Tuesday, 23 December 2008

Eeek I just bought another army!

By Suneokun

Went shopping yesterday, pottered about town with the missus and our little girl. Kim wanted to show me this little 'collectables' shop for stamp collectors and old toys and stuff - very exciting. My daughter loves the place because it's full of books and toys and has a big loop running about the middle which she hares around. They've just started selling second hand warhammer...

So I bought an entire Tau army, including:
  • Codex Tau (not Tau Empire, doh!)
  • Commander Farsight
  • Crisis Suit
  • Broadside Suit
  • 19 Fire Warriors
  • 3 Stealth Suits
  • 8 Pathfinders
  • 10 Gun Drones
  • 2 Sheild Drones
For errr ... just over £25. I worked it out at nearly £125 worth of models - barely (poorly) painted. Added to the 40 odd Tyranids and the 40 odd Guard left to paint... I'm in trouble!

Still, a very merry christmas and a busy new year!

Sunday, 21 December 2008

Antique Tyranids and my new paint scheme

By Suneokun

I have been enjoying the recycling and reuse of my favourite old Advanced Space Crusaders, the right honourable Tyranid warriors. My objective is to create three armies out of two, allowing me to develop both two seperate forces and also exploit a series of models that I first purchased 'back in the day'! Luckily I have held onto a genestealer magus and a series of ten metal and plastic genestealer hybrids - which is very exciting!

Below I include a selection of my newly painted models, including a selection of some classic models. However, there has been a strange and unnerving occurance, which I shall share with you, one that has left me shaken...

My current army of the Kochi VI light infantry's paint scheme was actually chosen by my better half. She chose a colour scheme of Shadow Grey and Codex Grey which has proven very effective. While the majority of the troops have sufficed well on this scheme, the Colonel and his command squad required a more regal purple tone to lift their colouring.

So when I started on my Tyranids, I wanted to take inspiration from the Kochi VI and be able to field an army of combined forces that look as 'integrated' as the individual armies. As such I combined the blue-grey of the shadow grey with a purple mix that really brought the models up nicely and gave them an 'alien-esque' finish. The first model to complete was a Gaunt - a paint trial to test the scheme


I really like the way the model sits together ... but unbeknownst to me, a disturbing path had been set.
Genestealer Magus (I also have two genestealer familiars!)

Above is a converted Tyrnaid Warrior, utilising a couple of Gaunt extended carapaces and a gaunt devourer. A mighty Broodlord, followed by the joker in the pack ...
Anyone else sensing a sensation of deja-vu, I was already halfway through painting this model when the entire weight of the 25 year about face impacted on me, I've seen this model before... here

Monday, 15 December 2008

750pt Tyranids versus Imperial Guard

By Suneokun

Long time no posting, but I've been very busy working on my new army - the Tyranids. In line with Dev and my continuing strategy for eco-friendly modelling, we're busy converting all our Rogue Trader era Orks and SMurf into armies... at the same time I've decided to get to work on our old Advanced Space Crusade Era 'nids, Termagents and Genestealers. More on the Army to come - including a subconsciously devisive paint scheme.

The idea with collecting Nid's is that they'll work seemlessly in conjunction with my well heeled Imperial Guard Army to provide a formidible Genestealer Cult army (we have 10 leftover genestealer hybrids including 3 metal ones and a magus - joy!). Or even a combination Guard and Tyranid force for when we really want to give the greenskins a kicking.

I've painted a selection of the models and these will be posted ASAP. One of the first things I wanted to do is give the Nid's an outing against the old Guard. And it was quite a battle.

Army Lists - both players went for balanced lists with no overkill options. The Nid's choices at this stage were limited (everything I own) so we kept the Hellhounds and maxed out heavy bolter crews at home to give the gremlins a chance. The final lists looked like this.

Kochi 2nd Reserve: Lightweight but many, just hope they can hold their nerve!

HQ
Junior Officer with bolt pistol and chainsword, 4 Guardsmen, 2 with Flamers.
Heavy Bolter Fire Support Team, 6 Guardsmen, 3 with Heavy Bolters.
Mortar Support Team, 6 Guardsmen, 3 with Mortars.

Elites
8 Stormtroopers, one with flamer, one with plasma gun.
6 Ratling Snipers.

Troops
Junior Officer with bolt pistol and chainsword, 4 Guardsmen with Grenade Launchers.
Squad Alpha with plasma gun.
Squad Beta with plasma gun.

Armoured Fist Squad with Flamer.
Chimera with Multilaser, Heavy stubber, Heavy Flamer.

Tyranids: Everything including the kitchen sink - charge...er screeetch!

HQ
Broodlord with extended carapace and eight genestealers with extended carapace.
3 Tyranid Warriors with toxin sacs, devourers and slashing blades

Elites
3 Tyranid Warriors with toxin sacs, deathspitters and rending claws.
3 Tyranid Warriors with toxin sacs, deathspitters and rending claws.

Troops
10 Termagaunts with fleshborers, scuttlers and without number.
8 Hormagaunts.

Setup and Deployment:
Annililate and Dawn of War setup. NB: All notes made from the Tyranids perspective.

The Tyranids set the Hormagaunts in the middle of the board, nestled behind a hill. The HQ Tyranids were placed behind a small tower to their right. The rest of the models were all held in reserve, including the scuttling termagents and the broodlord and retinue.

The Guard set up their HQ flamer squad and alpha plasma squad supporting their ratling snipers on a barracaded hill to the far left (vulnerable to flanking - woohahaha!) and placed their heavy bolters in cover in the centre, with the grenade toting platoon command squad and the mortars in support. The final platoon plasma squad was left drifting in the middle, ready to jump left or right.

Turn 1

Tyranids: The other two Tyranid Warrior Squads stalk onto the field between the Hormagaunts and the Tyranid Leaders and let fly a barrage of deadly but highly innacurate fire as the Hormagaunts leap over the hill. They manage to kill half the mortar squad with Devourer shots (12 shots - yippee, BS2 ork style?!?) and miss wildly with their 6 deathspitter templates. These scatter wildly from the heavy bolter teams polishing their weapons and scatter directly into the middle of the 'inbetween' plasma squad beta. Despite losing 5 men, the squad hold it together, thanks to the stern gaze of Lieutenant Bender over their shoulder. With an almighty scuttle the Genestealers and Broodlord scuttle on ... but lamentably they roll a 4 and appear on the right - a whole two turns of running away from the mortar teams. The Termagents arrive on target however and immediately ply a salvo of fleshboring love ammunition into the lightly armoured backs of Squad Alpha, who also lose half their numbers and then shrug off a -1 moral test like it 'ain't no thing...'

Guard: The reserved armoured fist and stormtroopers arrive. The latter in the centre to bolster the centre line and make best use of their flamer and plasma weaponry. The armoured fist arrive dismounted and trot onto the board. A total of a Heavy flamer, 4 flamers, a heavy stubber and multilaser make short work of the 10 termagaunts and a resounding cry of "Hell yeah!" echoes up from behind the hill (along with the smell of barbequed king prawns...) only then do I spring my trap and highlight that the Termagaunts will return next turn, I'm glowered at mightly for that one, I can tell you! The demise of the Termies leave the ratlings free to loose a salvo at their only target in range - the Hormagaunts and they kill 4, furthermore the combined hellgun and plasma fire kills a further 2. Meanwhile the brave squad beta, having brushed off the spattered remains of their deathspat colleagues double-time it into a defensive position to stave off the dread er... two hormagaunts. The remaingin two mortars fire on the genestealers, wounding a single model - which saves. The remaining grenade launchers and heavy bolters open up on the Tyranid Warriors fast approaching and manage to down one, each. A devourer and a deathspitting Nid go to their graves (or soupbowl of reconstitution).

