Quantcast
Channel: THE 512th CADIAN
Viewing all 59 articles
Browse latest View live

And I'll Form...The HEAD!

$
0
0

Don't you just love Dreadknights? They remind me of 80's anime-icon robot, Voltron, sans head.

Knock that baby-carrier all you want, but I'm a big fan of the excessive metal that is the Grey Knight Monstrous Creature. Exxxxxtreme is what I want with a Matt Ward'd GK army, and this model positively oozes with it. Shame about the pose limitations though.




I've only just recently base-coated the model white, and added block colours to it (metal, blue, red, gold) for starters. The hard part of bringing the paintwork up to a sufficient level of crisp detail that I'll be happy with comes next..

In the meantime here's a picture of Dougie from our Wednesday Night Gaming giving all you readers a traditional British 2-fingered salute. Ta-raa for now.



Wotan’s Night Campaign –Third Tier Report

$
0
0


The third Tier of our campaign has commenced, and the 3 of us have progressed on nicely playing the mission and deployment type: Seize Ground & Pitched Battle.
The games were now ramped up to 1250 points, with any Veterans from the previous battles surviving and bringing their battlecraft experience to the next part of the tier, “Assault on Ice Station Zebrox”
THE GAMES

Here are our army rosters:

Laur has maxed out his scoring units by combat-squadding 2 tac. Squads. Flexibility, protection and contesting threats are brought to the table with a jump-pack librarian and assault squad, while Laur keeps his long reach with the double Predators.
Dougie has brought a Lash Sorceror for the first time ever! - with points efficient Obliterators for support, and 4 Rhino-fulls of Chaos Space Marines to stretch out scoring capacity.
I have supplemented my previous list with the addition of a Vindicare for long-range anti-tank, and introduced the combo of the elite Terminators and Thawn to give myself a survivable scoring unit.
Here were the following results:
2nd TIER – BATTLE 01
Grey Knights Vs. Space Marines:  Grey Knights had the 1st go, result was a tie (no objectives  held). Due to campaign rules, we rolled off and Laur won the Dice roll, counting as a Victory.
Summary:  
This was a hard-fought game with lacklustre shooting, great combat for the GK, and swings and roundabouts where the GK’s had the advantage throughout the beginning, which then a draw was forced upon by Laur, a position of which I tried but then couldn’t shift.
Both my investment in the Vindicare and Psyfleman was paid in kind to begin with, but progressively got more ineffective as the game went on, with my Rhinos being shot at and wrecked, and the game was more or less fought over 2 of the objectives.
Both players made crucial errors. On my part, I had forgot my Purgation squad were Tank Hunters, so there were plenty of failures that could’ve been glancing and glances that could’ve penetrated (I failed to blow up an AV12 building after 2 turns, even with a hammer-handed D-hammer in assault, unlucky!), leaving my Termies out in the open to fall to meltashot, and ignoring an immobilised and weapon destroyed Predator (which still had a threatening lascannon) due to it’s AV14 upgrade to the front, and me losing the bigger picture at taking out his long range and focusing on his scoing/contesting transports instead.
While I DID remember to use the Dread’s Reinforced Aegis (though Laur did successfully cast his powers, rolling a total 4 and 5 separately needing a 6 or less), I forgot to use the Psyk-out grenades and Daemonbane rule against Laur’s Librarian, AGAIN. Duuh.
Laurence’s crucial error in the game was not moving a combat tac. squad in position to take an objective, remaining unmolested but fairly useless. There was also the case of not moving a Rhino for 2 turns, both of which could have tipped the balance of the battle to his favour, something which he’ll be kicking himself!
However biggest boo-boo was using his remaining Sternguard to disembark a stunned Rhino, then quickly embarking a building objective to force a draw on the game (which is an illegal move, disembarking and embarking in the same turn, but this had happened so fast neither myself nor Dougie who was invigilating got to point this out). If it weren’t for this illegal move, I would’ve defo had a clear and decisive victory. Naughty Laurence!
Laur did combat squad all his troops to max. bodies and targets, and a highlight of his would’ve been when his Sternguard and a combat squad unleashed hell on the Termies, wiping them out. Thawn himself came back once from the grave and wiped out a 5-men squad hisself, but killed another turn by lascannon fire, failing to come back twice in the last 2 crucial turns.
Now is not a good time for a 2-turn dirt nap! Grrr. *note to self:  I Shall Not Yield is for fun and is a bonus, not to be relied upon as a given.
As the draw stood, we rolled off and Laur’s Ultramarines counted as a Victory for the campaign.
2nd TIER – BATTLE 02
Chaos Space Marines Vs. Grey Knights:  Chaos stole the initiative, the game was a draw (2 objectives each) with a victory result to Dougie as we rolled off.
Summary: A real punch-out of a game in which asymmetric deployment by Chaos put the thinly-spread GK on the backfoot, but steadily the tables turned as the GK Elite shredded everything they shot at. However, the game ending on the 5th turn was to Chaos’ fortune.
Highlights include Dougie’s Chaos sorcerer lord not having pulled off a SINGLE use of Lash of Submission (either failing his Psychic tests due to GK’s Aegis, Perils of the Warp, and/or missing his ‘shot’ thanks to the latest Chaos FAQ on Lash, thereby being unable to test out the lash-plasma pie plate oblit combo), and that every Chaos Rhino was either wrecked or immobilised in the first few turns.
The GK’s Vindicare was eliminated by turn 2 through small arms fire and bad rolls, although the Chaos strategy did not pay off as expected. 2 squads of Chaos troops, 2 oblits, and the sorcerer were sent to deal with 2 5-men squad of GK’s in Rhino, who proved more resilient than expected. When the dust settled, only the sorcerer, and a rag-tag 3-men Chaos squad were left to claim the objective, with a full-bodied squad babysitting another at the rear.
Purgation squad pwned everything as usual, destroying Doug’s uber-veteran Nurgle-marked squad to allow my Termies to sit on an objective. A chance plasma shot killed off Thawn in the 3rd turn, who resurrected on turn 5 to claim an objective in the backfield, which proved lucky for me (changing an auto-lose game into an auto-draw).
On my final turn, desparate shooting and an assault proved to dislodge the last Chaos squad sitting on an objective was to no avail, as I lost my men to successive Perils of the Warp results while succeeding to pull off Hammerhands (Snake Eyes!) and finally gave in to the inevitable, as it was against the odds to turn a draw into a win.  Should the game have continued further,  Chaos would’ve crumpled under the pressure of the GK’s long reach and bendy mind bullets!
2nd TIER – BATTLE 03
Chaos Space Marines Vs. Ultramarines:  Chaos had the 1st turn, the result was yet another draw (1 objective each), with victory being awarded to the Marines via roll-off.
Summary:   METAL BAWKSES 40K!
A tense shoot-off stand-off emerged from this game, with Chaos having all of it’s transports eventually immobilised, weapon destroyed and stunned repeatedly, but not wrecked! Both players favoured a careful, tentative approach to their strategy and tactics which meant a by-the-numbers game of act, react, and react again.
Men stayed inside their boxes, but eventually troops had to go for broke to win the game. Dougie’s pimped-up squad launched a daring raid and was rewarded with wiping out Laur’s troop unit, while Laurence’s Ultramarines surrounded an immobilised Chaos Rhino-ful of men on Turn 4 to prevent their disembarkation and to hold an objective further afield. (Note: Chaos Rhino disguised as Ultramarine metal bawks in photo. Sneaky!)

Bawbag move, or valid strategy? You decide!

Laur would’ve bagged the game if it had ended on Turn 5, but the game stretched out ‘til turn 7. Dougie would’ve won the game if he had wiped out the jump pack assault squad but ATSKNF saved the day as they regrouped and made a final contesting move.
Ultimately a final objective was fought over between a 5-men team of Chaos and Marines and boiled down to a simple Ld 7 roll which Laurence failed, his men turned tail and fled as the final initiative test was ‘passed’ (which wasn’t the result Laurence wanted), meaning a Win situation turned into a Draw. Unlucky for Laur!
VETERAN ABILITIES
Rewards were lost by Chaos and the Ultramarines, but general bonuses past & present, as follows:
Grey Knights – Purgation Squad (Relentless, Tank Hunters, Night Vision), Lazerback (ignore Shaken) and Dreadnought (ignore Shaken, re-roll dangerous terrain tests)
Space Marines & Chaos – will roll for their Special Abilities in Tier 4.


