Monday, August 31, 2009

Gone in 2 turns

Appoc Weekend has come and gone.

The run down of my latest appoc experience is as follows

3 Boards were used, longest edges pushed together. 2 players on the out side board, 1 objective and "King of the Hill" in the center.

I made some assumptions
1 - I would be attacking the center mass of tanks early
2 - My team mate would field something on the first turn
3 - There would be plenty of disruptor beacons
None of which happened.

The king of the hill took flank march and kept all of his forces except 2 chimera's and a rhino off the table. My team mate took a tau formation meaning everything came on from reserve, 1 disruptor beacon on the opposite side of the table

I deployed on my short edge, Ready to charge the center, Then a team of Tau and Guard set up with all guns facing me, Then an eldar, chaos, nids army set up on the other adjacent corner on the far side of the table.

Turn 1. due to incomprehensible scatters and a ludicrously good number of cover saves the tau player got away nearly completely unscathed. He then attacked me, I proceeded to fail every save I had. Then a titan from the opposite side of the table fired on me. Then I got outflanked by 4 super heavies and sever Leman Rus's

Turn 2. My remnants Did some minor damage, Assault marines took out a leman rus, Terminators mowed some guard down, My team mate hit the board and did minor damage.
I was then wiped down to about 5 marines. At which point. Since I'd been playing for 6 hours at that time I called it quits, go home and do some painting.

Results are still coming in. I'll let you know when I have them

Project Update
MOAB is looking like a distinct possibility. This is 11 games of 1250 over 3 days down on the NSW south coast a few hours from where I live.

First thoughts run to cheese
HQ
Librarian - Gate of Infinity, Avenger

Troops
Scouts - 5 Man, Snipers,
Scouts - 5 Man, Bolters

Fast Attack
Land Speeder Squad - 3 Land Speeders all with Heavy bolters
Land Speeder Squad - 3 Land Speeders all with Heavy Flamers
Land Speeder Squad - 3 Land Speeders all with Multi Meltas

Elites
Drednought - Multi Melta, CCW, Storm Bolter
Drednought - Multi Melta, CCW, Storm Bolter
Drednought - Multi Melta, CCW, Storm Bolter

Heavy Support
Predator - Heavy Bolter Sponsons
Predator
Predator

And that is how you cram 15 pieces of armor into 1250.

Now on a more realisic note. Here is a more likely list

HQ
Librarian - Avenger, Gate of Infinity

Troops
Tactical Squad - Plasma Pistol, Plasma gun, Multi Melta, Drop Pod
Tactical Squad - Flamer, Missile Launcher, Rhino
Tactical Squad - Plasma Gun, Plasma Cannon

Elites
Dreadnought - Multi Melta, Heavy Flamer
Dreadnought - Plasma Cannon, CCW, Storm Bolter

Heavy Support
Thunder Fire Cannon
Vindicator
Predator - Auto Cannon, Heavy Bolter Sponsons

I may get beaten down on comp but hopefully battle will make up for it.


Thursday, August 27, 2009

Space Marines in Apocalypse

This weekend I'll be playing in my local store's apoc tournament. I love Apoc. Huge armies smashing together but most games I have played in have failed due to poor planning. People new to Apoc don't realize just how big it can get.

Lets start with the basics
ORGANIZERS
- Give people lots of warning - Big armies take time to prepare
- Start early in the day - At night as the game drags on people will want food, booze, sleep etc and you will inevitably end up with people dropping out half way through.
- Have a narrative/mission - Give this to people early. This weekend the narrative is almost planet strike A large force of Imperial guard holding a key city against multiple invading forces.

Although a great big game of let kill stuff sounds fun it can soon get tedious as the larger board size stops troops moving freely and engaging.

PLAYERS
- Know the mission. If its kill the highest point cost of units then itemize your army list with point costs.
- If at all possible squad mark - there is nothing more frustrating than a blob of 100 infantry with no way to tell them apart.
- There is no Org chart. People forget this.
- Stay mobile - you will most likely need to move 48" in 4 turns.


KEY SPACE MARINES UNITS
HQ
Librarian - Gate of infinity is vital. Might of the Anchients and Vortex of doom are also great
Captain/Chapter Master - If you have 200 points left run them they are sure fire beat sticks.

TROOPS
Tactical Marines and scouts carry beacons to deep strike on. Combo with gate of infinity.

ELITES
Terminators - 2+ armour, 5+ invul is in valuable in this game. Great choice
Dreadnought - Originally I was going to run 7 but had a change of heart after re-reading th mission.

Fast Attack
Van Guard -I'll talk about them in a moment
Assault Marines - Not a bad choice, little situational

Heavy Support
Vindicator - Great choice, Kills anything, Range can be a bit of a problem.
Predator - Another great choice for bringing down monstrous creatures and tanks.
Land Raider - Standard is best, Redeemer comes in second.

TITANS - Expensive. I'll let you know after I try one out on the weekend.

FORMATIONS - I've tried the masters of the chapter, I've tried the battle company, I've seen the line breakers in action. I'd like to try the armored spear head but need another land raider.
Orbital strike looks awesome but in my experience most players will take a jamming beacon. Making them next to useless.
In short, Good for fluff, crap for play.

STRATEGIC ASSETS
In my mind you need one of the following
- Orbital Bombardment - Oportunistic, A little under powered though
- Schedualed bombardment - 3 of the above but pick the location before hand. Horde killers, Line breakers. Can be great in the right situation
- Vortex grenade - Deadly in king of the hill scenarios. Nid players will hate it.
- Disruptor Beacon - anyone enemy coming in from reserve with in 48" of the beacon has a 50/50 chance of ending up where ever you want to put it.

