Sunday, September 30, 2012

Conversions, painting, just catching up...

So, gearing up for the next league.  Been doing a bit of conversion work on my old GK Infantry.  Small numbers, but 250 points and limited FOC means I won't have much to work with in any case.  But in any case I WILL be fielding a fully painted force, probably only half a dozen models...  A Terminator Squad should give me a squad of 5 people who can deal with a LOT of different things.  Not sure what I'll face, but fliers are going to be impossible to deal with, but a SMALL table should make it single turn of dodging...  So, the first 2 weeks are going to be skirmish games, and potentially unbalanced and boring.  But I'll probably bring 1500 to test after the initial 2 games are out of the way...

Tuesday, September 25, 2012

Next League...

Well, is looking like an escalation league.  Starting at 250 points.  2 weeks at each level (250, 500, 1000 and 1500 points).  The first month is kind of pointless really.  Hard to put together a coherent force at that level.  Too many weird rules as well, and annoyingly easy to break the game, or at least it was in 5th ed...  I guess we'll see if that continues.  Just really worried about silliness like a Grey Knight army consisting of a Strike Squad for the required "Troop" combined with a Vindicare Assassin.  Add 5 points on an upgrade and you have 250 points.  5 powerful Marines with Storm Bolters and Power Weapons and the single most brokenly powerful figure in the game...  Just off the top of my head, but really seems overpowered...  Especially with so very little that can effectively deal with an Assassin at this level.  Mind that is just the first thing that came to mind, I have no doubt that a lot of folks will be bringing silly things...  So, I'll get in my 2 games/week and bide my time I guess.  Give me time to paint up more of the Grey Knights.

With Chaos releasing in a week or two, I think I will be feeling less guilty fielding what I consider a really powerful Army, bordering on overpowered...  Well, it IS overpowered in some combos, but the Inquisition does not interest me at all, I share that Lupine distrust of them...  And with the Wolves at several points willing to go to war against the Inquisition and the Grey Knights.  They share my deeply ingrained "No One Left Behind, No Matter What" feeling, and to abandon allies who fought beside you is unthinkable and unforgivable.  So, there is THAT part of the background of the Grey Knights I find "distasteful", but keeping myself to the actual Knights for the most part...  Well, now that Chaos will be everywhere...  It's them or my Dark Angels.  I like them both, but the DA are REALLY one dimensional at the moment.  Mind, that dimension kicks much ass, but really I get kind of bored just playing a list that is SO repetitive (Spam I'd say, but I rather like Spam Musubi...)...  Tempted to start stripping and repainting my ancient Wolves...  Mostly out of stubbornness, to prove that I can indeed win with them against the newer and what I consider more powerful codexes....

Back to the league, I have to admit not liking the Apoc and Tournament being held in Danville.  Not a huge deal, but in general feel we should hold the tournaments where we play the games...  But playing in a different place might fun for a change of scenery...  Probably doesn't help my only experience with Danville is an ex-girlfriend :-)  So, I might be looking at it the wrong way, but in general it reminded me of Joliet (I grew up there) in the "not a happy place" kind of vibe I got driving around and visiting... I haven't played Apoc, but I think I just might have enough minis to do so :-)

Sunday, September 23, 2012

League and Tournament debrief...

:-)  Well, my Fleshtearers did quite well over the course of the league and wound up placing 2nd for the Tournament...  Not bad, the Codex is really quite good, and I think that playing a Jump Infantry based force is certainly viable, at least locally.

So, just kind of a rambling unit by unit analysis:

Scouts:  Well, have to say they were probably consistently my weakest unit.  Yes, on a few occasions they DID win me the game by simply sitting on an objective.  OTOH, I think I can count on one hand the number of things they actually killed over the course of the dozen games.  OK, maybe that is a BIT of an exaggeration, but my point being that while they were kind of hard to kill for a lot of folks, it was ~200 points of "eh".  In almost every instance having a 10 man Assault Squad would have server FAR better.  BS 3 for Sniper Rifles just doesn't cut it with the 50% to hit followed by the 50% to wound followed by a likely good armor or cover save...  8 regular Snipers, assuming everything goes exactly by the odds, that gets me 2 wounds.  Just not enough damage output for the cost.  Shame, one of the units I had high hopes for, and one I have been playing for decades...  I'll still play them I think now and again, but overall  I think they drop quite a bit on my "I should take them" list...

