Tuesday, August 31, 2010
I have however been thinking about Fantasy a lot and I am working on finalizing a list for Gamecon Spokane 2011 so I can get started working on the painting and modeling that go along with it. Right now I am really liking this following list...
562 max for heroes or lords
Lvl 4 Sorceress Lord of Shadow: 325
-Blood of Tzeentch, Terrifying mask of EEE!
-Soporific Musk, Biting Blade
Exalted Hero: 215
-Battle standard, Doom Totem, Shield
Exalted Heroin of Tzeentch: 145
-Book of Secrets, Lore of Shadow, Dispel scroll
Lvl 2 Sorceror of Nurgle:161
-Talisman of Preservation, Barded steed
28 Chaos Warriors w/ Shields: 498
-Standard Bearer, Blasted standard
5 Marauder Horsemen: 65
5 Marauder Horsemen: 65
5 Knights: 240
-Mark of Tzeentch, Standard bearer
Tzeentch Warshrine: 150
Tzeentch Warshrine: 150
So the Idea of this list is fairly straight forward, I put the Sorceress, Queen, exalted Hero and BSB in the front rank of the big block of Warriors to act as a death star. The unit Causes all enemies with a line of sight to it -1 to their leadership, it also causes Terror and all units fleeing from the block rolls 3d6 and ignores the highest. The lore of Shadows sorceress and Hero are there to soften up any target enemy units and make my Warriors Str 8. The nurgle sorcerer is there to provide crowd control and insta-kill any deathstar units my opponent might have with the Withering/ curse of the leper combo. The Marauder horsemen and knights are there for counter charge/ war machine hunting. Finally the Warshrines are there for buffing the block, protecting it from counter charges and tarpitting.
I'm often told to drop down to one warshrine and I am not entirely keen on that idea. They are incredibly good at being a tarpit unit and the buff they provide the Chaos Warriors is huge. I figured I'd do some mathhammer to prove my point..
So shooting at the Warshrines:
-Str 3 shots: 72 shots = 36 hit (hitting on a 4+)s = 6 wounds (wounds on 6+) = 3 failed armor Saves (4+ armor) = 1 wound (3+ward) (288 Str 3 shots to kill)
-Str 4 shots: 54 shots (hitting on a 4+) = 27 hits = 4.5 wounds (wounds on a 6+) = 3 failed armor saves (5+ armor) = 1 Wound (3+ ward) (216 Str 4 shots to kill)
-Bolt thrower: 14.4 shots (hitting on a 4+) = 7.2 hits = 3.6 wounds (wounds on a 6+) = 3 failed armor saves (6+ armor) = 1-3 Wounds (3+ ward) (28.8-42.2 Bolt thrower shots to kill)
-Cannon/ Stone thrower: 3.6 hits = 3 wounds (5+ armor) = 1-6 Wounds (3+ ward) (3.6-14.4 Cannon hits to kill)
And in Close combat:
-Str 3 Ws <=5: 72 attacks = 36 hits (hitting on a 4+) = 6 wounds (wounds on 6+) = 3 failed armor Saves (4+ armor) = 1 wound (3+ward) (288 attacks to kill)
-Str 4 Ws <=5: 54 attacks = 27 hits (Hitting on a 4+) = 4.5 wounds (wounds on a 6+) = 3 failed armor saves (5+ armor) = 1 Wound (3+ ward) (216 Str 4 attacks to kill)
I think you get the point, odds are I'm not taking any wounds with my Warshrines unless they are hitting with str 5+.
The strength of this list is that it is giving up very little victory points over the course of the game (usually only knights, marauder horsemen and the nurgle sorceror in most games.) It's primary weakness is magic, but between a lvl 4 sorceror to dispel and a dispel scroll I've got some defense. On top of that there is a 26.04% chance that the block will gain a 3+ ward save against magic on turn one from the warshrine, (45.3% chance by turn 2, 66.5% by turn 3) Alternatively I can bump some stats in order to weaken the blow of spells that wound based off of stat tests.
Anyway that's it for today, let me know what you think. Poke as many holes in this as you'd like.
Wednesday, August 25, 2010
So I'm just gonna go ahead and cop out and give you a quick report on my performance at the Merlyn's tournament and some things I observed there...
First of all my list:
Farseer: Runes of warding, Runes of witnessing, spirit stones, doom fortune guide
8 warlocks: 1 W/ embolden & spear, 7 W/ Destructor: 278
-Serpent: TL scatterlaser, Shuriken cannon, Spirit stones, Star engines
5 Harlies, 2 w/ kiss, 2 w/ fusion pistol, shadowseer: 148
10 Avengers: Exarch, double shuriken catapults, bladestorm
-Serpent: Bright lances, shuriken cannon, Spirit stones, Star engine
10 Guardians: Brightlance
9 Warp spiders: Exarch, add. death spinner
2 War-walkers: 4 scatterlasers: 120
2 War-walkers: 4 scatterlasers: 120
The concept behind this list was that I was going to put out as much str 6 firepower on the field as possible while controlling the table with my seer council. The Seer council has a dread reputation at Merlyn's as most people who play there read Fritz and the other eldar player also runs one as well.