With this in Mind I felt I should tweek my list

Exorcists Raiding Force
Asset - Vortex Grenade

First Captain w/Escort
Captain - Relic Blade, Storm Shield, Artificer Armour, Melta Bombs
Assault Terminators - 5 Man - Thunder Hammers and Storm Shields
Land Raider Redeemer - Multi Melta

Terminator Rapid Response units
Librarian - Terminator Armour, Storm Bolter, Gate Of infinity, Null Zone
Terminators - 10 Man, 2 assault Cannons

Librarian - Terminator Armout, Storm Shield, Null Zone, Gate of infinity
Terminators - 10 Man, 2 Chain Fists, 2 Cyclone Missile Launchers

Tactical Support
Tactical Squad - 10 Man - Melta Bombs, Melta Gun, Multi Melta, Teleport Homer
Land Raider

Armoured Support
Vindicator
Vindicator

Rapid Assault
Assault Marines - 5 Man, Power Fist, Melta Bombs
Assault Marines - 5 Man, Power Fist, Melta Bombs

TITAN
Warhound Scout Titan - Plasma Blast Gun, Double Barreled Turbo Laser Destructor

Plan is simple. CHARGE!!!!!!!!!!!

Let me know what you think.

Tuesday, August 25, 2009

Entering my first Painting/Modeling Comp

My local shop is running a side comp this league. Make the best model you can from a Black Reach terminator. You must use the legs and body.

My idea is to create a few probably 2-3 possibly 4. I'll be posting pics, hopefully getting feedback, maybe even get some voting going on what I should enter.

So far the ideas are

1. Epistolary Marcus "The Giant Slayer" Angelos - Epistolary Librarian, Force Axe/Halbad, Storm Shield, Terminator Armour, Null Zone, Might of the Ancients.
Parts - Black Reack Terminator Sgt, Assualt marine axe, Assault terminator thunder hammer and storm shield

2. 1st Captain Augustus Grant - Captain, Terminator Armour, Combi Plasma, Lightning Claw

3. You tell me. Any kick ass terminator HQ configuration you want to share let me know. I will most likely make the figure anyway.

NOTE: No Lysander. To many people already doing him and I already have one. same goes for Calgar.

Appoc list change

Firstly the Appoc List. Turns out I misread one section.

9 players.
1 King of the kill, 4 team of 2 trying to take it. Winner is the team with the most non-vehicle units with in 12" of the center.

This means a little re-think
Captain - Terminator Armour - 2 x Lightning Claws, Want this anyway.
Librarian - Terminator, Storm Shield, Null Zone, Might of the Ancients, Vortex Grenade
Librarian - Terminator, Gate of Infinity, Avenger
Tactical Squad - Melta, Multi Melta
Rhino
Tactical Squad - Flamer, Multi Melta
Rhino
Terminators - 5 man - Cyclone Missile Launcher
Terminators - 5 man - Cyclone Missile Launcher
Land Raider
Assault Terminators -5 man - Thunder Hammers and Storm Shields
Land Raider Redeemer - Multi Melta
Dreadnought - Multi Melta, Heavy Flamer
Dreadnought - Plasma Cannon, CCW, Storm Bolter
Dreadnought - Twin Linked Lascannon, Missile Launcher
Dreadnought - Twin Linked Lascannon, Missile Launcher
Warhound Scout Titan - Plasma Blast Gun, Double Barreled Turbo Laser Destructor

8 Scoring units.

What I cut from the list
Demolisher
2 Armored sentinels w/ plasma cannons
Dreadnought - Multi melta
Dreadnought - 2 twin linked Auto Cannons
Dreadnought - Assault Cannon, Heavy Flamer
Predator
Whirlwind

Cut the chaff for more scoring units. Hope it works



Sunday, August 23, 2009

Finally Some Pics - And a refreshed appoc list

Click for bigger pics
First the Collection - Titan and gaurd, armoury, 1st Company, 2nd Company


Exorcists 2nd Company

1st Company


High Command - Chapter Master, Honour Guard, Masters of the Chapter

Scouts

Armoury

Start of the Guard


Now a few of my favorites


Thunder Fire Cannon w/Tech marine



Sniper Scouts - nearly finished


Librarian


Stern Guard Squad I took to LOT


And Finally the Appoc Army

Librarian - Terminator Armour, Storm Shield, Vortex of Doom, Might of the Ancients
Tech Marine - Servo Harnes
Terminators - 5 man, Cyclone Missile Launcher
Assault Terminators - Thunder Hammers and Storm Shields
7 Drednoughts
2 Armoured Sentinels
2 Vindicators
1 Whirlwind
1 Predator - Auto Cannon, Heavy Bolters
1 Demolisher - Las Cannon
1 Land Raider
1 Land Raider Redeamer - Multi Melta
1 Warhound Titan - Twin Linked Turbo Laser Destructor, Plasma Blast Cannon.


A few more pics at

Friday, August 21, 2009

Battle Report VS Drop Marines

I went down to local shop last night to grab some paint ready for the weekend, stayed for a pick up game. MY opponent wanted to test out a 1250 list for MOAB so I added 2 scouts and a missile launcher to my scout sniper list I posted previously.



His List

Librarian - Gate, Smite

2 x Tactical Squad in drop pods
2 x 5 man legion of the damned (Fist, Plasma gun, multi melta and Fist, plasma gun, plasma cannon)
1 Iron clad in drop pod.

Deployment
Pitched Battle 2 Objectives

I won the roll and let my opponent go first.
All his units start in reserve.

A drop army is similar to the 2 autarch eldar list. You have 2 options when deploying: 1. Castling, 2. Keeping in reserve and hope things hit the board at the right time.