Assault Squads:  Not bad...  Jump troops worked out fairly well for me overall.  I REALLY like the mobility they bring, and the Deep Strike option.  Finding the need to be decked out with 2 Special Weapons, and the SGT should have the Power Weapon/Pistol I think...  Not sure what if anything they can do against the 2+ Armor Saves...  Well, other than just shoot them with Melta/Plasma type weapons of course :-)...  Mounted in a Razorback?  "Eh", I think the min squad worked well for me, giving me the Light Tank in a Razorback with the TLAC (Twin Linked Assault Cannon).  Problem being that I cannot assault out of the Vehicle in this edition at all, even if the bloody thing gets destroyed in the other player's turn.  So, short of Land Raiders or Open Topped Vehicles I think that Mech builds are going to be somewhat problematic, at least for armies that intend to ever Assault...  So, probably the go to Troop choice for me...

Baal Predator:  "Eh"...  In one game it won everything for me, and in a few others, having an Assault Cannon appear on a flank was nice...  But overall, it does not score, it does not throw out THAT much firepower, and it does tend to just die.  The TLAC is nice, but short ranged.  Sponsons are not really useful...  The Heavy Bolters throw out 6 "eh" shots, unlikely to be all at full BS with it always moving.  The fact that it does not ignore cover or 3+ Armor usually (unless you bring the Flamer turret) combined with it's short range means it is a niche unit I think.  I'll probably use it on occasion, but to be honest, I think the time of the Baal Predator is mostly behind us.


Devastator Squad:  Surprisingly, they were actually quite good.  I never played them in the "Big Guns Never Tire" mission, so no real reason for the enemy to focus a lot on them...  Well, other than the fact that it is a Heavy Weapons Squad lighting them up from across the field of course...  But with the way I play the army, if they can be focused on, it is because all of the other stuff is dead.

Sanguinary Priests:  Yes.  Only question is 2 or 3.  One riding down in the Drop pod and at least one with the Assault Squads/Dev Squads.  I've converted several for Jump Packs and Weapon Swaps, over the years I have picked up a bunch of Medics, and I made a Terminator suited one for the Tournament.  So, one Elite slot for me is taken pretty much always with FnP being so valuable.  It failed me a LOT the last few games of the League and the Tournament, but there were times when it was annoyingly (well, to the guy on the other side of the table) consistent and kept some units alive a LOT longer than they should have.

Sternguard Squad(s):  Liking them overall.  Definitely keeping them, not sure if there was any particular time they were NOT useful...  Unfortunately, it also delivers my Warlord and 4 kill points to close range with a likely pissed off enemy...  If I go first it almost guarantees "First Blood" though...  That was the difference in a number of games between winning and losing.

Drop Pods:  I have one built and painted...  It worked, but I think 3 would have been the right number for a full Drop type army.  Locator Beacons are HUGE.  With 6" from the Vehicle, and the Pod opening up like it does that leaves a HUGE footprint for follow on things Deep Striking in...  Down side, it is 35 points for the deploy once and probably give up an easy kill point or more...  Redeploying is problematic, so it does determine my battle plan.  But it does make for a quick and decisive battle.

Whirlwind:  Conditional yes...  Locally, there are NO armies that do not have anything that isn't hurt be either the Str 4 AP 5 no cover save or the Str 5 AP 4, both of which being Ordinance...  90 points is fairly steep, paying for the Fast status on the Rhino hull...  Not sure it is worth it overall as it cannot hurt fliers, heavy armor and really struggles against 2+/3+ armor...  So, having one I put together all those years ago and repainting it, I'll probably keep fielding it...  Ord sniping is looking powerful...

CPT Tycho/Gabriel Seth:  Well, if I could modify Seth to give him a Jump Pack I'd use him in an instant... As is, he has 2 special rules, one completely useless in the current edition and his HtH weapon is Str 8 but only Rending, no AP value...  So, great against light Vehicles but almost useless against anything with Armor.  Tycho is all around pretty good...  Not sure he is really worth 175 points, but looking at fully decking out a Vanilla Marine CPT, it goes to that range pretty quickly.  BA CPTs are crap, so no point comparing really.

Reclusiarch:  Decent, a cheap(ish) HQ option coming more or less fully decked out, can lead the DC REALLY well, but otherwise "eh"...

