Monday, May 16, 2011

Troll Impaler Painted Pics


Here are a few pics of the Impaler I finished up after the Mauler.  I liked this model a lot until I started painting it.  There are tons of little details in there that required different colors.  I am not the most creative person when it comes to color schemes/theory.  I just tried to keep all the details toned down and make the skin bright and colorful so it pops on the table.  Mostly earthy tones of browns and brownish greens, plus dirty metal.

Too bad the skin color is a mix I made up 6 years ago and I have no idea how to replicate it.  At the time I made 3 successive layers of color and a wash for a Lizardmen army that never really got off the ground.  So, check out the really sunny pics.






Over the weekend I made some great progress on the Axer.  Just a few more washes on the metal to get the look I'm after and then highlighting of skin and finishing the base.  So, hopefully another hour and he'll be finished.  This will finish my 15 pt list, except for painting pMadrak.  I will probably save my warlocks for last and just start on a unit next to get away from the beasts for a while.

Below is a pic of my Hordes gaming case with the models I have currently built and painted.  I will have to upgrade my case when I build the stack of models I just purchased though.  I'm not sure where I want to go next on the painting after completed Axer.  Krielstone Bearer and Scribes, another beast, or something I haven't even built yet.


Tuesday, May 10, 2011

Dire Troll Mauler Painted Pics


Finally got around to snapping some pics of the Dire Troll Mauler I finished up a while back.  This is one of my favorite Privateer Press sculpts and probably the one that drew me into their games and Trolls especially.  He is awesome looking with an extremely dynamic pose.  

I'm not really used to painting models this large, so it was quite an endeavor.  I started by airbrushing basecoat since the model is 90% muscle.  I then blacked out all the details and went to work.  Taking the pictures outside washed out a little bit of the more extreme highlights, but I think you can still see most of the depth of color.

The hardest part was picking a color for the bony/stony/? protrusions coming from his skin.  I ended up just giving them a coat of gloss varnish.  This served two purposes.  First, it keeps the paint from rubbing off on these sharp bits that get handled most during gaming.  This was a huge plus.  Also, it kinda self highlights, so it saved me some work.  






If I ever finish painting my battlegroup I will get the lightbox out for some family photos.  With spring here, I have been super busy outside doing yardwork and gardening when I'm not working or playing with the children.  Hope to get some my half-started Axer finished soon.  I also have lots more Trolls purchased that need building. I wish I didn't hate metal models so much.

Monday, May 9, 2011

Grey Knights vs Salamanders - 'Ardboyz Practice Game

Lately, I have been spending some time trying to come up with a list I want to take to 'Ardboyz this year.  And yeah, yeah I know 2,500 pts you can take whatever you want.  And while this is true, so can everyone else.  To me it is much harder to make a strong all-comers list that can win at 2,500 as it is almost impossible to include something to take down whatever the opponent will bring.  In smaller games, like 1,500, you only have to be ready for the 2 or 3 best units from each codex, because that is what the competitive guys will spam.  IMO.

Finally, I had a chance to get in a game with reklawsj to test the list I wrote up.  He finally finished his college career, so now has a short break before real life starts.  He wanted to test a Grey Knights list he wrote up so he could tweak for the tournament in August.  He has made it to semis the last two years using his Salamanders and wanted a change.  I finished 4th two years ago with Chaos and 3rd last year with IG to get into semis, where we both got owned, haha.

My most recent list thoughts have included being on the opponent as early game as possible with as much of my army as possible.  Not necessarily an alpha-strike concept, just a you now need to deal with this half of my army now, and when you do, the other half arrives.  This is a tough concept to explain and even harder to find a codex that does this effectively.  For this year, I finally decided on a Vulkan list with a side of Shrike.

