Top Stories

January 31, 2007

Eldar Ironman Tournament List V2.0

5 comments
So some playtesting has been done and the Phoenix just wasn't earnings its keep.

So its out with the flyer and in with more "resilance" forces. The hallmark of the list now is that it can move quickly, and is very difficult to bring down. It can kill key enemy forces (by no means all of them, but should hopefully win based on victory conditions by giving up very few.

For objective games, it is very hard to keep a fast skimmer titan from bargeing in and forcing enemy units off of a key piece of land.


The current list is as follows:

2000pts

Revenant Scout Titan w/ twin Pulsars
@750pts

Falcon Holo/Stones Scatter-laser/Pulse-laser/Shuriken Cannon
@190pts

10 Dire Avengers with Twin catapult BladeStorm Exarch
in Waveserpent w/Stones dual Shuriken Cannons (turret and chin upgrade)
@280pts

10 Dire Avengers with Twin catapult BladeStorm Exarch
in Waveserpent w/Stones dual Shuriken Cannons (turret and chin upgrade)
@280pts

8 Pathfinders
@180pts

Farseer Jetbike Stones Powers TBD
@150pts

Farseer Jetbike Stones Powers TBD
@150pts

This still gives me the terror value of a Titan, and the majority of the army are fast movers for ease of mission objectives. Still very few scoring units, but what the hell... Titans are scary and kill things dead.


Now off to playtesting round 2.

-bigred

January 30, 2007

How I Learned to Quit Worrying and Love The Guard

10 comments

Every day is a holiday, every formation is a parade, every meal is a banquet. I love the Guard!

This blog talks a lot about elite Marines and cheaty Eldar. It's time to look at the real men of the 40K universe, the Imperial Guard.

It takes a special kind of crazy to charge into hand-to-hand combat wearing armor that was inadequate tens of millenia ago, and carrying a gun more suited to grilling dinner than killing your average ceramite composite armored radically bioengineered Space Marine. If you're that kind of crazy, the Tallarn 21st is the place for you.

I've played all sorts of IG lists, but the shooty lists never really excite me. Sure, any IG list is going to have Ordnance and a lot of shots - even pricey Guard are cheaper than normal Marines. But nothing beats jumping on a Deathwing Terminator Squad and crushing them in close combat. Here's the 21st at 2000 points:


Army List

HQ

Colonel Raz-Aziz (HSO, plasma pistol, power weapon, Medallion Crimson), Standard Bearerer, Medic, Plasma Gunner, Redshirt, Commissar (pistol, power weapon)

Autocannon Support Weapon Platoon

Heavy Support Weapon Platoon (2 Missle, 1 Lascannon)

Sentinel (closed top, autocannon)

Troops

Infantry Platoon HQ - JO (pistol, ccw), Melta Gunner, Medic (melta bombs), 2 Vets, Commissar (pistol, powerfist)

Squad 1 - Vet Sarge (storm bolter, melta bombs), Missle team, Plasma Gunner

Squad 2 - Vet Sarge (storm bolter, melta bombs), Missle team, Plasma Gunner

Squad 3 (HF)- Vet Sarge (pistol, ccw, meltabombs), Melta Gunner, Commissar (pistol, powerfist, Macharian Cross)

Armored Fist (HF)- Vet Sarge (pistol,ccw, melta bombs) Melta Gunner, Commissar (pistol, powerfist) in Chimera (multilaser, hull heavy flamer, smoke, armor)

Heavy Support

Leman Russ Battle Tank - (hhb, shbx2)

Leman Russ Demolisher - (hhb, shbx2)

Basilisk - (indirect fire)

Fast Attack

Hellhound - (armor, smoke)

Sentinel - (closed top, autocannon)

Sentinel - (closed top, autocannon)

Doctrines

Hardened Fighters, Close Order Drill, Light Infantry, Iron Discipline, Drop Troops

Every unit that can take any discipline except Hardened Fighters has it. (HF) denotes Hardened Fighters.

Summary

This list gives me 15 scoring units, heavy infiltration and drop potential, 2 Commissars with WS5 powerfists, adequate templates, and reasonable AT assets. Focusing on the mission objectives, I can usually kill off nearly every opponent model (and 80% of mine), and end up in control of all objectives by turn 6. The Hellhound is the single biggest killer in the army. The Sentinels dropping almost on top of the enemy are deadly to any S3 opponent, and have very much earned their keep by tying up Marine Dev Squads for most of many games. The Basilisk encourages my opponents to close, and the rest of the army performs best at close range. COD means that my infantry are L9, which isn't shabby at all for guys in tee shirts.

