Sunday, 12 November 2017

Hobby Sunday 12/11/17- Goliath Rockgrinder and Neophyte Hybrids

This week's Hobby Sunday I will be showcasing my completed Goliath Rockgrinder and some Neophyte Hybrids that I have been working on the last couple of weeks. 

I completed the crew of the Goliath this week, so the Rockgrinder is now finished. Here are some shots of the crew and completed vehicle. 

Thursday, 9 November 2017

Battle Report 123- 2000 pts White Scars vs Orks

This week's battle report sees my White Scars take on Rhys' Orks in a 2000 pts Maelstrom of war mission. 

This was the first time I had taken on Orks in 8th edition, so was interested to see how they would fare against the White Scars. This game was played at Battle Bunker and we were playing Tactical Escalation (number of cards equal to turn number) with Vanguard Strike deployment. 

My army consisted of:
Battalion Detachment
Khan- Moondrakken (K)
Lieutenant- Master-crafted Bolter, Chainsword (L)
10 Tactical Marines- Meltagun, Bolters (TS1)
Rhino- Storm Bolter (R)
5 Tactical Marines- Flamer, Bolters (TS2)
Razorback- TL Assault Cannons (Rb)
5 Scouts- Camo Cloaks, Sniper Rifles (S1)
5 Devastators- 4 Missile Launchers, Armorium Cherub (D1)
5 Devastators- 4 Heavy Bolters, Armorium Cherub (D2)
Stormtalon- TL Assault Cannons, Typhoon Missile Launcher (ST)
10 Sternguard Veterans- Special Issue Bolters (S2)
Drop Pop- Storm Bolter (DP)
10 Vanguard Veterans- 3 Pairs Lightning Claws, 2 Thunder Hammers and Storm Shields, 5 Bolt Pistols and Chainswords (VV)
6 Scout Bikers (SB)
5 Bikers- 2 Meltaguns, Power Axe (B1)

A bit of a different White Scars army to try out, not so many Bikers this time round. I decided to take a unit of Devastators with Heavy Bolters after seeing how well they have done in my regular opponent Maurice's Crimson Fists army. I also extended the Vanguard Veterans to 10 models to give me a bit more combat punch and decided to try out the Stormtalon as well. 

My warlord was Khan and he took the Tenacious Survivor warlord trait (I don't think he could take the White Scars trait as I was using Index Khan). 

Sunday, 5 November 2017

Hobby Sunday 05/11/17- Goliath Rockgrinder WIP

Today's hobby Sunday features the current work in progress on my Goliath Rockgrinder for my Genestealer Cults army. 

I decided that I would also magnetise the crew of the Rockgrinder to make them easier to transport and have less chance of them breaking off during transit. 

I have completed the painting of the Rockgrinder and just need to work on the crew. Here are some WIP shots and the completed vehicle.

Thursday, 2 November 2017

Battle Report 122- 2000 pts Ravenwing vs Ynnari

Today's battle report features my Ravenwing taking on Adam's Aeldari force in a 2000 pts Eternal War mission.

This game was fought at a Bunker War tournament at Battle Bunker in Sunderland. This game was Big Guns Never Tire using Vanguard Strike Deployment.

My army consisted of:
Outrider Detachment
Sammael on Corvex (S)
Ravenwing Apothecary (A)
5 Black Knights- Plasma Talons (BK1)
Ravenwing Darkshroud- Assault Cannon (D)
5 Ravenwing Bikers- 2 Meltaguns, Chainswords, Power Sword (RB1)

Outrider Detachment
Librarian- Bike, Force Sword, Mind Worm, Aversion (L2)
5 Black Knights- Plasma Talons (BK2)
5 Ravenwing Bikers- 2 Plasma Guns, Chainswords, Power Sword (RB2)
5 Ravenwing Bikers- Flamer, Chainswords (RB3)
Dark Talon- 2 Hurricane Bolters, Rift Cannon (DT)
Landspeeder- Multi-melta, Typhoon Missile Launcher (L1)

5 Command Points

The Librarian took Mind Worm and Aversion. Sammael was my warlord and took Tenacious Survivor.

Wednesday, 1 November 2017

Genestealer Cult Progress So Far

Today I have some photos of all the units that I have painted so far for my Genestealer Cults army. I have been slowly working away at amassing my Cult force and getting as much painted as possible to try and field the army. 

So far, I have completed 5 units of infantry, one Goliath Truck and two characters. Here are some photos of the force. 

Tuesday, 31 October 2017

Astra Militarum Codex Review: Part 5- Troops

My Astra Militarum Codex Review continues with a look at the Troops choices available. This will be a quick one, as there are only a few options in this section of the codex. 

Infantry Squad
From a background perspective, these squads should make up the bulk of any Guard army. As such, they have a fair amount of variety in how they can be built.
As standard, each squad consists of 10 Guardsmen (including Sergeant) and have the general Guard statline as they have for many editions. As usual, one Guardsman can take a special weapon and two can form a heavy weapons team. The Mortar has proved incredibly popular in 8th edition so far, but I think most of the Heavy Weapons can be of use in a Guard squad. The vox-caster is also a great addition to take, extending the range of orders to 18" if both squads have one and one is in range of an officer.

Annoyingly, the Sergeant still doesn't have the option to take a Lasgun, meaning you will still have at least one laspistol in the squad, slightly reducing the number of shots a little in each squad.

This squad will probably make up the bulk of my army, as it has in previous editions, and has gotten a bit cheaper to field, meaning I can squeeze more points out of  my army for the big extras, such as tanks and flyers.

A downside of this squad is that it is harder to form combined squads in 8th edition without spending command points on them (bit of a waste for me). This means that your orders will not go as far as they did in 7th editions and gives you more deployment drops in most cases, decreasing your chances of going first in many games.