Death Company/Vanguard Vets: Yes, the way I play...  DC are solid under the new rules, a crapton (metric) of attacks.  I was fielding them deployed and have them Jump to support the Drop Pod Assault...  Vanguard Vets assault out of Deep Strike and hit almost as hard...  Since they support the Sternguard, there is a Sanguinary nearby for Furious Charge...  So, either works well :-)

Dreadnoughts: Both the Furioso and Death Company versions are quite good.  Definite keepers there.  Have to admit, I missed the DC DN's Fleet ability when I fielded the Fury during the Tournament.  AV 13 was great, and it rolled through a bunch of stuff without fear of retaliation as people have stopped taking Power Fists in every squad...  Still have to deliver it there, and Melta is everywhere...  Still, fairly cheap, and a good "linebacker" unit at the least...

:-)  So, a bit of time on my hands as I decide what army I play next...  Looking like an escalation league.  The last league had some loopholes that kind of killed it, but good thing about the locals, easy to fix it and not a problem to do so...

Friday, September 21, 2012

Tournament tomorrow...

So, last minute list changes...  Running either *Both have Aegis lines w/ Quad Guns):

CPT Tycho
Death Company (6 Jump packers, 2 w/ Power Axe)
Scout Squad (10, 9 snipers, 1 Heavy Bolter)
Assault Squad (10, Jump, Melta, Flamer, SGT w/ hand flamer/PW)
Sanguinary Priests (2,1  Terminator)
Sternguard (7, H Flamer, 6 Combi Melta, Drop Pod w/ beacon)
Death Company DN (flamer)
Baal Predator (HB sponsons, TLAC)
Whirlwind
Devastator Squad (2 HB, 2 Missile)

OR

CPT Tycho
Vanguard Vets (5 Jump packers, 1 PF, 4 PW, SGT w/ melta bombs)
Scout Squad (10, 9 snipers, 1 Heavy Bolter)
Assault Squad (10, Jump, Melta, Flamer, SGT w/ hand flamer/PW)
Sanguinary Priests (2,1  Terminator, one Jump Pack)
Sternguard (7, H Flamer, 6 Combi Melta, Drop Pod w/ beacon)
Furioso DN (flamer)
Assault Squad (5, melta, Razorback w/ TLAC)
Whirlwind
Devastator Squad (2 HB, 2 Missile)

So, with the second option I play the Death Company as Vanguard Vets.  The Furioso replacing the DC DN.  A bit more brutal, but not quite as close to the "fluff"...  Depends a bit I think who shows up to play :-)

Thursday, September 20, 2012

Medic of Doom...

Well, finished my Medic conversion...  Base coated, magnetized and looking like a Medic...




I find it amusing and ironic that the Medic has the best armor on the field... Shame he doesn't have a gun, but I can swap out the Power Weapon between Sword, Maul, and maybe Axe...  Sword for now I think, with Tycho ignoring ALL armor saves, that gives the Sternguard a decent HtH punch...  But the Maul for Str 7 on the Charge?  Maybe, I've run it that way once or twice to good effect against Guard, Necrons or DE...  Problem being against Marines? Well, I lose the Power Weapon effect....

Have to admit, the thought of running Allies in the form of Dark Angels is tempting...  CPT Belial and a squad of Deathwing for the HQ/Troop requirement, might make for an amusing defensive line...  But other than that, not sure what the DA would bring me...  Would likely replace my Death Company in terms of "what goes" to pay for it...  Eh, too many random thoughts while exhausted I think, tempted to change the Fleshtearers list a bit, but then I am thinking that might well be a mistake...  OTOH, dropping a Fearless, FnP Terminator unit right next to my Sternguard (Locator Beacon)...  A real Rock unit to park on an objective...  Dunno :-)

Conversions, just a few more things for the Tournament

Well, threw together a quick Terminator suit Medic (Sanguinary Priest) and got some color on it...  "Eh", I'm not actually a sculptor so the Green Stuff doesn't look as nice as it should, but I think it will be obvious what it is.  Well, that and the fact that it will be the ONLY Terminator suit on my side :-), so that will help I think.  I'll get the basecoat finished tomorrow and dip it...  Should look OK with the rest of the lads I think...

