Wednesday, August 22, 2012

Fleshtearers are a FAST army...

:-)  Playing the way I do at least...  Not fast like a lot of folks seem to think, "We'll be in contact by turn 3-4"...  I'm playing it that I drop on top of them on turn one, turn 2 I am usually in Assault either by dropping Vanguard Vets right in or my DC/Jump Troopers have made it to contact.  The 12" move and up to 12" Assault move mean that if you are OK taking risks, you can move REALLY fast...

The trouble is supporting the fast movers.  I have found the Baal Predator, especially with the Flamethrower turret and HB sponsons to be a good way to throw down a fast tank that can help root out even 3+ armor hiding in cover (Str 6, AP 3 template)...  The flame sponsons are still fairly worthless I think, still can fire 2 going fast I guess, but that means you ALWAYS have a weapon you do not fire if you move at all, no snap fire option for the templates...  Now to finish painting my ancient model and getting it fully WYSIWYG...

Debating changing out the leader of the force...  Dropping a Librarian in won't likely work as they cannot cast powers (well, the ones I want them to) coming in from Deep Strike...  Tycho looks amusing for a stand in Captain, but the "general" FAQ seems a bit short here as his attacks in HtH which "ignore armor" are now AP what?  There is no defined weapon really to say "It is a Power Sword that also grants 'armor bane'"...  Which is how I'll likely play it, and hope I don't run across anyone who really wants to argue it out :-)  Seems the most reasonable, but...  Mephiston is still a possibility, but at 250 points?  That is a LOT of my army in a single model that has no Inv save...  Yes, T6, 4 Wounds, so hard to kill, but 250 points is a Land Raider or a squadron of Land Speeders easily...

Did forget to mention I will be looking to put them in with a Sternguard drop pod :-)...  The Medic in Terminator Armor (Sanguinary Priest, but "Medic" just sounds better to an old timer like me) dropped in with a short squad and CPT Tycho would seem like a pretty formidable little package hitting the table with Meltas blazing, a few 2+  saves and FnP for the lot of them...  Gives me a few Power Weapons in the squad as well, and I have been REALLY liking the Heavy Flamer option for one of the Sternguard (converting a weapon now, waiting for the Green Stuff to cure) as a quick couple of hits and the discouragement of a risky charge in... Still a LOT of points that would be wasted against a cheap horde force, or anything without one or more big targets...

Tuesday, August 21, 2012

Seth and the boys drop in...

Well, I ran the army with Gabriel Seth and 2 Sternguard Squads...  And I have to say that the setup with the second squad was REALLY good...  But I am not sure that the single squad dropping in would work.  In any case, the Heavy Flamer was really quite good, and I think will be one thing I convert ASAP...  Still need to finish up the Drop Pod, but the Medic (Sanguinary Priest) in Terminator armor was HUGE there.  Fearless, Power Weapon, FnP saves for the group...  I don't think Seth was needed frankly, but having some sort of HtH beatstick would be a very good thing...  Perhaps not really necessary, but still...  Someone has to keep them alive until my Cav can get there :-)  So, one Sternguard squad for now, And the Assault squad and Death Company to jump along a flank to rush in to support them.  Hard assault, and casualties will be heavy because we will START at point blank with the enemy, and the Jump Troops will be moving at top speed to make contact with the enemy...

The Baal Predator was awesome, and did exactly what I hoped it would, wiping squads of Powered Armor lads hiding in cover, getting in shots on things with the Heavy Bolters while zooming about...  Definitely need to finish up the painting on that one...  Think it has become a standard option for me now...

The DC DN was a big fear thing, but I rolled an improbable series of 1's and 2's to hit and wound with the thing...  Wound up killing a Rhino, then tearing into the Tac Squad equivalent (Templar) only to kill 1 every round despite the number of Str 10 no armor save attacks...  Was disappointing, and lucky that they were the only Marine squad still in existence WITHOUT Krak grenades...  Still, 135 points of "You'd best not ignore this" that takes a lot of pressure off of the Jump Troops it escorts...

Still, the painting is coming along really well, I should have most of it done by next week with my 30 or so Infantry figs set, and with only a few vehicles, the only glaring thing missing is the Drop Pod at this point...

Sunday, August 19, 2012

This week, 1 month til the Tournament...

