The Shadow Sentinels – Space Marine Chapter

Having decided that I will finally give 40k another go, I felt that I should try and put some fluff together for my Chapter. It is very much a WIP. And because I couldn’t resist, i’ve also added a couple of lists and thoughts at the bottom.

+++++ Report to Inquisitor Marleck on the origins of the Shadow Sentinel Chapter+++++

The Sentinels are a chapter of an unknown origin and founding, based around the northern outskirts of the Sementum Pacificus, near the Halo Stars. They appear to be fleet based, though they neither confirm nor deny this and if indeed they do or did have a homeworld base, the location is not recorded on any records we have been able to find.

Due to their secretive nature and proximity to the ruins of Caliban, it has been theorised that they were an unknown offshoot of the Dark Angels chapter. This theory appears to have been given credence due to their similar chapter colours and markings and may have been further perpetuated by the Chapter themselves. The Dark Angels have denied any lineage.

There is one question on their otherwise spotless record. Their first known appearance was in M.27 when they put down the Katar rebellion. Before this date, there was no known record of the Chapter and that date does not correspond to any known founding. Due to their sudden appearance, use of archaic language & prose and close proximity to the eye of terror, they were subject to an extensive inquisitional investigation after allegations were put forward that they may have been linked to the Alpha Legion. The source of the accusations is unconfirmed but Are presumed to have come from a well regarded source considering the speed they were acted upon. Any findings of that investigation were unobtainable by this agent but it appears no further action was taken against them.

What is known about them, is they are selective in their chosen battleground, favouring heavily forested or urban terrain and when they take the field they mainly deploy infantry, shunning vehicles. There is one exception to this rule, the chapter routinely deploy an unusually high number of dreadnoughts. This has led observers to question if they follow the standard codex structure and further speculate if they indeed have enough battle brothers to field a full chapter.
They have recently been seen with greater numbers of Primaris Marines deployed, so it appears that they have benefited greatly from the Primaris reinforcements offered to all chapters as part of the Ultima Founding. Who authorised this and from which gene stock remains a mystery.

++Report ends. Sector Agent Lucian Grite+++

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Ok so not finished but it gives you an idea on the chapter colour and symbol

First list attempts

If the points are a bit out in either of the below, it’s likely because I’ve tinkered with the lists since I originally posted them and missed updating something.

Also some choices (e.g only 2 scout squads) and loadouts have been dictated by models owned and actual weapons on them. I’ve done very little proxying (if only not to confuse myself when playing!).

The Crusade of the Leaping Panther

Imperial Fist Chapter Tactics

HQ’s

The Light that Guides – Captain – 77pts

Master-crafted Boltgun, Teeth of Terra

Stark is the Void – Chaplain – 102pts

Jump Pack, Powerfist

Long Grows the Night – Lieutenant – 63pts

Master-crafted Boltgun

Troops

The Mist Convalesces – Scout Squad – 65pts

5 Scouts, Boltguns, Heavy Bolter

The Wind It Whispers – Scout Squad – 75pts

5 Scouts, Sniper rifles

The Wave Breaks- Tactical Squad – 75pts

5 Tactical Marines, Boltguns, Heavy Bolter

Elites

The Storm Gathers – Aggressor Squad – 129pts

3 Aggressors, Auto Boltstorm Gauntlets, Fragstorm Grenade Launchers

The Tranquil Garden – Sternguard Veteran Squad – 180pts

10 Sternguard, Special issue boltguns

The Emperor Draws Breath – Redemptor Dreadnought – 206pts

2 Fragstorm Grenade Launchers, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, Icarus Rocket Pod

The Enduring Rock – Venerable Dreadnought – 148pts

Missile Launcher, Twin Autocannon

The Ground Trembles – Ironclad Dreadnought – 150pts

Chainfist with Meltagun, CCW with Storm Bolter

The Mountain Comes – Ironclad Dreadnought – 150pts

Chainfist with Heavy Flamer, CCW with Storm Bolter

Fast Attack

Wild Runs the Herd – Assault Squad – 144pts

9 Assault Marines, Jump Packs

Heavy Support

The Light Should Burn – Devastator Squad – 170pts

5 Marines, 2 * Lascannons, 2 * Missile Launchers, Armorium Cherub

Heavy Sounds the Call – Devastator Squad – 170pts

5 Marines, 2 * Lascannons, 2 * Missile Launchers, Armorium Cherub

Dedicated Transport

The Sky Must Fall – Drop Pod – 95pts

Total – 1998pts

 