Final result for Tier 3: Ultramarines are ahead of the game, followed by Chaos, with GK (me) at the last. In terms of campaign rewards, GK’s receive ‘Vital Objective’, Chaos get ‘Obstacles’, and I get ‘Minefields’.
We bemoaned the fact that Objective-based games are so heavily dominated by the use of Transports throughout, but I'm sure with the impending release of 6th edition 40k that may, or may not, be a thing of the past.
I’m off to go model some Minefield strategic markers, while I prepare for the next 1500 point match. Toodle-ooh.



To be continued..

Minefields!

$
0
0
Boom! Shake the room.

In the latest Tier of the Wotan’s Night campaign, I have found myself at the bottom of the rankings. Do not fear, as I have also received a compensatory bonus of a useful Strategic Asset: Minefields!
In order to give our campaign battles a modicum of flavour and to balance the books a little given that different players are given different bonuses to mix things up (a sentiment that our current ‘Winning’ player, Laur, has vocally disagreed to time and time again. Next campaign will no doubt be managed by him!), these Strategic Assets from the Apocalypse rulebook has been injected into our weekly games of 40K, plenty of which we will now be using in the impending 4th tier.
Having received the Minefields asset, I found myself wondering how to represent this on the board?
The description in the rulebook is that it is a single minefield about 6 inches wide and a whopping 36 inches long! Or it could be split into 2no. 18 inch long minefields, or alternatively 3no. 12 inch long fields. Each field represents an area of both difficult AND dangerous terrain, which is set out during the deployment stage either in my deployment zone, or within the ‘no-man’s land’ .

At this juncture it is handy point out that I’ve not been the only person to have puzzled this quandary on how to best represent this modelling opportunity in the field of 40K. This excellent guide produced by the now sadly defunct (I believe) website, ‘Battlebarge’, has been key.
As with the guide, I have elected to create a set of ‘markers’ to denote the appropriate minefield area, also for ease of transport, storage, deployment, and speediness of creation. Here’s a photo, with a Justicar for scale.

I made these using spare bits of plasticard and leftover gribbly-dangly bits I had from spare plastic sprues. Pretty convenient! All I had to do left was figure out how to paint an appropriate ‘warning’ sign, so I elected to use the standard skull and crossbones on red.
I was quite pleased with the overall knee-height of the warning signs, laid down low to draw one’s eye-level to the ground. Perhaps we may use these markers again as part of a terrain setup in future games, who knows?
At the end of the day, not as elaborate as Emperor’s Wrath’s creation, despite it's wonderful origin in the kitchen-sink scrappiness such as here:

Or as immaculate the GW-approved and produced minefield markers as seen here:


But I had plenty of fun making mine!  Hope you have fun when you get round to making yours too!

On leave

$
0
0

Has it been a year already? Wow.

The Cadian 512th here, embarking on the next Valkyrie off this dustball for a nice, relaxing vacation in the lush, verdant jungles of Catachan.

Toodles for now, see you all in a fortnight.

One Last Apocalypse

$
0
0

Alas poor 5th edition, I knew him, per ratio...

It's the last gasp 5th edition mega-apocalypse battle we here at Wednesday Night Gaming have only ever dreamed of! A full on 8700 points battle (complete with Buckfast Bottle Titan) on both sides, using *most* of our complete collection for a straightforward Annihilation battle, just like wot you sees in dem White Dwarf battle-reports innit?


On one side it's 6k worth of Ultramarines that Laurence owns, with the remainder of my points made up with Imperial Guard artillery and meltavet Chimeras.

On the other, it's Doug and his Chaos and Orks totalling 5k, with the remainder being an elite Draigowing GK list with Imperial Guard support.

Sadly, apart from the Orks there were no further Xenos representations by the Tau or 'Nids, so it's a mostly Imperial mash-up for the ages, to be completed before commencement of the brand spanking-new 6th edition to change the 40k-verse forever.



Setup took ages as you can imagine, with still a third of our mutual armies held back in reserve. We managed to get through the 1st rounds each, with the highlight of the game so far being my Vindicare destroying Calgar's Land Raider ride. I wonder if Turbo-Penetrator ammo will still be FTW with the new/retained Rending rules?

One Last Apocalypse - Advanced

$
0
0

Carnage on the dance floor

Round 2 of the mega-apocalypse goodbye-5th-edition game continues apace, taking up the entirety of Wednesday Night Gaming's nighttime slot to play, with the 3rd round to be played next week. Highlights include the following:



Chaos-Ork-GK alliance:
Outflanking Paladin psycannons eliminating all of the Ultramarine's melta-vet allies.
Vindicare blowing up the Librarian's rhino-taxi.
Various Ultramarine rhino-taxis rendered toothless.

Ultramarine-PDF contingent:
Marneus Calgar slaying a Dreadknight.
Manticores wiping out all of the Chaos-Ork alliance's cannon fodder (traitor IG blob platoon).
Outflanking scouts neutralising the heavy big-guns of Demolishers and Predators.
Combined arms of plasma dudes, melta-dudes, Devastators, and lascannons to kill a squad of Paladins.

Assymetric warefare denied: Abbadon (in a stunned Landraider) and Draigowing outflanking in a ruin, at one end of the board with not much to threaten.

The arrival of Lysander by drop pod, and the outflanking Draigowing still means the game is still one to watch, as both parties still have plenty of tricks up their sleeve (masses of jump assault marines by Laurence, Snikrot + Kommandos and Old Zogwort by Doug). This truly has been a fun game for all of us, and part of me wonders if Apocalypse truly captures both the cinematic and fun feel of Warhammer 40K than the core set of rules would ever do. If it weren't for the long game-playing time, we would be playing Apoc games more often!

The arrival of the Strongbow-Dakka Dread...

MVP of the game, in my opinion? The kingo del kingo of Snipers, the Vindicare. Truly he is a force (multiplier) to be reckoned with and when combo-ed with the Techmarine's Boosted Cover ability, .

.. backed by the Dreaded Buckfast-Knight!

To be continued!

One Last Apocalypse - Wreckage

$
0
0
Surveying the remnants

Round 3 & 4 of the mega-final 5th edition apocalypse game we've been playing here at Wednesday Night Gaming. Truly a send-off to the last edition.

Further highlights include:

Chaos-Ork-GK Alliance:
The combo firepower of Orks and GK's tear apart any human IG resistance, killing all their plasma and melta-toting weaponry.
Vindicare blowing up the last remaining Land Raider, and the Ultramarine's Vindicator thereby denying the forces of 'Good' AP2 weaponry.
Kharn and a Daemon Prince engage in brutal combat with Lysander, eventually killing him.
Snikrot charges from the rear to take out the Heavy Plasma-squad of Devastators.
A lucky Demolisher cannon shot splatters Tigurius.
A precise battlecannon shot from the Defile kills Tellion and almost all his Scouts, leaving 1 left.
Draigowing are unstoppable.

Ultramarine-PDF contingent:
Ultramarines stun and shake more tanks!
Marneus, taken down by Tzeentch zombie-marines. Argg!
Assault marines attempt a desperate deepstrike onto the bolstered ruin. Success! They proceed to wipe out all but 1 Loota in their attempt to flame the Vindicare to death (who still has 1 wound left).
Marines engage in more assaults with Chaos, the last remaining Dreadknight and Ghazkull and his Meganobz. The fortunes' of the dice gods do not go the way of the marines as the tide of Chaos /Orks ? GK emerge unscathed...

Point! That Landspeeder, soon to be destroyed by Heavy bolter-fire.

