Tuesday, 27 October 2020
Tuesday, 20 October 2020
Last time I went through the list but ran out of space and time to talk about how I plan on running the list, so here goes. Now I know that no plan ever survives an encounter with the enemy but you should still have an overall plan and here's mine (I just hope none of my opponent are reading!)
First up, let's explain the three main elements. Firstly the static firebase. This is going to be formed of the warlord commander, Inquisitor, master of ordnance, Ogryn Bodyguard, two infantry squads with autocannons and the two wyverns. The second element will be formed from the two flyers, the Valkyrie carrying the vets squad and the vendetta carrying the platoon commander and plasma command squad. The final element will be formed of the Hellhammer, second commander, office of the fleet, psyker and 4 remaining infantry squads. This last element will probably be subdivided again depending upon mission and enemy.
The firebase element will form the core and be positioned somewhere towards the centre of the deployment zone, somewhere where the Wyverns can have a good range of fire and cover as much of the board as possible. With two of them there should be little of the board they can't cover. The Guardsmen are there to act as screening, which while less of an issue now, is still something that should be available. The others are there to support these two options with the commander there to issue orders and the Master of Ordnance to buff the Wyverns. With the new rules for blast weapons not really effecting the wyverns, these will just be picking on priority targets rather than going for maximum shots, granted, if a large unit is present, then I will be dropping shots on them.
The second element, the airborne units, will be hunting high priority targets from the off. The vendetta will be looking to big powerful units, like dreadnoughts or tanks, while the Valkyrie will be looking more for powerful infantry units. The cargo will stay in for as long as possible, dropping in when a good targets appears. The melta vets will be looking for tanks, walkers and other similar targets. With 3 meltas, possible in half range, depending upon if the unit is dropped or disembarks normally, it should be able to seriously damage whatever it hits. Granted, there is a high likely hood that it will be a suicide mission but if they can kill something of a higher value than themselves then it's all good. The plasma command squad are in a similar position, they will drop out, hit something hard and probably die but again, as long as they do their job it doesn't matter. This element is probably the biggest gamble of the force, they can hit like a train or a feather and until the dice are rolled, you never know which.
The final element is possible the most unknown element. I've not run a super heavy before, in any circumstances. The general idea for this is that the Hellhammer will run up the table followed by either 2 or 4 of the squads plus the second company commander, psyker and the officer of the fleet. This lot will move towards the main bulk of the enemy and try and prevent them from being able to claim objectives, either by over running them with bodies or shooting them off. The commander is there to control discipline and issue orders, while the psyker is there to buff the tank with psychic spells to either up the save or affect enemy hit rolls, basically to try and keep it alive longer. The officer of the fleet is there to help the flyers by picking out priority targets for the guns and with the new rules, this will help even more, as there is no negative to hit for the heavy weapons. As I mentioned above, there are 4 infantry squads in this section but these may split into two sections of two, one staying with the tank and commander and two heading out on their own, either to hold a position or to generally be a pain.
Although this is the general plan, there maybe times when I'll need to change things up, either pushing up all the infantry or holding them back. The vets can be deployed on the table and a normal infantry squad jump in the Valkyrie to get dumped on the far side just to score some points before being destroyed. I think there is enough flexibility in the list not to get pigeon holed into one way of thinking.
Tuesday, 13 October 2020
So, I wrote about the upcoming tournament at the club recently and I thought that I would write up my list and my thoughts on how it will work. I'll warm you now, this is going to turn in to a long one, so brace yourselves!
The list works around 3 main elements, a static gunline section, a fast moving assault section and an armoured thrust. I'll go over the full plan later but first let's just run through the list (as it is copied from BattleScribe)
The overall force consists of two detachments, the first if a batallion;
Battalion Detachment - 83 PL, 12CP, 1,460pts
Regimental Doctrine: Valhallan
This portion contains the majority of the force, nearly three quarters of it and all the infantry units. Being as it's a 2000 point list, it provides a 12 command points. I have also decided to go for the Valhallan doctrine. This is for two reasons, firstly to make the Infantry more resilient, vehicles as well and secondly there's a cool relic. I could have gone with the standard Cadian, or even Vostroyan or possibly even Tallarn. Both are viable options, with Vostroyan giving valuable extra range and a very cool stratagem, allowing you to shoot at units your in combat with. Tallarn on the other hand enables you to move around a lot, constantly moving your army without having to worry about any penalties to shooting. However the relic and stratagem for Tallarn are useless for this army. In the end I went with Valhallan, mostly, as I said, because it helps a lot with morale, which can be a big thing. It means that the enemy will have to concentrate on one unit at a time right until its destroyed, rather than just peppering it and letting morale do the rest. Secondly, it makes vehicles very hard to get rid of, again they need reducing right down to just one or two wounds to reduce their effectiveness. The pistol relic is also good for morale. The stratagem is rubbish (send in the next wave) but we all know that. The stratagem on the other hand is rather good. Similar to the Vostroyan one but reversed, enabling you to shoot at units engaged in combat with other units. This means that you could put shots in from multiple units, rather than one depleted unit.
