So here's the skinny on my latest attempt at a competent list for the Blogwars challenge in July. Just to remind, my primary objective is to run the sort of list I'm keen on - rather than an uber-tasty net-friendly list.
Attempt 4:
70 Command HQ with 3 Sniper Rifles and a flamer
105 Infantry HQ with 4 Grenade Launchers and a Chimera
255 3 x Lascannon equipped squads, plus a Commissar with power weapon
165 2 x Autocannon equipped squads plus a Commissar with power weapon
300 5 x Mortar Heavy Weapons Teams
155 Veterans with 3 x Melta and Chimera
85 Rough Riders x 8
150 Scout Sentinels x 3
125 Devildog, Smoke, Heavy Flamer
125 Basilisk
215 Leman Russ Battle Tank, Lascannon and Pask
Total: 1750pts
Something a little different and throwing in all the favour I so enjoy. Gone are the Commissar Lord, and any other HQ option. So what do you think?
Friday, 29 April 2011
Thursday, 28 April 2011
When 40k plays like a "Doh", or how I might retire my Tyranids.
3 weeks of expectation built into a frustrating game last night for me. Which is a shame as the guys in Narborough are top and the hospitality was second to none. It was Nids and Necrons versus Orks and WorldEaters in a slugfest.
Prime with Lash Whip and Bone Sword (95)
Trvigon, Adrenally Tox'd with Catalyst (195)
Hive Guard x 2 (100)
Ymgarls x 7 (161)
Zoanthrope x 2 in pod (160)
Hormagaunts tox'd x 12 (96)
Hormagaunts tox'd x 11 (88)
Genestealers tox'd x 6 (102)
Genestealers tox'd x 6 (102)
Trygons x 2 (400)
The tactic for us Nids, get in there and eat something - it didn't go well!?!
My tox'd hormagaunts bounced off everything, killing the odd model - but nothing stuck. All three genestealer units (2xtox'd and 1 Ymgarl) all got into combat and killed next to nothing. The Ymgarls did the best, winning two rounds of combat against generic Deamons before getting punk'd after turning up turn 4.
My Tervigon managed to 'poop out' on a double on the first turn and then got mullered by a lone Ork biker Nob (I thought I might actually win that combat!), my Trygon got 'fearless' punk'd with 9 Fearless wounds when multicharged with hormagaunts... my other Trygon got wooped by two ram hungry deathroller orks and still struggled on until last turn.
My Prime escorted the Hive Guard on the board and then got jumped by a warboss. He killed 4 Bikers before getting punk'd by the Claw.
Only Hutch's Necrons played well - winning combats against Orks, performing funky moves and making the day tricky. Looking at my current list, there's little synergy. While the loss of the Parasite and the Hormagaunts is little to no loss ... I lack supporting models.
So what could I take that would have made the difference. Well from inside my collection, there are two units that could have helped:
I am still yet to win a game with Nids ... which has got to be more about my lack of XP combined with a lack of practice in running a list that rocks. So my thoughts are as follows:
Prime with Lash Whip and Bone Sword (95)
Trvigon, Adrenally Tox'd with Catalyst (195)
Hive Guard x 2 (100)
Ymgarls x 7 (161)
Zoanthrope x 2 in pod (160)
Hormagaunts tox'd x 12 (96)
Hormagaunts tox'd x 11 (88)
Genestealers tox'd x 6 (102)
Genestealers tox'd x 6 (102)
Trygons x 2 (400)
The tactic for us Nids, get in there and eat something - it didn't go well!?!
My tox'd hormagaunts bounced off everything, killing the odd model - but nothing stuck. All three genestealer units (2xtox'd and 1 Ymgarl) all got into combat and killed next to nothing. The Ymgarls did the best, winning two rounds of combat against generic Deamons before getting punk'd after turning up turn 4.
My Tervigon managed to 'poop out' on a double on the first turn and then got mullered by a lone Ork biker Nob (I thought I might actually win that combat!), my Trygon got 'fearless' punk'd with 9 Fearless wounds when multicharged with hormagaunts... my other Trygon got wooped by two ram hungry deathroller orks and still struggled on until last turn.
My Prime escorted the Hive Guard on the board and then got jumped by a warboss. He killed 4 Bikers before getting punk'd by the Claw.
Only Hutch's Necrons played well - winning combats against Orks, performing funky moves and making the day tricky. Looking at my current list, there's little synergy. While the loss of the Parasite and the Hormagaunts is little to no loss ... I lack supporting models.
So what could I take that would have made the difference. Well from inside my collection, there are two units that could have helped:
- Parasite: nope, spend so much time avoiding powerclaws/fists he wouldn't have come to visit.
- Gargoyles: ditto, Termagaunts without a cover save.
- Broodlord: I decided against, but he may well have swung it with his 'hypnotic gaze'.
- Spore Mines: tactically tricky, but I'm not sure.
- Lictor: Powerclaw chump.
- RipperSwarms: Meat on the way in really, but lots and lots of attacks.
- I have to work better in synergy, I'm sending in too many 'units' into close combat alone. I need to be dominating the close combat and overwelming the opponent - as I'm far too vulnerable to getting killed once my initiative is done.
- Venomthropes ... I don't love them and I don't own any, but I can see their utility ... a small 2 man (?) venom unit gives a lot of anti-charge and anti-close combat options for just 110pts.
- Termagaunt 'dakka' unit. A huge unit of Devilgaunts would have brought some significant pain to those orks. 60 s4 shots ... worth considering.
- Tervigon 2: Yes, Venomthropes, 2 Tervigons and 2 Trygons - sounds like a Fritz List! But it's a proven approach and the combination of FNP, 5+ cover save and anti-charge options are tasty.
- Tyrant: Although for durability he should have 2 guards and be the swarmlord ... he tactically brings me the best options.
I am still yet to win a game with Nids ... which has got to be more about my lack of XP combined with a lack of practice in running a list that rocks. So my thoughts are as follows:
- Prime, Lash Whip and Bonesword 95
- Tervigon (HQ), Adrenal tox'd, Catalyst 195
- Venomthropes x2 110
- Hive Guard x2 100
- Tervigon (troops), Adrenal tox'd, Catalyst 195
- Termagaunts (10) 50
- Genestealers (9 tox'd) 170
- Genestealers (9 tox'd) 170
- Trygon with Regen (225)
- Trygon with Regen (225)
Labels:
Army lists,
Tactica,
Tyranids
Thursday, 21 April 2011
Piratey Links ...

