Friday, October 26, 2012

Speedy Fairies


After hours of paging over the new CSM dex I've finally come up with a list that I like. Not only is it fairly competitive, but also a lot of fun to play. The original idea came from everyone saying that assault was dead in 6th, and I wanted to prove that theory wrong. So here it is.

Chaos Lord with Mark of Slaanesh, Steed of Slaanesh, Lightning Claw, Gift of Mutation, Aura of Dark Glory - 135

Daemon Prince with Mark of Tzeentch, Wings, Mastery Level 3, Black Mace - 320

5 Noise Marines with Blastmaster, Rhino with Havoc Launcher and Warpflame Gargoyles - 177

20 Cultists - 90

2x 5 Chaos Spawn with Mark of Nurgle - 360

2x Mauler Fiends (1 with Lasher Tendrials) - 260

Aegis Defense Line with Quad Gun - 100

1 Big Mek with Kustom Force Field - 85

19 Boyz, Nob with Power Klaw and Boss Pole - 159

Dakkajet with additional Supa Shoota and Fighta Ace - 130

Battle Wagon with Deff Rolla and Red Paint Job - 115

The theory is quite simple. With the BW in the middle, flanked by the 2 MFs and backed by the 10 Spawn, all you do is move up the middle of the field and get into assault by turn 2 usually. The BW moves 20" a turn (13" in movement, 7" flat out), while the MF and Spawn run along side. This gives both your MF a 4+ cover save and your T6 Spawn a 5+. You should be able to weather the shooting phase quite well. Everything you have running at your opponent moves 12"+ and assaults another 2D6.

Meanwhile the NM sit back and launch S8 AP3 blasts that ignore cover alongside the Rhino that has a Havoc Launcher with soul blaze. I'm really not sure if soul blaze will be that great but I want to try it out. The cultists you can either keep in reserve to outflank with your lord, or just camp an objective and go to ground. And the Boyz can grab your opponents backfield when you've wiped out whatever is there.

Oh and I almost forgot the Dakkajet that flies around shooting up whatever you want. And lastly there is the S6 Deamon Prince who has 6+D6 attacks on the charge. Combine this with Biomancy powers and hopefully the Boon of Mutation power, and this model will man handle anything you decided to throw him at. Infantry, dead. Paladins, dean. Vehicles, dead. Noticing a pattern here?

So far the list has done well in the first test game I've played. The Spawn work well, except I was playing against 1k Sons who kept popping them like no ones business. Once I got into assault with Arihman that dude going Super Smash Bros Ness style. Using his staff like a home run bat and then "TK Thunder"-ing them into exploding flesh. The outflanking cultists really could've won we the game, if we hadn't called it. And that's one of the big holes in this list is that there are only 3 troop choices. However the amount of killy CC units should mitigate this somewhat. I'll keep ya'll up to date on how this list does in the future as well as the team tourney I'm doing tomorrow.

Friday, September 21, 2012

My new view of Chaos



Disclaimer: I realize that the new CSM book is coming out in like 2 weeks, but I had already written this out so I figured I should post it and hopefully ya'll might get something out of it.

So this list is fairly simple:

1 Daemon Prince with Mark of Tzeentch, Wings, Doom Bolt and Bolt of Change - 185

2x 9 Thousand Sons, 1 Aspring Champion with Doom Bolt in Rhino - 624

This base idea is that the meta, more or less, is switching to foot lists. 1k sons are great an anti-MEQ, and since now most armies are footslogging it the hardest part (tank busting) is out of the way. This "mini" list is built for one thing, killing marines with AP3 bolter rounds. Adding onto it is the 3 Doom Bolts that add 9 S4 AP3 shots at 18". There is also the versatility of the Daemon Prince. With the latest FAQ CSM finally got FMC, which gives this list the ability to Vector Strike at S6 and then still fire off at marines or tanks. All in all this list can eliminate huge swaths of marines a turn.

The extra 9 shots are nice, however what I really wanted to use some of the new psychic disciplines. I'm pissed that CSM got the short end of the stick with not being able to take Biomancy and Divination, but they did get Telepathy. This is the tree I'm going to focus on using in this list. The primarus power is Psychic Shriek, and since you can always get it I wanted to build a list around utilizing and abusing it. What the idea here is that I swap out all the powers I've bought in the CSM book for rolls on the Telepathy table. Really the Daemon Prince is the only one who will roll for something other than Shriek, otherwise all 3 psykers in the army will each have it. I realize that there's more than just Shriek, but for the purposes of this list I'm not gonna chance it on luck and screw any battle plan.

