, 1 sword, 1 axe, jump packs<br />
140 5 ASM with 2 meltaguns, Sgt with 2 inferno pistols and melta bombs in a drop pod<br />
200 Stormraven<br />
200 Stormraven <br />
125 Relic Scorpius<br />
100 Imperial Bunker w/comms & void shield <br />
<br />
I only need to get 3 scouts and 2 DC, which is reasonable.<br />
<br />
<u><b>1850 All Jump pack list, Baal Strike force</b></u><br />
110 Librarian with JP, melta bombs, ML2<br />
75 Priest w/JP and melta bombs<br />
90 5 Tactical marines with lascannons<br />
90 5 Tactical marines with lascannons<br />
285 10 Death Company: 1 Fist, 1 sword, 1 axe, jump packs<br />
270 10 Death Company: 1 Fist, 1 axe, jump packs<br />
265 10 Vanguard Vets w/3 meltabombs, 3 storm shields, 2 power swords<br />
220 10 ASM with JP, 2 meltaguns, veteran w\meltabombs and LC<br />
220 10 ASM with JP, 2 meltaguns, veteran w\meltabombs and LC<br />
220 10 ASM with JP, 2 meltaguns, veteran w\meltabombs and LC<br />
<br />
Gee those tactical marines sure stand out. 72 Marines with almost half having FNP is pretty durable. No anti-air, but it should be fine.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-57658337303380300952015-02-06T13:00:00.000-06:002015-02-06T13:00:04.346-06:00GK list ideasI have yet to bust out my GK with their new 7th edition codex, but I'm coming around on the Nemesis Strike Force detachment. I usually hate keeping stuff in reserve because of the potential to not come in until turn 4. I'm sure it doesn't happen as often as I feel it does, but it has occurred enough to make me skittish.<br />
<br />
To mitigate this, we can take a comms relay with an Aegis Defense Line, Imperial Bunker, or Imperial Bastion. I tend to face so much barrage that I've stopped considering an ADL. The other two are better options and block LoS. I have a bunker but not a bastion, so that's what I'm going with, plus it's cheaper. Might as well take a void shield for extra protection while I'm at it.<br />
<br />
As far as I can tell in the rules, buildings are units and can man the comms relay. Place the relay behind the building and it can't be destroyed.<br />
<br />
Here's what I have for an elite list:<br />
<br />
<b>1500 Nemesis Strike Force detachment</b><br />
125 Librarian, falchions, combi-melta, melta bombs<br />
200 5 Terminators, 1 Psycannon, 1 hammer, melta bombs<br />
275 10 Purifiers, 2 hammers, melta bombs<br />
225 Dreadknight, teleporter, greatsword, incinerator, heavy psycannon<br />
225 Dreadknight, teleporter, greatsword, incinerator, heavy psycannon<br />
200 Stormraven<br />
<br />
100 Bunker w/comms & void shield<br />
<br />
150 Vindicare assassin<br />
<br />
I place the bunker far away from my opponent and reserve everything else. The Vindicate sits inside the bunker and mans the comms. The 2 DKs and the terms can come in turn 1, then hopefully the Purifiers in the SR should come in turn 2. You probably want to go second with this list unless the opponent has something that can destroy AV14 HP4 at range. Pods are a problem too.<br />
<br />
The Vindi tries to snipe HQs, banners, special weapons, etc. His gun is only AP2, so you'll still need 6s to blow it up, otherwise you're just taking off a hull point. Open-topped vehicles could be worthwhile to shoot at. Maybe you could shake a wave serpent. Ok, the Vindicator is a bad idea, but I really want to run him.<br />
<br />
To improve this list I could easily drop him. In small points games like this, dual weapons on the Dreadknights are too generalist since they target different types of units. The greatswords can be downgraded to hammers as well while losing very little efficiency. That's another 65 pts. We can do a lot with 215 points.<br />
<br />
<h4>
Option #1 - More GK units</h4>
Add a <b>second storm raven for 200pts</b>. This is a durable unit that can pack a punch. It will most likely be empty and won't arrive until turn 2. <br />
<br />
<b>Beef the GK Terminators up to 10 models.</b> A fine option if I had
the models, but I don't. They would be able to come in turn one and I
can choose to combat squad.<br />
<br />
<b>A 3rd Dreadknight. </b>If I was taking this to a tournament this would probably be my best option. They add so much pressure. I don't have a 3rd and don't plan on purchasing a 3rd though. On top of that the NSF only has 2 HS slots, so no go anyways.<br />
<br />
<b>10 Strikes with 2 incinerators and melta bombs. </b>They can deep strike in as well. This clocks in at 225, so I would need to trim a further 10 points off the above list, but all in all not the worst option.<br />
<br />
<b>8 interceptors with 1 incinerator and melta bombs</b>. Pretty much the same as the above but swapping 2 guys for jump packs because of points.<br />
<br />
All of these options suffer from the same problem in that there is nothing worthwhile to put in the bunker in the GK codex since everything is short ranged. <br />
<h4>
Option #2 <b>Add a BA detachment</b></h4>
191pts - Priest, Drop pod, 8 sniper scout <br />
The Priest could attach to the Purifiers and come down turn 1. They would gain FNP, but not benefit from +1 WS. You would have to drop a purifier to fit and lose the ability to combat squad. He can take some cool upgrades like an Inferno pistol, combi-melta, lightning claw etc. Or you could make him your warlord and grab the Veritas Vitae for an extra strategic trait. Although in this list they won't benefit too much. Nothing is in the storm raven, but at least you have 8 sniper shots coming out of the bunker<br />
<br />
<h4>
Option #3 Legion of the Damned</h4>
<h4>
<span style="font-weight: normal;">160 pts</span> <span style="font-weight: normal;">for a melta, combi-melta. and multi-melta squad to come down turn 2. Still no one in the bunker. It ignores cover, which is awesome.</span> </h4>
<h4>
Option #4<b> Load up on Inquisition</b></h4>
I have the models and it gives me a ton of flexibility. Since they are often so cheap, I can load up as needed, mixing and matching from the below units.<br />
<br />
100pts Coteaz<br />
Adding another ML 2 Psyker is pretty sweet. He can attach to the Purifiers and add some Divination. I really miss his seizing protection. Getting seized on is another action that seems to happen more than it should (or the impact is so big it merely makes it more memorable). He can't take skulls though<br />
<br />
64 Xenos Inquisitor with Rad & Psychotroke grenades and 3 skulls<br />
The skulls are awesome because they can protect your bunker from infiltrators and, even better, reduce scatter of your deep strikers within 12" to only D6. I wouldn't count on the blast reduction helping very much though. The psychotroke and rad grenades are part of the cheese of old GK. I've never used them, but they can be very effective. I expect them to be gone with the next Inquisition update.<br />
<br />
119 Malleus Inquisitor in Terminator armor w/psycannon, hammer, ML1<br />
My old standby. This would attach to the terminator squad adding another Psycannon to double up the shots. The ML1 isn't strictly necessary anymore, but don't leave home without the skulls<br />
<br />
124 2 Joakero, 6 stormbolters, 1 psyker<br />
All the henchmen units are going to have a psyker. It's hard not to resist another ML for only 10 points. The Jokaero bring a lascannon, multimelta, and heavy flamer to the fight, plus they can turn your stormbolters rending or add 6". All henchmen are BS3 though, so it's not too effective.<br />
<br />
139 inquisitor w/3 skulls, a jokaero, Psyker, and 3 plasma cannon servitors<br />
You're really hoping for the 6" to range (42" plasma cannons) but otherwise you can still put out a reasonable amount of AP2. <br />
<br />
129 inquisitor w/3 skulls and Psyocculum, psyker, 3 plasma cannon servitors<br />
We're exchanging the monkey for BS10 vs. Psykers. The armies that tend to take psykers tend to take a lot so it can be effective, but vs. a lot of armies it's just a waste.<br />
<br />
126 inquisitor w/3 skulls, conversion beamer, and psyocculum, 2 henchmen and a psyker<br />
The minimum squad doesn't really need to be there since you can take an inquisitor on his own. He sits in the bunker and fires away. The idea is that you deep strike the rest of the army so that the Inq can continue to fire at range. He will scatter onto your own unit on occasion then you'll be pissed.<br />
<h4>
Option #5</h4>
213 Big Mek, 8 Lootas, 2 Traktor Kannons w/runts<br />
A little more out of the box here. They are CtA allies, but they won't be near each other and fluff wise, whatever-I don't care. The 8 lootas sit inside and fire 8-24 S7 shots out to 48". The kannons sit on top with the big mek for morale and try to shoot any fliers. You could try to squeeze a few more points out and get 4 or 5 lobbas that can hide behind the bunker for barrage, but you're likely to scatter onto your own squad.<br />
<br />
<br />
<b>Conclusion</b><br />
I think I'll stick with the inquisition and try it out. I can make the purifiers more effective and put a potent shooting unit into the bunker. The skulls are key to the deepstriking capabilities though.<br />
<br />
Final list:<br />
<b>1500 Nemesis Strike Force detachment</b><br />
125 Librarian, falchions, combi-melta, melta bombs<br />
200 5 Terminators, 1 Psycannon, 1 hammer, melta bombs<br />
275 10 Purifiers, 2 hammers, melta bombs<br />
190 Dreadknight, teleporter, greatsword, incinerator <br />
200 Dreadknight, teleporter, hammer, heavy psycannon<br />
200 Stormraven<br />
<br />
100 Bunker w/comms & void shield<br />
64 Xenos Inquisitor w/3 skulls, Rad & Psychotroke grenades<br />
76 Xenos Inq w/2 skulls & conversion beamer<br />
70 psyker, 3 Servitors w/plasma cannonsJeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-55565899501865930622015-02-04T13:44:00.000-06:002015-02-04T13:44:00.201-06:00Warlord Traits for Slaanesh Daemon lists<i>Ed note: This was completed in September 2014 to accompany my article on Daemonic gifts, but sat as a draft mistakenly. I'm finally publishing it.</i><br />
Introductory text<br />
<br />
Potential Warlords<br />
Herald on foot - <br />
<br />
Herald on steed - A herald on a steed is always going to take either the loci of beguilement or grace. This makes them very fast and very dangerous. They are my initial wave. Making them the warlord can potentially increase the killability of the seekers they ride with. Unfortunately, they will almost always die. This makes them a liability<br />
<br />
Keeper of Secret- A KoS is the Slaanesh GD. There is, unfortunately, no named GD outside of gargantuan FW models. They have an impressive statline with 6 wounds, T6, S6, WS9, and I10 but with only a 5++ they rely on greater gifts to increase their survivability. If you can get invisibility on them, they can survive, but otherwise, are very fragile.<br />
