Friday, July 27, 2012

Fleshtearers starting Monday...

So, looking at taking these lads out...

Gabriel Seth (Will ride in the LR w/ his guards)
Chaplain (Jump Pack, Power Fist)
Death Company  (7, Jump Packs, 2 x Faust)
Death Company DN
Scout Squad (10, 9 Sniper Rifles, SGT w/ Faust, Heavy Bolter)
Sternguard (10, 6 Combi Melta 4 Combi Plasma)
  Drop Pod (Locator Beacon)
Vindicator (Siege Shield)
Honor Guard (Various weapons, Medic)
  Land Raider (Pintle MM)

so, since I can only reserve half of my force, I think I can customize what I drop in on turn 2...  Drop pod on turn 1 with the beacon, maybe it even survives...  Meanwhile the Sternguard can combat squad, and shoot the hell out of something they've dropped on top of...  Mind, it really works best as player 2, and hopefully against someone who brought a small number of high value targets...

Being able to pre-measure now, with the exception of the Scouts and Vindi, I CAN drop the rest of the firce in...  BA can Deep Strike their Land Raiders if I feel like being silly...  Unfortunately, I can only drop in 50%...  So, the Raider is unlikely...  Probably start it behind something, hide the Vindi behind a building, the DC DN behind one of those :-)  Scouts do their thing...  DC will probably drop in, or maybe be my backfield security if I drop the Raider in...

Not sure what to about aircraft really...  And my Psy defense consists of hoping they roll 11+, or I roll lots of 6's :-)

Wednesday, July 25, 2012

So, Fleshtearers it is...

Got in a bit of painting this evening...  Testing out a slightly different scheme for my new Sternguard...  So, Copper/Bronze helmets...  Now to build a bunch of combi weapons :-)  Oh, and the drop pod...  I'll actually have to finish that project...

Looking like either Gabriel Seth or a Librarian to lead out the lads...  Thinking they ride in a Land Raider with an Honor Guard or maybe an Assault Squad.

Sternguard in Drop Pod with a bunch of Combi Weapons...

Death Company led out by a Chaplain (power fist), jump packs...  A few Power Fists as well...  The mobile hammer...

Death Company DN...

Scout Squad (SGT w/PF and sniper rifle, 8 snipers 1 heavy bolter)

Vindicator w/ siege shield

So, small army...  Hyper aggressive, with the ability to drop right in on top of the enemy.  Fits the fluff I think this fits the desperate situation they find themselves in.  No choice but to hit fast, hard and decisively and win or die quickly...  Not going to hold many objectives :-)  but can kill a LOT of stuff...

Tuesday, July 24, 2012

Looking at the difficult cases for my armies...

So, locally at least I can look around and see a few things none of my forces at the current time can deal with effectively...  Yes, I COULD roll lots of 6's and hope they roll all 1's, but realistically...

Necrons:  Fliers and Chariots of Doom...  I guess my DA terminators would laugh at the chariot, since it seems to be something they have to be in skimmer mode to use the fly over attacks with...  Fliers, I guess my Aegis line hits the table and hope I roll 6's until I can knock through their shields....  Eldar, FT?  Well...  Frankly I am not sure what I have that will stop fliers...

Dark Eldar:  Fliers and the metric crapton of shots...  Night Fight means that only my shots are at a disadvantage, my Wraithguard, Wraithlords and Artillery are all fighting at a disadvantage until I knock the Venom(s) out...  At least one DE player uses a lot of them, not so sure what the other uses, but I know he has fliers...


Thinking seriously about my Fleshtearers...  Looking over the Sternguard, I know I can have a few Drop Pods done by the tournament 8 weeks in...  But seeing a lot of people hiding things in or around good cover like the Aegis gun line...  Dropping in and shredding light troops manning the gun might be quite useful, combi meltas could be useful to deal with vehicles or heavy troops...  I have been using Vanguard Vets for a long time, but I think most of my regular opponents have seen me use that trick before :-)  Not to say I wouldn't use them too...  Hyper aggressive Jump Infantry?  Fits the Fleshtearers pretty well I think...  Yes, we are dying out, but we will be taking a whole lot of our enemies with us when by the time the last of us falls... :-)  Reminds me of one of my favorite songs, Riot on Broad Street by the Mighty Might Bosstones

http://youtu.be/lmlvLsJxsac

Not sure I will have a Storm Raven or not, but the option is there.  Air superiority given the potential 4 shots with 2 missiles and 2 real guns for at least the first two turns, assuming it survives of course :-)...  So, Scouts camping the Aegis line with one or more objectives nearby to perform AA duty...  They can combat squad as needed...  Death Company will be jumping around doing their thing...  DC DN and probably  a Furioso... With the FAQ change eliminating all changes to the Librarian DN, I haven't taken one in ages...  Maybe now, I wonder...  But I REALLY doubt it would work out well locally...  At least 3 GK players, and "a few" Storm Ravens...  ANY hit by a mindstrike = a glance with the Perils being automatic, so a cheap kill for the GKs...  Too many things that will likely screw over Psychers, so...