So the idea is that I have 2 squads dishing out AP3 bolter rounds which on average kill about 6 MEQ models each at 12", which is the optimal range. Couple that with the 12" Shriek which will kill somewhere from 1-3 models by itself, and there's a squad nearly gone. Meanwhile there's the S6 FMC there to finish off whatever is left. Lastly we have the Rhinos, which are purely taken because they're needed for mobility. Rhino's got a huge boost (pun intended) in 6th. Regardless of HP they gained an additional 6" move in the shooting phase, meaning they move 18" a turn. Added on top of that when you disembark you place models within 6" of any access point given the transport didn't move more than 6". This means you move 18" on turn one, then another 12" on turn two to put us into rapid fire range. That's a 30" move in only two turns, and gives us a 42" threat range by turn two. I'm not really concerned with how flimsy the Rhinos may be. In order to get the 1k sons where they have the biggest impact the Rhinos are a must.

This is just the list so far. The reason I've only built it with 1 HQ and 2 Troops is simply because of the idea of allies. I want to figure out what other units in the game will best compliment this tactic/strategy. And the possibilities are nearly endless. Would pure CSM work? How about Daemons? Or IG or Orks? In order to figure that out I need to find the strength and weaknesses of the list so far.

First off, all the troops are slow and purposeful. Last edition this was a half empty/half full sort of thing. Now I feel like it's really half empty. In 6th every unit can fire rapid fire weapons at full range, which used to be 1k sons biggest strength in 5th. So what has S+P done for these guys in 6th? Well to begin with you no longer count as moving through difficult terrain all the time. Instead you always get to move 6" when you're in the open. In 6th they also get to fire off any Salvo, Heavy, and/or Ordnance weapons counting as if they were stationary even if they moved. This is great considering the fact that 1k sons have none of these. Also, they can no longer run or fire overwatch. This is the biggest hit they've taken in this new edition. It not only limits they're late game contest/taking abilities as well as making them even more vulnerable to assaults. This means you're going to have to be very careful with leaving these guys stranded, they'll probably have to have a counter attack unit escorting them (if there is anything left to charge them that is).

Okay, so what's good in this list so far?

Well obviously there's the huge amount of anit-MEQ fire power. Secondly there's the fact that there are 3 psykers already. This is nice when it comes to psychic defense. Each unit of 1k sons is able to deny the witch on a 5+. The DP's psychic level is debatable, and here's why. DP's are psychic level 1, which means they can only take 1 power. A DP with MoT (Mark of Tzeentch) is allowed to take 2 powers, which you can trade in for 2 rolls on a given tree/table. Now in 5th edition this type of configuration was allowed to use 2 powers a turn (anyone remember Warptime with Wind of Chaos combo?). So does giving a DP the MoT mean he becomes level 2, and be able to cast 2 a turn? Or does it simply mean he's still level 1 but can have upto 2 powers?

I wanna say that he's level 2, but that's probably just wishful thinking, someone help me please. Either way he's a S6 FMC with a 3+/4+ and 2 psychic powers. Most likely I'll give him Psychic Shriek plus whatever else seems helpful. I can think of a use for any of the other powers but I don't have the time to discuss that here. Lastly each of these units is fairly durable. Each model on the board (minus the Rhinos) are 3+/4+. Lascannons and what have you aren't that scary anymore. Considering that cover has been taken down to a 5+, having a natural 4+ invulnerable save is alot better now.

I've covered the negatives of S+P, and the strengths of the units so far. Now it's time to look at the areas of game play that this list needs a boost in, which will help determine what allies, if any, should be included. The first thing of note is the lack of long range fire power, whether it be anti-tank or anything. The furthest range is effectively 24", plus that's only S4. Secondly there's the lack of high strength weapons, which are helpful for anything. The next area that needs attention is horde units/armies. There are no template weapons of any sort so far, and considering that blasts only need to touch vehicles in order to hurt them we may be able to kill two birds with one stone in this area. Along the lines of horde units there is no real assault/counter assault units besides the DP who can only do so much. Now there's also 2 force weapons in each squad of 1k sons, but without overwatch or other CC weapons they don't really stand a chance in assault. Last of all there's flyers, both FMC and vehicles. Of course the DP now has skyfire and can vector strike, but that's only gonna help take one or 2 flyers down before he gets blown off.  So adding so extra elements will be useful.

So the graph, or list persay, will look something like this when I go to analyze other armies units.

CC ability, Short Range, Mid Range, Long Range, Anti-Infantry, Anti-Horde, Anti-Tank, Anti-Flyer,
Anti-MEQ, Anti-Terminator.