And with that the game is almost at it's end, to be finished off sans my prescence this week as I'm unavailable to play, so Dougie and Laurence will resolve this last of the 5th edition game.

Laur has technically thrown in the towel, as his forces are now on the backfoot of the oncoming 2+ armour save assault onslaught (Paladins, Draigowing, Ghazgkhullwing, etc) and with his AP2 weaponry gone, his army has been rendered toothless and the fight's gone out.

The bed is our battlefield..

Earlier on there may have been the opportunity to rely on Demolisher Ap2 weaponry to provide this Anti-terminator punch (by swapping IG lists) but melta-vets in Chimeras were relied upon instead (and due to a combination of poor luck, bad dice rolls, and slightly dodgy deployment in which the IG 'meatshields' were front-forward to protect the 3+ armour marines in Rhinos), a strategy which ultimately didn't work out. Mind you, even if the meltavets were swapped with Demolishers, this would not have guaranteed a decisive victory as Laur's marine force were (unfortunately) tailored to be as generic as possible, with masses and masses of tactical marines in Rhinos having to face Doug and mine own superior quality and better-armoured 2+-save-wings.

Once again, for me the MVP had to be my Vindicare sniper. Truly he is a force-multiplier to be reckoned with!

Sure, anyone can argue that the Vindicare is an easy killpoint, but when combined with our army's overall strategy (which was ignore shield-breaking and hellfire-round shooting, contrate on turbo-breaking to blow up key transports and vehicles which then the rest of our forces can squash the squishy things inside) and Bolstered Ruins, there was nothing Laurence really could do against this 2+-cover save Monster.

Bang bang I shot you down

Practially every shot brought something down: On the 1st turn, Marneus's Landraider - destroyed. 2nd turn, Tigurius's Rhino-taxi - destroyed. 3rd turn, empty Landraider (still bristling with lascannons to take down Paladins) - destroyed. 4th turn, a shaken Vindicator tank which has launched smoke - destroyed (all the more unbelievable in that I had missed the first shot, but made it on the 4+ re-roll, and Laur failed his cover save).

With each shot I was rolling a consistent Armour Penetration value of 17 (after all, 4D6 + 3 + rending). Enough to crack mighty Landraiders!


Anyway...



Following this, a new edition commences: We will begin with a 600 point game, just to get a feel of the new rules, new deployment, missions, etc. Can't wait for my new rulebook to come through the door!

Note: Photograph of LIIVI the Vindicare, by spencyg. Used without permission.

The Arrival of 6th Ed.

$
0
0
It's here!

I've finally got my copy of the new 6th edition rulebook. Will spend the next week or two digesting the rules, re-learning the ropes as one would say.

Warhammer 40k 5th ed. is dead.

Long live 6th!

Draigo - An alternative model?

$
0
0


In the last game of the dying gasp of 5th edition, I took to the field of battle with Draigo and his ChuckNorris-wing Paladins in a mega apocalypse battle, where they tore through their enemies like a hot knife to butter. In this instance I used my Mordrak model as a counts-as Draigo, and I must admit I like the taste of it. I must have. I must have Draigo!

But what to do, when I detest the finecast model absolutely so? I'm not a fan of the pose, the 'look' and feel of the model, and the overly busy aesthetic of the model covered in chains, pennants, seals, writing, etc. I know Draigo has to look suitably impressive for the Eternal Grandmaster of the ass-kickin' Grey Knight chapter, but I prefer my models looking a little bit more graceful.

Fortunately there seems to be quite a few 'alternative' model suppliers lying around, and having found that Polish company Scibor Monstrous miniatures do a mean "Templar SF Knight", I picked myself up one of these little beauties for a counts-as Draigo.


I've been pretty pleased with the model as it arrived through the post, well-packaged. It is an impressively detailed model, a real bang-for-your-pound showpiece.

The resin material seems a little softer than that of Finecast, but the model separates at the sword, shield arm and is not attached to the very nice-looking base, so an element of 'Pinning' will be required for a stronger bond. Fortunately this has been easy to do because of the material, so putting the model together can be a rewarding experience, and I'll post some photos soon of the result before I start base-coating and painting said miniature.

To me the above miniature is suitably impressive and majestic and I'm really looking forward to painting it up in the same colour scheme as the rest of my Grey Knights.



Note: Images above used without permission.

Mordrak & Ghostwing in 6th Edition 40K

$
0
0


A New Dawn for Mordrak & his Ghost Knights

Welcome back ladettes and fiends. You came to this blog to find out more about how Grey Knight Grandmaster Mordrak, and his ghostly bodyguard, fare in this brand spanking new 6th edition of Warhammer 40K, didn’t you?
Of course you did.

For Mordrak the cursed Knight of Mortain and his spectral crew, this new iteration of 40K has definitely brought brand new challenges but also opportunities. The game has evolved, and therefore so have practically every unit imaginable in 40k. As I’m a real Ghostwing fanatic, I thought I’d take my time and review the unit as a whole while me and the Wednesday NightGaming Crew are familiarising ourselves with the new ruleset.
To reiterate: What is it about Mordrak that makes him so special? Let me refresh your memory.
For starters the extra 25 points from a vanilla Grandmaster you get one with an extra Wound and Attack with a Master-crafted Daemonhammer thrown in, and the ability to spawn ablative wounds in the form of Free (Ghost) Terminators.  Also First to the Fray allows an automatic no-scatter Deep Strike on the GK player’s 1st turn, perfect for using Mordrak and his unit for an anchor to entrench Draigo, a Librarian, a Techmarine, or an other IC for deploy-anywhere funtimes (in lieu of Drop Pod options for the Grey Knights, first to the fray along with servo skulls & homers are the only ways to mitigate deepstriking risks). The downside is Mordrak’s unit lacks shootydakka psycannons so one has to rely on Daemonhammers for vehicle-busting, andif Mordrak were ever to be killed the unit goes poof!
Now, onwards to my review, where I make note of the major changes, both good and bad, and non-changes, that could impact the way a Ghostwing army can be played now.


Disclaimer: I have only gotten in a couple of practice runs with 6th edition and have not played a full-on Ghostwing army with the new rules yet, so this review remains theoretical based on analysis, comparisons and assumptions of mine, you’ve been warned! Also this 'list' of pros / cons are by no means exhaustive, so readers are more than welcome to contribute any further thoughts.

WHAT HAS NOT CHANGED IN 6th EDITION?


1. MOVEMENT/ DEPLOYMENT
Deepstriking:
As a lot of the movement rules remain the same (6” move, 2D6 move through difficult cover, etc) Still cannot assault after Deepstriking.
Armour:
Terminator armour still relentless, bulky, no sweeping advance, etc as before.

2. SHOOTING / ASSAULT
Weapons:
Dakka dakka still good, as before. Fire away dem Assault 2 Stormbolters!
Grenades:
Assault grenades (frag) still allow terminators to ignore the Initiative 1 penalty when assaulting through Difficult Terrain.