Game 1 was a hybrid capture and control/ Kill points mission. My opponent was playing a Marines list taking the Special character that gives his units stubborn. He focused on taking out my troops early and turtling up on his objective, expecting me to not be able to take it. I let him send half his army at my Gaurdians while I shot the Avengers, council, and harlies at his objective. My walkers outflanked for distraction taking his 10 man squad of terminators out of the action. He had troops inside his land raider sitting on his objective in a ruin thinking that would stave me off. Harlies popped the land raider with ease before I opened fire with the council to wipe the objective clean. Unfortunately the Avengers were caught in an assault and ended up fleeing after taking just one casualty, I was unable to get them rallied and on to the objective in time and they ended the game just 5 inches away. The game ended up being a minor victory for me because I won on kill points
Game two was against Zack and his nids. He ran a tervigon, mawloc, Trygon prime, Trygon and a Flyrant. This is the game that I designed the list for, unforunately my dice decided to even the playing field. We were playing a mission where whenever a unit died you placed an objective wherever the last model was when it died. This meant that the Tervigon was high priority cause he would be putting out objectives like it's no one's business and he will definitely have more scoring units then I. What I didn't realize was that his Tervigon broke on turn one so I really shouldn't have focused on it. I let his tyrant get an assault because of that, which was where the game went south for me. I countercharged the tyrant with the council but it took them three turns to bring it down and that was enough time for him to wrest control of the game. He had me down to just a single spider and three models of the council before the game ended, I took out all but one of his scoring units so he needed to table me for anything better than a minor victory, as it was I survived to turn 7 and kept the minor loss instead.
Game three was against Nick and his Eldar warhost featuring 2 serpent, 2 falcons, a 10 man council led by farseer and a 10 man scorpion squad led by eldrad. He had two units of guardians that he held in reserves. I deployed castled in a corner with line of sight blocking terrain covering me from half his army. Turn one he closed me in rushing the falcons to my left flank as the serpents and their deadly cargo move up directly in front of my army. This game involved a lot of maneuvering and a lot of bad rolling as I was unable to bring down either of his serpents despite opening fire on both of them from the rear with both spiders and walkers. He made a huge play mistake by Seizing the initiative with his council as he rolled them up next to the serpent mine was in, blasted my serpent to smithereens then being caught there as my council takes retribution and unloads 7 destructors on the now doomed council. This was a major turning point in the game and I honestly believe that if he hadn't left himself open like that he would have won the game. As it was I won by enough of a margin to take 3rd place in the tournament. Of course, Jason won the tournament with his foot gaurd, I regret not being able to play him because his army would be a great matchup for me.
Jason always scores higher than me at every tournament we play in and one day it is my goal to win a tournament that he participated in. He's kind of my rival like that.
Sunday, August 22, 2010
One thing I did that I wasn't so sure of at the time was remove the stabilizers and leg armor. They didn't really fit well with the weapons where they were so I needed to either remove them or increase the height of the model by a fair amount. I think I made the right choice. I do plan on going over and retrofitting the Monkey ears into leg armor though, maybe builking up the legs themselves as well...
Anyway that's all the time I have for today, I've got to go get ready for said tournament, wish me luck, I'll post my revised list when I write up the report later. Also I've been meaning to write an article comparing 40k's loose rule system to M:tg's tight one so look forward to seeing that in the future.
Friday, August 20, 2010
I have a 40k tournament this weekend that I need to get ready for. It's at Merlyn's so Im not worried about painting, as such I'm thinking about breaking my eldar out for the event.
It's been a while since I've played them and I want to get some Use out of my Seer council... The points limit is 1850 so this is what I think I am gonna bring:
Farseer: Runes of warding, Runes of witnessing, spirit stones, Doom, Fortune, Guide: 175
8 Warlocks: 1 W/ Embolden & Spear, 7 W/ Destructor: 278
-Serpent: Scatterlasers, Shuriken cannon, Spirit stones, Star Engines: 150
10 Avengers: Exarch, double shuriken catapults, bladestorm: 152
-Wave Serpent: Bright lances, shuriken Cannon, spirit stones, star engines: 170
11 Gaurdians: Scatterlaser: 103
10 Gaurdians: Scatterlaser: 95
5 Pathfinders: 120
9 Warp spiders: Exarch, double death spinner: 215
3 War-walkers: 6 Scatterlasers: 180
This is a very meta-game specific list. Tyranids are very popular at Merlyn's and I will face them at least for 1 round, if I am doing well I most likely will have to face them twice. If I end up winning my first two games, odds are I will be facing Jason and his foot Gaurd. His list is very tough and I am going to need lots and lots of instant death shots to take him out. You might notice that my army can put out 62 str 6 shots a turn. That should be enough to push through any of his shenanigans that he pulls with his guard.
The one matchup I am really worried about is Nick's Eldar. It's essentially the mirror match, the difference is that he has two more Grav-tanks in his army (unfortunately I only own 2) of course brightlances aren't exactly a good weapon to take against wave serpents so I'm hopefully I will be able to knock down is tanks via my torrent of fire.
Anyway I just figured I would put this out there, I will hopefully be able to take lots of pics and provide you with some battle reports. I've finally got some video capabilities so I might make a couple vids from the tournament. If you want to hear a voice more annoying then Brent's get ready, it's gonna be fun.
I played my same list just adding the favor of the gods on my Sorceress to test it out (he was having trouble cutting his list down to 1500 so we settled as 1506.)
You'll never guess what happened? I once again wiped the floor with my opponent. (literally, we played on his living room floor) It was a really casual game and I didn't bother taking pics. I'm actually getting frustrated with my list because I want to know how to beat it and no one seems to be able to. I need to lose some games so I can see what works against my army so I don't end up getting raped in a tournament as someone finally figures it out. I want to be prepared for the worst case scenario, and until I know what that is, I won't be ready for it.
Oh and for those who were wondering Jason is kinda the 40k Champ around here. He wins most 40k tournaments in the area, he rocked ard boys at gamers haven and won Gamecon this year.Above is a picture of him facing down a triple stormraven list round 2 at spocon this year. (You can see me all the way down at the other end of the table leaning across to place my monolith. This was pretty much the closest picture of myself I was able to find from spocon this year. At least the closest picture that didn't involve me being inebriated, but I don't really want to share that one, lol.
