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 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,
Today I played a 2,000 point game against a nid player. I ran a pure daemon list:
Herald of Khorne on Skull Throne
Herald of Tzeentch on Burning Chariot
4 Bloodcrushers of Khorne w/ Banner of Blood
16 Bloodletters w/ banner of Blood
2 x 8 Hounds
3 Plague Drones w/ 3+ poison sting
Cavalcade of Slaanesh w/ 2 chariots and 1 exalted chariot
2 Bloodslaughterers w/ impalers
He ran a pretty typical nid army: Flyrant w/ twin-linked devourers, 2 blobs of 30 termagaunts, Tervigon, 2 groups of 2 zoanthropes, 2 venomthropes, Hive Crone, 2 ‘Fexes w/ dual twin-linked devourers in pods, and the plasma shooting MC (forget the name). Caveat to this report: He is a fairly new player and made some erroneous decisions that would haunt him.
We did black ops maelstrom mission (5) in a hammer and anvil deployment. He ended up going first. He advanced his units up, just outside of his gaunt’s range (18″ devourers) and shot up my hounds with his flyrant and made 15 gaunts with his tervigon but rolled doubles first turn. First turn I advanced into the hormagaunts and killed 19 on the assault with him out of assault range after the hammer of wraith. I also summoned 3 crushers with the scribes. He spread out to respond to the daemon advance, focusing heavily on the hounds and skull cannon that had killed 6 gaunts but ignoring my purchased crushers and gunned down the decoy crushers. My chariots killed 4 more gaunts before all the riders were killed, making back their points before dying (about 40 more points actually).
His second turn saw the first fex deepstrike in and almost kill the scribes, he killed the skull cannon, and a handful of dogs and a wound on the bloodletters. The chariot had the malefic power to improve invulns but he managed to keep it suppressed most turns. He wiped out the summoned crushers (as stated earlier) by dumping a lot into them. My turn I assaulted several units and made a staggering blow to his line. In a single turn he lost the remnants of the squad of gaunts, a squad of zoanthropes, and his carnifex (they died to the plague drones). Additionally I saw the writing on the wall concerning the scribes and was lucky enough to roll the greater daemon summoning and swapped him out for a great unclean one.
Third and fourth turns were just a bloodbath as he failed to focus fire on squads which allowed me to drive my forces into a tip and crush through his gaunt line, eliminating all of his rear-guard synapse beasties. Once they were no longer fearless, my crushers broke the last gaunts and the blood slaughterers dropped the tervigon.
He called the game after he realized I was up by 4 points (3 once secondary objectives applied) and we had 1 for sure turn remaining, meanwhile he had nothing left on the ground to secure objectives with, meanwhile I still had about half my army (daemonettes and letters were both about at 50-60% strength, all 3 of the crushers were alive, all the plague drones, the great unclean one, and about 12 hounds. Oh, and both of the blood slaughters were wandering around). It was a good game and my second game against him. I highlighted that a) flyrants get a total of 60- 84 shots the entire game and that with every unit being able to claim objectives, having every MC being shooty means that you have no recourse against assault armies once they pick up steam, b) when playing against an assault army, advancing far enough forward allowing me the charge can be catastrophic. Had he made me come to him, it is very reasonable to think that I very well may have lost that game. Overall, very fun game and I think he considered it quite fun as well. Looking forward to getting a game in with friends back at my old stomping ground though, which should hopefully be occurring in a few weeks.
Thanks for reading,
So, my last post for the skull cannon before it is done! The base is done as are most of the details. Just a quick post with some half-hearted pics, but it may be all the progress I make this weekend so I figured I’d get a post up just in case!
Thanks for reading!
So I have made progress on the skull cannon. Cleaned up the masked areas and did most of the highlights (minus the extreme highlights I will do at the end with mithril silver) and did the majority of the work on the riders. My intent is for the front two bloodletters to look lava-ish. However, I think I need to cover more of them with black and brown and have the reds and yellows be less apparent. Not sold on them currently. I also have designed and built a lava base as well as doing the first portion of the lava. Now I have to paint the rocks and skulls.
Well, thanks for reading,
So making some painting progress. I have been whittling away slowly at models I need to paint for the past month or so but very slowly. Recently I have started making more progress faster, especially making gains with my air brush. So, onto the stuff.
I recently finished my renegade command squad. Or at least a possible command squad. The flamed and melts cannot both be used but they can be swapped out. The rest of the renegades will be green and purple with the disciples being red. Sets them apart I feel. However, veterans will be black or something separate. The lack of unity in color scheme makes them feel more patchwork and more like a renegade army.
So here are the first five finished disciples (still figuring out how to base them):
Here is the Arch-Demagogue. I like the dual close combat weapon look with a power weapon and a regular close combat weapon.