3. SPECIAL RULES
Psychic Powers:
Brotherhood of Psykers remains unclarified, as ATSKNF replaced as per rulebook as indicated in FAQ release, but yet no mention in FAQ of following rulebook’s definition instead of codex (which makes mention of Justicar / Knight of Flame, but not an infantry character which Mordrak is). Obviously, RAI, Mordrak is the Ghost Knight Justicar and any Hammerhand psychic tests are based off him, but I’ve also seen arguments saying Mordrak and his Ghost Knights should be able to get pull off Hammerhands twice (one for Mordrak himself, the other for Ghost Knights), which is patently ridiculous.
THE NEW ADVANTAGES IN 6th EDITION


1. MOVEMENT/ DEPLOYMENT
Terrain:
Dangerous Terrain now not-so dangerous. Deepstrike away into Difficult/Dangerous Terrain as you now get to use your armour save (previously it was invulnerable only). This to me is the biggest change which opens up a lot more tactical use. Combo it with the Ghost Knight’s Stealth (+1 to cover save) you are certainly afforded an entrenched 2+ armour unit in good cover on their first turn due to the precision deep strike. Hooray for this great improvement!
Terrain charts have been re-written. Interestingly area terrain (like a blast crater) is now a standard 5+, but allows a fantastic 3+ cover save if gone-to-ground. Great for entrenching Mordrak and his Ghosts into a crater, and when the inevitable plasma pie plates come knocking you just go to ground and dig in deep, especially good to create a stranglehold on an objective and use Stealth for an overall 2+ cover save against AP1 / 2 / Plasma & Demolisher Pie plates. If anyone tries to assault you, get back up for Overwatch fire!
Reserves:
As all in-reserve units come in on a 3+, Mordrak gets to manipulate the reserve rolls with his Psychic Communion ability making a devastating improvement on a Deepstrike-reliant army (of course, I’m assuming you’d deploy Mordrak first, then use his abilities to get other Terminator / Strike Squad / Interceptor / DreadKnight units onto the field.
Battlements:
Mordrak can now deepstrike direct onto an unoccupied battlement, suffering NO difficult / dangerous terrain tests to boot. This is a major plus and a canny opponent would do well to rectify this by making sure that any buildings or fortifications with a sufficiently large battlement area is occupied at all times.
Deepstriking direct unto a battlement would give the unit a 3+ cover save, and in the next turn they can either occupy the building itself or access the ground direct if there happens to be a ladder nearby (do check before doing this!).

2. SHOOTING / ASSAULT
Shooting:
Mordrak also gets Precision Shots (on a 6+ to hit), and Precision Strikes in combat (which is a fine combo with his Re-roll to hit on his master-crafted daemonhammer).
You can now throw a single frag grenade in lieu of one model shooting (the rest get to shoot as normal).
Overwatch:
Overwatch (snap shots hitting on 6+) fire when assaulted, which is always possibility after deepstriking. Blast away with those Stormbolters!
You can also *possibly* chuck a krak grenade in Overwatch shooting, while more dakka in Overwatch anyways.
*LOOPHOLE ALERT* Upon reading the rulebook there is this particular quirk to the Overwatch rules. If you declare a charge at an enemy unit, after they Overwatch fire at you and IF they actually land a hit, one always gets to Go to Ground the charging unit to effectively *cancel* the charge. Combo this with area terrain and Stealth you get a mighty 2+ cover save and an opportunity to play *chicken-charge* where one minute you’re charging, and oh wait the next minute you’re not and you’ll be staying put anyway.
Armour:
Mordrak and his Ghost Knights retain their 2+ armour save, which is now stronger due to the de-buff to power swords (now AP3). Also if you’re playing full-on Ghostwing, all Terminators are pretty buff pretty, which is all-good for lovers of tactical dreadnought armour.
Cover Saves:
Cover is now more beneficial on a per-model basis. If it’s 25% obscured, they get the requisite cover save (5+ for area terrain, 4+ for most things, 3+ for fortifications).
Invulnerable Saves:
Mordrak  is type  Infantry (Character), thus is allowed a 4+ Look Out Sir! Save. Pity it’s not a 2+. Still, watch out for AP1 / AP2!
Weapons:
Nemesis swords , halberds, glaives  are specifically AP3 being unusual force weapons and retain their codex bonuses. Win! Vs. 3+ armour save marines. Especially since you'll be hitting first, what with all them halberds your ghosts will be carrying innit?
Daemonhammers are still Thunderhammers, which means they are AP2, specialist weapon, unwieldy and concussive. AP2 weapons now add a +1 modifier on the Vehicle Damage Chart (yahoo!) .
Vehicles:
Vehicles can now be hit and glanced to death more effectively (auto-hits when still, 3+ when moving any speed be it combat, cruising, or flat out!, and against walkers it’s a WS comparison), so deepstrike to the rear of rhinos and/or other transports and pew pew ping ping away with Stormbolters, glancing on 6’s. Or use them krak grenades, if you’re not already Hammerhanding your dudes.

3. SPECIAL RULES
Morale:
ATSKNF and new Morale Regrouping rules means no more being escorted off the board when you are unlucky and fail a Morale Test (1 in 6 chance of failing). That’s happened to me before but No More! (Plus ATSKNF can allow a 3” regroup move in addition to normal moves, shooting and assault).
Psychic  Powers:
6+ Deny the Witch save against Psychic powers, therefore a  5+ save as Mordrak is Psychic Mastery Level 1. Also don’t forget we still have the Aegis, (-1 to enemy Ld during Psychic test) which helps.
Similarly as most of GK powers are buffs, enemy’s Deny the Witch and Psychic Hood are now inapplicable  (as *almost* all Psychic Hoods have now been nerfed, no longer a 24” range anti-psyker ability). Hammerhand away!
Still a fun combo with a Librarian to use Warp Rift on vehicles, or apply Sanctuary to make Mordrak even more secure when counter-assaulted (as charging through Difficult Terrain is now 3D6 but choose the lowest!)
Warlord:
Mordrak would have access to the Warlord leadership traits. Immovable Object on the personality traits is an interesting one, allowing Mordrak & his Ghosts to be a scoring unit. Note: By extreme RAW of Mordrak's Grand Strategy, while his unit of Ghost Knights can't be made scoring, one can infer that there's nothing stopping Mordrak to be made scoring. In any case, Immovable Object makes the whole unit scoring.

THE NEW DISADVANTAGES IN 6th EDITION

1. MOVEMENT/ DEPLOYMENT
Reserves:
An-all deepstrike in-reserve army is no longer viable, as if in any end of game turn (Note: NOT player turn, thankfully!) there are none of your units on the table (and at least 50% of units not being in reserve being there to begin with at the start of the game) you lose automatically.
Battlements:
Do note that while teleporting into a battlement, should the building below it be occupied Mordrak runs the risk of being assaulted the very next turn (no overwatch allowed in this instance), or suffer a devastating grenade assault the turn after though I must point out the rulebook is not clear at this point if a unit on a battlement gains a 3+ cover save while being ‘assaulted’ with grenades, when they would do if shot at normally.
Also when trying to ‘disembark’ from a battlement you have 3 options, the first being going through the building itself (presumably unoccupied, or there’s a friendly unit letting you past) or down an access ladder or hatch (which you have to agree with your opponent before play). Otherwise, it’s a leap off the building and taking a dreaded ‘Impact Test’, in which armour saves are NOT allowed to be taken (much like the old Dangerous Terrain tests). In addition, there is a -1 modifier for each 3” distance fallen. Yikes.

2. SHOOTING / ASSAULT
Shooting:
Precision fire and strikes can pick out and snipe Mordrak, potentially wiping out your entire Ghost Knight unit with a lucky S8 hit, and LOS! Only works on a 4+ as he’s not an Independent Character. Watch out for enemy character wargear such as powerklaws, fists, hammers, melta-pistols, etc.
Also watch out for lucky barrage shots (or Barrage Sniping as it’s now called). While template and blast weapons are used as per previous edition to determine hits, wound allocation are as per the new edition e.g. closest model dies first, this differs for barrage blasts, where wounds are to be allocated as per proximity from the blast centre, so a lucky S10 Instant Death Hit! Result on Mordrak and an unlucky save roll can result on elimination of the entire unit.
Challenges:
In the previous edition of 40k, while in combat Independent characters can be singled out and allocated a tonnage of wounds. Not so anymore in 6th edition where wounds can be allocated by the controlling player of said models if they are all in 'closest promity', as opposed to shooting where they are randomly distributed when models are 'equal proximity', otherwise nearest first.
Now, Mordrak can also be picked out and challenged in combat like any other character. Previously in 5th edition he was a mere ‘upgrade’ that wasn't even Independent.
In this new age of combat, Mordrak is likely to be challenged by other Powerfist sergeant’s, and likely both SPLAT! Each other, and then it’s bye-bye to the whole unit. If you think this too risky, don’t take the challenge and let the sword-bearing Ghost Knights (2+ save, 4+ invulnerable) soak up such wounds. Also if you play your unit positioning right (and positioning is key) you should be able to use Halberd Ghosts to take out such threats anyway.
Also, if in a challenge, it’s probably better to accept it with a Librarian with a 2+ invulnerable stave first in Mordrak’s stead (or better yet, Draigo!) , or use the Glorious Intervention rules to swap characters in a challenge if Mordrak gets  pretty close to biting the dust.
Long story short, I think it’s too risky for Mordrak to be challenging other characters in combat what with the plethora of powerfists and the like littering the battlefields of the 41st millennium.
Weapons:
Nemesis swords , halberds, glaives  are now AP3, debuff against termies and other 2+ armour saves.
For Ap2 shenanigans, take Daemonhammers then! (You were going to take some anyway and not just rely on Mordrak to crack vehicles, weren’t you?) But then again, you were always going to avoid getting into combat with TH/SS Termies anyway, weren’t you?
Note: Daemonhammers are still thunderhammers but the Concussive USR has now been debuffed to now longer auto-shake the crew of a vehicle in combat when penetrating/glancing. Boo!
Charging:
Random 2D6 assault charge range. Deepstrike Mordrak up close and personal then move and assault the next turn! Overall though close combat is a more dangerous affair now, with random charge distance and Overwatch fire.

