Well almost anyway, currently they are only pending the night lord specific shoulder pads which I have not currently purchased for this unit but is planned for the next expansion to the force.
So that's the ourdiers, currently set up with the twin linked plasma guns but I have also painted up the twin linked bolters and I have avoided glueing any weapons in place for the time being and I am debating the best course of attachment as I am not sure there is a suitable location for magnetising them. Currently they are held in place with a small amount of blu tack for lack of anything more cunning.
More assault marines to come in the not too distant future and I am going currently planning to try something very different, if it pans out as I hope then there is going to be something in a change of style coming. More details to come when the tests are done.
Monday, 5 January 2015
Tuesday, 23 December 2014
Outrider number 1
So with Curze sitting in my to do pile I have been motivated to get my arse in gear and actually get some more models sorted out. The first batch of these are the outriders.
I have now more or less completed the first one and I have the remaining two well under way and hope to have the whole squad completed before the new year.
Here are some pictures of the first biker...
For some reason my camera seemed to thinking there was enough lighting around to not need the flash, not sure I one hundred percent agree but I think the pictures are bright enough to convey the important aspects of the model.
As you can see I have gone for something of a more dynamic pose for this guy, I just felt the models leaned towards something like that too much for me to not follow up on it.
Unlike the jet bikes I have added lightning to this guy and I tried a somewhat new method I had read about on the web and I have to admit I think it worked pretty darn well creating something of a more fine and natural effect for the most part.
The highlighting on the model was a bit harsh, I used a too bright contrasting colour which looks a bit off, I won't be using this on the remaining two outriders that's for sure.
As you may have guessed there is a pin through the base and in to the rear wheel to give the model sufficient stability, it worked really well and I am now considering using something vaguely similar on the second assault marine unit to create the image of them being in flight - I can then mix the models from the two assault marine squads to try and create as dynamic a feel for both units as possible and make them look a bit more impactful on the battlefield.
Typically with the release of Curze as well as forge world producing a rules update for the heresy armies in to 7th edition I have looked again at the terror assault rite of war, +1 initiative and +1" run move during night fighting is actually tempting since it would give my marines the edge over other marine forces and that then led me to redesigning my 2000 point army to the extent that I do not in theory need the outriders any more for it but that's the way it goes - at least I will have some more great looking models to pull out on occassion.
I will still get to use them, my standard dark eldar opponent is keen to stage a battle where I can use my whole planned night lord force and he can bring all of the dark eldar he has - this will come in at something like 4500 points and should be truly epic. On top of that late spring or early summer my group is muttering about heading down to warhammer world - it is something of a landmark birthday for me in 2015 and the suggestion I have made is for us to stage a massive apocalypse game on one of the warhammer world themed boards. I will of course be taking my camera to capture the awesomeness of that event and a battle report (of some kind) will come along as well.
I feel for that epic apocalypse battle it is safe to say that Konrad Curze will be my sides overall warlord, I cannot see anyone being able to argue the point with him or if they do I cannot see him letting them live for doing so. This may only change if somehow one of my gaming group gets in to heresy era armies and gets a primarch of their own and ends on my side and that is minimally likely especially since the other marine players are blood angels and space wolves who really are not likely to appear in a forge world heresy book any time soon let alone have models released.
I have now more or less completed the first one and I have the remaining two well under way and hope to have the whole squad completed before the new year.
Here are some pictures of the first biker...
For some reason my camera seemed to thinking there was enough lighting around to not need the flash, not sure I one hundred percent agree but I think the pictures are bright enough to convey the important aspects of the model.
As you can see I have gone for something of a more dynamic pose for this guy, I just felt the models leaned towards something like that too much for me to not follow up on it.
Unlike the jet bikes I have added lightning to this guy and I tried a somewhat new method I had read about on the web and I have to admit I think it worked pretty darn well creating something of a more fine and natural effect for the most part.
