Eldar Aspect Warriors vs Thousand Sons – 2000pts

Deployment

Well, the deployment was possibly the worst one for the eldar.  The game, big guns never tire, worked for both forces, with heavy support setting up in the rear, but the deployment – ouch!

SHort range elite fragile infantry found out that .. they were playing short edge to short edge – they had to run in front of the thousand sons gun line!!!  Not a good tactical start.

Turn 1

The eldar charge down the table in a desperate attempt to hurtle forward before the Thousand Sons gunline finishes them off.  The avatar, a unit of dire avengers and howling banshees hurtles down the left, while two other units of dire avengers advance on the right.  Karandras, his Scorpions and fire dragons and more dire avengers advance down the middle.

The chaos stay still on the left, advance cultists and possessed down the centre, and a rhino with the sorcerer lord and chaos marines and 4 bikes including a choas lord on the right.  General fire was exchanged, but not much effect either way.

Sneaky Rhino shenanigans!  Aidan advanced his rhino next to his bikes for the charge – the dirgecaster eliminating overwatch for the nearby dire avengers.  Saint Aidan is officially the king of Rhino tactics!  The Chaos lord wipes out the first unit of dire avengers!

Turn 2

The 2nd unit of dire avengers, with bladestorm, cut down the bikers in a hail of shuriken fire, and proceed to finish the wounded chaos lord in close combat, the dire avenger exarch cowardly refusing a challenge!

The rhino was wrecked, and some of the marines killed, though that worked against the eldar – it left the scorpions and Karandras out of charge range.  The chaos marines, cultists and possessed all piled forward, and a challenge between the cultist champion and karandras went fairly predictably!

The shining spears open fire on the cultists, assault them, then hit and run over to the predator.  The rear guard autogun cultists take down one of the spears.

Saint Aidan’s luck turned against him at this point, with some of the worst rolls ever!  Better tactics, but with rolls like that, he was falling behind anyway.

Turn 3

Swooping hawks arrive, killing the chaos sorceror behind the unit of Thousand Sons on the left.  The thousand sons marines reply by wiping out the swooping hawks – AP3 bolter fire is awesome!!!

Eldar Fire Dragons retreat behind the Eldar gunline to try and set up to counterstrike the heldrake which has to arrive the following turn.  Mad melee with challenges galore continues in the centre!  The shining spears take down the predator.

Aidan’s rolls continued to be dire!!

Turn 4

The dire avengers fired at the thousand sons on the left, then the avatar charged into close combat.  The defiler counter charged, only for the avatar to smash it to the ground, wrecking it.

The Heldrake arrived, vector struck the Shining Spears, and toasted the dire avengers on the left.  The only Eldar weapon that can reach it is a missile launcher, which needs a 6 to hit.  Unsurprisingly, its fine!  Further challenges and odd melees continue in the middle, with karandras mobbed by possessed in the middle and finally falling to a challenge by the sorcerer lord.

Turn 5

The Heldrake moved up, and toasted the 5 reapers on the objective on the Eldar left, taking out the missile launcher.  The avatar killed another thousand son or two, and the melee in the middle ended in chaos’s favor.

Summary

Flyers – wow!  nuke at a fist fight time.  If one side takes a flyer, you may as well call it unless you have AA or a flyer yourself, I think – or a shed load of stuff capable of taking on AV12 armour, and go by numbers.  Guard might be able to cope with large numbers of heavy weapon or plasma shots – snap firing guard are just as likely to hit as anyone else.  Wowsers!

Not a good game by Kipper!  I was very tired, and not very tactical, which never helps, and the deployment was against me, but too many silly mistakes were made – I kept splitting up my troops.  3 seperate advances instead of one concentrated one? silly!

Brilliant if unlucky game by Saint Aidan – his dice rolls were appaling, but great tactical play.

FInal score is a little uncertain, as I’m not sure of his warlord!