<br />
Be'Lakor - Be'Lakor comes with Herald of Doom, which causes all units to take Fear tests at -1. So many armies ignore this that it is not a great trait. While Be'Lakor is very survivable, he is by far the biggest target on the board. Against armies with extensive ignores cover he won't live very long. I generally prefer not to make him my warlord for that reason. I don't want to give my opponent any extra reason to target him.<br />
<br />
Combining with Warlord Traits<br />
The rules for gifts say that they are
determined at the same time as warlord traits. So you get to choose which you roll for first. This is especially important for greater rewards, which provide defensive buffs.<br />
<br />
If you take a CAD, you can re-roll your warlord trait, which helps to avoid some of the more useless options<br />
<h4>
Command Traits</h4>
<ol>
<li><b>Friendlies w/in 12” use Warlord's Ld</b> - Not very useful for heralds at Ld8, better for a KoS at Ld9. This would only really help when taking daemonic instability tests, otherwise, Daemons don't take Ld tests often enough for this to be worth it.</li>
<li><b>Enemy units within 12” use lowest Ld</b> - Could be useful since every unit has fear and you want your leaders mucking it up on the front lines. I find that this really doesn't do much in practice though whenever I've gotten it with any army.</li>
<li><b>Friendlies w/in 12” have Move through cover</b> - Move through cover is nice as it gives you the option to move through terrain that blocks you. With a built in 5++, you don't need cover as much as LoS blocking. It would be great on a steed herald with the loci of beguilement. The KoS already has MtC.</li>
<li><b>Friendlies w/in 12” add 1” run and charge</b><i><b> </b></i>- Zoom. Makes Slaanesh even faster. This combos nicely with fleet. I'm not complaining about this one. Against nearly any opponent it is solid because it adds reliability to charge range.</li>
<li><b>Friendlies w/in 12” re-roll 1s to hit shooting</b> - Heralds are BS6 already and rarely have shooting attacks. A keeper who takes the Lash of Despair could make use of this, but otherwise it's the least useful on this table.</li>
<li><b>Friendlies w/in 12” re-roll 1s to hit in assault</b> - Potentially really good considering the high WS of Slaanesh. The bubble effect is really nice as well. Could lead to overkill during assault though, but you'll really hit their lines hard with this. Ideal for a herald with the locus of grace, since beguilement already gives full re-rolls (but not a bubble). Really nice against a high model count or assault based army. Great for challenges as well. Don't forget if you have an etherblade you'll reroll ones, then get a free reroll of a 2 (or 3). This is the best roll on this table for a KoS.</li>
</ol>
Roll #4 is good in pretty much all lists and I'm happy enough if I roll it. Roll #3 is good for a non-beguilement herald while #6 is better on a grace herald. A keeper wants 6, 4, 1, 2 in that order, but I don't think I would ever roll on this for a Keeper. This could be a good table to roll on for a herald if I'm undecided, but the risk is there for a dud roll depending on the warlord. It has a higher floor and lower ceiling that the other tables. Nothing that really stands out.<br />
<h4>
Personal Traits</h4>
<ol>
<li><b>Warlord has counter-attack</b> - At least counter attack extends to the whole squad. Can help mitigate a failed charge, but you're still going to die from getting shot first. Against another assault army, it's definitely solid.</li>
<li><b>Warlord has Furious Charge</b> - Pretty sweet stuff for deamonettes and seekers, even the KoS will find utility against vehicles with it. This is the best roll on the table in my opinion. Doesn't help as much with vehicles (for infantry) as you would think since you still need a 6, but now it would be an auto-pen against rear armor 10. It helps them tremendously against walkers, infantry, etc. It doubles the wounds against T5.</li>
<li><b>Warlord has outflank </b>- All daemons can deep strike already. All heralds on steeds can outflank already. I'm not sure I would want to outflank foot daemonettes. Strictly worse in every way than Master of Ambush (strategic #3) as infiltrate confers outflank.</li>
<li><b>+1 VP for each char the warlord slays in a challenge </b>- Slaanesh is very combat oriented so this is a great fit. It doesn't have to be the enemy's warlord or even an IC, just any character will do. This is a fantastic combo with a Loci of Beguilement since it lets you choose who will take the challenge and they can't refuse. </li>
<li><b>Warlord has FNP</b> - This is great for a KoS but not so much for a herald. It's not terrible, but a 2 wound, T3 herald won't get nearly as much use out of it. At 5 wounds, with only a 5++, the KoS needs all the help staying alive it can get.</li>
<li><b>Warlord has Fearless and It Will Not Die</b> - Fearless will help avoid DI tests and let you tie up an imperial Knight or other deadly units. IWND is less useful for a 2 wound T3 model that will get instant deathed more than it will ever recover a wound. Alternately, Keepers love IWND, but you may already get it from a gift.</li>
</ol>
For heralds you have some really great options here with #2 and #4 being great but #5 & #6 are good. enough. Roll #1 is situational, but #3 is pretty useless. I wouldn't re-roll 5 or 6 though to try for 2 or 4. <br />
<br />
Keepers should roll their gifts first to see what you end up with. since some of those rolls are straight up better version of what is offered here (e.g. FNP 4+ instead of 5+). Overall, this may be the best table for a GD and I've even been favoring it for Heralds.<br />
<br />
<h4>
<b>Strategic Traits</b></h4>
Since you now know if you're going first
or second before you roll, this table is even better than before and
gives you some good options. For the most part these aren't going to make a difference between using a herald or keeper.<br />
<ol>
<li><b>All units have Move Through Cover and Stealth in ruins</b> -If there are large center blocking ruins this is a cool. Run up to the center hide for a 3+ cover save, then run through and try to charge the other side. </li>
<li><b>Can activate Night Fighting and have Night Vision </b>- Night Vision isn't going to help a whole lot since there is almost no shooting with Slaanesh besides the occasional gift, warpfire, or harvester cannon. Stealth on all your units for the first turn is great and helps you get in position for a turn 2 assault. Tau ignore night fighting so this will do nothing for you. I'll always ask for the night fighting roll and on a 4+ you'll already get most of the benefits.</li>
<li><b>Warlord and 3 non vehicles have Infiltrate</b> - You can never charge first turn for a unit that infiltrates. This is going to depend on the terrain. Slaanesh doesn't have alpha strike capabilities with this trait seeing as they really have no guns. Very worthwhile if you go first, for the simple fact that you can hold off deploying units until you see what your opponent is going to do. Too bad it doesn't work for the Soul Grinder.</li>
<li><b>Add +1 to seize, can re-roll reserves (while alive) </b>- Seizing is always nice. I'll keep this if I'm going 2nd, but probably not if I'm going first, since I won't want to keep anything off the board to start.</li>
<li><b>Opponent has -1 to reserve rolls</b> - Situationally useful against a reserve heavy opponent. It is more useful when going second or against a flyer heavy army, Grey Knight Nemesis Strike Detachment, or several Tau builds. It can alter opponent plans. </li>
<li><b>Choose 3 units to take a pinning test their 1st turn</b> - Pretty
sweet deal against Tau with their low leadership or other Orks to maybe
cause some early mob rule wounds. Since pinned units cannot snap fire
anymore, it gives you a chance to suppress some enemies. Won't have any
effect against Daemons, pure bike armies, mech forces, Knights,
Necrons, or Tyranids in synapse. That still leaves a lot of solid
armies and options that you'll want it against. It could be just enough
to disrupt someone's plan, but probably not.</li>
</ol>
I love strategic for my orks when I get an extra trait due to da finkin' kap. For Daemonettes, I'm pretty lukewarm on this, it would be my last choice to roll and many of the traits are too easy for my opponent to work around.<br />
<br />
<b>Daemon Traits </b><br />
<ol>
<li><b>Melee weapons have instant death</b> - Slaanesh heralds are WS7, I7, with 4-6 attacks and the ability to get an Ap2 weapon at initiative. Since they come with rending, any attack of a 6 is already AP2 and can wound anything, regardless of toughness (hello wraithknights). This turns the herald into a massive target because they are so terrifying. As an Ork player, having no invulns in cc, this is pants crappingly scary. Works better with a steed since you get the bonus attack. For a keeper at Str6 it will wound most enemies on a 2 anyways and tear through multi-wound models or ignore FNP that can't be denied (like force). If I roll this I'll probably make a big show of it just to psych out my opponent.</li>
<li><b>Warlord and unit have Hatred</b> - Useless on a loci of beguilement herald, which already gets full rerolls. For a grace herald or grimoire toter, this is very nice. Really nice for a keeper who can't take a locus or be joined by a unit.</li>
<li><b>All enemy units -1 to fear tests</b> - This is what Be'Lakor comes with by default. Against many armies it will do nothing. Space Marines have ATSKNF while Daemons have Daemonic Instability, and Tyranids in synapse are fearless so won't have to roll for fear tests to begin with. Tau are almost all WS2 so will be hitting on 5s already so WS1 does nothing. Necrons are mostly WS 2 as well, wraiths are fearless, and they are almost all Ld10 and unlikely to fail on a 9 anyways. It will rock against Chaos Space Marines, Orks, and Dark Eldar are the ideal target to help limit return damage.</li>
<li><b>Units w/in 12" re-roll failed instability</b> <b>tests </b>-Daemonic instability tests are brutal. What I don't like is that wounds aren't necessarily a good measure for how successful a combat was. If I charge a squad of terminators with daemonettes and kill 3 of them and they kill 4 then that's a huge win for me. I just killed 120pts of terminators and only lost 36pts in return, yet somehow I lost the combat. Trying to calculate how much each unit is worth would be far too cumbersome, so I understand the mechanic, I still don't like it, but it's worse for Orks, so I can't complain too much. Re-rolling will help you pass or minimize casualties. I wouldn't re-roll this.</li>