The highlighting on the model was a bit harsh, I used a too bright contrasting colour which looks a bit off, I won't be using this on the remaining two outriders that's for sure.
As you may have guessed there is a pin through the base and in to the rear wheel to give the model sufficient stability, it worked really well and I am now considering using something vaguely similar on the second assault marine unit to create the image of them being in flight - I can then mix the models from the two assault marine squads to try and create as dynamic a feel for both units as possible and make them look a bit more impactful on the battlefield.
Typically with the release of Curze as well as forge world producing a rules update for the heresy armies in to 7th edition I have looked again at the terror assault rite of war, +1 initiative and +1" run move during night fighting is actually tempting since it would give my marines the edge over other marine forces and that then led me to redesigning my 2000 point army to the extent that I do not in theory need the outriders any more for it but that's the way it goes - at least I will have some more great looking models to pull out on occassion.
I will still get to use them, my standard dark eldar opponent is keen to stage a battle where I can use my whole planned night lord force and he can bring all of the dark eldar he has - this will come in at something like 4500 points and should be truly epic. On top of that late spring or early summer my group is muttering about heading down to warhammer world - it is something of a landmark birthday for me in 2015 and the suggestion I have made is for us to stage a massive apocalypse game on one of the warhammer world themed boards. I will of course be taking my camera to capture the awesomeness of that event and a battle report (of some kind) will come along as well.
I feel for that epic apocalypse battle it is safe to say that Konrad Curze will be my sides overall warlord, I cannot see anyone being able to argue the point with him or if they do I cannot see him letting them live for doing so. This may only change if somehow one of my gaming group gets in to heresy era armies and gets a primarch of their own and ends on my side and that is minimally likely especially since the other marine players are blood angels and space wolves who really are not likely to appear in a forge world heresy book any time soon let alone have models released.
Thursday, 11 December 2014
Ave Dominus Nox!
So with the news last week that Forge world had released the Konrad Curze model I was understandably desperate to get my hands on him, today he finally arrived giving me my first look at the lord of the night.
Such a beautiful model I now simply have a ton of work ahead of me trying to do it justice, I am not sure I will be able to pull it off but I am certainly going to give it every go I can. Updates will be coming as I work on him. I am also currently working on the outriders and I have the second unit of assault marines to get sorted as well but since I have some time off over Christmas coming I am definitely going to be spending some time on Curze in that period - definitely the time of good cheer for me, possibly not so much for my regular opponents.
Such a beautiful model I now simply have a ton of work ahead of me trying to do it justice, I am not sure I will be able to pull it off but I am certainly going to give it every go I can. Updates will be coming as I work on him. I am also currently working on the outriders and I have the second unit of assault marines to get sorted as well but since I have some time off over Christmas coming I am definitely going to be spending some time on Curze in that period - definitely the time of good cheer for me, possibly not so much for my regular opponents.
Sunday, 16 November 2014
More Night lord action - this time its Tyranids
Another week and some more battling going on, this time my
regular opponent tried to organise a battle with one of the other guys in our
gaming group but when they were not available we organised something quite last
minute between the two of us. He wanted to bring 2000 points of Tyranids which I
would face down with my Night lords.
Recalling how this panned out last time round when I was
royally crushed I set about designing my force, I may well have over
compensated for my armies ineffectiveness from last time as it turns out but
memories of Mawlocs eating units, exocrine melting down my command squad and
contemptors being mugged by monstrous creatures all factored in my choices.
I started off with the core using some of the models I have
completed which I just love fielding.
Praetor and command squad on jetbikes for starters
2 contemptor mortis dreadnoughts
The fire raptor, of course, since it looks awesome.
I then picked three outriders simply because I am in the
process of sorting out the models which I hope will look really cool and as
such they needed to be used so I can try and get more out of them and get
experienced in using them properly.
