Friday, 30 December 2022

2022 review

  

As we move from 2022 to 2023 it is time to look back at all the objectives that I set myself at the beginning of the year and see if I have been able to complete many of them. Last year I set myself a fairly easy list of things to do, in order to break the cycle of failing the majority of them! I have also made more of an effort to paint in the evenings this year, rather than just collapse on the sofa in front of the TV. This has made quite a difference in think, in terms of how many models I have managed to get painted.

1) kill team.

I had a number of kill teams that have been on several to do list over then last few years and I have finally got around to finishing quite a few of these! 

a) Deathwatch - painted a whole kill team roster plus several more models to complete a 2000 point plus army. Some of the army was already pre-painted but still, all Deathwatch models are now painted with just a couple of transfers needing applying before varnishing them.

b) Tyranids - the only kill team not finished. This is because I decided to wait until a proper bespoke team was released, rather than paint a team and then have to repaint it as a bespoke team.

c) Sisters - all done, including some addition models to act as count as sisters to bring them inline with the new rules.

d) Scout Marines - done ready to varnish

e) Chaos - sort of done. The original chaos team was binned and the new legionary team constructed, built and painted.

f) DKoK - these are half finished. One box of 10 is painted and done (by my son) the other 10 are built and primed ready for him to paint, but he's been busy building and painting his Tau recently.

g) Ork Commandos - all done ready for varnish.

In addition I have also built and painted a GSC wyrmblade cult list and a 10k sons Warp coven list, which were not on the cards at the start of the year.

So despite building and painting all these teams, I haven't actually played a single competitive game of kill team this year!

Anyway, I'm counting this as a pass!

2) No new models (with the caveat that when the new guard codex dropped I'd buy at least 60 conscripts, 20 scions and 3 or 4 taurox's.) 

Well, I have actually managed to stick to this one, as long as you take the caveat in to account! So the new guard codex hasn't technical dropped yet, but I have brought a box of models that I use as scions. With the changes to the new codex I will no longer be buying the conscripts but will instead look at the new Field Ordinance Batteries, which i will likely get two of. As for the taurox's I will have to see as I do plan on getting something but I'm not sure they will be taurox's.

I think that this has sto go down as a pass!

3) Paint Marines

Done, done and done, with a majority of them also varnished. All 1000+ points of the Eagle Knights, 500+ points of Dark Guardians, Emperor's Disciples, Brazen Hawks and Stone Dragons have been completed. At this point I have no primaris marine or dreadnoughts left to paint. I have a number of first born marines left to paint that are in storage and I will probably look at getting these out of storage and painting up at some point this year.

So this is definitely a pass!

4) Catachan characters

So I got gifted Marbo and I brought Harker and Straken with the Warhammer+ voucher. I have painted these three models up and actually spent a lot more time on these models than I have spent on pretty much any other.models I own. All three are now painted and varnished.

Another pass!

5) Knights

These two got a very basic but decent tabletop paint job. They are now ready to play after several years sitting on the shelf. 

Another pass!

6) AdMech 

I wasn't sure I would get around to this one, as it was low on the list but having done the two baby Knights I was glad that I was able to get it done. They still need varnishing but they are painted, giving me the option to field a 1000+ point force of AdMech and possibly build towards a bigger force with a knight or two in.

Yet again this is a pass!

7) Update pages

This is something I have been meaning to do for a while. There has been several changes to the lore surrounding my forces and there will be a couple more coming up with the changes to the guard codex and reworking my armies, as well as bringing my son's Tau and his friends Necrons in to the picture. However, I have not actually started on any of this yet! I will try again this year, and with less models to paint up, I might actually get around to it!

This is the only fail on the list.

Along side all of these bits I have also worked on a couple of other projects, such as additional inquisitors and retinue, sorting the Ork kill team terrain, 

So there you have it, six out of seven completed! This is the best result I think I have had for my resolutions list and I'm quite proud of what I have managed to achieve this year. Now I just have to work on next year's list!




Sunday, 25 December 2022

The holiday season!


 

Merry Christmas everyone, hope your having a wonderful day!

Tuesday, 13 December 2022

The Dagr Ormr plan

 


So I thought I'd have a closer look at the plan for the Dagr Ormr scions, mostly to help me get my head around what I actually will need to build. Let's go over the current list;

Tempestor Prime (x2)
Militarum Tempestus Scions: 9x Scion, 2x HS Volley Gun
Militarum Tempestus Scions: 10x Scion, 2x Meltagun
Militarum Tempestus Scions: 9x Scion, 2x Plasma gun
Militarum Tempestus Scions: 10x Scion, 2x HS Volley Gun
Militarum Tempestus Scions: 9x Scion, 2x Meltagun
Militarum Tempestus Scions: 9x scions, 2x Plasma gun
Militarum Tempestus Command Squad: 3x Hot-shot Volley Gun, Vox-caster
Militarum Tempestus Command Squad: Flamer, Medi-pack, Platoon Standard, Vox-caster