Friday, August 10, 2012

Plague Marines and You!!!

So I haven't posted in awhile for multiple reasons, the biggest was the fact that I really had nothing to post about. But fortunately that has now changed. This week I wanted to discuss my very own take on the Epidemius list. I've wanted to use this character ever since I bought the $300+ limited edition starter wave that came out some 5 odd years or so ago. The only problem was running a mono-god daemon list wasn't great in any respect. However now that we get Allies in 6th that has all changed. I've been pouring over all the rules and FAQ nonsense for the past week and have finally set myself on a solid (I think) list that I'm planning on running next month at a tourney. So without any delay here it is:

Main Detachment: Chaos Space Marines

1 Chaos Sorcerer on Bike with Mark of Nurgle and Melta Bombs - 155

3x 5 Plague Marines with 2 Plasma Guns (2 have Personal Icons) - 445

8 Chaos Marine Bikers with Icon of Nurgle, 2 Plasma Guns and a Champion with a Power Fist - 334

Allied Detachment: Chaos Daemons

Epidemius - 110

2x 15 Plague Bearers - 300

Deamon Prince with Daemonic Flight, Mark of Nurgle, Cloud of Flies and Breath of Chaos - 235

Then lastly...

1 Fortress of Redemption with 2 Heavy Bolters and Krakstorm Missiles - 270

Total - 1849

So obviously the entire point of this list is to utilize Epidemius and his tally buffs. The basic way to set this list up is to put all three Plague Marines squads in the Fortress. This way whenever a flier comes in, or you fire one of the Heavy Bolters or Krakstorm Missiles you get to add to the tally. Because you have Plague Marines using the weapons, the attacks count as being from a model with the mark of Nurgle. Meanwhile you have 9 T6 bikes zooming around the board taking pot shots at everything with Plasma Guns or twin-linked Bolters. Anything they can do to add to the tally. Whats nice about the bikers as well is that their Icon of Nurgle lets you deep strike those deamons without scattering, even on turn 1. So you don't have to worry about Epidemius or your Daemon Prince being destroyed in the first turn from a mishap.

Ideally you'll be able to get that tally up or around 20 by turn 2 or 3. I mean you've got a TL Icarus Lascannon, Krakstorm Missiles, 8 Plasma Guns (2 of which are on bikes to give them more range) and then a FMC who kills 2-3 models a turn just by flying over them. Plus there's your Sorcerer who I usually give Telepathy, and then the Primus Power. With the maneuverability of the bike the 12" range of to power isn't that much or a draw back, and on average will kill about 2-3 MEQ if you successfully get it off. Each one of these attacks adds to the tally, so 20 by the end of 2 isn't too much to reach for. Now once you get to 20+ models killed your army is more or less a pack of raging pus and STDs.

So, why are we aiming for 20+ models in 2 turns? For those of you who don't know who Epidemius is, I shall explain. When you kill 5-9 models all your Plague Swords (which are what Epidemius and all your Plague Bearers have) wound on a 3+ instead of a 4+. Once you get to 10 kills all Nurgle marked models have Noxious Touch, meaning they now wound on a 2+. At 15 kills Feel No Pain is a 3+ rather then a 5+. And lastly at 20+ kills all attacks from followers of Nurgle ignore armor saves. Also, all these buffs stack. To put it into perspective, with this list, you now have 9 T6 bikers who have 2+ poisoned attacks that ignore armor saves. Now the poisoned attacks only work in CC, but the ability to ignore armor saves applies to all attacks, shooting and CC. Meanwhile all your Plague Marines sitting in the Fortress now basically have a 3+ re-rollable save, in others words they won't die.

All in all the list is decent, just looking at it and the numbers. In fact it's kind of a weak list. But if one is able to rack up those kills fast enough the entire army is nigh unstoppable. I know there are a few bad match ups that this list would have (i.e a 7+ Necron flier list), but as 6th evolves and more anti-flier tools become more readily available to everyone I feel like this list might start doing alot better. Now besides the flier list, a 20 man all Paladin list would also be hard to beat simply because of the fact that there is only 20 models. But I don't see that list being nearly as common since we don't really have KP missions anymore.

Anyways, that's the list, hope ya'll enjoy it. Feedback is more than welcome and appreciated.

Monday, June 4, 2012

Army List: Honey Badger KP Denial Part 1



After picking up the Space Wolves codex last week I've been over analyzing page after page to figure out a list that I wanna run. The first list I put together I liked, but of course I just wanna write more and more and more, etc. After writing my CSM KP denial list, which I've had alot of fun with, I figured I'd try my hand at writing one along the same lines with this book. Yeah, here it is. I'll explain everything as I go.