After that I decided I wanted to try using veteran tactical
squads, I have of late been reading other tactica on the web and these have
been extremely highly rated so I wanted to give them a go. I selected two units
of 10, two of them were given heavy bolters with suspensor fields and the
sergeant was wearing artificer armour. I also gave each unit a vexilla, this is
something I do not normally do but having read some comments on the web I have
been starting to reconsider my preconceptions about them – still not sure
banners really fit the gang culture of the night lords. These two units would
be my compulsory troops due to the praetor employing the pride of the legion
right of war which was the only way I could really test these guys out
properly.
The final addition to the force was a heavy support squad
with 10 guys all armed with volkite culverins, the sergeant wearing artificer
armour and carrying an augury scanner.
The veteran tactical squads would be given the sniper
special rule and it would ensure that pretty much all of my fire power baring
that from the outriders would be able to wound monstrous creatures although
they would generally get armour saves and probably feel no pain as well meaning
I was only really hoping to kill one or two in each shooting phase meaning by
the time the nid’s charged (probably on turn 3) I was expecting to try and
finish off 2-3 in close combat and that’s assuming there was not something like
a horde of Hormagaunts which with their speed could potentially charge turn 2
and thus would have to be targeted early to prevent units getting tied up in
close combat or butchered.
As it turns out my opponent had decided to be nice and also
recalled a lot of the previous battles so opted to bring no flying monsters (he
remembered how annoying the daemon flying circus was) and he also avoided
mawlocs since he knows they are savage against units of expensive power
armoured marines which the legion force tends to have in spades. He did also
decide to bring some of the new Tyranid drop pods which in hindsight I should have
expected but at the time I did not even suspect he had the rules for.
The net impact of these two methods of army creation - me
trying to optimise to deal with the main nid threats while my opponent was
removing those threats to make a softer list to try and ensure a balanced game –
basically led to my force being pretty much perfect for mauling the force he
had brought.
The nids brought the following
Hive tyrant with lash whip and bone sword in drop pod
Tervigon
2 trygons
2 carniflexes with twin linked devourers
2 hive guard
3 zoanthropes in a drop pod
6 ravagers
3 swarms of 3 bases of ripper swarms
Exocrine
With this force almost half of it would be starting in
reserve and deep striking in which I was not expecting when I planned my force
and it jacked up the impact of the augury scanner on the heavy support squad
was a lot greater than anticipated.
We rolled the big guns never tire with standard deployment,
the battlefield we had was set up for us and had not a lot of terrain, what
terrain it had was generally low and not that concealing and to be honest was
much better suited to fantasy than 40k and meant that my forces had amazing
avenues of fire. We did discuss getting some terrain but since it would have
involved tromping up and down stairs and we were both feeling lazy we did not.
I won everything during the pregame , choose table edge, got
to deploy first and go first and my opponent failed to seize the initiative. I
won’t go in to details but suffice by the end of my turn 2 my opponent had been
tabled and he was not happy, my dice rolling was insane with the snipers
getting tons of 6’s to wound which resolved at AP 2 and so they carved through carniflexes
and the like with incredible ease.
It was so quick and one sided we decided to restart and try
again, this time we rolled up the relic and go hammer and anvil deployment, I again
got the warlord trait to give my opponent -1 on his reserve rolls, this time he
did not get the trait to allow him to reroll failures on reserve rolls and he
felt he was doomed from the start.
Here are some photo’s from the deployment, I did not take
any after this since both armies were pretty proxy heavy but my central unit in
the ruins was the heavy support squad which just had an insane field of fire
and dominated the battlefield and their 18” interceptor bubble was basically
meant when something large appeared I could pretty much remove it instantly
with 40 strength 6 shots unless it could hide in some format.
I got first turn, just before that my outriders remembered
to scout and rushed towards the relic, in my turn 1 the outriders completed
their move on to the relic and everything I had opened up which resulted in a
couple of wounds on the tervigon (I wanted to remove his synapse bubble and I hoped
40 volkite shots would do it but sadly his saves were pretty good). I managed
to also get a wound on a carniflex and kill a couple of ravagers.
