Friday, February 15, 2013

A New Beginning!

It's always an exciting thing to start a new army, and this is no different! Behold, the first steps to Deathwing!

Of course, it's always a good idea to have a plan, and here's my plan for Deathwing:

1) Put together a 1750 pt army of nothing but Deathwing and maybe a supporting character, say, a Librarian or a Chaplain.

2) Upon establishing the first 1750 pts, further expansion will comprise only of adding units that further the efficacy of Deathwing, i.e. Ravenwing for more accurate deep strike. This may not even be necessary, as I've always got my other Angels to fall back on, eh?

So anyways, here's my idea for a Deathwing list:

DWing Command Squad with Plasma cannon, DWing Champion and Standard of Fortitude
5 DWing Knights
10 DWing Terminators w 2 Chainfists, 4 Hammers & Shields, Plasma Cannon and Assault Cannon
10 DWing Terminators w 2 Chainfists, 4 Hammers & Shields, Plasma Cannon and Heavy Flamer

The strategy is simple enough. Start with nothing on the board, Deathwing Assault in, cause as much damage as possible in one round of shooting, try not to die, then get in and beat face with fist and hammer and whatever else is handy. Simple, yes?

I've a couple of other plans I'm mulling over, but whatever the case may be, Belial and the DWing Command Squad are at the centre of it. Lotsa proxy playtesting in the months ahead...

Wednesday, February 13, 2013

The Necrons march!

... with a matching dice bag! 

Heap big thanks to my lurvely and wonderful girlfriend! May it bring the Crimson King and his cohorts luck... 

Monday, February 11, 2013

Batrep: Necrons vs Chaos Marines, 1750 pts

After doing 3 batreps in one weekend, I just felt like having a couple of games without batrepping for a bit. This past few weeks I've been fielding the same Necron army over and over again. I've said it before and I'll say it again, I like this list. In today's batrep, the Crimson King takes on Wong's Chaos Horde...

My Necrons:
Overlord with Mindshackle Scarabs, Warscythe, Sempiternal Weave, Phase Shifter and Resurrection Orb
20 Warriors and a Ghost Ark with a Harbinger of Eternity, Chronometron
9 Warriors and a Ghost Ark with a Harbinger of Destruction, Solar Pulse
8 Warriors with a Harbinger of Destruction
Doom Scythe
Doom Scythe
6 Canoptek Wraiths, 2 with Whip Coils
4 Canoptek Scarabs
4 Canoptek Scarabs

Warlord Trait: Night Attacker.

The previous day the Crimson King marched against Ian's Orks, the first time this army had faced a true horde army in 6th edition. That game didn't go too well, but to be fairly I think it was mostly due to bad rolls. MANY bad rolls. Failed reserves, charges, an inordinate number of armour saves and good grief, the Crimson King was inept. There was one truly pathetic moment when the Crimson King and his faithful Cryptek, having gotten back up after the King's Guard were wiped out by stampede of 30+ Orks, charged a handful of Orks to try and throw a spanner in Ian's plans. The Crimson King missed with ALL 4 attacks. The Cryptek hit and wounded once. And an Ork made a T-shirt save. It was just one of those days. Anyway, the point I'm trying to make here is that I'm perfectly comfortable with the idea of fielding this army against a horde army and I daresay that on a day with more average rolls, the Crimson King stands a perfectly good chance at seizing victory.

Wong's Chaos Horde:
Huron Blackheart
Chaos Lord in Terminator armour with a power maul
5 Chosen with 2 meltaguns and 2 plasmaguns in a Rhino
5 Chosen with 3 meltaguns and 1 plasmagun in a Rhino
20 Cultists with 2 Heavy Stubbers
20 Cultists with 2 Heavy Stubbers
20 Cultists with 2 Heavy Stubbers
20 Cultists with 2 Heavy Stubbers
5 Raptors with 2 meltaguns
5 Raptors with 2 meltaguns
5 Raptors with 2 plasmaguns
2 Obliterators with Mark of Nurgle
2 Obliterators with Mark of Nurgle

Warlord Trait: Master of Deception (1 unit)

80 cultists. Man, that looks... like so much fun to kill! That having been said, though, that's enough Cultists to possibly pose a threat to the King's Guard, especially seeing as the little freaks attack at I3. Plenty of anti-armour options, too, in the form of Raptors, Obliterators and Chosen. Apart from the Cultists, there wasn't much staying power, but that's what the Cultists are for, at any rate. The only thing was: How does one get those Cultists across the board and into combat in sufficient numbers to hurt? Compared with Ian's Orks, they only have T3 and can't Waaaaagh. For a footslogging close combat list, that's huge. Well, let's see how this plays out...

Mission: Purge the Alien
Deployment: Vanguard Strike. I won the roll off and deployed first. Night fighting was active on the first turn.

Looking across the battlefield, I dearly wished I had some blast weapons of some sort...  Wong knew I only had direct fire weapons on the board, hence the boldness of his deployment - packed close at the very limit of his deployment zone. For my part, having engaged Ian's Orks and knowing how fragile Cultists were in comparison, I was confident the King's Guard would cut down huge swathes of the Cultists before they reached combat. But would it be enough?

Saturday, February 2, 2013

Nameless blob no longer!

After more battles than I can recall fielding the blob of 20 Warriors, I'm pleased to say I've decided they're worthy of a dab of paint to permanently reflect their role marching alongside the Crimson King. That, and I'm tired of referring to them as "the blob" or "the phalanx" . Henceforth, they are the Crimson Guard!

Not highlighted just yet, but it'll happen sooner or later...

Yah, I know the name's been taken, but sod GI Joe. And I'll think up something else for my IG contingent. I mean, come on, my Overlord has grown into the title, and those warriors guard him; what else could I call them?

Update: The Crimson Guard's first outing wasn't quite so auspicious. Got wiped out by Ian's bikers. The Crimson King was most displeased, got back up and gave the bikers what for shortly after...