List Thoughts

I have no idea how the list will play. My main thought was that I had to include all my dreadnoughts. The rest of the list is kind of dictated by the models I own, though I do have a 10 man squad of legion of the damned and the dark imperium primaris marines.

The list has 1 Battalion and 1 Vanguard detachment so will have 7 Command points to use.

My thoughts were the 2 devastator squads should provide the muscle to take out any enemy vehicles/monsters. They would be supported by the captain and lieutenant for the rerolls. The venerable dread’ would also act to support them with its long range payload.

The sniper scouts are there to pick on nme characters. They don’t have camo cloaks as I had to shave off points where I could to fit everything in and I chose those and kept things like the cherubs and assault launchers.

The boltgun scouts and tactical marines are there to capture objectives and put out a reasonable amount of fire. The Redemptor will support them but with a heavier amount of AP.

The Sternguard will be deployed in the drop pod to allow them the flexibility to go where needed and drop into short range where their special issue guns combined with sternguard and Chapter strategems should cause some damage and be a distraction. It also means they will avoid any first turn alpha strikes.

The assault squad will also arrive from reserves and they are very much a sacrifical unit to buy time for the ironclads and aggressors to get into range. The chaplain is there to help out against tougher models and I like the idea of him getting into the thick of the fighting with them.

I keep reading that assault marines are not very good but they, devestators and tactical marines make up the core of the chapters so it  seems wrong not to take some. Likewise, Aggressors have taken a lot of flack but I really like the models, so they remain.

I kept with Imperial Fists, even though I can tell they don’t have the strongest CT, mainly as it is what I’ve taken before and I like the idea that they ignore cover saves across the board.

I do worry that even for a marine army, I’m lacking enough bodies (with only 50 + 4 Dreads + a drop pod), especially troops (only 15) so with this in mind I created a second list.

 

The Crusade of the Stalking Tiger

HQ’s

Fiercely Strikes the Fist – Primaris Captain – 137pts

Gravis Armour, Master Crafted Power Sword, Boltstorm Gauntlet

Red Runs the Flesh – Techmarine – 57pts

Boltgun, Chainsword 

The Silence Screams – Primaris Lieutenant – 74pts

Master Crafted Auto Boltgun

Troops

The Wind It Whispers – Scout Squad – 90pts

5 Scouts, Sniper Rifles, Camo cloaks

The Mist Convalesces – Scout Squad – 65pts

5 Scouts, Boltguns, Heavy Bolter

Moons Rise Together – Intercessor Squad – 100pts

5 Primaris Marines, Bolt Rifle

Flys Well the Bolt – Intercessor Squad – 100pts

5 Primaris Marines, Bolt Rifle

Elites

The Enduring Rock – Venerable Dreadnought – 148pts

Missile Launcher, Twin Autocannon

The Ground Trembles – Ironclad Dreadnought – 145pts

Chainfist with Meltagun, CCW with Storm Bolter

The Mountain Comes – Ironclad Dreadnought – 145pts

Chainfist with Heavy Flamer, CCW with Storm Bolter

The Emperor Draws Breath – Redemptor Dreadnought – 202pts

Heavy Onlaught Gatling Cannon, Onlaught Gatling Cannon, 2 Storm Bolters, Icarus Rocket Pod

The Storm Gathers – Aggressor Squad – 129pts

3 Aggressors, Auto Boltstorm Gauntlets, Fragstorm Grenade Launchers

The Tranquil Garden – Sternguard Veteran Squad – 180pts

10 Sternguard, Special issue boltguns

Heavy Support

The Light Should Burn – Devastator Squad – 165pts

5 Marines, 4 * Lascannons

The Fires they Cleanse – Hellblaster Squad – 165pts

5 Primaris Marines, Plasma Incinerators

Dedicated Transport

The Sky Must Fall – Drop Pod – 95pts

Total – 1998pts

List Thoughts

So body wise, this has fewer than the previous (46 vs the 50). However a number of these are multiwound models. Where it differs, is having 4 troop choices (20 troops) to help capture objectives (or act as meat shields).