In any case :-)  Looks like my Fleshtearers will be what hits the table for me...

Monday, July 23, 2012

Deathwing this week...

So, getting ready for the 1850 League...  My Deathwing army is tiny, relatively of course...  And because it was the one I intended to bring to Adepticon, etc...  Did bring it to team up with Dave's Wolves over in Bloomington...  In any case, I HAVE the banner, the Medic, etc...  Won't really be WYSIWYG the first week or two, but with the 6th edition changes, regular Terminators seem a pretty decent option...  Fearless, one squad will get FNP, loads of missiles, Melta, etc. from my Ravenwing there...

So, 4-5 Deathwing Squads, 2 Speeders, 1 bike Squadron, Vindicator, maybe a Land Raider or Aegis line and?  Concerned about a flier heavy list, but with a LOT of 2+ saves on Fearless Troops...  Ignore the fliers and just complete the mission?  Horde control is a problem as well and lack of Psy defense...  Maybe bring a cheap Farseer to say "No One Uses Psy Powers But Me" :-)...  Would have to use Pathfinders to be Troops, and they'd run my Aegis line I think...  Might work, if a bit on the fromage grande side...

Thursday, July 19, 2012

Drop armies are out...

So, my drop armies are out with the new ruleset...  But I think I can play a hyper aggressive "almost drop" armies...  Dark Angels with an Aegis line, manned by a Tac squad, a Ravenwing Squadron or three for the Scout and Teleport Homers...  I still have the Deathwing Assault rule and so can have half of my DW drop in the first turn, most likely without risk of deviation or "bad things happening"...  Chances are good that on turn 2 most of the rest of my reserves come in...

Always been a fan of General Patton, found this the other day, heard most of them, but not ever all collected:

Gen. George S. Patton's Commandments:

Do everything that you ask of those you command.
Say what you mean, and mean what you say.
Do not fear failure.
Do more than is required of you.
Do not take counsel of your fears.
Always go forward.
Take calculated risks.
Give credit where it is due.
Accept full responsibility for the actions of yourself and your men.


Kind of applies to a lot of the way I play...  Well, to be fair, how I live :-)  I had an excellent Squad Leader when I was off playing Army, and he showed me how to actually be a leader.  Was kind of important with me deploying directly to a combat zone almost right out of Basic...  But back on topic :-)  40K, like a LOT of other war games, rewards aggressive play...  The DW assault combined with the Ravenwing should provide a pretty good Alpha Strike, and camp my Fearless Troops (Terminators) in the enemy DZ and/or on objectives...  Melta and missiles should allow me to claim First Blood regularly...  Locally at least hitting hard and fast has the effect of keeping a lot of the players WAY off their game.  My FT army I think could do something similar, Vanguard Vets assaulting out of Deep Strike, the rest of the army just kind of surging forward...  Not as well mind :-)  and losing the ability to hold my whole army off the field hurts a lot...  Gone are the days of the Ju Jitsu "I'll go second" and counter strike...

The other side of this coin I find the Eldar...  Everyone else seems to play them as a fast, mobile army...  Me, I use them as a slow army based on aggressive Heavy Infantry marching right up the field...  Yes, I have fast flankers, but the basis of the army is the Brick marching up the field.  Pathfinders by and large do not move, Wraithlords and War Walkers move with the Brick, but not really too rapidly honestly...  So, like a river of ice I think...  Slow, flowing with the ebb and tide of the battle, but always moving in the direction they need to...

Guess I'll be testing out a few armies over the next few weeks...  I think I will be trying the "book" Psy powers...  I do suspect that in the long term those will be the ones that the armies get as their books get released....  Best to get used to them I think.

Tuesday, July 17, 2012

1850 for the next league....

Well, it looks like the next league will be 1850 and more "Hobby" based...  So, points for WYSIWYG, painting, basing, fluff, etc...  So, this leaves me a hard choice, what army do I play?