This gives me;
2x Primes
6x Sargent's (or Scion equivalents) 
8x Vox casters
1x standard bearer
1x medic
1x flamer
7x HS volley guns
4x plasma guns
4x melta guns
32x scions

So, to bring these squads in line with the new codex and expand them with the new models I am looking to build the following;

3 command squads;
1) Prime, Flamer, Medi-pack, Platoon Standard, Vox-caster
2) Prime, Vox-caster, HS Volley gun, medic, plasma gun
3) Prime, Vox-caster, HS Volley gun, 2x Scion

6 scions squads
1) Sgt, Vox-caster, 2x plasma guns, 2x HS Volley gun, 4x scion
2) Sgt, Vox-caster, 2x plasma guns, 2x HS Volley gun, 4x scion
3) Sgt, Vox-caster, 2x meltagun, 2x grenade launcher, 4x scion
4) Sgt, Vox-caster, 2x meltagun, 2x flamer, 4x scion
5) Sgt, Vox-caster, 2x HS Volley gun, 2x grenade launcher, 4x Scion
6) Sgt, Vox-caster, 2x flamer, 2x grenade launcher, 4x Scion 

This would give me three command squads and 6 legal squads, even if I'm not 100% sure about the composition of some of the squads. For this build I would need;

3x Primes (+1)
6x Sargent's (or Scion equivalents) 
9x Vox casters (+1)
1x standard bearer
2x medic (+1)
5x flamer (+4)
8x HS volley guns (+1)
5x plasma guns (+1)
4x melta guns 
6x Grenade launchers (+6)
26x scions (-6)

Meaning I gain 15 models, but now have 6 spare scions. If I was to add extra special weapons to the third command squad, most likely a flamer and grenade launcher, I would gain 17 models and have 8 spare scions. I would also have 3 spare bodies, enough to fill out a 7th squads with a Sgt and two special weapons, most likely plasma guns. However, another option that I am toying with is to build these last few models as two 5 man squads, so building two sgts and running two of the squads a bare bones objective grabbing or action making squads and making the last body into an addition special, either plasma or another meltagun.
One of the main areas of this plan that I don't like is the meltagun squads. I have one paired with grenade launchers and one paired with flamers. While I'm happier with the flamers, as it works well with the short range of the meltaguns, neither is very good here. The hot shot lasguns are S3 AP-2 and D1, flamers are S4 AP0 D1 and grenade launchers can be either S3 AP0 D1 or S6 AP-1 Dd3 and while flamers and the frag profile of grenade launchers gets more shots, up to 6, there profile really doesn't match up to the loss of two HS lasguns. In the squad with two flamers and two grenade launchers it makes sense as you could get 4d6 shots, up to 24 but average of 15, compared to 8 lasgun shots. When paired with the meltaguns however, neither is very useful. If the Krak grenade had better AP, say -2 like the missile version, then it would pair a lot better, as it is I am actually leaning towards giving both squads HS volley guns, with its S4 AP-2 D1 and with it now being Rapidfire 2, a straight 4 shots to the flamers d6 and one more shot over the Krak grenade from the launcher at range and 3 more up close. The only real advantage that either of these weapons hold over the volley gun is that fact the flamer is auto hitting. Dumping both these in favour of the HS volley gun though would mean I have a total of 12 volley guns in the force and the feeling that I'm getting over reliant of a single weapon system.
So, what do I do? Well, firstly I'm going to build the models I know I need, so that I can build everything but the melta squads and then I will have a rethink, possibly based on what weapons I actually have to hand, as I think that I might struggle with grenade launchers and maybe even flamers, I shall have to have a good root through my bits box to see what I can come up with as I really don't want to have to break any models apart. 

While I love the fact that we have a new codex, it can be quite infuriating at the same time!

Friday, 9 December 2022

Dagr Ormr Militarum Tempestus strike force

 


The Dagr Ormr Militarum Tempestus strike force is the last of the guard armies to look at and again there are a number of issues. While this seems to be the easiest to fix on paper, it's going to require the most amount of modelling to get sorted as there are going to need some extra Scion models building and painting.
The smallest of the forces, it currently consists of:

Tempestor Prime (x2)
Militarum Tempestus Scions: 9x Scion, 2x HS Volley Gun
Militarum Tempestus Scions: 10x Scion, 2x Meltagun
Militarum Tempestus Scions: 9x Scion, 2x Plasma gun
Militarum Tempestus Scions: 10x Scion, 2x HS Volley Gun
Militarum Tempestus Scions: 9x Scion, 2x Meltagun
Militarum Tempestus Scions: 9x scions, 2x Plasma gun
Militarum Tempestus Command Squad: 3x Hot-shot Volley Gun, Vox-caster
Militarum Tempestus Command Squad: Flamer, Medi-pack, Platoon Standard, Vox-caster

Company Commander (x2)
Primaris Psyker
Command Squad: Heavy flamer, Medi-pack, Regimental Standard, Flamer
Commissar
Ogryn Bodyguard
Ratlings
Special Weapons Squad: 3x Grenade launcher
Veterans
Heavy Weapons Squad: Lascannon
Heavy Weapons Squad: Mortar (x2)

For a total of 1464pts.