Turn 2

Tyranids:
Stomping forwards I decide to forgo running in favour of firing all the Warrior weapons into the mortars. The plan is to kill them off, leaving a nice charge into the heart of the grenade launcher command sqaud and heavy bolters. Unluckily the deathspitter shooting proves useless and 5 deathspitters and 2 devourers only kill a single mortarman (and a grenade launcher man on scatter), leaving a final two man crew to face the might of 8 genestealers and the broodlord. The two remaining Hormagaunts charge into squad beta and massacre them, consolidating as a cannon fodder before the Tyranid Warriors. The Termagaunts trot back onto the field left of center and run towards the middle with a mighty move of 2". The Genestealers smashed the mortar team to goo with a total of 14 wounding kills... very dead. And then stand there gormless in the face of guard firepower... new consolidation rules suck...

Guard:
The squads on the hill and the Chimera make an immediate u-turn. The Chimera and it's armoured fist unit making back to support the beleaugered middle ground, while the HQ command and the remains of squad alpha leggit to try to head off the Termagaunts. Target choice then becomes a big discussion as the guard player chooses the best way to dispatch the genestealers. The lasguns on the heavy bolter teams kill a single genestealer (despite their extended carapaces) and then the Heavy bolters plow in, killing a further five. After much discussion, the stormtroopers pile in showing how its done and dispatch the remaining 2 genestealers with hellgun fire and plug the broodlord for two wounds with their plasma gun. The command squad, comprising 3 grenade launchers and a bolt pistol wound the broodlord - but he saves... Reckoning that they wasted more than enough time on the broodlord, the ratlings and chimera plow their firepower into the Tyranid Warrior killing one devourer model and wounding a deathspitter model.

Turn 3

Tyranids:
The Gaunts break left and fire on the approaching squad alpha (running down from ratling hill), killing two. Alpha break and cannot recover. The 2 Hormagaunt's plow into the heavy bolter crew and kill 2 with no reply, the bolter crew pass morale (on a 6!). The broodloard makes quick work of the grenade command squad (who do run) and lines up on the heavy bolters. The Tyranids kill a single stormtrooper with devourer fire and manage to kill 4 men in the armoured fist squad and stun the chimera. Still all in the balance.

Guards: the Stormtroopers trust to their foreshortened friends and run around the heavy bolter combat to line up on the Tyranids. While they make their move, sniper shots ring out as the broodlord is finally downed. The flamer command squad torch all but three of the Termagaunts (and then decide to stop...). The armoured fist (which had held it's nerve, realising the Nids hadn't been aiming at them all along) moved forward to cover the chimera (which sat there in a stunned fashion!). The stormtroopers shot up a lonely deathspitter Tyranid and waited for the retaliation... the combat between the hormagaunts and the heavy bolter crew finally claimed a hormagaunt and another two guardsmen died - leadership was passed.

Turn 4

Tyranids:
The Warriors fire everything they have at the tank - in hindsight I should have charged, but it was past midnight, time for bed, and who am I to deny a glorious guard victory... They manage to take out the multilaser. The hormagaunt (singular) finishes off the heavy bolters and look round beweildered saying "so have we won?" The Termagaunt decide that lurking is the better part of valour - being further than 12" away from the 4 remaining warriors and snipe at the command squad, downing a further one.

Guard: Who in return completely ignore them. The chimera trundled forward and finished off the remaining devourer tyranid. The stormtrooper ignore the hormagaunt standing behing them and run round for a 1-2-3 flamer hit on the three remaining tyranids claiming two wounds. The remaining hellgun and plasma fire finishes off the other. The ratlings also fire on the Warriors, but in a revenge on previous accomplishments, fail to kill.

With only one hormagaunt, one tyranid warrior and three termagaunts on the field we called it a day. A resounding victory for the guardsmen - well done!

Conclusion: On my first outing with Tyranids I was unlucky in one respect and made two mistakes elsewhere. My bad luck was to have the genestealer arrive on the wrong side. I knew the risk but didn't figure on the 33% chance of not appearing where I wanted. The broodlord and genestealers would have made very short work of the ratlings, both squads and the armoured fist (which wouldn't have gone near him) - leaving me good odds to take the rest of the field. That said, I played my termagaunts weakly. I should have placed them further away and commited guard models away from the main fight. The second mistake was trying to shoot with Tyranid warriors - they're rubbish! The devourers are fun in numbers and 4 shots is awesome, but the spectacular misses of the deathspitters - despite the numbers targetted, was embaressing. Toxin sacs for them in this fight was pointless, enhanced carapace would have been better - but still...? The biggest mistake I made was not running, I didn't run my Tyranids and Genestealers full wack into the enemy. A combination of 4th edition hangover and 'guardsman' mentality ("Gotta soften them up, you know!") meant I spent much wasted time not running... and instead dithered about in firing range trying to over-firepower the guard - doh?!

My next (far future) purchases wil be some further Termagaunts and Hormagaunts (which served very well) and then onto the Tyrants, Lictors and Carnifexes. Yum yum.

Thursday, 27 November 2008

First of the Cadian Rough Riders

By Suneokun

The First of my new and improved Cadian Roughriders have made their way off the production line. Total price for 10 Roughriders (including powersword sergeant and mounted Commissar) and 20 guardsmen = £34. Bargain.

See here for the 'how to'

After long and serious consideration I stuck them together and then decided against extensive greenstuff work. I've kept the pistolliers legs (which although armoured, fit in pretty well with the styling), I also decided against modifying the lance arms as it would prove finnickerty and difficult and the armoured arm looks fine. The additional armour will be written off as Carapace (if I take the doctrine) and 'pretty' if I don't... oh well?!?

On with the photo's, love to hear some feedback....

Wednesday, 26 November 2008

FtW Nov Challenge: "They're Coming out the walls man!" #2

Playtested and completed by Suneokun

"They're coming out the walls!" Special 40k Scenario

The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.

Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.

You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.

It was that frisson, that air of anticipation that I want to evoke with the following Scenario.

"They're Everywhere!" Scenario Rules

"We have secured the outer marker and the base is in good order. Due to the topography of the valley, radio communications are impossible despite the best efforts of our cogboys. I have dispatched 3 squads from 5th platoon to take high band radio relays to the valley ridge in order to resume communication with command. We have lost contact with the outlying teams, which is concerning. I am hearing reports that the motion detector system is picking up erroneous fauna in the area, but I am suspicious. We are too isolated here and too exposed. I am giving Lieutenant Godfrey his command of the remainder of 5th platoon and told his to make best time towards the hive. Hopefully, its nothing."

Last Report from Brigadier General Mournay, 18th Genswick Rifles.

Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.

Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.

Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).

Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing. All unt types are available in line with the codex. However the following exemption overrules: the only scoring unit is a normal troops choice infantry unit. Jetbikes, fast vehicles, jumppack troops, beasts and leaping troops are available, but cannot score a victory by leaving the 'Safe Edge'.

Example: A Tyranid defender takes a horde of 15 Gaunts and 15 Hormagaunts. The Gaunts are therefore scoring units, the Hormagaunts are leaping (12" move) and are therefore not scoting units.

Divide your forces: The defender must send at least 50% of the points in his army towards the safe zone.

Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.

Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.

'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath.

For every 'actual' blip added roll a dice:#

1-3 Machine blessing, the auspex is working strongly, 1 erroneous blip added
4-5 Scrmabled signal, 2 erroneous blips added
6 Corrupt Data, 3 erroneous blips added

Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight of any defending model in the Defenders shooting phase. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops or equivilent have to be revealed in order to gain their additional movement.

Example: The Space Marine player has deployed his assault marines 'blip' onto the board. The Imperial Guard player has a squad within 18" of the 'safe zone'. The Space Marine player opts to sacrifice his annomimity is excahnge for 13"+ movement and the chance to catch those Guardsmen.

"Damn you machine!": Whenever a real blip is revealed (whether through the actions of the defender or the attacker) turn over the two closest erroneous blips to the defender - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.

Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".

Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.

Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.

Game Objectives: Each player is considered to have an objective marker. The defending player can 'win' the attackers objective by evacuating a scoring infantry troops model across the 'Safe Zone'. The attacker can 'win' or 'contest' the defenders objective marker located within the bunker complex in his deployment zone.

Turn One: The attacker goes first, the ambush is sprung. This best balances reinforcement rolls.

Monday, 24 November 2008

Update on the FtW Challenge

By suneokun

Oh wo and blunder... the gods of pestilence and disease have plunder the very creative talents from the pathfinder pantheon!

Just to update, Devilin and I were unable to have the "playtest" games two weeks ago as Tim's job (oh and a new baby boy!) had left him bereft of any energy on the Friday night. By Saturday night, I'd been cut down in my prime by the mightest of man0-flu's and was streaming from every orifice...

Subsequently thanks to baby being ill too, a lack of sleep/illness and workload (which has been mental!) has meant I haven't even wanted to think about spending a night battling Devilin's grammatical hordes! Getting me out of the house has been hard enough.

I have however gone slightly mad on the modelling front. Many snotty "night's in" have resulted in a glut of model construction. So further to the Ogryns and the remarkable rough riders, I have started plundering into the depths of the alien horde with a start on a box of Gaunts and conversions for our old gaunt, warrior and genestealers. I therefore have:
  • 40 Cadians
  • Leman Russ
  • 18 Gaunts and Hormagaunts
  • 8 Genstealers
  • 6 Ogryns
  • 10 Rough Riders (including the commissar)
  • 9 Tyranids Warriors to convert and paint
So I may be busy for a while as I am celebrated as the world slowest painter...

Meanwhile, Dev's got an entire Ork and Smurf army to get started on... fun!

What this all mean's is that the 'playtesting' of the scenario has gone remarkably remiss. This has meant that a lot of mental recalculation and small scale Nid's versus Guard testing will be done today and tomorrow for the completion for the 26th.

Never enough work!

Friday, 7 November 2008

Mounted Rough Rider Commissar and the latest Ogryn update

By Suneokun.

I'm really quite excited by the rough riders I'm converting. However first up a quick picture to show how the Ogryn greenstuff work is progressing. After being intimidated by greenstuff for ages (largely due to a childhood accident including epoxy resin, a lead Greater Deamon and Khorne and the pet Jack Russell), and this was my first details attempt. Thanks go out to From the Warp and others for the advice over molding greenstuff. I am shocked about how pleasurable and easy it is to use and it will be a core part of my modelling and conversions from now on. Thanks to Ron for his comments... exciting times!

I'm very pleased with the 'belly effect'. Next up is to turn their pointy Prince of Persia fantasy shoes into solid footwear. Further adaptation may include:

  • A variety of caps and hats - suggestions please...
  • Cigars
  • Wounds and Bullet Holes (they are tough after all!)
  • Some body armour?
Suggestions on a post card please - or just comment underneath!

Mounted Commissar

Right, yeah, ok ... I know. Commissars aren't given "horse" as an upgrade option in wargear (although they should!), I expect this to be recified by the upcoming codex and bring the IG in line with the bike toting Ork and Smurf Heroes and Command Squad out their. Not to mention Eldar!

The inspiration for this model wasn't actually born until I opened the box. Just to recap, I've previously posted my devious plan to circumvent the need to spend £7 each on Attilan Rough Riders (which cost me £2.50 in 1997 and look rubbish). Therefore I have embarked on a cunning plan of combining regular garden Cadian foot troops with Warhammer Fantasy Horses.

I selected the Empire pistolliers as my sacrificial Warhammer unit and bought 2 packs and a pack of cadian's to make up the number. My cunning plan was to get one unit of 10 roughriders and one unit of 10 cadian's for a paltry £35 (thanks to Gifts for Geeks and BitzBox). Slashing the GW retail cost of £79 through cunning conversion techniques. For more detail and tactica, see here: Reinvigorating Rough Riders.

However, on opening the Pistolliers box and scanning the minitures, I discovered that the Great Coat of the dramatic leader was remarkably familiar! The cursed thing was clearly stolen from some passing commissar, from the Napoleanic buttons, to the split back and the fur layered interior and muffling collar!

"I will have someone's head for this!" I thought quietly (inside my own head) and explored the model closer. The sword, on closer inspection, looks remarkably more 40k than WFB. It even has 'power sword' like attachments along the top.

And so a plan formed inside my mind. The combination of this cloak sword and body (for carapace). A tank commander's cap and some greenstuffing on the legs to imitate carapace armour and there you have it!

Mounted Commissar - 56 pts
Independent Mounted Commissar - 66pts

WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 10 4+

Wargear: Carapace Armour, Bolt Pistol, Power Sword, Rough Rider Steed.

Rough Rider Steed:
A Commissar may opt to enter battle on his favourite steed. The commissar will be attached to Rough Rider units as per the usual 'Advisors' rule. Note that this commissar may only be allocated once all HQ Command and Platoon Command Squads have allocated Commissars. The Rough Rider Steed costs an additional 5pts.

Construction

Putting this model together hardly counts as a conversion as it practically builds itself. The diagram below details the construction (GW style). Once I've painted the model I will post more pictures.

Any questions, give me a shout - I'm looking forward to the arrival of my Empire Lances and the conversion and construction of my remaining Rough Riders.





From the Warp update, and how I fell in love with greenstuff

by suneokun.

Tonight, Dev and I are running though the FtW Challenge playtesting, and I'm hopeful for a fruitful evening that'll highlight some serious handicaps... Additionally, I brought forward my rough rider plan, and the first model looks incredible.

I've also discovered something quite nice - I LOVE greenstuff. I mean - it's brilliant! I've been intimidated by it for years, it looks so tricky, but it's so easy to use, it molds so crisply and you can go back again and again to get the finish you're after.

As a pretty experienced oil painter, I have to say it's format is very similar. It appears to be the modelling equivilent to oil paints, drying slowly allowing you to practice and perfect your impressions and moldings - it's brilliant. And it seems to go on forever... one pack is letting me extensively change over 30 models - brilliant!

I have now 'bellied up' my Orgyrns, I've also been inspired by the Warhammer models I bought for the conversion ... more details to follow, but I am exceptionally pleased with the conversion that's appeared. As a conversion it's so simple and the finished article looks incredible.

Lets just say - mounted Commissar!

So I'm very excited about tonight, excited about modelling my cadian roughriders and I can't wait to get my fingers sticky again with greenstuff. The next part is to add additional details to the Orgyrn models (boots/straps/vietnam caps and chomping cigars!) and to finish the Rough Rider models, which will be now 9 rough riders and a carapaced, power sword commissar - great!