Many of the units are taken for the same reasons as stated in the first list so I won’t repeat it again.

The Devastators now have 4 lascannons as I feel they are stronger than the launchers but I still have the one on the dread which gives me flexibility vs flyers (with the strategem). The other devastator squad was replaced with a hellblaster squad. I thought this gave more tactical options if only because they’d be more mobile.

Both the Lieutenant and Captain have been upgraded to primaris, if only for greater durability and the Captain given Gravis armour, mainly because I like the model!

I’ve added a techmarine as the final (and cheapest) HQ unit and he will run with the ironclads to try and help them reach combat.

The ironclads lost the assault launchers as I needed to save points and having a 50% chance to inflict D3 mortal wounds felt too random. Likewise the fragstorm launchers on the Redemptor were downgraded to storm bolsters for the increased range and guaranteed number of shots (and again for cost).

In terms of what fell by the wayside, the assault marines so I could keep the sternguard and fit the additional troops and without them I couldn’t justify the Chaplain.

I did consider adding in a librarian but I wasn’t overly impressed with the powers. They all felt a bit weak but that might be a hang up from fantasy where they could be ridiculously OP.

Likewise if I put everything in a battalion, dropped the techmarine and went with a vanilla Captain and Lieutenant, I could fit in 8 assault marines with jump packs (with the sergeant having a power fist) but I’d really want a chaplain to back them up and not sure if the loss of one command point and the 8 troops is worth having.

If you have any thoughts and suggestions feel free to make them as I’m flying a bit blind with just my own thoughts and a few reviews off the web as guidance. I’ll just repeat that the only additional models I own are some heavy weapon options for the Marines, 10 or so Legion of the Damned, any other Primaris from the starter set and for vehicles, a second pod and a land raider crusader.

Cheers M

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Something strange is happening

I’ve been trying to fight the urge but I’m starting to get excited by the thought of trying out 8th edition 40k. Being a die hard fantasy fan this is a weird feeling.

I’m not a total 40k noob. I played half a dozen games of 7th edition but really didn’t like it. This was down to a combination of factors however the new rules have really simplified it and are more in line with some of the old fantasy rules (especially around armour penetration). The 7th edition may have had the same named rules but they often worked completely differently, which was just too confusing.

It’s difficult to have played GW games over the years without having picked up a few space Marine models and a few years back I built up a small force curtesy of the dirt cheap 2nd hand eBay market. This included a number of dread’s which have always been, hands down, my favourite models.

I love me some dreads!

Recently I picked up a few of the new primaris marines including the Redemptor Dreadnought (it’s a dread, I had no choice!) and the Agressors. No idea how they play but the new models are superb (as you come to expect now from GW) and were a cinch to put together.

With the dread, the only slight pause I had when assembling it was fitting the legs to the torso and then that slightly impacted the position of the feet when they were attached. Still it turned out quite well. I deliberately angled the body to one side. One thing I will say about the dread is it is designed so the arms are all movable. I personally glued the cannon in place but the power fist still moves up and down as do both shoulder joints. It’s the first GW model i’ve purchased that has this freedom and I quite like it (though i may end up gluing it in place, depending on how loose it gets).

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So with some new toys, I now get to undertake possibly one of my favourite parts of my hobby, list bashing!

Traditionally I’ve favoured imperial fists (or more accurately a.n other successor chapter), mainly due to the large number of Bolter units I own and I’ll continue this trend, at least to start with (fluff wise I do love Blood Angels, so looking forward to their new codex).