I went for the first option.
Found some ruins in the corner with a clear line of site to my opponents objective, Approx 36 Inches away. This sealed it for me. I deploy a thunder fire cannon in the ruins with my scout snipers, bolstering the defenses of the terrain. I then deployed my 3 dreds and vindicator with their back armor facing the board edge. I keep my close combat scouts and tac marines in reserve. I then place my chaplain and assault marine on the flank closest to the board center for counter assault.

In my head I set holding my objective as the primary objective with taking my opponents as a secondary.

TURN 1

Realizing the amount of focussed fire I can generate my oponent plays it safe and drops his pods near his own objective. I make some minor moves and then open up on my oponent with every thing in range

My lascannon/missile dred fails to penetrate a drop pod, my auto cannon dred does no better. However my thunder fire cannon roles 3 hits at 4 marines a piece scoring 11 wounds on the librarians squad, of which my opponent fails 7.

TURN 2
The iron clad and plasma cannon Legion come down near my deployment. The dred scatters behind a building.
The legions plasma cannon over heats, and thier bolt shots fail to kill a single scout.
I move my assault squad behind my opponents iron clad. I open up on the legion with my scouts, plasma dred, auto cannon dred, thunder fire and vindicator leaving 1 alive, my assult marines fail to hurt the iron clad with shooting. My lascannon dred blows up a drop pod and kills to marines from the previously unhurt squad.
I assault the iron clad and fail to hurt it, 2 marines die.

TURN 3
My opponent assaults my scouts with his remaining power fist sgt for the legion squad, 2 die. 2 more marines are killed by the iron clad.

My tactical squad and scouts come on. I continue to pepper my opponents largest tactical squad killing several. My power fist sgt dies in combat to the iron clad, only the chaplain remains. My Close combat scouts and tac marine pore in to combat with the single legion of damn sgt and kill him.

TURN 4
The next legion of the damed squad lands, if fires on my vindicator hitting with a multi melta but I pass my cover save. My chaplain dies horribly to the iron clad.

I fire on the legion with my plasma dred, tactical marines and vindicator, killing 2, My scouts fail to hurt the iron clad, My remaining units take my oppones troop choices to pieces. In one squad near the centre of the board he has 2 marines and a librarian, the other is down to a multimelta who fails moral and runs nearly off the board.

TURN 5

My tactical squad is then shot by the legion, He does a combined assault to hit both the tactical squad. My opponent then attempted to gate his librarian and tactical squad onto his objective. He rolled 2 ones for dangerous terrain and kills both his own marines. He forgets his dreadnought that is hiding behind the building.

I fire my lascannon and missile at the remaining marine and kill him, My dreds move towards the combat and fire on the libarain.
My Close combat scouts move back to the objective.
The game continues to turn 6.

TURN 6
My opponent moves his iron clad towards the combat, the legion and marines fail to hurt each other in close combat.

I fire my las/missile dred at the iron clad and shake it. The thunder fire and vindicator shoot the librarian, the plasma and auto cannon dreds charge the combat. 2 legion of the damed remain in combat, my scouts are dead by this point along with most of the marines.

The game continues.

TURN 7
His iron clad stops short of the combat the legion surives, all my marines are dead.

I open up on the iron clad with my las/missile dred and the vindicator blowing it up. My dreds fail to kill the remaining legionair.

WIN
1 vs 0

Thursday, August 20, 2009

The New League

For the Spring League my local shop is doing something a little different.

First week 400 Points Combat Patrol rules. Last 2 weeks 2000 points.

I'm planning on starting a force and then building it/painting it as the weeks progress. Keeping the Core and adding to it.



For those unfamiliar with combat patrol here are the rules

FORCE RESTRICTIONS:
- Armies must be no more than 400 points
- You must have one Troops choice
- You may have up to one HQ choice, but no more than one. (Yes, this means you don't have to take a HQ if you don't want to)
- You may spend remaining points from anywhere in the codex.
- No models can have more than 2 Wounds
- No special/named characters
- No 2+ saves
- No vehicles with an Armour Value greater than 33. This is calculated by adding the Front, Side and Rear armour values (counting side only once).
- No ordnance weapons.

In addition, the following modifications to the Force Organization chart have been made:
- Maximum of 1 HQ Choice.
- Maximum of 4 Troops Choices.
- Maximum of 2 Elites Choices.
- Maximum of 2 Fast Attack Choices.
- Maximum of 2 Heavy Support Choices.

Here is what I am thinking at this early stage

400 Point Army - going with basic more shots the better idea
Tactical Squad - Plasma Gun, Missile Launcher
Tactical Squad - Flamer, Heavy Bolter
Razor Back - Storm Bolter




Wednesday, August 19, 2009

1200 List for between leagues

Going in tomorrow to pick up some paint, thought I'd stay for a few games. Most people should have a 1200 point army kicking around and thats an easy amount of points to lug to work and back again.

Here's the List, Its a little different

HQ
Chaplain w/ Jump Pack - oh why. Why not.

Troops
Tactical Squad - Flamer, Missile Launcher - can't beat the classics
Scouts - 5 man - Sgt w/Power fist and Shotgun, 4 x CCW/Bolt Pistol
Scouts - 5 man - Snipers, camo cloaks

Fast Attack
Assault Squad - 5 man - Power Fist, Flamer

Elites
Dreadnought - Plasma Cannon
Dreadnought - Twin Linked Lascannon, Missile Launcher
Dreadnought - 2 x Twin linked Autocannons

Heavy Support
Thunder Fire Cannon
Vindicator

Its a bunch of things I don't really use but plan to in up coming lists.

let me know what you think.