Anyway I just figured I would make a quickie so I didn't let my blog sit Idle. I'd also like to take a moment to see what everyone would like to see more of here, I never really know if something I post will have a positive response or not, I want some feedback =D
Tuesday, August 17, 2010
Anyway this is what I am looking at for the 2000 points level:
Sorceror lord of Tzeentch
-Mark of Tzeentch, talisman of endurance, Blood of Tzeentch, Favour of the gods.
Sorceror of Slaanesh
-Mark of Slaanesh, chaos steed, talisman of preservation, dispel scroll, Dragonhelm
10 Marauder horsemen
-Mark of tzeentch, Light armor, Throwing spears
30 Chaos warriors
-Shields, Mark of Tzeentch, full command, blasted standard
10 Chaos Knights
-Mark of Tzeentch
Chaos Warshrine of Tzeentch: 150
Chaos Warshrine of Tzeentch: 150
Taking the list up to 2000 points I made a few changes.
The first change I made was a little trick I learned from the warriors of chaos FAQ. By giving my sorceror of Tzeentch the favor of the gods I made the warrior block that much better when it comes to rolling on the eye of the gods table. Now I get to change the results I roll by one when I am granted rolls by the warshrines for the units. This is something I would have killed for in the tournament this weekend as I kept rolling 8s and 7s, magic resistance 3 is nice and all but when I'm playing against an army without magic it might as well be an eye is closed result. being able to bump it up to a 9 to make my warriors leadership 9 would definitely be better and changing those rolls of 7s (nothing happens) to granting my warriors a 2+ armor save would be very awesome. The best part is that I get all of this for the low low LOW price of 5 points. What can your army do for 5 points?
Next I buffed my slaanesh sorceror up a bit. I gave him a 1+ armor save with the dragonhelm (another cheap upgrade, 10 pts) and gave my army some much needed magic defense in the form of a dispel scroll. I'm not going to be so vulnerable to spells that can wipe out my warriors in one fell swoop anymore.
the third change I made was combining the marauder horsemen into one unit and making them a lot more useful for something other than bad bait. now they are vastly more survivable (going from having a 17% chance of surviving a str 3 wound to a roughly 44% chance. Now they won't be mowed down by archers as they shoot forward to run interference. The are going to be much more better suited at harassing long range units now. Also I gave them throwing spears to give them a little bit more use as I found many occasions where I would have been able to do some damage with them in shooting if I hadn't dropped the spears for the original list.
Finally perhaps the biggest change I made was adding a unit of 10 Chaos knights.
The knights bring some serious hitting power to the mix dealing 15 str 5 and 5 str 4 hits in close combat. The nice thing is that they continue to have this hitting power even in protracted combats and are not limited to just being badasses on the charge. They serve as both a hammer and an Anvil unit and are most certainly worth their points. The best part is that if the opponent decides to focus their efforts on the knights that will allow the warriors some immunity as they cross the table to blow away whatever they charge into on the other side.
They do have one glaring weakness though that I am very much aware of. They are vulnerable to warmachines. since they only have a 1+6++ warmachine shots serve as a huge risk to the unit. The problem is that they are the obvious choice of target for the warmachines. It is obvious that any other unit (besides the marauders) in my army is most likely going to survive a stone thrower shot to the face, the knight most likely will not. I'm not sure if I'm being too worried about this but I do know that it could be a serious problem for the unit.
So that is where I am sitting right now for 2000 points, When I get a chance I will write up my 2500 point list and see what you all have to think about that.
Saturday, August 14, 2010
My list for reminders:
Jenn, Chaos Unicorn Sorceress Queen of Tzeentch (Why yes, I do have a fancy title, thanks for noticing)
-Mark of Tzeentch, talisman of endurance, Blood of Tzeentch
Hero:Jenn's Bitch, Sorceror of Slaanesh (cause he's kinky)
-Mark of Slaanesh, chaos steed, talisman of preservation
5 Marauder horsemen
5 Marauder horsemen
30 Chaos warriors (or 'that fucking unit' as it became to be known during the tournament)-Shields, Mark of Tzeentch, full command, blasted standard (<-Worth it's weight in gold) Rare: Chaos Warshrine of Tzeentch: 150 Chaos Warshrine of Tzeentch: 150 So, Game 1 was against a really cool guy named brad. I was very lucky to play against him first round because I had to ask a lot of questions and he even let me take back a few mistakes I made which was really a great way to start my second game of wfb 8th edition I've ever played (never did get another practice game in before this weekend). He was playing High elves and was kind enough to let me get a copy of his list: Heroes: Mage: sigil of asuryan, lvl2, talisman of protection Noble: Battle standard, armor of caledor, great weapon Core: 35 spearmen w/ full command 10 archers 10 archers Special: 16 Silver Helms w/ full command 11 Sword masters w/ full command Turn 1 started kinda iffy, he finished deploying first and ended up getting first turn. I forgot my vanguard moves with my cavalry. What a great way to start a tournament. (I apologize ahead of time for lack of pictures, I have a bad habit to forget to take them while I am playing.) He did some moving around with his units and got his archers in range with one of my marauder units. he opened up on them, killing three. They then panicked and ran, causing Jenn's Bitch, one of the shrines,and 'that fucking unit' to take panic tests. 'that fucking unit' failed theirs. Being only 6 inches from the board edge I hit despair 5 minutes into the game. I was just about to move them when Brad asks 'don't you get a re-roll?' I was so relieved when i went on to end of passing said re-roll, that would have been bad if my 825 point unit decided to walk off the field before I even had a chance to move it.
After that excitement during his turn mine was quite boring as I just did some marching forward.
Turns 2&3 were pretty dull for both of us as well, there was a lot of shuffling around and jockeying for position the marauders ended up rallying and making their way towards a backfield objective. the second unit got fired at as well but made their panic test.
