So I found myself stuck in the lovely Balkans region of the world for nearly a year. That’s a year without my minis which makes it challenging to blog. I’d love to continue blogging, but I find myself challenged for something to blog about. I turned to longtime 40k friend, Thor from over at Creative Twilight. He suggested blogging more about background and fluff as well as discussing units and codices.
So, over the course of the next seven or eight months I hope to not only flesh out the bulk of my own war bands and daemonic hoards, but even maybe tease out details that will add some flavor and help guide list-building when I am at a loss. I also hope to discuss the new book Legions and cover many units that may not receive the love from mainstream as well as how they can be used either effectively or comically…because we all enjoy both, right?
So I hope to get my first fluff/background piece out this Sunday. Until then, thanks for reading!
So I managed to squeeze in another game! I might get another one in before I am off the grid altogether for 6-9 months…in a country that is not the US. So yeah. However, I think that I will get a game in when the new Traitors Hate comes out which will amplify the power of this new list to amazing levels.
Well, here was my list for this 2,000 point game against Vanilla Marines:
Heavy Support: Chaos Vindicator
1 Cyclopia Cabal
5 Sorcerers Bikes, Increase Mastery Level x 2, Sigil of Corruption, Spell Familiar, Veterans of the Long War, Chaos Bike, Last Memory of Yuranthos (on Pyromancy Sorcerer)
1 Sorcerer Mark of Tzeentch + Increase Mastery Level x2 + Sigil of Corruption+ Spell Familiar + Veterans of the Long War + Chaos Bike+ The Crucible of Lies
9 Chaos Space Marines(Veterans of the Long War+ Plasma gun + Plasma gun)
1 Aspiring Champion (Veterans of the Long War)
1 Chaos Rhino
4 Chaos Space Marines (Veterans of the Long War+ Flamer)
1 Aspiring Champion (base cost + Veterans of the Long War)
1 Chaos Rhino
1 Chaos Predator (Twin-Linked Lascannon + Lascannon (pair)
1 Chaos Vindicator
1 Herald of Tzeentch (HQ) = (Psyker (Mastery Level 2) + DS: Disc of Tzeentch)
10 Plaguebearers of Nurgle (Troops)
3 Screamers of Tzeentch (Fast)
The Psychic Powers were as follows (I have discovered these Psychic power sheets are great)
So I didn’t get invisibility, the +1 invuln from Sanctic, the 4+ FNP, or Gate. So not an auspicious start. He was running 2 squads of Sternguard vets, a lot of heavy bolters (He was using Imperial Fists so this was bad…), a vindi, whirlwind, sniper scouts, and a LOT of infantry.
Long story short, it was a killpoint game that I ended up winning 13-8 almost tabling him. The Herald of Tzeentch brought a serious amount of firepower to the game. He would move in, fire off his shooting attacks, then turbo-boost away. All of the psychers died which is where 6 of the 8 killpoints he got came from. The rest came from the predator and the vindicator. Few things learned-
1- Paradox is AWESOME. If you have a WC 3 and you commit 5 dice to it, it is 100% guaranteed. Which is nice to have at least one guaranteed power per turn.
2- Vortex is hilariously good. I mean, really. It’s silly how destructive this is. I am debating buying an aquilla strongpoint just to get the vortex missile launchers just for it. Also, the complete inability to prepare for where it may move is again just simply hilarious. Watching it scatter 11″ right on top of his command squad and watching them all get sucked in was simply priceless.
3- Plague drones are nasty, but they also are really good bullet sinks.
4- Terrify reduces Ld by 1. Which is a good setup to psychic shriek. This combination was ridiculously effective. It’s only one, but that seemed to be the key to success.
5- Anti-air continues to be a pain in the rear. He did have a Storm Talon. Took it out because he needed an extra shot last turn and dropped to hover, only to be mauled by the screamers.
6- Screamers are great ablative wounds and they are pretty nifty tank hunters. Awesome tank hunters they are not though and I will not be trying these guys against any superheavies anytime soon.
Well, thanks for reading and I will be posting the 6 unique biker sorcerers before long. They are all sculpted with only a few details left to do and I hope to have at least 3 of them painted before I leave, though that 3 could turn to 0…because really, time flies when it is limited.
