Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Wednesday, February 1, 2012

February Painting Challenge

This month my goal is paint from start to finish a 35 point army for Warmachine. I'm doing this for no particular reason, I just thought it would be fun to challenge myself a bit and perhaps shake off some of my hobby lethargy. I've had an old, metal Cygnar battle box sitting around for years waiting for some attention which will provide the core miniatures needed for this project. Cygnar is not my favorite faction as that honorific goes to the Mercenaries faction for both its Magnus themes and the Talion Charter as well. Nonetheless I'd like to see this group of minis finally painted after having held onto them for so long, and as a bonus they will make a nice foil to my own Magnus-based collection once I get around to those guys.

It looks like I'm not going to be able to get much done tonight as I only decided to do this a very short while ago. That's why for Day 1 of my February challenge I must be content with simply taking stock of what I already own and then planning how I want to fill out the rest of the army. Here's a rundown of what I have with which to begin this project:

PIP 21001 Warmachine Cygnar Battlegroup
- 1 Cygnaran warcaster Commander Coleman Stryker
- 1 Charger light warjack
- 1 Lancer light warjack
- 1 Ironclad heavy warjack

PIP 31008 Sentinel Cygnar Light Warjack

Warmachine MkII Cygnar 2010 Faction Deck

Warmachine MkII Cygnar Token Set

PIP 1024 Forces of Warmachine: Cygnar

Taken together that's enough to get started with a 15 point army, plus all the little doodads used during play and the army book as well. The faction deck should come in handy too as the cards packaged with my minis appear to be quite out of date. I also have a currently missing box of Stormblades that, once located, will add another 5 points to the army's total. Alright, I'd say I'm now off to a pretty good start with the new army.

To this I next plan on adding a Journeyman Warcaster to jack marshal the Sentinel and a full-sized unit of Long Gunners with their Unit Attachment for some extra ranged support. This brings the total to my target of 35 points and would allow me one month in which to paint 20 infantry and 4 warlocks. Right now that seems like an entirely reasonable goal for me to set, though I do have a bad history of evaluating this sort of thing. :) To give me an ever so slight amount of flexibility with my list, I would also like to paint one Hunter light warjack. By dropping the Long Gunner Infantry Officer and Standard from the list, I could then substitute the Hunter in place of the Sentinel. That way I believe I could tailor the Journeyman Warcaster to either a more anti-infantry or anti-warjack role as necessary. So with those 25 models at my disposal, here are the two 35 point lists* I could play:

pStryker (+6)
- Charger (4)
- Lancer (6)
- Ironclad (7)
Journeyman Warcaster (3)
- Sentinel (4)
Long Gunner Infantry (10)
- Long Gunner Infantry Officer & Standard UA (2)
Stormblade Infantry (5)

…. OR ….

pStryker (+6)
- Charger (4)
- Lancer (6)
- Ironclad (7)
Journeyman Warcaster (3)
- Hunter (6)
Long Gunner Infantry (10)
Stormblade Infantry (5)

So that's it. That's the army I'll be working on this month, hopefully painting it to completion. And of course I'll do my best to post regular updates along the way showing my progress. I might be able to get a little done tonight, but most likely tomorrow will see the actual start of work on this project. I'll check-in again soon but until then, happy painting and gaming!

*For what it's worth, both of these lists qualify for Tier 1 of Commander Coleman Stryker's theme force, Combined Arms. There is no benefit gained from this however as you have to include at least one unit of Field Mechaniks before any bonuses are granted. So... whoop-de-doo! :)

Thursday, September 8, 2011

Kazak Assembly Line

After much dithering over how to do the bases for my first 300 point Infinity army, I've finally decided to just set that question aside for the moment and begin work on the miniatures. My favorite line of models from Corvus Belli for this game are the Kazaks of Ariadna, so tonight I am starting off with them, having put together an army list based on an all-Kazak theme. I've not yet found any local Infinity players so in order to learn the game and hopefully introduce it to others I plan on painting an opposing 300 point army soon after finishing this one. Therefore once I'm actually playing and understand the game better, I will then start to think about how to tweak and expand my initial selection of miniatures or perhaps even look into additional factions.

Here though is my jumping off point into Infinity:

Ariadna "Kazak Heavy Patrol"
GROUP 1 (Regulars:10, Irregulars:0)

Line Kazak - Combi-rifle / Pistol, Knife (0 SWC/9C)
Line Kazak - Combi-rifle / Pistol, Knife (0 SWC/9C)
Line Kazak - Combi-rifle / Pistol, Knife (0 SWC/9C)
Line Kazak - AP HMG / Pistol, Knife (1 SWC/29C)
Line Kazak - Missile Launcher / Pistol, Knife (1 SWC/28C)
Tankhunter - AP HMG, D-Charges / Pistol, Knife (1.5 SWC/40C)
Tankhunter - Autocannon, D-Charges / Pistol, Knife (1.5 SWC/40C)
Veteran Kazak Lieutenant - AP HMG, Light Flamethrower / Pistol, CCW (1 SWC/61C)
Veteran Kazak - T2 Rifle, Light Flamethrower / Pistol, CCW (0 SWC/49C)
Scout - Ojotnik, Antipersonnel Mines / Pistol, Knife (0 SWC/26C)

300 points, 6 SWC

As a total newcomer to the game I have no idea if this would at all be an effective army or not to use. I'm not worried about that too much as my only interest at this point is to have some painted minis that I like so that I can begin the learning process. While working on my Kazaks I will sort out what I want to do for the other 300 point army from a second faction. I really like the aliens of the Shasvastii Expeditionary Force but haven't been able to come up with any lists that also have a lot of appeal for me. Also I get the feeling they might be sort of a funky choice as a learner's army, thus I'm still looking around at the other options. Pan Oceania or Yu Jing, maybe? I am keen on painting some aliens though so perhaps I could stick with the Combined Army and focus on the Morat instead of the Shasvastii.

No matter whom I end up choosing to work on next to be enemies of my Kazaks, it is certainly a fun dilemma to have. Although Ariadna is my favorite aesthetically and fluff-wise so far, all of the factions look great to me. I'll likely just continue experimenting with army lists until I find one that really interests me and that seems like an enjoyable matchup for my first army. I am of course open to suggestion as well.

Happy painting and gaming!

Tuesday, August 30, 2011

CoA Bombers Almost Done

Well it looks like I'm now really close to finishing my Ptolemy Class Bombers, and with a little more time painting I should be able to knock 'em off. This will be the first squadron completed for my Covenant of Antarctica fleet, plus the three squadrons of frigates are not far behind. I'm happy with how the color scheme is working out on these models but I do expect it will need some modification for the other ships in the fleet. For now though I just want to make the orange and green areas on the bombers glow brighter and perhaps give the metal parts a quick highlight. At that point they should be finished and ready for their actual flying stands.

I don't know what I'll paint next for my Covenant fleet once I've completed the squadrons of frigates. I am interested in magnetizing the turrets on the remaining ships but I'm not too sure how I should go about doing that. I have however picked out what I want to include for my first 1000 points which I will use to learn how to play this game. Since I already have the starter box and a fleet carrier, there wasn't a lot of room left to include more units. Conveniently by adding a single blister pack of Icarus Class Medium Flyers, due to be released only a few days from now, I'd reach that 1000 point mark.

So here's the initial list that I'm building towards for my CoA fleet:

Aristotle Class Battleship (185)
Pericles Class Fleet Carrier (130)
3 Plato Class Cruisers with Inventive Scientists (210)
3 Diogenes Class Frigates (75)
3 Diogenes Class Frigates (75)
3 Diogenes Class Frigates (75)
2 Ptolemy Class Bombers (110)
2 Icarus Class Medium Flyers (140)
10 Tiny Flyer Tokens (free)

1000 Total Points

That's the current plan at least for my Covenant of Antarctica fleet. Presently though I am content to relax and work some more on the bombers before calling it a night. Happy painting and gaming!

Friday, August 26, 2011

Requiem for a Termagant

First I have some sad news to report about the passing of a humble Termagant, a steadfast warrior and servant of Hive Fleet Hydra. Yesterday when I was putting away my newly found Tyranids, I must have overlooked this unfortunate 'Nid and left him out in a vulnerable position away from his brood. Somehow the errant model made its way downstairs (I suspect a kitten may have been involved in this stage of the unfolding tragedy), to then be set upon by my awesome xenos-purging dog, Charlie Brown. The results were not pretty.