 

Hobby Update – Wood elves

I’ve had a set of the very first plastic wood elves since they were released. They were terribly painted by a younger me before I understood the concept of undercoating. You can get away with that on metal but plastic is far more unforgiving. So as part of my Oct monthly painting pledge I stated I would repaint them.

These 9 models were the only things I managed to paint during Oct which is a bit poor even by my standards, though there were some mitigating circumstances. 

1) Total War Warhammer 2 is still a new shiny thing and ate into my evening painting time.

2) I spent a week in the Luxembourg.

3) The sculpts are horrible. I won’t lie, these are hands down my least favourite GW WE sculpts ever. If I had to describe them in one word it would be ‘clunky’. That combined with the fact it was a repaint really demotivated me. (So I cheered myself up by building my final 10 Wildwood Rangers).

This is the closest I have to a ‘before’ shot

Being a lazy sod (on the painting front), I repeated the mistakes of the past and decided the previous paint job would do as a base coat. (Running out of white primer and not being able to pick any up helped the decision too).

As such I went with the previous colour scheme (shockingly forgoing the normal warlock purple) but this time adding highlights, washes and the flock to the base.

The one thing I wasn’t happy with was the flesh wash. I used a really liquidy, 15 year old (ish) pot of reikland flesh wash. It’s not really worked.

I also haven’t touched the original hair. I’m going to have a think what I want to do with that.

So bar the above item, I’m happy to remove these from the painting table.

 

 Next up on the table are 15 second generation plastic WE archers (I know I’m a glutton for punishment). I’m going to try and blitz these with the minimum effort necessary. I will intersperse these by trying to finally finish the Glade Lord on Stag that has been loitering for 3 months.

However I may also be distracted by the other item I bought in Oct and finished building yesterday. Something a bit different for me as it’s 40k related. More on that later.

Throng of Karak Silvertop – Taking stock

Rather than getting on with any of my EEFL painting pledge this afternoon, when my daughter went down for her nap, I continued to procrastinate and instead dug out my dwarves to take an army shot and take stock of where I am at with them (similar to what I did with the Herd of Khazbar). So without further preamble…

Throng of Karak Silvertop

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Lords and Thanes

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Engineers

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Runelord and Runesmiths

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Ungrim, Daemon and Dragon Slayers

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Rank and File

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So we’re looking at the following to be finished:

Josef Bugman (part-painted)
Belegar Ironhammer
King Kazador
White Dwarf on shieldbearers (Bugman and Gotrek)
Thane/Lord
Grimm Burlocksson
Burlock Damminsson
Master Engineer (part painted)
3 Runesmiths (1 part painted)
40 Miners (10 part painted)
16 Quarrellers/Rangers
2 Doom Seekers (part painted)
1 Grudge Thrower and 3 crew
1 Gyrobomber/coptor (will also be magnetised to switch)

So the tally stands at:

270/344

Edit: it works out to be around 10k of dwarves under 8th edition rules (but probably only 9k fielded legally and that is using the 50% lord/thane wits allowance).

 

Scythe (board game) – first impressions

After a particularly shit week at work I had been immensely looking forward to my whfb game when I then received an apologetic mail from my Friday night opponent who was ill. Annoyingly, although he emailed early in the day, I only picked it up late afternoon so was unable to book in another fantasy (or even 40k tryout) game so late.

On the club FB page (yep I stooped that low to find a game!!), I was invited to join a group playing something called Scythe. Not having played many board games which weren’t more MB brand style (monopoly etc) with the odd sprinkling of GW (bloodbowl and Heroquest) and after reading a number of reviews of interesting board games on the blog Start Your Meeples, I accepted the invite. 