Turn 4 is where the game started to get exciting. He begins his turn by charging 'that fucking unit' with his cavalry and getting the flank charge with one of his units of archers. He manages a grand total of 2 casualties on my end. I end up killing enough of each of his units that he loses by 4. He goes on to fail both break tests. The warriors pursue the silver helms, failing to catch them. While the archers run through his unit of spearmen, causing the spearmen to panic and break. My turn 4 begins with me charging the silver helms with my warriors, catching them and cutting them down. I charge the archers with one of my warshrines causing them to flee further. The other warshrine gets in position to flank charge the spearmen next turn.
Turn 5, Brad is able to rally his fleeing archers but the spearmen run off the table. I set 'that fucking unit' up to charge the building where his other unit of archers is while one shrine assaults the recently rallied archers. In magic I kill his unit of master swordsmen with Jenn by forcing them to attack themselves (great weapons are nasty). The shrine kills all but one of the archers but he manages insane courage so the battle rages on.
turn 6 was cleanup, 'that fucking unit' charges and obliterates the unit of archers in the building while my shrine kills the last archer. Game over Jenn tables her opponent in her first tournament game of fantasy (2nd game ever in case you forgot) Here is some of the carnage
I didn't get nearly as good of notes from the second game. I played Kurt and his Bretonians. it was an interesting game, 'that fucking unit' did it's thing again and just wouldn't die from a double charge, it took a unit of marauders getting a rear charge on his unit of Pegasus knights which had flank charged 'that fucking unit' in order to finally push the combat into a victory for me. My shrines did some hard core eating through his men at arms and knights errant. The game ended up going to time with me scoring around 800 victory points to his... 0. I didn't lose a single model. Also if the game would have gone further his big powerful bad ass knights (which contained his general) and his men at arms would have ran off the table while 'that fucking unit' would have moved in to take out his trebuchet and archers (there was no way they would have been able to deal enough wounds to keep 20 warriors from eating them alive). with the 800 point lead I end up getting yet another massacre with full points. This totally put me in a good mood when I realized that I most likely was going to win the tournament. I had 40 points going into round three where the average around the room was low to mid 20s with only one player in the 30s. His name is Taber, and we played round three at table 1.
He had a nasty Empire army led by a level 4 sorceror of Death in a huge blob of dudes with Halberds. He also had some sort of rocket launcher, a cannon, a unit of 30 greatswords, and a 20 man hoard of hand gunners.
Turn one he casts a boosted Purple sun and I barely fail to dispel. It proceeds to go 30 inches straight through 'that fucking unit'. He ends up killing 7 warriors AND Jenn turn one before I even have a chance to do anything. The game is pretty uneventful as he shoots everything he has at 'that fucking unit'. The number one thing I learned from this tournament is that 'that fucking unit' just does not take wounds from shooting. After weathering 3 turns of shooting and sorcery at toughness three I might add (due to one of the spells of death) I still had 17 models crashing into his blob. I deal a massive amount of wounds turn after turn winning combat only to have the unit be unbreakable. Finally I dispel whatever spell it is that is making them unbreakable and proceed to run them down. Meanwhile my warshrines make their way around to the back of the table and one gets a charge on the rear of his greatswords. I'm able to do enough wounds to tie combat a few turns until Jenn's bitch finally gets a spasms through wiping out most of the unit then allowing the shrine to overrun the swords. The game ends with him throwing models and me with a huge grin on my face. Yet another massacre (all I lost was Jenn and a unit of marauders) All he had left on the table was the hand gunners.
I end up winning the whole damn tournament with three massacres under my belt (57 points out of a possible 60)
My third round opponent somehow ends up taking second place despite only getting 4 points in that last round. I must say he was a very very bad sport. between throwing models and getting an attitude with me when I misunderstood a rule. I don't know why but I always have sportsmanship problems at hobby town. Which is weird because most of the guys there are pretty cool. This guy was pretty much a dick. Throughout the tournament he kept referring to me as 'he' which is the fastest way to get on my bad side. Nothing pisses me off more than the utter lack of disrespect a person shows when they pull that shit. Yes, I have tiny boobs, a muscular build and a deep voice, but I am a woman and when someone pulls that shit I have no respect for them. I have the strongest temper in the world due to having to deal with a lot of shit on a daily basis, but at one point I almost snapped and chewed him out, which is saying a ton when it comes to me.
I ended up winning enough to pay for a copy of the BRB (So excited, it's so heavy and thick, I would love to throw it at Taber...) I have $5 store credit left over with which to make due. Not a bad day (outside of annoying dicks) all things considered. I am definitely looking forward to getting more into the game now.
A quick note, I am exhausted and have to work in three hours and need a nap so I don't have time to attach all of the images, I will however add them in at a later point (I took about 40 to choose from)
Friday, August 13, 2010
Above is a rear shot of the model, I am going to be painting and modeling the top of the disk as a giant eye with an icon of Tzeentch as the pupil.
The model does have a potential of 11 attacks in close combat so I figured many tentacles to represent that might be a good idea. I am kind of regretting the idea of including the head on there and I am most likely going to remove it for the final product. So pretty much from here I will be adding more tentacles and texture to the disk, while removing the head and perhaps hang some banners and/or chains from the outer edge of the disk. (the Eldar wraithlord kit has some awesome banners I want to use for this). So anyway what do you guys think? Is it looking good so far? Horrible idea? Is it Tzeentchy enough for the Tzeentch club?
Monday, August 9, 2010
So it' three in the afternoon and for some reason I just drank an extra-large Baja Blast from Taco Bell. Doesn't sound like that bad of an idea until you take into account that I have been up since 9 o'clock last night and I have to get up again at 9 tonight. Sleep is necessary for those under the same regimen of medication as I and 6 hours probly isn't gonna cut it.
Not that that matters because I am up on my computer posting to my blog anyways because frankly... I just had a mountain dew that is going to destroy my metabolism.