Finishing up the last few bases and getting the last parts painted, still have to decide whether to bring the Devastators or the Assault Squad...  Played the Dev + Attack Bike over the Assault Squad + Razorback last game...  The Devs have the range, and the Attack Bike is really powerful for the 50 points.  The Assault Squad are always scoring. t ttack bike win out...  Just SO much firepower, and parking them in cover gives me a good fire base to compliment the Scouts.  Think the Medic running with the Assault Squad (Jump) loses the jump pack to hold back with the Scouts and Devs...  Saves me 25 points, and allows me to fill out a few things I want to be sure I have like a Locator Beacon on the Drop Pod...  6" from the pod is a HUGE are when the pod is fully extended, so the lads Deep Striking have a big area to drop in without deviation...  Liking that, missing my old Vanguard Vets though :-)...  I do think that were I playing a truly cut-throat version I would find a way to put in a 5 man squad to be a second wave to rescue the CPT and his lads.  They'd likely be within 6" of the Medic granting Furious Charge...  A bit much though I think for the local scene though...

Tuesday, September 18, 2012

Tournament Prep... List choices...

Well, I finally played the Necrons with their 3 fliers..  Damn, that was a tough one :-)  Good fight, and I made it a LOT closer than it should have been by just being stubborn and staying on target.  I also made a few HUGE mistakes.  Was the first time I played the "kill point" mission in 6th, and I stupidly combat squadded my Scouts and Assault Squad, giving up 2 additional kill points.  Also, having the CPT get hit by 4 bolters (equivalent, whatever the Cron weapon is), fail 3 2+ saves and make only one FnP to just barely live...

The small Assault squad I had parked doing AA duty got killed by Necron Lords on their super chariots...  Need to protect them better, or at least have 2 bloody squads there.  He wound up killing my gun later before I could re-man it.  So, keeping that in mind for the future...  The strategy of deploying the Aegis line and the other terrain...  Must keep the AAA near the center or I give up a big portion of the board letting the fliers on...  Balancing act, and still getting the hang of it.  The TLAC on a Razorback is "eh", it actually damaged 2 fliers before being destroyed, claiming a weapon and a few hull points...  But I do not think this will be sufficient AA coverage for my army.  Doing the Wehrmacht thing, and closing with the enemy, avoiding fliers as best I can, but a patient opponent will understand what I am doing and flow away from me...  Well, if they can :-)  I like my Jump Troops...

What I fielded last night:


CPT Sariel (Tycho)
Death Company (5, Jump Packs, 2 Power Axes)
Scout Squad (10, 9 Snipers, 1 Heavy Bolter)
Sanguinary Priests (2, 1 Terminator, 1 Jump Pack)
Assault Squad (10, Melta, Flamer, SGT w/ Power Weapon)
Sternguard (7, Heavy Flamer, 6 Combi Melta, Drop Pod)
Baal Predator  (HB Sponsons, TLAC or Flamer?)
Dev Squad (3 Heavy Bolters, Missile Launcher?)
Whirlwind
Land Speeder or Attack Bike?

Aegis Line w/ Quad gun...

And it is more or less I think what I will field for Saturday.  The Attack bike with MM was what I ended up using, the Dev Squad with 2 Heavy Bolters and 2 ML...  Was "eh", but facing a fully meched up Necron force with AV 13 or in the fliers?  Not sure anything would have been better.  Though putting them near/in the Aegis line might be better...  So, a few things I NEED to finish painting for Saturday, but overall, I have a large, Infantry based Fleshtearers army ready.  Oh, yeah, I have to actually build a WYSIWYG Terminator Medic...  I have all the pieces around I think with my Deathwing force I inherited a few years ago...  So, a project to finish before Saturday...

Saturday, September 15, 2012

Revised list...


Wow, bit of a flashback there :-)  Apparently I had an older version of a post there...  So, looking like the last week for the league, and I have to get a few more things painted up before Monday...  Close.  Almost everything is painted to the 3 color standard at least, most of it is actually completely done...  

Thinking on it again, not at all sure I have the time to get used to the Storm Raven in a single week. I may well bring the Dev Squad, and maybe the Vanguard Vets, at least a 5 man squad...  Just to throw them in to dig out the CPT, hopefully on Turn 2 with the DoA rules.  Unfortunately without the Raven, my AA solution is not there.  So, probably the Aegis line with Quad gun.  Goes without saying, the Techmarine is right out.

Looking like:

CPT Sariel (Tycho)
Death Company (5, Jump Packs, 2 Power Axes)
Scout Squad (10, 9 Snipers, 1 Heavy Bolter)
Sanguinary Priests (2, 1 Terminator, 1 Jump Pack)
Assault Squad (10, Melta, Flamer, SGT w/ Power Weapon)
Sternguard (7, Heavy Falmer, 6 Combi Melta, Drop Pod)
Baal Predator  (HB Sponsons, TLAC or Flamer?)
Dev Squad (3 Heavy Bolters, Missile Launcher?)
Whirlwind
Land Speeder or Attack Bike?