We both held an objective, he had one denied by the avatar, while I lost one to a baleflamer attack by the heldrake.  He got first blood, so I think chaos won, depending on his choice of warlord – if it was the chaos lord, then it was a technical draw (though clear moral victory to the forces of chaos, as they were thoroughly overrunning the Eldar lines.

Painting Katerina’s Korps

Well, I want a suitably mercenary set of colours for Katerina’s Korps!  I’m looking at a simply pattern of red and black.

imperialguardI know its not particularly complex, but I think it’d look quite distinctive and “feels” mercenary.  It’d go well with both world eaters and fallen angel colours too.

Any thoughts?

 

World Eaters!

Well, historically I’ve run a CSM force called the Retinue of the Ruby Dawn.  The loose concept was kharn and a group of bezerkers on the warpath, with A tzeentchian sorcerer and his elite forces following their wake to loot the remains for sorcerous knowledge.  It never quite hung together for me, and was a bit optimised – a nurgle set of havocs, slanesshi terminators with power weapons, and tzeentchian terminators with power fists to benefit from the invulnerable save.  Good gaming sense – terrible fluff really.

I’m going to rework the list as a pure World Eaters force.  Blood for the Blood God!  My general thoughts – as World Eaters, I HAVE to take the mark of khorne and veterans of the long war.   I suppose I don’t have to technically, but you know its needed for the fluff 🙂  Given I’ll mostly be fighting against Thousand Sons, thats a lot of points thrown away, but hey!

Here’s my 1000pt army (well, 999pts!):

Kharn the Betrayer – 160 pts

Khorne Bezerkers (8 Men, champion with power fist, 2 chain axes, 1 plasma pistol, veterans) – 216pts

Khorne Bezerkers (8 Men, champion with power fist, 2 chain axes, 1 plasma pistol, veterans) – 216pts

Raptors (5 Men, Icon of Wrath, veterans, mark, flamer, champion with power fist) – 160pts

Havocs (5 men, veterans, mark, 2x lascannon, 2 x heavy bolter, champion with power weapon and meltabombs) – 170pts

Obliterator (mark, veterans) – 77pts

Expanding that out to 1500pts:

Kharn the Betrayer – 160 pts

Chaos Termies (6 men, champion with combimelta + gift of mutation, combimelta, combi flamer, heavy flamer, power fist, veterans, mark, icon of wrath) – 288pts

Khorne Bezerkers (8 Men, champion with power fist, 2 chain axes, 1 plasma pistol, veterans) – 216pts

Khorne Bezerkers (8 Men, champion with power fist, 2 chain axes, 1 plasma pistol, veterans) – 216pts

Khorne Bezerkers (8 Men, champion with chain axe, 2 chain axes, 1 plasma pistol, veterans) – 199pts

Raptors (5 Men, Icon of Wrath, veterans, mark, flamer, champion with power fist + gift of mutation) – 160pts

Havocs (5 men, veterans, mark, 2x lascannon, 2 x heavy bolter, champion with power weapon and meltabombs) – 170pts

Obliterator (mark, veterans) – 77pts

I like that the lists feel quite marine.  Tactical squads (well, bezerkers!), an assault squad, a devastator squad, and terminators.  Its definitely chaos (with the gifts, bezerkers and obliterator), but you can see the legion origins there.  None of this new fangled stuff!

Here’s the additional 500pts of World Eater allied list:

Chaos Lord with Power Axe and Plasma Pistol, Mark, Veteran – 110pts

3 x terminators (champion with lightning claws, termie with chainfist, termie with powerfist – 136pts

1 x Chaos marine squad – 10 men, plasmagun, missile launcher, additional ccw, mark, veterans, sergeant with powersword –  253pts

The Valhallan 24th – Odin’s Earthshakers

The concept here is that the Valhallans are more of an artillery regiment than line troops.  If combined with the cadians for a 2000pt + battle, it give a nice balance of range and feet on the ground.  By itself, I think this army would do well against a smaller elite force, but I think it might struggle again horde orks or nids.

