Tuesday, 25 April 2017

Marine WiP 2

So I got some more brush time the other day and decided to concentrate on one set of models. The first set I laid my hands on happened to be the Emperors Disciples, so I ran with it. Now, the two models are a sternguard and a command squad and I felt that I needed to give them something extra from the base marine.

The base marine color scheme.

I know I needed to change a few bits, the yellow eyes really don't work! But overall I like the scheme. So, my first attempts looked something like this;

Models primed and base colors painted.

The sternguard on the left looks ok, the robe needs some work and there's some details, metal chains and stuff that need painting, but on the whole, I like it. I think that I will be taking this scheme through it the rest of the sternguard. The command squad model however, looks off and its all down to the helmet. It just looks rubbish, like a big yellow melon plonked on the top, it really had to go.

Take 2.

With the main helmet blue again and also the back pack toned down, two yellow stripes rather than a big block of color, and I think the model sits a lot better. It will still stand out, as both fists are yellow, not just the left. 

Although both models are not finished, needing the details filling out, chains, badges and markings at the very least, I'm pretty happy with the colors, the only thing that may change is the yellow robe, it may end up red, but that's still to be decided. Hopefully ill get some time soon to finish these two models off.


While I was waiting for paint to dry, I based these two models, the left in Ratskin flesh and the right in Jeakero orange, as there supposed to be different colors (at lest they are on the chart I found). However, they look the same to me! In the daylight, there is a subtle difference though, the orange is, well, more orange and slightly lighter, but I'm still not convinced. Next up will be painting Troll Slayer orange on top of both of them to see how they look then.

Ill let you know when I get around to it!

Friday, 21 April 2017

The lost game - Hjaltland LI vs Necrons

A few weeks ago, I mentioned that blogger had decided to delete the text of one of my posts. To be fair, it wasn't all bloggers fault, I tried to undo some typing and used the key short cut (ctrl + z) and I pressed it once to many. now normally, nothing happens, but for some reason, it deleted all my text and pictures and pressing redo and trying to paste did nothing. However, blogger redeemed itself a little by holding the pictures in the archive. So here they are, I've tried to fill in what I can remember, but this game happen way, way back in September! 

Set up, main guard blob in the middle, flanking force on the right. Some neurons on the far side.


Reserves, ready to rain death from above.


The majority of the necron force, small but powerful none the less.


The royal court, not a clue who they all are now.



First strike. Everything ran, apart from the royal court who did a deep strike thing right up to the flank of the blob squad.


Blob getting decimated by the court and wraiths.


Assaulting the royal court, I remember it didn't go as badly as I though it might.


Court jumps sides, tries again, but is down to just 3 members now.



Wraiths taking out the quad gun crew. 

Fire fight in the sky, vendettas are harder to kill than you think!

Royal court assault mk2 and only one model remains.


Close up shot.



The flyer came in and destroyed the squad to the rear, who were trying to join in the combat. By this point the wraiths had been dealt with.


End game and a 2+ save and a 4+ reanimation on T5 W3 model proved too much for the guard.

If I remember right I did actually win this match,mostly due to the flanking squad picking up points for me, along with the pcs in the vendetta. The necrons were too small a force to be able to fight and claim objectives.

Hopefully the next game I play I will be able to do another right up, a proper one again. 


Tuesday, 18 April 2017

Inquisition fluff update

As you may have noticed, I have been updating much of my fluff over the last few weeks, adding somemore details and depth to the armies and also adding new armies to the list. So of the eagle eyed readers may have noticed that I have updated the inquisition fluff as well, taking in to account the changes to their codex or rather, codex: imperial agents. This has lead to a slight redo for main inquisitors  and the addition of a third inquisitor, in order to cover all 3 of the main ordos within the inquisition.

Image result for inquisition symbol


One of the main reprocussions of this is the abandonment of a full on deathwatch army list, something that I was never overly keen on, as I didn't really have the models and I didn't want to buy loads of new ones. With the release of codex imperial agents, I can still get units of deathwatch in, simply by using the chambers militant. This means I can make small units to go with the inquisitors, and actually add in more flavor and fluff, a win win situation if you ask me!

So, whose getting added?

Well, the heretics will have to deal with the order of the golden orb, a sub order of the order of the bloody rose from the convent sanctorum. A small order, from a small convent in the segmentum Parcificus. The convent will be centered around a relic, surprisingly a golden orb, that was supposed to have been held by a saint.

The xenos will face the wrath of squad Krupp, a squad of deathwatch veterans drawn mostly from the forces known to inquisitor Etiennia. Many of the veterans originally fought along side the inquisitor when they were part of their chapter and impressed enough to be requested in to the deathwatch. There will be some controversy about the vet squad, as in their legitimacy, as they are used more as a personal army than as part of the deathwatch.

