Wednesday, September 17, 2008

The Blue Dragons

I play 40k. I have a Space Marine army. Those two statements are equivalent, are they not?

I like the Salamanders fluff, even if I have never been big on the rules for them. Tanacious, with a slant towards Techmarines and a preference for close ranged fighting they are interesting to me. They also generally stay away from Lascannons and I have never known them to be big on Plasma weapons, either. Some nice themes that can make for an interesting army.

Salamanders eschew fast attack, but I think I will use The White Scars Khan as my main HQ, and generally rely on mobile elements. I want a Terminator Assault squad, and an Honour Guard as well. I get 10 terminators w/ the starter sets and two boxes of Assault terminators gives me weapons for 20 Assault Terminators and 10 Terminators. I can start with just one :). I also have various bits including I believe three Terminator chassis and a Cyclone. I can scam another Cyclone off my brother.

Here is the general gist of things.

Chaplain in Terminator Armour
5x Assault Terminators
Land Raider Redeemer

Captain w/ Honour Guard and a Drop Pod

10 Terminators (which can Combat Squad)
Two Dreadnoughts
Drop pods?

Tactical Squads w/ Flamer and Missile Launcher (they can use the Bolters effectively)
Tactical Squads w/ Meltaguns
Scouts?

Bikes, if I want to buy them. Which I probably won't. Including the Khan.
Ditto Land Speeders. I am not real big on Scout Bikes but I like the Land Speeder Storm, especially with the Khan. But not as much as I like Drop Pods :).

After that, I like a Triple Las Predator in cover w/ a Techmarine beside it, especially if they can fix it. I like the same with a Land Raider, with the Techmarine in front of it, possibly using it as a Transport. If I am taking Techmarines I would want something to use the +1 cover save, and that could quite possibly mean a 6 man squad of Scouts.

All in all, a nice army I can paint in a cool electric blue type paint scheme. If I find a money tree I can add 20 or so bikes and some Drop Pods.

Besides, I hate the colour green for whatever reason. :).

Tuesday, September 16, 2008

One last one: The Orkses! or Two Armies for the Price of ... Won?

Somehow I decided it would be cool to start an Ork army. Creative juices are flowing these days for whatever reason, and it is not because I don't want to learn Web Services.

Here is a pretty cool Ork list I have come up with. I am starting with two of the new Macragge sets, Battle for the Dark Reaches or whatever it is called. From the two sets I get enough marines to fill out a marine army nicely (I call them The Blue Dragons, a Salamanders successor with a martial undertone) and the core of a nice Ork army. It also gives me maybe ... 75? models to practice painting on. Just like being a kid again!

Here is the core.

Big Mek
Burna, Kustom Force Field, 'Eavy Armour, Bosspole, 2x Grot Oilers
-> The other HQ options don't really interest me. Orks have enough interesting units you don't need to spend your points on HQ. I toyed with Weirdboyz but I decided on two Battlewagons. Maybe ... down ... the ... road. If like, I played more than once or twice a year and didn't have 10 other armies.

1x 10x Lootas, "Da Gun Boyz"
They hold the home base and provide some nice shooting. Everything else is assaulting, including vehicles. Defensively, I consider them to be an extra vehicle as far as target priority is concerned.

1x 10x Meganobz
They have TL Shootas stock, there is no need to replace that with Kombi Weapons I don't think, not when combined with the Waaagh! move. The Skorcha one is tempting. The Mek goes with these guys w/ the Kustom Force Field.

1x 6x (10x) Nobz
Stikkbombs, Big Choppas, 'Eavy Armour and a Waaagh! Banner. Nice elite squad for the Mek to join if I don't want the 400 points of Meganobz. 200 points. They get a trukk, too. Nice effective counter-charge, cheaper than the same thing on bikes.

Da Trukk
Grot Rigger, Red Paint Job. The other option is a Wrecking Ball w/ or w/o a Rokkit Launcha. Nice for that AV10 rear armour hit. Maybe Armour Plates.