The Game

It can be played with between 1-7 people and is a hex based board. The aim of the game is to achieve 6 stars for completing different tasks (these vary from deploying all 8 of your workers, to your 4 mechs, to maxing your popularity or winning a battle). In total there are something like 10 different tasks and depending on your faction, some are easier to complete. There are 7 different factions to choose from (we randomly picked) and each have different strengths (Such as to fighting or resource management). Once someone has achieved 6 tasks then the game ends and you get money based on resource remaining, number of stars gained etc. The player with the most money wins.

My faction (Crimea) player and action boards

After getting your faction, we were then dealt a random action board. They are in essence the same, in so far as you use them to mark which of the four actions you will choose to do each turn (and you generally can’t do the same action two turns in a row). However the difference in them is basically down to the resources required to complete actions or bonus rewards (I’m guessing this helps for replay ability). The choices are:

  • Move or get money
  • Produce Resources
  • Trade (to gain resources/popularity)
  • Bolster power level or attack cards

For each action there is a secondary option you can also do if certain requirements are met. This could be using resources to deploy buildings or to buy mechs (to name two). So you really want to try and manage your options so you can do both tasks under the one action (easier said than done). 

My avatar and mechs with workers in the background

To expand on the secondary mech deployment option, it cost me 3 oil resources to deploy one mech (the resource number could be reduced via a secondary upgrade option under the trade section). Each mech allows different bonuses to unlock, such as crossing rivers or extra movement (it varies between factions) and allows you to transport multiple workers. Finally deploying 4 mechs is one of the tasks that gives you a star. 

Gameplay is really fast with only two basic options for players each turn but there is a real depth to the gameplay and tactics given all the options available (most of which I haven’t even covered) with many of them linking together to maximise efficiencies. I will say that after 5 or 6 turns (and help) I had picked up the basics and by the end of the game (coming 5th out of the 6 of us) I know next time, I’ll be more competitive.

More importantly I thoroughly enjoyed playing this game, met a few members of the club I hadn’t played before and it has opened my eyes to the potential joys of non traditional board games. I would definitely play this again, especially given the change of pace vs my normal fare, which is perhaps the best accolade I could give it. (Though I’ll caveat that by saying due to limited play time and love of miniatures, I’d choose to play whfb over this every time).

The full game board

WHFB – Dwarves vs Orcs and Goblins – part 1 lists

In a couple of Fridays I’ve booked in a game vs Alistair (and his OnG list) in my comp group. However, instead of a comp game, I offered him a friendly so he could get some more practice in (because I’m nice like that 😀), which he gratefully accepted. As such I decided to not to bring Beastmen and instead bring a comp legal alternative list.

I very nearly bought my wood elves but the list I wanted to use is potentially very filthy and as he is still learning the 8th edition rules I instead decided to use the opportunity to try out a whole chunk of the Dwarf book that I normally just don’t take or have never used.

As such the following list is a bit random and contains elements that are not considered the most competitive (e.g. the Runelord). It will also be a bit of a unit review, as I’m also going to look at why certain units aren’t normally taken (at least by me) and as such this will be far longer than my normal list post.

Drugin looked round at his first command shaking his head in disbelief. Knoffles had final decided that after years of carrying the hold banner, he had gained enough experience to lead his own force and then not only lumbered him with this motley crew of engineers, testing their newfangled experiments, but sent the old Grumblers and Buggerit to babysit him. The thought was nearly enough for him to shave his head and join Ethelred and the Brotherhood of Doom! The only saving grace was a unit of the deep delvers, the Ironbreakers, had been rotated up to serve as his bodyguard and that he had also been joined by his brother Barlek who had been given the honour of raising the expedition standard.

The Throng of Karak Silvertop

Drugin Silvertop – Thane (General) – MRo Gromril, Great Weapon, Oath Stone, Fiery Ring of Thori – 161pts.

The general will go in the unit of ironbreakers where the oath stone ability of allowing parry saves to the flanks and rear, will synergise well with their permanent 5++ combat parry save. With 3 S6 attacks and a S4 breath attack, it should allow him to boost their combat output and the 1+ save should help protect him against any challenges he has to accept. I will say that the oath stone and ironbreakers isn’t an original idea at all but isn’t one I’ve ever used. The breath weapon is my own twist on the build (though I’m sure someone else has done this before too)

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Barlek – Thane (BSB) – Gromril Armour, shield, MRo Grungni – 153pts.