+ Stratagems +
Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest
Next up is the the extra relic stratagem, giving me 2 relics in total. This is so that I can have the aforementioned pistol and another relic on my warlord.
+ Agents of the Imperium +
Inquisitor [4 PL, 70pts] Ordo Hereticus, Plasma pistol, Power maul, Psyker: Psychic Fortitude
The Inquisitor, the very basis of this list and the story behind it all. She's tooled up as well with plasma pistol and maul, meaning she can take care of herself should she need to. She's a psyker as well, mostly to help buff nearby units if needed, I don't really plan of getting in smite range very often.
+ HQ +
Company Commander [2 PL, 35pts] Relic: The Laurels of Command,WT: Bellowing Voice
Company Commander [2 PL, 37pts] Relic: Pietrov's Mk 45
Primaris Psyker [3 PL, 50pts] Nightshroud, Psychic Barrier
The command structure of the force and it's very basic. Two company commanders, to issue orders. The warlord with the Bellowing Voice trait to increase his orders range, plus with with the laurels of command relic, the second relic in the list, there could be some good orders combos going on, as Laurels let's you issue a second order to a unit. This commander will be sitting back with some elements of the force to form a firebase in support of the other elements. The second commander, with relic pistol will be pushing forward to take objectives as such. The primaris psyker will be hidden behind the super heavy, with the sole aim of trying to protect it, either by making it harder to hit or buffing it's save, which ever I think will be best at the time. He may occasionally smite but that will only be as a last resort.
+ Troops +
Infantry Squad [3 PL, 65pts] Flamer, Autocannon
Infantry Squad [3 PL, 65pts] Flamer Autocannon
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
6 infantry squads, 2 with autocannons, forming part of the firebase and providing protection for the vehicles. These will sit with the warlord and Inquisitor and remain pretty static for most of the game. The other 4 squads will be split, probably in to two units of two and push forward, one lot with the commander and one lot with the super heavy. They will be there to take and hold objectives or preform actions if needed. Realistically they probably won't provide much of the overall firepower in the list.
+ Elites +
Command Squad [2 PL, 64pts] 4x Plasma gun
Master of Ordnance [2 PL, 35pts]
Officer of the Fleet [2 PL, 25pts]
Ogryn Bodyguard [6 PL, 60pts] Bullgryn Maul, Bullgryn Plate, Slabshield
Platoon Commander [2 PL, 27pts] Bolt pistol
Veterans [5 PL, 102pts] Heavy flamer, 3x Meltagun
A very mixed bag here. The command squad, platoon commander and veterans will be loaded into flyers and will form the mobile element of the list, dropping in where and when they are required. With the melta and plasma, they should be able to deal with most things they encounter. The master of ordnance will be sitting with the heavy support in the firebase, providing rerolls and such, while the officer of the fleet will be pushing up with one of the other mobile forces to enable to flyers to get some rerolls as well. The last unit here is the Ogryn Bodyguard. This is a bit of a wild card unit, I'm not sure how it will play out but it will sit down with the warlord and Inquisitor and protect them or at least try to anyway.
+ Heavy Support +
Wyverns [8 PL, 135pts] Heavy Bolter,
Wyverns [8 PL, 135pts] Heavy Flamer
The wyverns, a firm fixture in most of my lists. These will sit in the firebase and just rain death on people and with the new rules, there's the chance of doing some real damage.
+ Flyer +
Valkyries [7 PL, 120pts] 2x Multiple Rocket Pods, Multi-laser,
Vendetta Gunship [12 PL, 215pts]
This forms the mobile element of my force, loaded up with vets and plasma command squad. These will take the fight to the enemy and generally be a pain to deal with. The Valkyrie should be able to put out a good amount of anti-armour as well, something that tends to be lacking in this list.