Finally the daemons of the warp will have to face the Grey knights of 7th brotherhood. Now, this is where I may go off topic slightly, so to speak, as I will most likely not take the chamber militant on this one, as it means terminator's, which I have, but not with the required weapons, as all of my spares are carrying chainfists. I may well go with the deamonhunter strike force and use a strike squad. Although this leaves me an issue as well, as they need storm bolters. I could just leave out the Grey knights, but I think it would be cool to have some in the collection somewhere.

With the redistribution of the various henchmen warbands that I currently have to forfil the new warbands setup in c:ia, and the addition of the chambers militant, I should be able to form some nice small (500 point) armies to add to my other forces to provide some fluffy and fun forces for some naritive type games.

Friday, 14 April 2017

Other 8th codices

So what of the other forces that I use? Well, currently I run the Disciples using Imperial Fists tactics, the Stone Dragons as Wolves, Brazen Hawks as Black Templars. Plus I plan on running an Inquisitional detachment with Grey knights, deathwatch and sister. So what are my thoughts on these armies?

Well, most of my thoughts on these armies are pretty thin, hence the single post, as I run most of these for the fun of it rather than for anything serious. Ill start with the Space Marines codex, for no other reason than its the first one I thought of.


So what in the codex would I chane, either in points or options? Points wise I couldn't really say what I'd change as I think that most things are pretty well coasted, well, the bits I use anyway. I also think that there are no gaps in the units, as there are options for everything and more often than not, several options. Granted some units are better than others, think grav-centurions over grav-dev's. There really are just two things that I think need looking at, the first being said grav-Dev's.

Now I'm not against grav or anything, but I think that a devastator marine should not have an amp, a centurion has a grav and amp as well, which seems odd. A normal marine carries a lascannon, or a heavy bolter, but a centurion can carry two lascannon or two heavy bolters, but a normal marine can carry a grav and amp but a centurion can only carry a grav and amp as well? Surely it should be capable of carrying 2 gravs and amps or a marine can only carry a grav and not an amp as well? Now a centurion with two gravs would just be silly, so I think that a normal marine should lose the amp. They will still be powerful weapons, but would be more logical in my view.

The second thing I would like to see I the codex is a change to bikes. I don't mean the actual bikes or anything but the weapon loads. Surely after several thousand years, someone has thought to pull off a bolter and stick something else on there? I mean the Dark Angels managed to do it with plasma guns, but no-one else has thought of this? Not even the White Scars? I don't think that everyone should be driving around with plasma talons, I'm more thinking that one bolter is removed and you loose the twin linked, but have the option to fire both weapons. I think it would be good to have the option for a melts or Flamer on the bike. I know that the marine riding the bike can take these weapons as well, and that would prob need adjusting but I like the idea of bikes with things other than bolters.



In terms of formations, the only thing I think is lacking is a proper formation for the Black Templars, with crusader squads as part of the core instead of tactical squads. There may well be on option for this already, and I might just have missed it, but as far as I'm aware, its only the standard gladius or the ones from Angels of Death to choose from.


For Space Wolves, my knowledge is even weaker but I do think that some of the recent rules and units are a little bit too strong, mainly the Wolfen. The Thunder Wolves are pretty strong as well, and possibly a little cheap for what they are. The only real question I see is with the various Claw units, blood, sky and swift, and the fact that they are still BS3. With all the other scout units being BS4 now, leaving these units as BS3 seems odd, but increasing them would change the whole setup of the codex. In truth I don't know what the answer to this problem is, lucky its not something that's going to affect me, as I don't really play SW and neither do any of my opponents.

The only other codex that maybe affected by the arrival of 8th is my Imperial Allies codex, one I dont actually have yet (birthday present sitting in the cupboard). Will this codex cease to exist? Or will it continue on? I hope it will continue on, as it solves a lot of problems for me, enabling me to field units and armies without having to buy multiple whole codices. Hopefully the new sisters codex (if there is one) won't be to much of a change as to affect the sisters units in the book, not that ill be using many of them and hopefully the same can be said for Grey knights and deathwatch. At the end of the day, I could always just sub units, like for like.

As for the other codices in the GW universe, in afraid in completely clueless, whilst I know of many units and some formations from other books, points costs and rules are beyond me. Yes there are certain units (wraithknight) and formations (Tau Stealth  Cadre I think its called) are either under costed or over powered, but then everybody knows these things and their are lots of people more informed than I am and able to make better arguments for fixing them. For me, the main thing I want to see from the other codices is a leveling of power and universal (and sensible) formations.

At the end of the day, its pretty much anyone guess what 8th will bring.