Aegis Line w/ Quad gun...

Pretty simple list, but effective and VERY direct...  Hammer, and hammer again...  This time with a few Heavy options to erase Infantry at a distance...  Armor I deal with via Assault Squads, etc...  Fliers?  Well... Aegis line I guess, otherwise I have no choice but spread out, hit everything else, get into HtH and hope for the best...  Feeling a bit Wehrmacht, with the complete LACK of air superiority, having to plan for that...  We'll see what works out :-)

Friday, September 14, 2012

Random odd things, Techs and Jin Roh...

Jin Roh is one of the Anime (http://en.wikipedia.org/wiki/Jin-Roh:_The_Wolf_Brigade) that I really liked, the source of one of my favorite lines of all time: "Wolves only lose in Human fairy tales" :-)  The Infantry in this Kickstarter: http://www.kickstarter.com/projects/dreamforge-games/something-wicked-this-way-comes-crusader-plastic-m?ref=card REALLY remind me of the armored troopers there.  I'm going to be kicking in to get some of the lads...  Probably use them as "Storm Troopers" for my Praetorians, or maybe my Veterans...  The APC they are going to produce looks awesome, but I still have a Chimera I have not assembled, so there is really no way I can justify the $50 for that as amazing as it looks...  Yet :-)  If the things take off and they go into distribution, I'll certainly be ordering some through Dave at the Gopher...  The main part of the Kickstarter is supposed to be the Titans ("Leviathans"), but since I HAVE an ancient Warhound class Titan (Armorcast resin), and have started making another out of card stock...  And so $90 for a plastic one, while an amazing deal...  I cannot justify the purchase as I would almost never use it...  Now, should the game Dreamforge is looking to hit with takes off...  Well, maybe :-)  It sure looks like the figures are going to be amazing...

Looking at:

CPT Sariel (Tycho)
Death Company (4, Jump Packs, 2 Power Axes)
Scout Squad (10, 9 snipers, 1 Heavy Bolter or ML)
Sang Priest (Jump Pack or Terminator Armor?)
Assault Squad (10, Melta, Flamer, Power Weapon SGT)
Sternguard (Drop Pod, 8, 6 Combi Melta, Combi Plasma, H Flamer)
Baal Predator (HB Sponsons, TLAC or Flamer?)
Storm Raven
Devastator Squad (6, 3 HB, ML?)
Techmarine (Servo Harness, Power Weapon, pistol)

DN (either DC DN or TLAC/AC firepower DN)
Vanguard Vets with Power Weapons...

So, I can bring the regular DN and the Vanguard Vets, or the Death Company and DC DN...  With the Vanguard, I assault directly from Deep Strike, have DoA and can follow the Beacon down to assist the Sternguard and their CPT.  The firepower DN really does just that.  On the other hand my Death Company is solid for me, and I've fielded them since 3rd ed...  And being Fleshtearers, it fits the fluff I think...  We'll see I guess.  I have a few days to get to painting over the weekend...  I want at least a basecoat on everything...  And the Storm Raven is not...  Eh, I really just want to see what it does in the new ruleset, thinking the DC and DC DN will be terrifying rolling out of that and if I have to, bring it onto the field in Skimmer mode...

Thursday, September 13, 2012

Bringing odd things...

Thinking about bringing a Techmarine...  Looking at the terrain we use locally, there is ALMOST always a ruin, and playing the "Dawn of War" deployment by fiat...  And my Scouts would be REALLY annoying with 2+ cover saves...  And 3+ saves for a Dev squad would be fairly nice...  Just the whole need to find the 50, 65 or better yet 90 points for the fully equipped Tech.  Pretty sure I won't bother with Servitors lacking a significant number of vehicles...  But the extra Plasma/Flamer and Power Fists might be nice for a backfield defense... Just having a hard time with the 90 points being the same as a Whirlwind for me.  For a single wound non IC model.  Yet another "GK Exclusive" as their Techs for whatever reason ARE IC.  Annoying, one of those things I want to bring, but it is one of those things I think I am playing at a disadvantage with given the clearly superior choices, in general.  Yes, I can imagine that there might be some situation where the Servo Harness Tech repairs a DN, Razorback or the like and goes on to clean up a HtH situation in my backfield...  But just don't see that happening all that often. Eh, I have several I have not played since the PDF codex days...  When the Techs were like the Tech Priest Engineers of the IG, not taking a slot, etc...  "Eh" even then, but cheap and I played a LOT of Mech as a holdover from my 3rd Ed army, so always amusing having him piece together a crippled Rhino hull to annoy the enemy...