Apologies everyone ... gabbling on about this great new game (and it was new - the official launch WAS at Salute 2011 - where I did seen it and everything!), and I've got everyone asking where to find it ... Come on, follow me:
The website is Black Scorpion Miniatures
and a dedicated bit to Cutlass (including pages from the gorgeous playbook!)
Gav Thorpe bloggles along about his very very cool rules at Mechanical Hamster
Here's the FORUM as well (which I'm all over like an overeager rash at the moment!)
The models are stunning and VERY good value for money... I'll get my first game in soon - or Anton will!

Undead Pirates are cool, aren't they?
So further updates to follow!
Go and say hello to Adam Clarke on the forum, pirate name "Mirlo", but nickname "Nobby" - no really, he loves it!
Wednesday, 20 April 2011
First "Stab" at a Cutlass gang!
Privateers ($500)
Alike to infinity, keeping the Captain (or the Lt in Infinity) is essential to the gameplan and winning. As such I've devised the following setup!
* Jean "la pistoller" Bapiste - Captain, brace of duelling pistols, powder monkey, 2 daggers ($120)
* "Chevallier" Dupre - Seasoned Hand, Musket, cutlass, dagger ($74)
* Marcus "de Inde" Fermat - Seasoned Hand, Musket, cutlass, dagger ($74)
* Lemarck "la Boucher" - Mariner, 2 cutlass, pistol ($58)
* "Milord" Merci - Mariner, cutlass, dagger, pistol ($58)
* Olivier "Perroquet" - Mariner, cutlass, dagger, pistol ($58)
* Claude la Chauve - Mariner, cutlass, dagger, pistol ($58)