This army is diametrically opposite from the standard Guard army. I don't want to line up and shoot until one of us is dead, I'd lose that battle with Orks. But even my regular opponents tend to forget that, and go into automatic 'I'm fighting Imperial Guard, so I must close' mode, and boy do I love that. At last year's Adepticon, my Armored Fist charged and killed 2 Deathwing Terminator Squads, and badly mauled a third.

The guard do everything worse than their opponents. That's what makes them the most fun of all. Join the Guard, see the Universe. Contact your local recruiter today!

January 29, 2007

Sons of Horus Pre-Heresy Logo Sheet

1 comments

Here is number four in a series of Pre-Heresy Traitor legion logos sheets you can use for your pre-heresy armies. Here is the link to the PDF file for the decal sheet you can freely pull down and use:

Download Here

I created the original logo in Adobe Illustrator, then made variations of it for size and color (light and dark versions). The sheet is designed for printout on Decal printer paper which is easily available online.

The thing about decal paper is that it is clear by default (instead of white), so the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal. Its is odd, but gets the job done.

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of Marine Shoulderpad towards the bottom. Finally there are large Roman numeral IVs all over the place. I use these to place on the opposite shoulderpad to indicate the Great Company number my forces are a part of. You could do that or use whatever you wanted on the opposite pad.

In any case, enjoy and I wish you the best in using this set for your forces.

-bigred

January 28, 2007

Project: Autarch

3 comments



Now that the Titan is done its time to move on. As previous posts have shown, I have a LOT of Eldar models. So many, that when the new codex came out, it was mainly a matter of learning the rules and coming up with new armies. There were practically no models I didn't have. The excpetion to this was the Autarch.

I can go pickup one of the 3 variants GW produces, and will probably opt for the cheap "on foot" leader to use with budget armies, or when he needs to stay embarked. For general games, however, I will need to come up with a mean badass sucker to be able to compete for HQ slots against the Avatar and my selection of Farseers.

The mean"mobile" build will be:

Autarch
(Plasma,Haywire Grenades, Shuriken Pistol, Forceshield)

Jetbike
Shining Spear Lance
Scorpion Mandiblaster
Dark Reaper Launcher

This is the mobile sniper who can nail folks from 48" at BS:5, then move in for the kill if needed with 6 S:6 Power weapon attacks on the charge.

I had seen the cool conversion of the jetbike Autarch on GW:France's site, and took a look through my bits box.

I found parts of an old RT Eldar jetbike, a cowl from a modern one, some BFG Eldar spaceship parts, and a ton of eldar bits, and finally some High Elf Knight bits. It was time to go.

First up was to glue on the exhaust stacks from a wraithlord onto the handlebar mount of the RT Jetbike. I snipped the exhaust tubing and bent ir down to glue into the jetbike hull.

Next up was the body from a BFG Eldar frigate. This was heavily cut down and fitted into the forward jetbike body to support the new plastic canopy.Next up was some spaceship solar sails glued onto the rear body.

Under the forward cowl, I spent quite some time hacking up an Eldar Missile Launcher and centermounting it to fire from its recessed mount. Some minor Eldar bits filled in odds holes and empty spots, while I snipped the wraithlord exhaust plumes to turn them into handlebars for the Autarch. Finally I added a rear pennant rod from an ancient RT Eldar pirate to the back of the seat to balance the model out.

With his mount completed, it was time to move onto the Autarch himself. I started with a Guardian jetbike leader who happens to have a nicely detailed torso, and attached the Fantasy High Elf Lance arm to him. The left arm is holding a handle that I glued hanging off of one of the handlebars to represent the firing controls for the jetbike. Some eldar grenades got added to his waist, and a jousting shield to cover his lance shoulder and I was all done.

Next up is deciding if I can scavenge up a Striking Scorpion head, and then its off to base-coating.

-bigred

January 27, 2007

Eldar Ironman Tournament List V1.0

1 comments
So here is my current thinking on the upcoming Ironman Tourney.

Missions are secret, but supposedly difficult (meaning expect anything), and Forgeworld and optional White Dwarf rules (like Cursed Founding, Chosen of Ahriman, etc...) are allowed.

