SELWG – Bloodbowl League

One of the chaps at the club has kindly stepped up to run the first Bloodbowl league at the club in a number of years. Draft rules (based on the latest GW set and Deathzone expansions) are on his blog.

via SELWG BloodBowl 2018 League

This now means I have two additional systems to commit to (or try again) in the new year: Bloodbowl and 40k.

More on Bloodbowl to come…

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WHFB – Dwarves vs Orcs – part 2

I finally managed to get in my previously postponed game against Alistair’s Orcs this week. Although he is one of my opponents in the club Warhammer fantasy competition, he has barely played since 6th edition so he was trying to get in a few practice games. As such I agreed to give him a game with my dwarves, which gave me an excuse to use some of the items I either rarely or just plain hadn’t used before.

Terrain

We rolled map pack 5 from the terrain table, which consisted of 4 buildings, 2 walls/fence sections, 1 hill and 1 wood.

Alistair rolled as player A, so he set down the first bit of terrain and after setup, it looked like this:

1. Terrain

1. Terrain

Scenario and pre-match rolls

The random roll gave us the ‘Eliminate scenario‘. Place 3 bounty tokens on your most expensive units (For Alistair: Big ‘Uns, Orc Boyz and Boar Boyz, for me: Slayers, Longbeards and Ironbreakers). Points are awarded for the following at the end of the game.

  • 1 victory point for holding the central objective marker.
  • 1 victory point for each of your units that carry a bounty that have not been destroyed and are not fleeing.
  • 2 victory points for each bounty you have completed (e.g. each enemy unit with a bounty you have destroyed or who are fleeing at the end of the game).

For spells, his level 2 with power scroll received: Foot of Gork and Ere we go. His level 2 with the Icon rolled: Hand of Gork and Gaze of Mork.

Deployment

As terrain was pretty even, we just stayed on the respective sides we were already on.

The scenario followed the dawn attack deployment rules (roll each time you go to place a unit: On a 1 it goes on the left flank, 2 it goes on the right, 3-5 in the centre and 6 your choice). Alistair won the roll and had to deploy everything first. The dice gods weren’t too kind and his Trolls and one shaman ended up isolated on his left flank, his wolf riders, boar boyz and boyz mob on the right flank and everything else in the centre. All of my units went in the centre, bar the Ironbreakers, that went on the left flank. After deployment, it looked like this:

2. Deployment

Orcs Turn 1

With much yelling, the unruly mass of orcs and trolls tramped forward towards the dwarf lines. The boar boyz failed to do anything as a bout of bickering broke out as Gubbins accused Wazzoo of eating his lucky snotling.

With a squeal, the first of the doom divers was flung into the air and with a frantic flapping of his wings, landed smack, bang on the flame cannon, severely damaging the machine and killing himself and 2 of the crew. In a dazzling (for orcs) display of accuracy, the mass of orc archers opposite, then also targeted it and the final crew member fell.

3. Orc turn 1

Dwarves Turn 1

Drugin looked over the fallen engineer crew. More of his brethren had fallen to the Orc scum, however it was not yet time for revenge. That would come later and his axe would take payment from their flesh. With his lines holding steady, the flyers moved forward.

The Valkyrie flew over the trolls and as it did, the pilot threw a bomb into their midst. Their regenerative powers were not enough to heal the couple of wounds caused by the  shrapnel. The bomber also dropped it’s payload but targeted the large unit of orc boyz. After the explosions and smoke had cleared, a rank of the greenskins had disappeared.

The brotherhood of doom chose to ignore the order to hold and ran forward towards the biggest monster on the battlefield.

The guild experimental weapon teams both fired at the rapidly approaching unit of Big ‘Uns felling two. Drugin turned a stern gaze on the apprentice engineers and they immediately set to tinkering with the hand guns determined to make a better showing in their next volley.

Buggerit the old struck the anvil twice in quick succession. The armour on the Longbeards responded to the first call of the anvil, the metal becoming as hard as Gromril. The second striking was dispelled as one of the enemy shaman gibbered something incomprehensible to it’s foul gods.

4. Dwarf turn 1

Orcs Turn 2

With a spitful hiss, as the warboss lashed at it’s hide, the Wyvern flew into the slayers. Despite the wall giving them cover, two ranks of the slayers fell to the monster. In return the Wyvern was felled and the Orc General suddenly found himself very alone facing a mob of doomseekers baying for his head.