Monday, 3 November 2008

FtW Nov Challenge: "They're Coming out the walls man!"

By Suneokun.

My offering at the start of the month for the "From The Warp November Challenge"

Please note that this is not the final scenario version and this may be adapted further to detailed playtesting this month.

"They're coming out the wall, man!" Special 40k Scenario


The Inspiration for this scenario is two fold. Firstly, like many of my generation, the scene in Aliens were the motion detector goes awol still sends a tingle down my spine as I anticipate through felinic uncurling of alien bodies and the ensuing maelstrom.

Also, when Dev and I were 12, we bought Advanced Space Crusade. And despite some interesting rules and 12 sided dice - the pressure and anticipation of seeing that horde of 'blips' surround your bedded in location triggered the same response.

You could almost feel the sweat dripping off the space marine scouts brow as he concentrated his firearm on the mucous laden organic retractable corridor. Awaiting an unknown foe.

It was that frisson, that air of anticipation that I want to evoke with the following Scenario.

"They're Everywhere!" Scenario Rules

"We have secured the outer marker and the base is in good order. Due to the topography of the valley, radio communications are impossible despite the best efforts of our cogboys. I have dispatched 3 squads from 5th platoon to take high band radio relays to the valley ridge in order to resume communication with command. We have lost contact with the outlying teams, which is concerning. I am hearing reports that the motion detector system is picking up erroneous fauna in the area, but I am suspicious. We are too isolated here and too exposed. I am giving Lieutenant Godfrey his command of the remainder of 5th platoon and told his to make best time towards the hive. Hopefully, its nothing."

Last Report from Brigadier General Mournay, 18th Genswick Rifles.

Both player choose an army from their codex of choice. We recommend a force no larger than 1000 pts a side (for reasons which will become clear later). Before you choose your army decide who will be the attacker and who will be the defender.

Game Note: Normal rules for Deep Strike and Infiltration are not available in this scenario.

Attacker Restrictions: Beyond the required HQ purchase and 2 troops selection, 2/3rd of the army choices must come from the troops section of your list. Only 1/3rd of points can be allocated to elite, heavy or fast attack options. It should be noted that no squad purchased can number greater than 15 models. Remember that both Deep strike and Infiltration are not available in this scenario (although jump troops are, for the attacker).

Defender Restrictions: The Defender may choose any forces from his army list beyond his required listing, however fast vehicles, jetbikes and skimmers are not allowed and jump infantry are not permitted.

Gaming Board: The board measures 6' x 4' with the defender deploying in a 12" box centred at one end, 18" from either long edge and 6" from the shortest edge. An objective is also placed in this 12" square (and also a defendable structure or series of structures). The deployment of other scenery is taken from Cities of Death rulebook. Scenery should be deployed fairly across the area. There will be no roads.

Deployment: The Defender deploys his models within the deployment zone. The attacker does not deploy his models. The attacking players models will be introduced using the reserves rule with the exception of the HQ and two core troops choices.

'Blips' and their use: When the attacking player deploys, for each squad (or combat squad for Space Marines) he deploys a blip. I would recommend using a troops based model, genestealer or the like with a number written underneath (or blank - read on!)

In addition to this 'actual' blip, there are also two other erroneous blips which are added. The erroneous blip counters are left unmarked underneath, but the squad blip must have clear indication for the squad it represents.

Revealing Blips: Any blip model will stay a blip until it can be sighted by line of sight in any way by the opposition. Once the blip model is sighted, it is turned over and revealed for what it actually is. Only the attacking player knows which blips are real, if he forgets its his fault! The attacking player can choose to reveal a blip at any time. He may choose to do so in order to gain extra movement or charge bonus, fire on the enemy etc. Jump troops have to be revealed in order to gain their additional movement.

"Damn you machine!": Whenever a real blip is revealed turn over the two closest erroneous blips to the opposition - the auspex just confirmed the source. If either of these blips turns out to be a squad deploy them as usual. Do not turn over any further blips for this revealed squad - auspexes have limits.

Auspexes and Psykers: Auspexes and Psykers will automatically reveal any blip within 12".

Notes on blip movement: until a blip is revealed a blip can move 6" in any direction regardless of terrain. It can move through difficult terrain with no consideration to entryways and even walk straight through impassable terrain. As such, blips can take up 'ambush' positions.

Reserves Rolls: when making the attacking players reserve rolls, take a piece of paper for each squad. Write a number on the paper (that connects it to a 'blip') either write the unit name inside the folded paper token, or have a numbered list. Each turn roll a dice for every squad, under the normal reserves roll rules. For every successful roll randomly draw a piece of paper from the bucket/hat etc. That number is then active and the 'blip' along with two other empty blips are deployed. If you roll a 6 for a reserve roll on a blip then roll a further dice. On the roll of 4+ that squad can be deployed via infiltration (although all normal rules apply), the downside is that it will be deployed on it's own with no erroneous blips.

Game Objectives: The defender has two objectives. To defend the objective in it's deployment zone. Additionally it has to get word to the outside world and leave the board by the "Safe Edge". The defender gets one point for defending his objective uncontested and one point for getting a model off the safe board edge. The attacker gets one point for contesting the objective. Therefore the attacker must win by destroying one group and contesting the objective.

Turn One: The defender goes first (run boy run!)

Playtesting: This scenario is currently un playtested - although I intend to take it to task this weekend. Further adjustments to the rules will be undertaken before the end of November.

Sunday, 2 November 2008

Ciaphas Cain Review and Special Character Summary

Hi, Suneokun here! (soon I will be him ... Fritz, and then all the jetbikes will be mine!)

As a varied and fairly well read SciFi reader I sometimes am gripped with despair, when halfway through the latest 40k special, I'm greeted with something like...

"Methiason gazed in awe at the mighty space marine, with the body of an immortal god, lineage of the immortal Emperor and the intellect resounding in battle and the clash ... clang ... boing ... drip"

Which is effectively what happens as my brain drips out my ears after reading such dross. It's a similar sensation as one UK commentator made about recent Marvel and DC comic book movies (excluding batman - obviously!) where Ironman, the Hulk or another get a percentage way through the plot of the film, before the producer get frustrated and unleash the mighty special effects demon, and robots/heroes/monsters/transformers hit eachother a lot for the last 30-40 minutes of the film.

Don't get me wrong, I like robots hitting eachother as much as the next child of the eighties, it's gristle to the mill as far as I'm concerned. However, the critic part of me thinks ... come on guys, that plot what actually going somewhere and is now buried - how frustrating.

As similar sensation escalates through me during certain GW 40k novels, Graham O'Neill and James Swallow are particularly apt to run into the "out of time - quick write any old crap" prose form - which is disapointing.

Up until this point I thought the only person holding the lamp for 40k is the venerated Dan Abnett, I still prefer Jack Jeovil, but Dan's portrayal of titans, terminators, traitor inquisitors and tanith first and only are the de-facto "dogs bollocks" on the scene...

Until I read Sandy Mitchel (ergo Alex Stewart) first three books with Ciaphas Cain... Stewart freely dedicates his inspiration to both Harry Flashman and Edmund BlackAdder (gods of the English comedic anti-hero) and within the confines the the dark and dank 40k ennvironment his light, witty, self deprecating and hilarious banter is a great counter point to a masterful painting of life in the 41st millenium.