Dark Angels (Consecrators)...  Terminators are pretty powerful these days, and I am guessing that the less than 900 points for 3 squads of Fearless Terminators with a variety of weapons, including cheap Cyclones... Leaving me around 1000 points for more Terminators, bike squads, Dreadnoughts and...  Well, not sure what else...  Probably need Aegis Defense line with the AA gun, so a min sized Tac squad to man the line I guess...  Being 4th edition I have some decent weapon options for the 5 man squad IIRC, but they would just be there to man the AAA really...

Fleshtearers...  Powerful I guess...  I like my jump troops.  And I suppose I could run a Storm Raven...  The Death Company and DC DN are fun...  Lacking a Storm Raven at the moment though...  I don't know, strong army, and I have a LOT of options...

Eldar...  Interesting army, I think they'll be fairly strong...  Still not sure they will match well against Grey Knights or...  Well a lot.  the Eldar Brick I run is powerful, but slow and easily avoidable...  I do not have the Wave Serpents to do the Mechdar list, so foot it is what I can do...  Not sure what other foot options they have, I know the Avatar might be amusing with his immunity to Melta, etc...  Dunno if it will work or not...

Beyond this, Grey Knights and IG I think are just too powerful for a friendly league and I frankly do not think I will have fun playing them...  And a "vanilla" Marine force would probably just be boring for me...  Leaves Wolves I guess, maybe...  Dunno if they will hold my interest long enough though.  Loganwing was amusing, but his weapon got screwed over by the new rules...  Shame, he was at least amusing...

So, 4 choices I guess...  All at least "mostly" painted, should be easy to get there for the league and tournament at the end...  Have a few weeks to figure it out I guess...  Though, the other major consideration being what fits into the luggage on the motorcycle :-)...

The Eldar Brick still works...

Played a 2000 point game this evening, used the "Eldar Brick" or "Walking Castle"...  Eldar Wraithguard maxed out with a Spirit Seer joined by Eldrad, and backed by War Walkers, Wraithlord oh, and a Wraith Seer...  Using IA rules, this gives me a Fearless Troop block with at the very worst 3 5+ saves against anything...  T 6 as well, so really hard to injure normally and the 3+ armor for a lot of shooting...  REALLY hard to stop, and I just march the block across the table.  Guide cast once or twice along with Fortune along with the casting of FnP...  Heavy weapons, D-weapons, REALLY hard to kill, and impossible to ignore...

Still need to figure out Air cover or some sort of AAA...  Thinking that the Aegis line with the quad gun manned by Pathfinders will be it for the moment...  Tried the Nightwing fighter tonight for 145 points of one turn shooting...  Pretty fragile and ineffective really...  Though the Interceptor rule for the 2 quad guns on the other side of the table  probably kept it from being effective at all...  Not wanting to use Imperial terrain for this, so I'll have to come up with something "Eldar" I guess...  It is looking like there will not be a new Eldar book for a while...

Saturday, July 14, 2012

Next projects...

Going through my old files, and I found an Eldar Vampire Raider pattern...  Printed it out on letter rather than legal paper so it would be a bit smaller...  Looking at using it as a Phoenix class bomber.  Kind of a mis naming I think, the bomber does not actually have bombs, but I think it will be a heavy interceptor and awesome ground attack aircraft for me.  Now, it is a Heavy Support choice, and 225 or 235 points, and the new rules for fliers...  Well, Holofields and it coming in from reserve might do really well for a turn or three, and with those turns being critical as I "rush" my Wraithguard block across the table, hoping mostly to keep fliers and other heavy threats under control...  Of course, I left all of my foamboard at my office, so no real progress there...  Planning on doing the frame with foamboard, then using paper mache to do the aircraft's skin...  Should be light, thin and fairly strong.  Between this and my Airship to be my Praetorian IG's Vendetta/Valkyrie replacement, a bit of random model work to do...

More ancient Marines being stripped and repainted...  Found a few squads of Scouts, not sure that they'll get used, but 15-20 sniper scouts and another 10-15 HtH and Shotgun Scouts...  Shame my Wolf Scouts became almost completely worthless between the near mandatory 4 shot AP 4 Interceptor gun and the fact I can no longer Assault when I go behind enemy lines has placed them on the "eh" list for my Wolves.  After SO many years of them being in every Wolf army I played (I used to do something like this when I played Army)...  So, they went from really powerful and I almost always felt kind of bad bringing them against most people (some others, not so much so) to a unit I feel like I am handicapping myself with... So, not sure which of the various Marine forces the lads get painted up as, maybe do actual camouflage and use them for whichever (DA, Fleshtearers, Regular Marines, Shotgunners might become IG Vets in carapace armor)...  We'll see I guess, leaning toward at least one full squad of snipers for my FT force, no clue what the DA will get in their next iteration...