The Black Orc ordered the mob of elite orcs to charge into the Longbeards in support of his boss. When a number of them dared to question his leadership he responded by smashing 4 of them to the ground and the rest quickly moved into combat with the the dwarf unit. The Black Orc issued a challenge and Drugin growled as one of the blows stuck, pierced his armour. He activated the fiery ring and promptly incinerated his foe. His stalwart bodyguards, cut down the rest of the front rank and then watched as the remaining orcs (and embedded Shaman) turned tail and fled, exiting combat with a great more enthusiasm than they had show entering it!

The Orc Boyz attempted to charge the Ironbreakers but misjudged the distance and stumbled up short.

At this point, the boar mounted Orcs had resolved their differences but their mounts decided to be rather uncooperative and they just about managed to convince them that they would be best off facing towards the centre of the battlefield.

The Shaman babysitting the trolls realised he was rather exposed with a Gyrocoptor eyeing him up eagerly and legged it into the nearby house.

The doomdiver again launched himself into the air, hitting the Ironbreakers and making short work of their armour, killing five of the doughty warriors.

5. Orc Turn 2

Dwarves Turn 2

The Gyrobomber continued with its run, this time targeting the orc archers. The payload scattered, missing the arrer boyz (with accompanying jeering, extended fingers and jibes about the pilots dalliances with goats!) and onto Doomdiver. The Goblins threw themselves to the ground and cowered under the machine as the ground shook around them, miraculously reappearing unharmed.

Buggarit shook his head at the follies of youth and again struck his anvil boosting the armour on the stolid, reliable longbeards.

The Guild Experimental weapons teams again combined their power, this time targeting the Orc boyz mob but again the impact of the guns was negligible. Drugin was starting to seriously wonder why he had been saddled with such useless cretins.

Ethelred the Scorned launched himself out of the slayers howling and gibbering, drool hanging down each side of his mouth. With raw naked aggression he broke through the Orc generals defences opening up great gashes. This combined with the fact he was now outnumbered 10-1, was too much for the Orc and he turned tail and fled, at least for the first few feet before the rest of the slayers caught up with him.

6. Dwarf turn 2

8. Dwarf turn 29. Dwarf turn 210. Dwarf turn 2

Orcs Turn 3

Seeing their Boss put down like an arthritic dog was too much for the Big Un’s and even with the BSB nearby they kept running.

The Orc Boyz again tried to charge the Ironbreakers and again failed their charge.

The Wulf boyz has been advancing up the flank and were now in range to unleash their bows at the Ironbreakers. 10 shots and no wounds later and one of the dwarves turned to look at them with disdain, crushing the poorly made arrow that had entangled in his mail.

The Boarboyz finally got over all their difficulties and with much growling and snorting headed towards the centre of their lines to support the arrer boyz.

Without any guidance the poor trolls just looked lost and confused and decided to try out a combination of alternative Olympic sports including, pick the biggest booger and the crowd favourite, who can stare at the ground the longest.

The arrer boyz continued their competition with the dwarf hand gunners for the title of most inept missile unit and almost equalled the dwarves previous tally, by felling 2 Longbeards.

The remaining Shaman summed up the Orc turn by failing to cast Foot of Gork on the slayers.

7. Orc Turn 3

Dwarves Turn 3

The Gyrobomber started the turn by charging the Big Un’s and they fled off the table, thus netting the first bounty of the game.

Buggerits’s Anvil armour buff was dispelled by the remaining Shaman but the Orc was unable to stop the Rune of Wrath targeting the Orc Boyz and a couple fell dead with smoking holes in their chests.

The dwarf Thunderers leapt ahead or the orc arrer boyz (and slightly up in Drugins estimations) by final pulling their finger out of their backside and further whittling down another 7 Orc boyz.

The Gyrocoptor finished the turn by roasting 4 of the enemy archers.

8. Dwarf turn 3

Orcs Turn 4

Determined to make it three out of three, the Orc Boyz again failed to charge the nearby Ironbreakers (this was helped by the dwarves making a strategic retreat the previous turn).