Other than that, looking at bringing back my Vanguard Vets...  Sternguard hitting and the VGV following the Locator Beacon to assault out of Deep Strike and hopefully pull the Sternguard out alive...  Or at least avenge their sacrifice...  Though I am finding not many people are prepared for the Sternguard with CPT Tycho and a Medic...  Dropping a bunch of pissed off Assault Vets with Power Weapons, etc. into the mix just seems like overkill, but it will be VERY fast and decisive...  Something to consider...  NOT a "nice, fun" list, but damn I think it would be terrifyingly effective...  Well, against everything but a flier heavy force...

Tuesday, September 11, 2012

Magnets, weapon swaps and Devastators...

Well, finally getting to use the wee tiny magnets I picked up from Dave up at the Gopher (http://armored-gopher.com/)...  I have WAY too many Plasma Pistols on my Jump Troopers, but with the Death Company set, there are Inferno Pistols, Hand Flamers and oh yes, MORE Plasma Pistols...  So, my test case is done with in essence a hand swap with Plasma and Inferno Pistols....  Looking like I'll wind up doing this on a few of the lads if it works out, and it is looking very good so far...

Devastators,  thinking that I'll field one unit of the lads...  But not necessarily the standard 4 Missile Launchers...  Thinking of a few Heavy Bolters, maybe a Missile Launcher or two...  Finding the weight of fire thing is pretty important, a LOT of saves forced is a good thing.  Not so sure they will do squat for me in terms of AA fire, I guess the DE and maybe Necron fliers might be concerned about Heavy Bolters...  But missing the GK Psycannon s...  Leads me to a bit of a mini rant :-)

The more I think about it, the more I am annoyed by the GK codex.  Yes, they have a limited selection of Heavy Weapons, but the ones they have are almost perfect for about anything.  No snap fire needed for it because they can shoot Assault 2 OR Heavy 4.  It's Str 7, Rending, so it can punch through whatever is out there as opposed to say, a Heavy Bolter...  The Lightning Claws they use are NOT LC, but they do the same thing without the disadvantage of losing the shooting attacks they have...  And oh, wait, theirs are Str 5 and Assault 2 when they buy the upgrades...  So a HUGE mass of Str 5 shooting followed by Force Weapons hitting in HtH if needed.  Yes, they all have Power Weapons...  Actually Force Weapons, so multi Wound models can all just die too...  And fliers that just murder Psykers...  Scoring units all over the place, an option for anything :-)...  Sadly, I HAVE a GK army, but honestly I feel bad fielding it.  It just seems like I am min maxing and borderline cheating by just fielding the options in the book.  Not really much of a challenge to field a really powerful army, so I'd rather field an army I will have an actual challenge winning with than one I can just wipe people off the table with...

:-)  Looking at converting a Pedro Cantor, or if I can find the actual figure in METAL maybe picking it up...  This way I can resurrect some of my ancient Crimson Fists as an Allied Detachment in REALLY big games to make Sternguard scoring and even more awesome...  Will have to throw together more Drop Pods as well of course...  LONG term plan, especially with this being a 2000+ point concept I think for me...

REALLY tired, changing out some of my workout stuff...  While "planking" LOOKS easy, it is not so much so...  Sore and exhausted...

Yes, they can kill tanks...

So, between the Sternguard, Assault squads following on and the Death Company assaulting, I WAS able to  deal with an overload of Leman Russ class tanks.  Fortunately, there were not nearly enough Infantry to bog me down, and his fliers got stuck in reserve long enough for me to deal with his Punisher tanks.  Did have my Sternguard and CPT Tycho endure a turn of him unloading some 90+ shots into me, killing 4 of my lads.  And by soaking so much fire, the Death Company and DC DN were able to roll across the field and wreck lots of stuff, each accounting for a squadron of Russes...  So, I think the Army is tweaked enough.  Time to see what else I can field, maybe try a Dev Squad and the Storm Raven...

Sunday, September 9, 2012

New FAQ, and let's see how the army does this week...

