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23.10.11
Introducing the Deathwatch Project
So, I think that my contribution to this blog is mainly going to be focused on the development of my Deathwatch. I already have eldar and tyranid armies, but the eldar include a lot of models that I painted when my painting skills were very poor and the tyranids have a deliberately simple scheme necessary for pumping out hundreds of of bugs. I wanted an army where I could really take my time with each model and maintain as high a standard as I can manage. So I have started making a deathwatch force. It is intended to initially be played using the Space Marine codex, but once I have more models I will look into branching out to make it playable using other codexen too. Anyway, here's what I have finished so far - a tactical squad with their rhino.














21.10.11
For The Lion! My 2000pts of Dualwing tastiness for 4TK
OK guys, so I will comment on your lists later when I have time to formulate something vaguely useful. In the meantime here is my list as it stands at the moment.
Belial - th&ss 130
Interrogator Chaplain- term armour and combi-melta (or plasma?) 150
Deathwing squad - apoth(th&ss), banner(th&ss), CMLsb+cf, th&ss, tlc 295
2 x Deathwing squad - CMLsb+cf, 3xth+ss, tlc 480
2 x Deathwing squad - CMLsb+pf, 2xth+ss, sb+cf, sb+pf 480
RAS - 3bikes, 2melta guns, attackbike with mm 190
RAS - 3 bikes, 2plasma guns, attackbike with mm 200
landspeeder - typhoon ml and mm 75
So 5 scoring units of terminators, 2HQ in term armour, 2 scoring attack bikes and 12 missiles, 3 mm a turn so plenty of ranged anti-tank, durable scoring units, fast melta and the ability to control my deepstriking turn 1 terms. I will probably only DWA 1 or 2 units depending on game cos I won't want to reserve more than one Deathwing squad that might not arrive till turn 5. The bikes will probably deploy on the board and scout (if i get 1st turn) or hide if I don't. Not sure if i want to bother outflanking. The mg bikes are suicide units to take out the biggest tank while the plasma bikes are there to hang back and try and stay alive. The attack bikes will try and pop some tanks but I may try and keep them alive so be conservative with them.
I am still a bit worried about hordes. An alternative would be to drop the plasma RAS and take two HB/AC predators but then these are pretty static and are the only armour on the board so I don't favour it.
Wisdom's 1750pt Blood Angel force for the 40KUKGT
So Nasty and I are heading for the GT next march and it may seem quite a way off but I'd like to have everything done and painted well in advance for once, that and we need to send in our army lists in january.
So I'm thinking along fairly standard lines with an assault oriented Blood Angels force backed up with some mech firepower.
The list:
Mephiston, Lord of Death | 25x |
5x Assault Terminators – 3x Hammer/Shield | 215 |
Land Raider Redeemer – Multimelta, Extra Armour | 265 |
Sanguinary Priest – Terminator Armour | 85 |
10x Assault Marines - 2x Meltagun, Powerfist | 235 |
5x Assault Marines - Meltagun, No-Packs | 75 |
Razorback – Las/TL Plas | 90 |
5x Assault Marines – Meltagun, No-Packs | 75 |
Razorback – Las/TL Plas | 90 |
5x Scouts – Sniper Rifles, Missile Launcher, Cloaks | 100 |
Predator – Lascannon Sponsons | 135 |
Predator – Lascannon Sponsons | 135 |
12 Killpoints, 4/5 Scoring units | |
Total= | 1750 |
So I'm thinking that grey knights will be prevalent meaning a psychic hood is a must, also their reliance on Psyfleman dreads for anti-tank rules out a boat load of razorbacks and brings the landraider back into favour.
These points give me the terminators and mephi, who along with the large assault squad form my assault element. The predators and the scouts are for sitting back targeting transports whilst guarding any backfield objectives, whilst the razorback squads are able to support either group or operate independently to hold objectives or deal with other isolated threats.