The BSB will go on the edge Longbeard unit so that the 6″ bubble of the 5++ ward vs shooting is able to cover the slayers. He is also reasonably protected with a 3+ save and 4++ ward.

Buggerit the Old – Runelord – Gromril Armour, shield, Ro Stone, Ro Spellbreaking, Anvil of Doom – 323pts

The first of what is considered a non competitive choice. He is reasonably well protected with a 2+ save. The anvil then bestows a further 5++ ward and (with the lord’s MR2) a 3++ ward vs direct damage spells. An additional +2 wounds from it taking him to a total of 5 with his base T5 is nothing to be sniffed at either. He also gains an additional 2 WS5 S4 attacks from the guards (in the same way as a lord on shieldbearers) and the anvil allows you to automatically gain a power and dispel dice in each magic phase (I believe this is on top of your channel). I’ve also given him a dispel ‘rune’. So far so good.

The anvil also allows you to cast 3 bound spells and this is where you start to see why it isn’t taken. The first gives a unit immune to psychology (which is a bit meh in an army that, as standard, has an LD of 9), the second is a 24″ range, 2D6 attack, S4 magic missile (which in some armies would not be bad but in an army that is normally stacked with 30″, S4 xbows as well as warmachines, is also lacklustre). The final one adds +1 to the save of any unit (this is by far the best option but it is unlikely that you will cast it often as I’ll cover below). 

There are several issues with the anvil. The first is although you get added protection and attacks, it is classed as a warmachine, rather than a ‘mount’ and so you don’t want it in combat and it can’t join units (so the AP buff of the Runelord is wasted). This means it is susceptible to being sniped and also to the characteristic ‘test or die’ spells. So you are basically paying 170pts (+ the difference of cost between a Runesmith and Lord) for 3 spells, one of which you will only likely use to draw out dispel dice and any halfway competent opponent will not dispel anyway. So you are really only going to cast 2 of the spells and as they are bound spells, any enemy wizard will already have an advantage in dispelling them as they will add their wizard level to it. So to reliably cast one, you will have to throw (probably 2) more dice than your opponent and they should easily be able to tell which one you will want to cast (missile at range, armour in combat) and will be saving dice to stop that. To put it in another perspective, for the cost of just the anvil, you could easily take a fully runed up warmachine that will be hitting from turn one, more reliably and that is why you rarely see these on the battlefield. That said, they are a great model (both new and old) and against Alistair with his two L2 shamans, it may not be a bad choice.

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Ethelred the Scorned – Daemon Slayer – MRo Swiftness, 2 * Ro Cleaving – 200pts

This is the ultimate slayer, a lord who gets 4 WS 7, I5, S4 attacks as standard. Each unsaved wound vs monsters causes D3 wounds and he forces rerolls on successful ward saves. Like all slayers he can choose to use an additional hand weapon for an extra attack or a great weapon to boost his Str to 6 (hint don’t). 

He has two weaknesses, no saves (like his brethren) and a lack of base strength to get through armour. You could argue that the latter shouldn’t be an issue with his preferred target of monsters (who in the main do not have a huge save), ability to always wound on a 4+ and option of a great weapon should a Str boost be needed. The issue with this is, with a movement of only 3, most monsters will be able to easily avoid him (especially as many of them fly!). The great weapon also means he will strike last and with the lack of defence he may not get to strike at all!

So I have looked to minimise his weaknesses. Rather than running him solo, he will be bunkered in the slayers. This will give him a lookout sir roll and unless sniped will mean he is reasonably safe from shooting, especially with the BSB 5++ ward. He still has the option of charging out/leaving the unit if he wants. I’ve also given him a Rune axe. The two runes of cleaving give him +1 Str and AP, so a base strength of 5 and a -3 to armour saves. If he gets a charge off, it becomes 6 and -4. Not too shabby. The Swiftness rune gives him always strike first (ASF), which does exactly what it says and against anyone with an initiative of 5 or under he also gets rerolls to hit. They say attack is the best form of defence, we shall see but I have high hopes for him. I will add that 200pts for a dwarf lord isn’t too expensive either.