<li><b>Re-roll warp storm table</b> -Rolls 2, 3, 4 really suck. Rolls 10, 11, 12 are really good. This will decrease your chances of the former and increase your chances of the latter. To play safe, I wouldn't reroll a 5-8 either. Khorne's wrath (#9) is only a small blast and I get to choose who it goes over. I don't think I would reroll this in most cases since I do want to cause Str8 hits to my enemy and it's worth the risk. This trait is insurance. Don't count on it to help you out, just hope that it can help you avoid a disaster roll.</li>
<li><b>Daemons deep striking w/in 6" do not scatter</b> - Essentially an icon. It works regardless if they are the same alignment, but still it's just an icon. It does work for summoned units so that's something, but for the most part it's not going to be very useful.</li>
</ol>
One of the better warlord tables from a codex. Roll #5 is the best roll for an all-comers list, since sometimes you really don't need additional killing power.<br />
<br />
<br />
<b>Conclusion </b><br />
Personal is my go-to table lately especially against a space marine list or anyone you know isn't strictly running away from you. When facing heavy shooting lists, strategic could be useful, but you need to consider the opponent, table, and mission carefully. If you can't decide then the Daemon table is fine and the command table can be useful for the movement bonus options.<br />
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-31864133114257538462015-01-30T13:00:00.000-06:002015-01-30T13:00:02.090-06:002015 Painting ListAfter capping off a great 2014 painting, I would like to continue that trend. A lot of my enthusiasm for painting was due to my interest in completing my Grey Knights and starting and mostly finishing my Daemons.<br />
<br />
So far, in January alone, I've already completed my GK Librarian and Terminator squad along with extra hammers and halberds. I completed the conversion of one Strike squad to a Purifier squad, redoing the swords in my lightning theme. The Dreadknight swords were finally finished. I ended up doing them in the lightning theme as well, which looks fantastic next to all the other models because of the consistency.<br />
<br />
Just last night I finished up my custom Ork Kommandos. I would like to do a post on them because they have a long history and are unique.<br />
<br />
Here's what is in the queue currently:<br />
<br />
<h4>
Orks</h4>
<ul>
<li>8 Warbikers - The skin is done, just need to complete the bikes themselves</li>
<li>Nob Bikers - I need to redo the highlights on their skin in my new scheme</li>
<li>Grukk - The Squig is done as is his skin</li>
<li>Mad Dok Grotsnik - Skin done, all the rest to complete</li>
<li>27 Slugga boyz - Tabletop standard only</li>
<li>6 Traktor Kannons - Need to scratch build these and paint (2x3 squads)</li>
<li>5 Kustom Mega Kannons - Need to scratch build these and paint</li>
<li>18 Grots - Various crew and ammo runts need to be painted</li>
</ul>
<h4>
</h4>
<h4>
Grey Knights </h4>
<ul>
<li>10 Interceptors - In various stages of painting</li>
<li>Various magnetized hammers, swords, and halberds</li>
<li>2 Rhinos/Razorbacks - Mostly painted, just need to finish the details </li>
<li>Dreadnought - I already have two done with no plans to use, but might finish just for completeness</li>
</ul>
<h4>
</h4>
<h4>
Inquisition</h4>
<ul>
<li>Ordo Hereticus Inquisitor - Primed and ready to paint</li>
<li>2 Priests - Primed and ready to paint</li>
<li>5 Psykers - I don't need more, but I might as well finish them since they don't take long</li>
<li>8 Crusaders - 1 is done. I still need to affix the brass I got mostly for them</li>
</ul>
<br />
<h4>
Daemons</h4>
<ul>
<li> 4 Heralds of Slaanesh on mounts - Primed and ready to paint</li>
<li>2 Heralds of Slaanesh on foot - Primed and ready to paint. I know I don't need more, but the models are so cool</li>
<li>22 Pink Horrors - Base coat and wash done</li>
<li>3 Tzeentch Heralds (1 on disc) - Pink base coat and wash done</li>
<li>3 Plague Drones - Primed. I'll do the flies in a black theme</li>
<li>10 Plaguebearers - primed</li>
<li>1 Herald of Nurgle - primed, for summoning</li>
<li>1 Mamon, DP of Nurgle - primed, for summoning a GUO</li>
<li>20 Cultists - built, in case I want to run Be'Lakor as a CSM ally</li>
</ul>
<h4>
</h4>
<h4>
Blood Angels</h4>
<ul>
<li>8 Death Company - Mostly painted, just need to complete</li>
<li>10 Death Company with bolters - primed</li>
<li>Relic Scorpius - Primed</li>
<li>2 Stormravens - I use this with both GK and BA. There are a lot of details to paint remaining.</li>
<li>83 other BA infantry, 13 other BA vehicles - Most of these are 3 years old and many are quite worthless to paint because I can't field them all (assault marines). I haven't made any decisions on them yet.</li>
</ul>
<h4>
Other</h4>
<ul>
<li>Callidus Assassin - Primed</li>
<li>Eversor Assassin - Primed</li>
<li>LotD - Triple melta, primed and ready to paint</li>
</ul>
<br />
Here is a rough purchasequeue<br />
<br />
<h3>
Purchase Queue</h3>
<ul>
<li>10 Pink Horrors - For Summoning goodness</li>
<li>Portalglyph - Need to find an appropriate base/model </li>
<li>5 Fiends - Just so I can run Slaanesh in each slot</li>
<li>9 Screamers - Because they are pretty dang good</li>
<li>Nurglings - dirt cheap, durable troop with objective secured </li>
<li>Lord of Change - For summoning, if I can find an appropriate model</li>
<li>Culexus Assassin - To complete my assassin quarter</li>
<li>LotD - A 2nd squad same as the first</li>
<li>More Ork bikes - They have been a stand out for me</li>
<li>Meganobz - I'm strongly considering them as an option</li>
<li>More GK terminators - 5 seems too few</li>
<li>BA Drop Pods - Maybe at least 2 more</li>
<li>Renegades and Lost and the Damned might be my next army</li>
</ul>
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-49666643323311524412015-01-28T13:45:00.002-06:002015-01-28T13:52:09.907-06:00Hobby progress 2014I really rocked 2014 in terms of painting. I completed almost an entire army (daemons) and made a lot of progress with Grey Knights, orks, and even did some terrain:<br />
<br />
<u><b>Grey Knights/Inquisition</b></u><br />
My henchmen are mostly complete. I still have crusaders to paint, but I'm not sure how I would even use them, so they aren't a priority. The GK Purgators and Strikes were completed early on in the year, but I'm reorganizing them. The Dreadknights were my big project.<br />
<ul>
<li>3 Jokaero</li>
<li>8 Rifle Acolytes</li>
<li>8 Death Cult Assassins</li>
<li>Ordo Malleus Inquisitor</li>
<li>Ordo Xenos Inquisitor</li>
<li>Vindicaire Assassin</li>
<li>2 Servo Skulls</li>
<li>2 Dreadknights - full build/conversion/paint </li>
<li>10 GK Strike squad (8 swords, 2 Psycannons) - Started in 2013, finally finished</li>
<li>Purgation Squad</li>
<li>2 Nemesis Warding Staves, magnetized</li>
<li>1 Nemesis Daemon Hammer, magnetized</li>
<li>1 Nemesis Daemon Halberd, magnetized</li>
<li>GK Dreadnought</li>
<li>2 sets Forgeworld Inquisition doors for Stormravens</li>
</ul>
<br />
<u><b>Orks</b></u><br />
Most of the work on the bikers was done in late 2013. The finishing details took a lot longer than I expected. I put in extra work on the warboss, which even won me a painting competition. The lobbas, tankbustas, and grots were new things I bought with the new codex.<br />
<br />
<ul>
<li>Warboss on Bike</li>
<li>Painboy on Bike</li>
<li>Wazdakka</li>
<li>Nob Biker mob</li>
<li>12 Gretchin Crew </li>
<li>2 Lobbas</li>
<li>8 Tankbustas</li>
</ul>
<br />
<u><b>Blood Angels</b></u><br />
Most of these were done early in the year when I was still playing them for the titan tournament. Most of these are just arm swap options that are magnetized. My Drop Pod is pretty sweet, but I need at least 2 more to be able to use them in any list.<br />
<ul>
<li>BA Drop Pod (death company) </li>
<li>BA combi-weapons (4 plasma, 1 melta)</li>
<li>BA Librarian weapons (staff, sword, axe)</li>
<li>14 BA SGT Arms</li>
<li>4 meltabombs </li>
<li>2 Dozer blades</li>
</ul>
<br />
<u><b>Terrain</b></u><br />
Mostly this was fixing up the terrain for the shop. The Imperial Bunker was a lot of fun to use, until they took away casting psychic powers inside and skyfire got nerfed. I may bring this back with my nemesis strike force detachment to utilize the comms relay. <br />
<ul>
<li>Imperial Bunker</li>
<li>Comms Relay</li>
<li>Shop Terrain - Dreadstone Blight</li>
<li>Shop Terrain – sand stacks</li>
<li>Shop Terrain – sand stacks</li>
<li>Shop Terrain – pipe ruins</li>
<li>Shop Terrain – grey hills</li>
</ul>
<br />
<u><b>Daemons</b></u><br />
I decided in April to pick up Daemons and really rocked them through the fall. All of the below is fully painted and based and looks fantastic. I just have some mounted heralds left to paint before my Slaanesh Daemons are complete then I'll do a full picture post. I have a small contingent of Tzeentch and Nurgle models that I want to add. The Tzeentch is mostly just for summoning and the Nurgle is mostly for being summoned.<br />
<ul>
<li>Be'Lakor</li>
<li>80 Daemonettes</li>
<li>20 Seekers</li>
<li>4 Slaanesh Heralds</li>
<li>2 Soul Grinders</li>
<li>1 Fiend of Slaanesh (test model)</li>
<li>Keeper of Secrets</li>
<li>2 Daemon Princes of Slaanesh</li>
<li>Slaanesh Banner & icon arms (magnetized)</li>
</ul>
<br />
Overall, it was a great year. MY goal for 2015 is to finish up some factions entirely, like my GK, Inquisition, and Daemons.<br />
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-51521653984407034142015-01-19T16:39:00.000-06:002015-02-18T12:35:55.177-06:00Grey Knight Strike Squad Conversions<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTu5pTW5NuMWErzKJkLLD7I7a8PF9aNBco2sKBvhxQC81sU84_9C1a1L6KufxbynCgqkSGSHNIrQF9t5aWbfTqTlZFz9ezff61DEBSzI-vB0G7nAvuFIETeU1H3K-5Bw_Qr8lwFP7zO1-F/s1600/20140823_151341.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTu5pTW5NuMWErzKJkLLD7I7a8PF9aNBco2sKBvhxQC81sU84_9C1a1L6KufxbynCgqkSGSHNIrQF9t5aWbfTqTlZFz9ezff61DEBSzI-vB0G7nAvuFIETeU1H3K-5Bw_Qr8lwFP7zO1-F/s1600/20140823_151341.jpg" height="185" width="400" /></a></div>
I've discussed in previous posts how much I loved my Strike Squads. Unfortunately, they just don't work very well anymore. I can't find a role for them in my army and don't want them to just sit on the shelf collecting dust. <br />
<br />