Stewart's touch is magic. He turns guard into likeable professional soldiers, he manages to make the sometimes inconceivable odds totally conceivable and he relishes in the fact that only his own character (like many a player looking at their own Tyranid/Ork/Necron force) is terrified on facing xenos all the time, all of which are bigger, uglier, nastier and twenty times more deadly then the puny humans facing them with their flashlights.

As much as I enjoy Dan Abnett works, he can sometimes stray into the inconceivable, as his men are too tough, too dependable, too loyal - through Ciaphas' critical and suspicious gaze we see a universe shaded in grey rather than black and white. His insights are brilliant, and some of his quips are simply genius.

Ciaphas is the genius antihero to Gaunt superhuman. The Id to the Ego - great work!

Put it this way ... if I had to live in the 40k world I'd rather be Ciaphas than Gaunt, Eisenhorn or Ventris. For starters, he knows when to leg it!

In dedication to the Ciaphas Cain character I have put together the following Independent Character Specification.

Ciaphas Cain and Jurgen: 75 pts. Cain can be purchased instead of a commissariat advisor. Cain counts as an independent commissar and is accompanied by Jurgen - his aide.

Ciaphas Cain - Hero of the Imperium

WS BS S T W I A Ld Sv
6 4 3 3 3 5 1 10 4+

Wargear:
Carapace Armour (stolen from Gravalax), Laspistol (or boltpistol), chainsword, medallion crimson.

Special Abilities: "I'll be over here!", Self Preservation, Paranoid, "Get Behind me, Sir!", Hero of the Imperium.

"I'll be over here!": Cain only ever cares about the safety of his own skin, if Cain passes a morale test during close combat, Cain can choose whether to pass or fail that test. Jurgen will automatically stick with Cain.

Self Preservation: Cain is a superb and celebrated swordsman and this is reflected in his weapon skill and initiative, however, his primary objective is to defend himself and therefore Cain only has one attack and gains no additional attack for carrying two close combat weapons. He gains any other bonuses (charges bonus etc) as normal.

Paranoid: Cain is totally obsessed over dangers to his person. As such he is never taken by surprise. To represent this Cain's saving throw is invulnerable.

"Get behind me, Sir!": As a result of Cain's impressive oratory skills and the inspiration and loyalty he inspires (many as a means of self protection) combined with his Heroic fame and the well stoked fable of his care for the troops, the rank and file of the Imperial Guard adore him. Once every turn, the player can choose to allocate any hit against Ciaphas to any friendly model within 2". This rule even overrules sniper abilities (like for Assassins).

Hero of the Imperium: Cain's legendary fame and unsought and undesired celebrity bouys up any unit. Cain counts as a leader and any unit within 12" may use his Ld for their morale test.

Jurgen: Aide

Cain's batman and aide. Jurgen is odious and smelly and plays a strong part in keeping undesirable adminstration at arms reach. He accompanies Cain everywhere.

WS BS S T W I A Ld Sv
4 3 3 3 1 3 2 10 4+

Wargear:
Carapace Armour, Meltagun, Hellgun, frag and krak grenades.
Abilities: Null point, Bodyguard, Melta Leveller.

Null point: Jurgen is a Null, an anti-psyker. This has saved Cain when facing Necrons, Genestealers, Tyranids, Orks and Tau. Any psyker within 12" of Jurgen (friend or foe) has their leadership reduced to 7 for all psychic tests. An psychic ability used against Jurgen and any unit Jurgen is part of has no effect (Jurgen simply 'earths' the power). Any psychically controlled creature (such as minor Tyranid or Wraithlord) within 12" of Jurgen is subject to the same nulling and reverts to unescorted behaviour. Deamon's within 12" of Jurgen roll 3d6 for stability tests and choose the highest dice.

Bodyguard: Jurgen is Cain's self appointed bodyguard. At the beginning of any combat, if Cain and Jurgen are within 2" of eachtother they can swap places, Jurgen will fight Cain's adeversaries and Cain will fight Jurgen (albeit unenthusiatically!)

Melta Leveller: Jurgen has finished off many a fight for Cain with his trusty melta, including killing a genestealer Patriarch and Worldeater Bezerker is close quarters. Jurgen may use his meltagun in close combat. It counts as a S8 power weapon, but Jurgen is counted as I1 (just like a powerfist). Jurgen can choose to fight normally or with his metagun, if he fights normally, his normal initiative applies.

Monday, 27 October 2008

Catachan Examples and WIP Orgryns update

Suneokun here! (Good grief, I'm turning into Fritz...!)

Haven't posted for a while as have been busy with work and other considerations... This is just a quick update on the Orgyrn models and some thoughts on the modelling of Catachans.

First Up - Catachans.

Just a quick note, the quality of painting here ain't great as they boys are only painted to battlefield standard, but I'm all about the conversions anyway!

As I've mentioned before, I'm a big fan of the catachan model. What it lacks in refined modelling, it more than makes up for in the variety and conversion potential. Here are some simple examples:


The objective with this 'demolition man' sapper unit was to get the feel for his suicidal charge with a 6" range piece of ordinance. The demolition pack is made out of an autocannon ammo pack with multiple grenades strapped to it! It's just leaving the specialists fingers as he slings the heavy object at the enemy. His other arm is struck out for balance as he sprints across the difficult terrain and you can see the demolition charge trigger device (from a sentinel model) on his right hand.

The next model demostrates how every model in the army can be individual. I wanted to give this veteran the sense of 'I just heard something!' and the combination of the standard 'strap arm' lasgun with the catachan combat knife does the trick nicely!

For the next model I wanted something completely frantic! My inspiration was taken straight out of the catachan textbook called 'Predator'. In this case I wanted the missile team loader to be doing his nuts and firing off his lasgun and his missileman's at the same time... in a deparate act to keep the enemy at bay so that the missile launcher can reload - shortly before getting minced!

Orgyrns WIP

Now I've finished the last of the elites (Storm troopers and Catachan Veterans), I'm free to start on the Ogyrns. I bought these Ogre Kingdom models about 2 months ago, along with a pack of greenstuff. It's my first attempt at the green, so subconsciously I've been putting off this work while completing all the other jobs. My first attempt last night was started at 11.15pm - bad mistake! The results are included below. The inspiration for this bunch of deliquents is that they are actually Adeptus Mechanicus Ogyrns employed as miners (good eh?) and that they come out fighting when needed! As mentioned before, they look more fearsome than they are, with the majority of the unit weilding enormous weapons as well as storm bolter mounted spikey fists! However their stats will be purely RAW (Rules as written), the exception will be my specialist Ogyrn Bonehead, who I intend to make into a rudimentary mining monster...!

First up, the Grunts...

Model #1: Ammoman

This fella, nicknamed 'ammoman' has the standard armament of the stormbolter, but I wanted to make him look extra awesome by linking it up with an enormous ammo crate on his back. You'll notice also that I've 'updated his giant sword with embossed aquila's from the vehicle sprue.

Work left: Boots and Belly!

Model #2&3: Thruug and Muug "The Jones Twins"

These two were part of the original creative process. I envisoned my Orgyrns charging the enemy and whacking the heathens with whatever comes to hand! In this case Thrug is abusing an bent up Autocannon while his brother has ripped a brightlance off a passing warwalker (or wraithlord ... he's REALLY brave!) and is swinging it about. The matching backpacks and weaponry is meant to give them a simatry ... but these are the least developed of the six.
Work left: boots, belly and something else...?

Model #4: Aquilaman!


Ever since I built they Ogryns I couldn't wait to add just one more option. I wanted a really big standard for the models to carry, preferably one with a huge 'hitty-thing' (technical term) on the end. I love the way this model hits a good balance between the warhammer heraldry but with a bloody big steel aquila, to bash you with!