Long story short I'm way past my bed time and I took some time to check out the new Isle of Blood minis on the GW website... And I must say.. I am disappointed. Don't get me wrong, The Skaven are gorgeous, and most of the elves are beautiful too. (that griffin almost makes me not want to hate High Elves) The problem is the horses.
It's just... Wrong.
I grew up in the boondocks, I've spent a lot of time around horses and I have a pretty good idea what they should look like. This is not it. That thing's legs should snap like twigs. It's rear is waaay too small and it's neck and front are likewise. This model is just... Bad. I dunno, maybe I'm just picky but still... Look at this for comparison.
I've grown up around horses and that's actually one of the main pulls toward fantasy that I've had. Honestly I've always hated dealing with them... But I think they are pretty (yes reminder... I am a girl) So it bugs me when it is so horribly wrong.
And I could understand if you said 'These are elvish horses, they are supposed to be different and skinny and frail looking' And you know what, I would buy that (but not the model, you can keep the model its ugly) The thing is you could do soooo much better than what they did, even with the limited moulding process that comes from making a box set like this.
Anyway I'm tired and cranky, I'm gonna go play with my Marauder horses (now those are fantastic models, I am proud to have them in my army, not like those sissy physically improbable poor excuses for equestrians that come in the box set.)
Look forward to pics of my Warshrine conversions coming soon. I've got the concept down pat... it's just time to get to the execution. So tune in hopefully tomorrow for your first glimpse at the eyes of Tzeentch.
Sunday, August 8, 2010
So anyway here is my list that I plan on bringing, it's 1500 exactly:
(General)lvl 3 Sorceror lord of Tzeentch, Talisman of endurance (5+ ward, 4+ after mark), Blood of Tzeentch (Re-roll 1 casting dice per turn as long as not a 1)
Lvl 2 sorceror of Slaanesh on barded chaos steed, talisman of preservation (4+ ward)
10 Marauder Horsemen: 130
30 Chaos Warriors, full command, mark of tzeentch, blasted standard (4+ ward against shooting) Shields: 570
2 Chaos warshrines of Tzeentch: 150 ea.
So the plan is pretty straight forward, the lord hangs out in the unit of warriors as they march their asses forward. The warshrines buff said unit so it will steamroll anything it comes into contact with. The Marauders ride up and make flank charges. I hope against hope that I roll titillating delusions as one of my spells for my Slaanesh sorcerer so I can get into combat a turn earlier. Otherwise he just rides around sowing dissaray as he pleases. I realize the putting all of my eggs in one basket of warriors choice probably isn't the best idea but until i get the models I need to spread out this is probably my best bet.
One thing I want to point out that I like about the army is the saves, check this out:
Warriors: 3+4++ while being shot at 3+5++ in close combat 3+ against magic
Sorceror lord: 4+4++ all the time
Slaanesh sorceror: 2+4++ all the time
Warshrines: 4+3++ all the time
Marauder Horsemen: 6+ (6+ means its good right... Right?)
Anyway you'll notice that outside of the Marauders my army is one tough nut to crack. I am considering upping my Sorceror lord's Ward to 3+ and the slaanesh sorceror down to 5+ but I figure the Slaanesh sorceror needs it more anyway.
So that's what I've got. Let me know what you all think.
Friday, August 6, 2010
So now for the final entry as far as pre-existing units go for my list, the lords.
Silver Necron Lord: WS: 5 BS:5 S:4 T:6 W:4 I:4 A:3 Sv:3+5++ Ld:10
Gold Necron Lord: WS: 6 BS:5 S:5 T:7 W:5 I:5 A:4 Sv:2+4++ Ld:10
Platinum Necron Lord: WS: 9 BS:5 S:7 T:8 W:6 I:10 A:5 Sv:2+3++ Ld:10
Silver: Infantry, independent character
Gold: Infantry, independent character
Platinum: Monstrous creature.
- Staff of light: power weapon, may be fired in the shooting phase with the following profile: Str: 5 Ap:2 18" Assault 3
- Cloak of Darkness: Enemy units within 12" of a Silver lord have a -1 modifier to their leadership. This range is increased to 18" for gold and platinum lords. Platinum lords cause an additional -1 as well.
May replace Staff of light with any combination of two one-handed weapons or one two-handed weapon.
- Flencing claws
- Burning orb: ranged weapon Str:4 Ap:4 12" Assault 2d6 (a pair would fire 4d6 shots)
- Ungiving Bracer: grants +1 T
- Royal warscythe: +3 Str, Ignores invuln saves.
- Heavy Gauss Destroyer
- Ultimatum Orb: Str 5 Ap: 1 18" Assault 1 Large blast.
- Eternity Vessel: increases invulnerable save by +1
- Gaze of flame: (as per current necron codex)
- Chronometron: (as per current necron codex)
- Veil of darkness: (as per current necron codex)
- Destroyer body
- Ressurection Orb: Units within 12" of a Necron lord with a res orb may always roll their feel no pain even if it would otherwise be negated.
That's it for now, I would love to hear some feedback. also if I had time I would have covered the New unit I would include: The Skiff. A transport vehicle with a portal and standard issue particle whip, just no power matrix.
Now I am off to do something other than stare at a computer for four hours as I type up rules that no one will ever use.
Thanks to anyone who actually made it through all of the entries. Let me know if anything is hardcore broke or not very clear.
Time for Wraiths, yet another upgraded version of the Necron warriors...
WS: 5 BS:4 S:3 T:5 W:1 I:2 A:1 Sv:4++ Ld:10
Jetbike: Unit size 3-15
May choose two close combat weapons from the following list: (any combinations as usual, they all choose the same)
- Flencing claw: (counts as a lightning claw granting an additional attack, +3 attacks total if taken as a pair resulting in 4 attacks base, 5 on the charge)
- Injector: Grants the poisoned attacks (3+) rule, a second one changes this to (2+)
Phasing: Wraiths ignore all terrain for all intents and purposes. They count as having offensive grenades. Wraiths roll an additional dice to penetrate vehicles in close combat. Wraiths do not have an armor save, instead they have an invulnerable save.
