Wednesday, March 20, 2013

Knights of the Sepulchre - Second Update

 
I have tons of in progress pics to post, but I want to dip everything in wash before posting, so it will be a little while.  I promise to post them incrementally as I go.



I originally designed the SK SM army to play as vanilla space marines or Space Wolves.  After skimming through the SM codex a little more, I needed to make a "Vulkan," and add a Salamanders option.  It made perfect sense with all the melta guns I have in the army.  In the future, I will make some multi-melta devastators to have as an option instead of just the rocket launchers. 


 
The conversion is built off the original Vulkan fine cast model with a converted head, spear and flamer gauntlet.  Since this picture was taken, I replaced the old-school flamer pistol with a new Blood Angel flamer pistol bit.

 




 

Thanks for looking.

 


 

Wednesday, March 6, 2013

Storm Wardens - Second Update


Terry:
 
Storm Warden update-  sorry, no pics this time, still waiting on camera.  Hopefully by next post; this update we are talking army composition. 

Storm Wardens 1500 points initial army list.

So we decided to create 1500 point armies to start, and we can add to them over time.  My initial list is:

HQ-Turin MacLeod- counts as Tycho.  Can use either version of Tycho, depending on opponent.

TP-Assault Squad- 5 Marines and Sgt. One plasma gun.  Razorback with Las/Plas.  Scoring unit.

TP-Assault Squad- 5 Marines and Sgt. One plasma gun.  Razorback with Las/Plas. Scoring unit.

TP-Assault Squad- 9 Marines and Sgt.  Two Melta Guns.  Scoring unit.

TP-Assault Squad- 9 Marines and Sgt.  Two Melta Guns.  Scoring unit.

TP- Death Company- 5 Marines.

TP- Death Company Dreadnaught- with Heavy Flamer.  Can exchange Blood Fists for Blood Talons at no cost.

HS- Storm Raven- with twin-linked multi-melta

E- Shanahy- counts as Sanguinary Priest.  With jump pack.

This is close to 1500, I don’t have my codex with me, might have to shave off some wargear.

 

The idea is to push forward with the Death Company units in the Storm Raven for quick delivery to a vulnerable enemy-held objective.  After delivery the Storm Raven will take anti-flyer position.  Death company units will engage enemy, allowing jump pack troops to advance in support.  Razorbacks deliver Assault squads to nearer objectives, and take up defensive fire positions once the troops are delivered.  Assault squads take and hold objective.  Should things go badly my Jump Troops should be able to redeploy in support of my Razorback troops.  The Death Company guys will just have to cause as much damage as they can, in that instance, as there will be no way to retrieve them after delivery.

 

The army in general is very mobile, hopefully allowing me to pressure my opponents early and force them to react to my moves rather than implement their own plans.  The Death Company Dreadnaught comes with Blood Fists, your typical STR 10 AP2 Dread weapons, but can swap to Blood Talons, the Dreadnaught equivalent of lightning claws, for horde-style armies (Orks, Tyranids, Daemons, etc.).  likewise Tycho can be used in either of his incarnations, depending on which suits the opponent.

 

The next step would be to add another Shanahy, add some bolters to the Storm Raven, possibly some Sternguard and Devs for backfield support, and beef up the Death Company.  Another possibility would be to swap out Tycho for Dante, add a couple of Sanguinary Guard units, and go for supreme mobility.

 

 

 

Sunday, March 3, 2013

Chaos Marines for the Dark Prince - Third Update


Garrett:
 
Noise Marines – First game and Painting Progress

So I played my first game last week with the Noise Marine Army. I played against my friend Chad who was running Black Templars with Grey Knight allies.

 
 

Here was the list I ran at 1500

HQ –

Lord w/ Black Mace, Plasma Pistol, Sigil, MoS

7 Noise Marines – CC weapons and Icon of Excess (FnP), Champ w/ Doom Siren

Rhino – Dirge Caster

Sorc – MoS, Rank 2 w/ Biomancy and Slaanesh Lore

5 Noise Marines – 3 Sonics, 1 Blast Master, Icon of Excess (FnP), 1 Champ w/ Doom Siren, Rhino

Troop

6 Noise marines -  1 Blast Master, 4 Sonic Blasters, Champ

6 Noise marines -  1 Blast Master, 4 Sonic Blasters, Champ

Fast

Heldrake – Baleflamer

Heavy

3 Obliterators

5 Havocs – 4 Autocannons

Total 1496

 

I am terrible at Battle Reports but I lost 6-5 when his Emperor’s Champion unit made a run for the rear objective and had the boost from his Warlord ability. I will say this, it was a good win and Chad is always a great opponent. But man it was close.

That being said, the Noise Marines and Heldrake owned the game. He could not get out of his Rhinos at all for fear of being decimated. Any unit not in a vehicle was gone quickly. Tasty from Blood of Kittens is right when he says “the Blastmaster is the best weapon in the game.” It very much is. I tried to get rid of the Land Raider in Turn 2 when my Oblits came down and hit it with everything I had. Sadly it survived and worked as a roadblock for most of the game. I made the mistake of being too static and not moving my troops fast enough. I also always put an objective in the middle of the board (we had 4). I need to stop doing this as he was able to contest with what was left of his Grey Knight Termies.

Overall, the battle was awesome. For the army I am thinking of ways to change up some areas. I do think the Lord may have to switch out that Expensive as Hell Black Mace for the Burning Brand and a Lightening Claw, but I have not decided yet if that would work better? I think it will, since he is in a CC unit with a Doom Siren as well. 2 templates at AP3 going off before an assault at I5 for NM is pretty sick.

 
 
I love playing the sacred number 6…but am nervous on unit size. I did bring 18 cultists as a meat shield. I also will be planning 17 Daemonettes with a Herald (18) if the rumors are true, I’ll pick up the Daemon Codex first thing Saturday morning.

Saturday, March 2, 2013

Updates From Khorne ... 2



Jeff:


Kharn
 
 
Rhino APC
 
 
Raptors
 
 
Hellbrute
 
 
Fiend