Work left:
I want to keep this model quite clean, boots and belly it is!

Model #5: Radioman

This model was inspired by Devilin and is really there for the comedy value as Orgyrns can't have radio operators and wouldn't be able to operate one anyway. Doesn't stop them wantin' one though does it? In this case the 'radio' is a hodgepodge of a vehicle radio antenna, the original cadian radio, a lascannon powerpack and part of a lascannon too! It might work ... honest? Well the operator doesn't hold that much confidence in it and it operating the old fashioned way - bellowing! The stormbolter/sword was Ulysses 2010 inspired and I'm not that keen on!

Model #6: Ogyrn Bonehead Special Character: Sergeant 'Snapper' Slabcheek.

Prior to the invasion of Armageddon, Gef Slabcheek's career was a particularly uninspiring one. As an 'average' Ogryn close combat specialist, his administratum records denote his 'movement' from battlezone to battlezone. Like most Ogyrns, his faith in the Emperor and his agressive nature combined into a reliable warrior. Unlike most Ogyrns, Slabcheek seemed to survive.

It was during the battle of Armageddon that Slabcheek changed. Following orders, an Orgyrn Auxillia was sent into Ork held battlelines. The Ogyrn Auxillia was believed by commanders to be the best chance of breaking through. In this particular case however, the Ogyrns were met by a combined charge of a Nob's Squad and a gang of Burnboyz. The Chimera assault craft were ripped open and the Nobs and Burna's torched and hacked at the valiant abhumans.

When Slabcheek and his unit emerged from their unit they met the carnage head on. They plowed into the Ork Burna's, slaughtering them before they could bring their weapons to bare. They they grappled mightly with the impressive Nobz, trading blows like puglists! Only the arrival of the Ork Warboss tipped the balance. The giant Ork crashed into the maelstrom, stirking Gef with a glancing blow that sent his staggering away half stunned.

Moment later, when the Ogyrn regained his senses his entire unit lay dead, crushed with the titanic grip of the warboss. The warboss and the straggling Nobz were cheering and hooting, smashing their weapons into the remains of his comrades.

Something feral clicked within Gef Slabcheeks pysche. A rage and a racing intelligence surged through his body. Glancing down at his smashed and broken ripper gun he cast it away and took up the cumbersome weight of an Ork burna.

When the reinforcement arrived all they found was a bruised and battered Gef Slabcheek sitting on top of the Warbosses toasted carcase, a mad and diquietingly intelligent gleam in his eye.

Gef 'Snapper' Slabcheek

Points WS BS S T W I A Ld Sv
45 4 3 5 4 3 3 3 9 4+

Any Ogyrn unit may take Gef 'Snapper' Slabcheek as an upgrade to an Orgyrn model. He must be given exactly the equipment as detailed below, and may not be given any additional equipment. Gef is an Orgyrn bonehead and subequently replaces that unit.

Wargear: Heavy Flamer, Rat Snapper, Carapace Armour, frag grenades.

Smart: Slabcheek is smarter than your average bear, he can therefore operate the Heavy Flamer.

Hatread: Slabcheek hates Orks, as such he gains the 'preferred enemy' skill when fighting orks.

Rat Snapper: The rat snapper has been developed by an Adeptus Mechanicus tech to best complement the fighting style of Slabcheek. The Rat Snapper is a power weapon which grasps onto its victim, causing further damage. This is represented by the snapper being a master crafted power weapon.

Explosive Personality: Slabcheek doesn't believe in doing anything by half. He carries a huge barrel of promethium on his back. When Slabcheek is killed roll a D6. On the roll of 1-4 remove Slabcheek normally. On the roll of 5 or 6, Slabcheeks either triggers his fuel (or a stray shot does), place an ordinance template with the centre over slabcheek. Any model under that template is hit once by a heavy flamer (s5, AP4).

Tuesday, 14 October 2008

Reinvigorating Rough Riders!

Image of Bayeux Tapestry, Curtosy of Wikipedia

The Demise of the Rough Rider and my plan for a rejuvenation.
By Suneokun

Rough Riders have had it, well, a bit rough in the last 10 years. Glancing through the new GW website (and boy is it spanking!), the rough riders are the same attilan models I bought 10 years ago for about £2.50 each. The only significant change is the price tag, at £7 each these beauties outperform even the Orgryns in overpriced.

That means a squad of ten will set you back £70! Which is at least three Hellhounds - which are bang for the buck a better buy... except - and this is a big except - Rough Riders have some very nice bonuses.

Ponies are peanuts: While not cheap to buy in the shops, your roughrider is only 2 pts more than a normal guardsman. Even with a explosive maypole he only tops 11pts - which isn't a much considering what you can get.

Explosives: back in 1998 when I bought my first Rough Riders for £2.50 each from a Games Workshop store (yeah, I will keep saying it until you are sick!) The RR's came with a lance based power weapon. Since then some cheaty, crafty, jammy elves on jetbikes have stolen all the stock of power weapons and given them to some woofters called 'Shining Spears'. As usual the Guard just have to make do with whats handy - explosives. This means that while the price per model of roughriders is deflated, their usefulness is seriously hampered.

They only hit on the first turn of the first close combat (GW IG Ed.5 FAQ), but boy do they hit. 2A's each at I5 and S5 with a power weapon will make any self respecting space marine think twice. Be assured that they won't survive the counter attack but imagine the devastation of 10 of these boys (at 110pts) fielding 21 S5 power weapon strikes against 10 terminators. That's an average 4.67 terminators dead - They just made their Christmas bonus!

Pause for thought: what does 0.6 of a dead terminator look like - answers on a postcard to.

When the Termies respond, you will lose 5.56 RR's (Which is 5 RR's and a horse) and you'll probably rout - but good, cause those termies won't catch you either due to their slow and purposeful nature leaving you to consolidate and go on the offensive again, but this time for alternative targets!

Special Somethings: It's a tough choice but sometimes sacrificing a couple of exploding pokers can give you another angle - Melta-mundo! You've attacked the Termies, halfing their numbers and more than paying for the unit, the next thing to go looking for - tanks!

Tanks are a worthy option with roughriders, after all the enemy has just driven them off from their Terminators/Striking Scorpions/Warp Spiders or Obliterators and is happy to see them send packing. Only for the models to turn about and pop a tank at close range. Secondly, the meltagun, as an assault weapon can add extra qudos to subsequent assault and gives your RR's continuing threatening behaviour.

Bomber Run: My personal feelings are torn, while I like the idea of meltagun toting RR's, I'm hard pushed not to simply allocate some meltabombs to the squad and be done with it. It might cost 40 points across ten, but they won't be so 'scary' once denuded of their lances, and then they can strike.

Sergeant Major: another questionmark hangs over the sergeant. Do you simply plug for the 3 I5 S5 attacks of the hunting lance, or do you play the long game and buy him a powersword at 5 pts (he has special dispensation, alongside vets and stormies) - My personal feeling is that it depends on the army you're facing. Eldar and Tau, yes. MEQ's, no. He might be able to kill on a 5,6. But you are better off hitting first time with everything you've got.

Movement: Ok, so fleet of hoof sucks. Getting that extra D6 inches before the charge is ok, but it ain't the advantage it was. Luckily for cavalry there's another advantage. They can move 12" on the charge. That means that an all Hunting Lanced group goes between 19" and 24" on the charge - Tallyho!