Here is the first test terminator I did for my terminator squad:
Note the skull pad. I quite like this method of painting bone.
Here is the new scheme for my warp talons. Right now I field eight of them (7 previously painted green, one red). Daemon kin formations finally give me a good excuse to use these guys. That said, they have proven pretty good in the two games I have run them with daemon kin.
Here is my GW thirster. I painted a lot of him before I became discouraged and now I need to go back and polish off the last detail work on him. Oh, and his base. But I am trying to think of what his base is. He is either a daemon prince of Khorne or a lesser thirster (my big ones are the 275-300 point varieties).
Currently, before the thirster I am working on my Skull Cannon of Khorne. This is the first time I have done a fair amount of blending with my airbrush. The yellow bloodletters will be darkened through successive layers to look like they have sort of a lava finish. The back two will be more of a classic red bloodletter scheme.
Once this is done, which hopefully will be this weekend I will finish the details on the thirster and eagerly dive into my Stormfiends who are my renegade brutes (Picture Ogryns but chaosy). They fit the bill of a brute and they are the size one expects of a very bulky three wound model.
Well, thanks for reading. Glad to finally start painting again. While I am painting less, I feel the quality has improved gradually from where I was a year ago.
Until next week, thanks for reading,
So, I don’t have my copy yet, having ordered it from GW. But after looking at full rulesets online, I would like to discuss the cool things and the not-so-cool things.
Let’s start with the mother of not-so-cool things: Bloodthirsters. Their complete lack of upgrades makes them much less potent of a force. HOWEVER, you can field…well, a LOT of them. PER slaughtercult you can field 3 (1 in the slaughtercult and 2 for the lord of slaughter option). So, given the points you can make a devastating list. But really…no upgrades? Not one?
Lack of oblits and mutilators: These guys belong in this codex. I mean, they have hellbrutes, they have possessed, they even have vanilla CSM and cultists. But not these guys. Just disappointed.
Gifts: The loss of gifts in general sort of sucks. Rolling was annoying, but it was nice to be able to plop an AP2 weapon in a squad with the character for 10 points. Overall, I like the direction they are headed and I foresee daemons following the same pattern with their next book because, well…daemons need a new book to make them less exploitable.
Oh…and crushers are still stupid expensive and garbage…and to make it worse, when a new book comes out this book won’t get better 😦
Also, chaos champions and characters lost a LOT of options. No more options for terminator champions, few for CSM and Zerker champs. It looks like customization is pretty much gone.
Now the cool stuff!!!!
FEARLESS!!! RARGH! Yep, daemons are fearless again. Now, my bloodletters that lose…oh well.
Mixing! : Now I can slap my locis into squads of CSM. So since they already have rage from MoK, I can slap hatred in there…so 5 possessed on the charge will have 2 base+2 rage with hatred at S6. That’s 20 S6 attacks with rerolls!
HUGE VERSATILITY! You can make your list however you want. With 1 slaughtercult, you can then take 16 units of small bikers. 16 MSU biker squads with melta, plasma, and flamer. What was that about knight and wave serpent spam you say?
Multiple lords of war: You can take a battle forged army and take 2 Lord of Skulls at 2000 points. Just wow. Yeah, may get one of these guys because now that I have seen the rules they are just NASTY. Don’t look to bad with the helmeted option either. Wish the brass scorpion was in there, but oh well.
Not over the top! This sounds like a not cool thing, but I love playing the army that not many people play. This book is going to attract very few who don’t already play fluffy lists. It is exploitable, but it forces you to buy units like possessed, crushers, cultists, and warpfiends to REALLY be exploitable.
Bloodthirsters EVERYWHERE! 1 unit of slaughtercult, 1 lord of slaughter, 1 hellbrute. That means, you can get 3 thirsters for getting 2 MSU squads of bloodletters (160 pts total), a hellbrute (100 points), and 5 possessed (150 points). Yeah, that’s 410 points, Then you get ANOTHER 3 THIRSTERS! You would need to run a MASSIVE army, but still, freaking awesome!
Walkers…and more walkers…and more walkers. Thor over at Creative Twilight should like this one. Run one slaughtercult and then you can take 8 walkers. Run 2 and run 16. You get the idea.
It’s made to run literally dozens of small units to rack up that blood tithe. Just can’t wait.
Overall, I am extraordinarily thrilled! This army will make even losing fun with all the shenenigans from the blood tithe. However, I just hope it doesn’t get exploited somehow and become the new “it” army, though those I play will know I have played mono-khorne for years before this. However, this has made me realize I need bikers, like badly. A bunch of them. This army will need a way to zip around and harass the enemy. I also like the fact that I can take a rhino as a unit. A fast attack unit. Then…stuff bloodletters into it if I wish.
Well, can’t wait to get my copy. Gonna put together a preliminary list! Gotta go buy stuff.
Thanks for reading,