I expect to see nasty min-maxed lists, uber Iron Warriors, triple Griffon with infernus shell lists and the like. In short it will be nasty. There is a place for fluffy balanced lists, and sportsmanship points... This tournament is not it.

Eldar infantry just wont survive on the open field exposed. My current thinking is to deal with crazy boards by going mechanized eldar who can sweep over and around any crazy terrain, and I need to deal with both hordes, vehicles, and possible super-heavies.

The current list is as follows:

2000pts

Revenant Scout Titan w/ twin Pulsars
@750pts

Phoenix Bomber
@350pts

10 Dire Avengers with Twin catapult BladeStorm Exarch
in Waveserpent w/Stones dual Shuriken Cannons (turret and chin upgrade)
@300pts

10 Dire Avengers with Twin catapult BladeStorm Exarch
in Waveserpent w/Stones dual Shuriken Cannons (turret and chin upgrade)
@300pts

10 Dire Avengers with Twin catapult BladeStorm Exarch
in Waveserpent w/Stones dual Shuriken Cannons (turret and chin upgrade)
@300pts

Autarch w/Catapult and Scorpion chainsword
@70pts

This gives me the terror value of a Titan, and the entire army is fast skimmers for ease of mission objectives. The Phoenix is there to hunt rear field enemy units that are hidden to use barrage weapons, that the titan cannot easily reach. The cheap Autarch helps with escalation games, where none of the army will deploy with his +1 on all reserve rolls.

The list definately has the "oh crap, a Titan!" terror value, and should handily be able to kill elites or hordes with that many Avengers. If the titan folds early, its curtains. I unfortuantely have a dangerously low unit count, but I expect that in general, as most folks will be bringing big scary things.

Now off to playtesting.

-bigred

January 24, 2007

Alpha Legion Pre-Heresy Logo Sheet

0 comments

Here is the third in a series of Pre-Heresy Traitor legion logos sheets you can use for your pre-heresy armies. Here is the link to the PDF file for the decal sheet you can freely pull down and use:

Download Here

I created the original logo in Adobe Illustrator, then made variations of it for size and color (light and dark versions). The sheet is designed for printout on Decal printer paper which is easily available online.

The thing about decal paper is that it is clear by default (instead of white), so the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal. Its is odd, but gets the job done.

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of Marine Shoulderpad towards the bottom. Finally there are large Roman numeral IIs all over the place. I use these to place on the opposite shoulderpad to indicate the Great Company number my forces are a part of. You could do that or use whatever you wanted on the opposite pad.

In any case, enjoy and I wish you the best in using this set for your forces.

-bigred

January 23, 2007

40k Basic Training

0 comments

This week's task is perhaps the rarest and most difficult challenge any gamer can ever face. Grand Tournament? No. Heavy Metal quality painting? No.

I am referring to the first introductory game and welcoming of a new player. The delicate handholding that can lead a new person into our cherished hobby if performed correctly, or drive them away forever if screwed up.

It's a tough job. All to often at the local club you see the bright eyed newbie, who has yet to even pick up a copy of the BGB, much less a codex. He thinks the game is cool looking, and willing to give up an evening of his time to hang around with strangers, hoping to pick it up or maybe get in a training game. It is ultimately in all of our interests to bring these new recruits successfully into the fold.

How rarely have I seen old hands take a newbie under their wing, and with enthusiasm and good natured humor, lead them through a nice, small and basic first game. It is tough work, but utterly rewarding. More times that I care to recollect, I have witnessed the opposite, with some deadbeat loser, just laying into the new guy with a vicious list and little to no sportsmanship. Its wrong on just to many levels and right there, the new guy's interest is crushed and away he goes, never to return.

This week, mkerr and I will setup a 1000 pt training game for our new friend using 2 of our best painted armies in a classic sci-fi encounter sure to entice our would-be new player. Ultramarines vs Tyranids, playing an Alpha Cleanse.

With basic Marine squads, with little to no wargear, a single Predator, and loads of gaunts backed up by a handful of Tyranid warriors and a Carnifex, I think we should have a roaring good time.

Needless to say, the new guy will win ;)

I always welcome to hearing from the lurkers out there. What is your experience with training up new guys. Those comments don't write themselves. ;) Come on in, the water's fine!

-bigred

January 22, 2007

Emperor's Children Pre-Heresy Logo Sheet

0 comments

Here is the second in a series of Pre-Heresy Traitor legion logos sheets you can use for your pre-heresy armies. Here is the link to the PDF file for the decal sheet you can freely pull down and use:

Download Here

I created the original logo in Adobe Illustrator, then made variations of it for size and color (light and dark versions). The sheet is designed for printout on Decal printer paper which is easily available online.