Nid turn 1 saw the outriders butchered in close combat and
by shooting and I lost control of the relic to the ravagers and my opponent got
first blood.
My turn 2 saw the fire raptor arrive (both games I got it on
the first reserve roll) and I unloaded on the nids. A couple of ravagers were
shot to pieces, the exocrine blown apart and that was about it with the
shooting – I made the mistake of not moving the contemptors to ensure they got
interceptor and then remembered it came with skyfire which made it utterly
pointless and basically wasted a turn of shooting with them.
Nid turn 2 saw two ripper swarms, a trygon and the hive
tyrant come down, my interceptor fire from the heavy support squad removed the
trygon. Enemy shooting managed to put a wound on the standard bearer and two
wounds on my praetor but achieve anything else and nothing was in charge range.
My turn 3 saw the fire raptor finish off the tervigon and
the feedback from that killed four of the termegaunts it had spawned who then
fled and got removed/forgotten. Massed firepower tried to take down the hive
tyrant but I could only put three wounds on it.
Nid turn 3 saw another trygon appear along with the last
ripper swarm but the zoanthropes which my opponent desperately wanted to try and
deal with my contemptors refused to appear which only added to his frustration.
Ripper swarms charged my heavy’s who obliterated them with volkite fire but
that was the distraction to allow the hive tyrant to get in. The carniflexes
tried to charge one of my contemptors but came in 1 inch short. Close combat
saw the tyrant underperform and only win the fight by two and I managed to pass
my leadership test to keep him locked there. Shooting did manage to get a few
wounds on the command squad killed my carnabal sabre and then the last wound on
my praetor saw a one for look out sir and then another one for the armour save
and saw the praetor drop giving away slay the warlord annoyingly.
Night lords turn 4 saw the fire raptor go in to hover mode
and unload on the carniflexes and kill one outright as well as using the side
reaper cannons to obliterate all three bases in a ripper swarm. My remaining
command squad whipped across to next to the hive tyrant fight to allow the
banner to give fearless to the heavy support squad. My remaining shooting
removed the drop pod, killed all of the remaining rippers, finished off the
carniflexes and put 4 wounds on the new trygon.
Nid turn 4 saw the zoanthropes drop in next to the fire
raptor, the trygon fled for cover. The zoanthropes managed to manifest warp
blast and launched three lances towards the fire raptor, hit twice, penetrated
twice and were jinked twice to massive frustration. The hive guard still
sitting there fired at the fire raptor, got two more hits, two more penetrating
hits one of which was jinked. The remaining hit immobalised the flyer which as
it turns out was fine since it was not zooming at the time. The hive tyrant
continued to slowly carve through the heavy support squad and I continued to
fail to roll a 6 wound to at least try and kill it. 3 heavy support marines
were left but still being fearless they held in there.
Night lords turn 5 saw me move to try and win the game, the
jet bikes floated on to the relic, massed shooting took out the zoanthropes and
their transport as well as finishing off the trygon as it had not been able to
get out of line of sight. Close combat saw the hive tyrant fluff its lines and
leave one of the heavy support marines (the sergeant) alive and he passed his
break check to pretty much give me the game.
Nid turn 5 - the nids only had 3 models on the table in
the form of the tyrant and two hive guard, with the tyrant locked in combat
during his turn and then certain to get shot to pieces in my next turn (if
there was one) the game was pretty much over.
Not the best couple of games to be honest, my army in trying
to counter the known threats of the tyranids had gone too far it seems and with
the limited cover the nid’s never really seemed to stand a chance. This spawned
a significant debate after the game were my opponent commented that he was
going for softer lists to try and ensure fun games while I was continuing
optimising the night lord list and we were getting towards a very competitive force.
