Wednesday, 13 September 2017

Review: Transport - Chaos Rhino



The humble Rhino.....Once known as the "first blood", the "death box" the "why the fuck are you using a Rhino??".

Not anymore. I love the new rules for vehicles and for transports especially. They may have doubled in points but they are also quite often one of the last models I have left on the board, a major pain in the ass for the enemy and a great L.O.S blocker in an edition where that makes a huge difference.


They are way more durable than they were before and quite nippy too. The ability to advance and still pop smokes is great for a first turn objective rush and they are more than capable of delivering their cargo where it is needed without some concentrated effort from the enemy. I would highly recommend them again for combat Chosen or Marines. They are obviously helpful for redeploying your firebase too.

I run mine at 72pts with just a combi bolter as they have a job to do and investing in more expensive weapons seems a waste. They are still a prime target but by no means are they durable enough to operate as a main battle tank, even with full load out.

I currently only 2 but as my Legion grows I will be adding one to every unit that needs it, or maybe just every Marine and Chosen unit.


Sunday, 27 August 2017

Review: Troops - Chaos Space Marines

I am going to start reviewing the units I use mostly in games when I get the time. I am enjoying
the new codex but as always some things perform better than other or just need to be used in a 
different way.

This is the current core of my warband. 4 squads of Chaos Space Marines. I have 2 units set up for melee.1 units has 2 flamers and a Champion with a Power Sword, the other had 2 Melta Guns and the Champion has a Power Axe. The shooty units both have 2 Plasma Guns and a Champion with a Power Sword. They all have a Icon in the unit but unless I have spare points it's just there for aesthetics. The only one i regularly pay for is the Khorne units (Flamers) as it allows them to reroll their charge and they are usually mounted in a Rhino (reviews on those another time). I have 2 Missile Launchers and 2 Multi Meltas ready to go on my other 2 squads as they can have dual Heavy Weapons now and with "objective secure" being back now, it would be worth having 2 units more static but packing a longer range punch. This would also give me 6 units to fill a full Battalion detachment.

In terms of how Marines play in 8th, it's tricky. In cover for a bonus save they can be hard to shift. In the open with no support they may as well be Guardsmen with big guns. Power Armour is still good but with even heavy bolters being AP-1 they can kill Marines pretty easy now. But the points drop has made them more desirable. Overall with upgrades you can save over 40 points on a squad of these guys. It's a shame the Marks are just for Strategem cards and Icons and have no real in game effect but it does keeps the armies simpler to build and play.

I have had varying success with Marines so far. One game 10 of them holding a Grey Knight Grand Master in combat for 4 turns for minimal losses and other games where they are shot off the board before bringing their bolters to bear. But that's part of the game I suppose. I still love the look of these guys swarming the enemy and being able to soak up as much as they dish out. A lot of the other armies do not have access to such versatile troops as Marines.

Tactics wise these guys are used as I need them. I will always take a Rhino but it varies which unit I put in there. Most common it is my Flamer unit as they can take most things bar Large tanks or Monsters. Occasionally it will be a Plasma squad if I have a further out objective that I would rather they camp unit back up arrives. The flexibility of transports in this sense now is a huge bonus. 
I would always take these over Cultists (I have 20 but they are not all painted yet). They make a Chaos Legion look like a Legion still and they can be a rock upon which your enemy breaks.

I always wanted my Black Legion to look like a Warband and by keeping my units looking similar but with colour and build variations they are a more fun to build and paint. Some of my guys sport shoulder pads from other chapters including Grey Knights and Deathwatch. Some have Space Wolves weapons and tokens/icons from various other sources (even an Ogre Kingdoms Banner). I will definitely keep this a running theme across the army (wait until you see my Terminators).




Tuesday, 22 August 2017

My 2k list for tonight's game vs Ginges Deathwatch. Simple but effective. I haven't used the Forgefiends to much effect yet so I'm giving them another run out as I have 3 with Ectoplasma Cannons (they were great last edition). Abaddon is leading my army of course. He adds too much to leave him at home. A battalion with a Sorcerer and 3 squads of Chaos Marines make up the bulk. 2 squads have 2 plasma guns and a Champion with a power sword. The 3rd squad has 2 flamers, mark of Khorne. Champion with power axe and are mounted in a Rhino. My 7 Chaos Terminators have a mix of combi bolter and flamers, heavy flamer, power axes and 2 power fists. The Chaos Lord leads a Heavy Detachment with the 2 Forgefiends and a Havoc squad with 4 lascannon. This gives me 9 Command Points in total and the Lord will let my fire base reroll 1s to hit and jump in to a fight should the enemy get close. Hopefully they'll bring down Ginges 2 flyers or overkill his infantry to table him if he's just left with flyers. Abaddon, the Sorcerer and Terminators will teleport in where I need them most and the Sorcerer will hopefully move them in to flamer and charge range the turn they arrive with psychic goodness. I'm hoping my experience using smaller elite armies will see me through the game as I've no idea what Deathwatch bring to the table as I've never fought them. (On a side note I'm pleased only my Havoc squad are unpainted but they are in process).