The thing about decal paper is that it is clear by default (instead of white), so the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal. Its is odd, but gets the job done.

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of Marine Shoulderpad towards the bottom. Finally there are large Roman numeral IIIs all over the place. I use these to place on the opposite shoulderpad to indicate the Great Company number my forces are a part of. You could do that or use whatever you wanted on the opposite pad.

In any case, enjoy and I wish you the best in using this set for your forces.

-bigred

January 21, 2007

Revenant Complete

4 comments

I finally finished up the old girl. I printed out the twin banners I made in Adobe Illustrator, and bent them to look as if they are whipping in a light breeze. The banner on the left pulsar, show the glyph of the titan with its twin pulsars, while the right banner shows a proud listing of the Revenant's kills.

I finished up the base with a final detail of a long dead and abandoned marine, half immersed in the land he fell on, caked with mud and dust, with even a patch of grass growing from the crevices of his armoured collar.

This puppy is reporting for duty! Now if only my updated Forgeworld rules would hurry up and show up...

-bigred

January 20, 2007

Death Guard Rhinos

0 comments

Here is a look at my army's 3 Rhinos.

The lead center Rhino is painted in a pristine white Pre-Heresy scheme, and is used with my Loyalist Death Guard force.

The other 2 are painted with the goals of being:
a) usable in the Heresy-era Death Guard Traitor force
b) still maintain a very strong link stylistically to the original Loyalist one.

That is, the goal is to show the 3 stages of transformation starting with the pristine center Rhino, moving onto the right Rhino which is obviously in a serious state of disrepair and filth, before finally stopping at the obviously daemonic leftmost Rhino, whick no-one could possibly mistake for a loyalist vehicle.

The real trick was to keep the "middle phase" rhino looking like there might be some small chance that it could still be used by a loyalist, perhaps in a severe state of battlefield grime, and improvised field repairs. Of course, the gargoyles would need some serious explaining back at base. ;)


As usual, custom decals all around, and the Havoc launcher, searchlight, and radar thingie are magnetized for easy vehicle option swapouts.

-bigred

January 19, 2007

Titan Project Update

0 comments

Behold, she walks!

I got the new base all painted and flocked. The screws are firmly drilled into the feet and there will be no more accidental tipping of the Revenant. There is an ancient Rogue Trader Eldar wraithguard (labeled on the base as a "wardrone") on the base for scale and coolness.

Next up are custom banners to be draped from the Pulsars arms. I have a black and white test banner hanging on for size. I have a pair up and ready to go that I whipped up in Adobe Illustrator. So its off to the printer shop to get a color copy to cut out and hang off the titan.

Upward and onwards...

-bigred

January 17, 2007

Tactica: Farseer

8 comments

With the advent of the updated Codex:Eldar, one of the newly tricky selections is the Farseer.

He has been re-tuned, and is ready for business. While he isn't the complete master of "smackdown" psychic powers that the Librarian is, I believe GW did a fine job of cementing the Eldar as the "most powerful psychers" int he galaxy.

Lets take a look at this guy and what he can do.

He went up in base cost from 40 to 55 in the new codex, but like the Librarian comes with some decent standard equipment so its a wash overall.

The only statline difference was a lowering of his T to 3, to bring him in line with his race. The obvious drawback, is that being wounded by Perils of the Warp will now cause instant death...ouch! But, he has plenty of tricks to help him out in that department.

He still has his 4+ rune armour, but now comes bundled with a witchplade, shuriken pistol, and a ghost helm. The helm will save against Perils on a 3+ so he is pretty safe in that department.

Major options will be stones (always take), and the singing spear, (sometimes take).

The real primary decision is jetbike or foot. With the new GW FAQ, that states that models riding in vehicles don't count as being on the table and cannot use psychic powers (except by using a non-existant Eldar firing port), you have 2 major builds.

a) Foot Farseer: he advanced on foot with the army and aids them. This is very good for static armies with firepower centers.

b) Jetbike Farseer: he moves up with fast movers and vehicles and supports them from the front lines (always slinking away to safety with his 6" assault move)

Keeping a farseer embarked in a vehicle for several turns is no longer a good use for all those points you have invested with the FAQ. I do not recommend it.