I think my opponent had expected things like the assault marines since they are
painted and at 300 points they would have removed a lot of my ability to deal
with bog monsters but as I pointed out they do nothing in that fight – he may
expect me not to optimise but I cannot be expected to bring completely
suboptimal choices. As it turned out though the main thing was that in taking
the augury scanner for the heavy support marines against his army was insanely
potent since my opponent had opted for a force which was 50% deep striking. From
my point of view I felt I needed something like that because otherwise with
some good reserve rolls my opponent could have had my force surrounded by
monstrous creatures with me having one turn to reply, it could have potentially
gone completely the other way.
This is I feel the main issue with deep striking forces, if
it all turns up at once it is amazingly powerful and overwhelming but on the other
hand when it turns up piecemeal it feels massively suboptimal and means you are
fighting with substantially less points than your enemy has and it is telling.
Saturday, 8 November 2014
Night lords against dark elder
Today I took my night lords off to try them out against the
new dark elder codex. My opponent had hoped to bring a number of new toys to
the fight but he had failed to get everything assembled in time. We had
arranged to field 2500 points each which I was hoping would allow me to bring
out the strength of the legion list as well as allowing us both chances to try
out new things.
My army featured the following…
Praetor – jet bike, paragon blade, iron halo, digital
lasers, trophies of judgement
Command squad – jet bikes, 3 x combat shield, 1 x
chainglaive, 1 x power fist, 1 x charnabal sabre
Contemptor mortis dreadnought – 2 kheres pattern assault
cannons
Contemptor mortis dreadnought – 2 kheres pattern assault
cannons
Dreadnought – flamestorm cannon
10 tactical marines – additional chainswords, artificer
armour, chainglaive, meltabombs, rhino
10 assault marines – power sword, power axe, artificer
armour, thunderhammer
5 tactical support marines – 4 x volkite caliver
5 tactical support marines – 4 x volkite caliver
3 outriders – 1 x twin linked flamer
9 heavy support marines – 9 x volkite culverin, augury
scanner
Fire raptor – reaper autocannon batteries
Sicaran battle tank
My opponent had a standard force org plus some guys from the
grotesque circus supplement (or whatever the hell it is called).
I did take my camera but I was so focused on trying to avoid
making blatant mistakes that I did not actually take any pictures so I am
afraid there is no eye candy to support the battle report.
My opponent won choice of table edge, choice of deployment
and basically everything in pre-game. We ended up with the battle where there
is an objective in each deployment zone and they ended up being in completely
opposite corners of the battlefield.
I failed to seize the initiative and off we went with the
dark elder swarming forward ensuring that they would get in to a position to
charge on turn 2 with Rakath bolstering the centre by ensuring they started the
battle with feel no pain 6+, the combat drugs gave the jet bikes +1 toughness
and the grotesques got the same from Rakath playing around with them. The dark elder
shooting was aimed to cripple my firepower with the heavy bolter of the sicaran
being blown off by a ravager (thank god the random weapon was not the
accelerator autocannon) while the other opened up on my firestorm dreadnought
and scoring three penetrating hits. I got a cover save from the grotesques
between them and promptly passed all three saves. Additional splinter weapon
fire managed to down one of the assault marines but that was it.
The night lords swung in to action aiming to tear apart as
many of the dark elder as possible, the sicaran managed to gun down one of the
ravagers while a contemptor managed to down drazor’s venom. The
heavy support squad target a beast host and unloaded, with 20 wounds caused
prior to deflagrate my opponent simply picked up all of the models. Other
shooting saw a grotesque killed panicking his unit, another venom was blown to
pieces and the flamestorm dreadnought managed to incinerate three bases of
razorwings. I did manage to forget to scout my outriders which reduced them to
comparatively moot for the battle but hey I cannot do everything right.