My list consists of:

Shrike with 10 TH/SS termies infiltrating
Vulkan with 5 TH/SS termies in LR Redeemer
3 units of Tactical Marines in Rhinos with combi-melta, meltagun, multimelta
1 unit of Scouts with combi-melta/meltabomb Srg in Landspeeder Storm with Multimelta
3 Attack Bikes with Multimelta
2 Landspeeders with Multimelta/Heavy Flamers
1 Dreadnought with Multimelta/Heavy Flamer in Drop Pod

His Grey Knight List consisted of:

Coteaz with Henchmen in Chimera(psykers and plasmacannons)
3 Strike Squads with 10 dudes in Rhinos - 2 psycannons, some hammers, halberds, etc
2 Interceptor Squads with 10 dudes - 2 psycannons and few hammers in each
Vindicare
2 Techmarines with Orbital Relays
Dreadnought with lascannons
Think that is all

We learned a lot about our lists and a lot about the Grey Knights at once.  We played Spearhead deployment with 3 objectives.  I had first turn, but got seized by Coteaz, this hurt.  I had scouted by Storm up for the alpha attack and had Shrike with buddies in open 18" out.  After Grey Knights first turn, the Storm was a wreck(Chimera), the Redeemer was exploded(Vindicare made this look easy), a Rhino was immobilized(psycannons are good), and I had lost 2 termies from Shrikes unit(misc shooting).  The only good part was his psykers rolled boxcars and all died.  I was pretty down after this turn, before I even started to play.  Funny, because my army is all about this same principle.  Devastate opponent early on and overwhelm his side of board before game starts for him.  Irony.  I think I told him too much of my plan when I came up with the list.

We decided to continue, thinking that if I could pull this one out the list had some balls.  Keeping this short, I essentially just ran both units of termies as fast as possible toward him.  Dreadnought dropped, missed, died.  Shrike charged a unit and was mercilessly cut down by daemon hammers after killing only 3 dudes.  I isolated the right half of the board using the termies as tarpits.  I had one objective easily on right flank and tried to contest another on left, but he cut down my unit.  He used a shunt move from an Interceptor squad to slow down another one of my units going for the middle objective, while he tank-shocked through my termies with a Strike Squad to take the objective in his fifth turn.  We timed this game so knew this was end game.  I used my Attack bike to run to left objective and contest, one down.  For the middle unit, I was able to pop rhino with bikes, and assaulted strike squad with termies pulling them from objective.  The Interceptor squad was annihilated by hammers and  Vulkan.

So, end game saw me having one objective and contesting the other two.  Awesome game with huge swings of luck and dice rolling.  Mine were terrible early, but heated up.  I must have made at least 50 saves on the termies with another 30 storm shield saves made.  At end game I still had 7 of the 15 remaining, keeping in mind all of these walked across the board.

What did we learn?  I learned why he always plays Salamanders, Vulkan is awesome.  All those re-rolls are invaluable in a game using dice.  Shrike and his unit didn't take tons of early game fire as I hoped.  Of course, he knew I wanted them to absorb everything while the rest of the army got into position, so he didn't fall for it.  The list did well even without the LR, the Storm and Scouts died immediately and the dreadnought whiffed.  This will not keep any of these out though, because the Storm is cheap and can gain it's points back three-fold in right situation as goes for the the dreadnought.  I want more practice games is all.

On the Grey Knight side we saw a few things.
Vindicare Assassin is a must in any list, he kills things, anythings.

Techmarines with Orbital Relays - Overhyped for sure, don't think after 10 shots they even killed a model.  Bolster defences would have been nice, but I never shot at these units.

Grey Knights need to sit and shoot until time comes to pull out their power weapons and go to work on leftovers.  They die like marines, but can get the jump on you with those halberds.  I think would have been more effective if my armor saves weren't on fire with the storm shields.

Dreadnought was fine until I hit him in head with a hammer.  My list lacked any psykers and little shooting so didn't see fortitude or aegis at work.

Fun times for sure, even with crappy first turn for me, I can't wait to see what he comes up with next.  The Grey Knights book has potential, it will just take some games to figure them out.  I do wish the psyker squad had performed better as I think they would have helped thin the termies down alot.

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.