The Captain is designed as a mid range wounder, backed up by two seasoned hands with muskets. The Captain can move and reload for just one activation, making him particularly dangerous. With a brace of duelling pistols, he can roll 2D8's (or 1 D10) at 12" - enough to seriously wound most, alternatively he'll ping 2D6 against opponents in cover. His two daggers score 3D (choose highest) on the Combat roll. Although he lacks a parry, the mini doesn't have a sword, so this seemed to fit. Given some XP and plunder, the worthy addition of a blunderbuss or lucky charm could come in handy.

The seasoned hands can bring solid long range fire at D6 to hit (D4 if target in cover, which ain't so great!). They are really there to support the Captain and cover the approach of the mariners, in future they could be given grenades and an additional brace of pistols - plus more powder monkeys would be nice...
The mariner with 2 cutlasses gets a bonus on parry over the others (Mad Jim Jones), while the others have either 3D6 attack (+1 for a second weapon, +1 for the dagger) OR 2D6 attack and 2D6 damage. I'll use their choice depending on the opponent. They can all parry as well. Upgrading them to a brace of pistols in future may be an option, although at their skill level it's unlikely to help... Mariner's roll a D8 in combat - which is better than even the Captain or the Seasoned Hands ... as such I've played a hard core group of toughened fighter supported by some fair shots with some redundancy built in.
My first game is now delayed (boo, hiss) as this weeks just gone mad.
Alike to infinity, keeping the Captain (or the Lt in Infinity) is essential to the gameplan and winning. As such I've devised the following setup!
* Jean "la pistoller" Bapiste - Captain, brace of duelling pistols, powder monkey, 2 daggers ($120)
* "Chevallier" Dupre - Seasoned Hand, Musket, cutlass, dagger ($74)
* Marcus "de Inde" Fermat - Seasoned Hand, Musket, cutlass, dagger ($74)
* Lemarck "la Boucher" - Mariner, 2 cutlass, pistol ($58)
* "Milord" Merci - Mariner, cutlass, dagger, pistol ($58)
* Olivier "Perroquet" - Mariner, cutlass, dagger, pistol ($58)
* Claude la Chauve - Mariner, cutlass, dagger, pistol ($58)

From left to right: Chevalier, Captain "Pistoller", Milord Merci and Marcus De Inde
The Captain is designed as a mid range wounder, backed up by two seasoned hands with muskets. The Captain can move and reload for just one activation, making him particularly dangerous. With a brace of duelling pistols, he can roll 2D8's (or 1 D10) at 12" - enough to seriously wound most, alternatively he'll ping 2D6 against opponents in cover. His two daggers score 3D (choose highest) on the Combat roll. Although he lacks a parry, the mini doesn't have a sword, so this seemed to fit. Given some XP and plunder, the worthy addition of a blunderbuss or lucky charm could come in handy.

From left to right: Claude la Chauve, Olivier Perroquet and two spare models...
The seasoned hands can bring solid long range fire at D6 to hit (D4 if target in cover, which ain't so great!). They are really there to support the Captain and cover the approach of the mariners, in future they could be given grenades and an additional brace of pistols - plus more powder monkeys would be nice...
The mariner with 2 cutlasses gets a bonus on parry over the others (Mad Jim Jones), while the others have either 3D6 attack (+1 for a second weapon, +1 for the dagger) OR 2D6 attack and 2D6 damage. I'll use their choice depending on the opponent. They can all parry as well. Upgrading them to a brace of pistols in future may be an option, although at their skill level it's unlikely to help... Mariner's roll a D8 in combat - which is better than even the Captain or the Seasoned Hands ... as such I've played a hard core group of toughened fighter supported by some fair shots with some redundancy built in.
My first game is now delayed (boo, hiss) as this weeks just gone mad.
Labels:
Army lists,
Cutlass
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