Thanks for reading,
So I recently purchased the two new things. First, I bought 6 bikes. Then, I bought the new BL codex. Thus emerged my newest idea of the grand cabal. It is an 1850 list that looks like this:
1850 Pts – Supplement: Black Legion Roster
Total Roster Cost: 1850
Heavy Support: Chaos Vindicator (26#, 1850 pts)
1 Cyclopia Cabal, 0 pts
Sorcerer 1= Sigil of Darkness, ML 4, Bike, Spell Familiar, Last Memory of Yuranthos
Sorcerer 2= Sigil of Darkness, ML 3, Bike, Spell Familiar, Eye of Night
Sorcerer 3= Sigil of Darkness, ML 3, Bike, Spell Familiar
Sorcerer 4= Sigil of Darkness, ML 3, Bike, Spell Familiar
Sorcerer 5=Sigil of Darkness, ML 3, Bike, Spell Familiar
Sorcerer w/ Sigil of Darkness, ML 3, Bike (warlord)
10 Chaos Space Marines w/ 2 plasma and rhino
5 Chaos Space Marines w/ flamer and rhino
1 Chaos Predator (AC/Las)
1 Chaos Predator (Tri-Las)
1 Chaos Vindicator (Stock)
So, a grand total of 1850 on the nose with 27 wounds and 15 hullpoints. I ran a game against some cheesy Tau list. Phone was dead so there was no pictures of this spectacle.
The key to this list is the tactical flexibility it gave me. With 5 disciplines to choose from and a massive 19 base warp charges per turn the pre-game rolling was a little rough (ie- bring lists with pre-drawn lines for powers!).
But psychic powers ended up as such. I ran 1 sorcerer from the cabal took one discipline and the Warlord shored up any gaps.
Sorcerer 1 (Pyromancy): Flame Breath, Sunburst, Molten Beam, Fiery Form, Fire Shield (I would only use Sunburst, Molten Beam, and Flame breath).
Sorcerer 2 (Biomancy): Smite, Haemorrhage, Endurance, Enfeeble
Sorcerer 3 (Telepathy): Psychic Shriek, Invisibility, Dominate, Terrify (This set was clutch)
Sorcerer 4 (Maelific): Summoning, Dark Flame, Sacrifice, Incursion
Sorcerer 5 (Sanctic): Banishment (big “who cares” on this), Gate of Infinity, Sanctuary, Vortex of Doom (I did not realize a- How powerful these were until I played them and b- How stupid I have been for ignoring Sanctic. OMG powerful when used right).
Warlord: Biomancy- Life Leech and Endurance, Telepathy- Shrouding
So yeah, a pretty gnarly set of powers. The game did not go as I planned. I expected to be tabled by turn 3, 4 tops. He was running the Tau super-formation. Lots of rerolls and shared powers.
I won the first turn. Kept the tanks stationary for firing. Zipped my bikes forward.
Psychic phase (rolled a 6, for a total of 25 warp charges)- Cast Gate of infinity. WC 1 with rerolls. I liked it. He didn’t realize how much more lethal I got at close range, so he didn’t even contest it. Did a DS 9″ from his flank. Then I proceeded to hammer him with the following all on the first turn (number in parenthesis is # of WC spent)-
Gate (1), Psychic Shriek (2), sacrifice (1), Life Leech (2, healing the sacrifice wound), Vortex (6- Periled, lost 1 wound and Gate of infinity),Endurance (5- Periled, nothing happened), psychic shriek (3), Invisibility (5- Perils, lost 2 WC I didn;t have and a wound).
Suffice to say, 2 wounds later and luckily not getting dragged into the warp turn 1 (that would have suuuucked), he had lost a lot. Most of a unit of fire warriors, his broadsides, kroots broken and fled off of board, and I was up a herald of tzeentch and the sorcerers were invisible. That vortex would end up basically tabling him because he was too terrified to move out of his cover because his ability and win rate is based on his use of tau formations and distance fire and not maneuver. Then I had my shooting phase…which was less successful. The vindi was out of range (bone head move to deploy him so far back against a gun-line Tau force). The Preds did manage to drop a HP off of a Tau tank (the one with the anti-air missiles). My Sorcerers opted to pop the Eye of Night at a squadron of tanks with longstrike (the tanks with the railguns). Hit two tanks, did 5 penetrating hits to the squadron killing one and stunning and immobilizing the second.
