Tuesday, May 3, 2011

"Hobby List of the Week": Psyker Bomb Grey Knights

Games Workshop Coteaz

Today's hobby list of the week will expand on the idea I posted about last week of running an all inquisitor army with henchmen.  Each of the units rely heavily on the psykers in the unit to throw out a large blast template of Str 10 AP 1.  The list below is what I quickly came up with incorporating this idea and other firepower.  The Henchmen loadouts can all be changed to suit you taste and orientation toward some CC ability and/or more shooting.  The psykers only take up one fire point of the five offered by a Chimera so you can have 4 more guns shooting from hatch.  However, some of these could be wasted if you use the template to shoot at a large tank and have the chimera full of heavy bolter servitors.  

Psyker Bomb - 2,000 pts

Coteaz plus retinue of henchmen
  7 Psykers
  3 Plasma Cannon Servitors
  1 Acolyte - Plasmagun/Power Armor
Chimera Transport

Ordo Malleus Inquisitor plus retinue of Henchmen
  Hell Rifle
  Power Armor
  3 Servo Skulls
  Daemon Blade
7 Psykers
3 Hvy Bolter Servitors
1 Crusader
Chimera Transport

Henchmen #1
7 Psykers
3 Multi-melta Servitors
2 Arco-Flagellants
Chimera Transport

Henchmen #2
7 Psykers
3 Hvy Bolter Servitors
2 Daemonhosts
Chimera Transport

Henchmen #3
7 Psykers
3 Acolytes with Meltaguns
2 DC Assassins
Chimera Transport

Henchmen #4
7 Psykers
2 Crusaders
3 Daemonhosts
Chimera Transport

Henchmen #5
7 Psykers
3 Arco Flagellants
2 DC Assassins
Chimera Transport

Henchmen #6
7 Psykers
2 Acolytes with Plasmaguns
1 Acolytes with Plasmagun/Power Armor
1 Jokaero
1 Banisher
Chimera Transport

Culexus Assassin

Vindicare Assassin

2,000 pts
18 Killpoints
6 Scoring Units
98 models
8 Chimeras

The last article goes over most of the tactics and how Coteaz plays a huge role in the alpha strike capabilities of this army, allowing re-rolls for Seize and forcing re-rolls for opponent if they happen to seize.  This is huge.  If this army goes first it can throw down 8 large blast templates of Str 10 AP 1, 24 multilaser shots and 24 heavy bolter shots from Chimeras, plus shots from other guys inside Chimeras.  Downside is all the templates are after leadership  tests.

With the psyker blasts being Assault weapons you can roll on in Dawn of War and still fire to full effect.  The Vindicare Assassin is a major nuisance in this list and hopefully will make an important kill early game to frustrate opponent into firing at him instead of the real army.  The Culexus Assassin is in the list to come in from reserve after opponent closes and shoot them in the face with Animus Speculum.  With so many Psykers on the board it should be easy to get 20 or even 30 shots from this at Str 5 AP 1.

On the modelling side this is a great army.  There are so many conversion opportunities for the henchmen and the loadouts can change easily as the pt values for most are the same.  I used a lot of different henchmen instead of spamming the same ones over and over as I feel the effectiveness is not much different.  Also, would get boring building this many dudes if all were same.  Of course, the list would probably be better if you just filled out Chimeras with 4pt Acolytes after the seven Psykers and used the points to get a Dreadknight or some Grey Knights of some flavor, but for now I like the smattering of henchmen in this Radical Inquisition force.

I have a tendency to roll low dice all the time, so this list would be beneficial to someone like me.  The lower you roll on the leadership test, the more templates you fire each turn.  Also, the lower you roll on scatter rolls, the better your game will be.  So, in a game where everyone wants to roll sixes, you can play this army and hope for lots of twos.  Will definitely be a different feel at the table when you're always yelling, "Come on twos" the whole game.  And the more twos you roll, the more games you will win.  If like me you suck with dice, this could be your army.

Thursday, April 28, 2011

Is this the strongest list concept in Grey Knight Codex?

Picture jacked online somewhere, no malicious intent intended

I have been reading the Grey Knight Codex all weak trying to think of a good list concept to use for them.  It has so many themes you can run it is silly, but I also wanted to come up with a really strong list that would be pretty competitive.  I think what I came up with is very strong, but who knows this is the internet and every list fails on here except ones made by that guy.

I am only throwing the concept in this post with what I think the list needs.  I haven't pointed up any of this yet, but am shooting for 2,000 pts and there is room for tweaks and units I could do without.