Downside: They are tall, they will poke up ridiculously over most 'level 1' scenery. So liek jetbikes, they will attract the firepower. However bet on two things: your enemy will underestimate them and go after your hellhounds, your enemy will think them useless after they have run away and go after anything else.

Conclusion: So my MEQ killers are going to be 10 strong with lances all and a few meltabombs in the mix - that should keep the enemy busy, and at between 110 and 150 pts - its also fairly frugal. Normally this would set you back a gut twisting £70, but just like Baldrick "I have a cunning plan!"

WFB Conversion #2: Following on from the success (ok, they're not quite finished but I'm getting there) of the WFB Ogres as Orgryns, I'm implementing a similar tactic for the Rough Riders to make "Cadian Style" rough riders. It follows the following logic:
  • Buy two packs of Empire Pistolliers @ £9 each (Gifts4Geeks)
  • Buy one Cadian Storm Trooper boxset @ £13.50 each (G4G again)
  • Buy 10 lances @ 40p each (that's £4 for those who can't add up.)
And you have 10 Cadian style rough riders for a kinder price of £3.55 each!

Final, Final Conclusion: When facing Eldar, Orks and Tyranids then the Hellhound is the ONLY Fast Attack option worth considering for the Imperial Guard. 3 Hellhounds are terror incarnate, but for the ultimate MEQ leveller - it's got to be Rough Riders.

The Prosecution case rests. Rough Riders will Rock!

While researching I also found the following superb work done on this message board: CADIAN ROUGH RIDERS

Friday, 10 October 2008

Cross Fertilisation and the joy of playing away!




By Suneokun

I think it was Admiral Lord Nelson who made the comment 'Past Gibraltar, every man is a bachelor!' It was fairly racey a comment at the time and still rings discordantly in my ears now. Especially since Nelson's proclivities in the bedroom and wardroom angled towards the extreme 'Cliff Richard' end of Bachelor-boy...

Anyhow enough of such debauchery, the witty title drawing you in is actually an affectation to a very good point made by Ultramarine Blue, which is that while building up and playing one army in particular is a core part of gaming, there is a joy in getting your hands on a new codex and fostering another man's army (or building your own - but that a collecting digretion!)

"Avast! Ye Gads, good Lord man!" I hear you cry. "Have you gone mad! Playing with another mans army is like playing with another mans tackle - we'll hear nothing more of it!"

But you'd be wrong to say such a thing.

Insights and Gunsights

Nothing gives you better insight into how your opponents view your own army than facing them across the field. When playing the Imperial Guard (as I often do), I'm frequently concerned over the feeble nature of my troops, they die very easily and I concern myself about their Mum's back home... This (slightly weird) view has led me to become over protective of the little 'goit's' and subsequently rather anally retentive when it comes to movement, cover saves and the like.

Turning the tables and facing down the Guard with Dev's Eldar force makes for an enlightening experience. Guard are a daunting and intrasigent foe. They have too many bodies, and if there's enough cover saves about are seriously difficult to wither down. They might not charge you like Tyranids or Orks, but they're attritional qualities are second to none, allowing the army to soak up casualties like no other. Their battle cannons and missile launchers et cetera ad infinitum...

You get the gist.

Fighting your own force. You have the advantage of knowing your enemy well, better in fact than they're commander. However you also quickly discover that those fearsome terminators or sneaking scorpions aren't half as effective as you hoped they would be. This is due to the fact that your own fear of them has been bouying up your reversed confidence in them - confidence missplaced!

Very quickly the strengths and weaknesses of your army are discovered - and this is useful, this leads you to quickly identify your own vulnerabilities, and more importantly gets you into the mindset of your enemy. This helps you to identify the cut and thrust of tactics from a multifaceted (facet - a word I first learned reading 'Inquisitor' by Ian Watson circa 1995) viewpoint. It also gives you really great insights into the 'fulcrums' of some armies.

Space Marines often wear their fulcrum with a big sign saying "Shoot here! I can take it!", however with other armies (like Eldar, Necron, Tyranid and sometimes Ork) the fulcrum can be a little more subtle. For example, while you're out pounding the Scorpions or Shining Spears, his jetbike squadron have just minced your command squad etc etc.

I'm not saying that you're incapable of working this out in your head, but having a practical eyeview of the other armies views will allow you to allocate strangths and weaknesses accordingly. This is the difference between considering the theory and knowing of actual situations.

This has several benefits, for starters you will start to understand which units the enemy will ignore, this is useful. That remnant squad with a flamer (Darksol - Ta me duck!)has suddenly become twice as handy because he's the least 'bullet-magnet' squad on the board.

Win-Win

This way of playing also produces a lovely warm feeling. If you have someone you find difficult to play (because of their attitude, silly games or pedantry) steal their army list! I would actively encourage it. There's nothing quite so enjoyable as losing to your own army, or reversely defeating you own models. There's a satisfaction mixed with sadness and a pride mixed with chagrin... suddenly you'll find that those people you really enjoy playing, but frequently get 'over-competitive' with are great fun to play.

Cross Fertilisation

Once you have a taste for it, the playing of other armies becomes a little addictive. So much so that you suddenly have to consider the next steps in buying. This is where cross fertilisation is key. There are multiple armies that can be fielded with eachother giving you limitless new tactical learning and intelligent gaming. Afterall if the game ain't challenging - what's the point?

As a case in point lets look at the current collections of Suneokun and Devilin. Right now the Kochi 6th are nearing completion alongside Dev's beautifully crafter Eldar Army. The Space Marines are the next step, following by the Tyranids. Dev's keen on Necrons next and I fancy Tau (not literally, they are blue after all). So what do we do?

We Cross Fertilise the armies:


  • Inquisitorial DeamonHunters supplement IG and Space Marine forces. Allowing interesting mixes.

  • Genestealer Cult Army through combining the BroodLord led Tyranid army with the Imperial Guard.

  • Kroot Mercanaries to supplement Eldar, Space Marine or IG Forces. They'd even work for the Orks if paid enough.
We buy cleverly. For example:


  • This Christmas I'm getting a techmarine and 4 servitors. I love the techmarine model, but what I really want is cheap servitors. These boys will work with my Techpriest Enginseer and as Warriors for my Inquisitor.

  • Dev's ordering Rhino's like crazy, they work great in both a Space Marine Army and an Inquisitorial Storm Troopers squad.

Best Model-swap options:



  • Lend your Leman Russ Battle Tank and Chimera's to your Ork boyz from Black Reach to give you transport and BoomGun action.

  • Storm Troopers everywhere, you might seek them here or there, but stormtroopers are a cost effective and useful troop addition to most Imperial forces. And now they come in a pretty Valkyrie flyer!

  • Stick a few Smurf's in your IG force and call them 'DeathWatch' - no-one will notice, honest!

So as you can see, while having one perfect army is great, having lots is better, and if you are going to get Tau, start with some Carnivores. I hope the ideas above have tweaked your imagination! My knowledge of GW is not yet encyclopedic, so I'd welcome further suggestions...


On nother note ... I've received word from a supplier that GW are no longer shipping Hellhounds - it could be that the Hellhound is being released in spring...

Friday, 3 October 2008

Facing Redundancy (for mini's)

by Suneokun

No, this isn't an article about the sad state of the global financial market... but a review of a issue that Games Workshop just can't seem to button down - balance!

This seems to be a perpetual persistent problem for GW.  I am hard pressed to think of a GW codex which doesn't have a cadre of beautiful, interesting and highly redundant units that are never ever ever used by anyone.