Destroyers, once again operate off the standard Warrior body with different upgrades and equipment, this one is pretty straightforward.
Jetbike: Unit size 3-12
Destroyer: WS: 3 BS:4 S:3 T:6 W:1 I:2 A:1 Sv: 4+ Ld:10
Destroyer Baron: WS: 4 BS:4 S:3 T:6 W:1 I:3 A:2 Sv: 4+ Ld:10
Gauss Destroyer: Str:5 Ap:4 36" Heavy 3, Twin-linked, Rending
Destroyer platform: Increases toughness by 1 (this is a hard increase, affecting Feel no pain and instant death) changes unit type to jet-bike.
The entire unit may be upgraded with disruption fields.
One model for every three in the unit may exchange their Gauss destroyer for either a Heavy Gauss Destroyer, a Warscythe, or a pair of Warblades. (Destroyer Barons may not take Heavy Gauss Destroyers)
One model may be upgraded to a Destroyer Baron, it may choose two options from the following list (both choices can be the same option if desired, if two guns are chosen they combine their profile)
- Particle Projector
- Gauss Destroyer
Heavy Gauss Destroyer: Str 9 Ap2 48" heavy 1, Twin-linked, Rending
Warblade: power weapon that grants +1 I and ignores invulnerable saves. (A pair would grant +2 I and +1 attack for having an additional weapon)
Warscythe: power weapon that grants +1 S and ignores invulnerable saves. (A pair would grant +2 Str and +1 attack for having an additional weapon)
Time for the classic Necron unit, the Monolith. Frankly this is one of the models I think they've pretty much got right. Lets go into what changes I would make.
Bs: 4 F:14 S:14 R:14
Tank, Skimmer, Transport capacity 20 (Immortals count as 2 models, Tombspyders count as 3)
- Particle Whip: Str 4 Ap4 24" Heavy 1, Large blast, ordnance.
- 4 twin-linked Heavy Gauss Flayers
- May replace power matrix with four Particle Projectors (see tomb spyder entry), their shots may be combined to fire with the following profile: Str 10 Ap1 72" Heavy 2, Twin-linked, Melta
- May replace all twin-linked heavy Gauss flayers (see immortal entry) with a defensive discharge system: (deals one S4 wound to each unit within 12" of the monolith for each model in the unit within the 12" area of effect.)
- Power Matrix: once per turn you may choose one of the following options:
- Fire a particle whip with the following profile Str:9 Ap3 36" Heavy 1, Large blast, ordnance
- Charge the Defensive discharge system: deals one S6 wound to each unit within 18" of the monolith for each model in the unit within the 18" area of effect.
- Charge the portal: models embarked in a vehicle with a portal may disembark anywhere within 12" of the monolith, any number of units may disembark this way.
- Living Metal: as in current Necron codex
- Ponderous: The monolith may only ever move up to 6" in any movement phase. It is always treated as having not moved. Furthermore, ponderous vehicles may fire ordnance weapons in addition to their other weapons.
- Portal: Models embarked in a vehicle with a portal may disembark from any vehicle with a portal on the table. Each portal may only be disembarked from once each turn unless otherwise stated. Models may embark into a vehicle with a portal as long as they are within 6" of it instead of the usual 2". Furthermore units may disembark up to 6" away from a model with a portal. (keep in mind that a unit may not embark and disembark in the same turn)
So looking back maybe I did make a few more changes than I thought I had. I added some weapon options to create some variety and make it so your monolith will work how you want. I also decreased both the particle whip and defensive discharge array to str 4 so they count as defensive weapons, this is so no matter what other weapons you are charging with the power matrix you may fire both the defensive weapon and the ordnance weapon.
It is my personal opinion that tomb spyders were done horribly wrong in the current Necron codex, so I have made some major Changes to them to make them much more in line with how I think they should be. Here's what I did, I'll run you through it all after you see the profile:
Tomb Spyders. You may take up to three tomb spyders per Elite choice slot.
WS: 3 BS:3 S:4 T:6 W:2 I:2 A:2 Sv:2+6++ Ld:10
Each tomb spyder may choose two peices of equipment from the following list, if equipped with two particle beams it may fire both as a single weapon:
Crushing claw (Power fist, a pair would grant +1 attack per BRB)
Unearth (does not grant to units joined, but may be deployed with units that already have it)
Artificer special rule: Units accompanied by a tomb spyder get +1 on any feel no pain rolls they are called to make.
Artificer arm: for each artificer arm a tomb spyder is equipped with, you may re roll one feel no pain roll per turn for any model in the same unit as a tomb spyder.
Particle Beam: two profiles: Str 7 Ap3 24" Heavy 2 Rending. Str 9 Ap1 36" Heavy 1
If equipped with two particle beams they may instead be fired with the following profile: Str 10 Ap1 48" Heavy 1, Twin-linked, Melta.
Spyders are here to act as unit upgrades for other units. They add some much needed fire power to any unit that they join and are flexible. One thing I would like to point out is that they purposefully slow down flayed ones and scarabs. Simply put they are just big and can't move as fast. I did this on purpose to make it less of an auto include to any unit and so it would change the dynamics of how the unit works when it is joined by a Spyder. (That and having an 24" threat assault range just somehow seems scary on something with 4 Str 8 attacks on the charge)
So next up on the list is the first Elite choice entry: Immortals.
Immortal warriors, like flayed warriors are basically just warriors with different equipment and special rules. They are pretty simple, better gun, better armor. Check it out:
WS: 3 BS:4 S:3 T:5(6) W:1 I:2 A:1 Sv:3+6++ Ld:10
Heavy Gauss Flayer: Str: 4 Ap:4 30" Heavy 2 Rending (The heavy Gauss flayer does not have a built in Powerfist)
Immortal shell: The immortal shell is upgraded armor given to Immortal Warriors. It grants a 3+armor save and has built in Disruption fields
Necron, Cold Efficiency.