Farseer Powers:

You have 5 choices here and can use 2 per turn (with spirit stones).

Doom: this is a nasty new power, mainly due to its nice 24" no LoS range. Pick an enemy unit and if Doomed, you may reroll failed to wound rolls against it. This is a bread and butter power for a Jetbike farseer, who is supporting high volume of fire low strength fire (like S:3-4). Used in conjuction with Dire Avengers or even Swooping Hawks, Doom will produce crazy numbers of wounds. For a foot farseer in a defensive army, use with rangers/pathfinders for horrible effect on monstrous creatures.

Eldritch Storm: this is a hidden gem in the codex. It went from 35 to 20pts in the new dex and is much more powerful. It allows you to place WITH NO DEVIATION a pieplate anywhere within 18", no LoS needed. Anything under takes a S:3 pinning hit or 2d6+3 vs vehicles. Vehicles are also spun to face a randon direction, with the eldar player choosing if a HIT comes up on the scatter dice. This breaks down as follows:
Rear Exposed: 50%
Side Exposed: 33%
Front Exposed: 17%

You can blaze a trail of destruction through enemy vehicles with a jetbike farseer using this on heavy tanks as the first shot in the shooting phase, followed up with the rest of your army laying into the exposed rear/side with your suberb S:6+ ranged weapons.

Fortune: genericly useful power to keep your critical units alive. Works well with either farseer build. The better the target unit's armour/cover save is, the more invulnerable they become.

Guide: This is a superior choice for a defensive foot Farseer supporting a low BS(3) force. While Doom works wonders with Dire Avengers, Guide is stunning with scatter laser war-walkers.

Mind War: unchanged, what was the no-brainer of 3rd has become the also-ran of 4th. While it is still nasty in the hands of a jetbike farseer who can reliably snipe veteran sergeants or heavy weapon troopers, it is hobbled by the more desirable other powers.

Finally a note on the Runes.

While Runes of witnessing seem like a good deal at first, a farseer with Ld:10 rarely fails powers anyway. The runes also increase your change of invoking Perils. As a 0:pt option, maybe, at 10:pts...no way.

Runes of Warding are a different matter. For 15:pts, they are a steal. If you are plagued with Librarians canceling 1/2 of your powers, these will cause him to wound himself almost 50% of the time (and remember that using a force-weapon to cause death counts as a psychic power), and completely shutdown the Ld:9 psychers out there. Any enemy psycher who is T:3 will often never use their powers for fear of Perils induced instant death. It is a worthy insurance policy, and doubly worth it if your area sees common use of Librarians.

-bigred

January 15, 2007

My current project

0 comments


Here is a peek at my painting den and what i'm messing with at the moment.

I'm getting ready for a no holds barred (Forgeworld allowed) 2000pt tournament a little ways down the road. Looking around my collection, I want to bring something that most folks probably won't be expecting, and as the Eldar Codex just came out, the choice was easy.

Take a look at the Revenant Scout Titan. This is an original from Armorcast that I bought over a decade ago. It was pretty banged up, so I pulled it out, and am giving it the old 21st century makeover.

The first job will be to get the thing based, as it is really top-heavy, and several falls over the years are what put it in such a bad way to begin with. So far, I have cobbled together the base using: the top from an ice cream bucket, some cardboard, a mousepad for a nice non-slide bottom, and have decorated the top with layers of cork. There are screws going up from the underside up into the Revenant's feet to keep that sucker on.

Once its painted up, and flocked, I think i'm going to attach the old Rogue Trader wraithguard model that is in the pictures for scale and extra coolness value.

I will be posting regular updates of my upcoming "unlimited" tournament army over the next few weeks so watch this space.

-bigred

January 13, 2007

Death Guard Possessed

0 comments

This was a fun squad to build.

What we have here is a 7 man squad of Plague Marines combined with lots of bits from a Tyranid Gaunt box and some claws from the ancient Spacehulk era Genestealers.

Painting wise as this is a Heresy-era force, this squad was to be the "worst of the worst", meaning these were the fellows who threw themselves wholly at the feet of Father Nurgle. They needed to be the slimiest, most debased, and mutated marines in the army.

I gave them twice the dirty,grimy wash that the regular troopers got, and freely went in with some reddish areas and gloss varnish to give them bloody, emflamed bodies. They are the only unit that uses the standard baroque Chaos backpack as opposed to the Imperial ones I used elsewhere. The thinking was that these were the folks who would be afflicted in both body, soul, and equipment long before their other brethren who had not yet had time to slowly twist into the Plaguemarines we are used to seeing in the 40th millenia.