Before the list, I must say this pivots on a rules interpretation that I think I am correct on, but really need others opinions.  The rule is regarding henchmen and inquisitors.  If I take two inquisitors of any type I can have a unit of henchmen to act as a retinue, which doesn't take up any force org slots.  Now, if one of these two inquisitors is Coteaz, I feel as if you can also take six units of henchmen as Troops choices for a total of eight units.  I think this is the key to the list and haven't seen this addressed anywhere.  However, I do not surf forums daily for lists info and all that bs where the same two people critique everyones lists and tell them where they failed and what they should really have in it if they want to play 40k. Rant over.  Seriously though, I need this cleared up.

The list concept: Bodies + Templates = Fun Times

Coteaz plus Henchmen retinue in Chimera
  Henchmen unit includes 7 Psykers, 3 plasmacannon servitors, 1 meltagun henchmen

This unit is geared to fire 5 guys from hatch at anything coming in from reserve within 12".  Thanks for dropping by Drop Pods, Snikrot, Wolf Scouts, outflankers.  With a str 10 ap 1 large blast template, 3 plasmacannons and a meltagun things will die.  Also will have a servo skull floating near this Chimera to help with scatter.

Inquisitor(probably Malleus with Hellrifle and Servo Skulls) plus Henchmen in Chimera
  Henchmen unit includes 7 Psykers, 3 Plasmacannon servitors, 1 plasmagun henchmen

This unit is another camp and fire unit.

Then we need to fill out six troop slots with Henchmen units in Chimeras.  Each of these units includes the 7 psykers a couple servitors of your choice and maybe deathcult assassins, Jokaero, whatever really.  These loadouts needs some playtesting to find good combo.  The only thing that is important is keeping the 7 psykers in each unit and maybe a little close combat, so when you get disembarked and have to fight.

We should be around 1600 pts now.

Want to add a couple of assassins for funsies.  Need at least one Culexus, but two would be nice if it were legal to take two(it's not, so sorry).  Keep him near at least four of the henchmen units and laugh when you fire your Assault 30 pistol that is Str 5 AP 1.  Would be pretty nice to also squeeze in a Vindicare assassin or a Dreadknight for harassment units that will draw fire away from your Chimeras, giving them a turn or two to weaken units.

Okay, so probably more of a fun list than competitive, but highly capable of annihilating an army very quickly. Also, with Coteaz you have a better chance of seizing initiative for all-important first turn shooting and a great chance at also seizing from opponent.

I think this list will be under rated due to having no Grey Knight support, that is until it starts shooting at you.  Sure the psyker squads have to pass a LD 8 test to fire, but with a couple servo skulls and some low LD rolling it's like having 8 Vindicators on the board, but with longer range and better AP.

Essentially, this list relies on dropping at least 6(maybe 8) large blast templates of Str 10 AP 1 on the opponent each turn, plus the servitors with plasmacannons and multimeltas and heavy bolters spread throughout.  Eight Chimeras can also put out an amazing amount of high strength firepower.  With at least 96 bodies and 8 Chimeras plus assassins, Dreadknight, dreadnought, (insert favorite bullet catcher here), this is not a pushover army even with almost no close combat ability.  I would reserve the Culexus assassin in order to come in late game after opponent has committed to a flank or whatever.  Walk in and hide behind Chimeras until you get a chance to drop 30 shots, at BS 8! and AP 1 on an unsuspecting unit.  This will probably get FAQed, but right now each of those Psykers is a Psyker.  They only count as one when firing weapon.  Unlike the Grey Knights in book, where only Justicar gets hit with Perils, every Psyker in unit is hit, so I would count each dude, not each unit.

So, strongest list in book?  Doubt it, but man that's a lot of large templates and dakka.  I see all these lists with orbital strike relays that always scatter 2D6 and costs 45 pts plus the character to carry it.  I laugh because here you can have 8 of those templates that don't always scatter(no lance rule though) for 70 pts each, plus they deviate 3" less than roll and even less than that with servo skulls nearby.  Oh, and you can move 6" and fire this from relevant safety of Chimera hatch and only taking up one firepoint since they are treated as a single psyker.

What you think, is this old hat that's already been chewed up and spit out on the forums or the future of Grey Knights?  Fun, Hobby List or Competitive?  Personally, I love this concept and can double duty lots of my IG stuff for this and get to make some great conversions and use as many of the awesome henchmen models available as possible.  Oh, and I will be writing up a pointed list to post on here in my "Hobby List of the Week" soon to show how much firepower can really be squeezed out of this book.

Tuesday, April 12, 2011

"Hobby List of the Week": Outflanking White Scars


Today, a quick hobby list using Codex: SM and Khan.  This list is centered around his ability to allow dedicated transports to outflank.  This is a fun rule to use.  It's a little bit unreliable and can get you massacred quickly if your army comes in piecemeal, but when it works, it can catch the opponent off guard with two outflanking Land Raiders.  