Making a comp friendly marine list

I'm currently starting prep for a tournament at my local store in December.

I discussed the following list with the guy running to get feedback on comp.


1500 Points
HQ
Librarian - Gate of Infinity, Avenger

Troops
Tactical Squad - Plasma Pistol, Plasma Gun, Multi Melta, Drop Pod
Tactical Squad - Plasma Pistol, Melta Gun, Multi Melta, Drop Pod
Tactical Squad - Flamer, Las Cannon, Rhino

Elites
Dreadnought - Twin Linked Las Cannon, Missile Launcher
Dreadnought - Twin Linked Las Cannon, Missile Launcher
Dreadnought - 2 x Twin Linked Auto Cannons

Heavy Support
Vindicator
Vindicator
Predator - Auto Cannon, Heavy Bolter Sponsons

His comments
- 2/10 for comp
- 2 vindicators
- 3 Dreds
- 2 drop pod tactical squads
- Las cannon in a rhino
- Librarian
- 3 heavy support and elite choices

So Trying to bump the score I thought of the following modifications

HQ
Librarian - Might of the Ancients, Avenger

Troops
Tactical Squad - Plasma Pistol, Power Weapon, Melta Bombs, Plasma Gun, Multi Melta, Drop Pod
Tactical Squad - Power Fist, Melta Gun, Multi Melta, Rhino
Tactical Squad - Plasma Gun, Las Cannon, Rhino
Scouts - 4 Snipers, Heavy bolter, Camo Cloaks, Melta Bombs
Scouts - Sgt w/power fist and shot gun, 4 x bolt pistol/Knife

Elites
Dreadnought - Twin Linked Las Cannon, Missile Launcher
Dreadnought - 2 x Twin Linked Auto Cannons

Heavy Support
Vindicator
Thunder Fire Cannon

This time I haven't doubled up a single unit. Its quicker, more aggressive, Less stuff to paint.
Scouts and thunder fires are funky. Scouts with 2+ cover and the thunder fire should generate some hurt.

The next list of interest is my 2000 point horde marine list
Captain w/bolter, bolt pistol
3 x Tac squad w/ Flamer, plasma Cannon
3 x Tac Squad w/melta, multi melta
2 x 10 man assault squad w/ melta bombs
2 x 20 man dev squads w/4 x missile launchers

The feed back I recieved was "to cookie cutter" and unfluffy equipment. Was told by several people this brought the list down to a 3/10

So here is an idea. Once I buy 4 basic weapons for the dev squads I only have 40 points for upgrades

Captain - Bolt Pistol, Power Weapon

Tactical Squad - Plasma Gun, Heavy Bolter
Tactical Squad - Flamer, Plasma cannon
Tactical Squad - Melta Gun, Multi melta
Tactical Squad - Flamer, Missile Launcher
Tactical Squad - Flamer, Missile Launcher
Tactical Squad - Flamer, Heavy Bolter

Assault Squad - Melta Bombs
Assault Squad

Devestator Squad - 2 x Multi Meltas, 2 x Missile Launchers
Devestator Squad - 2 x Heavy Bolters, 2 x Missile Launcher

Hopefully this will bump the score up a little.

Any thoughts. Let me know.

Monday, August 17, 2009

Project Update And Appoc List

Firstly the War hound is table able.

The legs are attached. They were previously attached but fell of when I tried to pick it up. Redone with green stuff that should hold better.

Still need to do the cowl, cockpit, feet and exoskeleton, I'll probably add a scenic base for stability.

Picks soon.

Appocc with be 3500 points per player, 4 teams of 2.
King of the hill - 1 player with about 9K-10K in the center with defences and aboung4-7 super heavies. Player with the most points of units on the hill at the end wins.

The List
Space Marines
HQ
Librarian - Epistolary, Terminator Armour, Storm Shiled, Vortex of doom, Might of the anchients

ELITES
Assault Terminators - 5 x Thunder Hammer, Storm SHield
Terminators - 5 men, Cyclone Missile launcher
Drednought - Multi Melta
Drednought - Heavy Flamer, Multi Melta
Drednought - Plasma Cannon
Drednought - Assault Cannon, Heavy Flamer
Drednought - 2 x Twin linked autocannons
Drednought - Twin linked Las cannon, Missile Launcher
Drednought - Twin linked Las cannon, Missile Launcher

Heavy Support
Vindicator
Vindicator
Whirl Wind
Predator - Auto Cannon, Heavy bolter sponsons
Land Raider
Land Raider Redeemer - Multi Melta

Imperial Guard

Armoured entinel -Plasma Cannon
Armoured entinel -Plasma Cannon
Leman Rus Demolisher - Las Cannon, Heavy bolter Sponsons

Imperium

War Hound Titan - Plasma Blast Gun, Double Barrelled Turbo Laser Destructor

TOTAL
1 Titan
7 Tanks
9 Walkers
11 Infantry
20 Units


The guard units are not assebled yet but I have next weekend still.


Sunday, August 16, 2009

League Result, Project Update

After several months the winter league is at an end.

At the end in the last week I slid from second to 4th. Still I did take home a Sentinel for most improved player and painter.

While there I also grabbed a cadian army box and a demolisher. For what I want with this army I'm 1 leman rus and 2-4 chimera's away from complete.

Titan up date - The leg frames when together and attached to the foot bases. The armour on the bottom half of the legs is in place along with the side armour of the top half.

Still to do

- Finish armour on the top half of the legs, Cowl armour plates, Cockpit, Shin gaurds, Banners, search lights etc.