Well, knocking out more of my Fleshtearers...  I think the Scouts are 99% done with the Minwax and matte sealant...  Looking pretty good, just need to pus some debris on the bases to get them to 100%.  Getting a bunch of my Assault Marines knocked out as well and the Sternguard done...  Well, one squad at least...

Looking at bringing 2 squads of them in one of my variant armies.  My first army will be:

Mephiston
Chaplain (jump pack)
Sanguinary Priest w/Jump pack
Death Company (5, JP, 2 power axes)
DC DN
Scout Squad (9 Snipers, 1 HB, SGT w/ Faust)
Assault Squad (10, Melta gun, plasma or flamer pistol, SGT w/ PW and PP or Flame pistol)
Sternguard (10, Pod, 6 combi melta, 4 combi plasma)
DN (TLAC x 2)
Baal Predator (HB sponsons, flame turret probably, maybe the TLAC...)

So, uber Psycher, drop army, etc...  Move fast, hit hard...  With Mephiston being a rank 3 Psyker he can get a decent selection of powers, and Telepathy looks amusing...  Divination works pretty well as well...

Second variant:
Gabriel Seth
Sanguinary Priests (2, 1 Jump pack, 1 Terminator Armor)
Scout Squad (as above)
Assault Squad (As above)
Death Company (As above)
DC DN
Sternguard Squad 1 (as above)
Sternguard Squad 2 (Drop Pod, 7 troopers, heavy flamer, 4 combi melta, 2 combi plasma)
Baal Predator (As above)

So, an extremely aggressive army with Seth and the Terminator Medic dropping with the Sternguard Squad 2...  Scouts sit back and camp, Assault squad w/Medic backed by the DC and the DC DN are a roving reserve or Cavalry to go forth and rescue/support the Sternguard and Seth.  With the second Sternguard squad, the Heavy Flamer is really just there to discourage charges and fry things behind Aegis lines or in buildings...  With FnP, Fearless, Flamer and of course Seth there it should at least make people think seriously about charging...  Now, I do not have the second squad converted, but this may be the way I run the lads later on if this works out....

Now, you'll probably notice the armies are remarkably similar...  Since I am riding the ancient motorcycle, the army has to fit into the saddlebags and trunk :-)...  So, "limited space" is an understatement I think...

Saturday, August 18, 2012

"Dipping" minis :-)

Finishing up my Scouts (Sniper, camo cloaks) and I have to say that the Min Wax treatment is certainly looking pretty good...  So, the lads are drying now, just need to finish the Heavy Bolter and put some foliage and rocks and the like for them then seal them with a matte I think...   Starting to hit the Assault Troopers as well, and I think the Sternguard are about ready to get hit as well.  Just detail work remaining like painting the combi weapons, packs, etc...  

Keeping a few odd things like one of the Sternguard has a Tac Squad marking on his shoulder pad...  I really want to keep the fluff of a dying Chapter, and the lads getting promoted REALLY quickly and with results mattering way more than the uniforms, etc...  Not sure many people not familiar with the Fleshtearers would understand it, but I like it :-)....  Getting closer to actually having a Drop pod as well...

Looking at what to play next week...  Mephiston may make an appearance (thanks to http://40kgiveaway.blogspot.com/ again!) along with:

Scouts (full squad, snipers, heavy bolter, SGT w/ PF)
Assault Squad (full squad, Melta Gun, Plasma Pistol, SGT w/PP and PW of some sort)
Death Company (5, jump packs, 2 Power Axes)
DC DN (Flamer, grapple maybe?)
Sternguard (full squad, drop pod, 6  combi meltas, 4 plasma)
Sanguinary Priest (jump pack, ?)

Then it gets to the "maybe":
DN with either 2 TLAC or the TLAC/Assault Cannon
Baal Predator with HB sponsons and maybe the flame turret...  Seeing a LOT of 3+ armor lads camping in the backfield, so flanking...

So, a bit more long range firepower, but overall a REALLY fast army to go camp on the other side of the table...  Should be fun to play at the least...  Not sure what o do for AAA, so that is a bit of a concern depending on opponent...  Meph has access to 3 powers if I go with the book ones, and Telepathy might work...  Hallucination or Puppet Master could be REALLY awesome against certain armies, and Invisibility could well be what gets a assaul unit across the table... Divination is another one that could be really nice...  We'll see what I end up facing...

Wednesday, August 15, 2012

A Fully Painted Army? Wow....