3. SPECIAL RULES
Psychic Powers:
Perils of the Warp is now unsaveable be prepared for Mordrak to lose a wound when he fails it (again 1 in 6 chance of failing).

*Note 01* I've been re-reading the rules, it turns out that while you can't take a save of any kind, it can be argued RAW 'Feel No Pain' is not a save of any kind, and therefore in a unit of Paladins with an apothecary, one should get a 5+ FNP roll against Perils. Great for Draigo, Paladins and attached Librarians, no change for Mordrak however.

*Note 02* I've also discovered upon more in-depth reading of the rules that both a double-1 and a double-6 on your psychic test is a failure, and one takes a wound automatically with no save. In the previous ed. if you rolled  double-1 the power still goes off regardless. In this new edition this has been removed.
No access to the new BRB psychic powers as per FAQ ruling (Librarian + Inquisitors only).

MY THOUGHTS?


Fundamentally, I feel that despite the new edition, Mordrak and his Ghostwing remain a fun, fluffy, viable, first-strike deepstrike-style army. In fact, one can even argue that the major changes to terrain and buildings (particularly battlements) open up new avenues of play for Mordrak, new tactics, an inevitably new challenges.
For me, the changes to dangerous terrain rules, the overall nerf to Psychic Hoods no longer being able to affect Hammerhands, and the fact that vehicles have been debuffed are a major boon to the Ghostwing. Conversely, overwatch, random charges, challenges and other character sniping possibilities are dangerous, but not just for Ghostwing alone (all armies will suffer from these).
Sure, I’ve heard it been argued that Mordrak was uncompetitive in 5th edition and remains so in 6th. Sure, you can buy a normal vanilla Grandmaster and combo it with servo skulls and fancy grenades, yadda yadda. Sure, I’ve been told Draigowing, Crowe + Purifier + Psyrazorspam (last edition) was more competitive. Sure, I know from experience that Mordrak’s style of play can be a bit one-trick-pony, easily anticipated and dealt with by a cunning opponent.
But you know what? I love Mordrak. I love his fluff, and I love how his style of play fits in with my fluff expectation of how a Grey Knight army *should* work the way they strike first and strike hard, wrongfooting an unready opponent.
I also love how the certainty of First to the Fray is coupled with the expected/unexpected random power of generating ablative wounds in form of further Ghost Knights, much in the same way I LOVE Stern, and that one day I plan to have both Stern and Mordrak in the same army list. Time will tell.
Conjecture aside, I’m looking forward to my first outing with Ghostwing which I’ll report on in due course.


Thanks for reading, and would love to hear any thoughts/ideas!

Wednesday Night Gaming: Thawn’s New Dawn

$
0
0

Terminator spam ahoy!

Loyal readers, I present to you the very 1st game of 6th Edition 40K as played by the Wednesday Night Gaming crew (myself & Laur) here on the 512th Cadian. Read on to see how well did Justicar Thawn fare against Belial's big boys.





New hefty rulebook read and re-read, we aim to play a 1k point army game in which I’ve announced an attempt at a ‘Thawn-wing’ army, this being a footslogging Terminator armour, with a Psycannon-Inquisitor and Justicar Thawn at the helm, very much a ‘classic Grey Knight’ sort of flavour as it were.

As a counterpoint, Laur decides to try out a Dark Angel Deathwing army instead of his usual vanilla Space Marine list, so here are the rosters.

LIST ANALYSIS

The idea behind this list is to fit as many Terminator bodies as possible under 1k. I note that I’ve personally found Thawn to be worth his points in his ability to resurrect, and the Vindicare is there to add anti-vehicle and anti-building ability instead of a Psyfleman which I usually opt for. The Inquisitor tops it all off nicely with an added Psycannon.
I then announced to Laurence that a GK termie-spam list was what I was intending to bring to the table to give him a chance to either rectify an inadequate list (e.g. an all-scout army with bolters) or go full throttle and come up with a Terminator-beating force (e.g. plasma & melta spam). His choice was to bring the Dark Angels, with Belial making 2 squads of Hammer & Shield totin’ Deathwing, and 2 squads of Devastators with Plasma cannons and Multi-meltas. Nice.

TERRAIN ANALYSIS

We play in strict accordance to the rulebook, rolling off for missions (Crusade: 4 objectives), deployment (Hammer & Anvil: Long table edges) and alternating terrain rules, which resulted in the terrain as seen above. Note that we elected NOT to use Mysterious Objectives.
The terrain I feel is just right for this sort of small-scale, heavily-armoured game. We have few units each, and a couple of buildings and some scattered ruins littered round the table. Objectives have been placed concentrated round the middle to ensure a good fight develops.

We also roll off for Warlord abilities, my Inquisitor gets Tenacity (FNP 3” of an objective), and Belial gets Immovable Object (scoring Warlord).

DEPLOYMENT

Laur wins the roll-off for going first so places his Devastator units entrenched in a ruin and a building, with a squad of Deathwing upfront and centre with his Dreadnought coming up to the side, while elected to put Belial and a squad in reserve to Deepstrike.
I place a squad of Terminators on the northernmost ruin with intention to secure that objective but remaining out of distance and LOS from Laurence’s plasma cannons, and I split Thawn’s group into 2 at the southern part of the map mostly hidden behind a piece of ruined terrain.

My Vindicare is placed within the ruins, to ensure that I get a good shot of either the Dreadnought or the building in which the Devastators are sitting on the battlements.
While Laurence lacks small arms fire, he has plenty of heavy firepower with the plasma cannons and I am well aware of the reputation of Thunder Hammer / Storm Shield terminators tearing chunks through other Terminators (in which my Ap3 halberds are of little use, and my Daemonhammers can be made safe by the 3++ storm shield save. Perhaps I should’ve brought more Force Swords!).

I fail to seize the Initiative so away we go!
*Note: Sadly, no photographs taken during the battle.

TURN 1 DARK ANGELS


1.  Night-fighting comes into effect.
2.  Belial and his squad Deepstrike in according to his rules, but scatter slightly. Laur’s other Deathwing squad and Dread surge forward, running where needed.

3. Devastators fire at the Vindicare. While the plasma blasts scatter away, and even with a 2+ cover save (Shrouded due to Night fighting, and the Vindicare’s innate Stealth) I roll snakeeyes and he is killed, giving First Blood to Laurence.
TURN 1 GREY KNIGHTS

1. My Terminators pull back to put some distance between Belial and his charge-hungry Thunderers. With any luck, some difficult terrain can slow down and dampen the potential assault. With 24 storm bolter shots and 16 Psycannon shots, I manage to only fell a single Deathwing terminator ( I think statistically I would’ve expected to kill at least 3) as my to-hit and to-wound rolls were a bit underpar, even with Psybolt ammo.
TURN 2 DARK ANGELS
1. Laurence elects to do the same, pulling Belial back behind the elevated ruin to provide LOS-blocking elements, reasoning that he too would be quite happy to camp behind an objective and do a last minute surge where required.
2. Devastators let rip but to no effect as Terminators make all their saves. The Dark Angel Dreadnought pulls back a bit too and manages to kill a single one of my Terminators. If only it was Thawn!