Well, new FAQs came out at the end of last week...  Tycho for instance can completely ignore armor in his HtH attacks.  Neat I guess, and since I am fielding him I'll take it...  I thought it was kind of odd because "ignores armor" IIRC was just the wording for "Power Weapon" in the previous edition.  Could be wrong of course :-)  I just don't feel like looking it up.  Not sure the justification for Bone Swords ignoring all armor, effectively becoming AP 2, but not facing any in the League at least...  Jamie will likely field them of course, so likely see them there, but nothing yet to be concerned about.

So, fielding a variant of last weeks force I think:

CPT Sariel (Tycho)
Sanguinary Priests (2, 1 jump pack, 1 power weapon, Axe)
Scout Squad (10, snipers, Heavy Bolter or ML, might drop the PF)
Assault Squad (10, flamer, melta gun, SGT w/PW/PP or inferno pistol)
Assault Squad (5, Razorback with TLAC ro Las/Plas, melta gun)
Sternguard Squad (Drop Pod, 5 Combi Melta, 1 Combi Plasma, Heavy Flamer)
Baal Predator (TLAC or Flamer, HB sponsons
Whirlwind

Aegis line w/ Quad Gun

Looking at dropping the power fist on the Scouts, so saving 25 points that I have yet to use during this league...  Maybe put a power weapon on one of the Sang Priests...  Maybe Terminator Armor?  That seemed to work out well in the Drop pod...  Or 30 points that I have left over becomes another Sternguard trooper with a Combi Weapon...  Hmmm...  That might be the plan.

I still think army is weak against a mass flier army, but overall it is looking good...

Thursday, September 6, 2012

Fleshtearers Heavy Support?


Well, I haven’t used the Heavy Support much in the BA list…  Wound up winning on VCs because I was able to kill off a bunch of them like a Land Raider, Vindicators, etc…  Dropped in Sternguard, Assault Squads and Death Company assaulting are pretty hard to handle for Vehicles these days, assuming that it cannot be bubble wrapped to prevent the charge or Drop in the first place…  But overall I have been playing my Fleshtearers as a fast assault force, so almost no room for non scoring things that do not move quickly…

Thinking about bringing a Dev Squad, but concerned about the whole idea of fielding a bunch of 3+ armor save guys whose job is really to be shot at…  On the other hand a squad of lads with Heavy Bolters and Missile Launchers might just tear something up, especially if I have the Aegis line or a building to base them in…  Keeping a Medic nearby might be a really good idea, and mixing them in with my Sniper Scouts might be amusing.  If I bring 10, I can Combat Squad and either run a super Dev squad with 4 HW’s or split them into 2 Squads with 2 HW each.  Neat, but not being Scoring for most of the missions I’m not so sure they will be valuable enough in general.  Have a hard time bringing a Las Cannon or even a Heavy Plasma given the point cost, but the Heavy Bolters and Missile Launchers are 10 points and so might be worth overloading on.  Bringing a Razorback for the Squad might give me another Assault Cannon or keeping it cheap another TL Heavy Bolter on a fast chassis…  But having a hard time with that over say, a Predator…  In fact, having a really hard time thinking the Dev Squad would do better than a Predator roaming about.  2 Las cannon and an Auto Cannon gives me 4 shots, so fewer I guess, but FAR more mobile if push comes to shove… 

:-)  Just killing time and trying to think about slightly different things to add to the list... 

Wednesday, September 5, 2012

Fleshtearers 3rd Co, now with pictures...

Mkay, remembered to take my phone downstairs...  Meant to post yesterday, but exhaustion being what it is...










Yeah, crappy camera on the phone...  But getting there on the painting.

So far, Drop Pod and Sternguard are ready.  Threw together a Heavy Flamer trooper, and he has been awesome.  Happy overall with the Medic riding with the Squad...  Change from the 10 man squad that combat squadded and potentially killed 2 things as they come in.  That is the plus, for the biggest negative I think that it was really a one shot suicide squad.  If they failed to kill something, they'd get taken down in HtH.  Running Seth or CPT Sariel (Tycho) and the Medic in the squad has improved the survival of the Squad  by leaps and bounds.  And of course the 2 ICs can be split off to potentially deal with 2 additional things, and of course the potential placed shots are potentially huge...  REALLY happy with my Tycho equivalent when I fielded him, the SI ammo and the Melta

Scouts are ready, but I'm thinking about swapping out the SGT (Power Fist/Sniper Rifle) for something else...  Probably just the Sniper Rifle, but I'd be open to trying Storm Bolter or something else...  Dunno, but the way I play it, I almost never use the Fist so that's 25 points I can use somewhere else...