For 240 points I used to get 10 PAGK with 2 psycannons and psybolt ammo. That was 16 S5 shots and 4-8 S7 rending shots. Throw in a 110pt inquisitor with terminator armor, psycannon, and psykre upgrade for prescience and now we're really talking about a unit that could bring some serious firepower. The force weapons were a bonus that I rarely ever used. Anything that was susceptible would keep far away because it was very strong, though not incredibly durable so it would die often and quickly. I miss warp quake and the deep strike protection it provided. The aegis helped with psychic defense.<br />
<br />
Here's something I never understood. All Grey Knights are supposed to be veterans that are the very best, most elite, and purest of the galaxy. Each Grey Knight has a suit of terminator armor. They put on power armor for specialized roles - strike squad, interceptor, etc. I'm not the most well versed in the fluff, so I may have some things wrong. However, if that's true, then why do they lose an attack when they change to power armor (strikes, interceptor, purgation squad) from TDA? It makes sense from a game play perspective, so that's something.<br />
<br />
The first trickle of nerfing came with the advent of 7th. Warp Quake was gone completely. The aegis was changed to rerolling ones for maledictions (yay, from 6/18 to 7/18 chance to deny). Hammerhand now raises strength by 2 which offset these loses. GK were still in a good position for a few months with all the psychic dice they could bring so it .<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_RHlIsHcuOAKB-i7e_U_kJHuBW-1Q9GUxlevsKNAmS0yK1uwAtYQfjoFWDfqZDCqpm1xZFB-des95bjLFimPIKm_HlWqoYuJJtrrv2sC9e4OrKJXcc6HvaFJEWWwJs37ZKqjPl8tRmdtL/s1600/20140823_151633.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_RHlIsHcuOAKB-i7e_U_kJHuBW-1Q9GUxlevsKNAmS0yK1uwAtYQfjoFWDfqZDCqpm1xZFB-des95bjLFimPIKm_HlWqoYuJJtrrv2sC9e4OrKJXcc6HvaFJEWWwJs37ZKqjPl8tRmdtL/s1600/20140823_151633.jpg" height="178" width="400" /></a></div>
<br />
Then when the new codex hit, so much was lost for strikes. It still costs the same 240 points to field the unit, but they lose psybolt ammo. The psycannon was hit with a multitude of nerfs and went up in cost. Salvo sucks for so many reasons. I'm not even clear on why salvo exists, what is the real world analogue? Now you lose range when you move, not just shots. Even worse, you cannot assault after shooting it at all. I don't see any reason to take psycannons ever for them<br />
<br />
This presents an issue with the GK special weapons in general and for purgation squads in particular. PAGK don't have good options for the special weapons. Why can't they make special versions that have longer range or maybe a psychic power that extends their range just for purgation squads? Give PAGK relentless or S&P. Heavy weapons with a 24" range just isn't enough. For power armor it's incinerators or GTFO.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PsL6VpNrR3yCXkxeNXkohQPYBSAXz_yhGJxmBycKpiUF5HjZCdWRslbfIWJLQ-mwa4HhJEKg9Rxi_KfX7bDKT7EK_JdRk1lXBBuYzHhpiednF-ZaKhOZk2zAvYWRfDWcHf6KN5Tvu3vT/s1600/20140823_151205.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-PsL6VpNrR3yCXkxeNXkohQPYBSAXz_yhGJxmBycKpiUF5HjZCdWRslbfIWJLQ-mwa4HhJEKg9Rxi_KfX7bDKT7EK_JdRk1lXBBuYzHhpiednF-ZaKhOZk2zAvYWRfDWcHf6KN5Tvu3vT/s1600/20140823_151205.jpg" height="227" width="320" /></a></div>
<br />
In addition to the 20 strikes, I have 2 squads of 5 Purgators. Their previous incarnation was in a strange spot. You rarely saw them on the table because they didn't fulfill much of a role. Their range was too short to provide pure fire support and psycannons were horribly over-costed. Incinerators were a free upgrade however, so throw 4 of those with the justicar into a storm raven for only 100 points was a steal.<br />
<br />
My other idea was to put three squads behind a set of Promethium relay pipes for only 340pts that puts out 12 S6 torrent flamers. Now, the same setup costs 430pts and you give up the chance to take dreadknights. <br />
<br />
They swapped Astral aim for night vision which is completely useless for the incinerator and nearly useless for the other weapons, How often are they going to be in range anyways. At least our vehicles got seachlights for free now. It was annoying to pay the 1pt.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcBv1GEcxLLN0bLxng0Llsmu0w1vdpoH2VPXRMfsTyZTaOzY6X9c84EPf4hOQis9YooLfYjhyphenhyphen2wPgSFRd7ij_tB4u0EbiBv1s_Ii7ILNik-cyQ0hDlBAq2HWHCm9nq0BHcUU6mDZt1mBor/s1600/14393_873153952718871_1594200566993900214_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcBv1GEcxLLN0bLxng0Llsmu0w1vdpoH2VPXRMfsTyZTaOzY6X9c84EPf4hOQis9YooLfYjhyphenhyphen2wPgSFRd7ij_tB4u0EbiBv1s_Ii7ILNik-cyQ0hDlBAq2HWHCm9nq0BHcUU6mDZt1mBor/s1600/14393_873153952718871_1594200566993900214_n.jpg" height="188" width="200" /></a></div>
<br />
Now that I'm a few months removed from the shock of the codex dropping I can make more rational arguments. I still haven't played them with the new codex, but my friend Andy has and had succes. He's in some of these pictures using my models in a tournament last December. I've got a few list ideas but really need to try them out.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNvLDFqgZRauRYdfUz79gctc4ybV6sGPyqJGGFCVuSHpXNgciAb4Bds1TzfrQBoCvMMVFVyljcNx3x3gSCAQyfCYx4gB8y23TzNchErxaECX1n687f3pyuAtE-jIlQUxSwfrSWRg_VI6Kp/s1600/934890_873153989385534_6717871205907606756_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNvLDFqgZRauRYdfUz79gctc4ybV6sGPyqJGGFCVuSHpXNgciAb4Bds1TzfrQBoCvMMVFVyljcNx3x3gSCAQyfCYx4gB8y23TzNchErxaECX1n687f3pyuAtE-jIlQUxSwfrSWRg_VI6Kp/s1600/934890_873153989385534_6717871205907606756_n.jpg" height="201" width="320" /></a></div>
<br />
I have 30 PAGK that I need to decide how to use because I refuse to sell them. I spent so many hours panting them that market value for them is nowhere near the emotional value I have for them. <br />
<br />
Let's make some purifiers and interceptors instead. I'll keep one strike squad but modify them to fit the new codex better:<br />
<br />
<b>10 Strikes with justicar and 2 incinerators</b><br />
<ul>
<li> I have the incinerators already painted so I can swap out two from the purgation squad and put them in here. The only work is to switch the bases up, but otherwise this is pretty straightforward.</li>
<li>No new painting required, which is good.</li>
</ul>
<b>10 Purifiers with justicar, no special weapons, 2 hammers</b><br />
<ul>
<li>I like Purifier squads a lot more now. With cleansing flame standard, I don't think I need the incinerators and I don't want to lose out on the 2 attacks base. This unit will need some delivery mechanism, probably a storm raven. Since they are ML2 I can get off both hammerhand and force.</li>
<li>This is going to require some work. I'll need to pop the heads off to strip and repaint them. The psycannons will have to be ripped off as well and replaced with swords. I would prefer to use single handed swords and magnetize so I can swap between sword and hammer. I don't have spares, so I'll need to find the bits somewhere. The daemon hammers for PAGK don't come in single-handed variety. I've been considering using the vanguard vet hammers.</li>
<li>The new swords and arms will need to be painted as well as the heads. I'll also need to touch up the areas covered by the psycannons as they probably aren't painted. I'm going to repaint their swords in the lightning theme so they are consistent, plus it looks really good.</li>
</ul>
<b>10 Interceptors with justicar, 2 incinerators </b><br />
<ul>
<li> Interceptors have a place now because of the Nemesis Strike Force detachment. The incinerators were over-costed at 20pts each, but now are a reasonable at 5pts each.</li>
<li>This is going to take a lot of work, comparatively. I can use the justicar and 2 incinerators remaining from the purgation squad. The two former strike squad guys will have to have the psycannons ripped off. The other 4 purgators with incinerators will have to have those ripped off as well. The other justicar will need a new head and shoulder pads. Luckily, I have plenty of stormbolters and 2 handed swords, but I'll need to order a few more swords. I have the interceptor backpacks already, but everyone will need a new one.</li>
<li>I'll have to paint all the backpacks. Two guys will have to have arms painted. The remaining 5 guys will need to be fully painted.</li>
<li>Unfortunately, the justicar will not have a magnetized weapon. He has a two handed sword which I don't think I can rip off without damaging him and/or the shoulder pads. </li>
</ul>
I'll be placing some bits orders and doing some painting. I have finished my terminators and Librarian and will have a post on them soon.<br />
<br />
<i>Editor note: I started writing this post a long time ago but never posted it. So I'm already well on my way to finishing this project. </i>Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-44672161100915628672014-11-01T14:01:00.003-05:002014-11-01T14:06:01.861-05:00I Hate Thunderwolf Cavalry<h1>
Forward</h1>
Thunderwolf Cavalry are broken good. They aren't the most broken unit in 40k, but they're in the top 10. Nobz are a middling unit. They bring a strong melee presence, but are far too fragile comparatively. I custom built nobz but regularly have to play againt thunderwolves. They fulfill nearly the same role in each army. It's purely envy because what they have is so much better than what I have. Here's why I hate TWC so much:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjxu6inFioqSLvI-uSwrVXVV5z_5jENGGoYkH_w2WOVE6UG-9QL350FQHzHCoYpJzaJOzFooLua-xL-ssVfFdDB4-i3t5zEqZ0uazzTMjzOyENtaA9TDwp3zGj1TpGf9NoVognLhWn0lPu/s1600/IMG_1527.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjxu6inFioqSLvI-uSwrVXVV5z_5jENGGoYkH_w2WOVE6UG-9QL350FQHzHCoYpJzaJOzFooLua-xL-ssVfFdDB4-i3t5zEqZ0uazzTMjzOyENtaA9TDwp3zGj1TpGf9NoVognLhWn0lPu/s1600/IMG_1527.JPG" height="149" width="320" /></a></div>
<h3>
Battlefield Role</h3>
Both armies are fairly similar. Orks are obviously more numerous while Space Wolves are more skilled and heavily armored. Both units fulfill much the same role as a fast, tough, melee oriented unit that can deliver a lot of damage. Nob Bikers, being upgrades to regular Nobz, are in Elite while Thurderwolves reside in Fast Attack. Thunderwolves compete with Stormwolves in FA, but the latter can be taken as a dedicated transport, so it isn't as much of a problem. Nobz compete with the very useful Tankbustas and Meganobz. Though generally, you wouldn't really run Nob bikerz alongside meganobz anyways since they compete for the same beatstick-melee unit functionality. Slight edge to Thunderwolves due to lesser competition.