The Shaman again tried to compel Gork to stamp on the slayers but this was summarily dismissed as Buggerit unleashed the runes on his staff.

In a dazzling display of shooting by the Orcs and Goblins (sealing the award for most inept missile troops of the game), the arrer boyz, concerned the Gyrocoptor would target them again, swift reformed and let rip completely failing to damage it. The Doomdiver likewise was launched into the air, swerved off target and only managed to kill himself. It was left to the wulfboyz to try and do anything and the plucky riders managed to fell a single Ironbreaker. Outstanding boys!

9. Orc Turn 4

Dwarves Turn 4

Sensing the decisive point of the battle was upon them the dwarfs attacked along the lines. Drugin and his Longbeard bodyguard, chose to ignore the objective sitting just in front of them, in favour of getting to grips with their ancestral foes. After carving apart a number of the orcs the rest turned tail and tried to flee but were caught and cut down with grim efficiency.

After watching the repeated pitiful efforts of the Orc mob in front of them, the Ironbreakers decided to show them how a proper charge was done and smashed into  them, scything down 6 of them for the loss of two of their number. The Orcs held due to their superior numbers but it wasn’t a situation that would continue.

The Dwarf flyers and missile units all targeted the boar riders that were now in the centre of the lines.

The Bomber’s payload scattered into the arrer boyz killing two of their number. (Edit: we weren’t sure about some of this. Although you can’t target a unit in combat, this had scattered into it. We also weren’t sure if this should be randomised between the archers and Longbeards but as the template was only touching the Orcs we just rolled for the couple it touched).

The Gyrocoptor, proving how infinitely better it was than it’s bigger brother, moved to both block and redirect the boar boyz from the central objective and then fried two of them for good measure.

The Thunderers then piled further misery onto the unit killing a further 2 of them.

10. Dwarf turn 4

Results

It ended 5-2 to me as I had three of my tokens remaining (+3pts) and his Big Un’s had fled the table (+2pts) vs Alistair having two tokens left (+2pts). No one had claimed the central token.

I include the result only to keep consistency with the rest of my reports. The point of the game was to give Alistair more practice of 8th edition and for me to field things I wouldn’t normally.

Conclusions

As I stated earlier, Alistair was put on the back foot by his deployment (early animosity didn’t help either). As ever hindsight is an easy thing but I think he made two or three early errors:

Not moving his trolls towards the centre of his lines at the first opportunity meant they did nothing all game.

This might not have been too much of an issue if it weren’t for the second mistake, charging the general and wyvern into the slayers. Apart from that being the worst possible target for the general (or more specifically, his mount), he was not backed up by anything which allowed the slayers to rip apart his mount and subsequently route him via combat resolution. I’m not sure if in 6th mounted characters were more powerful or if he thought the general would last longer, allowing the trolls to flank the unit. The slayer/general combat did bring up an interesting discussion around whether he should challenge the Daemon slayer and the pros and cons of doing so. I didn’t think there was much advantage in doing so as due to the ASF rune the Slayer lord would have gone first and the wyvern would likely have been killed in that combat anyway. However I now think it might have been the wrong advice as in the end he didn’t challenge and the slayer lord went for the general (failing to wound), whilst the slayer unit killed the mount. Challenging would have realistically have limited the potential damage to either the general OR mount, though its worth noting, the mount, general and thunder stomp killed 9 of the unit even with the -1 to hit caused by charging the defender obstacle, which in turn negated any bonus from the standard and ranks. See what I mean, a bit of a conundrum.

The other potential error was the indecision with the wolf riders on the first turn which allowed me to sneak the bomber into his lines.

Now most of this was probably down to lack of familiarisation with 8th and knowing your enemy, so although I may not be the best general in the world, I’m going to adapt and send him some thoughts on each of the armies he’ll face (including mine), as it might assist him.

So in terms of the dwarf units, what did I think?

Thunderers – I really felt the loss of the extra range as hitting on 5+ vs 4+ for longer makes a load of difference. However the save modifier meant in most cases he didn’t get any and that almost made up for it. Having pistols on the veterans meant they didn’t get to shoot for most of the game, however I still think it was the right choice as many of my opponents would have targeted these small units at an early stage. Overall I think I prefer the extra range, though I may try one of each going forward.

