Tuesday, October 31, 2017

Thinking about a new army and building lists on paper.

I've been in a rut at work and haven't had much time to paint or read (or do anything fun) but I did manage work up a nasty army on paper. Army building on paper is a lot like catalog shopping; everything is available and nothing is off limits.

I have read a number of the SN Battle reports with the Raptors and I've always kind of liked them... but the last thing I need is another army. Except, I have all of my Primaris Marines. I planned on making them Salamanders but I haven't given them any brush work yet so I may be painting them a different shade of green. I'm trying to justify this to myself since I like most of the armies in the Badab war, the Raven Guard chapter tactics are amazing, and I'm good with green paint.

I've also thought about painting them as Alpha Legion... but they wouldn't have any Primaris troops unless I concoct a shaggy dog story about Guilliman really being Omegron in disguise and this whole return has been a big ruse.

The Flesh Tearers are also an option, but Aramat - the 5th Legion captain that became company commander of the Flesh Tearers in the second founding - basically told Guilliman to take his Index Astartes and shove it so I doubt that the surviving members would take the new troops into their ranks.

I've also thought about White Scars, but they have terrible rules for the Primaris models currently available. 

Anyway, here's the army I've cooked up introducing the Primaris models into my boys from the 18th Legion (or maybe Raptors.) I'm trying to maximize volume of shots, but giving some punch with the master crafted rules for a smattering of lascannons. The Captain and Lieutenant will hang back and act as a poor man Guilliman for about 200 points less. The Librarian and Sternguard will go for a ride in the Storm Raven and pick on what they can in the enemy lines. As an all-comers list, I think it's ok.

Librarian
Captian
Lieutenant

Redemptor Dreadnougnt - heavy daka version
Redemptor Dreadnought - heavy daka version
5 Sternguard - 2 heavy flamers

5 Tactical Squad - 1 lascannon
5 Tactical Squad - 1 lascannon
5 Tactical Squad - 1 lascannon

3 Razorbacks with twin assault cannons
1 Repulsor Transport - various weapons

Storm Raven gunship - with hurricane bolters

Sunday, September 17, 2017

Small Parts

games workshopI'm more than excited for the new Ad Mech err... Adeptus Mechanicus codex coming out soon.

For the first time in the two decades that I've been miniature gaming, I snagged one of the limited edition codexes from Games Workshop. I was never to grab either of the White Scar or Salamander limited edition codexes for 6th and 7th edition and I actually yelled, "Yes!" when I saw that GW had some of the Omnisiah editions still available.


I also picked up a box of Kastelan Robots to bolster my forces. Since I built my ad mech (the Pilgrims of Erudition) around the War Host Convocation, I never picked up the 50s-style robots from space. I know a lot of people don't like the design, but I really dig them... The amount of fire power that two models can dish out with the proper protocols is amazing and I may add two more to my forces.

This afternoon I started putting them together when I ran into one of the more unusual pieces that GW has crafted...

This tiny piece (data drive?) is supposed to inserted into this slot.

kastelan robot model assembly piece chest













I don't know why they made this tiny bit to insert into a slot that is next to three other features that have already been molded onto the model, but OK GW, challenge accepted.


I use my fine snips, delicately sand down the data drive piece, apply the smallest amount of glue ... things are going according to plan. Then I flip the page in the instructions.



What?

Then you are supposed to cover it up?

This bit that I can't figure out why it needs to be two separate pieces gets obscured anyway?

Maybe the modelers are getting paid by the bit?

Oh well. At least I can say my models are complete.








Speaking of small parts...

I haven't post in a while or even played because I have a small part... in a TV broadcast of a 1930s style radio play.

I'm on the left hand side.
I've been part of this troupe for about 7 years and this is my sixth production. We record the show in front of a live studio audience after rehearsing for about a month. Then the show airs locally on our PBS station, then the shows are sold to other PBS stations across the country. Los Angles, Austin, New York... Topeka.

The troupe is called, "The Air Command" and the show is called, "Theatre of the Mind." This year's production is titled, "Curse of the Mummy." Like any theatrical production, it's a large time commitment but it is really a labor of love and I look forward to it every year.

Sunday, August 13, 2017

Fate of Konor

So far, I've played games in the first two weeks of the Fate of Konor campaign from Games Workshop. Unfortunately, I've let the Imperium down.



In my first game, I played Jim and his mostly Dark Eldar Ynnari in week 1. Jim was the attacker and had to get across the board so I deployed near the center line hoping to cut him off at the pass. Initially my plan worked and slaughtered most of his army, but I couldn't take down the Avatar or his Razorwing. They danced around and polished off my army in turn 6.

My mistake was deploying too close to the center with a gun line. I should have "stuck to my guns" and camped in the back. A turn more of dakka might have been the difference for me.





I played Kyle in week 2 and his Death Guard (before the new codex.)

I brought nearly the same army as before and I played a lot better. At the end of turn 6, Kyle had lost all of his army except two plague marines. I had only lost my infantry models but the way the points shook out, Kyle won because he had a unit left in his deployment zone. Oy!


We had a good laugh because that was one of those head-scratching wins but despite knocking out Typhus, the Astral Claws had to flee the battle field in shame and report to Lugft Huron about the loss.

What I learned is that the Salamanders chapter tactic is my favorite. I'm still working on my Sallies and they should be ready to hit the table top soon. I think the gun line with assault cannon razorbacks and redemptor dreadnoughts and perhaps some deepstriking termies should be part of my formula for victory.

I recently watched Duncan's Salamanders painting tip on GW's Youtube channel and gave it a try this weekend. It's so much better, cleaner, and faster than my method. I'm tempted to strip my 50+ painted models and start over using this method. Thank you, Duncan and your two thin coats.