Bjorn the Fell Handed w/ Twin Linked Lascannon - 290
First of all he's the most expensive HQ unit in the book, and figuring that we only have to take 1 HQ it made some sense on that level to take him. The TL-Lascannon was added to not only increase his points but fill in for a role this army might be lacking, long range anti-heavy armor. Long Fangs are so damn cheap that I don't think they're worth taking, given the fact that I want the lowest amount of KPs on the board. Next are his special rules, which are what make him perfect for this list.

First off he's a venerable Dread, meaning his survivability is increased ten fold and he's also front AV 13. He also lets you re-roll your die when determining who goes first/picks deployment sides. This is a huge bonus for a list that is looking to use terrain as much as possible to exploit the multi objective mission. He also comes with a 5++. That's right, a Venerable AV 13 Walker with a 5++...yeah pretty awesome. His last special rule is really the main reason I decided on taking him. When this model is destroyed it becomes an objective, oh and if you don't control it at the end of the game you forfeit D3 Kill Points. And when and IF he dies all of your units on the table become fearless. So then, the few units you have on the board can't be escorted off.

The whole point of this list is to deny Kill Points. Which means that your basically just playing for objectives and table quarters. Around my area we usually do this with with about 3 objectives. With this train of thought the ability to have another objective on the field means you'll be able to tie on this part of the mission as well. So now we've gone into the game winning (hopefully) on KP already, then being able to tie on objectives means that you only have to play for table quarters. This way if you win KP, tie on objectives, then tie on table quarters, well you win. It's easy as that. This is what Bjorn brings to this list and thus why he is key to its success.

15 Blood Claws, 2 Melta Guns, Power Fist, Plasma Pistol, Lukas the Trickster - 410
I know most people hate Blood Claws, just because of their lower BS and WS. However in this list we are trying to have as few KPs we can possibly have. By taking Blood Claws you still get 2 Melta Guns, and your Power Fist, but you loose the the versatility of having a Bolter. This disadvantage is somewhat mitigated by the fact that there are 15 models in this squad instead of 10. Whichever way you look at it 15 MEQ models on the board is better than 10, plain and simple.

The biggest downside to these guys is their Headstrong special rules. What this does is makes you for go your shooting phase if the unit is within 6" of an enemy unit and then in the assault phase you must attempt to charge it. The only way to to get rid of this rule is by attaching a World Guard or some other Independent Character. Their other special rule is actually pretty awesome. It gives them +2 attacks on the charge instead of the normal +1. This gives them each 4 S4 attacks when you charge with them, and considering that we have 15 models instead of 10 you'll be getting around 60 attacks on the charge!

Lastly I added Lukas. Really it's just to increase the cost of the unit, and you're not adding any extra KPs. He also adds a few fun combat rules to the squad as well as 3/4 S4 Wolf Claw attacks. First of all any attacks that are directed at Lukas must re-roll any successful to hit rolls. After that he has a 5++ and a fun rule called The Last Laugh. What this does is, when Lukas looses his last wound you and your opponent each roll a die. I you (the SW player) roll higher or the same as your opponent you immediately remove Lukas and any models in base contact with Lukas. I still have yet to try him out, but the ability to remove, say Abaddon, in one round of combat can ward off some unfavorable match ups for your squad. Maybe, maybe not, really it's just a fun rule to have, but really he's only in there to beef up the unit both in the shooting phase, the assault phase, and in points.

10 Grey Hunters, 2 Melta Guns, Power Fist, Wolf Standard, Mark of the Wolfen - 200
This unit is pretty self explanatory. Because of the possible unreliability of the Blood Claws we need one unit that can counted on to get stuff done. The load out is semi-standard, all I really did was add the Mark of the Wolfen to possible add to their CC abilities. They already have 2 close combat weapons each, as well as the Power fist, then add on top of that D6+1 Rending attacks. The possibility of this unit to wipe another power armored unit off the table on the assault is now just a bunch of 6's away.

This concludes part one of this army list. You've got your standard 1 HQ and 2 Troop units. Right now now the list sits at 900 points even. Next week, or in the next couple of days, I'll write up the next 950 points, explaining as I go. If you have any ideas on what you think should be in the rest of the list just hit me up with an e-mail or feel free to comment.