Runelord and Anvil

Yep, pretty rubbish. He can’t join a unit so the AP is wasted. There are only two decent spells and they are bound so it’s easy to both know which one to dispel and to dispel them full stop. For the points you could get another full unit or 2 Runesmiths + extras. He is fun and fluffy but I wouldn’t necessarily bother taking him again. If he could go in a unit in the same way as the cauldron of blood, it might temp me more.

Daemon Slayer

I’m a bit undecided on him. Running him in the unit seemed a sensible choice and I love slayers anyway and will take them a reasonable amount of time so that wasn’t a tax. The rune combo worked quite well with ASF proving it’s worth and the -3 to save also being excellent. It might also have helped if I’d remembered some of his inbuilt special rules, particularly the ward save reroll. I’ll definitely give him another outing.

Flame Cannon

It’s a bit difficult to make an judgement when it dies in the first turn without doing anything! It did drive home that one war machine is just vulnerable and if you take one you need a second.

Ironbreakers / Longbeards (w/ shields)

Both units worked well. However the ironbreakers needed more bodies. I’d say 25 at a minimum (this is probably a good benchmark number for all shield bearing dwarves as allows for some casualties without loss of effectiveness). Unlike some other games, I didn’t feel the lack of strength from not taking great weapons.

Gyrobomber

About the only thing it has over it’s smaller sibling is the greater movement flexibility. Being able to drop bombs when marching means it’s really hard to tie down and that is almost worth the extra 45pts. However it still feels like it needs an extra wound and the scatter on the bomb makes it just a bit too inefficient in an army of pinpoint accurate war machines. I think I’d rather have 2-3 Gyrocoptors instead if only as the template is more consistent.

Thane General

I like dwarf heroes and using the great weapon thane as a cheaper version of the tanky Lord, in the Longbeards, helped offset their lower strength. The build worked well with the 1+ armour, however next time he will get a rune of Iron to give him an extra wound as two wounds is a bit too fragile. (Almost dying in the challenge to the Black Orc before getting to strike, drove that home and very much was the reason I used his breath weapon).

Overall it was a fun game, definitely chillhammer (to coin a phrase).

My next game is on 8 December and is my second competition game vs Martin and his dwarves.

Hobby Update – Marines and Wood Elves

The painting side of my hobby has definitely fallen by the wayside a bit over the last few months so I’m going to have to attempt to pick that up.

The logical place to start was with a model that has been sitting, part painted, since the summer. This was for a combination of reasons, I had wanted a slightly different paint scheme for this model from both the other wood elves and especially the wardancers but hadn’t been happy with the initial palette chosen. The colour I wasn’t sure on was actually the green, which is the underlying theme of the army. Nevertheless, the yellow ensures she stands out from the other models so I’m reasonably happy with her.

The other reason the Shadowdancer had hung around for so long was I had moved her to one of my bookcase shelves and kept forgetting to pull her down. Age must finally be catching up with me…

The other thing I’ve worked on this month is the biggest of my new toys, the Redemptor Dreadnought. As with most painting projects, as soon as you take photos you notice bits you need to revisit, in this case the sarcophagus detail needs a lot more work but as it is hidden most of the time I’m happy to field it as is on that front.

I’ve deliberately avoided any company or other markings, only adding the Chapter symbol on the shoulder, as this follows the ethos of the Shadow Sentinels and the misleading secretive nature so friends and enemies are unable to tell their true strength. This does however leave large chunks of empty green plate armour. I will leave this a bit before making a decision to edge highlight as I kind of like the stark nature of it.

The base was also quite deliberately done as green and fertile. I thought it was something different to the normal mud/snow strewn land inhabited by the other club players and added some positive energy (as much as is possible with a hulking weapon clad behemoth towering over it) in the form of bright vibrant plant life. I do have some tufts and other plant bits on route to add to it, to make it more interesting and I did think about adding a couple of brown mud dreadnought sized footprints behind it but I might have to use that as an excuse to buy another dread’ so I can use the foot to imprint some green stuff or a textured paint.

One bit I will be revisiting is the heavy onslaught Gatling Cannon. The front half is just way too pristine compared to the rear.

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+++

img_2346
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

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).

IMG_3950IMG_4021IMG_4022

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).