<br />
<br />
<h3>
Cost</h3>
Thunderwolves start at 40 each. Nobz are 18pts and cost 27 to put on a bike for a 45pt total. Both come with a free, identical character upgrade. Thunderwolves are cheaper by 5pts, so that's a win there. Let's see later why Nobz pay an extra 5pts.
<br />
<br />
<h3>
Unit size</h3>
Nobz can be taken in unit size up to 10, while Thunderwolves max out at 6. Slight Edge to Nobz for being able to take more wounds to absorb fire, which they'll need since they die quicker.
<br />
<br />
<h3>
Guns</h3>
Nobz have a Str5 AP5 twin-linked assault 3 dakkagun. Being only BS2, the TL really helps. You've got enough speed to get to rear armor in many cases, which might help. Overall, it's a pretty good ork shooting platform. They also get to keep their sluggas for +1 attack if you don't give them any other melee weapon upgrades and you can save a few points on extra wounds. Realistically, this is a melee unit. You can waste points on a combi weapon, but please don't. Thunderwolves get only a bolt pistol, but it is +1 attack. The Nobz get a solid edge here.
<br />
<br />
<h3>
Speed</h3>
Both units move 12" and aren't slowed by terrain. Both units have to take horrible dangerous terrain tests, which are no fun. Bikes can turbo boost 12" (and gain +1 to cover save). Thunderwolves can run D6, but due to fleet can choose to reroll it. Fleet will also help them get into where they really need to be, which is combat, more effectively. The Orks at least get 'ere we go, which is like fleet but you can only re-roll 1 die. I'm going to declare this a draw. The extra distance on turbo boost helps, but isn't a game changer over fleet.
<br />
<br />
<h3>
Stats<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5MTZFRJlufm90qH8ohV9-HezP4ICyHzhrP19oE1yk1Zv4T8uW4mKqi-iI3u2LlZTE6jpzM2LDBetTuE44KX6fMfqsgpBqwil0IKgYSgrqfObGLhe4GKDUFzM3gZsxKe2XX0-oMW-iyP5V/s1600/2014071695210025.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5MTZFRJlufm90qH8ohV9-HezP4ICyHzhrP19oE1yk1Zv4T8uW4mKqi-iI3u2LlZTE6jpzM2LDBetTuE44KX6fMfqsgpBqwil0IKgYSgrqfObGLhe4GKDUFzM3gZsxKe2XX0-oMW-iyP5V/s1600/2014071695210025.jpg" height="240" width="320" /></a></div>
</h3>
Now here's where the Thunderwolves will start to pull away. They have identical WS4. Nobz can buy a Waaagh Banner for 20pts (worth it on larger units only) for +1WS. The Champions of Fenris detachment gives you +1WS for TWC for free, but you do have to take 2 elites. BS2 for Nobz (but TL) vs. BS4 is fairly meaningless on a melee unit. Both have identical T5 and 2 wounds.<br />
<br />
TWC have native Str5, while Nobz are Str4 with furious charge. This is huge when considering taking a powerfist/klaw means that Orks are Str9 on the charge and TWC are Str10 always. TWC double out Nobz, Nobz don't double out TWC.<br />
<br />
TWC are I4 to Nobz I3. TWC have 4 base attacks +1 for 2 cc while Nobz only have 3. Effectively, TWC hit first and with more attacks. To say nothing for the Ld and save, which we'll cover in a minute. TWC match or beat the Nobz in every category. Str5 alone is enough to push this to a big win for TWC.
<br />
<br />
<h3>
Morale/Ld</h3>
TWC have ATSKNF and Ld9. On the rare occasions they fail (1/6 chance) they recover automatically and can charge the next turn. Nobz are an abysmal Ld7, so they fail often (42%). Orks have Mob Rule to mitigate. If you aren't in combat or lost combat, you're likely not above 10, so you'll need to take a bosspole to reroll on the table and hope to only hurt yourself (average .58 wounds), then you'll get to stay in combat. Otherwise, you're fleeing, don't auto rally, and can charge if you miraculously do rally.<br />
<br />
Nobz can be swept. You don't know the heartbreak of seeing a large melee oriented unit get swept until it happens. It makes you question even playing. Orks are susceptible to fear, tank shocks, pinning, etc. Ld7 sucks. The whole morale mechanic isn't fun, especially when half the armies you face don't even pay attention to it (or it's worst affects). Big win for the wolves here.
<br />
<br />
<h3>
Save</h3>
Nobz get a 4+ with the bike. They can jink for a 4+ cover as well, which can be boosted to 3+ if turbo boosting. This can help them get into assault with more units alive. That 4+ armor does nothing against any power weapon. You could waste points to get a 6+ FNP, but don't bother. Nobz have no way to get an invuln in CC. You don't realize the number of AP4 weapons until you play as an army with armor 4.<br />
<br />
Thunderwolves get the marine 3+ as standard, but cannot jink for a cover save. The most important point here is that they can take a storm shield for 15pts. Only 15pts is sick. Any or all of them can take it. Very disheartening. They're just as susceptible to small arms fire with it as without, but really they're going to live much longer against the special/heavy weapons you would normally take to kill units like this. This is a massive win for the TWC.
<br />
<br />
<h3>
Melee Equipment</h3>
Nobz get only 2 choices. A powerklaw (fist) and a big choppa. The big choppa is a nice choice, giving you some Str7 on the charge (AP5), but sacrificing an attack for 5pts. At least you're going at init, so you'll get some wounds through before the unwieldy stuff gets to you, but not before normal power weapons take you down. Without it, you've only got +1 attack and +1 Str over a 6pt slugga choppa boy, so what's the point. Powerklaws boost you to Str 8, 9 on the charge with AP2 at Init1. A lot of the nob power comes from these klaws. You want at least 1 klaw for every 3 models.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkfcH4HLnqVcW7ZorqBZLduOqZV4l1-q8XVOBmJqbio8OKs7daavQqdEO3P9ZaX44UZgk94NQVN3H4Cq_INa_G36dN08ADuYQo6VPIoyFUUenZGY-bdS_DsP6zm8KnxNKFM1jD6Acpsdl6/s1600/IMG_1511.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkfcH4HLnqVcW7ZorqBZLduOqZV4l1-q8XVOBmJqbio8OKs7daavQqdEO3P9ZaX44UZgk94NQVN3H4Cq_INa_G36dN08ADuYQo6VPIoyFUUenZGY-bdS_DsP6zm8KnxNKFM1jD6Acpsdl6/s1600/IMG_1511.JPG" height="200" width="163" /></a></div>
Thunderwolves can get the same powerfist, but at S10 for the same cost. They can also take power weapons, frost weapons, and klaws. They have a much wider range of equipment to chose from (including the storm shield mentioned before). Not even close here.
<br />
<br />
<h3>
Special rules</h3>
Both get hammer or wrath, though TWC have +1S on the Nobz. Nobz have furious charge, which is worse in all ways than +1S. Most of the other rules have been covered previously, so Nobz get jack shit else.<br />
<br />
All Space Wolves get counter attack, so it's almost like they have +1 attack base. It can't fail now either, which is really nice. Oh yeah, and Thunderwolves get rending. Let me rephrase that, because it may not sink in yet, Thunderwolves get motherfucking rending. So base, a TWC gets 6 attacks on the charge at S5, plus rending. For cheaper. It's unexplainable. TWC for the very very obvious win here.
<br />
<br />
<h3>
ICs</h3>
Space Wolves offer a beatstick Wolf Lord and two named characters (Harald & Canis). Each can take ablative fenrisian wolves. All have sick rules. They also offer Iron Priests in the Elite spots, which can also take wolves for ablative wounds (still counting as an IC). The Lord and Priests can get a 2+ (Orks can never get a 2+ (or even a 3+) on a bike).<br />
<br />
Orks get Warbosses, who's Waagh can't help them. He's a more powerful version of a Nob biker essentially. He has +1T, so desn't get double out w/S10. He suffers from the same low armor save weakness and comes it at only 3 wounds. He is S5 at least, so swings his klaw at S10. Orks can also get Bik Meks on bikes, but they don't really offer anything. Painboys are a big help at 75pts for FNP and a few poison attacks. All of these are in the HQ spot, so you're going to limit yourself supporting them.