Upon discovering the dismembered remains of the Termagant this morning, I initially thought that perhaps I could fix him alongside the few other 'Nids that still need repairs. Looking closer though at the damage, I realized that an elbow, a leg, and his entire head were all missing and had been presumably consumed. Thus there will be no more battles for this valiant but woefully outmatched fighter.

Requiescat in pace, little Termangant.

On a happier note, after spending some time with the Codex today I realized that my Tyranids army can potentially field several hundred more points than I had remembered. Instead of the approximately 1500 points of models as I suggested in my previous post, I was very pleased to find out that by loading up on the optional biomorphs my 'Nids can even climb past the 2000 point mark. Although I would prefer to field more models and not have to rely quite so much on the biomorphs to bring up the points total, it is nonetheless an exciting discovery. Hooray!

Hive Fleet Hydra - 2000 points

HQ
Hive Tyrant - extra Scything Talons, Old Adversary, Adrenal Glands, Implant Attack, Wings
Hive Tyrant - Twin-Linked Devourers with Brainleech Worms x 2, Hive Commander, Adrenal Glands, Implant Attack, Armoured Shell

ELITES
Lictor
2 x Zoanthropes

TROOPS
3 x Tyranid Warriors - Rending Claws
12 x Genestealers
16 x Hormagaunts
16 x Hormagaunts
10 x Termagants
10 x Termagants

FAST ATTACK
3 x Tyranid Shrikes - Rending Claws
4 x Raveners - Rending Claws*

HEAVY SUPPORT
Carnifex - Twin-linked Devourers with Brainleech Worms x 2, Regenerate
Carnifex - Heavy Venom Cannon, Adrenal Glands

2000 Total Points

* This brood of Raveners is the only unit in the army that does not comply with the WYSIWYG standard as it contains two models armed with Rending Claws and two with Scything Talons. I doubt this would ever present a problem as I cannot imagine playing this army outside of a very friendly and relaxed environment. I still think that it's something worth pointing out.

So with this list as a jumping off point it should be really easy for me to expand the army using the remaining models I own but have not yet assembled or painted. I mentioned yesterday that I already have a set of three Hive Guard and a Trygon waiting to join the swarm, and I also remembered today there is a pair of Tyrant Guard hiding somewhere amongst my boxes of minis. Once they're ready for the tabletop, just those six models alone will add close to another 500 points to the maximum size of my Tyranids swarm. I very rarely play games above 2000 points but it certainly would be nice to have the option, not to mention having a wider range of choices in lower point-level games.

Therefore even though this day started out with the grim discovery of my Termagant's demise, overall it feels like it has been a very positive day for my Tyranids. In fact the last two days have really renewed my excitement and interest in this army. I do not anticipate ever trying to fully update my Tyranids so as to include some of the more popular new units like the Swarmlord, Tervigons, or Tyrannofexes. However I am now at least willing to put some more time into working on the models that I have in order to get as much out of my collection of 'Nids as I can.

Well that seems like a decent enough plan I suppose to get me going again with these bugs. I look forward to the next chance I get to play a game using my Tyranids... should be fun times. I've never had much success with this army before but I have always enjoyed the experience leading the swarm. I like fast, aggressive armies and this one suites me quite well in that regard.

Okay, that's it for tonight. I hope everyone has a great weekend ahead... happy painting and gaming!

Thursday, April 28, 2011

It's How You Use It - Round 1

For my first game in the 1000 point Warhammer Fantasy tournament, my Dark Elf army was matched up against a Dwarf force commanded by Bill, one of the co-hosts of the Gamers Lounge podcast and author of The Dead Tau Project. Cool! There were some problems with the registration and check-in process for the tournament and so Bill and I had an extra long time to talk before the start of our game. It was a lot of fun and was good for my pre-game jitters too. Bill assured me that he was very new to WFB as well and that we'd be making mistakes and looking up rules together. Unfortunately we missed the announcement to begin playing as we chatted on about Malifaux and the upcoming NOVA Open, until we at last noticed all the players around us were already deep into their first turns. Oops! So in a rush we flipped open our mission packets and got underway.

The tournament used a closed-list format and required opponents to exchange army lists at the conclusion of the game. I therefore didn't know any of the following specifics about Bill's choice of runic items until learning about them during the course of our game. Otherwise we went over the units in our respective armies before deploying to make sure everything was clear. Details about my Dark Elf army can be found here, while Bill's army consisted of the following units:

Dwarf Lord: Shieldbearers, Rune of Might, Rune of Stone, Master Rune of Spite
Thane Battle Standard Bearer: Rune of Cleaving, Master Rune of Gromil
18 Longbeards: great weapons, shields, heavy armour, full command
14 Hammerers: great weapons, shields, heavy armour, full command
Cannon: Rune of Burning, Rune of Forging


Scenario 1: Line 'Em Up!
Every campaign begins with marching out to take what is yours, either rightfully or just because you want it. Sometimes we go to defend what is ours from others, either by right or by power.

Special Rules
Sudden Vanguard: One unit of your choice in your army that does not have a character in it or does not already have the Vanguard Special Rule gains the Vanguard Special Rule for this game.

Victory Conditions and Battle Points
Standard victory points per the main rulebook, requiring a margin of at least 100 points or more to count as a Victory. If the difference in victory points is 99 or less, the game is considered a Draw. 15 Battle Points are awarded for a Victory, 10 Battle Points for a Draw, and 5 Battle Points for a Loss.

Bonus Battle and Objective Points
+3 points for destroying your opponent's chosen unit completely.
+2 points for keeping your chosen unit alive or not fleeing at the end of the game.
+3 points for having a unit garrisoning the building feature (Pyramid) at the end of the game.
+2 points for having a non-fleeing unit in your opponent's deployment zone.

Terrain
All of the terrain was pre-set throughout the tournament and every table used a standardized layout of terrain pieces, though the actual style of pieces did vary somewhat. For the first game we played on a desert themed board that had on my left between the deployment zones a Pyramid which used the standard rules for buildings. Also on the left hand side but within my deployment zone there was a Mysterious Forest with scrub and a couple of cactus plants, though the exact nature of the terrain would be randomly determined once entered by a unit. On the right there was a hill located in my deployment zone and beyond it closer to Bill's side of the table there was a more conventional style building. In the middle of Bill's deployment zone there was a hill and then another Mysterious Forest on Bill's far left flank.

Deployment
We were starting our game so late that I really didn't put much thought into how I deployed my units, I just wanted to begin playing as soon as we could. In hopes of securing those 3 extra objective points, I expected my Shades to be able to Scout forward and outrun the Hammerers to arrive first at the Pyramid. To the right of where the Shades would go I deployed the Cold One Knights. Then the Corsairs and the Repeater Crossbowmen formed the center of the line, and finally the War Hydra and the Harpies took up position on the right flank. I chose the Harpies as my special Vanguard unit for the scenario and fianlly, having rolled for her spells and taken Fireball and Cascading Fire-Cloak, I placed my Sorceress within the unit of Corsairs for safe keeping.

Bill nominated his Hammerers to gain the Vanguard special rule for this game and deployed them in position to rush the Pyramid. He then deployed his Cannon on the hill in the middle of his deployment zone with the unit of Longbeards placed near the hill between the Cannon and Hammerers. Both his Dwarf Lord and Thane joined the Longbeards and he used his Vanguard move to get the Hammerers just inches from the Pyramid. I moved my Harpies from the hill on my right and began angling them toward the Cannon as they advanced forward. And with that we were ready to play!!

TURN 1
Bill won the roll to go first and quickly claimed the Pyramid with his Hammerers as the unit of Longbeards loaded up with his army's potent characters marched straight ahead at my battle line. With his movement phase complete Bill opened fire with the Cannon and targeted my Hydra. Fortunately for me it misfired and despite the Rune of Forging saving the artillery piece from a potentially disastrous first shot, the cannonball then failed to bounce and stopped a few inches in front of its intended target. Phew! There was nothing else for Bill to do at that point and so he concluded his half of the turn.