This is pretty much the army Alan used to field, and that I used in a doubles tournament a year or so ago.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 414pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

2 x heavy weapon squad with 3 x mortars

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

Leman Russ with heavy flamer sponsons – 185

Basilisk – 125

We have a meched up commander and veteran squad as quick response to closing troops, while the infantry platoon chucks out mortar artillery with the basilisk and leman russ.  Should be fun, though I think an elite rush would cut into the infantry too quickly to stop the army folding!  The 1500pt adds additional firepower rather than troops.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 519pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

3 x heavy weapon squad with 3 x mortars, 3x mortars and 3 x lascannons

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

2 x Leman Russ with heavy flamer sponsons – 370

Hellhound – 135 pts

Armoured sentinel with lascannon – 75pts

Basilisk – 125

As you can see, it adds a lascannon squad, another leman russ, the hellhound to support the reaction force in the chimera’s and an armoured sentinel with a lascannon for mobile firepower.  Nice!  It can really chuck out huge amounts of very erratic firepower – its likely to be a very effective alpha strike – destroying the enemy at range turn 1+2 – or its likely to do nothing and get munched by elite closecombat types.  There’s enough spread out firepower here to do some damage though, so its the sort of force thats fun to play to the end!

Katerina’s Korps

Well, after doing the Valhallans and Cadians, there were still a fair few mixed troops left, so I looked at a combined guard allies list –  Katerina’s Korps!

Lord Commissar Katerina (with carapace armour, plasma pistol, melta bombs and power sword) – 115pts

Infantry Platoon – 255pts

Command squad, grenade launcher, meltagun

Infantry squad – Flamer, Autocannon

Infantry squad – Flamer, Heavy Bolter

Veteran Squad – Plasma gun, missile launcher, sergeant with shotgun – 100pts

Ratling Squad – 3 snipers – 30pts

Its based on models that were left, as opposed to being a thought out force, but actually looks and feels very mercenary.  I like it.  One note – if I field it with the cadians (for a full 2000pts of pure guard goodness, I have to combine the ratling squads for a valid list, but thats not a major drama!

Here’s Katerina!

The Cadian 39th – Leo’s Leathernecks!

I inherited my Imperial Guard forces from my generous (and in need of space friend), Leonidas.  There are three main components – a decent size force of Cadian Shock Troopers, a decent size force of Valhallans, and a range of tanks and APCS.  In the past, I used the tanks as a shared platform with a similar guard army of Cadians or Valhallans.

My new concept of pick up a box and play knocks that on the head – no more sharing models.   I want to be able to pick up a box or two and deploy an army – no worries, no hassle.  That’s lead to a split – a Valhallan tank regiment, and a Cadian infantry brigade!

Thats right!  I’ve tried to use the models as best I can, and managed to field a full infantry army of Guard!!!!  Lets look at the 1000pt list:

Command Squad with carapace armour, 2 sniper rifles, voxcaster, standard bearer and a master of ordinance, and a power sword on the commander – 140pts

Scout Sentinel Squadron – 1 x multilaser, 1 x lascannon – 85pts

Ratling squad – 6 snipers – 60 pts

Infantry platoon – 460 pts

command squad, voxcaster, platoon standard, autocannon

2 x infantry platoons with voxcasters, grenade launchers

2 x heavy weapons squads – 3 x auto cannons, 3 x heavy bolters

2 x special weapons squads – 3 x flamers, 3 x plasma guns

Infantry platoon – 255 pts

command squad, voxcaster, 2 grenade launchers

2 x infantry platoons with voxcasters, grenade launchers

1 x heavy weapons squads – 3 x missile launchers

Not a bad mix.  It’ll suffer in a kill points game, but between grenade launchers, plasma guns, heavy bolters, missile launchers and auto cannons, thats a lot of firepower!!  Even lasguns with the vox casters and special orders can chuck out some decent firepower!  Lets look at the 1500pt list:

Command Squad with carapace armour, 2 sniper rifles, voxcaster, standard bearer and a master of ordinance, and a power sword and melta bombs on the commander – 145pts