<br />
<br />
Let's award Victory points based on each of these areas
<br />
<table border="1" cellpadding="2" cellspacing="0">
<tbody>
<tr><td align="center">Nobz</td><td align="center"></td><td align="center">TWC</td></tr>
<tr><td align="center"></td><td align="center">Cost</td><td align="center"><span style="color: green;">⚫</span></td></tr>
<tr><td align="center"></td><td align="center">Competition</td><td align="center"><span style="color: green;">⚫</span></td></tr>
<tr><td align="center"><span style="color: green;">⚫</span></td><td align="center">Unit size</td><td align="center"></td></tr>
<tr><td align="center"></td><td align="center">Stats</td><td align="center"><span style="color: green;">⚫⚫</span></td></tr>
<tr><td align="center"></td><td align="center">Assaults</td><td align="center"><span style="color: green;">⚫⚫</span></td></tr>
<tr><td align="center"></td><td align="center">Morale/Ld</td><td align="center"><span style="color: green;">⚫⚫⚫</span></td></tr>
<tr><td align="center"><span style="color: green;">⚫⚫</span></td><td align="center">Guns</td><td align="center"></td></tr>
<tr><td align="center"><span style="color: green;"></span></td><td align="center">Speed</td><td align="center"></td></tr>
<tr><td align="center"></td><td align="center">Save</td><td align="center"><span style="color: green;">⚫⚫⚫</span></td></tr>
<tr><td align="center"></td><td align="center">Special rules</td><td align="center"><span style="color: green;">⚫⚫</span></td></tr>
<tr><td align="center"></td><td align="center">Equipment</td><td align="center"><span style="color: green;">⚫⚫⚫</span></td></tr>
<tr><td align="center"></td><td align="center">ICs</td><td align="center"><span style="color: green;">⚫⚫</span></td></tr>
<tr><td align="center">3</td><td align="center"><b>Total</b></td><td align="center"><span style="color: green;"><b>19</b></span></td></tr>
</tbody></table>
<br />
Crushing victory for the TWC. So what did we for the extra 5 points we pay for Nobz, a substantially worse unit that will lose to the TWC in every battle. If Nob bikers were in the Space Wolf codex, you would never take the nobz. If the situation were reversed and TWC were available in the Ork codex, you would also never take the Nobz. I think that's a pretty damning condemnation of the Nobz.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDFSXAo7JXhROTX4naGY9Eq4EJScX5oR2rux1PXDRpPfUOAe3Qb-lXtIf9qTw1WiNxbsOPSkqFZM2ooVICm_P3VCFjrn2_s0shkZlY0cc86qj7Irz0SqW9Phkv5PLoiewKn-WpfW6i9H3e/s1600/IMG_1522.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDFSXAo7JXhROTX4naGY9Eq4EJScX5oR2rux1PXDRpPfUOAe3Qb-lXtIf9qTw1WiNxbsOPSkqFZM2ooVICm_P3VCFjrn2_s0shkZlY0cc86qj7Irz0SqW9Phkv5PLoiewKn-WpfW6i9H3e/s1600/IMG_1522.JPG" height="320" width="277" /></a></div>
<h3>
Example battle</h3>
435pts Nob unit, 7 models<br />
90pts Nob w/Bike, Banner, Klaw<br />
75pts Nob w/Bike, Klaw, bosspole<br />
70pts Nob w/Bike, Klaw<br />
50pts Nob w/BC<br />
50pts Nob w/BC<br />
50pts Nob w/BC<br />
50pts Nob w/BC<br />
<br />
370pts TWC unit, 6 models
80pts TWC w/SS & fist<br />
80pts TWC w/SS & fist<br />
75pts TWC w/SS & wolf claw<br />
55pts TWC w/SS<br />
40pts TWC<br />
40pts TWC<br />
<br />
Let's compare what happens when the orks get the charge on the TWC:<br />
Orks shoot the TWC, killing 1. TWC cause 1 wound in overwatch. TWC strike first 12 attacks plus 5 wolf claw attacks results in 4 wounds and 2 dead nobz. Nobz strike back with only 8 attacks causing 1 wound. Then the unwieldy weapons strike. Assuming the TWC put the wounds from the nobz on the SS, to maximize survivability, the Nobz only cause 2 wounds, killing 1 TWC. The wolves with fists cause 4 wounds, but at S10, actually cause 8 wounds. Left standing is 1 Nob against 4 TWC (1 w/1 wound). The Nobz lost combat by 8 and need double 1s to stay in combat., otherwise, they are likely to get swept or fall off the board.<br />
<br />
<h3>
Summary</h3>
TWC live a lot longer, get into combat more, hit first and harder, then survive the counter attack better all at a cheaper cost. It's not that Nobz are bad, they're pretty decent. The lack of any invuln really sucks hard, especially since the TWC can so easily and cheaply get the 3++. The codexes came back to back less than 2 months apart, so GW has no excuse on how poorly thought out the comparison between these two units comes out.
<br />
<br />
TWC should be limited to either no SS or SS only on the character. They also need a 5-10 point boost. Nobz need an invuln and native Str5. Nobz should be Led8 and some revamps to the whole morale phase (which orks in general need).
<br />
<br />
It's easy to point to actual dollars for a reason. There is no Nob Biker box. There is a warbiker box with a nob upgrade for $41.50. If you kit bash like I did, you can use these for Nobz. TWC are $55 a box for 3 with no real way to kitbash from other units. Gotta move that product.<br />
<table>
</table>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-65116053049541900002014-10-07T17:02:00.000-05:002014-10-07T17:02:00.651-05:00Grey Knight HQ<div dir="ltr">
Once the new codex dropped, I had no Grey Knight HQs since I previously only ever ran Inquisitors. Granted, my Ordo Malleus Inquisitors in Terminators armor are almost entirely built from the grey knight terminator kits and therefore not official inquisitors. </div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
They are both armed with thunder hammer (since it came with the armor) and psycannon (because they were awesome). Usually, they would be upgraded to psykers and take servo skulls as well. Servo skulls are especially appealing now with battle brothers sharing the awesomeness. Expect them to go away with the next codex though.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOjpUspun8wfhlyWCBDxMpozsRQDqNoGpzwR3OC0qHqlUp2lDWcu_7DHCaeF7UTBhI2ivTb8w_98Ozc3ruosuWAd2MJc1YcV-uLezD96pW1yf4DixiiDTgSKBtRc0UPjZNCD_IY1zBOVWj/s1600/IMG_2734.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOjpUspun8wfhlyWCBDxMpozsRQDqNoGpzwR3OC0qHqlUp2lDWcu_7DHCaeF7UTBhI2ivTb8w_98Ozc3ruosuWAd2MJc1YcV-uLezD96pW1yf4DixiiDTgSKBtRc0UPjZNCD_IY1zBOVWj/s1600/IMG_2734.JPG" height="200" width="176" /></a></div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
The first one I built was a hand me down terminator model. It already had a psycannon and hammer. Unfortunately, the previous painter was a little heavy handed and the model needed a lot of repair.</div>
<div dir="ltr">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVO1kwoGf036rR5nyKGqKkRLeCzQ1mlKMP2kiXueboa-0YlEf-VSViwEfkfVSV62eR_WR8VDzySEoULx7ZTxDwxl6JeVDPmAiYz1pGPJHKE46zj47uOx5vjWcd48rUUjF59VKFvPpCbjz1/s1600/IMG_2735.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVO1kwoGf036rR5nyKGqKkRLeCzQ1mlKMP2kiXueboa-0YlEf-VSViwEfkfVSV62eR_WR8VDzySEoULx7ZTxDwxl6JeVDPmAiYz1pGPJHKE46zj47uOx5vjWcd48rUUjF59VKFvPpCbjz1/s1600/IMG_2735.JPG" height="200" width="166" /></a></div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
The should pads were removed in favor of inquisition specific ones. The head is a Dark Angel veteran. The thunder hammer arm ended up being scrapped entirely and instead I used an arm from the normal assault terminator kit, but the hammer end itself is from the power armor kit.</div>
<div dir="ltr">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg6nOkxXtt3Z8WAGqKeXVnP-_meBJZL9pOVnUVVIwD93IREZSR8-4QAyGJ3zzcY12_y7GuvQP2AVLKof_IrPB0XTA4oNg-9eDFQtFPXreKAR5b19uxApfpISJd9-29tBul978M_nNrXITU/s1600/IMG_2736.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg6nOkxXtt3Z8WAGqKeXVnP-_meBJZL9pOVnUVVIwD93IREZSR8-4QAyGJ3zzcY12_y7GuvQP2AVLKof_IrPB0XTA4oNg-9eDFQtFPXreKAR5b19uxApfpISJd9-29tBul978M_nNrXITU/s1600/IMG_2736.JPG" height="200" width="174" /></a></div>
<div dir="ltr">
I think some of the flaws really show up in the blown up picture around the psycannon. I feel like I did a pretty good job cleaning it up. The painting could have been better, some of the bits weren't ideal, and the pose was way too static. I wasn't entirely satisfied, so I decided to build a second one.</div>
<div dir="ltr">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2xdIH7XoCVZKT_urYAADxo-Ui9tH2_A9rZBOuqNsmhzhEsD1cYwRPKewXUmH085JR1hbp68A-UyuoOX2JYFlzDBlGMXSBUqNh7ic3ZDVrOiFriG-kWpmH7rXe0jtp6qCFp1hVAgWVTlEA/s1600/IMG_2741.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2xdIH7XoCVZKT_urYAADxo-Ui9tH2_A9rZBOuqNsmhzhEsD1cYwRPKewXUmH085JR1hbp68A-UyuoOX2JYFlzDBlGMXSBUqNh7ic3ZDVrOiFriG-kWpmH7rXe0jtp6qCFp1hVAgWVTlEA/s1600/IMG_2741.JPG" height="301" width="320" /></a></div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
This one was built using all custom ordered bits. Everything but the head comes from the terminator kit, but they are all the inquisition specific ones as best I could. I wanted a much more dramatic pose. Additionally, I wanted a book bit that could count as a Liber Heresius. The head is from the thunderwolf cavalry kit. Unfortunately, the bottom is flat, rather than rounded, but I made do with some greenstuff.. The eyes are terrible, I know.</div>
<div dir="ltr">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdW7qC7ufO1yOBmYjf8wTtlofj_cgPS7v7viAigV1hX1izGzVdfSMLhOzYtUphaL9fNz6Zz5Q_G-basMC1GO3cVEnuNOufDrjfYUXmDwKu5Fu8RFo9sKmMKhE5-WeTXGbMiSYpk5bEVARP/s1600/IMG_2742.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdW7qC7ufO1yOBmYjf8wTtlofj_cgPS7v7viAigV1hX1izGzVdfSMLhOzYtUphaL9fNz6Zz5Q_G-basMC1GO3cVEnuNOufDrjfYUXmDwKu5Fu8RFo9sKmMKhE5-WeTXGbMiSYpk5bEVARP/s1600/IMG_2742.JPG" height="320" width="254" /></a></div>