Assault troops are coming along, just need to finish up a few things here and there...  Need to get a few other special weapons set up...  Only one Melta Gun so far, but I am finding that one Melta one Flamer is a pretty good mix.  Plasma pistols I have WAY too many of, part of that legacy of them being almost standard issue in the ancient times I guess :-), but I guess the SGTs will be using a few of them...  And/or Power Weapons of course, being an Assault army of course...

Librarian/Mephiston?  I have a few painted up and Mephiston, thanks again to 40K giveaway!  But I have almost no experience using Psykers in this edition, and points being limited... I have yet to face a Grey Knight army in this League, but I am really concerned about them being able to be singled out and easily killed....  The GK Storm Raven is really powerful against a single or small number of Psykers...

Brings me to the other one I have yet to face a Necron army with an overload of fliers...  I HAVE a semi Storm Raven now that I could field to go for an Air to Air fight...  But what I have painted and ready, what I fielded last week will be pretty good, I hope...  The Quad Gun and Aegis line has been pretty good all around for me, and while it CAN be shot up and destroyed, I'll take my chances with the cover save I guess :-)  It's what I have, so that's what we run with...

Tuesday, September 4, 2012

Fleshtearers, 3rd Company...

Well, picked up a "Storm Raven" conversion in a trade...  So, it's a Vendetta that is put together differently, and it actually doesn't look to bad...  Will need to rebuild it and of course it needs to be painted...  So, I now have a flier available to dogfight should I choose to...  Transport capacity of a full squad plus a Dreadnought... But transporting as a Flier is extremely risky I think, I will have to read over those rules again.  But an Assault Vehicle with an assault squad or Death Company and the DC DN?  Devastating if I can get the assaults off...  And with Jump Packs/Fleet?  Yeah, decent odds I think...  On the other hand, it is a BIG target...  And facing a Necron Flying Circus?  Well, I guess it pulls air superiority duty...

Have to say that I am liking the list I used this week though...  CPT Tycho leading out the Sternguard for a quick first strike, the Scouts deploy and hold objectives I guess...  Might drop the Power Fist on the SGT, I do not think I have used it once this league.  With the rest of my army being HtH and generally charging toward the enemy, the snipers don't get charged often.  And to field the Storm Raven I need to find 200 or so points...  100 from the Aegis line and so 25 from the Fist...  :-) So...  Well, have to get it painted up in time...  We'll see.

List about set...

Played the CPT Tycho list this evening, and I think it's about the best I can field at the moment...  Comparing Tycho with Seth, I do think that Tycho is better in every respect for my list...  I need to work a bit on reserves, as I lost First Blood and my Razorback (forgot to roll for Night Fight), I think I could have reserved it and kept it alive a bit longer...  Tycho was able to charge off and destroy a Leman Russ with his Str 5+2d6 HtH attacks so I think he'll so almost as well as Seth against light vehicles.  And with the Combi-melta and SI ammo combined with him being a Character I think he will be able to place shots pretty well.  With the Drop pod, I CAN drop them in, or I can start the squad in cover and shoot say, no cover save shots to deal with things hidden in a horde...  I can also split him off and run him with anther squad, or even I guess as the Death Company version...

So, the Sternguard are good, and with the Drop Pod here and mostly painted the squad is done.  The Heavy Flamer is working out FAR better than I'd hoped as well.  The Scouts are done and FINALLY actually killed a few things...  The snipers picked off a specialist in the IG HQ with the 6 to hit, and the SGT running the Quad Gun allowed me to kill off a bunch of HW teams...  Still haven't faced a flier in a while, so not sure how viable this setup really is overall, but working well so far...

Assault Squads are painted, just need a bit of work on the bases I think, might need to work on the weapon mixes a bit...  Flamer and Melta are working wonders for now...  So, 2 more full squads about done with just some detail work and base cleanup to do.  Will likely run one as a minimum size squad in a Razorback though, seems to work just fine with the discounted fast Tank...

Baal Predator was good, and frankly a game winner for me as he had no answer for it when it finally appeared on turn 4...  Can't count on that happening often, and frankly would rather have had it on turn 2, but...  Just a bit more paint and seal it up...