He fired basically everything he had left at my sorcerers. Managed to drop my warlord, and do two wounds (dispersed because I had all the sorcerers touching so the front one was equi-distant from the rest making wound abuse possible from different wound pools and Look out sir. However, the vortex killed another squad of infantry, scattering a hilarious 7 inches into the squad.
By the end of turn 1 he was down to about 50% of his list from failed morale checks and psychic powers. Turn 2 psychic powers went about as well for me, with him straight conceding turn three.
Overall, very brutal. I will make some changes though:
Swap out Eye of Night and Flamer from small squad, make warlord have MoT, spell Familiar, and Crucible of Lies and make AC on Pred TL Las. This will give Warlord a 3++ with rerolls of 1s, and with Sanctuary and Endurance The warlord will become the wound sink and have a 2++ rerollable witha 4+ FNP basically making the squad almost impossible to destroy.
Well, hopefully I get that game in in the future,
Thanks for reading,
That’s more than minor resistance!
So my local GW store (local=45 minutes away without traffic) started a campaign based on the leviathan series. The store is the venue, though it was organized by a guy there named Stan. He asked around and got the players than put it all together. It is a total of 27 players. Each player can play BFG or 40k or both. Those that are interested in BFG but don’t have the ships can use the paper printouts he sent out. It is a little varied because the breakdown consists of the following:
9 Nid players (3 playing BFG, 1 both, and 5 straight 40k)
4 Chaos players (1 playing BFG, 1 both, and 2 straight 40k)
1 Necron player (40k)
2 Tau (Both 40K)
3 Eldar (1 Playing BFG, 2 playing 40k)
8 Imperial (Knights, IG, Space Marine- 4 playing Both, 4 playing 40k only)
The concept is this. The system is being invaded by Nids. Necrons were already there, and I can’t remember the fluff behind the Tau or Eldar, but he spun it very well. The Chaos forces are arriving to capitalize and seize the system amidst the chaos when the nids show up and alliances are forged between the smaller groups in hasty hand shakes as battle is joined…and those alliances are in no way binding…you make friends and then you shoot them in the face when there is less chance of you getting eaten. I have elected to run straight BFG as the person with the most Chaos BFG there and I am the most into it for Chaos. Each faction gets x points based on their positions and then get x reinforcements per month (1 weekend a month, for 4 months. 3 games per day). The system has 5 planets and 1 starbase (where the fighting is amidst corridors and chambers, sort of like kill team). Nothing is notional unless you don’t have a BFG fleet then the rule is that you can move I think 500 points per game to a different planet. After purchasing the units, you may not even play with them as you send them to a planet controlled by a different commander. This way, each planetary battlefield (2 6×4 tables, a total of 10 tables used) is run simultaneously. The necron commander was actually bouncing between planets. It went really smoothly and the BFG aspect was really awesome.
As the more experienced BFG player and also the only BFG player with models I got the lions share of points and got 2000 (a LOT but I figured I would be losing a lot and the between game and between week bump is not enough to build back up completely)
My flagship, a Despoiler Class Battleship (The Throne of Chaos) is captained by Tiberius Drusus, the warmaster of the successor chapter of the Word Bearers, Lorgar’s Knights with a CSM crew and terminators. My flagship was 545 point.
Next was my Repulsive Grand Cruiser with CSM Crew (265 points) – Warpwrath
Styx Class Heavy Cruiser with CSM Crew (325 Points) – The Kingslayer
Chaos Devastation Class Cruiser (190 points) – Knight Of Damnation
Slaughter Class Cruiser with CSM Crew (200 points) – Night of Judgement
Slaughter Class Cruiser with CSM Crew (200 points) – The Brass Butcher
3 Idolator Class Raiders (135 points) – The Enlighteners
3 Idolator Class Raiders (135 points) – Iron Angels
That comes up to 1995 points, 18 launch bays, and a pretty solid list. Lists were kept secret, and oddly enough (and unbeknownst to me, so were point values). Then each team made a strategy and split lists and points, units, etc. The chaos players elected for me to escort the bulk of transports and the other BFG player, Chris, to escort a small elite group of mostly a conglomerate of terminators with heavy support vehicles to the far side of a planet out of harms way to attack from the enemies rear (The planets were marked with markings that corresponded to side of table- ie, if you enter high orbit on this side, your transports could enter the fight (assuming they survived surface defense salvos, from a specific side). Little did I know that while Chaos had 6000 points of 40k stuff and 3000 points of BFG, the Nids were getting a LOT more. Like, a LOT. Then Stan, playing GM, offered “intel” on the other teams plans and we could make minor modifications (we were using a dry erase board and magnets for a campaign map).