Right away I was faced with a dilemma. I had wanted to race my Shades into the Pyramid first but instead the building was now crammed full of elite Dwarf infantry, heavily armed and armored. It seemed like it would be very long odds to dislodge them from the building with my small unit of Dark Elf skirmishers. In hindsight I believe I should have opted to ignore them, concede the measly 3 bonus points awarded for occupying the Pyramid, and then concentrate my efforts on fighting the rest of Bill's army. That probably would have been the wiser thing to do, but come on... I didn't travel all this way to play it safe and NOT charge headlong into combat the first chance I could. Besides, what's the worst that could happen? Therefore...

CHARGE!!!

The rest of my army moved forward in anticipation of potentially charging into combat on the next turn. Thanks to their Vanguard move I thought it might be possible to get a first turn charge against the Cannon with my Harpies but decided they would be too far to try. [A very helpful reader emailed me and pointed out that a unit which has made a Vanguard move cannot also declare a charge in the first turn, so the Harpies would not have been able to do so anyways. Thanks for the assistance!] With the Shades having disappeared into the Pyramid and the Harpies closing in on the Dwarf artillery crew, everything else in my army began to head toward the Longbeards. Although the Hydra had the farthest to go, I was happy that any further cannonballs fired at it would at least be bouncing away from the rest of my army rather than at them.

In my first magic phase I was able to roast a single Longbeard with a Fireball and then put Cascading Fire-Cloak onto the Sorceress and her bodyguard of Black Ark Corsairs. The Repeater Crossbowmen fired a long-range volley on the move and managed a couple of hits, none of which made it past the Dwarfs' hefty armour save. That was it for the Shooting phase and it was now time for my first taste of combat. Ooh, so exciting!

Although outnumbered and outmatched in terms of equipment, I nonetheless reasoned that my Shades might still be able to pull off something spectacular with a heavy dose of luck in their favor. They would be striking first after all with two attacks each, while the Dwarfs would be without the benefit of their ranks or standard. So maybe, just maybe, the Shades could inflict a bunch of casualties, somehow survive the retaliatory attacks, and thus pull off an amazingly unlikely victory. Regardless it seemed like a dramatic way to start things off so I didn't care how badly the odds were stacked against my Dark Elf ninja squad.

It should therefore come as no surprise that in the ensuing combat my Shades were butchered mercilessly. I was able to inflict a single casualty on the Pyramid's defenders before having all five of the Shades killed in return by the Hammerers' great weapons. Not what I was hoping for but still nothing too upsetting... well, until I remembered Panic. With the Shades having been wiped out, the nearby Cold One Knights promptly failed their leadership test and broke off in a trot for my table edge. [Again another mistake on my part with the rules. The same reader explained to me that as the Cold One Knights are subject to Stupidity, they are also Immune to Psychology and hence would not have needed to test for Panic. D'oh!] Disorder spread down my line as the Corsairs next failed their leadership test and succumbed to Panic as well. I then had to test for the Repeater Crossbowmen who showed a little more courage and stood their ground. With half my army now either killed or running away, the first turn came to an end.

TURN 2
Spurred on by the success of the previous turn, Bill declared a charge with the Longbeards against my fleeing Cold One Knights. Showing off a surprising amount of speed, the Dwarf unit forced the Cold One Knights to move even closer to the board edge, the Dark Elf unit having stopped just a couple of inches away from leaving the battlefield entirely. With the Hammerers still occupying the Pyramid, the only other thing for the Dwarf army to do was fire their runic Cannon once again at my Hydra. This time the shot was on target and successfully bounced through the Hydra, inflicting three wounds and denying the monster its Regeneration save due to the Rune of Burning. There were no combats to fight and so ended the top of Turn 2.

Eager to protect my Hydra from anymore flaming cannonballs, first I declared a charge against the Cannon with the unit of Harpies. Next I was able to rally my fleeing units before moving the Hydra as fast as I could across the table. The Repeater Crossbowmen stood their ground and took aim at the menacing Longbeards. After losing another of their number to a Fireball cast by the Sorceress, the Longbeards took a few more casualties from the increasing volume of crossbow bolts directed at them. Meanwhile the Harpies launched their assault against the crew of the Cannon, killing two of the Dwarfs and taking one casualty in return. The last crewman stubbornly clung by his artillery piece, thus ending both the combat and the turn.

TURN 3
Bill declared a charge with his Longbeards against my Corsairs who in response held their ground. The Sorceress succeeded in burning a Dwarf with her Cascading Fire-Cloak and the Corsairs did a fair job cutting into the Longbeards' ranks, their attacks upgraded to Armour Piercing thanks to the unit's Banner of Murder. At the end of the Dark Elf attack however there were still too many Longbeards left alive, as well as the uninjured Dwarf Lord and Thane Battle Standard Bearer. The remaining Dwarfs attacked and inflicted a huge amount of pain on the Corsairs and also knocked a wound off the Sorceress, who only survived the carnage thanks to her Talisman of Endurance. Still the Dwarfs caused enough wounds to win the combat resolution by a difference of four. I failed the subsequent break test and watched helplessly as the speedy little Dwarfs caught up with my fleeing Dark Elves and cut them down from behind, running down and killing the Sorceress as well. Not done with the onslaught, the Dwarfs continued their pursuit into the recently rallied Cold One Knights. That fight however would have to wait until my half of the turn.

For my part there wasn't a lot left that I could do. The Cold One Knights and the Harpies were already engaged and the Hydra was at last set to charge into the Longbeards' left flank. There was nothing for the Repeater Crossbowmen to fire at and nowhere helpful for them to go, so instead they nervously shuffled their feet and looked around for a convenient route away from the battlefield. The Hydra crashed into the Longbeards and combat began again. The Cold One Knights did nothing at all and were wiped out by the Dwarf General and Battle Standard Bearer. The Hydra succeeded in killing some of the remaining Longbeards and thundstomped another, but it wasn't enough and the Dwarfs won the combat. The Hydra broke and ran away although the Dwarfs this time were not able to move fast enough to catch him.

Finally the Harpies were able to kill the last of the Dwarf crewman from the Cannon but it was too late for the victory to matter any to the overall outcome of the battle. There would not have been enough time to complete another turn and so our game had to come to an end at the close of Turn 3. All that was left was to tally up our dead and to turn in our score cards for the round. Even before doing any of the math however it was clear though that Bill and his Dwarfs had won the battle.

Come get some!

Results and Aftermath
After an hour or so of intense maneuvering and furious combat, my first game at Adepticon was complete. My Dark Elves were bloodied and had taken a sound thrashing, but on the other hand I had a great time and enjoyed the game immensely. Bill was a fantastic opponent to play against and made my reintroduction to Warhammer Fantasy tremendous fun. I couldn't have hoped for a better first game and felt much more comfortable and relaxed going into the next round thanks to Bill's outstanding character and sportsmanship.

Having destroyed most of my army in exchange for losing only his Cannon, Bill did indeed get the Victory from our game. He received bonus points for keeping his chosen unit of Hammerers alive and for occupying the Pyramid at the end of the game. I took the Loss but picked up bonus points for keeping my chosen unit of Harpies alive and also for having them in the Dwarf army's deployment zone at the end of the game. Therefore the final score on Battle Points for this game was 20-9 in favor of the Dwarfs.

The tournament organizers were hustling to make up for the late start so there wasn't much time to reflect on the game or my army's performance between rounds. I was just very happy to have had a fun time and to have gotten through without making any big mistakes concerning actual gameplay. [Well, except for where noted above, and the many other likely errors I made that were simply never noted or remembered. Ha! I am very grateful for the help provided and welcome all such feedback as I am eager to learn and improve. Thanks!] For my first game of Warhammer Fantasy in six or sever years at least, I was more than satisfied with how things went. Sure it might have been helpful if I had remembered to use the re-rolls on misses in combat granted by my army's Eternal Hatred but oh well... too bad for those Shades!

With the table assignments posted I rushed off to find my opponent for Round 2. Next up... the Skaven!

Tuesday, April 19, 2011

Initial Plans for Raptors Legion

Well once again I apologize for the unplanned absence from the blog. Busy times, family stuff, taxes, etc... you know the routine. I am sorry though that I haven't gotten a chance to write anything lately, I'll get back to the Adepticon business soon enough hopefully. Staying true to diceRolla form, I'll be ready to go over my experiences at the convention once any remaining interest in the thing has finally died off. Tonight however I want to chat a little about the plans I've been working on for the Raptors Legion, a project which, along with my Dark Elves, I expect should receive a fair amount of my attention and hobby time for at least the next several months.

