As I stand, I have the models needed for half of my middle goal for the Red Scorpions (Full 5th Battle Company). I still need to assemble the third tactical squad and figure what Im doing for that assault squad, but the models are there. Next up are the three remaining tac squads, one assault squad, and one devastator squad... plus a command squad and at least one more dreadnaught, possibly a venerable.
From there, the goal is one unit for every entry in the codex... and a few from the Imperial Armor books too (gotta have a Helios). Im not going to be painting them randomly though, Ive been thinking. Veterans are obviously 1st company, and scouts 10th, but the other models Ill be taking, where would they belong if Im already taking the full 5th? Nearly everything that has a visible marine will either be bikes or land speeders, so that means assault marines... 8th company!
So, Ive got four companies represented, do I include command for each? If I include command, whats going to stop me from biting off more then I can chew and attempting to do the full companies there too? Stuff to consider.
I do think I am going to do Commanders for the 1st and 8th, at least. That means Commander Culln, and the Commander of the assault company. A few of you might see where this is headed... Biker Commander!
I still havnt decided on the 10th company commander. Im half thinking not, since Im going to be going "scout light", for background reasons.
Since I plan to include Culln, I want a significant veteran presence. Just looking at the codex tells me Ill be including 10 terminators, 10 assault terminators, 10 vanguard vets, and 10 sternguard vets, 40 models all told. Is 40% of his company reason enough to include him? On a standard 40k list, sure. In the overall force, maybe. I might look into more terminators.
For the 8th company, I want the commander and command squad on bikes, and Ill be including bikers and speeders. Probably multiple units of bikers, just so I can do a small bike force occasionally. I considered the White Scars special character to fill the spot, but I dont think Hit and Run fits the Red Scorpions all that well. The other choice was the Raven Guard captain, and thats an even less likely fit, since under the old list the Red Scorpions were unable to Infiltrate.
Scout company is going to be the easiest I think, a single unit of scout bikers and a unit of bolter scouts, with a Land Speeder Storm to ferry half that squad around for late game objective claiming. Im not adding any sniper models, with their fancy cloaks, since that smells of camouflage and cowardice.
Next up is the Armory. At least one of each tank, though I might go crazy and double up on predators, whirlwinds, and/or vindicators. Im going to hold off on the Master of the Forge, to see if they are going to drop a model with a conversion beamer, but one or two techmarines probably are not too far off. As I said earlier, I have to include the Helios Land Raider (the RS created it, of course Im including one!), but Im not sure what other FW tanks will appear. Probably one of the command tanks, Ive always liked them.
This leaves the Chapter Leadership, the Apothecaries and Librarians. Im planning on writing up the Chief Apothecary soon as a support character, with limited wargear, but capable of taking a bike or jump pack. Librarians are rough for me. Im sticking with a strict "no bare heads" rule here, and all the current models are bare headed. Im thinking Ill be hitting eBay for older models. That leaves the Chapter Master and the Honor Guard. The Honor Guard will be easy, just plastic marines with bolters and power weapons, almost considering getting a captain kit for each one, so they all have capes. Maybe. The Master, not so easy. I was planning on using Kantor's rules, but Ive been rethinking that, as Id prefer to design the weapons how I want, rather then sticking to his set up. Maybe Ill convert that VSgt Culln jump packer model I got...
My chattering about anything that comes across my painting table, and some stuff that doesn't!
analytics
Friday, February 13, 2009
Wednesday, February 11, 2009
Forge World bits
My Forge World order arrived today!
So, lets see, is everything accounted for?
Brass Etch sheet? Check (and the dreadnaught is now marked)
Veteran upgrade kit? Check (last four Dev marines done, and Ive started work on the other tactical squad)
Vanguard squad? Che... hrm. All the resin bits are there. The plastic sprues are there, kinda. The sprue thats missing is the one with the jump packs and torsos. This screws up the plans I had for this set.
My choices here are this:
1. Use the Vanguard marines as is, as assault marines.
2. Use the Vanguard marines as is, as Vanguard Vets.
3. Save the parts, and pick up more assault marines.
Option three is my prefered right now. However, doing that adds something else to the situation: five sets of running marine legs. Im considering using those legs for half of the tac squad Im working on right now, then using the five legs set aside as the beginings of a fourth tactical squad.
Im also considering option two, just because Im eventually going to be adding Vanguard Vets anyways.
So, lets see, is everything accounted for?
Brass Etch sheet? Check (and the dreadnaught is now marked)
Veteran upgrade kit? Check (last four Dev marines done, and Ive started work on the other tactical squad)
Vanguard squad? Che... hrm. All the resin bits are there. The plastic sprues are there, kinda. The sprue thats missing is the one with the jump packs and torsos. This screws up the plans I had for this set.