Wisdom's 2000pts of Daemonic Doom !!! For the 4TK Tournament
So after a few playtest games I'm really pleased with this list, it has a few weaknesses mainly against opponents with an abundance of fast vehicles or a huge horde of dudes. The fast vehicles is a problem against Eldar and especially Dark Eldar but I don't expect to see many large horde armies.
The only other issue is Landraiders but similar to tyranids, Daemons just don't have any real answers to them other than twatting them with monsterous creatures.
The list is mainly optimised to deal with marines. It has a great deal of armour ignoring attacks and alot of initiative 5, As a whole it's very much high toughness target saturation backed up by the ridiculousness of fateweaver to keep them all alive.
The plan is rather reliant on fateweaver as he makes the rest of the army so hard to kill and this could be an issue if he fails to turn up, I can't keep the rest of the army near him or (tzeentch forbid) he gets killed. As long as he keeps my heavy hitters alive until they reach the enemy I'm quite confident that I can beat more or less anything up in CC and overall I feel the army is very good at completing the various secret missions.
So onto the list:
Fate weaver | 33x |
Bloodthirster – Blessing of the Blood God | 255 |
6x Blood Crushers – Inst, Icon, Fury | 280 |
6x Fiends | 180 |
8x Plaguebearers – Icon, Inst | 150 |
5x Plaguebearers | 75 |
5x Plaguebearers | 75 |
6x Pink Horrors - Bolt, Changling | 117 |
Daemon Prince – Nurgle, Iron Hide, Flight, Noxious Touch, Cloud of Flies | 215 |
Daemon Prince – Tzeentch, Bolt, Gaze | 160 |
Daemon Prince – Tzeentch, Bolt, Gaze | 160 |
11 Kill points, 4 Scoring units. Total= | 2000pts |
20.10.11
Hwwoooooo Bjorn drinking budys of ass whooping
Bjorn / plasma cannon @27X
Rune Priest @10X
3x Wolfgard with combi melta's @69
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Flamer / Lasplas back @150
5x Grayhunters / Flamer / Lasplas back @150
5x Grayhunters / Flamer / Lasplas back @150
5x Long fangs / 4x missile launcher / Lasplas back @190
5x Long fangs / 4x missile launcher / Lasplas back @190
5x Long fangs / 4x missile launcher @190
This come to 1729 point meaning giveing me a few option first the T-wolfs
3x T-wolfs @150
1x Powerfist/stormshild @55
1x Stormshild @3x
1x plain
with points to spend on anoth long fang or wolf gard. I though about drooping a the squad down and if so i can also take 5x wolf scouts with melta @85 points
2x drednaughts with melts/assult cannon and a melta speader (can droop the speader to fit in rifleman or lascannons.
3ed option is 2 squads or 5x wolfscouts with melta and a wolfgard with combi melta + a landspeader with MM
so then lads what to do what to do?????
Rune Priest @10X
3x Wolfgard with combi melta's @69
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Meltagun / Rhino @105
5x Grayhunters / Flamer / Lasplas back @150
5x Grayhunters / Flamer / Lasplas back @150
5x Grayhunters / Flamer / Lasplas back @150
5x Long fangs / 4x missile launcher / Lasplas back @190
5x Long fangs / 4x missile launcher / Lasplas back @190
5x Long fangs / 4x missile launcher @190
This come to 1729 point meaning giveing me a few option first the T-wolfs
3x T-wolfs @150
1x Powerfist/stormshild @55
1x Stormshild @3x
1x plain
with points to spend on anoth long fang or wolf gard. I though about drooping a the squad down and if so i can also take 5x wolf scouts with melta @85 points
2x drednaughts with melts/assult cannon and a melta speader (can droop the speader to fit in rifleman or lascannons.
3ed option is 2 squads or 5x wolfscouts with melta and a wolfgard with combi melta + a landspeader with MM
so then lads what to do what to do?????
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