1x 20x Slugga Boyz, "Da Boyz"
Stikkbombs, Nob w/ Power Klaw, Bosspole and 'Eavy Armour
These guys are an option for the main Battle Wagon, they can also march w/ a Warphead.

2x 30x Shoota Boyz, "Da Udder Boyz"
3x Big Shootas

Deff Dread, "Da Big Tako"
2x CCW, 2x Skorcha, Armour Plates, Grot Rigger
Runs beside the main Battlewagon until the Skorchas are in range.

1x 3x Killer Kans, "Da Kans"
3x Grotzooka, 3x Grot Rigger
Walks beside the main Battlewagon laying down covering fire. 6 3" templates gives a nice 9" diameter footprint.

1x 3x Killer Kans, "Da Eye Kandy"
3x Kustom Mega Blasta, 3x Grot Rigger
Gives 3 BS3 AP2 shots, and they will probably fire twice. Not bad. Handy anti-TMC shooting. I would say it is worth it. 3x Rokkit Launchas for 165 points or 3x AP2 Rokkit Launchas for 180 points. Nice upgrade. The other option is more Grotzookas but I think that is dull. 45 points more than Big Shootas, but they are better against 2+ anyway.

Battlewagon
2x Big Shoota, Reinforced Ram, Stikkbomb Chuka
Armour Plates, Grot Rigger, Red Paint Job, Grabbin' Klaw, Wreckin' Ball, Boarding Plank
This first Battlewagon is either a Transport for the Meganobz, or a Heavy Support selection used as a ride for Da Boyz. It could also be a Transport for the Nobz squad I suppose but I want something in it that can really wreck something. I keep the Stikkbomb Chuka on it just because, even if noone is ever really going to use it. I can always take it off if I am a point or two over.
The Reinforced Ram, Grabbin' Klaw, Wreckin' Ball and Boarding Plank come to 25 points. You can't get a TL Rokkit Launcha Warbuggie for that price. Definately worth it. The Big Shootas are there for Weapon Destroyed results on the damage table.

Battlewagon
Killkannon, 2x Big Shoota, Deff Rolla
Grot Rigger, Red Paint Job, Grabbin' Klaw, Wreckin' Ball
The second Battlewagon, the shooty one only holds 12 guys. Nice for the late game. It does not have the Stikkbomb launcha, just because. It can move 7" w/ the Red Paint Job and fire the Kannon. If it loses it, it can drive 13" with the Deff Rolla. l33tness. Grabbin' Klaw and Wreckin' Ball are another 15 points.

All in all this probably comes to about 2250 points or so.

Other Units
I don't want a Warboss, so those options are out. A SAG is not completely out of the question, especially in Apocalypse. I like the Mad Dok well enough. The other question is Mek's tools, I don't know how effective they are on their own, which leads to possibilities such as Megaarmour or a Bike. But being what I would consider a more tactical player I like the Kustom Force Field anyway.

I like Tankbustas well enough and would not be surprised if I painted up a box at some point. I like various flavors of Nobz well enough, including shooting options. I think the bikes are too expensive. I like Snikkrot but 6+ armour seems ineffective to me. I am not big on Burna boys since they lost the Armour Piercing on their Burnas, and they are still only I3 6+ on the charge with no Stikkbombs. Like Lootas you can replace three Burnas with Meks w/ Kustom Mega Blastas which could be nice.

I don't like Gretchin. I like them as accessory pieces, including a broken Zzap gun on the main Battlewagon (BS2? They can fix it later.) I like 'Ard Boyz OK but I don't feel like modelling them.

I liked Warbikers when they were Fearless. Which they no longer are. I like TL Rokkit Warbuggies w/ various upgrades. They fit the list better than Deffkoptas I think, although you can't go wrong with one or two Deffkoptas, either. I like Stormboyz w/ Boss Zagstruk OK.