My choices here are this:
1. Use the Vanguard marines as is, as assault marines.
2. Use the Vanguard marines as is, as Vanguard Vets.
3. Save the parts, and pick up more assault marines.
Option three is my prefered right now. However, doing that adds something else to the situation: five sets of running marine legs. Im considering using those legs for half of the tac squad Im working on right now, then using the five legs set aside as the beginings of a fourth tactical squad.
Im also considering option two, just because Im eventually going to be adding Vanguard Vets anyways.
Monday, February 9, 2009
Monday Top Ten #2
Once again, my list of the Top 10 most interesting posts this week. If I keep having troubles cutting the list down, I might have to go top 15-20 or something!!
In no particular order:
1. Natsirtm takes the limited fluff available for the Novamarines and shows it who is boss.
2. Ron's tip for combating base sinkage is pretty nice, Ill be using that for my next army!
3. No fluff like the old fluff, as Drax kindly shows.
4. Dave Taylor's Blood Pact forces make the renegade IG Ive been working on jealous.
5. An impressive Belial conversion from SovietSpace.
6. While we are talking about the Deathwing, a terminator apothecary by Eriochrome.
7. Drax's Wyvern tank variants brings all the boyz to the yard... then blasts them to hell.
8. BigRed at BoLS gives painting advice. Im a drybusher myself, but playing with some layering.
9. Deffcopta conversion from Mike. "If it aint converted, it aint Orky!"
10. Last but not least, JabberJabber gives tactical insight on Plague Marines. Considering pulling out my "Purge" force again.... I have too many armies!!
Again, this isnt a "best of the web", this is what I think looked most interesting or useful. Enjoy!
In no particular order:
1. Natsirtm takes the limited fluff available for the Novamarines and shows it who is boss.
2. Ron's tip for combating base sinkage is pretty nice, Ill be using that for my next army!
3. No fluff like the old fluff, as Drax kindly shows.
4. Dave Taylor's Blood Pact forces make the renegade IG Ive been working on jealous.
5. An impressive Belial conversion from SovietSpace.
6. While we are talking about the Deathwing, a terminator apothecary by Eriochrome.
7. Drax's Wyvern tank variants brings all the boyz to the yard... then blasts them to hell.
8. BigRed at BoLS gives painting advice. Im a drybusher myself, but playing with some layering.
9. Deffcopta conversion from Mike. "If it aint converted, it aint Orky!"
10. Last but not least, JabberJabber gives tactical insight on Plague Marines. Considering pulling out my "Purge" force again.... I have too many armies!!
Again, this isnt a "best of the web", this is what I think looked most interesting or useful. Enjoy!
Sunday, February 8, 2009
More Random Fun
Ive got a few things I want to chew on with this post, so it may ramble a bit in places... like usual.
Tactical Analysis.
I was handed my second defeat with my Red Scorpions this weekend, and this time I cant blame the Orks or the terrain (at least not so much). Their record is now 3/2/1. So, why did I lose this time? Mikie getting better? Tactical mistakes? Bad dice? Bad list?
I think I can rule out the list, its served me well so far. For those that dont know, it looks something like this:
Chaplain with Jump Pack
Tactical Squad with Missile Launcher, Plasmagun, VSgt with Power Sword
Tactical Squad with Heavy Bolter, Flamer, VSgt with Power Fist, Stormbolter
Assault Squad (10) with 2 plasma pistols, VSgt with Power Fist, Plasma Pistol
Devastator Squad (6) with 2 Plasma Cannon, 2 Missile Launchers.
Dice certainly had an effect, mainly the one for reserves. That was roughly 30% of my force that didnt show up until it was too late to do anything. I think the main thing that lost it, was that I put the unit in reserve. I think that from now on, if I reserve the assault squad, Ill combat squad it, so I have a better chance of getting something, though I might just say forget it and have them deploy as usual.
Lizardmen.
I picked up the Lizardmen army book yesterday. Ive poked through it some, but not too much. Im planning on doing that tonight here at work. I used to hate them with a passion, mainly because of that horrific blue color scheme (Im from Arizona, our lizards are most definitely not blue). However, I picked up a Saurus commander a few years back, and painted him green with a bone colored underside, and Ive been half tempted to paint more that way as well... But I loathe the "Scooby Doo" Cold Ones... I havnt decided if they were as bad as the "reptilian cattle" cold ones that the Dark Elves had, but I didnt like either of them. Now the Dark Elves have sweet new Cold Ones, and the lizards are stuck with their crappy one. I also wasnt fond of the "Toad on a skipping stone" but that has grown on me, it doesnt look as bad as it used to. I might consider a foot saurus army for fantasy, if Keith and Mikie and I ever get around to it.
Warmachine/Hordes.