Now I did have some plans for this army, including slotting in 3 blobs of 30 man conscript units. However, with the removal of conscripts from the codex, this is now no longer possible. While it does save me some painting, it also leaves me some issues. So this army is also split into two distinct sections, the scions and guard. I'll look at the guard section first as this is possibly the quickest to work through. 

To start with, the three heavy weapons squads will remain as they are, as they are still legal, as will the ratling snipers, primaris psyker and the commissar, who doesn't need a demotion this time around! 
The command squad is also going to be quick to fix, as it's fine as is for once, all it needs is the addition of one of the commanders and the Ogryn and we good to go. It's from he one that things get a bit dicey. With one commander left, a special weapons squad with 3 grenade launchers and a squad of bare bones vets. My plan is to split the special weapons squads up and put a grenade launcher in to two squads and a command squad, alongside a guardsman, I'll also split the vets up, meaning I'll have two squads of 7, so will need to add in some addition guardsmen from the left overs of the other forces. I'll also add in any special weapons I have around, including the heavy flamers from the Hrossey Yeomanry, which will join the command squad. 
This will give me 2 troop choices for this detachment, so I will have to pull in another infantry unit from else where, most likely from the guard kill team, which has been superseded by the bespoke vet guard team. 

This will fill out the guard detachment legally and even add a few points as we move towards the 2000 point target. The militarum tempests half of the list also need a fair bit of work. Starting with the HQ elements, I currently have two Primes and two command squads, however, only one of the command squads is legal now. This means that I need to form a second command squad. This isn't as much of a problem as it could be as I need to bolster some of my other squads and I can do this with two of the HS volley guns of the second command squad, adding two new members from the additional troops I'll be building. I will also be looking to add an additional command squad to the roster.
Of the six squads I currently have only two are legal, as all squads contain two of the same special weapon but only two have the ten men required to field them. Now, with the addition of the two HS volley guns from the command squad, I can fill out a plasma squad to 10 men, plus that gains me an extra body. This could give me 4 legal 10 squads and shuffling the others around I could form another 10 man squad, a 5man squad and fill the rest of the command squad but I don't intend on doing this. What I intend on doing is a little more complex. With the extra box I have brought I intend on building more special weapons to form two squads with HS volley and plasma, two squads with melta and grenade launchers (this might change), one squad with HS volley guns and Grenade launchers and one with grenade launchers and flamers. This actually gives me 10 spare scions to form into two more squads, with additions probably with one being flamers and grenade launchers and one being HS volley guns and flamers, although these will wait until I have all the other squads and command squads sorted.

Tuesday, 6 December 2022

Hrossey Mechanised Yeomanry

 


Next up is the Hrossey Mechanised Yeomanry and the army with probably the biggest problem. This list is quite small but still potent. The current army contains;

Primaris Psyker

Tank Commander

Master of Ordnance

Ministorum Priest

Hellhound

Leman Russ Battle Tanks (x3)

Company Commander

Lord Commissar

Command Squad: Heavy flamer, Regimental Standard, 2x Plasma gun

Ogryn Bodyguard

Platoon Commander

Veterans: Heavy flamer, 3x Meltagun

Veterans: Heavy flamer, 3x Grenade launcher, Missile launcher

Heavy Weapons Squad: Heavy bolter (x2)

Chimera (x3)

Hellhammer


 All for a total of 2,325pts.

Not this list doesn't have a massive amount of issues. Most of the vehicles are fine and can stay as they are, as with only one tank commander and three other LRBT'S it is still codex compliant. The hellhammer, hellhound and Chimeras are all fine and will continue on. Other units that are able to continue on are the primaris psyker, priest and heavy weapons teams, as these mostly remain unchanged.

The rest of the list however needs some serious work. I have two commanders, one platoon and one company and only one command squad, which contains two plasma guns. I can change this command to contain a heavy flamer, standard, plasma and melta, by taking a melta out of one of the vet squads. Not very efficient but legal. I will most likely have more of a rejig between all the different armies at some point, to try and balance up all the options but for now this is a good start. This squad will also include one of the commanders along side the Master of ordnance and Ogryn Bodyguard. 