Sometime ago I decided I would aim for collecting an entire Battle Company of the Raptors Legion along with supporting elements attached from the first and the reserve companies. Once I began to seriously consider the scale of such an undertaking, it seemed a bit intimidating and so I realized I would need to break it down into more manageable chunks on which to work. But before writing any lists or building any more models for the army, I thought it would be best to check out the latest fluff concerning the chapter's organization and approach to warfare. So with all of the hustle leading up to Adepticon now past, I finally spent the previous few nights planning out the composition for my Battle Company, having only this past weekend opened my copy of IA9 for the first time.

I'm not too far into the book but based on what I've seen I am impressed with this first volume covering the Badab War and think it looks like a cool resource. All the background material provided concerning the Raptors chapter seems fantastic to me and I am really quite happy that I picked them out. I've a minor quibble or two with their special character, Lias Issodon, but otherwise I think he presents some interesting options for the army and should be a fun model to build. In general though I don't anticipate having to do anything drastically unusual in collecting and designing the army so as to stay faithful to their fluff. Although they are described as being an unorthodox chapter of Space Marines, my impression is that they are not distinguished by having an unusual organization or selection of equipment and weapons. Instead they come across as more distinctive attitudinally with regard to their combat doctrine and wider strategic vision. Refreshing stuff for the 41st millennium. :)

Enough about background for now, let's get on to the army lists. So as I mentioned above, I've decided to break up this project into several large sections to help me move things along and not get overwhelmed by the total number of models still to be built and painted. First off I want to be ale to start playing as soon as possible, and therefore my initial focus will be on getting a usable army ready to hit the table. With this army project I want to take the time to include squad markings and all those other fun little details I usually end up leaving off for the sake of flexibility with my collection of miniatures. To help me stay consistent with the assignment of minis to their various squads, over the weekend I wrote out a master list for the complete Battle Company from which I will select units to build whatever size army list I need.

Therefore to guide my early efforts on this project, I have put together an 1850 point army list along with some simple variants for different sized games. These are largely based on what I had already assembled before looking over the Imperial Armour book, and so I do not mean to suggest there is anything particularly characteristic of the Raptors Legions with the lists. Also a primary goal of mine was to use full units as they will appear in the completed Battle Company, and with their dedicated transports, so this is certainly not meant to be an "optimized" list either. Once the first 2000 points of my Raptors are built and painted I will figure out the next block to work on, but for now this is all I'm going to be concerned with. Like I said, I'm eager to begin playing some games while still being somewhat deliberate in my approach.

HQ
Space Marine Captain - combi-melta, power fist

ELITES
Dreadnought - heavy flamer, multi-melta, Drop Pod
Dreadnought - twin linked autocannons x 2

TROOPS
Tactical Squad - 5 additional Space Marines, plasma gun, lascannon, power weapon, Rhino
Tactical Squad - 5 additional Space Marines, meltagun, multi-melta, combi-melta, power fist, Drop Pod
Tactical Squad - 5 additional Space Marines, flamer, missile launcher, melta bombs, Rhino
Scout Squad - 5 additional Scouts, sniper rifles x 4, heavy bolter, camo cloaks

FAST ATTACK
Assault Squad - 5 additional Space Marines, flamers x 2, power fist and combat shield
Land Speeder Squadron - 1 Land Speeder with a multi-melta

HEAVY SUPPORT
Devastator Squad - 5 additional Space Marines, missile launchers x 4, Rhino

TOTAL POINTS = 1850

2000 point variant: Add an additional Land Speeder with multi-melta, add a Predator with Heavy bolter sponsons, add melta bombs to the first Tactical squad sergeant.
1750 point variant: Drop the 5 additional Scouts, the camo cloaks, and the sniper rifles from the Scout Squad, drop the melta bombs from the third Tactical squad sergeant.
1500 point variant: Drop the first Dreadnought and Drop Pod, drop the Scout Squad, drop the Captain, add either a Chaplin with a jump pack OR a Librarian with a plasma pistol (Null Zone and Might of the Ancients, perhaps?), switch the Drop Pod for a Rhino in the second Tactical Squad.

So all of that should keep me busy for a long time to come, as well as providing ample time for me to plan out the next block of Raptors that I will work on once these guys are done. I have a fairly clear sense of what units will comprise the other half of my Battle Company, in addition to some extras I will want to include. I imagine however there will be lots of occasions in which I can refine my plans as I get some experience playing these initial army lists. For now though I am happy with my starting point and feel comfortable enough with the lists to begin in earnest.

Hmmm, I suppose that's it for tonight. Happy gaming, everyone!

Sunday, April 10, 2011

It's How You Use It - My Army

Even though I would occasionally mention the other events, the last few weeks leading up to Adepticon my primary focus here was on preparations for the 1000 point Fantasy tournament, 'It's How You Use It.' I therefore thought it would be appropriate to first look over the army I used in those games since so many of my recent posts covered the initial assembly and painting stages. Despite having more than six months to get ready for this one, I was of course painting bases (and even still reading the rulebook for the first time!) the morning of the tournament. Maybe not how I envisioned things back in October but it was nonetheless tremendous fun and I was thoroughly happy with my introduction to 8th edition WHFB.

Although the final few days were indeed hectic, I am satisfied that everything in my army was painted well enough to just make the deadline and thus I was able to play in all the games. So... yippee! For the tournament there was a three color minimum painting standard with 1000 point armies, but otherwise there were no composition restrictions of which I was aware beyond the normal ones found in the rulebook. Listed beneath the following picture are the essential features of my army list, although I have also included photos of the actual lists at the end of this post should you enjoy looking at all those mundane little details.

Sorceress (General) - level 2 wizard, Lore of Fire, Talisman of Endurance
12 Dark Elf Repeater Crossbowmen - full command
15 Bark Ark Corsairs - additional hand weapons, full command, Banner of Murder
5 Harpies
5 Shades
5 Cold One Knights - full command, Banner of Eternal Flame
War Hydra

Total: 1000 points

At first I was intent on using a Sorceress mounted on a Cold One to lead my army, but I was eventually persuaded by Nikephoros of the Bringer of Victory blog that I would be better off leaving her on foot. This made sense to me as I considered the prospects of having a T3 W2 general riding atop a big lizard who suffers from Stupidity. I hence thought she would be safer located within either the unit of Repeater Crossbowmen or the unit of Black Ark Corsairs. I elected to give her spells from the Lore of Fire because of their generally simple and direct method of application, something which appealed to me as a I expected to have a hard enough time keeping up with everything else during my games. As a newcomer to this, the principle of throwing fireballs around seemed thankfully easy for me to understand.

I planned my main line of battle to be comprised of the Repeater Crossbowmen, the Black Ark Corsairs, and the War Hydra, with the Harpies and Cold One Knights protecting the army's flanks. The Sorceress would deploy with the Corsairs or Crossbowmen depending largely on the terms of the scenario and the opposing army, perhaps moving from one unit to the other if necessary as the battle raged. And finally the Shades would deploy if possible forward in cover and in a position to threaten or weaken enemy units with crossbow fire in the opening turns of the game.

Thanks to its reputation I expected the War Hydra to be a formidable combatant but nonetheless still in need of support in order to reliably win combats. I therefore envisioned supporting it with the ranks and standard bonuses of the Black Ark Corsairs, or if those guys should be otherwise occupied, then I would support the beast with a timely charge from the Cold One Knights. The Repeater Crossbowmen would advance only as far as necessary to engage their targets, hopefully inflicting enough casualties as to knock an enemy regiment's rank bonus down a notch or two. With the Shades firing opportunistically as well, the last part of my battle plan was to fly the Harpies forward and charge enemy war machines as early as possible. If there were no war machines, the Harpies would then go after either other skirmishers or else ranged units, or as a last resort just act as a general nuisance to the opposing formations.

Having selected the units I would use, the last issue to sort out for my army were its magic items. Rarely are magic items a critical element of my armies and this time was no different as I had only 65 points left to spend on enchanted goodies. First off I gave the Sorceress a Talisman of Endurance so that my general would have at least a small chance of avoiding damage. With so many of my meager 1000 points already invested in this single model, I thought even that 5+ ward save would be worthwhile. Next I picked out the Banner of Murder for the Black Ark Corsairs to give their potential flurry of S3 attacks a little more bite against armored foes. Finally with just 10 points left I gave the Cold One Knights the Banner of Eternal Flame. I wasn't sure what else to do with the points and thought the magical banner would be cheap insurance in case I happened to run into another Hydra during the tournament.