Ive got a decent chunk of Cryxian models for Warmachine, and a Cygnar starter set. Whats unusual for these forces of mine is that they are all painted or nearly all. Ive got a unit of the cyber-centaur things that need to be finished and thats it. Considering all the other painting projects Ive slacked off on, thats pretty amazing. I also like the rules and background for that game, so maybe Ill get Mikie or Keith to try it out.... or I could cart them over when Disorderly's Tyrant does his next get together thing.
Orks.
They have gotten the love from GW lately, havnt they? I have an opinion (who doesnt?) that everyone who is addicted to the game should have either an Ork army, an IG army, or maybe a Tyranid army, in addition to what ever they play (assuming its not normally one of those three). Why? In the background, the IG and Greenskins are the armies most likely to be faced by dint of quantity. If your forces are (by fluff) more towards the galactic east, then Tyranids are also likely to be faced. Id also add the Lost and the Damned to that list, if there was a current army list for them. If everyone ran something like one of those three every so often, we wouldnt see so many of these silly Space Marine vs Space Marine battle #43128. Anyways, playing my greenskins this weekend reminded me how fun they can be. Definite end game army, they get battered on the way over, and make me think they cant pull it off, then they get into melee, and remind me they not only can they win, they probably will.
Ok, time to go start drawing up my list for tomorrow's Monday Top Ten.
Tactical Analysis.
I was handed my second defeat with my Red Scorpions this weekend, and this time I cant blame the Orks or the terrain (at least not so much). Their record is now 3/2/1. So, why did I lose this time? Mikie getting better? Tactical mistakes? Bad dice? Bad list?
I think I can rule out the list, its served me well so far. For those that dont know, it looks something like this:
Chaplain with Jump Pack
Tactical Squad with Missile Launcher, Plasmagun, VSgt with Power Sword
Tactical Squad with Heavy Bolter, Flamer, VSgt with Power Fist, Stormbolter
Assault Squad (10) with 2 plasma pistols, VSgt with Power Fist, Plasma Pistol
Devastator Squad (6) with 2 Plasma Cannon, 2 Missile Launchers.
Dice certainly had an effect, mainly the one for reserves. That was roughly 30% of my force that didnt show up until it was too late to do anything. I think the main thing that lost it, was that I put the unit in reserve. I think that from now on, if I reserve the assault squad, Ill combat squad it, so I have a better chance of getting something, though I might just say forget it and have them deploy as usual.
Lizardmen.
I picked up the Lizardmen army book yesterday. Ive poked through it some, but not too much. Im planning on doing that tonight here at work. I used to hate them with a passion, mainly because of that horrific blue color scheme (Im from Arizona, our lizards are most definitely not blue). However, I picked up a Saurus commander a few years back, and painted him green with a bone colored underside, and Ive been half tempted to paint more that way as well... But I loathe the "Scooby Doo" Cold Ones... I havnt decided if they were as bad as the "reptilian cattle" cold ones that the Dark Elves had, but I didnt like either of them. Now the Dark Elves have sweet new Cold Ones, and the lizards are stuck with their crappy one. I also wasnt fond of the "Toad on a skipping stone" but that has grown on me, it doesnt look as bad as it used to. I might consider a foot saurus army for fantasy, if Keith and Mikie and I ever get around to it.
Warmachine/Hordes.
Ive got a decent chunk of Cryxian models for Warmachine, and a Cygnar starter set. Whats unusual for these forces of mine is that they are all painted or nearly all. Ive got a unit of the cyber-centaur things that need to be finished and thats it. Considering all the other painting projects Ive slacked off on, thats pretty amazing. I also like the rules and background for that game, so maybe Ill get Mikie or Keith to try it out.... or I could cart them over when Disorderly's Tyrant does his next get together thing.
Orks.
They have gotten the love from GW lately, havnt they? I have an opinion (who doesnt?) that everyone who is addicted to the game should have either an Ork army, an IG army, or maybe a Tyranid army, in addition to what ever they play (assuming its not normally one of those three). Why? In the background, the IG and Greenskins are the armies most likely to be faced by dint of quantity. If your forces are (by fluff) more towards the galactic east, then Tyranids are also likely to be faced. Id also add the Lost and the Damned to that list, if there was a current army list for them. If everyone ran something like one of those three every so often, we wouldnt see so many of these silly Space Marine vs Space Marine battle #43128. Anyways, playing my greenskins this weekend reminded me how fun they can be. Definite end game army, they get battered on the way over, and make me think they cant pull it off, then they get into melee, and remind me they not only can they win, they probably will.
Ok, time to go start drawing up my list for tomorrow's Monday Top Ten.
Labels:
40k,
lizardmen,
Orks,
random,
Red Scorpions,
Warhammer Fantasy,
Warmachine
Weekend Gaming
Was a good weekend for my gaming table, lots of imaginary blood spilt all over it.