I like Looted Wagons with Boomguns OK. If I was going Apocalypse I would not mind modelling two or three. Or 10. I like the Gun Batteries but am not going for them. I really like Flash Gitz but hate the fact they take a Heavy selection. If I was running a third Battlewagon and losing The Kans or The Eye Kandy I could see myself taking them.

Regarding Shooting Weapons and Upgrades
I have a nice selection of units to include, but the question 'that haunts my being' is what shooting weapons to take. The Dred used to carry TL weapons but it lost them so I am going with Skorchas. It still gets 5 attacks on the charge, or 6 w/ only one Skorcha. It is a Carnifex with a Heavy Flamer. Win.

The bitch is the anti-tank. The Meganobz are S9 on the charge, and the Nobz are S7. The Wrecking Balls are S9. Kans can take BS3 Rokkits and Kustom Mega Blastas. You can also get 4 Buggies w/ TL Rokkits for the same price. That take a Fast selection. Nothing wrong there.

The Slugga boyz can take Heavy weapons but I don't know if it is really worth it. With a 6+ save they will die anyway. They are transported first turn, soon after they Waaagh!. Better to spend the points elsewhere than to give them 20 points of Rokkit Launchas they will not use. A Wrecking Ball on Da Trukk, for instance.

I like Big Shootas with the Shoota Boyz, just because. Mostly because they are only 5 points. Rokkit Launchas are comparative to 4+ and better against 3+ but they are more expensive, too. Besides Big Shootas are cool.

Tuesday, September 09, 2008

Eldar List Design: Asurmen's Host or What to do, what to do

I am looking forward to my new website, so here is one last post on here before I get the new one running. That, and the guys at dakka don't (do not) (donot?) need to listen to it.

I call it Asurmen's Host. It breathes some life into my existing Eldar army before moving onto my massive Khorne Lord of all time army.

Asurmen
1x 10x Dire Avengers
Powerweapon and Shimmershield, Bladestorm, Defend

Farseer
Fortune, Doom, Runes of Warding, Spirit Stones
1x 10x Howling Banshees
Mirrorswords, Acrobatic
Wave Serpent
TL Shuriken Cannons

1x 10x Dire Avengers
2x Shuriken Catapults, Bladestorm, Defend
Wave Serpent
TL Shuriken Cannons

2x 10x Guardian Defenders
Brightlance

2x 2x Warwalkers
2x Eldar Missile Launchers

// 1606

I am pretty happy about this. I need to buy Banshees again (Although I can use Scorpions instead) and it gives me a good reason to pick up Warwalkers. It is also an effective list without the use of an Avatar. Whereas my normal list is fought at 0" to 18" (relying heavily on Guardians and close combat), this one gets good use of the longer ranged Shuriken Catapults on the Dire Avengers. Banshees are a great fit because they have Counter Charge and they stack with Doom.

The only real reason I sold my Banshees was because painting all the different Aspects was intimidating with other projects. Such as, for example redefining the laws of physics and collecting 10,000+ points of Khorne.

Thing is I do not know what to add to take it to 1850. There is 244 points left, and I can even lose Defend on the second Dire Avengers. Alternatively I can add Vectored Engines or change the weapons on the Wave Serpents. For instance, Bright Lances on the Wave Serpents and Scatter Lasers in the Guardians.

First thing I am not interested in more Guardians or Dire Avengers. Just because. Second thing I am not interested in adding Scorpions or Swooping Hawks, although I will swap the Scorpions out for the Banshees. Swooping Hawks in 2000 maybe.

Second thing I am fine with adding Pathfinders. Pathfinders are cool and they go good with Doom. I am fine with units of Warlocks but find it both odd and generally ineffective when not stacked with Fortune.

I am not real interested in using Eldrad or Dark Reapers. I do not like Harlequins much under the new Consolidation rule.

I have a 14 man Storm Squad, I could use them alongside a Wraithlord which could be interesting. I could even lose one of the Guardian Defender squads.