Turn 2 saw all of the dark elder reserves come in, the archon
landed his raider through a webway portal behind the heavy support marines who
activated their augury scanner and blew the transport to pieces but the archon
and his court passed their pinning check spot on. A venom with four blaster wielders
inside dropped in aggressively but scattered out of optimal range but remained
safe. The mandrakes outflanked just in front of the outriders. The fleeing
grotesques managed to rally on their leadership of 4. Shooting saw the outriders
butchered to a man by the massed firepower of two troop squads and the
mandrakes while the remaining ravager targeted the flamestorm dreadnought again
and this time was unlucky and only caused a glancing hit. Three more assault
marines were gunned down and they fled but then in what turned out to be a
shocking move the beast host charged them, they pass their leadership check and
rallied. The archons’ court murdered the heavy support squad with the medusa
flamers doing a complete number on them – if only I had taken artificer armour
on their sergeant who was the closest model. The jetbikes swept in to
obliterate one of the tactical support squads. The blasters only managed to
take an arm off the contemptor and aside from them did not achieve much.
Close combat saw the assault marines prove their worth and
slaughter the beast host to a model for no losses while the tactical support
squad were murdered by the jetbikes.
Night lords turn 2 saw the fire raptor stay off the
battlefield, the assault marines moved to target the jetbikes while the
flamestorm dreadnought and the jetbikes moved in to a position to support them.
The one armed contemptor moved up to challenge for my objective and try and
shoot down some of the incubi supporting drazor – I should have held off
shooting and charged instead but I got carried away with the idea of shooting
the elder to pieces. The second ravager was riddled with holes from the intact
contemptor and the rhino began moving up towards the elder objective. The
flamestorm incinerated a couple of the jetbikes. The assault marines managed to
get in and butcher another 3 jetbikes for no loss before the dark elder did a
hit and run leaving them stranded in front of a nasty grouping of dark elder assault
specialists. The venom with blaster troops on board somehow managed to avoid
being blasted apart by the sicaran with its flicker field.
Turn 3 saw the dark elder pounce on the assault marines, the
shooting from splinter weapons managed to get a couple of wounds on to my
praetor (2 unsaved after 7 wounds taken). The assault marines were slaughtered
before they were actually able to make an attack when they found themselves
being mobbed by the archons and his court, the incubi with drazor and rakath
and his grotesques but they had definitely earned their before being butchered.
The remaining jetbikes swung in on the flaemstorm dreadnought hoping their
cluster caltrops would do the damage but failed and watched one of their number
incinerated on the charge and another smashed down by the dreadnought close
combat weapon. They held and opted to stay in the fight (in fact my opponent rolled
for hit and run, failed and then asked why he tried to roll and tying up the
dreadnought was essential at that stage with it able to flame half the dark elder
army)
The blaster venom swept forward and disembarked its guys to
try and remove the one armed contemptor as it was sat on the night lords
objective and was not something it was going to be easy for the remaining dark elder
forces to shift, 4 shots only hit once and that one rolled a double 1 for the
penetration roll and achieved nothing
Night lords turn 3 saw me carefully consider matters and
then decide to hold true to the principals of the night lords and run away from
that close combat potential. The fire raptor arrived and managed to take a hull
point off a venom as well as gunning down a member of the archons’ court. The one armed contemptor and sicaran combined
to slaughter the blaster armed troops to remove that threat. The Praetor and his
jetbikes turbo boosted away to completely avoid the enemy forces. The rhino
pushed rapidly forward and the contemptor moved up in support. The flamestorm
dreadnought managed to crush the remaining two jetbikes but losing the turn of
shooting meant they sold their lives well. The remaining tactical support squad
unloaded on the two rallied grotesques and killed one routing the survivor
again.