First game was my standard Red Scorpions list against Mikie's Tau. I think his list was a commander, a unit or two of Fire Warriors, those damnable Kroot, Pathfinders, and some sniper drones. I might be forgetting something. It was a Dawn of War Annihilation mission, and my Devastators and Assault squad were forced to come on late. I decided I wanted to give Deep Strike a shot, so I kept my Chaplain in reserve as well. That was a huge mistake. Game ended at 3KPs for me to 4KPs for him.
Lessons!
1. Deepstriking your assault squad with chaplain will guarantee they dont show up until turn 5. Of a 5 turn game.
2. Sometimes, its better to leave that Tac Squad in cover, and enjoy the long range firefight.
3. Crisis Suit Commanders do not like Krak Missiles.
4. Once again, I needed to be reminded that I shouldnt "Combat Squad" for an Annihilation game.
Second game was also against the Tau, but Mikie changed up the list a bit since I decided to dust off my Orks. I dont remember what exactly he changed, other then taking a second commander with bodyguard (and adding a bodyguard to the original commander) and dropping the Pathfinders and Sniper Drones.
My list was fairly simple (much like the Orks): Warboss, 2 units of 16 slugga boyz, 1 unit of 19 slugga boyz, 1 unit of 20 shoota boyz, 1 unit of 15 'ard boyz, 1 unit of 5 Lootas, a unit of 5 Burnas, and a Looted Wagon (leman russ variety). 98 models in a 1k game. Brutal.
Game went pretty much as expected, I got blasted to bits on the way over, but once I got there, it got messy. He had deployed his objective inside the keep thing on the table, and while it funneled the boyz that made it there, it didnt help him as much as it should have. Blast markers would have been great of him there. In the end he tried to run his Kroot onto my objective, but my Lootas "convinced" them that was a bad idea, and I won.
Lessons:
1. An Ork Warboss with a Big Choppa is insane. Instant Death'ing two Crisis Suit Bodyguards in a single charge insane.
2. The Warboss should NOT join the 'Ard Boyz as they walk up front soaking fire.
3. Shoota boyz shouldnt laugh so hard when charged by Kroot, they lost and died.
4. Rum does make a game of 40k more amusing, but that subway sandwich gave me heartburn that ruined it.
I might play my Orks more often, and hopefully paint them too. I keep getting "Latex Lads" jokes (I accidentally primed some of them with a can of gloss black paint).
First game was my standard Red Scorpions list against Mikie's Tau. I think his list was a commander, a unit or two of Fire Warriors, those damnable Kroot, Pathfinders, and some sniper drones. I might be forgetting something. It was a Dawn of War Annihilation mission, and my Devastators and Assault squad were forced to come on late. I decided I wanted to give Deep Strike a shot, so I kept my Chaplain in reserve as well. That was a huge mistake. Game ended at 3KPs for me to 4KPs for him.
Lessons!
1. Deepstriking your assault squad with chaplain will guarantee they dont show up until turn 5. Of a 5 turn game.
2. Sometimes, its better to leave that Tac Squad in cover, and enjoy the long range firefight.
3. Crisis Suit Commanders do not like Krak Missiles.
4. Once again, I needed to be reminded that I shouldnt "Combat Squad" for an Annihilation game.
Second game was also against the Tau, but Mikie changed up the list a bit since I decided to dust off my Orks. I dont remember what exactly he changed, other then taking a second commander with bodyguard (and adding a bodyguard to the original commander) and dropping the Pathfinders and Sniper Drones.
My list was fairly simple (much like the Orks): Warboss, 2 units of 16 slugga boyz, 1 unit of 19 slugga boyz, 1 unit of 20 shoota boyz, 1 unit of 15 'ard boyz, 1 unit of 5 Lootas, a unit of 5 Burnas, and a Looted Wagon (leman russ variety). 98 models in a 1k game. Brutal.
Game went pretty much as expected, I got blasted to bits on the way over, but once I got there, it got messy. He had deployed his objective inside the keep thing on the table, and while it funneled the boyz that made it there, it didnt help him as much as it should have. Blast markers would have been great of him there. In the end he tried to run his Kroot onto my objective, but my Lootas "convinced" them that was a bad idea, and I won.
Lessons:
1. An Ork Warboss with a Big Choppa is insane. Instant Death'ing two Crisis Suit Bodyguards in a single charge insane.
2. The Warboss should NOT join the 'Ard Boyz as they walk up front soaking fire.
3. Shoota boyz shouldnt laugh so hard when charged by Kroot, they lost and died.
4. Rum does make a game of 40k more amusing, but that subway sandwich gave me heartburn that ruined it.
I might play my Orks more often, and hopefully paint them too. I keep getting "Latex Lads" jokes (I accidentally primed some of them with a can of gloss black paint).
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