Sunday, 20 August 2017

Image result for 40k eye of horus

So....it's been a while. I feel I may finally have enough time to keep an up to date blog. Mostly it will just be pictures and painting progress but I might have some gaming stuff too as I know shall be able to attend my Tuesday club regularly again. The last few years have seen some immense changes in my life and I have empathy for everyone who keeps their head above water during turbulent seas.

My main hobby focus for now is my Black Legion and my Daemons. My Lizardmen and Space Wolves have moved on to new pastures to pay for my growing Chaos hordes. I am also working my way through Blood Bowl teams and a few other projects like my Prussian Navy for Dystopian Wars. I am waiting until I have a big chunk of time to tackle these guys as I have over 100 ships and I'd like them to be consistent and simple as possible, while still looking awesome.

Friday, 14 March 2014

Back to the Badlands fourth game (in brief)

This game was against Dwarves and it was a whole army of guns and warmachines.

I'm studying for a new career atm so don't have as much time free to write these up fully so this will be an overview.

First turn involved him shooting the crap out of me. We had the diagonal set up and I had my Ethereal Slaan army (who was not safe from his magical warmachine shots).
He had loads of handguns and crossbows plus 2 Organ guns a cannon and a flame cannon. Plenty of anti magic so mu magic phases were moot too.
I lost about 18 Saurus on the first turn to shooting, 2 Ripperdactyls and the champ left on 1 wound, wounded a couple of my 6 Salamanders in 2 units and killed a handful of Skink Skirmishers.
I did managed to charge his cannon with the remaining Ripper but he died after 2 rounds of combat leaving 1 Dwarf crew for my Skinks in reserve to finish off when they turned up.
Rinse and repeat really for the nest 5 turns. I only managed to get some Saurus in combat with his reserves on my left flank and his Gyrocopter, the rest died to shooting.
I managed to cast 3 spells the whole game and only got off one coz I rolled 3 6s for Comet.

End of the game I had 2 unwounded Salamanders. My Slaan died in a Dwarf sandwich of 2 units one in front and one in the back as he was trying to avoid warmachines with only one wound left.

Not a fun army to play against really and I can't see any easy way around this kind of shooting army in Fantasy.

Next week Storm of Magic vs Scotts Dark Elves, the only person to ever do well against me but not since his new book came out have we played SOM.

Friday, 7 March 2014

Back to the Badlands third game.

So this one didn't go so well, the problem with theming armies is less scrupulous players will use that against you can plan for it. I will have my revenge though. (I take part blame in my loss due to my awesome but tactically ridiculous set up). You can just see opposite my Stegadons the unit that cause me the most grief, it was 20 Corsairs pushing a Cauldron of Blood with a Hag on top and a Lord on foot. The Hag had the Obsidian Blade and the Lord had an Ogre Blade and the Black Pendant. These 2 alone chopped up all 3 Stegadons and my Old Blood.

Anyways.

So we had Dawn Attack and Jason got to go first.

Turn 1.
Jason moved a few units forward. His Corsair unit moved about 6" forward and his 10 Cold Ones moved towards the swamp but angled towards my monsters. He moved his 2 Crossbowmen units forward each having a mage in, one level 2 and one level 3. A unit of 5 Dark Riders swung around the Arcane Ruins to my left.
Magic and he dropped the BS of my BSB's Stegadon by 2 and was the only spell he cast.
Shooting and he managed a few hits on my Saurus and felled one. Then with a stupid amount of 6's rolled he managed to take a few wounds off my middle Stegadon. The Dark Riders killed a few Skinks but not enough for panic test.
No combat so on to me.