Thursday, July 12, 2012

Fliers, Forge World and the local group...

So, the Eldar Nightwing Interceptor in IA 11 can be taken by Codes: Eldar as a Fast Attack option via the FAQ from Forgeworld...  The Phoenix Bomber is a Heavy, and not so sure it will be as good.  145 points for the Nightwing with 2 Shuriken Cannons and 2 Bright Lances...  Yes, Armor 10 all around, and the Holo fields are not so impressive now, but by an odd coincidence, 4 weapons that can all be fired by the 6th ed flier rules...  Against another flier, 8 shots at BS 4 seem like if I can line up and get the first shot off, I might well be able to achieve air superiority quickly and easily...

So, wondering how close this will be to the version in the fliers book or the next Eldar codex whenever it does come out...  But in any case, iff the IA stuff becomes legal, then we have a few options...

Wednesday, July 11, 2012

New toy from 40K Giveaway...

Well, he's primered up...  Mephiston will be painted up in the Fleshtearer's colors...  So, per usual but with more black trim and shoulder pads...



Just starting there of course, and as you can see the hobby table is still quite full...  Though, cleaning the basement a bit, and I am planning on expanding my hobby area a bit and clean it up quite a bit...  Never used the Vampire Lord, but with the move to 2000 points, Seth and Mephiston might make a really good team...

One of the other things I found:
:-)  LAW tube, just another random souvenir from the Army...  It will go up on my "Klingon Wall" with a lot of my other collected weapons...

Tuesday, July 10, 2012

First game of 6th ed Eldar for me...

Things went pretty much the way I thought they would...    Swooping hawks are still overpriced crap, Spiders are decent flankers...  Pathfinders are OK, but will not win any battles on their own.  I simply did not bring enough high STR shooting.  Flanked my War Walkers, should have just marched them behind the Wraithguard block to get Guide from Eldrad...  24 Str 6 shots with BS 3 (guided) might have done a LOT better.  Also, got sidetracked trying to take and hold objectives...  Should have simply marched my Wraithguard block and War Walkers right up the field...  I do think next time I bring a Wraith Lord...  Against DE they just die, but most other things will have a difficult choice with the WG and WL right near each other.

In terms of what next?  I think we start to field 2000 point forces, it does seem the level we are heading to.  Also, I strongly suspect that the Forge World things will be "street legal" for 40K games VERY soon.  With the new rules and new FAQ's, it does seem to be moving in that direction.  I am REALLY looking forward to converting one of my many ancient Wraith Lords (Yes, they are "Eldar Dreadnoughts", a few of the Vampire class ones) to be a Wraith Seer...  The WG backed by a Farseer and Wraith Seer (giving the WG say, "Feel No Pain" and decreasing cover saves...  Yes, please) seems to be a hugely powerful block...  Not unstoppable, but damn close...  And still lots of points left for the high Str shooting I think we need to play the current game...

So, Troops?  Dire Avengers I guess come back in a Wave Serpent...  To get dropped off on an objective and have the Light Tank do it's thing until it dies to the 3 glance rule...  A small unit or two of my Pathfinders as well...  Getting precision AP 1 shots is "neat", and since so far I've only been putting those shots into fearless units or taking the long shot to try and glance a vehicle, I suspect it will become MUCH better in the longer run.  Haven't bothered with Guardians...  "Eh" seems to be the best I can say about them.  10 man min squads of crap, overpriced troops mean they simply do not stand up well in the current environment just to have "Troops" sitting in the backfield...  Yea, they have Fleet and Assault weapons so I can rush them to their deaths in close combat after an ineffective round of shooting...  No thanks, just doesn't seem to fit the background of a dying race to have ineffective suicide troops...  Back in 3rd ed when I could bring 5 man squads with a heavy weapon, they hit the field for me a LOT, now?  Not so much...

Fast Attack, if Forge World comes into mainstream, then the Hornets are AWESOME, and will get proxied in...  I do think they might become fliers in the current edition...  Eldar getting some sort of interceptor to match the Marine one would be really nice...  Spiders are staying, and...  Well, that's really about it...  IA 11 had some amazing Eldar stuff, Shadow Specters and the like...  The Corsairs are another amazing list, maybe they'll be part of the next Eldar codex :-)...  Especially nice for me because my RT era Eldar ARE old Eldar Raiders/Corsairs and painted up like that...  we'll see I guess...  Looking forward to the 145 or so point Nightwing fighters...