TURN 2 GREY KNIGHTS


1. The northernmost squad surges forward to the ruin to secure the objective, peppering Belial with ineffective bolterfire.
2. Thawn and his combat squads align themselves to gain Psycannon shots against the Dread.  On a good round of rolling, I manage 2 Glancing shots and 4 Penetrating shots, which strips away the 3no. Hullpoints of the Dread along with an Explode! Result, leaving a smoking crater.

TURN 3 DARK ANGELS
1. Belial elects to leave his squad since he is a scoring element on his own, and a Devastator squad leaves their building to close the distance between themselves and the Grey Knights.
2. Devastators manage to kill a GK Terminator with plasma cannon fire, failing it’s cover save.

TURN 3 GREY KNIGHTS


1. The Terminator squad in the ruins entrench themselves further and fire what they can at the Devastators, killing the Sergeant.
2. One half of Thawn’s squad peppers Belial with fire, failing to kill any. Thawn with the Inquisitor and his squad, charge headfirst to Belial’s bodyguard remnants skulking behind the ruin. Thawn issues a challenge, which is taken up by the Deathwing sergeant but results in a stalemate. The Grey Knights kill 3, but lose 2 of their own (the Halberdiers) but Deathwing holds steady.

TURN 4 DARK ANGELS

1. Devastators kill another 2 Terminators, who again fail their cover save, while the other group moves forward too.
2. Belial rejoins a group of Deathwing to lend them his power, and they charge forward losing none of their number, but killing off Thawn’s squad and my Warlord giving another Victory point to Laurence. Thawn remains locked in combat with the Deathwing Sergeant.

TURN 4 GREY KNIGHTs

1. My Terminator squad in the ruins roll snake eyes in their attempt to remain in coherency, while my last full-squad of Terminators surge forward but fail to close in their charge distance in an attempt to tackle Belial.
2. Thawn manages to slay his chalengee, and remains locked in combat with Belial.

TURN 5 DARK ANGELS

1.Devastators fire but to no effect, Thawn re-issues a new challenge but is refused, so a Deathwing sergeant is elected to remain out of combat.  Nevertheless Thawn is beaten to a pulp by the the mass Thunderhammer attacks, and Belial and co. consolidate back towards an objective. A graveyard marker is left behind to represent Thawn’s final ‘resting spot’.

TURN 5 GREY KNIGHTS

1. Thawn fails to re-spawn, preferring his dirtnap.
2. As this could potentially be the last turn. Both remaining groups of Terminators secure their objectives where possible.
3. The last die is rolled, and it’s game on for another turn!

TURN 6 DARK ANGELS

1. Belial and his boys secure the objective within the ruins, pulling back further and further to remain out of possible charge range.
2. Devastators fire away with their multi-melta and heavy bolter shots, managing to fell 2 of my Terminators. Ouch.

TURN 6 GREY KNIGHTS

1. Lady luck smiles upon Thawn, as he re-spawns on a roll of 4 (he needs a 4+ per game turn to resurrect), and runs forward to deny Belial his objective. Re-sult!
2. My group of Terminator in the elevated ruin re-arrange themselves and fire away ineffectually, but remain on top of their objective.

3. A further die roll is cast, and the game has ended.

Final Score: Dark Angels have 2 VPs, due to First Blood and Slay the Warlord. Grey Knights have 6 VPs, due to 2no. objectives held.

Grey Knights win, FTW!

GAME ANALYSIS

Both Laurence and I have been playing our first ever 6th edition game with a 5th edition mentality. We both really thought of the game as being a Draw result, due to us incorrectly assuming that each Objective is worth only 1 Victory point each (in reality, each Primary Objective is actually 3 Objectives each). Both our jaws dropped after we shook hands on a good (assumed) draw game, checked the rulebook, and proved ourselves wrong.
Therefore, even if Thawn did NOT re-spawn and deny Laurence his objective, the Grey Knights would’ve STILL won on a score of 6 VPs to 5 VPs.

In hindsight, should Laurence and I both knew of the immense strategic importance of the objectives, the game would’ve been played very differently. The Deathwing would have been run even more aggressively, worked the squads in tandem and would’ve attempted to trounce Thawn and his Terminators as they were more than adequately able to due to their Stormshield saves.
Also Laurence hesitated in departing Belial to secure yet another objective by himself (the one in the middle) which would’ve applied even more pressure on me, for fear of being shot at, or possibly assaulted by my other group of Terminators. This was definitely a mistake on Laurence’s part, as by the later stages of the game I only had 2 Terminators in the northernmost ruin who remained hidden out of LOS, and if only he had not ignored the central objective, things would've been very different. In this regard, it was also a mistake on Laurence’s part to not re-deploy his Devastators to apply pressure on my forces camping on objectives.

Laurence did concede that my shooting has been lacklustre and should’ve killed more of his troops, and likewise Laurence’s own rolling has been above average, but we both played a cautious game, testing each other’s strikes and feints.
Roll that 4+ to Re-spawn Thawn
What Laurence really didn’t like was Thawn’s re-spawn ability (this was his first time facing Thawn). A game that was previously a loss in which a draw can be clawed back from, or a draw turning into a victory on a roll of 4+ is pretty cheesy. But is it any cheesier than Zogwort's insta-squig gaze, or a Space Marine Librarian's non-Deny-the-Witchable Null Zone? :)

Grey Knights are now an army with low model count but plenty of sneaky tricks, and in future Laurence would do well to adjust his tactics and model positioning in such a way to deny me this advantage.

SUMMARY
A good, yet tough game. Terminator Vs. Terminator has always been a matchup I’ve longed to see and I got it. Deathwing are surely an opponent that demands respect, and with the new impending Dark Vengeance release, can see a resurgence in popularity.

Ultimately I knew I was outmatched due to the devastating wargear combo of the Deathwing, and had to rely on putting distance between me and Laurence and wear them down with as much small arms fire as I could. I would argue that I did NOT succeed on this basis and would have been pancaked by the unstoppable force of the Deathwing, but I had *accidentally* won the game by both our misassumptions with the Mission rules, and Laurence’s equally cautious and hesitant strategy.

Despite bad shooting and save rolls, luck *won* me the game as my opponent’s strategy had been misinformed. Really it should’ve been a draw, even with Thawn’s interference.

Welcome to 6th Edition 40K everybody! Thanks for reading, and comments as ever, are welcome.

Breaking News: Paladins Nerfed by New FAQ.

$
0
0


Guess what? The brand-spanking new FAQs for every army have been released for the brand-spanking new 6th Edition 40K rulebook.

GW in their infinite wisdom, have decided that the unit entries for Grey Knights Paladins, Space Wolf Wolfguard, and Ork Nobs are in fact, WRONG, and thus have to be corrected. Read on!


Page 2 of the new Rulebook FAQ v 1.0 (link here) demonstrates this in the Errata section as follows, and I quote:


Page 410



– Reference, Profile, Codex: Grey Knights, Paladins.

Change unit type to Infantry.


Page 411




– Reference, Profile, Codex: Space Wolves, Wolf Guard.

Change unit type to Infantry.


Page 413


 
– Reference, Profile, Codex: Orks, Nob.


Change unit type to Infantry and add the following Designer’s

Note:


Reaction from respective units, as follows:

 


After all, those elite of elite units needed to be taken down a peg or two, I mean come on! 4+ LOS saves, Precision Shots & Precision Strikes for the most Uber of units. Surely ridiculous right?

So in order to rectify this, GW have decided with a sweeping statement that in units of Paladins, Wolfguard, and Nobs, they are merely Infantry, not Characters.