Gamewise, I run this squad as an alternative to using the Plague Terminators in larger games. I run them with Daemonic Talons (rending) in a rhino. At 3 attacks each on the charge, and T:5, they are a nasty piece of work for MEQs. The Aspiring Champion will use Daemonic Visage and is sometimes accompanied by 3 Chaos Hounds to make the squad 10 models for scoring purposes. The Iconbearer has the symbol of Nurgle atop his backpack.


-bigred

January 11, 2007

ARMY LIST: Eldar Torrent of Fire - 2000pt

4 comments

This is my current Eldar list I've been tooling around with, that has given me good results so far.

Summary

I've been tinkering for a while on the concept of an army that is designed around the Torrent of Fire/Blows rule mechanic.

The goal of such an army would be to field as many units as possible that are capable of reliably delivering a volume of wounds needed to invoke the ToF/B rules.

The first question is what number that would be. In my expience of dealing with the high number of tweaked MEQ lists out there averaged with the occasional GEQ horde, I estimate the required wound count to be in the 8-10 range.

So big picture things first...why?

I was always intrigued by the tactical possibilities of the Vindicare assassin who on average will kill any model he can see @40% of the time. He was overcosted, but when used properly could often strip opposing min/maxed armies of their special models and drasticly reduce their effectiveness. ToF/B does something similar but it's effectiveness is based on the target's armour value. Thus against MEQs, you have a 33% chance to kill the selected model, 50% against Tau infantry, 66% against GEQs, and a whopping 83% against Orks, and Dark Eldar.

An army that can reliably generate 2-3+ rolls per turn, will slowly strip MEQs of their PF sergeants, or heavy weapons, and get better from there against the less armoured armies.

The problem is how to generate that volume of fire. Many armies can field large numbers of high rate of fire weapons, but the tradeoff is usually low-end AP, so the target gets their saving throws. The tradeoff however is just huge numbers of dice being rolled, usually result in decent casualties regardless and you dont need to worry about cover, as targets get their saves in general anyway. Finally, ToF/B armies tend to rely on volume of dice rolled and give more predictable results overall than other armies. Also a nice advantage for extended play and all comer's lists.

Best case enemies against ToF/B forces would be armies what relied on nasty specialized troopers with crappy saving throws (like DE sybarites). Worst case would be high save armies that rely on faceless rank and file troops with no specialized squad members (necrons).

Army List

Codex Eldar ToF/B list:
-----------------------------
Farseer
Jetbike/stones/runes
Eldritch Storm (to expose weaker side/rear armour)
Doom (to further enhance chances of ToF/B)

Avatar

Scorpions (10)
Exarch Claw/infiltrate
(27xS:4, 4xS:6) or (36xS:4, 5xS:5 charging)

Dragons (6)
(6xS:8)

Dragons (6)
(6xS:8)

Avengers (10)
Exarch Dual catapults, Bladestorm
(22xS:4 or 32xS:4 bladestorm)

Avengers (10)
Exarch Dual catapults, Bladestorm
(22xS:4 or 32xS:4 bladestorm)

Warp Spiders (10)
Exarch Twin spinner/withdraw
(22xS:6)

Hawks (6)
Exarch Sunrifle
(16xS:3)

Falcon
Scatterlaser/ Shuriken cannon/ Pulselaser
Holo/Stones
(7xS:6, 2xS:8)

Falcon
Scatterlaser/ Shuriken cannon/ Pulselaser
Holo/Stones
(7xS:6, 2xS:8)

Warwalker (3)
Scatterlaser (x6)
(24xS:6)

The volume of S:6 fire is horriffic, and doom can enhance the S:3/4 fire to be almost as deadly. Several units per turn routinely invoke ToF/B (even the scorpions in assault) with over 10 wounds inflicted, resulting in usually 1 dead selected ToF/B model per turn vs MEQs and more vs GEQs.



-bigred

January 10, 2007

Eldar Warhost of Alaitoc

1 comments





Here is an introduction to my Eldar Warhost.

Clocking in at over 200 minis with @100 of them being aspects, it is a force as large as it is old. This army started out during the Rogue Trader days as a handful of Eldar Pirates with a single Eldar Dreadnaught (yes they were called that back in the day, and had a living pilot in that big headpiece). They were painted in the original colors of Yriel's Eldritch Raiders (who is also that old).