Saturday, July 7, 2012

More 6th ed stuff...

Mkay, got a bit more reading in...  And the more I see, the more I think the time of the Dreadnoughts and other vehicles dominating the game is past...  With grenades hitting on a straight WS roll, and normal vehicles having WS 1 if they move, 0 if not...  Even DNs get hit basically on a 4+, so Krak, Melta and Haywire grenades hit a LOT...  OK, the Krak are not nearly so much a threat, but even Guardsmen these days can hurt most DNs...  Any normal vehicles getting caught by Infantry are simply going to be wrecked I think.  Needing fliers or Infantry screens seems the way things are now...

Eldar are looking pretty good in general.  Or at least something I can work with.  Eldrad is still so much better than the regular Farseers, but I guess I'll eventually use a normal Seer, if only to try the new powers.  MOST of the book is still crap (OK, this is all just my opinion, YMMV) being written for a game 2 editions ago...  And the new rules REALLY hurt some of it.  Help some, the Ranger/Pathfinders seem like they'll do fine.  Warp Spiders are now better than they were in 5th, and since they were a staple for me there, guessing they will continue to be so for me.  Support Weapons look like they will be REALLY good.

Now the other side...  Scorpions are now completely useless for what I used them for in the past (flanking and hitting the backfield), Dark Reapers with the Str 5 weapon simply doesn't cut it as AA/AT, so despite AP 3 it really is just expensive and useless.  Especially compared to say Long Fangs...  I WANT to make them work, but I really am not seeing it.

Somewhere in the middle for me are the Swooping Hawks, Banshees and Wraithlord.  Cover saves for the Lord, he is a Character so can challenge, etc...  Banshees, I'll give them another shot with Fleet, Doom, etc...  We'll see :-)

Friday, July 6, 2012

Support weapons... Maybe?

So, now they are T 7, 2 wound "creatures" rather than the weakest possible vehicle...  Hmmm...  And the D-Cannons I have from back in the RT days...  Seems like it might be a good way to throw down some "I don't care" class shooting...  Blast, so no AA fire...  That will continue to be a problem for the Eldar I think.  But in any case for 100 points I can have a unit of 2 D Cannons behind my Ghost Warriors (Wraith Guard, but better than half of the unit IS made up of ancient Ghost Warriors)...  I think they will be my AAA should any get close enough.  Guide will be used here and on my War Walkers since I'm looking for 6's...  I like the Wraithcannon here just because 2/3 of the time it rips away a Hull point, and 1/3 have a decent chance to just kill the flier...  Scatter Lasers, just the sheer weight of shooting.  I'll see how much Str 6 shooting I can bring out...

Vibro Cannons....  Hmmm, since they auto hit and auto glance, barring FAQ, seems like they will just hit, same for Blood Lance and other powers like that....  Can you tell I am trying hard trying to figure out a way to deal with the fliers, especially the dual Storm Raven and multiple Vendetta/Valkyrie lists?  Just not 100% sure I can do it with what I have and the rules as I understand them at this point...

Getting a feel for the new rules, but there are some that just kind of make my head hurt.  No more than 50% Reserves, but Fliers do not count against this?  Well, mostly lacking fliers, I don't get anything there...  Sucks for several of my armies though, making them mostly unplayable.  At least in the form I am used to them being played at least.  We'll see, but I am guessing it will not work out well.

The other big one is no assault out of reserves.  Now this just makes certain things like my Wolf Scouts and Scorpions almost completely useless...  Wolf Scouts can jump out, maybe be shot by Interceptors or other odd rules, get their one shot off, then stand there and get shot off the board.  Scorpions are WAY worse off...  Pistols, and "Oh, look, we're here to die"...  So, completely useless.  Really disappointing for me as they were always some of my favorite units, now unplayable in the Scorpions case, Wolf Scouts are far worse off than they were as just suicide shooters...  So, maybe there will be a change via FAQ or new book for the Eldar...

Wednesday, July 4, 2012

One Fu@king Grenade?

You can now throw grenades in 40K...  But only one/unit?  Ouch, my head hurts...  With an 8" range, I guess I'm having a hard time believing that it would be broken, but what would I know :-)...  So much for my Swooping Hawks actually being useful as vehicle hunters...  Now, in close combat, they will wreck just about any vehicle I think just due to the number of glances they can produce at I5...  Guessing they will be my backfield defense for both turns they live...  Though I have to wonder if they will live, but the Wraithguard block out there should draw a lot of fire...