The gun is much cleaner as is the paint job in general. I'm very happy with this model. The hammer is from the terminator kit and everything except the torso is different from the prior model.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW5GcE90CXtUXiGGGanBKEquVQTn4gC4ZNQf-DCM-CDu2JcZOyxriG6uR-iWISmqB3DfMsULb7nVhyphenhyphen9dWTlP4uO3nsauwJXE-k-HrQX2e2t5INmC0paSkPhP8ztG4CJMAGqsIrZwLiiw3L/s1600/IMG_2738.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW5GcE90CXtUXiGGGanBKEquVQTn4gC4ZNQf-DCM-CDu2JcZOyxriG6uR-iWISmqB3DfMsULb7nVhyphenhyphen9dWTlP4uO3nsauwJXE-k-HrQX2e2t5INmC0paSkPhP8ztG4CJMAGqsIrZwLiiw3L/s1600/IMG_2738.JPG" height="150" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPgbQKXV4PdPNQTe-OCFBiWSc23WgU0PllbRERMvQAZQQ1NRCtSWeU2trWQTsq33lw1wtSBzPgFy3eJ98xCtJ-zqZHPPkD5vcqTx9xjus0X_F2e1Yj9V7t1QosD4H4k40FL50JZYD44eU6/s1600/IMG_2743.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPgbQKXV4PdPNQTe-OCFBiWSc23WgU0PllbRERMvQAZQQ1NRCtSWeU2trWQTsq33lw1wtSBzPgFy3eJ98xCtJ-zqZHPPkD5vcqTx9xjus0X_F2e1Yj9V7t1QosD4H4k40FL50JZYD44eU6/s1600/IMG_2743.JPG" height="162" width="200" /></a></div>
<div dir="ltr">
The bases are from hi-tec, which makes great products. Of course, they can be just expensive or more expensive than similar GW products. They seem to be the premier place to get alternate HQs in terminator armor. The painting was really simple, just a mix of dark blues and a highlight of the raised edges in light blue. It looks really good and makes them stand out as ICs. Too bad there are only 2 varieties of this base.</div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
<br /></div>
<div dir="ltr">
I could always use my inquisitors as Brother captains or grand masters. The load out is fairly reasonable, but they're not particularly good for their points, especially when compared to the librarian. Unfortunately, librarians cannot take psycannons, so I was left with suboptimal choices. I really felt gutted with the GK updates. could run a Brotherhood Captain some dreadnoughts, strike squads, purgation squads, and dreadknights. Other than the knights, this is probably the least efficient way to run a GK list.</div>
<div dir="ltr">
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0SjQT3enbJeDIbw8X0rtnkxSNaumwvx_rYLCcPisfEuEvCW3HHjJZXIjlwyW2RIyLw6lp3OWK1Eo4omBuFc04C-_oMHqmh0dwafk6JEFgjtQkvz4tGE3Yb1vtzz0QyU0AE960EBPH-rLR/s1600/2014-09-04+14.40.12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0SjQT3enbJeDIbw8X0rtnkxSNaumwvx_rYLCcPisfEuEvCW3HHjJZXIjlwyW2RIyLw6lp3OWK1Eo4omBuFc04C-_oMHqmh0dwafk6JEFgjtQkvz4tGE3Yb1vtzz0QyU0AE960EBPH-rLR/s1600/2014-09-04+14.40.12.jpg" height="200" width="109" /></a></div>
<br /></div>
<div dir="ltr">
I decided to build my own librarian from spare parts. Since I didn't use the Terminator baby carrier parts, I had those arms, shoulder pads, and torsos. I also have plenty of falchions and since it is a free upgrade, might as well. The legs were spare from a Blood Angel Space Hulk terminator. The BA iconography on this one was minimal so I just trimmed some off and patched over with some purity seals and presto-chango a GK librarian.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFhsXSPomtRxAw_9rqYhc3Qmpvl1WHcyrzlAN8oiRObU2V0SY9ZCYOLE7F6An6KXUrtTmzcQmOq-hodoURL1tgVKstR7aCmpxb7_dRE_8mxeb1OkJaQ1CIrIRVRh2weZ7QFiSowiuBBR4P/s1600/IMG_2747.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFhsXSPomtRxAw_9rqYhc3Qmpvl1WHcyrzlAN8oiRObU2V0SY9ZCYOLE7F6An6KXUrtTmzcQmOq-hodoURL1tgVKstR7aCmpxb7_dRE_8mxeb1OkJaQ1CIrIRVRh2weZ7QFiSowiuBBR4P/s1600/IMG_2747.JPG" height="200" width="139" /></a></div>
<br />
The main issue is that the DK Terminator isn't quite a full terminator torso so I had to do some less than optimal patching over of the gaps. I ended up using a lot of spare bitz (taking a cue from my finecast librarian) around the waist to cover it up. It will look fine once painted.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4VllspreXtCRaiwMlXnJbWomN83LH4Bl1MdrfEJBzDtM8LddFm7z-YCW5SLPxhBOctEtPBL_GuUK3mu-ZsDtQh1k2lKx2S4fEoXtn17FhoOFxxUB5jXEupyvH-G-Bx9kAh9mPgWOOdpLo/s1600/IMG_2745.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4VllspreXtCRaiwMlXnJbWomN83LH4Bl1MdrfEJBzDtM8LddFm7z-YCW5SLPxhBOctEtPBL_GuUK3mu-ZsDtQh1k2lKx2S4fEoXtn17FhoOFxxUB5jXEupyvH-G-Bx9kAh9mPgWOOdpLo/s1600/IMG_2745.JPG" height="320" width="294" /></a></div>
<br />
GK Librarians, unlike other chapters, don't need to be blue. I still want to incorporate blue somewhere. It will be an interesting paint job, but probably not one I'll get to for a while. Not bad for free.<br />
<br /></div>
Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-38381752068197228502014-10-05T15:00:00.002-05:002014-10-05T15:00:55.319-05:00Status of Orks and My Hobby FocusI started this blog with a focus on Orks when their new codex released. The rapid fire pace of releases that followed included supplements, a campaign, multiple codexes, dataslates, and a plethora of formations. It's been hard to keep up. I also play against a space wolf player that loves to take thunderwolves and Dreadnoughts. Both of which, I really have no answer for with my current Ork lists. <br />
<br />
I haven't really gotten into the supplements and formations for Orks. Mostly because I find them rather boring. I could maybe see myself doing something with the Bossboyz. Otherwise it is mostly a way to spam out expensive ($$$) units I don't have (Bullyboyz with Meganobz or Badrukk's Flashgits), units that aren't good (Da Vulcha Squad-stormboyz), or armies that are dull to play (green tide).<br />
<br />
My Grey Knight army was gutted and I have yet to play a game with them. I built a terminator librarian using spare parts so I have a post coming up about it. I will eventually get a minimum terminator squad to run a nemesis strike detachment. I feel like I can make something work with legion of the damned, Tempestus Scions, and a bunker with a vindicare assassin. Everything deep strikes in.<br />
<br />
My inquisition force has sat idle along with my GK. I can at least still run my razorbacks with psybolt. Coteaz needs to give objective secured. I feel like GW really owes us an update for 7th. I completed my ninja (death cult assassins) but have never played them. I still like my jokaero and stormbolter acolytes. I'm sure I'll find ways to use them again eventually.<br />
<br />
Blood Angels should have a new codex coming soon. I've started looking at lists using them again recently. I would love to see fast engines be an option for BA rather than a requirement. Unless it lets you get out after moving 12" it isn't very useful on Rhinos. MSU BA in razorbacks can make a comeback, but whenever I make a list, I feel like I'm missing 1-2 units because of the point cost difference from the space marine codex. I've got a relic whirlwind scorpius that I really like to fill several holes in my lists (barrage, AP3). Mostly BA are missing high rate of fire guns. We've never lacked in quality, but anytime I was called upon to kill a lot of enemies (cultists, mass drop pod marines (inc Grey Hunter spam), or IG) I would run out of time. Jump packs are massively overpriced on priests, death company, honor guard, ICs, vets, et al. Red Thirst is practically useless, especially compared to chapter tactics. If BA can get drop pods in fast attack, I'm prepared to run purifiers and re-ignite my BA-GK alliance.<br />
<br />
I have a rather large IG force that I've never run. This includes 50-70 troops, a valkyrie, a command squad that I never built, several HW squads that are completely unbuilt, 2 manticores, 2 hydras, a griffon, and 7 chimeras. At least the Valkyrie and chimeras can be used with my inquisition force. I've never used them as IG or AM. Mostly because they're unpainted and I don't really like using a whole unpainted army. They need a lot of work but don't really some like a whole lot of fun to play. I woudln't mind running an armored company, but don't have the models to do it. Troops seem really boring to paint for them, so I just haven't touched them and they sit in a box untouched.<br />
<br />
All of my old armies, including ones that have gotten updates are mostly underwhelming. Eldar, Tau, Knights, and Space Marines are so much better than my above armies that I have a hard time pulling them out. I feel like I really made some poor decisions with army selection.<br />
<br />
Instead I've focused on my Slaanesh Daemon army, which has been a blast to paint. So far, I've put up pictures of my completed Soul Grinder and Seekers. I have Be'Lakor finished, but unbased so I haven't done a full post on him, but do have pictures throughout. So far 60 of my 80 daemonettes are painted but only have one squad based (post coming soon). I have some really great alternate Fiends that I want to do a post on, plus 2 daemon princes, a Keeper, more seekers, heralds, and another soul grinder. Lots of Slaanesh death coming.<br />
<br />
I will eventually branch out to some limited Tzeentch elements and have a squad of pink horrors finished and ready to paint. Slaanesh is fun, but I'm rather limited in my ability to open tanks. I may end up taking some small squads of screamers as well. Flamers look like fun to paint. I might as well get one of each herald, you never know when a psyker will get turned. It doesn't hurt to have one of each squad just in case they get created or summoned. We'll see.<br />
<br />
As I learn the army I'll be posting more battle reports and tactics articles. I have an article nearly finished about warlord traits. I've done a lot of research into bases. I spent hours looking for alternative models. Should be a lot of fun.<br />
<br />
I'd also really like to start building terrain. The shop needs and it seems like something I could really get into. One of my favorite things to do is scavenge for alternate bits, models, discounts, etc. So the creative aspects of building terrain really pull at me. It was one of the big aspects that pulled me into the hobby, but I just haven't explored yet.Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0tag:blogger.com,1999:blog-3904510246134970646.post-60389659428643412152014-10-04T14:25:00.000-05:002014-10-04T14:25:14.356-05:00Seekers of Slaanesh completed squad<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglzIUkEhjkci3Tu27Xo4kp5NKaoajY80ZwanrEJitkz77B4OFNSPdnvLZn1xTeeFcHueuiiojxDEc3j6Hrwg4-vP3KtHDuWpvxz43EYByXx8W-kMvI5LYfXTHL9J0w2ez9NaZuHduf4swe/s1600/IMG_2775.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglzIUkEhjkci3Tu27Xo4kp5NKaoajY80ZwanrEJitkz77B4OFNSPdnvLZn1xTeeFcHueuiiojxDEc3j6Hrwg4-vP3KtHDuWpvxz43EYByXx8W-kMvI5LYfXTHL9J0w2ez9NaZuHduf4swe/s1600/IMG_2775.JPG" height="235" width="400" /></a></div>