Friday, June 1, 2012

Off the beaten path: Honey Badgers


Last week I finally caved in a bought the Space Wolves codex. I mean now that Grey Knights and Necrons are so damn popular, it seems that it's become somewhat socially acceptable to play Wolves. Really I just wanna try something different because I've been playing the same dex for 5 years now, and this stuff gets pretty stale. This leads me to another quick point I have to make. While this blog is about the 69th Chapter of the Emperor's Children there may be different versions of it. In other words my whole goal is to have a bunch of models that are all purple and gold and can play as CSM, SM, BA, SW, BT, DA, GK, etc. So purchasing this codex is a step in that direction, plus I don't have a printer so printing out a torrented copy would actually cost more (not that I condone pirating).

I've gotten one game in with them against my friends Necrons, which is an all fliers list with Imotekh and other shenanigans. With him (like almost all 'cron lists) having night fighting on turn 1 up through at least turn 3 doesn't really matter for Wolves. If Necrons had a better representation at Adepticon I could easily see alot more Wolves players making the top tables. The Acute Senses special rule makes Wolves very, very good against these perpetual night lists. In one turn I was able to destroy 3 of 4 Night Scythes solely because I was able to re-roll my spotting distance. It was absolutely redic, and basically took the game from being anyones game to it obviously being mine in that one shooting phase.

Other notes on that game...Thunder Wolf Cavalry are broken and really expensive. I can see why people aren't taking them anymore. They are a huge point sink, and an even bigger fire magnet. I didn't give anyone a Storm Shield, cause I didn't have the points. Yet if I had I really don't think I would've made too much of a difference. Giving them all SS is anywhere from 90-150 points depending on the squad size, plus they're already 50 points a model. That means they're gonna be as much as a full Terminator unit and still don't have any special weapons yet. So a fully kitted out unit is gonna look around 500 big ones. And trust me, they will take out 500 points of your opponents army for sure. So I'm still iffy on them, all I do know is that I really want to convert a squad of them either way. Basically use the Tyranid Ravners tail and torso bashed with a CSM Marine or Terminator, or possibly the new Wraith tails. Either way they would look sick, but I have to hold off till 6th comes out to find out if they are worth making/taking or not.

Also, Wolf Lords are straight beasts. I don't care what you give them. I took two, one with Thunder Hammer and Saga of the Bear, then one with Saga of the Beastslayer and a Wolf Claw. They both had a Belt of Russ, for the 4++, only because I didn't have the points for SS really. I forgot that SS give you a 3++ against shooting now (/facepalm), but I didn't really notice too much of a difference. I will take them next time, just to be sure they can get across safely. I wasn't able to abuse Saga of the Beastslayer, like, at all. In reality there aren't too many T5 models out there, and the Wolf Claw(s) already let you choose which re-rolls you want. Plus you're already S5 so the toughness issue is kinda void, and the other TH and PF in the squad should rack up enough wounds against anything you face that the SotBS Lord isn't really needed.

Long Fangs are a must take, duh. They're just too damn cheap and WAYYY to effective at what they do. You can't hope to run a successful SW list without including these guys in your plan, or so I think. As far as Grey Hunters are concerned...meh. They're nothing that flashy, but a completely solid choice. Taking 2 Melta Guns, a Power Fist, and the Wolf Banner is just standard. A little redundant, and mildly boring as far as having a really fun unit goes. But they are what Tactical Marines should be, able to shoot effectively and then charge in a kill things, or even be able to get shot up and take a charge without caring. Cause Honey Badger don't care.

So next I'm gonna try and write up an effective Kill Point denial list utilizing this codes. Oh, also to note I'm calling Space Wolves...wait for it...Honey Badgers. The only reason is because every time I rolled my armor saves I start by saying "Honey Badger...(roll die, and if I pass) don't care." Obviously if I failed then they did care. Yeah it's just a small stupid thing, it was late and I was working my way through a 6 pack, so shit happens. Anyways, hope you folks enjoyed this mental purging of mine, and let me know what your opinions are about SW, I mean Honey Badgers.

Sunday, May 27, 2012

List of the week

This week I'm gonna be taking a KP denial list this thursday. What I'm gonna start doing is writing a different list every week, since I really don't care about winning anymore in these last days of 5th. So I decided to make a KP denial list using the CSM codex. Now I had originally gotten this idea from the 11th Company podcast (if you haven't listened to it, you've been left behind). I realize that a KP denial list is a mute list to write considering that 6th will come out in a couple months, but figured I'd try my hand at it.