Much later during 2nd Edition, when the formal Craftworld/Aspect background was fleshed out I discovered that my army's colors had been assigned to something I had never heard of before called "Alaitoc Craftworld". And that as they say is that.

The Warhost breaks down roughly as follows:

Avatar
Farseer (2) 1 foot, 1 on jetbike
Warlocks (5)
Phoenix Lords (all but Baharroth...i'll get around to him!)

Guardian Defenders (40)
Guardian Defender Heavy Weapon Teams (12)
Guardian Storms (20)
Guardian Jetbikes (8)
Guardian Support Platforms (4)

Rangers/Pathfinders (20)

Dive Avengers (30)
Fire Dragons (20)
Howling Banshees (20)
Striking Scorpions (20)
Warp Spiders (10)
Swooping Hawks (10)
Dark Reapers (10)


Vypers (3)
Falcons (2)
Wave Serpents (3)
War Walkers (3)

WraithGuard (10)
WraithLords (2)


With the release of the new Codex:Eldar, these guys are seeing a Renaissance. I'll be highlighting specific units and tactics soon.

-bigred

January 5, 2007

Lord Typhus and Death Guard Chosen

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Here is the big guy himself. I rarely use Typhus, and mostly painted up the mini to use as a terminator lord (which I also pretty much never use).

The 3 chosen are conversions from chaos terminators with some greenstuff and Grey Knight pieces to give them a more baroque feel. They are sporting their "just turned to chaos last week" filthy loyalist paint scheme. Apparently the first thing you think of when you convert to the Dark Powers is "Hey buddy, lets get us some trophy racks,....and Death to the False Emperor!"

Rules wise, I mix the 3 chosen in with 4 of the terminator models from the loyalist army to build the following unit:

Plague Terminators:

Aspiring Champion (The one with the mace, sword, and golden shield-plate)
Mark of Nurgle
Power Weapon
CC weapon
Deamonic Strength
Nurgle's Rot

Plague Terminators (x6)
2 Powerfists
4 Powerweapons
4 Combi-bolters
2 Reaper Autocannons
Tank Hunters USR

The squad comes out to @370 pts which is really pricey, but they do get the job done. We are talking about T:5 terminators here. They spit out 4 x36" S:7(8) shots (linked), get a boatload of powerweapon attacks followed by a handful of powerfists to deal with anything that survived (or vehicles). The Aspiring Champion is a nasty surprise with 4(5) power weapon attacks at S:5. If I feel like really splurging he gets a Plague-sword and sometimes even Daemonic Mutation to up his A+1.

This squad is always brought down near one of the teleport homers I spread throughout my lists. At their price, no random scatters allowed.

Enjoy!

-bigred

January 3, 2007

Loyalist Death Guard Command Squad

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I think its only fair to post a bit on my Loyalists. Here is the Command Squad (minus the Master), who leads my Loyalist army.

Tactics wise, I use give these fellows Furious Charge, attach my Marine Master to them and put them into that Land Raider. This squad beelines for the heart of the enemy infantry and lays down the smack. The Apothecary keeps the squad somewhat intact on the way in, while in the rare cases where I dont run the Land Raider and keep the squad back in defensive situations, the banner-bearer gives the core of my army Ld:10 with a reroll. The Death Guard were known for their perseverance!

Modeling wise, these guys are all specialists such as the Apothecary, or are using the earlier marks of armour as befits their veteran status. The banner-bearer is even sporting his Mk2 Crusade Armour, alongside several Mk 4 brethren. The Great Company banner was also designed in Adobe Illustrator and printed out. As members of the Command staff they got the snazzy golden exhaust vents on their backpacks... Pretty Fancy ;)

-bigred

Tactica: Multi-Melta

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The Loyalist Heresy-Era Death Guard army I run uses 2 Quad Multi-Melta dev squads, along with a couple of MM Landspeeders. I want to talk a little bit about one of the games least fielded weapons as it has raised a few furrowed brows.

Let me tell you first off that the weapon is VERY misunderstood and underestimated.

First rule of MMs: Buy lots of em. They are roughly on par with Heavy Bolters points wise so load up. While 1-2 MM dont get respect, start firing them in quads, and your opponent will take notice.