My fleet crashed into the imperial line and was generally doing some really ugly damage, I mean I was not only rolling hot but I laid a trap and he bought it and I lured all of his escorts way way too far out and picked his fleet apart. Then the nids showed up. Boy oh boy, did they show up. Intel was wrong and the “minor risk of Tyranid presence turned out to be their main effort.
However, since BFG in my opinion is such a great medium for narratives over the next several months I will be telling the campaign in Narrative fashion. It will focus around Tiberius, Furak (A boarding party sergeant aboard the Warpwrath), Dekevelus (A senior staff officer aboard the Night of Judgement). Suffice to say, these will not be the only characters, but they will be the focal points…oh, and spoiler, not all of those ships survive. Like, not even close. I suspect this campaign is gonna be a LOT like game of thrones…shit dying EVERYWHERE!
Well, thanks for reading,
Looking forward to publishing the first episode,
So I finally finished my skull cannon and now I have been sort of pawing through my stuff trying to figure out what I would do next. I also knocked out 21 cobblestone bases for my CSMs as well, but I don’t have pictures of those currently. So I figured I have these fantasy miniatures that are cool, I’ll paint some of those. The new Age of Sigmar game is catching my interest more as it matches my fluffy play style and is very simple and destructively brutal. This is in no way suggesting that I am going to be a convert, like I said previously, it’s just a reason to buy all the super cool minis I have wanted from the fantasy line…think Nagash and war hydra.
So, these are the final shots of the Skull Cannon.
These pictures are of the Elyrian Reaver that I finished. Took the opportunity to work on my shading of white.
Thanks for reading,
I had the opportunity to run a few games at the old store, Crossroad Games in Standish Maine. Great store and great group of people. Played two 1500 point games against some friends and, while both were losses, I had a good time. I ran the same list both times (Straight CSM, nominally ran as a Lorgar’s Knights, an offshoot of Word Bearers that still hold true to their core loyalties to Lorgar and to the old chapter):
Sorcerer (ML3, Spell Familiar, Sigil, MoT)
Contemptor Dread w/ 2 Butcher Cannons
2 squads of 10 CSM in rhinos (w/ havoc launchers) – one with 2 melta and a power axe, the other with 2 plasma and plasma pistol.
8 Thousand Sons in a rhino w/ a havoc launcher
5 Havocs w/ 4 Autocannons
It’s not my forte, running heavy shooting armies with psykers. My bread and butter is really the line of death that chops the enemy into little cubes, but that often requires monsters and a lot more models. Thus, I decided to go with a smaller more elite shooting army.
Game 1- (Eldar)
He ran a foot-dar list that was well played all the way around. No cheese, just a LOT of bullets. 3 x dire avenger squads, a warp spider squad, a swooping hawks squad, 2 x guardian jetbike squads, a farseer, and an avatar.
We ran the maelstrom mission where you could steal each other’s objective cards. I actually ran this same mission both games.
It started off pretty well with me tearing up his warp spiders with my auto-cannons and a few dire avengers. However, his ability to move, run, then shoot meant that my pre-measurements were moot as I did not factor this in when deploying. My forces were pretty heavily spread out and he pushed and took out the rhino the TS were in turn 2. Turn 3 saw him deploying his shining spears (forgot about them) and crushing the last of my autocannons. The game was effectively over by turn 4. I had killed a fair amount of his list with most of a jetbike squad dead, all of the dire avenger squads pretty beat up or completely gone and the warp spiders down to only one or two. The Shining spears had lost a combat against the warpsmith and sorcerer (due to some pretty awful rolls on his part with his exarch) and I had failed to sweep them, leaving one running around. Turn 4 it ended with me being tabled except for 2 CSMs running away.
All in all, a close game until that last turn. I was only about 2 points behind until he scored I think 4 or 5 points that last turn to my none. A good game and I think a better deployment on my part could have turned the tide.
Game 2- (Dark Angels)
He ran a demi-company and a bunch of bikes and Samaels speeder. Here is his army:
Dear god don’t ask me what all the formations did.
He didn’t have any psykers and I can’t remember what his warlord power was.