I moved the whole army forward. I made sure my Stegs were all about 17" from his army to make sure I had a turn (well hoped) to soften up his units with some blowpipes. My Carno moved so he could charge the knights if they failed to charge me. I moved my Skink Priest to the Arcane Ruins for some extra dice action in the magic phase.
Magic and my Skink cast Curse of Anraheir on his Corsairs which he promptly dispelled but left me free to cast my Bastiladons bound spell of lasery death on them. I rolled a 6 for the effect to get 2d6 S6 hits, rolled 12 hits, caused 11 wounds, Jason passed 7 saves, crap.
Shooting and I peppered some shots from my Stegs at his Crossbowmen and killed a few but nothing major. My unit of Skinks with the Priest killed all but 1 of the Dark Riders.
No combat so turn 2 (where it all goes wrong)

Turn 2.
This is where things changed. So Jason made a jammy charge of 17" with his Corsairs and Cauldron unit and hit 2 of my Stegs one of which was my BSB. A stroke of fortune was his Cold Ones failing a LD 10 reroll for stupidity and wandering into the swamp and losing one of their number. He charged his Dark Rider champion in to my Skinks with the Priest. He moved the Crossbowmen a bit closer now his army was blocking some of his shooting lines.
Magic phase and he rolled low again so didn't manage to cast much I think he tried to cast a magic missile at my Skink unit but I dispel this with ease.
Shooting phase and he managed to down a couple of my Saurus again and tried to wound my Steg that wasn't in combat but failed.
Combat and his Hag smacked the crap out of my Skink BSB without breaking a sweat. The impact hits from the Cauldron took 3 wounds off the Steg and the Lord with S6 reroll to his and to wound took the last wounds off him. Luckily my other Steg was untouched and as they are stubborn he held his ground. My Skinks lost 1 to the Dark Rider champion but killed him in return and reformed to face the Arcane Ruins.

My turn and I charged my Carno into his Cold Ones just skimming the swamp. I chucked my last Stegadon at the Corsair unit and moved my Saurus forward past and over the swamp towards his Crossbowmen on that flank while my Bastiladon and Skinks made a move for the other unit on the other flank, leaving my Skink Priest by the Arcane Ruins.
Magic and I managed to cast my Bastiladons ray again at the Crossbowmen but only managed a 1 so d3 S3 hits but still managed to kill 2. I also cast Curse of Anraheir on the Corsairs to give them -1 to hit me in the combat phase.
Shooting and my Skinks took a few of the Crossbowmen down and with my Stegs in combat that was it.
Combat and the Cold One knights took a wound off my Carno but my Oldblood wielding the Blade of Realities killed all the knights back in return for little effort. Managed to overrun into his Crossbowmen unit with the level 3 mage. The Corsair unit with characters killed themselves another Stegadon but the last one held again keeping them pinned for now.

Turn 3.
Jason not having much left just kept his army still.
Magic and he rolled bad again but did manage to magic missile my Skinks and drop them down by 3.
Shooting and his Crossbowmen killed all but 1 of the Skinks in front of them but by some miracle he held.
Combat saw my Carno and Lord kill his mage and half his Crossbowmen unit but somehow they held. The Stegadon holding the Corsairs up managed to survive mostly down to him not reforming the turn before so he was only facing the Lord and 3 Corsairs.

My turn and I charged a unit of Saurus to help out the Carno and Oldblood. I moved my Bastiladon and Skinks towards the Crossbowmen unit on the other flank.
Magic and my Priest was unlucky and failed to get Curse of Anraheir off again on the Corsairs but luckily the Stegs still only facing a Lord and a few Corsairs. I tried to laser the Crossbowmen but he dispelled this.
Shooting and I killed all the Crossbowmen with Skinks but left the mage.
Combat and my Carno and Saurus took down the last of the Crossbowmen and turned to face the Corsair unit. My Stegadon survived with one wound and the Corsair unit was starting to dwindle, but it was the characters doing the damage so it wasn't helping. He managed a reform this time so my Steg was going to die to the no armour save Hag now.

Turn 4.
Jason charged his lone mage into my last Skink from the blue unit. Nothing else to move.
Magic and he was limited to his debuff spell and knowing this I just chucked all my dispel dice at it to stop it.
Shooting and he had nothing left to shoot with so on to combat.
Combat phase and he finally downed my last Stegadon. I  had moved my Skinks and Priest either side of his unit though making it difficult for him to manoeuvre his unit anywhere useful hopefully giving my Carno a chance to flank him. His mage killed my last Skink and overran towards my Skink Priest but missed him due to the angle.

My turn and my Carno is right on his max charge range for the Corsairs so I opted to move him closer but keep him out of charge arc. As he still had 1000 or so points in this one unit I decided to hold my Saurus units back to preserve some points. I stupidly forgot to move my Skinks here who could have killed his mage, dumbass. I moved my Bastiladon to try and laser the Corsairs.
Magic and I only rolled a few dice but managed to curse the Corsairs again. It didn't leave me enough dice for my laser but I had to prioritise.
Shooting I missed due to not moving my Skinks, dumbass.
Combat phase and nothing was bashing face this turn.