So that was the army list and the basic strategy I had devised for my first foray into Warhammer Fantasy. There were a few areas that I was unsure of concerning my list, such as the relative value of command groups, but in general I felt pretty good about my army. I also felt however that it didn't really matter too much as I was likely going to lose and lose badly. I knew realistically I stood little chance as the first game of the tournament was also going to be my first time ever playing this game. Therefore all I wanted to do was have fun, learn some basic things about my army, and hopefully not irritate my opponent by having to ask too many questions or look up too many forgotten rules. On that account, then, I thought my chances at AdeptiCon were fair....

Next time I will discuss the tournament itself and describe what happened in the my first four games of Warhammer 8th edition. I had meant to cover more of the painting aspect tonight with this post but it is getting late and my pictures from earlier today did not turn out very well. I'll therefore save the painting chatter and a few words about my 5-minute display board for another time, too. Goodnight!

Saturday, January 22, 2011

Combat Patrol at AdeptiCon - Chaos Marines

I finally realized the other night that there's no way I'm going to have enough time before Adepticon to paint a new force for the Combat Patrol event (rules can be found here but all pretty standard I think). I'm fairly confident getting my Dark Elves ready by then will take as much time as I can make available. Therefore I'm reluctantly putting aside my idea of painting a new couple of Raptors Legion squads for Combat Patrol and instead have reviewed my other options.

While my Necrons would require absolutely no work in order to be ready, I'm not terribly interested in playing them. It's the same situation for my Tyranids although I might take another look at them at some point just to try out potential lists. Imperial Guard would be fun but require much too much painting for consideration. My very old Orks might work alright but I'd have a very limited selection from which to choose. This means the assignment for the Combat Patrol mission falls to my Chaos Space Marines, the Beasts of Annihilation. All I'd need to do is paint seahorse chapter badges for 15 or so marines and one or two big seahorses for the Rhinos, plus some touchups here and there, and they would be done.

I still haven't gone back to work on this army after finally deciding last summer on a design for their chapter symbol, a little yellow seahorse. It was now more than ten years ago when I first began working on these Chaos Marines and so perhaps it will be the event at Adepticon that at last motivates me to finish such few details that remain. Also due to his group's inability to get organized before the big Team Tournament had sold out, DrGabe of DrGabe's Miniatures will also be playing in the same Combat Patrol event with me. Just in case I find myself matched against my longtime nemesis, I would enjoy using my Chaos Marines against him just like old times.

Knowing now that it's going to be my Chaos Space Marines, I've been working on some potential army lists I could use. It's been a struggle trying to hammer out something I like, but given the nature of the event, I'm not terribly worried about the effectiveness of my "army." Perhaps I'm mistaken but I don't see how you can take too seriously 400 point games of Combat Patrol. Sure I want to do as well as I can but I'm just looking for some fun rolling dice while possibly dealing with an Adepti-style hangover from the night before. With that understanding of my goals and expectations, here is the first set of lists I'm considering:

Patrol A (pictured above) - 400 points
5 Chosen Chaos Space Marines: plasma guns x 2, Rhino
10 Chaos Space Marines: Aspiring Champion, Icon of Chaos Glory, meltagun, missile launcher, Rhino w/Havoc missile launcher

Patrol B - 400 points
5 Chosen Chaos Space Marines: Aspiring Champion w/power weapon, plasma guns x 2, Rhino
10 Chaos Space Marines: meltagun, missile launcher, Rhino w/Havoc missile launcher

Patrol C - 400 points
5 Chosen Chaos Space Marines: plasma guns x 2, Rhino
10 Chaos Space Marines: Aspiring Champion, meltagun, lascannon, Rhino w/Havoc missile launcher

Patrol D - 400 points
5 Possessed Chaos Space Marines: Rhino
10 Chaos Space Marines: Aspiring Champion, meltagun, missile launcher, Rhino w/Havoc missile launcher

Patrol E - 400 points
5 Possessed Chaos Space Marines
5 Chaos Space Marines: Icon of Chaos Glory, plasma gun, Rhino w/Havoc missile launcher
5 Chaos Space Marines: meltagun, Rhino

Patrol F - 400 points
10 Chaos Space Marines: Aspiring Champion w/power weapon, Icon of Chaos Glory, meltagun, missile launcher, Rhino w/Havoc missile launcher
5 Khorne Berzerkers: Rhino

That's what I've come up with so far that I like but I'm sure there's many other variations I could devise. I don't know if I care enough to put much more time into this and at least now I have a sense of what I'll use to begin painting seahorses. I haven't seen anything about the actual missions that we'll play during the games but again I'm not too concerned about that sort of thing for Combat Patrol. There's only so much you can do with 400 points of Chaos Space Marines so for me it's not worth worrying over, I expect to have a good time regardless of the composition of my patrol group. That being said, I am really interested in case anyone else has thoughts or suggestions although I am limited by what is already in my Chaos collection. For the moment I'm favoring either Patrol A or Patrol B.

There are 69 days to go until Adepticon and still much to be done before then. Fun, fun, fun... happy gaming and painting, everyone!

Sunday, October 10, 2010

Killzone WIP: Rogue Trader Crew

One of the things I enjoy the most about Killzone is the amount of customization available when it comes to putting together your Special Ops team. There are so many options that it is really easy to personalize your team and make each member feel like a unique individual. Add to this the strong narrative element found in games of Killzone and your team naturally becomes a characterful cast of either protagonists or antagonists. For today's 10.10.10 blitz I wanted to assemble a new team with as much emphasis on this as I could muster. After much procrastination and dithering I finally settled on making a Rogue Trader accompanied by his closest associates.

I came up short in my push to get everything painted and did not finish in time for today's festivities. It was a fun few days trying to make it and I'm still happy with how much I was able to get done. What follows therefore is a review of my progress and some notes about each team member with details on likely wargear, abilities and such. I made it as WYSIWYG as I could without resorting to any conversion work, though there are a few cases where I deviated from this standard and these are pointed out as well. To represent my Rogue Trader crew I am using the Witch Hunters Codex rules for the Ordo Hereticus Inquisitor and Henchmen.

Rogue Trader Scorpio

Rogue Trader Henri Marcellus Scorpio (Ordo Hereticus Inquisitor): laspistol, power weapon, digital weapons, frag grenades, melta bombs, Psychic Power - Scourging, Refractor Field. 81 points. I wanted my team leader to be armed with something stronger than a laspistol upgraded with either the Twin-Linked or Extra Shot specialist skill as I had initially considered. That's why I gave him the psychic attack Scourging with the WIP fluff explanation that it represents his fancy dueling pistols, perhaps psychically attuned to him or coming from some other exotic alien technology. Of course he sports the mandatory Jokaero digital weaponry as well. : )

Dietrich (left) and Prugg (right)

Arch-Militant Xiomara Dietrich (Acolyte Henchman): bolt pistol, power weapon, frag grenades, General Skill: 6+ invulnerable save. 25 points. Scorpio's dodgy bodyguard, armed with a big pistol and a nasty power spike.

Void Master Gustav Prugg (Acolyte Henchman): plasma pistol, close combat weapon, frag grenades, +1 Toughness. 39 points.

Lovejoy (left) and Sphek (right)

Father Bastian Lovejoy, Imperial Missionary (Warrior Henchman): hell pistol, close combat weapon, frag and krak grenades, Specialist Skill: Twin-Linked. 20 points. In this case I couldn't figure out how to switch out the single hell pistol for something more appropriate based on the model I'm using. I'm therefore going with the fluff explanation that they are a pair of autopistols loaded up with armor piercing rounds.

Senior Armsman Vigo Sphek (Warrior Henchman): shotgun, close combat weapon, frag and krak grenades, +1 Strength. 25 points. I think his bionic arm is a cool little detail and gave him the stat upgrade to go along with it.

Lamont (left) and Sprungfeld (right)

Gun-Servitor Lamont (Warrior Henchman): heavy bolter. 25 points.

Chief Steward Hans Sprungfeld (Acolyte Henchman): laspistol, power weapon, frag and krak grenades. 21 points. Scorpio's personal valet and wielder of a huge sword.