The final element of this list is the super heavy. This forms a quarter of the army and it's going to be a bullet magnet! It also costs me 3cp now!
Super-Heavy Auxiliary - 33 PL, -3CP, 540pts
Regimental Doctrine: Valhallan
+ Stratagems +
Tank Ace [-1CP]
I've put these bit together, as they don't make sense apart. Super heavies don't get regimental doctrines as a rule but with the Tank Ace stratagem, which costs a CP, you can make a superheavy a tank Ace and give them a trait, in this case, the Steadfast Leviathan, which gives the superheavy the full benefits of the doctrine, in this case doubling wounds when deciding on profiles. This means that you have to drop it to 6 wounds to get it off it's too profile, instead of 13, quite some difference.
+ Super-Heavy +
Hellhammer [33 PL, 540pts] Lascannon & Twin Heavy Flamer Sponson
The final price of the puzzle, the Hellhammer. This will be run up the table and force my opponent to deal with it. With the new rules for 9th, it will just keep on trundling up the table. Technically its got heavy bolters sponsors rather than flamers, but I'm hoping no one will mind.
++ Total: [116 PL, 7CP, 2,000pts] ++
So that's it, my full list, 2000 points on the nose, giving me 7cp. 7! God, what happened to my 22+ CP I'm use to! Overall I will have 12 but still. Anyway, I was going to talk through my plans for the list but I think this post has got long enough, so next time, how I plan to run my list.
Friday, 9 October 2020
Tuesday, 6 October 2020
The local club is trying to hold a tournament, has been for a little while but with things going the way they are it's been a bit of a challenge to get it actually organised. The tournament was first voiced a couple of months back, you know, one of those things to work towards when lock down finished and a bit of motivation to get some models painted. We're past the first list submission date and rapidly heading towards the next with little sign that were actually going to get to play. Even the Escalation league that's has been running this year now allows games played on Table Top Simulator or similar to be counted towards league games, obviously playing with your actually painted models as it were.
Anyway, it's a 2000 point team type tournament, you know Chaos vs Xenos vs Imperium. So far there's only been half a dozen lists put in and we're 4 Imperium, 4 Xenos but only 2 Chaos. By my reckoning, we'll get one more of each faction, which leaves Chaos some what at a disadvantage. There might be some wiggle room to move some stuff from one faction to another but I don't know the actual armies involved, just what faction they are part of. The general idea is that the various faction have been drawn to a mysterious planet on the fringes of Imperial space, uncharted and unknown but something has called out in to the void and it has been answered. The factions will fight the other factions, with points for the individual matches being combined to see who takes control over all. Depending upon how things go, this may well be the start of a longer running campaign within the group, maybe taking other tournaments in to account in the future or even various matched through out the year, who know!
Personally I really like these sort of narrative things, hence the blog! I have often dreamed about running a full on narrative tournament type thing, spanning the full spectrum of GW games, from Battle Fleet Gothic right down to Kill team, via Epic and 40k. A full on planetary invasion with two massive forces. Not a realistic prospect unless I win the lottery, which when you consider I don't actually play, is quite unlikely.
As for this tournament, I have gone with my classic guard list but with a bit of a super heavy twist. The whole list is based around the idea of an Inquisitor sent to find out the secrets of the planet and having be given a company of guardsmen to act as bodyguards \ sacrificial lambs, which ever is needed.
I'll go into the full list in another post and give my thoughts on why I've chosen what I have, there are reason for most choices but a few were there just for fun really. I'm not taking this tournament very seriously, as it will be my first games of 9th, which I have yet to actually read or even buy the rules for. I have a rough idea of the changes but things like actions are still an unknown quantity to me.
The list is however almost ready to go, the only thing that needs painting is the Inquisitor! She's half painted but needs finishing off. She'll be done by the time she's needed for the table top, I'll make sure of that. The super heavy could do with a spruce up as well, as although it's painted, it was second hand and needs a little tidying up, plus the commander needs a new head, as he lost his old one somewhere.
Hopefully when we do get to play, I'll post up some pictures of the games.
Friday, 2 October 2020
The Dark Guardians are my second marine army and as a Dark Angels successor, they are part of my second favorite marine army. I have always loved the lore of the 1st legion, it's hidden history and shady dealing. The Dark Guardians were supposed to be a full 2000+ point army in there own right, to go alongside my Eagle Knights army but with no time to really paint or play they have been relegated to the loft, although there is a full force there just waiting to get painted and I will get them painted, one day.........