So effectively these highly elite units have no 'Sergeants / Characters' to carry out them funky new rules making them bodies designed specifically for providing a retinue for a budding Warlord, so make sure you attach your Independent Characters to them anyhoo. After all, Draigo will go with his crew, as will any budding Wolf Lord and Ork Warboss.

Just don't bother putting a 2++ invulnerable save Warding Stave on a Paladin, as he can no longer accept a Challenge. D'Oh!

Wait, are you telling me that with this new Errata, an Imperial Guard Sergeant can carry out Precision Strikes / Shots and Challenges, but a highly elite best of the best kingo del kingo Grey  Knight Paladin cannot?

I understood the need to re-balance out the potential OTT shenanigans these units provided (e.g. Multiple Psycannons each having Precision Shots), but said units were rightly the highest costed and highly regarded and therefore should've benefitted from said Rules, or so I would've thought!


Oh well, it was fun while it lasted...
 

WEDNESDAY NIGHT GAMING: NEW CHAOS DEX

$
0
0

 
Chaos Reloaded
Greetings readers, welcome to an ultra-mini batrep featuring the very first battle against the new Chaos Codex! Our resident Chaos CSM player Doug rubbed his hands in glee when he arrived with a 1K list worth of new Chaos toys, I offered to challenge him with my recently-victorious and tweaked  ‘Thawnwing’ list.


Here were our armies:
GREY KNIGHTS: THAWNWING STRIKEFORCE – 1k

HQ:
Inquisitor Lord – Terminator armour, Psycannon, Daemonhammer
TROOPS:
1no. 10men Terminator Squad – Halberds, 2no. Hammers, 2no. Psycannons, Psybolt Ammo, Thawn-upgrade, master-crafted bolter & halberd
1no. 5men Terminator Squad – Halberds, Hammer, Psycannon
HEAVY:
1no. Dreadknight – Doomfists (replacing the Vindicare. I fancied an all-Terminator army list. Classic Grey Knights flava!)

CHAOS SPACE MARINES: CULT OF DOUG – 1k
HQ:
Daemon Prince – Power Armour, Wings, Mark of Nurgle, Psychic Shriek
TROOPS:
1no. 6men Chaos Space Marine Squad – Bolters, pistols, c.c. weapon, melta gun, Veterans of the Long War upgrade, Rhino dedicated transport, daemonic upgrade.
1no. 10men Cultist squad
1no. 10men Cultist squad
1no. 10men Cultist squad

FAST ATTACK:
1no. 10men Raptor Squad – pistols, c.c weapons, melta gun

HEAVY:
1no. Maulerfiend – 2no. Ectoplasma cannons

 
An interesting list where Doug planned to used his Cultist troops to grab and hold Objectives, with his Maulerfiend intending to pin me down with Ap2 weaponry, basic MEQ’s for flexibility and a Daemon Prince to dominate with air support.

So what happened?

The Grey Knights won, by a margin of 12 Victory Points to zero.

How did this happen?

Huh?

We roll off and the mission chosen was Purge the Alien (Killpoints!), with the setup being Hammer & Anvil (long table edges). Not an ideal start for Doug as I then proceed to block the 10men squad with the Inq. Lord, forming a super squad. and for kill/victory point denial.
Doug’s Daemon Prince rolls off on his own Warlord & Boon table and manages to increase +1 to his Attack characteristic. I roll and my Inquisitor gets ‘Legendary Fighter’, giving me an extra Victory Point per character slain in a challenge.
 
Grey Knights deployed and ready!
The game started off well with Doug as on his first turn he gets the Daemon Prince in swooping mode, and tries to Psychic Shriek some termies off, failing to do so with a poor 3D6 roll to his power (all this despite my 4+ Deny the Witch roll failing. Thanks Mastery-Level 2 Thawn).
As his army surges forward and the Grey Knights dig in, Doug fancies his chances by pitting the Daemon Prince against the dreadknight. ‘Why not?’ we thought.
The Prince does well, wounding the Dreadknight down to it’s last wound. Dreadknight smacks back with his Doomfist and succeeds with the Nemesis Force weapon activate roll, instant-gibbing the Daemon Prince.

 
What, NO Eternal Warrior? Not even a Deny the Witch save against ‘Force’? (Answer: Nope)
Cue: Accusations of Grey Knight cheesy douchebaggery, despite over a year of the GK’s having been in existence. Still, Grey Knight dominance over anything with Daemons in it's statline is one that I do indeed appreciate!
The game then quickly proceeds downhill from there for Doug, with my Grey Knights steamrolling over everything else he’s got. Psybolt ammo and weight of fire minnow down his MEQs. The Dreadknight takes out the Maulerfiend (it didn’t help it was down to it’s last Hull Point as Doug on account of a failed Gets Hot! Roll and Daemon Siege rule going south for him), and the Cultists get walked over, made worse by their new ‘Must Always Challenge’ rule interacting with my Inquisitor Lord’s Legendary Fighter rule, along with his Daemon Hammer. Splat!
Proxy wars: A carnifex for the Maulerfiend, an Eldar Avatar for the Daemonprince, and my Imperial Guardsmen for Cultists.


On a positive note, the Maulerfiends Ectoplasma did take out at least 3 Termies, and the cultists fire manage to kill 2, one of which was Thawn (who did come back on the 5th turn to try to Krak grenade a Rhino).
By my 5th turn Doug was completely tabled, with his last unit on the board (Rhino) pulped by the Dreadknight.
Scores as follows: For me, 1 VP for First Blood, 1 VP Slay the Warlord, 2 VPs from Legendary Fighter and 8 VPs from each unit killed, for a total of 12 VPs. Doug *may* have gotten a VP if he managed to slay Thawn the second time when he came back, or another if he managed to finish off my Dreadknight’s last wound.
A depressing first outing for the new Chaos Space Marine codex, the first 6th edition codex against an extremely powerful codex (some will say OP’ed) from a previous edition.
 
CHAOS WILL RISE AGAIN
However, do not fear Fans of Chaos! Doug has requested a total rematch where I bring my identical list against one more tailored against Terminators, Chaos-designed to stand up against the onslaught of GK Terminators. Bring it on I say!


To be continued...


Disclaimer: Pictures used without permission

Plastic Stormtroopers II: Inquisition Requisition

$
0
0

I recently found out that my post last year regarding plastic stormtroopers is both the most-widely searched for, AND the most-widely read article on my blog.

That makes me feel proud. In fact, since the release of the Imperial Guard Codex yonks ago and the fact that people are still interested, searching, and looking for news, rumours, ideas and inspiration for plastic stormtroopers tells me there's a bonzer market for it. Come on GW, get your act together and RELEASE SOME MOAR PLASTIC CRACK. Please, please PLEASE!

In the meantime, I built my own. As will most players. (See: Crimson Stormtrooper above)

This is what happened: Using GW cadian parts, Wargame factories arms, guns and greatcoat bodies, AND Forgeworld respirator heads, I made my own Kasrkin-ish Stormtroopers. And thus they sat unpainted for months and months as I focused on playing my then-new Grey Knights army.

I lacked the drive, nor the necessity to complete my Stormtrooper project. And thus they languished, as with many other projects in the back of my mancave cupboard (the less said about my Ogre Kingdom plastic Ogryn conversion, the better...).

Fast forward over a year now, and I'm coming back full circle but still through the route of Grey Knights. The Inquisition have requisitioned my converted Stormies, and I've dusted them off and started painted them up in the familiar black-and-red colour scheme.


Here's a shot of my IG Kasrkin model, with 2 of my recently and quickly-completed Inquisition Warrior Acolytes, along with an in-progress palette-swapped version. I'm just painting them super-quick with minimal highlights and no basing, but I think when you compare the size and stature of the Wargames Factory bodies they do indeed stand up well against the GW 28mm heroic standard.

I must confess when I started the Cadian 512th, I had toyed with a black-and-red colour scheme for my Cadians, so I'm very pleased that these Acolytes can blend in with the current scheme of my IG force. In fact, the black-and-red patterns kinda remind me of this:


Ahhh, memories of wasted youth. Just like 40K.