Scout Sentinel Squadron – 1 x multilaser, 1 x lascannon – 85pts

Ratling squad – 6 snipers – 60 pts

Infantry platoon – 475 pts

command squad, voxcaster, autocannon, platoon standard

2 x infantry platoons with voxcasters, grenade launchers

2 x heavy weapons squads – 3 x auto cannons, 3 x heavy bolters

2 x special weapons squads – 3 x flamers, 3 x plasma guns

Infantry platoon – 440 pts

command squad, voxcaster, 2 grenade launchers

2 x infantry platoons with voxcasters, grenade launchers

2 x heavy weapons squads – 3 x missile launchers, 3 x missile launchers

1 x special weapon squad – 3 x plasma guns

Storm Trooper Squad – 10 man squad, 2 grenade launchers, powersword on sergeant – 185pts

Storm Trooper Squad – 5 man squad, flamer, meltagun, powersword on sergeant – 110pts

All pretty cool – lots of firepower, and some really nice numbers of troops!  The only downside is that there weren’t enough cadians left for a full allies force .. but enough odd models have been left when combined with the valhallans and odd stuff to give a mixed mercenaries allied force.

Blood Angels

Well, the Blood Angels have languished unsorted for some time, despite Space Hulk providing gorgeous terminators, and some really nice command models!

Thats now about to change!  After a really fun game where the blood angels took on the thousand sons in an impromptu game (and got pretty thrashed!), these were high up the list to sort out!

Lets take a look at the 1000pts list!

Mephiston – 250pts

5 Man Assault squad (plasma pistol, sergeant with power fist) 140pts

5 Man Assault squad (flamer, sergeant with meltabombs, power sword) – 125pts

Furioso Dreadnaught – 125pts

5 Man Terminator Squad with Assault Cannon (230pts)

5 man Devastator Squad – 4x Missile Launcher (130pts)

An excellent array of heavier weaponry.  Too light on troops, really, but heck, it looks fun!  Lets take a look at the expanded 1500pts list:

Mephiston – 250pts

Brother Corbulo – 105pts

5 Man Assault squad (plasma pistol, sergeant with power fist) 140pts

5 Man Assault squad (flamer, sergeant with meltabombs, power sword) – 125pts

Furioso Dreadnaught – 125pts

5 Man Terminator Squad with Assault Cannon – 230pts

10 Man Tactical Squad with Meltagun and missile launcher, sergeant with powerfist – 200pts

10 Man Tactical squad with Flamer and missile launcher – 170 pts

5 man Devastator Squad – 4x Missile Launcher , sergeant with meltabombs(135pts)

At 1490pts, that gives a lot more troops options (especially with combat squadding!).  I think some more vehicle support for maneuverabiity might be good, but I think it looks a pretty solid list (except against flyers!)

This list, while largely unpainted, is entirely sorted and in a KR case ready to play!

My expanded 500pts of Blood Angels allies is more of an issue though, and will have to wait till pass 2, or maybe even pass 3!  I just don’t have enough models to put together my sanguinary guard and dante force, or my death company and Astorath force properly – I need to build and possibly buy some!

Ultramarines! (was Argent Eagles)

Well, I seem rather low on vehicles and heavy weapons for my standard marines!

Here’s my 1000pt of Argent Eagles Ultramarines:

Captain in Power Armour (145)

Dreadnaught with Twinlinked lascannon (135)

2 x tactical squad – 10 men, flamer, missile launcher (2 x 170 – 340)

1 x terminator squad – 6 men, 1 with heavy flamer (245)

1 x fast attack squad – 5 men, flamer, sergeant with plasma pistol, melta bombs (130)

And here’s the expanded 1500pts version!