Tuesday, July 25, 2017

Warhammer 40k 8th Edition Open War

Ryan and I got together tonight for a game of Warhammer 40k 8th Edition. The store had a couple of packs of Open War cards left so I bought a deck and we played the game we were dealt.

I have to admit, I had a blast!

We were both excited as we drew the cards, not knowing how our armies would play out in random game play. The nature of the game meant that we would have to out play our opponent and not rely on the optimized build. Since Ryan is just getting back into the game and still gathering models for his army, this worked out great for both of us.

New 8th Edition Open War Cards
 This was our initial draw. We also pulled two Twist cards - Set Piece Battle and Battle Frenzy - every model got an additional attack!

It made perfect sense for Ryan's Blood Angel Lamentors and my Astral Claws were happy to join in the frenzy of our separatist brothers.

Ryan brought three of the new Primaris Reivers. They can do some work.

Astral Claw lurking in the back field.
I haven't been too impressed with the new Primaris rules, I'm sure that will change when the new Space Marine Index drops, but right now I've shyed away from the big brother marines. However, after being on the receiving end of the Reivers attacks, I may pick up a unit.





The techmarine making Mars proud!
My rifle-dreads didn't work as well as I hoped this game.

Normally they do a lot of heavy lifting, but even keeping a Captain nearby and taking advantage of the healing hands/robot claw of the Techmarine, they just didn't get a lot done. I might consider giving the Techmarine a long rang weapon, or upgrading to the servo harness so he isn't wasted camping in the background.

I didn't snap a pic of them yet, but my regular-old terminator squad was the man of the match for the battle.

The 20 stormbolter shots from a five-man unit is disgusting! I dropped them in on the flank of Ryan's Kreig Death Corps units and watched them shoot-punch their way through everything they got near. I didn't have a character near them and they walked through fire.

Lugft Huron is close to hitting the table and will be joining his terminator friends soon. Having the chapter master bonuses will really add some punch. I also have 10 more terminators, still on the sprue and enough bits to kit them out as shoot or stabby versions I was going to go 50/50 with thunder hammer and storm shield and half lighting claws, but after tonight, I might go all shooty.




Saturday, July 22, 2017

Finished! Warhammer 40k Techmarine

Here's my Warhammer 40k techmarine for hire! I'll use him in my variety of Space Marine armies... White Scars, Astral Claws, Flesh Tearers... everyone except Salamanders.

With the new way of building armies in "formations" in 8th edition techmarines are an excellent choice for an HQ option to take a second or third formation that only requires one compulsory HQ selection.

Have spanner, will fix or smash.

In hindsight, I may add some static grass to his base.

Tuesday, July 18, 2017

Breaking News: Warhammer 40k Space Marine Chapter Tactics!

As a former journalist, I finally get to put on my old "press pass" and share a bit of breaking news and perhaps a spoiler: 

Games Workshop has been slowly releasing some teasers about the chapter tactics in posts on the Warhammer Community page on Facebook (and possible elsewhere.) I had only seen Raven Guard and White Scars up to this point but an article aimed at new players may have spoiled the future teasers and it included a graphic of the new Space Marine codex chapter tactics.

 
Chapter Tactics Matrix
Here are my thoughts:

Ultramarines: They received a very good tactic in the ability to add +1 leadership. Since players will be making a lot more leadership rolls, especially since you still need to test even if you win close combat and you’ve taken a casualty, this is a very useful but not over-powered ability.

White Scars: The darlings of the tournament scene got a smashing chapter tactic reminiscent of their old tactics with the ability to charge after they fall back. This could be game changing… However, they will be subject to another round of overwatch, but that seems to be a small price to pay for attacking first.

Imperial Fists: The boys in yellow got a very useful tactic with their ability to ignore cover bonuses to models obscured by terrain. Also, representing the Imperial Fists ability to sling massive amounts of lead at immobile fortifications and kill buildings, the Sons of Dorn can re-roll wounds against buildings – ensuring the death of said building.

Black Templars: The Black Templars are one of my least favorite chapters, but they received one of my favorite chapter tactics, the ability to re-roll charges! I think my Astral Claws force with lots of jumping assault squads may adopt this tactic…

Salamanders: The master artisans of the Salamanders received a very fluffy rule called, “master artisans,” that allows them to re-roll a single to hit and wound roll each time it shoots or fights. My Salamanders are pleased with this ability and is much better than the command benefit Vulcan He’stan confers to his subordinates.

Raven Guard: The most grim-dark of the loyalist armies got the shaft in their chapter tactic. An army themed around close combat got a bonus for staying away from their enemies… If the early rumors are true, they receive some bonuses similar to the old scouting or infiltrate rules, but their chapter tactics only benefits their backline units and does nothing to help them against units teleport striking in. I really want to build a Raven Guard army but this rule only seems to help scouts camping in the back of the table. I would have written the rule to allow an overwatch shot in the enemy movement phase if a unit teleport strike or advances within 9-inches of a Raven Guard unit.


Iron Hands: Almost matching their previous chapter tactic, the Iron Hands received a “feel no pain” save against wounds. I’m reading this rule to include mortal wounds as well, which is a tasty rule, however, not game breaking. Codex envy: Wolfen do it better.

Sunday, July 16, 2017

Terrain WIP

Here's a quick shot of two of the terrain pieces I primed today.

A small building with a shielded top for sci-fi games and a Greek style monument for use in historical through modern and sci-fi games.



My two sets of terrain that I've been working on fit into one or both of those categories. The Greek pieces are really a part of my Old Hammer Ultramarines/any Greco-Roman 40k army like Blood Angels and the small building can fit in with any of my urban sci-fi/city fight terrain. Those table tops are my two favorites but someday I'll expand into a winter/snow setting and perhaps a chaotic realm, but for now, city fight and ancient Greece are my favorite flavors.