This then leaves me with one commander and two vet squads that need adjusting. The first answer that springs to mind is to move the heavy weapons team, heavy flamer and a grenade launcher from one squad to form a new command squad and then mix up the remaining special weapons and add in some additional troops to from two Cadian style squads with a melta and grenade launcher each. This will leave me with a heavy flamer extra but I'm sure I can find a space for him somewhere. 

That just leave me to demote the lord commissar to regular commissar and we're all done.

This means that all my troops should fit within the new codex structure but unfortunately they won't fit in to the Chimeras, with the Ogryn bodyguard taking up too many spaces. I could drop this unit but he looks to much fun for that! I don't really want to get another chimera but I may have to look in to it at some point.

Friday, 2 December 2022

Hjaltland Light Infantry



 The Hjaltland Light Infantry was my first completed army and has probably been the most used force over the last few years. Now, there is a slight caveat to this post, the guard codex is not out for general release yet and I don't have a copy, so I'm going on what information I have gleaned from leaks, YouTube and various other content sites and so some.of it may not be correct.

The force currently includes;

Company Commander (x3)

Platoon Commander (x2)

Command Squad: Heavy flamer, Medi-pack, Regimental Standard, Vox-caster

Command Squad: 4x Plasma gun

Primaris Psyker (x2)

Lord Commissar

Master of Ordnance

Officer of the Fleet

Ogryn Bodyguard

Commissar

Ministorum Priest (x2)

Infantry Squad: Flamer (x4)

Infantry Squad: Flamer, Autocannon (x4)

Veterans: heavy flamer, 3x Meltagun

Special Weapons Squad: 3x Sniper Rifle

Special Weapons Squad: 3x Grenade launchers (x2)

Special Weapons Squad: 3x Flamer

Heavy Weapons Squad: 3x Missile launchers

Wyverns (x2)

Scout Sentinels (x3)

Valkyries

Vendetta Gunship 

All for a grand total of around 2227pts. So what's the problem? Well quite a bit actually. We'll start with the command elements, the company and platoon commanders with the command squads. 

Currently there are three Company Commanders and two Platoon Commanders but only two command squads, one with the full works (Heavy flamer, Medi-pack, Regimental Standard, Vox-caster) and one loaded with specials (4x Plasma guns). So, I will now have 5 commanders but only 1 legal command squad. This poses a big problem, as I don't really want 4 castellans roaming the battle field, ideally I only want one, so I need to form at least 3 more command squads. 

This is where another of the issue units come in to play, the special weapons squads. As it stands I have 4 squads, two with grenade launchers, one with flamers and one with sniper rifles. So in total I have 12 guardsmen, 6 grenade launchers, 3 flamers and 3 sniper rifles, which would fit quite nicely in to 3 command squads each with a sniper, grenade launcher, flamer and guardsman as a vox caster. Not very optimal I know but it would solve the problem. It would also leave me with 9 guardsmen and 3 grenade launchers to fine homes for. 

One option would be to add the three grenade launchers in to three of the infantry squads with flamers using the new Cadian rules, which would only leave 12 guardsmen (the 9 from the special weapons squads and 3 from being replaced by the grenade launchers) which is not a big problem, as I'll come to in a bit. 

But first let's take a little step back to the command squads, as I also have an officer of the fleet and master of ordnance in the list, as well as a ogryn bodyguard, all of which will now be attached to the original command squads with standard et al. 

The last couple of HQ units in the original list were the Primaris psykers and lord commissar. The lord commissar is easy, he just drops back down to a regular commissar and carries on doing the emperor's work. The primaris psykers, are as far as I know, still in the book and so will continue as they were, although I'm unsure as to whether they are still HQ units or not. 

The last unit in the list that is a problem is the veterans. These guys are no longer in the codex and with 3 melta guns and a heavy flamer are not able to be swapped to.anything else. The heavy flamers could be put in to one of the command squads, which by my reckoning leaves me with a total of 19 guardsmen and 7 special weapons (3 melta and 4 plasma). This means that I could form 2 more Cadian style infantry squads, leaving me with just 3 special weapons, a melta and two plasma, and 3 guardsmen. Which isn't too bad, although it does mean that I've lot a significant amount of high end firepower, with the loss of the vets and plasma command.

The rest list will continue as is, with the exception of the Wyverns. The general plan for this list has always been an infantry based army and the Wyverns were the only exception to this (apart from the flyers) and I have often thought about replacing them but didn't really have anything to replace them with. However with the new Field Ordinance Batteries I think I have. I would like to get at least 2 units, one with the missile pods and one with the field gun, which would give a drop in overall shots, would actually increase firepower. The possibility of a third unit with the lascannons to bolster the anti-tank firepower is also an option.

So there will be quite a few changes to this list overall and I think that it may not be quite as good a list as it was. I know 9t has never really been a highly optimised list but it functioned will and the various units had their roles, now that has been slightly diluted and some of the units are going to have to multitask, which isn't great but I think it should still work.