Dauterive (left) and Niku (right)

"Doc" Rolando Dauterive (Chirurgeon Henchman): laspistol, close combat weapon, medipack. 20 points.

Trade Seneschal Serpi Niku (Sage Henchman): laspistol and close combat weapon. 10 points.

Lord Winthrop

Lord Winthrop, Cyber-Mastiff (Death-Cult Assassin): power weapon and additional close combat weapon. 40 points.

Alright, that's what I've got so far for my Rogue Trader crew. If you tally up the points for each model you will see that the total is well above the recommended Killzone ceiling of 250. There are also eight total henchmen but an Ordo Hereticus Inquisitor is limited to a maximum of six. My plan is to select the actual team members from this group with consideration for the point size, story, or type of game I want to play. It should usually then just be a matter of adding or subtracting a piece of wargear or a specialist skill for the final points balancing, thus giving me what I hope will be a very versatile team.

Here are some sample lists based off of the above descriptions. Modifications are noted but otherwise assume everything else is as described for each model.

200 Points: Scorpio, Dietrich, Prugg, Lovejoy, Sphek, Niku.

225 Points: Scorpio w/ +1 Leadership, Dietrich, Prugg, Lovejoy, Sphek, Dauterive.

250 Points: Scorpio, Dietrich, Prugg, Lovejoy, Sphek, Dauterive, Lord Winthrop.

I will post updates as I finish painting these models. I also have plans for a rival team to match up against these guys and will begin working on it after finishing this group. So expect more Killzone to come. Blitz on!

Monday, September 6, 2010

Killzone: Space Marines and Orks

It's going to take some time to get my new team "Baker's Dozen" ready for use in games of Killzone but I do want to start playing as soon as possible. To that end I've spent some time over the last few days merrily going through boxes of miniatures to see what could be used right away. I made some nifty discoveries which I'll be writing about over the coming week or so, the first of which I am presenting tonight in the form of these two opposing Killzone teams.

The beta edition of Big Jim's Special Operations: Killzone is poised for release tomorrow but I thought I'd enjoy putting together some teams to start getting a better sense of the game. These are likely rather basic teams comprised almost entirely of standard models with very little in the way of special equipment or personal upgrades. I therefore don't anticipate having to make too many changes to them to stay in line with the evolving ruleset or to scale down for lower point games. What follows is a look at the first set of teams that I will be trying out in the coming days, Space Marines and Orks

Killzone: Space Marines - 247 points

Space Marine Sergeant (Team leader): bolt pistol, close combat weapon, frag and krak grenades, refractor field (41)

Space Marines x 7: boltgun, bolt pistol, frag and krak grenades. (112)

Space Marine: flamer, bolt pistol, frag and krak grenades (21)

Space Marine: missile launcher, bolt pistol, frag and krak grenades (26)

Space Marine: heavy bolter, bolt pistol, frag and krak grenades (21)

Space Marine: boltgun, frag and krak grenades, medi-pack (26)

This team constitutes most of what's left from my first 40k army intentionally collected as such. It seems like there are many interesting things you can do for a Space Marines team in Killzone by selecting individuals from all the different types of units available. In this case however I've put together essentially just a tactical squad with a couple extra specialists attached for the mission at hand. The most basic Space Marine still represents the pinnacle of bio-engineering and military training. I like the idea that their standard troopers are on par with the elite soldiery found in many other armies. It's a pretty common theme in GW and Black Library fiction and seemed like a fun way to go for this group.

You say something strange is happening on the planet's surface? Simple. Load Marines into a pod and drop a Tactical squad in to deal with it, whatever it is. Problem solved.

Well, that's the idea behind this group at least. Basic, no frills, flexible, tough... Space Marines.

Killzone: Orks - 250 Points

Nob (Team Leader): slugga and power klaw, 'eavy armour (50)

Nobz x 2: slugga and power klaw, 'eavy armour (100)

Nob: slugga and choppa, 'eavy armour (25)

Ork Boyz x 11: sluggas and choppas (66)

Gretchin x 3: blastas (9)

Again nothing fancy with these guys but there are at least some grots and nobz providing a little variety to the list. The goal with this group was to max out on the number of models allowed in a single Killzone team so that I can try out a more screaming-horde style of play, if such exists at this scale of skirmish gaming. I don't think of these Orks as a specialized team chosen for a particular mission but rather simply those Nobz and their underlings who happened to be closest at hand when the opportunity for a fight presented itself. They're Goffs so I think they'd approve of that approach.

I should be able to start playing games of Killzone this week with only a few scheduling details that still need to be resolved. Until then I'm going to put together some more teams including ones for Imperial Guard, Chaos Marines, Necrons, and Tyrandis, though without anything nearly as vintage as the miniatures featured in this post. I'll also check to see if anything needs to be adjusted for the Ork and Space Marine teams once I've had a chance to read through the new Killzone stuff. I'll post some sort of update to cover all that.

Oh, and there's quite a lot of painting to do as well. Good times ahead.

A classic match-up: blue marines vs. ork clones.

In time I'll report on how things go once I've played through a number of the scenarios. If everything works and Killzone turns out to be as much fun as I hope it will be then I may also attempt writing one or two more detailed reviews of individual games. Regardless I'm sure I'll have plenty to chatter about soon.

Okay, time to paint!

Thursday, September 2, 2010

Entering the Killzone

Let me start by saying that the mystery of the Simpsons dice has been solved. Very special thanks go to Sons of Taurus! As a result of his generosity and good will, I'm sure these fantastic dice are loaded with positive mojo and as such I expect great things from them. Thank you so much, you embiggen our hobby with your kindness. This has been for me a truly cromulent experience!

Now as it so happens, Sons of Taurus has recently become formally involved in a project that I am really excited about and he has been working to develop it further. Since returning home from vacation I have been eagerly catching up on all the latest developments with Big Jim's 40k skirmish undertaking, Special Operations: Killzone. I think he's hit gaming-gold with this one and I'm thrilled to see such a cool fan-driven project come together like this. I never understood why Games Workshop kept Necromunda locked up in the Hive, endlessly fighting fairly mundane gang conflicts when there was so much potential for expansion with the inclusion of xenos, Chaos, and the various Imperial military types. I believe Killzone will do an excellent job filling this vacancy in the Warhammer 40,000 universe and I can hardly wait to see what Big Jim and his dedicated Rules Committee do next.

It seems like there's been a lot going on with Killzone recently and that it has generated significant interest with fellow gamers. The updated ruleset is due to be released soon, Big Jim has hit the podcast waves to promote and discuss his creation over at Imperial Vox Cast, and now b.smoove of A Gentleman's Ones reports that he is cooking up some sort of Killzone event extravaganza for Adepticon 2011. Awesome, right?

This has all been too much for me to resist and it appears that I have now fully caught the Killzone fire. It's therefore a fine time to start thinking about a Special Ops team of my own. While I hope to begin trying out the Killzone rules using miniatures already in my collection, what really has gotten me excited is the prospect of putting together a small force specifically for this new skirmish system. Painting the Blisstonian 9th is still my priority but I believe this will be a really fun side project to work on alongside the main army as it presents the opportunity to model and paint a unique batch of characterful individuals. Here then is my idea for my first Killzone team, The Baker's Dozen:

Blisstonian 9th - Special Operations Group, "Baker's Dozen"

Concept: For my first SOG team I want to do something inspired by the "rag-tag bunch of misfits" type of ensemble cast that was a staple of so many classic war movies (the most obvious example of which being The Dirty Dozen). Every model should be unique in terms of overall classification, weaponry, equipment, et cetera. There should be no duplicates, each member of the team must be an individual and a specialist of some sort, and movie cliches are encouraged. The team must be generally related to my current Simpsons army project, the Blisstonian 9th, but separate enough to have its own identity. I do not want to just repurpose models previously assembled but to instead take advantage of this chance to do something new.

Background: SOG "Baker's Dozen" is comprised of those members of the Blisstonian 9th who have been assigned to the most hazardous duties available at Sector 7G. Having each earned Plant Manager Burns' displeasure for a variety of probably minor offenses, these men have been pulled together to deal with the worst that Imperial industry of the 41st millennium has to offer. They're the guys who fill and handle the toxic waste barrels, who risk their lives and sanity in maintaining the Sector's haunted steam tunnel labyrinths, and who are called upon to clear out Burns' corpse-hatch when it becomes clogged. The soldiers who survive these traumatic ordeals become strong and are toughened by the harshness of their daily existence. Out of necessity they develop survival and combat skills not found amongst the other members of their regiment tasked with serving 7G. These factors, as well as their expendable nature due to having unwisely angered Burns in the past, make this group ideal candidates for whatever commando raids and suicide missions are required for the defense of Sector 7G.