Friday, August 14, 2009

Now for something different - Looking for a New Job

Completely unrelated to 40K. I work for a small software company. I do tech support for thier product, QA, IT infrastructure, License management, Reception, etc. Been there for about 9 months. Things are looking a little bleak, 3 staff have left and I'm now doing thier jobs on top of my own. So its time to move on. So 2.5 years in the industry, IT degree, if anyone knows of anything going in the Sydney, Central Coast or Newcastle area in NSW Australia write me.

Final League Round VS Black Templars

After taking a fairly soft list I ended up getting paired against a black templar army.

3 objectives, Spear Head.
His List
2 x 5 Terminators w/ 2 assault cannons and chain fists
Marshal
2 x Infantry Squads

It was a blood bath. My stern guard droped, killed 3-4 marines and got wiped off the board, My dred lost both weapons in turn 1, my rhinos died horribly spilling thier marines into the terminators.

I did manage to take out 1 terminator squad, that was the only unit of his that completely died. My own army was wiped out in turn 5 when the unit holding my home objective failed moral after my opponents shooting phase and ran off the board.

Result - Loss - 2-0


At present I'm placed 3rd in the league. 2 players have a chance of catching me. However I know the second place player isn't showing up for the prize day and will most likely be disqualified.



Well I'll know where I came tommorrow.

Plan for the Weekend

Put legs on my titan, IF possible try re-do arms and then add cowl and spray
Then maybe sort out my purchases from the weekend, Work out a build list for the guard
Then Marines if I get time





Thursday, August 13, 2009

1500 point Ideas for possible December Tournament

I got wind that since my local store relocated and now have extra room they are planning on running tournaments starting at the end of the year.

I'm keen to get some thoughts following on this wanting to put on a good show at the local venue.

There are 4 ways I could go. 3 lists I work from regularly and 1 I'm hoping to cook up by then.

1. Gun line marines - lots of long range heavy weapons, Shoot till I have an advantage and then push forward. Typical units - Drednoughts, Whirlwind, vindicator, drop pods, Predator, stern guard

Typical List
Librarain

2 x Marines w/Drop pod
3 x Dreds
2 x Vindicators
1 x Whirlwind/Thunder Fire/Predator
Top up with scouts and marines

2. Mech Marines - Marines in rhinos with tanks for support. Typical units - Marines in Rhinos, Predator, Vindicator, Razor Back, land Raider

Typical List
Terminator Librarian/Captain w/terminators in Land Raider
3 x Marines in Rhinos
top with vindicator's/predator, Scouts, land raider Redeemer with marines

3. Horde Marines - as many marines as possible on the board.

Typical List
Captain for fluff, Librarian for power
60 Tactical Marines
Then add 1-2 devestator squads
Then Assault marines
Top with upgrades.

4. The New guard list This is coming soon, Hopefully by the end of the year. At present will look like
Comand Squad
40-60 Veterans 2 chimera's
10 Storm Troopers
1-3 sentinels with Las Cannons
Leman Russ Demolisher

At the moment I'm thinking gun line with the following


1500 point Exorcist Trench Warfare Force
HQ
Librarian - Avenger, Gate of Infinity

Troops
Tactical Squad - Plasma Pistol, Plasma Gun, Multimelta, Drop Pod
Tactical Squad - Plasma Pistol, Melta Gun, Multimelta, Drop Pod
Tactical Squad - Flamer, Lascannon, Rhino

Elites
Drednought - Twin Linked Lascannon, Missile Launcher
Drednought - Twin Linked Lascannon, Missile Launcher
Drednought - 2 x Twin Linked Autocannon

Heavy Support
Vindicator
Vindicator
Predator - Auto Cannon, Heavy bolter Sponsons

Any thoughts? This may be a little over the top. The idea is the Librarian drops in with the plasma gun squad to pop rear armour, Melta gun squad comes in later to take an objective, Rhino squad with the tanks and dreds forms a fire base, Pop transports, take out key units, slow the advance.

I have no close combat and will strugle against hordes but this should be fun, If they get to me I'm screwed.

Wednesday, August 12, 2009

Noobs guide to Space Marine Troops

This should be the shortest of the noob guides, Not much here really.

Tactical Marines
The back bone of every marine force. 3+ armour, free upgrades, do everything, customisable killing machines. I personally would recoment 10 for every 500 points in a list.
Always take 10 men so you can get free weapons, Combat squad for objective missions, keep them at 10 man for kill points. Rhinos and razors are great, so are drop pods. Keep the offence moving, the defense stationary and dont jump out of transports unless your sure you can kill an entire unit. I have run 60 Tactical marines at 1200 and 2000 points, they are tough and can deal a surprising amount of damage,

As for upgrades:
Close Combat
- Power fist, Nice, but expensive, see if you have points left over first. Krak grenades just as good against vehicles and tac marines are not assault troops
- Power weapon - Forget it. To expensive and see above
- Combi weapons - FLamer is ok, rest are 10 points for a 2/3 chance of hitting
- Plasma Pistol - ussually only fired once. Don't take unless you have a plan. Good to combo with the plasma gun

Specials
Flamer - Free, decent infantry killer
Melta Gun - cheap, ap 1, assault. This is a nice gun.
Plasma gun - Kills infantry, takes out most vehicles on the rear or even side armour, 2 shots.

Heavies
- Missile - The default choice. Nice flexible, but something of a half measure
- Heavy botler- On paper the missile is better, in practice an average of 2 str 5 ap 4 hits is nice. And they look cool.
- Multimelta - I have tried to like this weapon. I took 3 to the last tournament and fire 1 shot. They lack range but are deadly when you do shoot, better suited for vehicles
- Plasma Cannon - Devestating but unreliable. Don't depend on 1 if your going to take them take 2 or 3. Once again this is not the best for Tac Marines. Better suited to vehicles and devestators
- Las cannons - The biggest of the big. cheap, nasty tank and hq killer. I prefer them on dreds and preds but they are not a bad option for a defensive squad.