The whole idea behind a KP denial list is quite simple. In most tournies across the country each game that you play has 3 mission objectives. One is usually objective markers, another one being something like table quarters, and then of course Kill Points. This way there are a couple of ways to determine a victor. So it's a given that 1/3 of the overall game is gonna be KP, and whoever can get the most wins that mission objective. With taking a KP denial list you're eliminating (not completely) from the game, and now only really playing with 2 mission objectives. Which is alot easier than having to constantly be thinking about 3, duh.

Writing a list like this is only for 3 mission games. I can't stress that enough. If you're playing just a standard book mission, you won't do so hot. Now with that in mind I'll get to the list, and some of the other theories that I used going into it.

Abbadon - 275

Kharn - 165

2x 12 Plague Marines, 2 Plasma Guns, Champion w/ Power Fist and Combi-Plasma - 712

3x 3 Oblits - 675

So the total is 1827, which just means that I'll add one more Plague Marine to one of the units. And yes, this is a complete foot list, with only 7 kill points. It may look like a gun line, and it basicly is. There really is not that many flashy tricks or wargear, or all that many tactics.

It's just a simple list that is hard as hell to kill especially when it's dug into any sort of terrain. There's 25 Plague Marine models on the board, and in each unit you have one of the biggest close combat beasts the codex has to offer, Kharn and Abbadon. With these two models people become a bit weary of charging you, on top of the defensive grenades that can be a deterrent as well. The plasma guns also take control of any mistakes you opponent might make by not charging in. So the result is two completely solid units who excel at shooting up troops and butchering them in the assault phase.

At first glance you may wonder why I didn't give them Melta guns. That's because I already have 9 twin-linked melta guns in my list anyways, as well as any of the other weapons these guys wanna use. Heavy armor isn't an issue for this list. Minus the array of anti-tank weapons these guys pack, if any armor gets close enough (Lard Raiders really) I throw Kharn or Abbadon at it. And that's if any of those meltas didn't get though anyways.

The basic tactic you're gonna use with this list is the "Come at me bro" tactic, a.k.a sit and shoot. After getting everyone out of their transports as you have to do is send volley after volley of plasma into the enemy and see who still has a head for Kharn to take. There's nothing flashy about this list at all, but I can almost guarantee that it will give your opponent a headache.

The Downsides: Mobility. This is the obvious one. There are no transports in the list, so getting from one edge to the other is gonna be either hard, or impossible. Yet there are ways to mitigate this, deep strike. Of course it is quite a risk, it is really the only way to get that objective your opponent so cleverly set in their corner. Only having one squad of oblits deep strike over there isn't that scary, and really you probably don't wanna commit more than two anyways. This is why you attach Abbadon to one of them. Having 3-6 oblits and good ole Abbadon come down behind your lines will make most weak hearted opponents evacuate their bowels. This is also the stupidest and high risk/reward move you could make, possibly losing every single model in one bad scatter.

Now I've thought about this one major flaw. Then I realized you don't need it, you don't need the mobility. If you're playing this list correctly, and in the correct format, then you won't need to get to that corner. At that point all you need to do is hold your own, get more kill points, and try to draw on what ever the third objective is (table quarters, victory points, etc). You have the amount of guns to rack up the KPs you'll need, and then you just have to position yourself to tie. At the end of the day if you get that one out of the three mission objectives and your opponent has none, then you won anyways.

So their you have it, hope you enjoyed it. If you have any comments or suggestions I'd be more than happy to hear them. Oh and for anyone who wants to complain about Abbadon's daemon weapon here's my side. In the past 2 games I've rolled for his weapon about 10 times, out of those I've rolled about 5 or 6 ones. Yeah my dice suck.

Saturday, May 19, 2012

Update, I guess.../rambling

So, I've been busy as of late. Work, my daughter, the fact that I spend over 3 hours getting to and from work, girlfriend, etc. I have been working slowly on my Cult of Destruction and I'll post some pictures at the end here. Other than that, I'm trying to compose a list of all the different projects I either have started, or want to start in the coming months. Right now the list looks something like this:

- Cult of Destruction
- Doomsday Device 1
- Doomsday Device 2
- Plague Tower of Nurgle
- Abbadon Conversion
- Nurgle Deamon Prince Conversion
- Deamon Prince
- Hordes Warband (yes I play Hordes, you mad bro?)
- Re-painting my Orks (counts as 'Zerkers)

Yeah, I'll just stop it right there, cause I could go on, and on, and on. Yeah you get the point. Then there's the fact that 6th ed is right around the corner, along with a supposed new CSM dex. Now from what I've heard about the new dex, it seems pretty cool. I mean Cultists for troops? Yes please. Then there's this Dragon, and a new beast that's like a Khorne Juggernaught on steroids apparently, oh and close combat Oblits? I have no idea what to expect, and thus not really any idea on what to really work on. And, I wouldn't be surprised if alot of people are loosing some motivation with the idea of 6th.