I'm getting close to a fully painted 40K army for the first time since I threw the minimum "3 color" standard on my 3rd ed Fleshtearers force to have the "We're just here to kill things" army list to take to the tournaments...  It did really well on the field, looked pretty bad, but it WAS technically fully painted...  This time though, I've got a more or less completely different army, have stripped and repainted a number of things....

10 man Sniper Scout Squad, check, needs a bit  touch-up, shading and "bits" to go on the bases

10 man Sternguard Vet Squad, check, as above, but weapons all fully WYSIWYG converted

Death Company, Check.  Various weapons, Jump Packs, Chaplains, etc...  Could use some base work, but...

Assault Marines, check...  How many?  "More" as Taleni Pahulu would have put it (4 numbers, 0, 1, 2, 3 and more)...  Enough to field at least 2 full squads, one of which I have magnetized the Jump Packs for to allow them to enter "Fromage Grande" mode and get the discounted transports which are better for no apparent reason :-)...  Razorbacks are still good, Land Raiders are "eh", Melta will still everywhere and kill them easily...

What else now?  Well, I cut the patterns to make a simple Drop Ship with a wooden frame...  Foamboard is a possibility, and will probably also work, and since I have to make a few of them...  Otherwise I have some vehicles to finish up, and I have to decide what characters I'll be playing...  Mephiston, Gabriel Seth, Chaplains...  There are a few possibilities here and there.  I like the BA Librarians as well, but lacking any sort of Psychic defense...  Well, it is a bit difficult :-)...  Have to paint up my Aegis line I guess...

So, very close, just a bunch of small details...

Monday, August 13, 2012

Modeling for advantage?

Not sure how best to put this...  What are the general feelings out there regarding the rules for Power Weapons?  I had heard the term "Modelling for Advantage" somewhere, and saw it for the first time tonight...  Now, Power Lances were never a Marine weapon AFAIK, but since there are no real limits, if you build/model it, then it is... So, looking at putting Power Axes on a few of the Death Company at least in place of my traditional Power Fists...  15 points instead of the 25, and both AP 2.  The Power Axe on the Charge gives me 5 attacks at Str 6 compared with the 4 attacks at Str 9.  No real difference between 8 and 9, so the furious Charge is "eh" for this, but the Axe is 10 points cheaper...  Not sure if I will end up doing this for my other Power Weapons, but it is looking like an option for mixing in stuff...

Lost badly this evening, but I think it highlighted a major problem with my list...  The Drop Pod for the DN is I think a failure.  And since it goes out unsupported, I have nothing really to deal with the big nasty characters...  Or even really powerful HtH units...  The Las Cannon on the Aegis line is pretty good, well worth the 35 points, but I think I had a lack of long ranged AT weaponry...  So things like the Predator have to come out to play.  The Vindicator was "eh", and I know I jumped it out too quickly, but barring it coming in from reserve, it wouldn't have lived in any case...  It killed a Rhino and 2 Wolf Cav, so it almost paid for itself...  But that is just running in place really, trading chess pieces and not really winning me any battles.

Something to think about for later in the week or next week :-)

Sunday, August 12, 2012

Heavy Support for the Fleshtearers...

So, debating on the Heavy Support slot...

Not really a fan of the Dev squads, even with the ability to move and snap fire most of their weapons this edition.  So, Predator or Vindicator I guess...  With the Vindicator, I can ignore terrain, have the AV 13 on the front...  Oh, and the most powerful gun in the game on a Fast platform.  So 12" move, 24" shot, coming from behind a building is a pretty devastating thing...  But it is a one shot thing, the Vindicator comes out and gets a shot off, then dies to the inevitable counter shots.  There is the danger that I come up against an army like Noah's IG with really NO high value targets for the "cruise missile" to hit...  Predator allows me to do a bit of hit and run from a MUCH greater range.  The weapon mix here is another one.  TLLC turret is expensive, but would almost always put the Str 9 AP 2 hit on target.  In general I use the AC turret though, 2 shots is almost always better...  Unless of course I run into AV 13+...  The Las Cannon Sponsen is a solid choice, but the Heavy Bolters would allow a LOT of shots....

Storm raven, well I do not currently have one, frankly looking more like an eventual purchase though...  Do wish more than BA and GK got to use it though.  Frankly that was one of the main reasons I did not get one before...  Perhaps we will see an expansion in this area though,was kind of disappointed that the 6th Ed book did not do this...  We'll see I guess...