Modeling: I'm sticking with the Imperial Guard for this team and want it to be visually connected to my Blisstonian 9th army project, but nonetheless distinct as befitting such a specialized unit. My standard Blisstonians are built using Cadian Shock models with Pig Iron Kolony Militia heads, so to change up my approach a little I plan on building the Baker's Dozen special ops team using the more muscular parts found in the various Catachan kits and then topped off with Pig Iron Kolony Rebel heads. Thus they will be similarly gas-masked as the other Blisstonians and should still be recognizable as Imperial Guardsmen, but otherwise will hopefully look more like the collection of specialized action heroes that I envision.

Points Level: To determine the size of my Killzone SOG team, the range suggested in the current set of rules goes from 175 up to 250 points maximum. My team will therefore be built for the high-end of that scale but it should be simple enough to adapt for smaller games by simply removing team members in excess of the agreed points total. Obviously in such cases Baker's Dozen has taken some casualties on the way in to their objective and thus not everyone has survived for the big, exciting finale. Oh well, at least they'll still get shown posthumously in the tearful closing montage.

Theme upgrade: NA, none purchased

SOG List, "Baker's Dozen"- 250 total points:
Veteran Sergeant (Team Leader): plasma pistol, power fist, frag and krak grenades, Refractor field - 47 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Vox caster - 12 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Medipack - 15 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Commando - 17 points

Veteran: shotgun, close combat weapon, frag and krak grenades, Brawler - 10 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Blade Master - 15 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Resilient - 10 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Targeter - 10 points

Veteran: sniper rifle, close combat weapon, frag and krak grenades - 12 points

Veteran: meltagun, close combat weapon, frag and krak grenades - 17 points

Veteran: plasma gun, close combat weapon, frag and krak grenades - 22 points

Veteran: heavy flamer, close combat weapon, frag and krak grenades - 27 points

Scout Sentinel: multi-laser, Searchlight - 36 points

Questions and Assumptions: While working out the details for my SOG, I encountered a few things which I was unsure how to handle per the current set of Killzone rules. I could have been sensible and just waited a few more days for the next ruleset and its accompanying codex-specific errata to be released, but where's the fun in that? In putting together my list for the team, I have therefore made a number of assumptions and guesses based on what I hope will soon be clarified. My two main questions concern the points value of my team leader and the inclusion of some items of equipment available in the IG Codex but so far not mentioned in the Killzone documents. I'd love to hear from any members of the Rules Committee should you happen to take note of this.

Specifically, if individual IG Veterans cost 7 points apiece (starting cost for a basic unit of Veterans is 70 points and consists of ten models), would the Veteran Sergeant cost the same in a Killzone team or do I need to pay a premium for him due to his improved stat-line? For this initial list making attempt I assumed a starting cost of only 7 points as I could not find any further guidance regarding this question. The other big assumption I made concerns the points cost of equipment available to those units from which I've selected my SOG but which are not covered in any of the Killzone rules. I have no idea if these items (the squad's vox caster and the Sentinel's searchlight) will ever make it into the rules, and if they do get included in the future, I certainly don't know if they will be costed the same as they are in the Codex. As this is only my first team and Killzone is still in playtesting, I felt it would be okay to go ahead and include them in my list paying the cost given in the Guard book. I don't see this being a major problem as I can just ignore the items if need be and accept the slight penalty in wasted points. I do hope, however, that more pieces of specialized gear will eventually find their way into Killzone as I think that would be a neat way of further personalizing our teams.

Okay, that it's for my initial thoughts on Special Operations: Killzone. I'd appreciate any feedback in general, but I'm especially interested in hearing about those possibly incorrect assumptions I made in putting together my team. Of course if I missed any other areas in which I did not properly select my team or calculate its cost, please let me know what I need to do to be in compliance with the rules. I'm excited about getting to try out Killzone and I'm very grateful to Big Jim for initiating and orchestrating this project, as well as to those of you distinguished gamers volunteering your efforts as part of the Rules Committee. Thank you for enriching my hobby experience.

Sunday, August 22, 2010

The Drones of Sector 7G (Illustrated)

A couple of weeks ago Old School Terminator of Dark Future Games posted an interesting piece entitled "How Do You Pick Units? How Do You Build Your Army?" In it he examines the thought process that he goes through when planning out an army, offering up his Tyranid army as a very thorough example of how it works in practice. I find these trips through a gamer's list-making mind fascinating and informative, in addition to highlighting for me just how different people's approaches to army building can be, and indeed to the game itself. OST hoped to start an open discussion on this topic and asked for additional examples of this, so I thought it might be interesting (well, for me at least...) to do the same for my new Imperial Guard army that is just now getting underway.

In OST's case he studies the attributes of his favorite few units from the codex and then develops a theme for his army around those key features, selecting additional units that will allow his to play the style of army he envisions and to meet specific strategic needs. I admire his clarity of thought and his careful consideration of the impact his choices have on his army's tactics and overall performance. My own approach to building an army is perhaps somewhat more... quixotic? Keep that in mind as I do not mean to present this an example of good army-list building technique but really more as a contrast to the well-reasoned approach of someone with tactical acumen like OST. So with that caveat, let's being:

The Drones of Sector 7G
Sometime during the summer I began to think that it would be fun to put together and paint some models to go with my 40k terrain project, named "Sector 7G" in honor of that part of Springfield Nuclear Power Plant where Homer Simpson works. In one episode Mr. Burns points to Homer and asks who he is, to which Smithers responds, "One of you drones in Sector 7G." From that little exchange came the idea of putting together a squad of servitors and so that I could eventually let them wander around the table in scenario games blasting away randomly at nearby targets and being a nuisance for the competing armies. They'd be my drones and I'd have another Simpsons reference in my gaming nonsense... hooray, mission accomplished!

I call the middle one "Grimey."

I was quite satisfied with having a handful of zombie-like, cyborg workers run amuck on my table and left it at that for a while. It eventually occurred to me though that if I'm going to have a bunch of servitors, why not include a Techpriest to lead them in their efforts to repair 7G? Thus was born Techpriest Enginseer Smithers, as well as the realization that I could take the joke even further and put together a Springfield power plant-themed army to represent the workers and defenders of my Imperial manufactorums. I've been trying to find a way to get excited about the Guard again after several years away from them, having previously played a conventional Infantry Co. style list with LRBT platoon in support, and so even the most tenuous of connections to the Simpsons proved to be enough inducement for to me start a new army. Ever one to beat a joke in ground, especially bad ones, I was off to get my Codex to see what other things could be twisted to my silly plan.

Techpriest Enginseer Smithers

With the themed I'd chosen, I would obviously have to somehow include Mr. Burns himself in my army. After searching through a lot of potential models, I settled on using the Astropath from the Imperial Advisors pack. I think he has a suitably frail yet sinister appearance for playing the role of Mr. Burns. I don't want someone as important as Monty Burns to be just a mere astropath, however, so I promoted him to Primaris Psyker and thus he can appropriately be the leader of my army. Maybe in the 41st millennium Plant Manager Burns would be a psyker, though I prefer instead thinking of his powers as representing his control over the Sector's automatic defenses (Lightning Arc) and the dread he inspires in others (Nightshourd). Also, as my opponents are likely to recognize the model as an Imperial astropath, I'm hopeful that it will be easy enough to explain that he's just a simple counts-as Primaris Psyker.

Plant Manager Burns

Next up for consideration was the section of Troops, from which I elected to employ Penal Legion squads. These guys will provide the labor force needed to keep 7G humming along despite the massive damage it's suffered, in addition to being responsible for defending the plant in times of danger. I didn't want to worry about the command structure that you get with Infantry Platoons, nor did I feel the grunts of 7G befitting of the prestige and myriad special weapons available to Veteran squads. The independently functioning nature of Penal Legion squads seemed like a good way of portraying the various work details, each lead by a Crew Boss but otherwise with nothing special about the members of the squad. The deployment options gained from being Scouts should help them get to their job sites faster, while being Stubborn should let them demonstrate their tenacity and commitment to their work.