Turn 5.
Jason moved his Corsair unit round to face my Carno and Bastiladon. His mage charged my Skink Priest who opted to flee and managed to get just out of her charge range.
Magic and the cheeky git tried to magic missile my Skink Priest, which he did, and he died. Damn. It was an irresistible cast though and the bitch killed herself LOLs, small victories. But it left him enough dice to frenzy his Cauldron and Corsairs.
Shooting and he had none left.
Combat again nothing was fighting.

My turn and I had to decide if I had earned enough points for a win. With the Corsairs and more importantly the Hag frenzied I tried to restrain my own frenzied unit in the Carno, but failed with 2 6s and a 5. So with him going in I had to send the Bastiladon to try and help.
Magic, no mage :(
Shooting, Jason's last unit was in combat.
Combat phase and my Oldblood and Hag went into a challenge. My Lord died with her rerolling everything and him having no ward save yet. At least my Carno managed to bite her head off and my Bastiladon took a beating but only lost 1 wound and hit back and killed a few of his guys. I won the combat but he held as was still Steadfast.

Turn 6.
Last turn and combat saw my Carno slapped down to 1 wound by his S6 Lord but my Bastiladon and Carno his back and took the Cauldron to 2 wounds. I won the combat with the Thunderstomps but he held again.

My turn and his Lord finally got the best of my Carno. My Bastiladon made a good account for himself and held the combat but in the end Jason just had too many VPs over me as almost half his points was tied up in this one unit.

A bit disappointing especially as Jason isn't usually a "deathstar" style player. My deployment while made for a great pic did nothing for me tactically so if I get the chance I will try this army again and use it properly. Now I know the way the cauldron works I know a flank charge will nerf it as characters can make way and this is not treated as a character.

Next game VS dwarves with a gun line and more cannons than I can deal with. I am using my Ethereal Slaan but he can magic his cannonballs so I don't expect him to survive.

Friday, 28 February 2014

Back to the Badlands second game.

So my second game was a siege game, I wanted to try out my siege army and Robs Chaos Warrior held castle was the closest. It went well. The army needs some fine tuning but otherwise worked a treat.


I took my Slaan with Lore of Fire and Book of Ashur. He can mod his miscast by 1 with his Slaan powers and also reroll his first failed miscast, he shut down most of Robs 4 magic phases even with him having a level 2 mage with Nurgle and a level 4 Daemon Prince with Tzeentch.
The rest of my 2000 points was 2 units of 3 Salamanders. 30 Saurus and 15 Saurus with a Scar-Vet with halberd. 20 Temple Guard with Banner of the Eternal Flame and a level 2 Skink Priest with Lore of Beasts.
Rob had in addition to his mages, 3 block of Chaos Warriors, 2 with Nurgle and 1 with Khorne. An Aspiring Hero, a unit of 4 Nurgle Ogres and a unit of Skullcrushers. He misread the rules for the relief force stating you need at least a unit of 5 to pass through the gate so these 3 were not going to be enough but could still smash me up some outside if they turned up early enough. I managed to breach 3 wall sections, one was a gate one was a tower pre game. Rob set his Nurgle mage up with some Warriors in a Wizard Tower with Arcane Warding and his other tower had Warding on too. 2 of his units had burning oil and his gate had 2 breath weapon attacks.


I went first being siege and with Rob having no shooting in his army I was unharmed as yet. Rob on the other hand had lost a wound of his Hero, 2 wounds on an Ogre and about 18 or so Chaos Warriors, 9 alone just from his Khorne unit almost halving their fighting power.
Movement phase I held back as even with reduced numbers Chaos Warriors pack a punch and Nurgle guys are harder to hit.
Magic phase I rolled well and Fireballed 4 Khorne Warriors. I also tried to Flaming Sword my Salamanders for 3+ to wound with rerolls but he stopped this. I also tried a Burning Head but he Dispel Scrolled this away.
Shooting and my Salamanders only rolled 1 misfire killing 1 Skink, the rest between them killed 3 Khorne Warriors leaving the Champion and 3 others and 5 Nurgle Warriors over the wall and Tower sections. By this point Rob wanted to concede but I told him to hold fast as Siege games have a way of turning quite quickly.


Robs turn and not much really happened, he swapped his Khorne Warriors with his Ogres as he felt the gate was more important to hold and his Khorne Warriors had taken a burning in my turn, magic phase he tried to cast a few spells but nothing happened. No combat as yet so one to my turn.