Captain in Power Armour (145)

Command Squad with Company Standard, 3 power swords (175pts)

Dreadnaught with Twinlinked lascannon (135)

3 x tactical squad – 10 men, flamer, missile launcher (3 x 170 – 510)

1 x terminator squad – 10 men, 1 with heavy flamer (405)

1 x fast attack squad – 5 men, flamer, sergeant with plasma pistol, melta bombs (130)

The army is all built in a KR box, ready to fight – though it does need painting!!!  Its not likely to be a very successful force, I think, as it seriously lacks antitank weaponry – 3 missile launchers, a dreadnaught lascannon and the power fists for the terminators (and a few meltabombs) is the lot.  I think any mechanised force or airborne force will roll over these quite easily!  Still, very classic marine feel to it 🙂

It works with the ultramarine allies to give a valid 1500pt or 2000pt single codex force too, but they don’t add much anti-tank either!  I think for future passes, a devastator squad or tank support instead of the command squad might be the way to go … but thats for pass 2 (adding models I own that aren’t built) or pass 3 (adding a few key new models for fun or necessity)!

LEt me know what you think of the list, and what your suggested changes would be!

Ultramarine Allies

Well, I had a rethink on the Ultramarines.  I really want some Ultramarines to use Marneus Calgar, but do I need a full army?

m1251535_99110101299_smmarneuscalgarmain_873x627

I might just use the army I’ve worked out for Ultramarines as the start point for my Argent Eagles.  Long term, only my silver models are likely to stay with me, as I can combine various tanks and reuse models across armies for the most flexible force if I have to reduce my gaming collection down, so starting off the Argent Eagle marines makes sense – and the marines that are assembled are all a mix of colours anyways!

This means my plan is to just have a single allies contingent of Ultramarines (500pts) now:

Marneus Calgar, in his Armour of Antilochus (265pts)

A Honour Guard of a Company Champion, a company standard bearer, and a third guard. (150pts)

A scout squad with a heavy bolter and sniper rifles (85pts)

These are all sorted out and ready to go in my “Allies” GW box!  We’re off the gaming mark!

Adeptus Astartes! (first pass)

Well, I decided to start with my space marines!

I originally started collecting Space Marines back in the Rogue Trader days, so they’ve always had a bit of a soft spot for me.  However, with everyone playing power armoured marines, and the fact I got very much into Eldar has left my marine collection rather in disarray, based on a few big army buys from ebay that have never really been sorted out.

I have Blood Angel terminators from the Space Hulk set, and a slew of Blood Angel commanders painted quite nicely, so it makes sense to sort out a Blood Angels army if possible.  I’m not a big fan of special characters generally, so I’ll try to use those in my “allied” forces where possible, rather than my core army.

Lord Mephiston Brother Corbulo Lord Dante

I was also given a Marneus Calgar and Honor Guard set as a gift by Leonidas so Ultramarines are another strong option.  As I’m a big fan of standard marines, Ultramarines would be a solid way to go too.  Like with the Blood Angels, I’ll probably look at using Marneus as an “allied” 500pt contingent, rather than part of my core force.

In the past, I’m looked at setting up my own marine chapters.  I’d started painting a few marines in purple as my “Imperatoris Aquilae” or Emperor’s Eagles chapter, but I don’t think I’m going to continue there.  I’ve also been looking at a marine chapter called the Argent Eagles, in silver, matching my Grey Knights, so I can share tanks with them, but these are pretty much all unbuilt models, so won’t be included in this first sort out (and possibly not at all, depending on time commitments.  Practicality is the new watchword!)

So, thats two main armies that need to be sorted out – Blood Angels and Ultramarines, with possible allied contingents from both.

In addition, there are a few bonus extras here.  I have a slew of specialist models too, that I’ve always meant to assemble – the deathwatch conversion kit, and a fair few legionnaires of the damned.  I’ll look at possibly setting these up as allied contingents, which would be cool to be able to plug them into other armies.  If they need models to be assembled, though, they’ll be popped aside for my 2nd pass stuff.  I’ve also got a decent core of Imperial Fists that are painted and look pretty cool, so they’ll make up a decent allies contingent for codex:space marines too.

Finally, I also have a whole horde of rogue trader era stuff that I want to sort out as Crimson Fists, based on the original rulebook cover.  As these are effectively a completely different model range though, I’ll look at these separately later.