It seems odd.

After all, you would think it's just a case of putting the new codex design in front of enough devious people (and we all know the GW pricing department has plenty of them!) and seeing what lists they come up with.  You would suppose that this would quickly highlight the 'uber-units' and the 'under-units' and allow the designers to adjust stats, setup or points accordingly.

A case in point is the new Sternguard Space Marine unit.  Great idea, very 'Deathwatch Kill Team' in style, the ammo type are awesome, but judging how everyone is going for them - maybe just a little too tasty.  Now this makes perfect sense if you want to sell more models to collectors with a full set of Smurfs, cha-ching, but it continues to distort the armies.

Some models that never make it to the table for Imperial Guard are Sentinels, Armoured Fists, Techpriest Enginseers, Sanctioned Psykers, and Heavy Weapon Platoons.  The situation with the Guard gets even more serious if you choose some Doctrines, since many units just aren't worth buying back.  Additionally there is a selection of Doctrines that never see the light of day, probably rightly so - but why are they in there?

For example, if you 'personalise' your army with doctrines, you immediately lose any 'interesting units', am I going to really waste a whole doctrine on buying back a few techpriests, some psykers or priests - no.  The irony is that exercising doctrines is a painful process.

But the rot doesn't just lie with the creaky old IG codex, other codexes are littered with casualties of a lack of playtesting (or list-testing by that canny GW marketing department). 

Now it's human nature to seek the best advantage you possibly can with any list.  It's part of the fun of the game to tweak up your listing and develop both your fluffy and your razor armies.  It's just a little sad that so many noble units and highly attractive models are outplayed by their own forces.

For me personally, I'll keep playing fluffy - I like my Sentinels too much.

Wednesday, 1 October 2008

Defending Catachan



by Suneokun

Leafing through and old copy of White Dwarf circa 1998 things looked really great for the Imperial Guard.  Every month a new regiment and planet would be explained in glorious technicolour.  We were introduced to the greenskin hating Valhallans, fighting from their caves on their ice-world.  The noble Tallarn Desert Raiders, who struck out at the Chaos forces which obliterated their green and pleasant land, the Vostroyan first born, the Steel Legion of Armageddon and so on...

Ok, so Valhalla are clearly Russian, and Tallarn are Arab (in fact I can't believe that GW even sell them in the USA) and the Vostroyan are clearly just a little odd.  Not all the old models were good.  The QA team were obviously having a busy day when the Mordian Iron Guard got through.

After returning to W40k after an absence of 10 years, something is missing.  While the tanks and Sentinels still cruise about, and the Chimera is cheaper than ever - the world of the imperial guard has become monotonously Cadian.  And that, ladies and gentlemen, is a real shame.

I personally like the Cadian model.  The style was clearly stolen straight from the design drawings of 'Aliens', mashed up with a little Paul Verhonen 'Starship Troopers'. So no problems there.  They actually look like a modern army (unlike the Vostroyan - snigger ... snigger!), and their 'on sprue' special weapons options are great (who doesn't like grenade launchers?), the sergeants are nice, but there's one consideration that the designers completely ignored.


Modeling Catachan's is harder (they have a habit of looking very cheesy) but overall much more satisfying

Customisation

The Cadian sprue represents one of the least useful or customisable sprue available from games workshop.  I personally feel that the sprue was a hashed redesign.  Originally I think the cadian box set had been designed to be a 'snap-fit' design and rehashed only at the last moment.  I highlight the following elements:

Big Heads

The Cadian models heads are very fixed.  They like facing forwards, aren't too keen on facing sideways and are useless at facing backwards (well I had to try...) For some reason certain head and arm choices even stop the cadian from sighting down the end of his gun - which must be challenging in a battlefield condition.

This is particularly the case for the 'open strap' cadian helmet head.  He struggles to look left or right, or in fact anywhere but straight on - no wonder he looks so peeved.

The Running Man

My second gripe is the addition of a 'running' soldier.  The problem with this pair of legs is the styling, he runs like a girl.  The glueing point is so small I have to employ well trained geckos to ensure a good fit.  In addition the first 10 minutes of every one of these models is spent leaning against another model (usually the sergeants chainsword). 

This silly piece of modeling has two uses:
  1. To make lying down heavy bolter and autocannon models (although they look like they wanna pee!)
  2. To create your very own 'dancing and singing' cadian unit.  This group of numpties will prance about the battlefield, singing their hearts out and attracting a disproportionate amount of fire from both sides!
The Sergeant

I like the chainsword. The chainsword is good.  I like the chevrons on his arm and the shout on his lips.  I hate, I mean really hate the way the laspistol is modeled.  It will only work when pointing up in the air.  If you point is down the shoulders all wrong.  I don't understand why this has been done.  It frustrates me.

And Finally ... The Hands!

The soldier hands modelled on the guns.  This is the single most frustrating thing about this sprue - why can't the models have their on hands separate?  There's even one gun in ten that DOES have his hand on the right arm - so why couldn't they all be like this.  This single piece of weird design has given me more pause for thought than any other... this is the biggest piece of evidence that the original design was actually 'snap fit'.

Catachan Reborn

So within this dirge, is there a glimmer of light.  Well, yes, as the post might suggest, the Catachan models are growing on me.  Most people, when given a choice would choose cadian's, but that's like choosing a mitsubishi 4x4 over an antique landrover .  It's pretty and has wonderful production quality, it drives well and has excellent power.  However it also only comes in black or white.  It comes with many options, like storage boxes, but none of them fit quite right.  In addition, all the other builders, plumbers, designers and tossers have bought one.  They are all very similar to yours.  You can try to differentiate it by putting funky styling on it - but actually that just makes you a tosser + 1!


Two modified Catachan figure - demonstrating the flexibility of the options.

Whereas with an antique military landrover you get a vehicle which will never, really drive in a straight line.  But that's kinda fun, in a 'watch the kerb' kinda way.  It has rust and dints, a canvas roof, and engine designed when 'fuel efficiency' was a dirty word, design by a company who used to build tractors and for a customer (the UK Army) who just never care.  It eats fuel, it eats oil, it eats small children (no really).  However, you are driving a vehicle with heritage in North Africa and Northern Ireland, with a past with the SAS and the roadside cred that every 30-40 year old man respects.  You have a vehicle where you can swap out and change pretty much any component and they cost peanuts.  You have a vehicle which every 5 year old child points at and says 'tank'.

This is how I feel about the Catachan's. They are mocked as rambo lookalike's and laughable.  People say their arms are too big and they look like a bunch of Stallones and Arnies.  My answer is why not.  I like my army a little rough and ready - I like my vets more 'Predator' than 'Special Forces'.  The beauty with the sprue design is that it's designed to be tailor any of 50 different ways.  The arms are all interrelated and have their own hands (hurrah!), the weapons can be customised and come with interesting additions like the carried lasgun.  At the core the Catachan's are a customisable dream with every model capable of a different pose.

In short the Catachan's have character.  The Cadian do not.  

I wouldn't advocate a whole army of catachan (that too much ego for anyone to suffer), but not army should be complete without at least one catachan boxset.  That's 25 catachan's and two sentinels to play with, now I love Sentinels, and despair at there current treatment - see 'Stroll on ATST' for more details - but these catachan models can form two vet squads (as I have) or the heavy weapons and models can be easily converted into grist for Shaeffers Last Chancers.

Catachans are a must.


A final treat - My Lightweight Landrover