Core

The Old Grumblers – 24 Longbeards – musician, standard, heavy armour, shields, Ro Stoicism – 367pts

Even after I don’t know how many games using them, I’m torn on whether I like Longbeards. If armed with great weapons (GW), then I’m more inclined to take GW warriors instead as you get more for your money and the drop in Str from 6 to 5 isn’t too bad. With a standard initiative of 2 for both of them, you are likely striking last anyway so taking GWs with the always strikes last rule, doesn’t really matter too much. So if I take them I’m more likely to arm them with shields to get the 4+, 6++ saves but then I feel they need a runesmith to give them a -2 to enemy armour saves as I want them somewhat offensive rather than just an anvil unit, as with dwarves you don’t get enough units/troops in a normal list to have a dedicated tarpit. 

They do have a few advantages over normal Warriors. They are elite troops so rock a WS5 as standard, meaning nearly every enemy unit will only hit on 4+, whereas they have a good chance of hitting on 3’s. They are also immune to psychology so ignore fear/terror/panic tests. They also have access to a 50pt magic standard which, if you don’t have the Groth rune somewhere, is almost certainly going to be the stubborn rune (as it is in my list).

In this list, I won’t have a runesmith in the unit to provide the additional offence (just the BSB) so this will be more of a test of their staying/grinding power. One of our group opponents, is also running 3 large blocks of shieldbeards (as they are affectionately known), so this also gives Alistair some experience of the unit.

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Guild Experimental Weaponry team – 10 Thunderers – standard, heavy armour, shields, handguns, veteran with brace of pistols – 150pts

Guild Experimental Weaponry team – 10 Thunderers – heavy armour, shields, handguns, veteran with brace of pistols – 140pts

The final units in the core selection are two units of Thunderers. These have a 4+ save and a 24″ AP Str 4 ranged weapon. The veteran is armed with pistols to allow them to pretty much always stand and shoot, something I feel is needed for them.

I’ve gone with Thunderers as I normally take xbows as I prefer the longer 30″ range over the increase in armour penetration and xbows have the option of great weapons and/or shields, allowing them to be an offensive unit (whereas Thunderers can only take shields). Only one unit has a standard for our scenarios (and I didn’t have the points for the second unit to get one, choosing instead to take a champion with pistols in each instead to try and ensure they always get a stand and shoot reaction).

4 Thunderers of Clan Silvertop
Thunderers of Clan Silvertop
Special

Shintel’s Wall – 19 Ironbreakers – musician, standard, gromril armour, shields, Ro Stoicism, Ro warding – 336pts

With a 3+ save, 5++ ward in combat, LD 10 and the stubborn rune, this unit will fight to the last Dwarf and should stick around for a while. They have pretty much the same stat line as the above Longbeards but have improved saves. The rune of warding will give them a nominal 6++ vs direct spell damage. The thane on oathstone ensures the 5++ combat ward wherever they are charged, so they will make ideal flank guards or objective protectors. They are also an ideal target for the Anvil’s +1 save boost and the only unit bar the Thunderers that could benefit from the immune to psychology. My one concern is that the unit size is a bit small.

The Brotherhood of Doom – 24 Slayers – standard, slayer axes – 298pts

If we are judging units purely on fluff, these guys are hands down my favourite unit but they are also pretty effective too as I found out when I used them in the 2016 club tournament. So what do they bring to the table? 