Builds
Chainsword & boltpistol sgt, Flamer and missile launcher - This is the basic, Cheap, flexible, assaults, kills infantry, tank hunts, it does everything to some degree but is not exceptional at any one option.
Powerfist, Melta gun, Multi Melta - Tank and Walker hunter.
Plasma Pistol, Plasma Gun, Anything - Heavy infantry light vehicle killer
Many, many more.

Scouts
I'm in two minds about scouts. I love the infintrate and outflank, I love the sniper rifles, heavy bolter and close combat options. I hate the BS 3. I know that bs 3 ios fairly standard and only marine players would have issues with it but it still annoys me. I set up my snipers to cover an area, They line up to shoot the enemy, 10 shots, 5 hits, and if your lucky 3 wounds. 1-2 of which are saved. Spamming does boost the effectiveness but then your stuck with stationary troops.

The best uses I have foundare: infiltrate somewhere anoying, take pot shots and hope the enemy shoots them instead of something you actually want to live; Out flank, Krak grenade a tank, hope the enemy spends a turn killing them instead of something else.

Upgrades
- Snipers - Good range, thats it. average annoyance unit.
- Shot guns - assault weapons, fire at rear armour and then assault, you dont really want to assault infantry
- Power fist, close combat weapons - Nasty. run on, punch a tank or maybe 2. get shot to hell. but its 100 points
- Missile - It will miss half the time. Unless you run tellion not really worth the 10 points
- Heavy bolter -Ok with snipers, but scouts are a throw away unit so you really want to minimise points
- Camo Cloaks - this is irritating. Till they get flamed, or assaulted, if you can't take out a scout unit with cloaks your list has a serious hole in it.
- Tellion - I know I am in the minority but I think he is to expensive for what he does. 2 shot sniper rifle still wounds half the time, even if both shots almost always hit.

The missile always hitting will reliably take out transports. But Telion +3 snipers +1 missile = 135 point. The same a dred with a twin linked las cannon, while a dred with pair of twin linked auto cannons or a predator with a twin linked las cannon is cheaper and will survive better, The heavy bolter, Wow you killed 3 guys, at best, unless your oponnents army is MEQ in which case you may have killed 1 guy.

Keep them cheap, simple and expect them to either die horribly or be completely ignored.


The can count as troops

- Bikes - If your captain is on a bike you can take 5+ model bike squads as troops. Bike armies are cool and tough to kill. Fast moving T5 marines with 2 specail weapons, Also you can add attack bikes for a multimelta or heavy bolter you can fire on the move. Great. So go buy some. Captain+4 5 model squads comes in roughly at $450 Australian. Great idea crushed bythe cost. I still may eventually splash out on this, and a command squad on bikes is awesome. If your a noob and want something fun you may consider this. I may eventually as well.

- Sterngaurd - If you take Pedro and give up combat tactics Stern Guard count as scoring units. ot exactly troops, will expand later. One of my favorite units. A weapon for everything but make sure you give themtransport and something they can use against vehicles. A coule of combi plasma's is fine. Combo with drop pods and librarians for more killing power. As far as sing them for troops you have 2 options
- Infantry/Transport killers to wipe objectives clean and take them over, Flamers, Heavy Flamers, Plasma
- Defensive builds with 2 heavy weapons - Multi Meltas, Missiles, plasma cannons, 30 inch range kraken bolts.

Well that wraps it up. As ussual thoughts and comments appreciated.

Monday, August 10, 2009

League List, Final Round, List ideas.

As of sunday I am officialy leading my local league with one game to play. Unfortunately my fellow league member ben is 3 points behind me with 3 games to play.

It Is very likely I will come up against him for the last game so I've decided to try and tech against his nids. Here is what I expect from him

Hive Tyrant
2 squads ofWarriors
Gaunts
at least 2 carnifexes
Maybe a zoanthrope

When facing nids I find its more about focussing a high number of shots than anything else. Some units jump to mind

- Captain w/ hell fire rounds
- Sniper/Heavy bolter scouts
- Dakka predator
- Stern Guard
- Assault Cannon, Auto Cannon, Heavy Bolter, Heavy flamer

My aim will be to try and create a funnel, Take out the big ones first then press the advantage

Heres what I thinking for the list

HQ
Captain - Hell Fire Rounds

Elites
Stern Guard - 10 man, Heavy Flamer, 2 x Combi Plasma, Drop Pod
Stern Guard - 5 Man, Razor Back
Drednought - Assault Cannon, Heavy Flamer

Troops
Tactical Squad - sgt W/ bolter, Flamer, Missile Launcher, Rhino
Tactical Squad - sgt W/ bolter, Flamer, Missile Launcher, Rhino


Heavy Support
Predator - Auto Cannon, Heavy bolter sponsons


Pro's
- Potential 93 shots a turn
- 15 models that can fire hell fire rounds

Cons
- Nothing over str 8'
- Lacking in anti armour
- Lacking in AP 1 an 2 weapons

I may still tweak this, I'll let you all know how it goes friday, This is a solid list that should also get me a strong comp score, I'm looking for max points here.