My turn 2. I charged the Khorne Warriors with my 15 Saurus plus Scar-Vet. 30 Saurus hit the now diminished unit of Nurgle Warriors, there was about 10 left I think. I left my Temple Guard back again as my Salamanders were still in a position to hit the gate section guarded by Ogres now and the Nurgle Warrior guarded Wizard Tower.
Magic and I rolled low but I did manage to get Flaming Sword on my 30 Saurus and failed again to get Savage Beasts off.
Shooting and my Salamanders again killed about 4 or 5 Warriors between them, even with the reroll to wounds on them their armour is sturdy and I missed the section with the Khorne Warriors on, they die faster due to having 2 hand weapons and no shield.
Combat and my 15 Saurus and Hero had a tough time with the Khorne Warriors, even with just 5 left they chucked out 21 attacks and hit me on 3s. I lost about 4 Saurus but with my Hero and 9 Warriors I wiped them out and took the tower. My 30 Warriors vs the Nurgle guys didn't fair too well as I needed 5s to hit them and they have a 3+ armour save but I managed to kill about 3 or 4 and he killed 6 (plus I had lost 2 to the rocks standing and shooting) back so I lost and stepped an inch back.


Robs turn 2 and he flew his Daemon Prince out of the castle behind my big Saurus unit. His Skullcrushers turned up behind my army opposite the Gate but quite far away yet. No other movement.
Magic and he tried Infernal Gateway on my Temple Guard which I Dispel Scrolled as he rolled really high and he tried to Glean Magic my Skink but was out of arc so he tried a Nurgle spell which forces a T test or take damage but I dispelled this.
Shooting and he poured rocks and burning oil on my big Saurus unit killing about 4. No combat so my turn.


Turn 3 and I charged the Ogres with my Temple Guard and Slaan. I recharged with my big unit of Saurus and moved my Salamanders awar from the path of the Skullcrushers to get one last shot in before I couldn't shoot the castle anymore of the Daemon Prince charged them. I also moved my Skink so he was well hidden from the big Daemon.
Magic and I rolled low again but did manage a 2d6 Fireball of the Nurgle Warriors in the tower but forgot they had magic res 2 from the warding and failed to kill any.
Shooting and with some careful placement my Salamanders killed about 4 Nurgle Warriors over the 2 units I couldn't risk hitting my stuff though so didn't get as many as I wanted.
Combat and my Temple Guard killed 3 of the Ogres leaving the champ on 1 wound. He had a great weapon so killed 3 back in return and the breath weapon killed 3 but then he fled the gate section and my Temple Guard took it. My Saurus again hit the Nurgle Warriors very few times but did manage to fell 2 more leaving 2 and the Hero. I lost 5 again but just stepped back from the wall.


Robs turn 3 and his Skullcrushers failed a charge against my Salamanders as I chose to run with them, reasoning I might be able to rally them and get another shot in before the end. His Daemon Prince charged my big block of Saurus with an inevitable outcome there.
Magic phase and Rob tried to knock d3 T off my warriors but I dispelled this. Only having 1 dice left he didn't bother trying anymore.
No shooting so combat phase. Robs Daemon Prince chewed though my Saurus, I did manage to tak 2 wounds off him though but ran into the castle and died crushed between a rock and a Warp Spawned Monster.


My turn 4 after convincing Rob not to concede again. By this point I was holding the gate with a objective on it and the tower with one on and rob only had a few guys left on the wall section with the 3rd objective on and only 5 Nurgle Warriors and a mage stopping me from getting to that. So I declared a charge with my Temple Guard on the gate at the Wizard Tower and my Salamanders all lined up to shoot the Daemon Prince and the wall behind.
Magic phase and I managed to get Flaming Sword off on the Salamanders that could shoot, the other unit rallied but couldn't shoot this turn.
Shooting and my 3 Salamanders all wounded the Daemon Prince and took 1 wound off him but more importantly killed the Nurgle Warriors on the wall.
Combat and my Temple Guard killed all the Warriors in the Wall section but he Mage managed to hold. I only had 4 Temple Guard left with my Slaan.


Robs turn 4 and with no way of killing or stopping my Salamanders moving in to the now empty wall section and my Temple Guard ready to charge the Mage again he decided enough was enough and conceded.


My army was designed with siege in mind so I'm glad it did well. I don't know how it will do against a more shooty army or one with Warmachines but those armies don't have the Mark of Nurgle either so at least I will be able to hit them.


Next game VS Jason and his Dark Elves again. This time though with my Carnosaur Lord and his 3 Stegadon friends.