Tuesday, July 3, 2012

First 6th ed game in, moving on...

Well, got in my first game...  Played a Drop BA force against a REALLY well organized GK force...  In the words of CPL Hicks "We Came, We Saw, We got our Asses Kicked"...  Did not catch the only 50% can be reserved part...  So, my DoA army is really DOA.  Used to be I'd just deploy Scouts with a beacon, Drop Pods with beacons and let the rest drop in...  Now, I cannot do this at all.  So, my army was pretty sub par to start.  Fliers are obnoxious if you do not have them yourself, or some good AAA to knock them down...  My Fleshtearers do not.  Faced off against 2 heavy fliers like that, you NEED something to take them down, throwing a few random shots looking for a series of 6's is simply not going to stop them in time.  Not with them able to "zoom" around 18"-36", firing 4 weapons at full BS (5 with PotMS), knowing they are in general only hit on 6's in return...  Pretty safe all around for them at least.

So, a bit disappointing for my first run through...  But not THAT bad.  Lots of little things that we no doubt did wrong, and that will get worked out over time...  Seems pretty decent all around, with just a few annoyances.

Moving to Eldar for next week...  Simpler I think and with the new way to kill vehicles being glance them a lot, Eldar are set as the kings of Str 6 shooting I think...  The old Warp Spiders who were pretty "bad" in 5th will I think be decent, for now at least...  Gone is the "AP - penalty", and since most vehicles now die to 3 glances...  Well, if you are looking for the "I killed the vehicle" for the result, this will work I think.  Guiding a big unit might even serve as field expedient AA...  Though a guided squadron of War Walkers is looking pretty good right now...  25% cover to get a cover save, immobile no longer kills members, 24 shots at Str 6/turn?  Um, can I put then near Eldrad and Guide them?  Straight averages say I should get 18 Str 6 hits/turn at ground targets...  Might even get 6-7 hits when playing AAA shooting at fliers...  Still not good against an AV 12 flyer really, but might be the best I have for a while.

WRT psychics, I think keeping Eldrad will be the way to go.  3 powers/turn, I have access to them all...  Not sure if there is still a restriction about one shooting psy power/turn...  Might be amusing if not with Mind War sniping targets...  But in any case, Pathfinders are going to be weird with their rifles getting AP 1 for 5+ to hit and AP 2 for 6 to wound...  Oh, and on the 6 to hit they choose their target for the AP 1 shot...  So, foot armies might be in trouble...  "Look Out Sir" rolls for characters giving a 4+ save I guess if I snipe characters, but heavy weapons, etc.?  Yeah, that will be harder...  I also kind of wonder if Haywire grenades are one of the "can be thrown" types (Edit, YES, they are one that can be thrown)...  My ancient Hawks might be able to hit the field if they can just drop in, throw a few grenades and virtually guarantee destroying a Land Raider or the like...  Then hopefully leap away :-)...  Who knows, they might work until people realize what I am doing with them...  And if I am reading the FAQ correctly, the Warlock "honor guard" is a separate unit, so I could get them too...  So maybe jet biking or maybe just walking...

Dunno, but pretty sure it's Eldar next week as I can fit them more easily into my bike's luggage :-)

Sunday, July 1, 2012

First 6th ed game tomorrow....

Not entirely sure what 'm bringing...  Probably NOT my Wolves or Eldar yet...  So DA or Fleshtearers (BA)...  Guessing that jump troopers or Terminators...  Now that Terminators are not as vulnerable to Power Weapons, having my Deathwing might be REALLY powerful.  And the FnP from the Medic on the Command squad gets better...

So, Fleshtearers as a Drop force....

Librarian (Jump Pack)
Death Company (9 DC, 2 w PF/Bolter, Lemartes, Jump Packs)
DC DN (Claws of Eternal CC?  Maybe)
  Drop Pod w/Beacon
Vanguard Vets (Jump Packs, 2 PF, 3 PW)
Scout Squad (10, 9 Snipers, 1 ML, SGT w/ PF)
Sangunary Priest (Jump Pack)
DN (Rifleman)
  Drop Pod w/Beacon


Not too coherent, but might be fun...

Still wrapping my head around a lot of the rules and changes, so keeping it simple.  I think I will be heading to Wolves/Eldar...  I think the Eldar will be pretty interesting...