Friday, August 7, 2009

Battle Report Vs Gaurd - 1200 Points

My Army
- Librarian - Gate of infinity and Avenger
- 60 Tactical Marines (2 x Plasma gun, Plasma cannon, 2 x Plasma Gun Las Cannon, 2 x Melta, Multi Melta)

His Army
- 2 Infantry platoons - 1 w/ comand squad, 20 gaurds men, 2 auto Cannons, 1 missile launcher
2nd w/ 2 heavy weapons teams (3 Las cannons, 3 Heavy Bolters) 2 x 10 man guard squads
- Chimera
- Leman Rus Battle tank
- Leman Rus Demolisher
- Vendetta.

Mission - 3 objectives (one in the table centre, 1 central in each players deployment zone, Pitched Battle.

Deployment
My oponent combined his first platton and placed his 31 man blob on his objective making sure to place half his men in cover.

He the made out each flank the same Tank nearest the centre, Then heavy weapons team, then infantry squad. HIs squad on my right flank was in the chimera, the vendetta is out flanking.

I combat squaded and then deployed at the front of my deployment zone . Making sure that the multi meltas were a farforward as possible, one in front of each tank. The lascannons were deployed further back with good lines of site, The plasma cannons where deployed on my objective and took advantage of a clear line of sie to me opponents objective. 2 melta and 1 plasma squad on my left flank, 3 plasma squads on the right with the librarian.

My plan was simple. my multi melta and las cannon squads are with in dashing distance of the centre objective. Move up the flanks to take out the heavy weapons teams and tanks covering the center objective, Try and cause a moral check on the squad holding his objective.

I'll spare you the turn by turn recap, Long story short I managed to hit both flanks and force my oponent to deal with the 6 attacking squads. There was a clear possibility of me assaulting his objective or at least avengering it so he need to turn his fire power towards holding his own objective rather than attempting to take either of the other 2.

Turn 5 I made my dash, and just made it to the objective.

Highlights
- The valkery getting shot down before it could fire a shot
- the new guard order system is great. First rank fire, second rank fire on a combined platoon mowed down a squad of marines, Fire on my Target on a heavy weapons squad was devestating.
- the guard killing 36 of the 61 marines fieled
- Indestructable tanks. The chimera and Vendetta took only 1 or 2 shots, The tank however were a lot harder.

The result
- Marines win 2 Vs 1.

Wednesday, August 5, 2009

Noobs guide to Space Marine HQ's

This is first of hopefully many noob guides I hope to write starting with space marines and then moving on as my gaurd army expands. I'tt try to cover unit choices, tactics and the hobby in general.

Space Marine HQ Choices

In General

Space Marine HQ's work 1 of 2 ways. Something to base your army on or a 100 point distraction. I'll start with the distractions


Chapter Master/Captain
They are both basically the same. If you have 25 points left that and you can't think of another thing you need, choose a chapter master, other wise a captain. In my mind they have 2 purposes.

1. to keep your army fluffy
2. Huge distraction.

Honour Guard - Powerfull but expensive. You will probably kill something, posisble distract your opponent for 1-2 turns but if used properly will die quickly. I don't have a problem with sacrificial units, just remember they are not there to survive.

Command Squad - Big distraction. On bikes, even more so. Teching with 4 plasma weapons is nasty due to feel no pain. Use them as a distration, do not expect them to live.

Chaplain
- Fluff purposes only. Marines will do ok in close combat but its not what they are promarily for.


Librarian
Even in terminator armour and carying a storm shield the powers are great, this is my favorite HQ choice but I still go into every battle expecting him to last 2-3 turns.
Remember: Use gate of infinity to prevent the librarian and his squad dieing in close combat during your turn. If you oponent wants to kill them, let him use his own turn.

Marneus Augustus Calgar - GOD of War, Chapter Master of the Ultramarines
They don't com bigger. Put him in a land raider with some terminators and cram him down the enemies throat. This is however a 700 point distraction.

When playing against - Take out the raider, then keep your distance. If he isn't on a VITAL objective stay the hell away and let him slowly come to you.

Remember - You can reroll to hit and would with all his shooting attacks. Including the orbital bombardment.

Cato Sicarus - 200 points for this? Plasma Pistol, Nice. Power weapon, ok. 1 attack that insta kills on a 6? What the hell. Usefull against Nobs, maybe. if it worked on MC's great, but they're imune to instant death. Reroll to seize init? I ussually try for second anyway(Will cover in a later article). I could go on but I wont. This guy should be 150 points, 170 tops.

Chaplain Cassius - If only he could take a jump pack. Still great for a chaplain.

_______
Characters to base an army off.

Master of the Forge - 6 Drednoughts. 6. 9 in planet strike. This can be achieved in as little as 730 points, meaning you can run a MoF, 6 dreds, and 2 x 5 man scout squads at 880 points. I have done this at 1000 and 1200 points. It is likely to get your opponent to say "#%$@ this. I'll find someone else to play".

Varro Tigurius - Pure awsome. Deapstriking, outflanking force of death. Waiting to get some scout bikes then I'll throw a list up.

Pedro Kantor - Good but a little unfocussed. 1 assaulty power, 1 shooty power. Do you mex out sternguard? Take him with honour guard? Try and do both? Its alot of points for infantry. He is a really good HQ but you need the points to make him work And if you use him in assault expect him to die.

Captain Darnath Lysander - Another contridiction. A close combat tank which helps his squad shoot better. Team him with some terminators with as many cyclone missile launchers as possible and tack on a librarian. Gate, shoot, Next turn, move, shoot, assault. A great objective clearer.

Shadow Captain Shrike - Infiltrate some terminators. Fleet, Assault.