Monday, 30 October 2017

Astra Militarum Codex Review: Part 4- HQ Units

You are not going to find any close combat monsters or characters able to decimate entire swathes of the enemy army in the Astra Militarum HQ section, but you will find some great characters for buffing your seemingly weak Guard units to help them perform better on the tabletop. 

HQ Units
Lord Castellan Creed
Creed is a great buffing character and warlord to have for a Cadian Force. He has a fairly modest statline, hitting on a 3+ in combat and in shooting. He comes with two hot-shot Laspistols and a power sword, so should be able to do a bit of damage against weaker infantry. He is T3, with 4 wounds, a 4+ armour save and 5+ invulnerable save, so is not the most durable. 

Where he does excel is the buffs he provides to the army. Having Creed in a battle forged army as your warlord gives you two bonus command points. Given the number of command points a Guard army can wrack up, this is a nice additional bonus to have. Creed also gets to issue 3 orders per turn and each order has a range of 12”, a nice boost over normal orders, allowing you to influence more of the battlefield. At only 70 pts, he is a really nice addition to the army and should prove very useful to include.

Wednesday, 25 October 2017

Astra Militarum Codex Review: Part 3- Relics and Psykana Discipline

Part 3 of my Astra Militarum Codex Review will focus on the new Relics and Psykana Discipline psychic powers that are available for the army. 

Heirlooms of Conquest
As with all Relics, if your army is battle forged, one of your Characters may take one for free (only replacing an existing weapon type you may have to purchase). 

The Emperor's Benediction- A Bolt Pistol with three shots at AP-1 and 2 damage, that can target characters even if they are not the closest. This is a weapon for Commissars or Lord Commissars, and could be useful for causing a few wounds on weaker characters. 

The Laurels of Command- For an officer with the Voice of Command. When they issue an order, on a 4+ the bearer can immediately issue a different order to the same unit. This is a great Relic, potentially doubling the number of orders your officer can use in a single turn. This will be most useful on a Company Commander to maximise the use, especially when combined with Master of Command. 

The Deathmask of Ollanius- Gives the infantry bearer a 4+ invulnerable, and once per game allows you to heal D3 wounds at the start of your turn. This would be very good for your army warlord, giving him added protection over his regular invulnerable save, along with some nice healing potential once per game. 

Tuesday, 24 October 2017

Astra Militarum Codex Review: Part 2- Stratagems

Part 2 of my Astra Militarum codex review will look at the new Stratagems available for the army in 8th edition. 

Vortex Missile (3CP)- Allows you to re-roll failed to hit rolls for a Deathstrike missile and gives you +1 to hitting nearby units (so hitting them on a 3+). In addition, if a model is wounded, but not slain, it does a further D6 mortal wounds on a 6+. A pricey Stratagem, but really makes the most of your one-shot Deathstrike missile. May be worth it if you get to fire the missile early, but you are unlikely to have too many command points left as the game goes on, and may not be saving them for this.

Fire on my Position (3CP)- Used when the last model is slain from a unit with a vox-caster. Roll for each enemy unit within 3" of the last model, on a 4+ they suffer D3 mortal wounds. Decent enough, but quite expensive at 3CP. You are probably only going to be in range of a unit or two most of the time, so two 50% chances at mortal wounds for 3 command points seems a bit expensive to me.

Crush Them! (1CP)- A vehicle can charge even if it advances and hits on a 2+ in the fight phase. This is a really good stratagem for your Astra Militarum vehicles. On a Leman Russ, you will be getting three S7 attacks hitting on a 2+, which can be useful for taking out tough enemy units. This becomes an amazing stratagem on Superheavy vehicles. A Baneblade will be getting 9 attacks at S9, -2AP and D3 damage each, all hitting on a 2+ with this stratagem. This will be awesome on a superheavy, and a bargain at one command point.

Monday, 23 October 2017

Astra Militarum Codex Review: Part 1- Special Rules, Regimental Doctrines and Warlord Traits

Welcome to the first part of my Astra Militarum Codex review for the new 8th edition codex. The Imperial Guard are one of my favourite armies and I started a force of them a good few years back. Let's see what the new edition has in store for them.

This first part will take a look at the army special rules (including orders), the Regimental Doctrines and Warlord Traits. 

Special Rules
Voice of Command
This special rule allows selected character models to issue orders to Guard infantry units within 6" that are in the same regiment. Unlike previous editions, these orders are issued automatically, rather than requiring a Leadership test (unless they are conscripts, who need a 4+). This makes them much more reliable and easier to factor into your gameplan. Also, the changes to the rules for targeting Characters means it is easier to keep them alive for longer, meaning your orders will generally be more useful over the course of the game. Each unit can only be ordered once per shooting phase (with some exceptions as we will see below). 

Take Aim!- You can re-roll To Hit rolls of 1 in the shooting phase. Useful for boosting the accuracy of many of your infantry units. Could be useful on an Infantry squad for massed Lasgun fire or for giving your Heavy Weapons Teams a bit more accuracy. This is quite a good benefit, as Guard Characters tend to lack the re-roll 1's to Hit bubbles that characters in many other armies get. 

First Rank Fire, Second Rank Fire!- One of the most popular orders used and with good reason. This makes all Lasguns and Hot-shot Lasguns Rapid Fire 2 in the shooting phase. This is great for getting 36 Lasgun shots at close range to try and hurt an enemy unit (still no option to give a Sergeant a Lasgun unfortunately). The downside is that it is harder to make combined squads in 8th edition without using up Command Points, so no using this on a 20 or 30-strong Guardsman squad (though you can still give it a try with Conscripts). I can see this one being just as popular as it ever was.