You'll notice that I removed the powerfist from the Heavy Gauss flayer, this is simply because I wanted immortal warriors to be the strictly shooty alternative to warriors, whereas flayer warriors are the strictly cc oriented warriors.
So for scarab swarm I wanted to evoke the image of scarabs coming out of the ground and being horrifying to deal with. As much as I love the fact that they are Jetbikes when I am playing them, I personally don't think that is how they should be represented in the rules. As such they move using the Beast/ Cavalry special rules. Here's what I have came up with:
WS: 2 BS:2 S:2 T:3 W:3 I:3 A:3 Sv:- Ld:10
Scarabs may be equipped with a Gauss emitter or a Disruption field
Swarm, Feel no pain, Unearth
A Gauss emitter is a shooting weapon with the following stats: Str: 2 Ap: - 6" Assault 3 Rending. Also, while equipped with a Gauss Emitter, close combat attacks made by the unit gain the rending rule. Units without the Necron rule firing a Gauss emitter may not assault the turn they do so.
Models with disruption fields have a 6+ invulnerable save, also, when rolling to penetrate armor in close combat they roll an additional d6. (Str2+2d6 to penetrate vehicles in close combat)
So with this post I am going to be covering what I think flayers from the current Necron codex should become to better represent them fluffwise.
First off I would like to point out that I am changing their name to Necron Flayer Warriors to better represent their essence. They are troop choices, and are pretty much just Necron warriors with different weapons and special rules. (Compare if you will to the Marine codex and the difference between assault and regular terminators)
Necron Flayer Warrior:
WS: 3 BS:4 S:3 T:5 W:1 I:2 A:1 Sv: 4+ Ld:10
Flencing claws: Flencing claws count as a pair of lightning claws that grant an additional attack (to a total of three base, four on the charge)
Necron, Move through cover, Horrifying Visage, Flay, Unearth.
Horrifying Visage: Necron Flayer Warriors decrease the leadership of all enemy units within 12" by 1. At the beginning of each round of combat, enemy models engaged by Necron Flayer Warriors take a leadership test, if they fail, their WS and I characteristics are reduced to 1 for the remainder of the turn.
Flay: Any time Necron Flayer Warriors capture a fleeing unit and wipe it out their Horrifying Visage rule increases it's range by 6" for the remainder of the game. (To represent the screams of the fallen capturing the attention of their nearby comrades.) Such is their eagerness to flay their enemies, Flayer warriors roll 2D6 and discount the lowest result when rolling to pursue enemies.
Unearth: units with the unearth rule coming in from reserve may choose to deploy via the Unearth rule instead of walk on from your board edge. (You make this decision as they deploy, this is to cause a level of uncertainty in your opponent and open up your options)
When a unit enters play via unearth place one model in the unit anywhere on the table more than an inch away from another model. You and your opponent then roll off to see who controls where the unit enters play. Whoever wins may then move the unit D6 Inches in any direction. This move may not bring the unit to within 1" of an allied unit. If the move would bring the unit into within an inch of an enemy unit, place the remaining models within coherency of the initial model. The unit arriving via unearth then counts as having been assaulted this turn, their initiative is reduced to 1.
First up: The warrior.
First of all the statline for the basic Necron should be reworked here is what I am thinking:
WS: 3 BS:4 S:3 T:5 W:1 I:2 A:1 Sv:4+ Ld:10
Gauss flayer: Str 3 Ap 4 24" Heavy 1, Rending.
-In close combat the Gauss flayer counts as a powerfist.
Necron, Cold Efficiency.
Cold efficiency: Necron warriors never gain a bonus attack for assaulting, they also count as being equipped with defensive grenades for the purpose of being assaulted.
Necron: models with the 'Necron' rule gain the following rules: 'A reason to fear', Fearless, Feel no pain, and Slow and Purposeful.
A reason to fear: If an enemy unit suffers any unsaved wounds in the shooting phase from a unit with this rule they must take a morale check with the following modifiers: for each 25% of the unit that was wounded this turn by any units with this special rule that unit gets a -1 modifier to their leadership characteristic.
Also, if this leadership test is passed then the unit that passed it takes an additional wound for each unsaved wound dealt to them by shooting from this unit. (saves are taken as normal)
Example: a unit that began the turn with 12 models in it takes 1 wound from a unit of Necron warriors during the shooting phase. They must immediately take a morale check before anymore shooting is resolved, this test is taken at their regular leadership. They pass their leadership, they then take a wound but are able to take an armor save to prevent it.
Why these close combat stats?
Necrons are supposed to be slow methodical killers, they are not so much concerned with dodging attacks and parrying. Instead they weather incoming blows and and return their attacks with devastating force. Caves of Ice by Sandy Mitchell is probably the best description of a Necron warrior in close combat I have seen to date. In it, the warriors are slow to strike but they're close combat attacks with their flayers are devastating, cutting through the defenses of the guardsmen like a hot knife through butter. This is why the Gauss flayer counts as a power fist. To represent a necron warrior's complete and total lack of emotion/ excitement they never gain an attack for charging.
What's up with the special rules?
Necrons are in this galaxy for one purpose and one purpose only, to eliminate life. They are extremely efficient at this and are quite horrifying to face. The 'A reason to fear' rule represents this. Frankly if a Necron warrior is firing at you they are not wasting any shots, as such , any unit foolhardy enough to refuse to run for a hail of fire from a unit of warriors is quite likely to continue to take casualties as they make their stand. When I first played against Necrons I was amazed that they didn't Have the slow and purposeful rule. It's just so fluffy that they would have it, as such I have included it, which is good because their guns are so big and heavy I have changed their type from rapid fire to heavy 1 to represent their bulk. Of course Necrons are fearless, it just makes sense. Also, We'll be back and feel no pain are so close to eachother in terms of rules its just easier to streamline things and give Necrons FnP, hell they don't feel any pain anyway do they?