Khan Outflanking List - 2,000 pts

Khan

Librarian Tigurius

Terminator Squad
   5 Termies - Cyclone Missile Launcher & 2 Chainfists
   Dedicated Transport:  Land Raider or Redeemer with Multi-melta

Assault Terminator Squad
   7 Termies - 4 Lightning Claws & 3 TH/SS
   Dedicated Transport:  Land Raider Crusader with Multi-melta

Tactical Squad #1
   10 SM - Plasma cannon
   Dedicated Transport: Rhino


Tactical Squad #2
   10 SM - Plasma cannon
   Dedicated Transport: Rhino

Scout Squad
   5 Scouts - BP & CCW - power weapon(swap for combi-melta) - meltabombs

Landspeeder Storm - multi-melta

2,000 pts
12-14 KPs
3-5 Scoring Units
44 Models

Not a lot of bodies in this list, but with good rolls the Land Raiders roll in from sides of board and assault immediately.  Khan rides with the assault termies to give them a bump with Furious Charge.  This makes the lightning claws extremely deadly in combat.  The hammers will probably not even get to swing unless the unit is incredibly durable.  

Tigurius is in the list for the re-rolls on reserves.  This will make this army a little more reliable and get you on the board when you want to be.  He also has access to all psychic powers and a force weapon.  With the shooty termies they can take on light weights or larger creatures with fists and force weapon.  They can also Gate around the board helping out others after initial entry.  

Of course both Land raiders have a multi-melta to help de-mech opponents so the termies can get to work.  The tactical squads hopefully won't have to see combat.  They should come on the board near objectives and camp out firing plasma cannon through hatch of Rhino.  The scouts are in the list with storm mostly for annoyance.  The Storm can scout before game and pop a tank before it moves if you get first turn.  Also, the scouts can be dropped off and go to ground in cover on objectives or be thrown away in first turn after scouting.  Do this kinda like demo melta vets in IG army, but with only one meltabomb and need to find points for a combi-melta.  You scout before game and then if you don't get seized they can move speeder, jump out and assault opponents highest point cost tank before they get to move.  After this the plasma cannons and termies go to work on the units inside.

Well, there's a list I think is very cool from a gaming perspective.  Modelling would be okay, but I don't really dig white armies so I would play this with a counts-as Khan in most cases.  Don't think the list is super competitive against veteran players, but would cause major headaches if the reserves and outflanking rolls are good.  I like the ability to use the Gate ability with termies to move around the board where needed, also Khan and Lightning Claw termies is really nasty when you charge.  I had also never thought of using the Storm with Meltabomb Scout Srg like this before typing this up.  I need to find the points for a combi-melta as this could potentially take down many times their points in first turn against a Land Raider.  I will definitely be trying this out, of course I never get first turn so probably never gonna work for me.

This is a good example of lists I like the most.  It has a good look to the army composition(no extreme spam), all units have some resilience(no five man squads shooting nothing but a razorback), a goofy rule or two to make the game fun(Gating termies, outflanking landraiders, Storm scouting with combi-melta and meltabomb scout sergeant), and a couple hard units that can help you win a game, because even fluff-bunnies don't like to lose every time.

Thursday, April 7, 2011

Project Thunderbolt Part 5: Almost Finished Pics


Here are a few pics of the almost completed Thunderbolt.  All the details are painted now.  I wish my free hand painting didn't suck because I would add some block numbers to the right wing and tail rudder.  So, I will not be taking a chance and ruining what I have done already.  Maybe I can pick it back up in a few years if I get to the point where I feel confident in my free hand.  I took a few pics outside because this thing is too big for my lightbox.  All that is left is experimenting with some weathering powders I bought from Secret Weapon Miniatures.  Above is the moneyshot, the reason I built the base for the "Strafing Run" scene.


Above is an over the top view showing how far the plane is off the base for fly-in.


View of the cockpit details with pilot in place and canopy removed.


Another top view of plane only.


View of the plane's bottom in different color.  Weathering here sucks because I did it all by hand after I got a little aggressive with the brush and water getting the salt off.  


Another top view.


Another top view with canopy removed.  That's all the pics on this project until I get the weathering powders out.  I need to watch some online tutorials on the application of these to get some idea of what I'm doing before starting.

Lately, I have actually been painting models slowly.  I have started playing Hordes with my Trollbloods at the FLGS as often as I can get out of the house, which is usually about 1 time every 3 weeks, haha.  I have finished a Mauler and Impaler in the last couple weeks and have an Axer in progress.  I will get these photographed soon and get them up here.

Wednesday, March 16, 2011

Project Thunderbolt Part 4: Finished Display Base and Pilot


Today is a quick post showing a few pics of my base completed.  The pics were outside so they're kinda sunny/shadowy.  Above shows the display base complete and the initial paint on the gaming base.  It will get some drybrushing and shrubbery, but now models.  Below are a couple more shots of the finished base.






Above is a shot of the Epic-scale Falcons before they were glued onto the base.