This was my army. The guys with the shields are the thousand sons (wanted a less magical reason for the 4++). I rolled the preferred enemy (Space Marine) within 12″ of my warlord (the sorcerer). My powers were –
Sorcerer- Psychic Shriek, Fearless (Not what it’s called), Firestorm of Tzeentch, and Boon of Mutation
Aspiring Champion – Firestorm of Tzeentch, Doombolt
I deployed pretty condensed. He had quite a few outflanking units and I wanted to brace for the impact of all that outflanking/deepstriking stuff. Everything was at the very back to prevent turn 1 melta kill on my contemptor. He got turn one. Deepstruck his meltagun pod…and, well this happened:
He rolled the option for me to put anywhere and I stuck them mid field. They were not long for this world upon arrival. He moved forward with lots of his stuff and quickly closed the gap.
The second turn saw the plasma pod arrival which destroyed the contemptor, as well as everything but the regular speeder and this was a rough turn for me. I had crackedopen his command rhino but had very little headway against the bikes on the left. The bikes on the right arrived and destroyed the pred which was angled poorly (intentionally to get all 3 las shots) but it exposed my rear to plasma shots. Turn two for me saw me destroying a rhino, the 3 ravenwing knights on my right, and most of the tacticals in the pod.
Things rapidly devolved into madness as he got into assault. Luckily, my TS command squad was there. Every game these guys impress me. With AP 3 bolters, 4++ saves, and a free force weapon on the champion, my TS are always MVPs in games. Even if it is as a bullet sink, they earn their keep. He assaults in with his command squad and last 2 bikers and polish off the CSM, only to be counter charged by the TS, Sorcerer and Warpsmith. Chainswords and poweraxes clashed, resulting in three gruesome rounds of combat that swung my direction when he flopped his company champion’s attacks. Preferred enemy was a blessing this game. Lots of 1’s were rerolled. I mean, a LOT. However, on the far side of the table, my CSMs were making headway by sticking Krak grenades to Samaels’s speeder…
It took two rounds to bring it down, but they did. However, this maneuver cost them the ability to do anything else all game. They made their points back between the speeder and the three bikes, but the game ended with them hustling across the table trying to make a difference.
However, the game got interesting as the warpsmith cleaved the biker SGT down and was smiled upon by the dark gods… (Before)
After the daemon prince had arrived, I had ground superiority and it was then a race against time. My sorcerer and aspiring champ parted ways to race to objectives while the daemon prince destroyed the last two bikes and ran towards the last squad of enemy to try to claim linebreaker
The game ended as a very close loss. I had 16 to his 18. He had a squad of assault marines left and a pod not destroyed while I had 8 or 9 plasma CSM in the rear, a daemon prince, a sorcerer, and an aspiring champion. Linebreaker and slay the warlord had brought me close, and this being the end of the 7th meant that there was no chance at getting an extra turn to knock out some extra objectives. His mobility and ability to grab backfield objectives had proved sufficient to take the game, but boy oh boy, what a blood bath. While the dark angels took the field, they definitely had lots of extra bunk space going back home (So did my CSM…but hey, we have a daemon prince now. That’s cool, right?).
Well, had a blast. To those I didn’t see, hope to see you sometime. To those I did, it was awesome and let me know if your travels ever take you south.
Next time, I will be showcasing the final Khorne Skullcannon and talking about future plans.
Thanks for reading,
So I have debated trying out the age of Sigmar game and recently tried it out. Fun and rife with possibilities. The rule system is not balanced for 40k’ers, but that doesn’t mean it’s not balanced. Lets look at a few things-
Heroes- some of these guys are monsters, but they can’t hide in blobs. Yeah, that sorcerer can Dunkin a theater every turn, but those imperial archers can simply wipe him out. Even Nagash is killable.
Simple – yeah, the game is simple. Could use a FAQ, but its simple in a good way. Easy to learn and that means that the in game strategy is the big factor in winning.
Not tournament oriented – yeah, this is a bad thing for some but if you like playing a game that is fun and not making lists for tournies, then its great. Designed for narratives so its my type of game.
An excuse to but all the cool fantasy models – yeah, this one is my favorite. Fantasy had some awesome models (Nagash for example) and I really am excited to try this game more in earnest.
overall, it’s not the Warhammer of old. It’s fast and dynamic and very simple. No templates, no charts to consult, and all the rules are free… Always, from what I’ve read. Looking forward to trying it more.
Well, thanks for reading,