Second rule of MMs: Forget all that nonsense about getting within 12" for the extra d6 penetration. The MM is effectivley S:9 with the AP:1 rule (never forget about the AP:1 rule), and it's not wise to give up a turn of MM volley fire to get within the 0-12" rangeband.

Third rule of MMs: Fire at anything. Abandon any preconcieved notions about the MM being a anti-vehicular weapon. What wins games for me, is it's ability to be a squad eraser, when used in large numbers. Terminators? Dead on a 2+, Death Company? Crisis Suits? Dead on a 2+, etc... You get the idea. Feel free to use the MM fire against anything foolish enough to get within range. The beauty of this is the weapon's cheapness, which ensures your ability to field it in large numbers. Heck, my Deathguard devs come in at about @170pts with quad MM, with is ridiculously cheap by dev squad standards.

Fourth rule of MMs: Deploy aggressively. These are not "sit in the back" and blaze away weapons. Deploy them front and center, covering the "action". Boards are not as big as most players assume, and that 24" can reach out and touch someone easier than many players anticipate. Use your standard troops infantry to advance and hold the forward line to bolck assaults against your MMs.

Fifth Rule of MMs: Terrain placement. Always use the player alternating terrain placement rules for building tables when possible. You want large LoS blocking mid-field terrain, so fill up the center fast. There is no way to lose faster than to get into a fire exchange with a long-distance shooty army across an open center.
Conversely, there is little more frustrating for opponents, than to have to advance into mid-field terrain, with 8-12 MM waiting patiently on the other side. You will learn to love the "Take and Hold" mission, and loathe "Patrol".

Now go forth and Melta!

-bigred

January 2, 2007

Death Guard Lord

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Now this guy was a blast to make.

What we have here is my Head Honcho, the General who leads the traitors into battle time and time again. On the tabletop he is following:

  • Chaos Lord
  • Mark of Nurgle
  • Daemonic Speed
  • Daemonic Mutation
  • Daemonic Strength
  • Manreaper
  • Nurgle's Rot
  • Teleport Homer
  • Frag Grenades
  • Bionics
  • Infiltrate

This is the guy who gives the bad guys nightmares. He reliably can make a turn 1 assault, then pulls down terminators right next to him and keeps chewing through infantry squads like there is no tomorrow.

Modelwise, This guy was a hoot to make. I had an extra Death Guard Champion mini, and a WFB Beastmen Chaos Boar, tons of IG bits and some time. I always liked using chaos boars to represent Daemonic Speed for Nurgle as they had a certain tough stubbiness to them that felt good with the army, and the traditional ways of representing speed such as long legs, or a serpents body, or a flying base, just don't go well with Nurgle. Is it technically a Deamonic Mount; yes... Do I care; No.

I often load up my HQs with a variety of minor wargear, so lots of saddlebags, and bling were a must. I assume he keeps the Teleport Homer in that big rucksack behind him. Finally the Manreaper was made using parts from a Carnifex Scything Talon, and a Power Axe.

Enjoy!

-bigred

Death Guard Logo Sheet

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I have had several requests for information regarding the custom Death Guard logos that are all over my army. Here is the link to the PDF file for the decal sheet you can freely pull down and use:

Download Here

I created the original logo in Adobe Illustrator, then made variations of it for size and color (light and dark versions). The sheet is designed for printout on Decal printer paper which is easily available online.

The thing about decal paper is that it is clear by default (instead of white), so the decals need to be applied to a light colored surface to be visible at all. Luckily the Deathguard uniform color is an off white so no worries. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal. Its is odd, but gets the job done.

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of Marine Shoulderpad towards the bottom. Finally there are large Roman numeral IVs all over the place. I use these to place on the opposite shoulderpad to indicate the Great Company number my forces are a part of. You could do that or use whatever you wanted on the opposite pad.

In any case, enjoy and I wish you the best in using this set for your forces.

-bigred

Heresy Era Predator

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This guy was fun to do. I had an old 2nd edition predator and a new Mk2 Rhino, plus some odds and ends. I put 2 and 2 together and got this semi-retro looking predator.

The real trick was painting it. I intended to use this vehicle in both the Loyalist (codex Space Marine) and Traitor (codex CSM) Death Guard armies, so I had to straddle the fence stylisticly. Looking at the lower posts and seeing the paint styles of the 2 army's vehicles, I had to walk a fine line of making the Predator look just weathered and beaten up enough, with a grimy feel but nothing so over the top it would look overtly Nurglesque...

Enjoy!

-bigred
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