My entry in the Rarity games first painting contest was a squad of 5 Seekers of Slaanesh. Even though the number of entrants was less than we were hoping for, I was still proud to take first place. I'm very happy with them and spent considerable time coming up with the painting scheme for the riders (previously used on 60 daemonettes) and the mounts themselves.<br />
<br />
Seekers were one of the main draws for a Slaanesh army. With a 12" move, a run move of 6+D6", and fleet they can get across the board in a hurry. They have 3 attacks base with rending, I5, and WS5. They will destroy almost anything they get into contact with.<br />
<br />
As is the case with almost everything Slaanesh, they are fragile. They are no more survivable than a daemonette with 1W, T3, and a 5++. All high volume firepower will take them out, including even lasguns. You can count on losing a few to overwatch no matter who you assault. This can be a problem with them since you're losing nearly 3" from the front due to the length of the base. Another weakness is dangerous terrain tests from difficult terrain. This can quickly add up if you have to go into terrain, then run or assault. They don't have grenades either. They rely on their fast init to kill units before they can swing, so dropping to I1 sucks. Hopefully, they can move fast enough to stay out of terrain.<br />
<br />
To keep them alive, I've been heavily relying on the grimoire to get a 3++. Unfortunately, when it fails they are dead meat with only a 6++ unless Be'Lakor is around to give them invisibility.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2nHbApzFvKanEnMoc_dhf0C2cvYW2tU-RV_cA1t61IlBX0KO-9kTOugGsQ1QlSpJ6zO5mxu698ADST_LOaxhf3sGDg6OMaAqTsdkc4xNeICCE9hCQBHVRZ2P8HSbDS3vbA3hJXIOzVa97/s1600/IMG_2750.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2nHbApzFvKanEnMoc_dhf0C2cvYW2tU-RV_cA1t61IlBX0KO-9kTOugGsQ1QlSpJ6zO5mxu698ADST_LOaxhf3sGDg6OMaAqTsdkc4xNeICCE9hCQBHVRZ2P8HSbDS3vbA3hJXIOzVa97/s1600/IMG_2750.JPG" height="213" width="320" /></a></div>
<br />
I chose to give them the Rapturous standard and instrument to make them look cooler. I used the daemonette version rather than the seeker version mostly because they were already finished. They are magnetized. I find it rare that I want to take these options. The standard is decent even though they are one use only dropping my opponent by D3 WS during assault. Usually, this is enough to force them to hit on 5s or at least prevent them from hitting on 2s. For 30 points though, I have other areas to spend the points.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOXeQ0W4uOi3bXvOhwWx3GRpytoXIqKKL2EP0BdnegxMKlCa3M_OmeUgfC1HcsEinSj3a_ktgsNYV05GxobAVoBJmpbZ1ToR7UEupGD2qEimnQYQOyQuU7wB65Y02iBLjo1M7GIyVs1OpW/s1600/IMG_2753.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOXeQ0W4uOi3bXvOhwWx3GRpytoXIqKKL2EP0BdnegxMKlCa3M_OmeUgfC1HcsEinSj3a_ktgsNYV05GxobAVoBJmpbZ1ToR7UEupGD2qEimnQYQOyQuU7wB65Y02iBLjo1M7GIyVs1OpW/s1600/IMG_2753.JPG" height="198" width="200" /></a></div>
I plan on making this one into a herald on mount.I want to use the amrored Seeker bodies from the exalted chariot kit for her. The left arm is from the herald kit. The head is one of my favorites. There seems to be 3 different sizes of heads in the kits, so I've elected to split them out to herald/heartseeker/rider levels and make my own. Not that I have a choice, there isn't a herald seeker model. <br />
<br />
The herald with 6 attacks on the charge at WS and init 7 is going to mess some stuff up. It's worth upgrading her to a greater etherblade for 20pts. She's then Str5 AP2 (plus master crafted). The real decision is which loci to give her. <br />
<br />
The locus of beguilement is fantastic. You re-roll all your hits plus when you challenge you get to choose who accepts. It's easily the best exalted locus. However, so far I've been taking the locus of grace, which gives move through cover. It really adds up in time saved to not have to take dangerous terrain checks. For seekers, you have a 1/9 chance of dying every time you move through terrain. This seems over harsh for such a graceful unit. I hate losing units to terrain, so I'd rather take the hit on assault power than risk losing units and restricting my movement.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcXl7DgUIG3FiP_FRQThhfdee3zLLDqk7YV0f9rcc_rrsjWIjkgv_ZEdYxFleHLC_0lMrOwik6uu_NmlPZjrUiMyYFPsnPy_cN5M21Tw7KRkSzDpTZNt2BHbs-NUGZqezPVAZGZaYXnBeL/s1600/IMG_2759.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcXl7DgUIG3FiP_FRQThhfdee3zLLDqk7YV0f9rcc_rrsjWIjkgv_ZEdYxFleHLC_0lMrOwik6uu_NmlPZjrUiMyYFPsnPy_cN5M21Tw7KRkSzDpTZNt2BHbs-NUGZqezPVAZGZaYXnBeL/s1600/IMG_2759.JPG" height="155" width="200" /></a></div>
This is a daemonette head, but looks really good on the seekers. So far each of them have a distinct head. I don't think I can keep this up for 2 full squads of 20 though. I really like the horns and pose of the arms.<br />
<br />
Unfortunately, the lower leg still has some mould lines that only show up with the flash. I didn't notice it while painting. This is a big problem with miniature photography. Things look so much better in person than when photographing them and they appear 3-5 times larger.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKEqz5IqrnLVFakT2DwAc_REaVYTr3zoykwVtpBYPvK8gNBSW07wquROpbxte-j1SHnPi1SJIjUp7RONiDJZ8UoTQ2t0nZVMaYrXKurWATAlXQXvu5ate6rjeSZYolzTwCGK2_UyG7CsU/s1600/IMG_2761.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKEqz5IqrnLVFakT2DwAc_REaVYTr3zoykwVtpBYPvK8gNBSW07wquROpbxte-j1SHnPi1SJIjUp7RONiDJZ8UoTQ2t0nZVMaYrXKurWATAlXQXvu5ate6rjeSZYolzTwCGK2_UyG7CsU/s1600/IMG_2761.JPG" height="194" width="200" /></a></div>
<br />
The spine heads took a lot of adjustment but I'm pretty happy with them. The drybrushing on the underside just looks fantastic. I'm really happy with these.<br />
<br />
The color correction I do on them makes the seekers appear a little more fluorescent then I'd like, but at least the purples show up well.<br />
<br />
The bases are from <a href="http://www.tabletop-art.de/Ancestral-Ruins-25x70mm-Bases_1">tabletop art</a> and ended up looking even better than I expected. They really make the models pop with the monochromatic bases contrasting the <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjEcj5YkuOS_2uw46W7jTB78BBq_CjMdzEEiwgfLowWotjci1xehsgexwpSg5yWTKWQAQON-uJPX9UYibjXm_znwVJ-Nr4rZUR5g_0b5XUrwYmBfsS5khjHxfeh1JBlHOSgqyCMVEzBHzO/s1600/IMG_2764.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjEcj5YkuOS_2uw46W7jTB78BBq_CjMdzEEiwgfLowWotjci1xehsgexwpSg5yWTKWQAQON-uJPX9UYibjXm_znwVJ-Nr4rZUR5g_0b5XUrwYmBfsS5khjHxfeh1JBlHOSgqyCMVEzBHzO/s1600/IMG_2764.JPG" height="200" width="195" /></a></div>
<br />
The toes of some of the seekers line up perfectly with the bases. Unfortunately, there are only 3 so I had to order 7 sets.<br />
<br />
I used the smallest magnets I could find and they still are too big. Several of the daemonette arms have the magnet sticking out. For the seekers I had to actually drill into the body partially.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimAjjmqVv0EZ9HIp4_B_LHvv3fq34yQ5mss_vub-NrG1qjgGIprNXmXNhBJMIx2n-coJenCfoIgRUw8WeKe2lbXOkuKXpAmuoG8GRJ906NTQayuYG8hyphenhyphenn6YQQIY2UpVozIYbvvuu1g_Iff/s1600/IMG_2768.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimAjjmqVv0EZ9HIp4_B_LHvv3fq34yQ5mss_vub-NrG1qjgGIprNXmXNhBJMIx2n-coJenCfoIgRUw8WeKe2lbXOkuKXpAmuoG8GRJ906NTQayuYG8hyphenhyphenn6YQQIY2UpVozIYbvvuu1g_Iff/s1600/IMG_2768.JPG" height="200" width="137" /></a></div>
<br />
The instruments hold well, but the standards are a bit too heavy and jostle more than I'd like. Nothing I can do about it at this point.<br />
<br />
This seeker was my test model. The color palette is the same as the daemonettes although, I don't use the temple guard blue anywhere. This helped speed up the process. I did struggle on some of the webbing and spines, but nailed it pretty much exactly as I wanted on the first try.<br />
<br />
The standard doesn't have any special process for it. Just a basecoast, wash, and highlight. I should probably go in for a 2nd layer of highlighting. I still have a long way to go in blending.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLN3V03JAKeRFlHA8KheTdU-ZfREqcVT1_unXmU853JAyg-6iq8Tq8KuzQ5g6s9yQHDJL_n7bpxcRp4OGpw8_ItQDRpPu3OSMlNUae0p19EjcW_NyMEouD6pvJAZU2VXcYXSgjCPWlGu-a/s1600/IMG_2756.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLN3V03JAKeRFlHA8KheTdU-ZfREqcVT1_unXmU853JAyg-6iq8Tq8KuzQ5g6s9yQHDJL_n7bpxcRp4OGpw8_ItQDRpPu3OSMlNUae0p19EjcW_NyMEouD6pvJAZU2VXcYXSgjCPWlGu-a/s1600/IMG_2756.JPG" height="229" width="320" /></a></div>
<br />
I think I might redo the tongues. They were the last thing I painted. I used retardant to try to blend the colors but there were still somewhat sharp divides, so I use the bloodletter glaze then slapped on a layer of 'ardcoat, which makes them too shiny. The white tip is a bit much too, maybe just the bright orange would be fine.<br />
<br />
I still need to pin these to the bases. The legs are so flimsy and touch the bases with such a small area that I feel they won't hold up to repeated usage.<br />
<br />
My painting process for them has improved already and I was able to knock out a second set of five.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8RHnivcu-STaqZgWVY3ZaeuTw5KyCfJTCh4SL2muw-igM82VmF8kItwb-nZYkZWTM2TsGrrWnGOXVCbsK9KfeddQT83O_p8d3d-llyqP-b27E6i-kKZytAKFcyJc3LdbN8rsVudLHvhZz/s1600/20141004_135956.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8RHnivcu-STaqZgWVY3ZaeuTw5KyCfJTCh4SL2muw-igM82VmF8kItwb-nZYkZWTM2TsGrrWnGOXVCbsK9KfeddQT83O_p8d3d-llyqP-b27E6i-kKZytAKFcyJc3LdbN8rsVudLHvhZz/s1600/20141004_135956.jpg" height="161" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: left;">
10 down, 10 to go. </div>
<br />Jeremiahhttp://www.blogger.com/profile/01563784873941749485noreply@blogger.com0