And a couple shots of the completed pilot before I put him into the cockpit.


A side shot of the pilot.  I also have the Limited Edition Thunderbolt Pilot that I will eventually paint to go with this.  I do wish this model was as good as the standing version I have, it is really awesome.

Next time I'll show the final painting and details along with the base.  I still haven't had a chance to use the weathering powders on it yet.  Thinking maybe I should try it on something else first.  I need to search around a little online and see a few more videos of people using the stuff to try to get a head start.  I have also been working on my Trollbloods and will put up a pics of my Mauler I finished Monday.

Thursday, March 3, 2011

Project Thunderbolt Part 3: Airbrushing and Initial Weathering(Pic Heavy)


I finally got this baby assembled and primed with a rust red primer.  I agonized over the paint scheme for days and finally decided on a desert theme using the weathering technique I posted here.  The light brown would contrast with the rust red primer to make the weathering stand out.  The above pic shows the salt still in place after airbrushing.  I know top picture is out of order, but the primer pic doesn't draw attention.


The above pic shows the top of the model after the hairspray and salt were applied to the primer.  At this point the bottom of the flyer had been airbrushed with a cream color.  I wanted the bottom to be totally different using camouflage of sky when seen from below and camouflage of the desert when seen from above.


Above pic shows the bottom taped off before starting the airbrushing of the camo on top of the flyer.  This is the part of the project where you learn some valuable lessons.  DO NOT RUSH THE PROJECT.  However, I didn't follow this rule because the fall weather was nice and I wanted to get at it.  So within a half hour of airbrushing the bottom I removed the salt and taped it up.  Do not do this in the same day or maybe even couple days, especially on resin models where even with good cleaning practices the paint doesn't adhere great.  This was also in the same day as applying the hairspray which is another no-no.  Either way, I went on to airbrush the top, then upon removing the tape, removed most of the bottom paint as well.  This really sucked and I had to re-paint the majority of the bottom with a brush. Not cool.


Above pic shows flyer with the airbrushed camo before removal of the salt.  This was pretty tough, as I'm extremely new to the airbrushing thing and really wanted it to come out awesome.  For the most part, I am very happy with the desert camo except for a couple places that I won't tell you about.  Also, in this shot you can see most of the steel gaming stand I made and mentioned in the 2nd part of this series.


Above shows the technique I used to removed the salt and do additional weathering.  I used a toothpick dipped in warm water to removed the salt.  For the really stubborn ones, I would pool a little water around it and wait a few seconds.  This would make it release easily.  Be careful though, to much water and the thin airbrushed coat of paint can lift completely from the primer.  I then rubbed the hard edges with the same damp toothpick as shown.  This would leave a great little worn line along any edge.  This took a half hour or so, but gave a great look overall, adding to the weathering from the salt.  If you look closely there are a few places where this removed all paint including primer.  I touched up these spots with a brush and some paint mixed to closely match the rust red primer.


Another shot of the weathering before blacking out any of the details.


A closeup of even more of the weathering down to the hard edges.


A last shot showing the entire flyer after final weathering, but before any details were worked on.  Next up would come the brush work, blacking out everything and adding some metals.

In the next installment of this series I will show the pilot and Epic Falcons painted for the base.  I also received my weathering powders in the mail and am itching to get a little time to experiment with those to add some additional weathering and exhaust blackening.  Hope you're liking how this project is shaping up, I know I'm wanting to put this large project in the done pile so I can get back on some little guys(time permitting of course).

Wednesday, March 2, 2011

Old Stuff Day and my 100th Post


I am going to jump on the Old Stuff Day Bandwagon and show the project that started this blog for me back in '09.  I wanted to convert up a nice army and paint to a high standard(for me anyways).  I had loved the Deathguard army since the old rulebook when they had their own rules and you could have 70 dudes on foot infiltrating and firing bolters like Papa Nurgle meant.  I just post a couple links to these articles below that I like the most from that series.  So check these out if you get a chance.  I hope to get back to this army soon, I kinda gave up on it after all the conversions and little painting.  Once I moved in with the mother-in-law for a year and had no place to model they were packed away.  They will see a return soon though, I'm hoping for a new CSM codex next year and want to be ready.






That was probably to many links to check out but man, looking back at those old posts makes me wanna get painting on those guys.  I have a full 2,500 pt army converted up like that waiting.  I also had a couple useful hobby articles that enjoyed putting together.



There are some of  the old posts I am most proud of on this blog.  And I just realized this is my 100th post.  Took me almost 2 years, but hey I'm not one for spamming multiple posts everyday just to make my hit counter spin.  

This was fun bringing back some of the great stuff from the beginnings of the blog where I was pretty much the only one reading.  If you remember these, thanks for reading.  Has also been fun checking out the Blog Rolls and seeing what everyone else had on their blog in the early days before discovery.