I could buy Jetbikes, which I do not have and do not really like the models for. I have D-Cannons which I do not want in, nor any other Grav-tanks. I would not mind a third Wave Serpent but I do not have the model nor is it real exciting to me.

So ... what to do. Are people reading this? Here is the new list. Also, I have two Vypers and a bunch of Wraithguard.

Asurmen
1x 10x Dire Avengers
Powerweapon and Shimmershield, Bladestorm, Defend

Farseer
Fortune, Doom, Runes of Warding, Spirit Stones
1x 10x Howling Banshees
Mirrorswords, Acrobatic
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 10x Dire Avengers
2x Shuriken Catapults, Bladestorm, Defend
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 14x Guardian Storm (including Warlock)
Flamers or Fusion Guns, Spirit Seer, Enhance

2x 10x Guardian Defenders
Brightlance

1x Wraithlord
Wraithsword

2x 2x Warwalkers
2x Eldar Missile Launchers

// 2058

200 points over in 1850. I like the Wraithlord with the Wraithsword, just because. It is cheap and it still has the two flamers on it. I have never really liked Guardian Storm squads much, but they are more useful with the new rules for close combat. For 200 points I can have a Scorpion Squad infiltrating, or for 250 points I can have a 14 man squad of Storm Guardians and a Wraithlord. Not bad, really. The other option is just to stick with Guardian Defenders. The 100 point Wraithlord with the bad-ass Flamers on it takes advantage of the new Run rule. Heck, maybe I can buy one of those fancy plastic Wraithlords, too.

Asurmen
1x 10x Dire Avengers
Powerweapon and Shimmershield, Bladestorm, Defend

Farseer
Fortune, Doom, Runes of Warding, Spirit Stones
1x 10x Howling Banshees
Mirrorswords, Acrobatic
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 10x Dire Avengers
2x Shuriken Catapults, Bladestorm, Defend
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 14x Guardian Defenders (including Warlock)
Scatter Laser, Spirit Seer, Conceal

1x Wraithlord
Wraithsword

2x 2x Warwalkers
2x Eldar Missile Launchers

// 1691

Still 160 points short. I like the Wraithlord but what I am really missing is a bit of extra anti-tank. Marching Wraithguard can work. So can Swooping Hawks. I just don't know. Scorpions in a pinch if they still had their Haywire Grenades and S9 Powerfist. Which they do not.

What I did with the list on dakka was add Pathfinders (to stack with Doom) and a Spearlock Jetbike squad. 3 bikes, a Singing Spear and Destructor. Gives the list some anti-cover and anti-tank. A real unsung hero/ fill in the cracks kind of unit. Thing is I am not big on J-S-J and I think I prefer the Wraithlord.

I just don't know what to do. I will probably go like this.

Asurmen
1x 10x Dire Avengers
Powerweapon and Shimmershield, Bladestorm, Defend

Farseer
Fortune, Doom, Runes of Warding, Spirit Stones
1x 10x Howling Banshees
Mirrorswords, Acrobatic
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 10x Dire Avengers
2x Shuriken Catapults, Bladestorm, Defend
Wave Serpent
TL Shuriken Cannons, Vectored Engines

1x 14x Guardian Defenders (including Warlock)
Brightlance, Spirit Seer, Conceal

1x Wraithlord
Wraithsword

2x 2x Warwalkers
2x Eldar Missile Launchers

// 1706

Just room enough to fit the Swooping Hawks if I lose the Vectored Engines and generally play with the Wargear. Good enough, and three strong Troop. I also like the mix of T3 4+ and mechanized elements. I like Wraithguard but they lack close combat punch. They would be good if Spirit Seers could take both Conceal and Enhance, or even if they were WS5 stock. But oh well. It gives me a chance to play with the Brightlance in the Guardian Squad, rather than a Scatterlaser. I think I would be OK with the eight, that is right, EIGHT Eldar Missile Launchers.

But what do I know. ;). I have to admit I am excited about playing Eldar again, and this is a good list to give the rules 'a go'.