Tuesday, July 30, 2013

On the workbench...

So, 6th edition 40k is in full swing at my FLGS, and trends have come and gone, only for the next thing to come marching over the horizon. Some of my armies have coped with change well; others, not so. So here's a quick round up of the armies and what's going on with them...

Sunday, July 21, 2013

Seriously, Forge World, WTF?

First, look at this:

That's Forge World's lovely Javelin Attack Speeder. Now, look at this and explain to me if there any point whatsoever to taking a Land Speeder Typhoon. Seriously, only the Dark Angels can match it for pts cost, and even then the Javelin has the armour of a Rhino, AND it's Cyclone missile launcher is twin-linked.

To reiterate:
1. It's 15 pts cheaper than a Land Speeder Typhoon (except for cheapass Dark Angels).
2. It has more armour.
3. Its main weapon is twin-linked.

This is quite possibly the best use of 75 pts possible for a Space Marine player, and guess what? It's available at Forge World for the paltry sum of GBP55. Yes, that's right, 50 pence shy of THREE TIMES the price of a Land Speeder. You know what, Forge Word can go f**k themselves...


Saturday, July 20, 2013

There are bad days...

... and then there's today.

I know what my FTO list is like. It has weaknesses, to be sure, and that's a LOT of eggs to put in 2 baskets, albeit AV12 baskets with more firepower than most main battle tanks of the 41st millenium. I've fielded it many times before, and long since learnt what kind of opposition to expect. You know what I didn't expect? To get tabled on Turn 2 because BOTH Stormravens failed to arrived. TWO games in a row. Followed by a third game of failing EVERY reserve roll there was to fail. Imagine going 7 turns of 40k, at 1,750pts, with a 1,285pt handicap.

I did not have a good day.

Sunday, July 7, 2013

The Crimson King marches... differently....

This weekend I decided to field the Crimson King a little differently. I started off with a minor deviation from my usual list, i.e. the list I'd been using for several months, ever since I got my grubby paws on the Doom Scythes.

So I threw in this guy:

I don't usually use named characters, but I figured it would be cool if the Crimson Guard were in some way actually different from the rest of the herd. So, I made some room to add this guy to the Crimson Guard. For those who don't know about Illuminor Szeras, he can upgrade one unit of Warriors or Immortals to have either +1 BS, +1 T or +1 S, determined randomly before the game begins. As an added bonus, Illuminor Szeras brings an eldritch lance and a gaze of flame to the blob, making it that much more versatile and difficult to charge.

That trial run went rather well, so I fiddled around with the list some more, ending up with something significantly different to the old phalanx. Here's what it looks like:

Overlord with Mindshackle Scarabs, Warscythe, Sempiternal Weave, Phase Shifter and Resurrection Orb
Illuminor Szeras
A Royal Court of 4 Harbingers of Destruction, one with a solar pulse
20 Warriors (the Crimson Guard) and a Ghost Ark with a Harbinger of Eternity, Chronometron
10 Immortals with tesla carbines, led by Lord with Mindshackle Scarabs, Warscythe and Resurrection Orb
9 Warriors
Night Scythe
Night Scythe
Annihilation Barge
Annihilation Barge
6 Canoptek Wraiths, 2 with Whip Coils

The Crimson King, of course, marches with the Crimson Guard and Szeras. Directly behind them is the Ghost Ark, with the Royal Court inside taking pot shots at whatever needs the attentions of 4 eldritch lances. The Night Scythes are there mainly to take out aerial threats and deposit the Immortals and the Warriors where they can be most disruptive. Once that mission is complete, they can just fly about brutalizing whatever they can reach with their tesla destructors. Coupled with the Annihilation Barges, that's a lot of S7 shooting that will pretty much wipe the board clean of light vehicles and severely threaten light to medium infantry.

I just tested this list today, and I'd say it definitely gets the job done. The thing about Necrons is that 6 Wraiths are absolutely excellent at disrupting any plans your opponent may have. With their ability to pretty much ignore terrain and deep strike, nothing short of a flyer is safe, and anything they can't kill is going to have a lousy time extricating itself out of combat with them.

I like this list. It's a refreshing change from my old phalanx-style list, and I daresay it's time to start kitbashing some new Crypteks and a Szeras...

Monday, July 1, 2013

This Angel and that Angel...

This weekend, I decided to dust off some old, old models who haven't seen action since... September last year, by my reckoning...

So, out they came, and I banged together a happy little list, with some allies to spice things up:

Librarian with jump pack
Honour Guard; one with thunder hammer and meltagun; 2 with lightning claws (one each) and meltaguns; one with storm shield; all with jump packs
2 Sanguinary Priests with jump packs
10 man Assault Squad with 2 meltaguns and power fist for the sergeant
10 man Assault Squad with 2 meltaguns and power fist for the sergeant
10 man Assault Squad with 2 flamers and power sword and meltabombs for the sergeant
Stormraven with hurricane bolters

Lord Commissar
10 Veterans with 3 grenade launchers
Vendetta gunship

I was initially thinking of a 2nd Stormraven and moar wargear instead of the Guard contingent, but I figured it might be a good idea to have a scoring unit about while the Blood Angels go and beat people up. And, of course, is there a better use of 130 pts than a Vendetta?

I tried this in 2 games...