Anyway...



I'm planning to run my new Warrior Acolytes in trios, with plasma guns to accompany my ever-busy Inquisitor in a Chimera along with an expanded retinue, but that's another post for another time. I'm just happy that the way I've painted them, they really do *pop* on the battlefield as RED is such a strong, vibrant colour.

I basecoated them black, with base areas of maroon (the old red gore) and highlighted with blood red, and using green as a counterpoint colour. Everywhere else is black with almost no highlights, but I've opted to keep everything black (special ops-style) with some twinkling lights on the equipment. Pretty effective, I think!

Personally, I wish that the GK Warrior Acolytes did indeed measure up to their IG Stormtrooper counterparts (they have lousier BS, Ld, etc. The ability to re-equip as one pleases does make up for it though, and I understand not ALL Acolytes have to come from the Schola Progenium, so hey-ho), but as far as game balance goes they're a very nice little addition to a GK force that can open up new tactical possibilities, so am I moving away from all-Grey Knights lists? Watch this space.

On a side note: It's my in my opinion that the IG codex has missed a trick. Anyone remember the 'Commisar Lord' released for the codex? Does anyone run them?

Thought not.

You know what I think?

Tweak the Commissar Lord so that it unlocks Stormtroopers as a Scoring Unit in the next upcoming new Imperial Guard codex.

That way people will definitely run them in games, and buy more plastic crack, and the Commissar Lord will be promoted from the ranks of useless doorstop to a must have, effective, and fluffy battlefield choice.

Genius! Obvious! DO IT!

But I'm sure GW won't listen to an avid fan, modeller, collector, and player such as I. Perhaps a false rumour should be circulated along these lines, that way GW will realise the obvious and make it so. I can only wish.

Decapitated Cadians?

$
0
0



Watch this space as I embark on yet another new modelling project, ready for the New Year...

Season's Greetings

$
0
0


Seasons greetings to all readers, and happy holidays to all.

2012 was the year of 6th edition, and we're all enjoying it for now, warts and all. I for one will be starting a new army, to complement my existing Imperial Guard and Grey Knight model range. Building upon one's collection is so addictive!

Merry Xmas & a very Happy New Year to you all.

Grey Knights - 3rd Wave

$
0
0
 
Reconditioning old Grey Knights is a long an ardous process I think you will agree, but so far the results have been worth it.
 
It's been a long journey but on the whole I would say I've now brought back to life approx. 80% of the original army I rescued from the Bay of Ecstasy over a year ago, and I'm immensely proud of them.

 
I even found time to add my old metak GK terminators to the core, and I've even been working on a little side project with characterful helmet-less Paladin models to bolster my GK force.


Mind you, I'm also now working on a new army project, but I'll still revisit the GK's and Guard from time to time.

As of late, in 6th edition my Thawnwing list has done well against the Wednesday Night Gaming crew. A summary of games played as follows:

1. Thawnwing Vs. Deathwing Terminators - 1K list - Crusade / Hammer & Anvil:
GK victory 6VPs to 2VPs

2. Thawnwing Vs New Chaos Codex - Cult of Doug - 1K - Purge Alien / Hammer & Anvil:
GK victory 12 VPs to zero

3. Thawnwing Vs New Chaos Codex - Terminator Spam - 1K - Purge Alien / Vanguard Strike:
GK victory 9VPs to 3VPs

4. Thawnwing Vs Ultramarines: Deathwing Terminators - 1.25K - Big Guns / Vanguard Strike:
GK defeat 5 VPs to 9VPs

5. Thawnwing Vs Orks - 1.25K - Emperor's Will / Dawn of War:
GK victory 8VPs to 1VP


All in all, not a bad record for Thawnwing! So far so good, but we'll see how my new army fares in the New Year.

Bring on 2013!

Vin Diesel 40K: Riddick 28mm Miniature Kitbash

$
0
0

I've always liked the movie Pitch Black, the Chronicles of Riddick maybe not so much despite it being the closest live-action 40k-esque movie out there at the moment, disregarding Starship Troopers.

The big draw of these movies is the one and only Riddick, as portrayed by mousy, wallflower geek-actor Vin Diesel. With the impending release of yet-another sequel due late-2013, I thought it fitting to work up a new addition to my existing armies, be it Imperial Guard, Grey Knights, etc. Thank you 6th edition allies rules!

Looking around in the world of miniatures, Heresy Miniatures do a counts-as Riddick miniature, complete with comedy tea-cup, but that isn't quite what I was looking for.

I'm intending to run my own 28mm Riddick as either a counts-as Marbo (IG), or an Eversor/Callidus Assassin. I'll probably run him as a Callidus for game purposes, but the equipment, pose, and reputation of the Eversor I felt was more fitting for Riddick.



Therefore, I present to you my new recently-painted counts-as Eversor Assassin! Apologies for the less-than-flattering flash photography which does my paint job no favours, the winter days are pretty dark.

 
I used leftover spares from my extensive bitz box, as well as an Ash Junker head from maxmini, which was perfect for my needs. 

Please note that while I was sorely tempted to paint counts-as Riddick's goggles black (like in the movie), I felt having a reddish glow tied him more suitabily to his role as an Eversor Assassin and made the model more fearsome on the table-top (eyeshine be damned). I've even included grenades (behind model) from both the Grey Knights and Space Marine scout sprues to make the model even more battle-ready.

While Catachan bits were perfect for a Riddick kitbash, the Executioner pistol was a little harder to model. Luckily, I realised that this gun in a previous addition was merely a bolt pistol with a needle pistol combi weapon, so I set about the task by cobbling together a flamer barrel from a separate miniature to represent a 'silencer' attachment, which could also be a double representation of a flamer weapon (neural shredder).

The Dark Elf dagger I felt suited the curved blade aesthetic found in the Riddick movies, painting it green to represent a poisoned blade. It is solely Riddick's skill at arms I'm relying upon as an in-story explanation behind his superhumanly Assassin 40k stats (aka Movie Logic).

The model and paint job was never going to be perfect, but it will suffice. After all, a little kitbash project from one's plastic model remnants was so much fun, I just had to do it!

More photies:







Happy New Year everybody! Welcome 2013!

Plastic Stormtroopers III: Warrior Acolytes Completed

$
0
0


First post of the new year, Happy New Year everybody!


Further to my previous posts regarding plastic stormtroopers here and here, I've managed to complete painting my new Stormtroopers as Warrior Acolytes for a new addition to my Grey Knights army. Here are a couple more photos of the squads in their entirety, painted in the Inquisition-standard palette of red and black:

 

Overall I'm pleased with the admittedly-quick conversion and paintjob, to match that of the classic GW concept sketch. Can't wait to bust these babies out in my future games, slicing them into different 3-men special weapon Acolyte squads as, and when I need them!


Note 01: While here in Wednesday Night Gaming, Laur is considering commencing a new Dark Angel army (he's picking up the codex this weekend) and Doug has been busy building his revamped Chaos Space Marine codex, I'll be commencing on my new army soon. No doubt that eagle-eyed readers would surely making an educated guess on how I'll be expanding my 40k collection in the immediate future.

Note 02: Blogger has been having issues of late with uploading pictures (e.g an unexplained limit of no more than 2 large photos per post), this has been an ongoing problem for the past 2 weeks with no update or solution yet, so please bear with while we await Google Engineers to pull their finger out from their millionaire backsides!


To be continued...

Plastic Stormtroopers IV: Size Comparison

$
0
0

Here's a photo comparing the size of my plastic storm trooper / warrior acolyte conversions to that of the original Cadian Kasrkin metal model. Not bad, eh?

Amazing what interchangeable multi-part multi-source kits, a little imagination, and some easy gluing can achieve, along with a simple paintjob.

Note: Normal service re: photo uploading, has now resumed. I'll be posting more about my brand new 2013 army very soon!

Viewing all 59 articles
Browse latest View live