From all the rumors postin' up all around the internets seems like the game of Warhammer 40k as we know it, and have known it for about 3 of the past 5 editions, is gonna change. Of course with new rules sets things change, it is inevitable. Yet these rules are a, well, too drastic. This isn't like the change from 4th to 5th, where really the only thing that changed was the shooting phase.Things like cover, terrain, pistols, etc. But nothing too bad really.

Now I understand that these are all rumors. So all of my opinions may be based completely on a falasey. But lets say that they are changing everything that they are, then what? How many of you wanna assault after deep striking? Everyone does, but really think abou the game. Oh well looks like Blood Angels just became king.Oh and random charge ranges?...why? Where the hell does that make any sense?

So I guess until then, when 6th drops that is, I'll simply be putting together some of these models and bidding my time. I'm also gonna get in on all the biomorph action as some of my friends and I are gonna be working with that. If you don't know what biomorph is, check it out over on 3++. It's basicly pathfinder, but with 40k.

So, yeah... here's the one oblit that I've been working on, and should have done by the end of the weekend, enjoy.





Sunday, May 6, 2012

Death Throes...or Throwback?



So with the end of 5th edition in the next few months (about 2) I've completely given up caring about the games that I play. So this past week I only played one game of 40k, didn't care whatsoever about it, and lost. Now I hate it when people blame the result of the game based on dice rolls, but this game was total BS. Abaddon rolled two or three 1's in three seperate assault phases, oh yeah and then had to take a fearless save with one wound left and guess what??...a frickin' 1. At that point I just said good game and packed my crap. Anyways, what I want to talk about is the idea of a throwback.

Now my friend Joe, who I played this game against, talked with me later on that night and we came up with an idea. Especially since 6th is just around the corner and both our dex's are outdated (he plays 'Nids) why not play the codexes we really like? So next thursday we have agreed to play as many 4th edition games with our respective 4th edition codexes as possible. Now half the fun in this is that most of our gaming buddies' heads will potentially explode when they find this out. We figure one might just curl up and start crying cause he can't wrap his head around this idea.

For me I get to use one of two codexes, either the current CSM dex since it is technically a 4th edition book, or the 3.5 one. Well the 3.5 CSM dex has to be the coolest codex ever, so yeah that's the one I'm going with. For those who have never seen or read it, please do so. My plan right now is to run Alpha Legion cause, well, everything infiltrates. Now I know this might not be good against 'Nids, but idc, this is gonna be hilarious. So, here's what I'm running:

Sorcerer Lord with Familiar, Talisman, Gift of Chaos, Mass Mutation, Focus, Mark of Chaos Undivided, Twin Lightning Claws, Infiltrate, Furious Charge - 175

Bloodthirster - 205

3x 20 "Assassins" Cultists, Frag, Champion with Power Weapon, Mark of Chaos Undivided - 325

2x Chaos Space Marines with Infiltrate, Frag, Furious Charge, Flamer, Mark of Chaos Undivided, Champion with Power Fist - 688

6x Bloodletters

10 Havocs with 4 Flamers, Infiltrate, Mark of Chaos Undivided - 200

Total: 1749

Now I can't remember all the rules, but I don't think this list will do too bad. Everything Infiltrates and has at least one flamer so they can lay down extra wounds before they charge, in which case everything has Furious Charge. The only 2 units that don't start on the board is the Bloodthirster and Bloodletters which will drop down and just add to the close combat killiness. This entire army is dedicated to getting into assault ASAP.

I really based this list around the theme of the original Dawn of War game, just thought it would be fun. And all I'm hoping for is a fun game. So I'll let ya'll know how it goes down, and hopefully have some fun pictures.

Wednesday, May 2, 2012

Cult of Destrution 1/9

So I've been working on my Cult of Destruction as of late. I had picked up a squad of Chaos Terminators from a local store for 25% off a few months ago. Now I originally had the idea that I was also gonna buy a box of paladins and kit bash, thus having an entire unit for my Pheonix Guard army. Then I realized I didn't wanna be THAT guy, ya know a bandwaggon jumper. So one night I was looking at the box, then looked over to my Oblit squad, then back to the box, and well the rest is history.