Forgefather Vulkan He'Stan - After play a vulkan army at LOT I'm impressed. Flamer and melta weapons perform well and are cheap. The only problem is getting close enough to use them. With drop and land speeder spam this quickly becomes Ridiculous. 500 points fpr 9 skimmers, 5 multi-meltas and 4 heavy flamers. Tactical squad in a drop pod with Combi Flamer/melta, Meltagun/Flamer, Multi Melta for just over 200 points each, and drednought with multimelta, Heavy flamer, Drop pod for 150. Then there are Iron Clads, Stern Guard, Bikers. It's very easy to build a list, hell I might do it myself.

Kor'Sarro Khan - Bike armies are awesome. But expensive. Out flanking landraiders, Awsome. Beware the jerk who manages to deny complete board edges. If you can't deploy you get destroyed. Combine with Tigurius for turn 2 out flank rush or turn 4 objective tank shocking. Out flank is a little to random for this to be effective, but still a fun idea.

________
That raps it up. Troops are next. League is on tommorrow night so expect a battle report. 60 marines and a libararian carving up 1200 points. Last time I took this army I played against gaurd and won so this should be good.



Tuesday, August 4, 2009

Moving Up in the World - LOT detailed results and what they mean

The results are in, the dust has settled and the Australia & New Zealand rankings have been up dated.

After finishing 16 out of 35 in the Aspirants lords of terra I move a gob smacking 79 places up the ranking from 266 th to 187 th (http://www.gosfordgamers.net/ATR/index.htm). This firmly places me in the top 20% of players.

Also recieved the judges feedback on my list. Name, Army, Raw comp score (5 games, score out of 5 for each, total shown), Judges decision
Chad MacKenzie Space Marines 15 2/5 3 pie plates in a marine army probably is overkill.
- Fair enough, I'll probably trade the Whirl wind for a dakka pred.

Any the army break downs
- High Lords - Invitational
Army - Count - %
Chaos SM - 6 - 18%
Marines (All) - 6 - 18%
Daemons - 5 - 15%
Eldar - 5 - 15%
Imp Guard - 3 - 9%
Orks - 3 - 9%
Dark Eldar - 2 - 6%
Ordos - 2 - 6%
Tau - 1 - 3%

Aspirants
Army - Count - %
Marines (All) - 14 - 40%
Imp Guard - 5 - 14%
Eldar - 4 - 11%
Chaos SM - 3 - 9%
Daemons - 2 - 6%
Orks - 2 - 6%
Tyranids - 2 - 6%
Necrons - 1 - 3%
Ordos (WH) - 1 - 3%
Tau - 1 - 3%

One thing I found interesting is I am ranked 150 th for Battle and an amazing 111th for painting even though I only own 1 model I consider finished.
NOTE TO SELF : Play friendlier lists, Work on composition and sports marks.

Monday, August 3, 2009

Army in Planning For Next Tournament

Due to some schedual conflicts it doesn't look like I'll be playing in another tournament for a while.

MOAB is a little hard to get to and clashes with the Rugby League (football) grand final.

The next few are

Gosford Shield - January - 1250 points - a good, fun local tournament.
CanCon - also January - I always hear great things, I may try to make the trip next year.
Battle in the Vines - Easter weekend - My favorite so far. 2000 points, 2 days, 5 rounds.

BiV is the biggest and takes alot of prep. Last year I ran

Librarian
60 Tactical Marines
3 Rhinos
20 Devestators
1 Whirlwind

This year I started thinking about a theme army. I decided to run a battle company
Captain +60 Tac Marines + 20 Assault Marines + 20 Devestator Marines = 1840 points.

Great!

Here is the list as it stands, Will more than likely change

HQ
Captain - Boltgun, Bolt Pistol - Upgrades aren't going to change anything and I'm short on points. He is there for theme only, A librarian would be much better.

Troops
Tactical Squad - Sgt w Bolt pistol & Chainsword, Flamer, Plasma Cannon - Infantry Killer
Tactical Squad - Sgt w Bolt pistol & Chainsword, Flamer, Plasma Cannon - Infantry Killer
Tactical Squad - Sgt w Bolt pistol & Chainsword, Flamer, Multi Melta - Defensive mix
Tactical Squad - Sgt w Bolt pistol & Chainsword, Melta Gun, Multi Melta - Tank popper
Tactical Squad - Sgt w Bolt pistol & Chainsword, Melta Gun, Multi Melta - Tank popper
Tactical Squad - Sgt w Bolt pistol & Chainsword, Plasma Gun, Heavy Bolter - Infantry Shooter

Fast Attack
Assault Squad - 10 Man, Melta bombs - Against better judgement, 20 assault marines for fluff only
Assault Squad - 10 Man, Melta bombs

Heavy Support
Devestator Squad - 10 man, 4 Missile Launchers - Basic do everything work horse
Devestator Squad - 10 man, 4 Missile Launchers - Basic do everything work horse

For those playing at home

101 Infantry
101 Krak Grenades
101 Bolt Pistols
55 Bolt Guns
20 Chain Swords
8 Missile Launchers
3 Flamers
3 Multi Meltas
2 Melta Guns
2 Plasma Cannons
2 Melta Bombs
1 Plasma Gun

Maybe slightly insane but at least I may get a good comp score.

Sunday, August 2, 2009

League Army List - Round 8

After the armour I have been running lately I decided to try something different. All Infantry

1200 Point Marine Infantry Force
HQ

Librarian - Avenger, Gate of infinity

Troops

Tactical Squad - Plasma Gun, Plasma Cannon
Tactical Squad - Plasma Gun, Plasma Cannon
Tactical Squad - Plasma Gun, Lascannon
Tactical Squad - Plasma Gun, Lascannon
Tactical Squad - Melta Gun, Multi Melta
Tactical Squad - Melta Gun, Multi Melta

60 Marines, No tanks. Gate to get around.

Let me know what you think