I feel this ruleset is much closer to representing the fluff behind the warrior. Now that I have gotten the basic rules of the Necron army in my head out and down I'm going to start going through each unit and show what I think they should in my world. Stay tuned for more. Up next: Necron Flayer Warriors.
Warning, many pictures lay ahead because I am taking you step by step with fun and exciting narrative.
Meet Steve, the banner bearer of the Tzeentch hoard that is slowly mustering now in the north (Washington state to be exact) Steve began his transition with a new fur coat and banner both painted mechrite red. He decided that the coat was about the right shade but the banner needed to be brighter, so he went over the banner with blood red. Steve figures it's a good scary color that he could use to intimidate his enemies.
Here you see Steve's fancy new coat. He brightened up the cloak just in case he decides to run. So his enemies will naturally be afraid of him even if he is running. Besides, what harm could come from wearing red?
Steve heard that the blood angels just got a new codex not too long ago. He didn't want anyone to think that he was a copy cat so he decided to paint the banner orange. He figures orange is an awesome color for warding off enemies, it makes him look dangerous. He got kinda laze toward the top though for some reason... so it's still a little red up there...
Orange cloaks are all the rage down at the club scene in case you didn't know.
Speaking of the club, last time Steve was down there he decided to show off his moves. As he was out in the middle of the floor the nearby dancers told him that he was on fire! As in his moves are awesome... Not that he was actually burning. Because that would be quite terrifying...
That's where Steve got the idea to make it look like his banner and cloak flame a little bit. Nothing is scarier then a big guy standing in a crowd yelling "I'm Flaming!" I dunno about you but if I saw that, I most certainly would turn the other way.
I'm not sure where Steve got the idea to add green to the banner... He said he was gonna make it look as though he were flaming... I'm not too familiar with green fire...
I will admit, it most certainly makes him look good from behind.
OH! I get it, he meant that kind of flaming. No wonder you only ever see Steve in groups of guys. I mean would it kill them to have at least one female in their group so they didn't look so obvious?
He is most certainly starting to look pretty rainbowtastic from behind.
Finally we get to the purple! That's Jenn's favorite color you know.
Definitely completes the rainbow look from behind. (Quick aside, yes I know it goes RoygbIV but you find Indigo and violet in GW colors that look decent in a rainbow, not happening)
The rainbow banner comes to completion with a little bit of warlock purple to close things up and start sending them back towards the red end of the spectrum.
Here is steve in his near final glory. I went a little too far with the shield, I'm thinking about pulling it back a bit... the banner get's the rainbow theme by well enough.
So anyway what do you think? I wanted to go with something other than straight up blue for my Tzeentch models (one day I'll get a picture of my sorceror lord of Tzeentch on here to show you the original inspiration for the scheme) People who have been playing a little longer will remember that the old Lore of Tzeentch once had 7 spells each one corresponding to a color in the rainbow. I painted my original Tzeentch lord with Rainbow feathers in the back to represent this and I think it will make a fantastic looking army once it's all done and said.
Of course, once I came up with the idea of the rainbow army I couldn't pass down an opportunity to have a pride army. Definitely shows my personality a bit. I mean how cool is that, that I can integrate such a defining factor of my life into my favorite hobby.
Anyway that's what I've got for today. Stay tuned for yet more exciting adventures with your host Jenn! And look forward to more visits from Steve the banner bearer I think he may become the unofficial sponsor of the blog.
After all, you know what happens; once you get unicorns in the mix, rainbows are sure to follow.
Thursday, August 5, 2010
So my internet was down for a couple hours tonight so I had no excuse not to do some work on my fantasy army. I took some pics just for fun. I know that the pics I post aren't of the best quality, but I am broke so that's the best you get. At least I have them and I don't just leave you with a text wall.
At first I set out to see what the army will look like on the table, but seeing that there was only 5 horses and a smattering of warriors I figured I would take the time to actually build the models that composed my army so I can actually play and not have to say "oh yeah and those bases are horsemen... " So after getting the models built I lined them up again, once again being annoyed at how hard it is to move a unit of thirty warriors without a tray. So I decided the time is now to make me a thirty man movement tray. I started with 5 4*4 trays, of course have a unit 4 wide doesn't seem good so I went to work expanding the trays. I just so happen not to have a big cleaver and I didn't want to destroy my hobby knife in the process so I decided to use a box cutter razor. Of course the sheath got in the way so I went old school.
Wednesday, August 4, 2010
Its now time to look to the future and that future is WFB for me. Don't get me wrong I will still be playing fantasy, I'm just getting my Warriors of chaos off the shelf and into battle. My first game with be this thursday at the fight club meeting (hopefully)
So far I have drafted up a quick list based on the models I have available to me, here is what I came up with:
Sorcerer of Death: 85+61=146
Level 2: 35
Chaos Steed: 16
Necrotic phylactery: 10
Sorceror of Death: 85+51=101
Chaos Steed: 16
10 Marauder Horsemen:10*(13+2)+30=180
+Throwing Spears: 1
+Light armor: 1
30 Chaos Warriors: 30*(15+1)+90=570
-Mark of Tzeentch: 20
-Full command: 30
-Blasted Standard: 40
I decided to go with a big clump of warriors with some support elements, basic plan is to march across the table, pound anything I can get ahold of and just go from there. Marauder horsemen are there to go after artillery/ catch units and hold them until the block can show up.
Sorcerers are there to knock out characters and also take care of any small enemy units.
So any way I just figured I would make a quick post and get some opinions. I have no experience with WFB so this list could really suck and I wouldn't even know.