They are both immune to psychology and unbreakable, so basically never have to take a leadership test and will never run away. This is huge. It means you have a block of dwarves that will have to be completely wiped out and can effectively tarpit anything and operate outside of the bsb/generals bubble (it is also one reason you find excommunicated beardless dwarves using small darts of them, the shame!). As with black Orcs, they can also choose each round whether to use additional hand weapons (AHW) or great weapons (GW). I would personally only use the AHW’s if they manage to charge (as with all dwarves they get +1 to Str when the charge and this would take them to Str 4) and then only against T3 opponents. Against everyone else I’d use the GW to get a Str 5 attack. When a model dies in combat, it gets to make a final attack back. Contrary to what I’ve seen written in some places, it is a single attack, no matter your base attacks) and using AHW’s doesn’t boost the number, though you DO get the Str bonus for a GW (or runic item effects). This rule helps to overcome the glaring lack of armour. 

So this unit pretty damn good, so why is it not seen more? Well firstly, it is highly susceptible to missile fire. This is why the Grungni banner with the 5++ ward vs missiles, is almost a must take with the unit. It also has the same limited movement as all dwarf units so it is hard to get favourable matchups. The final reason is down to choices. They come out of the same section as cannons, Gyrocoptors, hammerers, ironbreakers etc. That is a lot of quality competition vying for slots and is probably the main reason for their exclusion.

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The Valkyrie – Gyrocoptor – 80pts

I won’t go into detail about the Gyrocoptor here as I have many times before. Suffice to say it is invaluable in a Dwarf list and if you haven’t taken a minimum of one (but better two or three), you need to go back to your list and revise it. Yes they are that good.

Rare

Flame Cannon – Ro Forging – 165pts

Another warmachine I’ve never taken though I’m not sure why. It is at heart a Str 5 flaming breath weapon that auto hits models that fall under the flamer template and causes panic tests on models/units that suffer wounds. And on top of that each wound caused is actually D3 wounds so it is excellent vs Ogres or other multiwound models. It also has a range of between 2″ and 22″ (much further than the standard variant due to the dwarf special rules) but it works out further than 22″ as that is the spot from where the template is laid down (though the distance is variable as it is 0-12″ + the roll of an artillery dice). It is for this reason that the Flame Cannon has been given a Ro Forging to reroll misfires or distances if required.

Gyrobomber – 125pts

The final entry in the list is the ‘coptors big brother and is another first time entry in my army list. It shares the same stat line as it’s smaller sibling (which feels odd, you’d think it should at least have an additional wound) but drops the steam gun for a clatter gun. This fires 4 Str 4 AP quick to fire (so no move and shoot penalty) shots and has a 24″ range. So it will hit on 6’s at long range and 5’s at short, so don’t expect anything ground-shattering from it but unlike the ‘coptor, the gun is not where it’s strength lays (unsurprisingly the clue is in its name after all). If it moved over an enemy unit it can drop a bomb. You place the large 5″ template and roll to scatter. Anything under the template takes a Str 3 hit (with a model under the centre hole taking a Str 6 hit with D3 wounds). Then on a 4+, place the smaller 3″ template in the same location and roll for a further scatter (though only D6″ distance) and anything hit takes damage as per the first hit. Against low toughness horde armies (looking at you Goblins), this could be devastating if you are lucky with rolls. 

The main issues as I see them are threefold. (1) You cannot add runes, so you are at the whim of the scatter dice. Other armies suffer from this all the time but as dwarves you are used to better. (2) It is only Str 3, so in most cases the best you are wounding on is a 4+. This is offset a bit by the large template. (3) The bomber is still just a 3 wound model. This isn’t a lot and as it will be operating over enemy lines, it could easily be isolated and shot down.

 

 

Hobby Update – Herd of Khazbar the Magnificent

This is more of a WIP than a true hobby update. As I stated in a previous post, I have the following beastmen left to paint (and build) but I’m going to take a hiatus from them at present. So instead, I thought I’d post a few shots of the whole army as it is.

Malagor

2 Minotaurs

Minotaur Standard bearer

Wargor BSB

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Note: These were taken before I finished the Ungor Raiders (and the Wargor and Gorbull BSB models are not shown as they are not built as yet).

And yes the Herd are displayed on an extra large, wipe-able, child friendly, giant toadstool.

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The ‘Heroes’

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