For those of you who don't know what the Cult of Destruction is, I'll explain. It's an Apoc formation that consists of 9+ Oblits, each a maxxed out unit. They all fire together as one as either a 48"+ S-D AP-1, Hellstorm S-4 AP-3+, or 48" S-5+ AP5 Apoc Blast. The "+" symbol is because you can change it depending on how many Oblits are fireing, with a min of 6. Now of course you don't have to fire all as one, but a 48"+ range D weapon is awesome in Apoc. Now this is all in addition to the fact that you're always gonna bring 9+ oblits to any Apoc game, 150 points is a small price to pay to get these fun extra options.

Now with all this thought of Apoc, there is also the fact that 9 oblits in any game is pretty damn good. I've been playing this book since the day it came out and have wanted to run 3X3 units of oblits. Yet the rebel inside me kept fighting that urge for the past 5 years cause I didn't want to run a cookie cutter list. But now that I have to option to do so (and I have) I've realized how stupid I've been XD.

So, I guess what I'm trying to say is that if you play CSM in these ending days of 5th AND you get a chance to get a game of Apoc in AND you play CSM you should run this formation. But without dragging this on for too long here is the one Oblit that I've finished modeling, hope you enjoy.

Stage 1

So all I did was fairly simple. I took a CSM terminator and kit bashed it to hell. Things like adding the Chaos Warriors helmet. The hardest part is always the hands. Cause you want the feel of your model having all of these weapons yet shooting only one. With this model I figured I'd keep the power fist, then on the other has a "lascannon" and a plasma pistol. Gettin the weapons on the arms is just an easy process of clipping off parts from the different bits and fitting them into place. Besides the helmet, my favorite part of this model is the "lascannon" which is the exhaust from a Dread sprue.


Stage 2

This part was fairly simple, all I did was drill in holes at various points and then cut Guitar chords to fit. Guitar chords are an awesome tool to use in models, even if you don't play. Bass chords are better for vechicles, where as Guitar chords are perfect for both.


Stage 3

This part is the easiest...kinda. Basicly I just had to make the hands look like they were morphing into these guns, meanwhile covering up the holes that the chords come from on the Oblit body. At that point its just a matter of rolling up a ball of green stuff, wrapping it around your spot and tooling it around to get the desired effect.






And my crowning achievment so far is this custom shoulder pad. My plan is to do this thoughout the entire army, as it is the 69th company.

Saturday, April 28, 2012

INTRO...YOLO

I’m not really sure how to start the. Well, I guess this is kinda a statement on what this blog is gonna be, and a little bit about me at the same time. So…this all starts years ago. I was young careless, and what have you. I had picked up the hobby of reading the Horus Heresy series. Dispite my school workload I was completely addicted to these works of literature. I had already been playing Chaos Space Marines for a little over a year or so. Eventually I made my way through the series and purchased the book “Fulgrim”, and I’m guessing you can guess where it goes from there. I had already loved the idea of Noise Marines and the limited fluff that there was about them at that time. That love catapulted by the time I finished that novel.

So in the past few years I’ve always included at least one Slaaneshi unit in every army lists that I’ve run. And over those years Slaanesh, or yet the idea of Slaanesh, has slowly become an obsession. So slowly I wanted to make everything I could Slaaneshi. You name it I can turn it Slaaneshi. Noise Orks, Hive Fleet Slaanesh, Pheonix Guard a.k.a Draigowing, etc.

Now along this journey I ended up naming my Noise Marine Champion, and quite fittingly, Jared Allen. For those of you who know football, you’ll get this. But this one model, by himself, has had 3 sacks in one game. All alone he took out a Rhino, a Vindicator, and an entire 10 man Tactical Squad. This is how the idea of the Minnesota Vikings took root in my head. So here I am with all these ideas swimming around by head in a crazy ass vortex. Then it finally hit me, how I can take all these ideas and make them whole and thus an army out of it. Finally I had an epiphany. Here’s the thought process:

I love the Emperor’s Children ->

-> the Emperor’s Children are purple and gold ->

-> purple and gold are the colors of the MN Vikings ->

-> Jared Allen plays for the MN Vikings ->

-> Jared Allen’s number is 69 ->

 -> 69 is the symbol for Cancer ->

-> I am a Cancer

 So there you have it. Six degrees of separation, from me to…well me. Oddly enough 6 is the sacred number of Slaanesh. Weird? Coincidence? I’m not sure, but I figured I’d document it for you all to see. First off is my Cult of Destruction, the Oblit Aoc formation. But from now on I shall be play the 69th chapter of the Emperors Children, the Arch Patrons of Mirth, and the Emissaries of Dischord.