I've chosen to use Kolony Militia heads from Pig Iron as a way of suggesting the faceless, anonymous regard in which Plant Manager Burns sees his workers. On the subject of modeling, I would like to note that I am gluing on grenades despite Penal Legionnaires not being armed with them. I foresee possibly wanting to adapt this collection sometime down the road into a more traditional mechanized veterans type of army and therefore would like to keep my options as open as possible concerning WYSIWYG. That way, whether working for now at Sector 7G or on some other battlefield in the future, I expect these minis to be versatile enough to serve me for years to come. Here then are the first of the Blisstonian* 9th Volunteers:

Work detail, Blisstonian 9th Volunteers

At about this point my wife asked what I was up to and, upon hearing of my plans for another Simpsons 40k project, pointed out that I had overlooked an important asset available to Mr. Burns... his hounds. She insisted that during a game Mr. Burns be able to "release the hounds," or else my army of cartoon references would be an unmitigated failure.

Of course! She was right and I thought it was a great idea but was initially unsure as to how to do that with Imperial Guard. My first idea was to go with a squad of Rough Riders as Burns' hounds, modeled using Chaos Warhounds and sporting a variety of comical laser guns and rockets. Something about this didn't seem right, especially as the models would have a much lower profile than a normal squad of Guard cavalry. I then pictured Burns sitting next to one of his dogs, which somehow stirred within my mind the image of a fire-belching IG sentinel. I liked that and decided Plant Manager Burns would have Sentinel squadrons as his hounds. Initially I was leaning toward Armoured Sentinels, but after playing around with some various lists I now believe I will most likely build them as Scout Sentinels. This is partly due to the Scout variants being cheaper in points but also because I now really like the Pig Iron heads and want to also use them for my vehicle crews.

Release the hounds! Well... build the hounds, then release them!

I've mentioned before that I had ordered the Manticore/Deathstrike kit just because I really liked the model and thought it could be fun to use in scenario or narrative gaming. At the time I had no intention of including it in an army, but I saw this Drones project as a great excuse to make use of the Deathstrike Missile Launcher which I'd already assembled some months ago. It's a highly unpredictable, one-shot gimmick in which to invest precious points, hence why it's probably one of the least deployed weapons in the Imperial Guard's tabletop wars. But the doomsday quality of the Deathstrike seems to me like just the sort of thing Plant Manager Burns would want to have at his disposal. I concede that it is really more of a Hank Scorpio type of thing, but I believe Burns40k would also see the value in a weapon of such destructive potential. One should be enough at a thousand points but when this army grows any larger, I'd like to include more of them.... Kaboom!

"Exxxxcellent."

Casting about for more ways to expand on the army's theme, I recalled Mr. Burns' preference for the "personal touch you only get with hired goons." Therefore to act as his bodyguard, keeping Burns safe from xenos and disgruntled employee alike, as well as to give his authority some extra muscle, I've chosen to include a Storm Trooper squad equipped with the army's only pair of special weapons. I had tucked away enough of the older style of storm trooper miniatures to make up a full squad of them and was happy to see that their gas mask faces appeared to be a good match for the Pig Iron ones I was using on the rest of the army.

Hired Goons

I would like to have a way for those Storm Troopers to get around the battlefield more quickly and the IG Valkyrie has got to be one of the coolest kits ever released by Games Workshop. Mr. Burns is conveniently known to ride in style so for this army I'll be including an IG bird to serve as his limousine, but one that is armored and flying because it's the future! Even if it's guaranteed to get shot down every game, this is one of those units I really want to play around with as it just looks like a fun model to have. When I get back to expanding on Sector 7G, one of the first terrain pieces I plan on adding will be a landing pad so I don't think a single flyer would look terribly out of place in this collection. Also, should things turn against Plant Manager Burns, I'm sure he'd appreciate being able to make a speedy departure.

Burns' armored, flying limo

It would be reasonable for the Imperium to keep an eye on someone like Burns so to round out my HQ section I've included a Lord Commissar. Again I did not want to go with any of the infantry command squads for this particular army, thereby hopefully avoiding any confusion about Burns being an astropath. I do think however that a commissar could fit in nicely and monitor both Plant Manager Burns and those loaf-about carbon blobs of the Blisstonian 9th. The commissar with the plasma pistol and sword is another of my favorite models that I've looked forward to painting for a long time so he goes into the list-mix, too. Overseeing this entire operation will therefore be a stern and dutifully suspicious member of the Emperor's Nuclear Regulatory Commissariat.

Emperor's Nuclear Regulatory Commissar

Another individual whom I felt compelled to include in my army was a Homer stand-in of some sort. Fortunately I've got Guardsman Marbo to adapt to my purposes, and as GW saw fit to simply reverse the letters of one syllable, so shall I. My counts-as Marbo will therefore be known as "Safety Inspector Moher." While I still haven't entirely planned out this conversion, I'll probably end up using mostly Catachan parts and one of these tox-guard heads from MaxMini. I plan on replacing the usual demolition charge with a dangerously mishandled radioactive fuel rod. Thus in true Homerian fashion, Safety Inspector Moher will be both a champion of his fellow workers and simultaneously one of the greatest threats to their lives.

My inspiration for Safety Inspector Moher

By now I was pretty happy with the army lists I had drawn up and was ready to stop at the 1500 point mark. I thought the inspiration well had run dry and that I wouldn't be able to wring anything more out of the codex. I looked at some other heavy support choices and more elite options but couldn't see a good way to work any of them into my theme. I did not want to force anything in that doesn't belong and thought to myself, "Oh well, I don't need to fill the FOC completely." The list making was done, or so I believed until I remembered one last thing...

Lawyers! I have no doubt that Plant Manager Burns would want legal council while navigating the many byzantine layers of Imperial governance and the myriad perils that would entail. Burns' legal defense team will be played by the more bookish-appearing Inquisitor henchmen models and will be a counts-as Psyker Battle Squad for the army. I don't think it will be too hard for people to accept that their powers, Weaken Resolve and Soulstorm, represent the terrifying potency of such an aggressively litigious group of attorneys. I'm not too sure what to do about the unit's overseer, though I'm considering using either a Necromunda Enforcer or a spare commissar model to help keep the egg-heads in check.

The start of Burns' legal defense team.

And that was basically it... ta-da! As best as I can recall that was the thought process I went through in developing my plans for this project. So this time around at least there wasn't much worry given over to tactical performance or cost efficiency and instead most of my decisions were based on the visual and interpretive expression of my chosen theme. Along the way I wrote out a bunch of different army lists to see how the point totals were shaping up and am still tinkering some on the margins with the leftover points. Below are the lists that I'm going to be incrementally building toward for use in Sector 7G. Thanks for sticking with me through all that and indulging me in this narcissistic exercise. While I may have nothing enlightening to offer in all this prattle, at a minimum I hope I've explained how my army came about, one which I'm sure to most veteran generals would likely appear to be just an odd and hopelessly outclassed assortment of units masquerading as an army. I imagine the more cut-throat gamers will still snicker and roll their eyes, but you've now seen why I'm willing to put the effort into making this a reality.

And so at long last, the army lists:

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad
Penal Legion Squad
Penal Legion Squad
Scout Sentinel: heavy flamer
Total Points = 500

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers
Deathstrike Missile Launcher
Total Points = 1000

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
3 Scout Sentinels: heavy flamers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Total Points = 1500

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad: 5 additional Sanctioned Psykers
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers, smoke launchers
2 Scout Sentinels: heavy flamers, smoke launchers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Deathstrike Missile Launcher: dozer blade
Total Points = 2000

I've got about another week left of vacation and plenty still to assemble and prime before going home to the enveloping humidity of the South. I try to remain as flexible and open as possible so if anyone thinks of any Simpson references that I've missed but could include in this project, please let me know. As always, I welcome any and all suggestions, criticisms, angry muttering, et cetera. I know it was a lot to go through with the only reward being a few pictures of unpainted miniatures. Oh joy. Thanks again for letting me share with you my thoughts about this army... updates to come as things get painted.

*In episode #5F23 of season 9, “The Joy of Sect,” Homer joins a cult whose leader promises to take his followers away to the planet Blisstonia. Great episode, I highly recommend it.