Dark elder turn 4 saw the archons’ court charge the
flamestorm dreadnought, survive the overwatch fire and managed to get the
sufficient amount of glancing hits to wreck the dreadnought. Drazor managed to
pull off a long range charge and get on the contemptor, managed to get 5 hits
and glance with 3 of them and I managed to fail all of the axiomatic saves and
thus lost another venerable walker in the turn. The mandrakes unloaded
everything they had on the jetbikes in front of them but I managed to somehow
pass all of the saves to keep them intact. The fleeing grotesque rallied again.
Night lord turn 4 saw the fire raptor move in to a central position,
kill a few of the dark elder around the objective and put another wound in to the
archons’ court. The contemptor dreadnought and rhino moved hell for leather forward to
swamp the elder objective with models and to get away from the pursuing elder.
The sicaran tried to down drazor and failed to completely. The praetor and his
lads hammered in to the mandrakes and butchered them without loss.
Dark elder turn 5 saw the elder move everything to try and
shoot down the jetbikes as they were definitely the most valid threats but even
with two venoms and two units of warriors they only managed to put a wound on
the standard bearer. The archons’ courts charged as fast as they could across
the open ground but were still out of charge range. Drazor charged the sicaran
and managed to get two more glances on that to wreck it as well, furious charge
paying dividends in his attempts to get something from the battle. Drazor and
Rakath firmed up their control of the night lord objective. The last grotesque
charged the rhino but failed to do anything to it.
Night lord turn 5 saw the rhino power forward and disgorge
10 tactical marines on the dark elder objective, concentrated firepower removed
all of the dark elder warriors, killed the grotesque, killed all but two of the
archon’s court and the corpses included the archon himself. The game continued.
Dark elder turn 6 saw the remaining court members charge the
contemptor to try and tie it up while the last intact venom moved flat out to
get to contest the dark elder objective
- since I was using the age of darkness force organisation chart I did not
get objective secured so he had to hope it survived for the turn and the game
ended in order to get the win.
Night lord turn 6 saw the tactical marines unloaded with
fury of the legion and take down the venom which guaranteed me the win of the
battle.
Final score was one objective and linebreaker each, I also had first blood and slay the warlord to get the win.
So overall I managed to eke out first out and out draw with
the nights lords, I have won battles with them when I have had allies like the
guard or the necrons but this is the first time they have won outright on their
own and I was pretty pleased with my play, aside from a couple of minor
mistakes like forgetting scout on the outriders I think I played well and the
main thing is when it counted I managed to keep sight on the objectives and not
do something silly like charging the praetor and his command squad in to the
core of the dark elder army in the hopes of killing the opposing general since I
would have lost mine as well.
MVP for me was the assault marines, they took a charge and
slaughtered the foe without any problems and then butchered half a unit of
toughness 5 eldar jet bikes all without loss, yes they lost 4 guys to random
splinter fire and they were butchered when they were charged by the opposing
warlord and two special characters plus supporting units. But the fact that my opponent committed so
many models to dealing with them and that draw them out of position to have a
massive impact on the rest of the battle was amazing and really won the fight
for me. It would have never have happened if my opponent had not made the
mistake with charging them when they were running but he did and it allowed
them to shine in the battle.
The sicaran was pretty solid but nothing exceptional really,
it worried my opponent but very quickly his forces were in combat so his
transports were not as critical as they could have been. The flamestorm
dreadnought is something I really like as it poses some very different
questions to my opponent, if he pushes forward to get to grips with my shooting
forces they are having to walk in to the face of some exceptionally nasty
firepower and it gives me something else which ignores cover.
The heavy support squad did sick levels of fire but they are
exceptionally expensive for what they do, I think 5 of them for 185 points
might be an option but more than that is over kill and to be honest they are competing
with fire raptors, sicaran’s and the like for the heavy support slots and I am
not sure they do enough to win that competition.
The tactical support squads were ok but I do not think they
do all that much, they are cheap even if they cannot be my compulsory troops –
it may be that 5 of them, 4 with flamers in a rhino for 135 points is actually
a massive boost for the army especially as it would allow me to deal with
enemies in cover a little more effectively.
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