Monday, 10 September 2007

Forge World - New IG Tank / Tau Remora

I saw these on WarSeer today, and decided they're so cool they have to go on here. Behold:



It's a Macharius Super-Heavy with Vulcan Mega Bolters! This thing is a beast, and a snap at 450 points. More pictures are available here. The Mega Bolters are Heavy 15, S6 AP3 weapons, so not something you'd want to mess with - from the looks of it they might be twin linked.

The second Forge World item we have here is the new Tau Remora fighter drone. This is an armour 10 skimmer with Stealth Generator, Networked Markerlight, Seeker Missile, Targeting Array and twin linked 36" range Burst Cannons, 110 points. It can be upgraded with a Blacksun Filter if need be.

More pictures are available here, and rules for both are available for download here. Note that the points cost for the Macharius is wrong on the PDF (it should be 375 basic cost, +80 for the weapons), and the Remora is labeled as a Leman Russ. That's the legendary Forge World proof readers for you.

2000 points of Tau

Well I decided to write up a list for the next battle to try and combat either Space Marines or Eldar. Its just a slight deviation of my standard list with a few things that I would like to try:

2,000pt Tau List

Command Squad

Shas'O with plasma rifle, missile pod, shield generator, multi-tracker, drone controller with two gun drones and stimulant injector
Shas'vre with twin-linked plasma rifle, shield generator, target lock & drone controller with two gun drones.
Shas'vre with twinlinked missile pod, shield generator, target lock & drone controller with two gun drones.
They are bonded.

Stealth team 5 Stealth Suits, one upgraded to shas'vre with fusion blaster. Bonded

Monat -Shas'vre with air burster fragmentation projector, burst cannon, shield generator with multi-tracker.

3 Fire Warrior Squads Each have 12 members, with an upgraded Shas'ui. The Shas'ui has a markerlight and target lock. The teams are bonded.

Vespids 1 Strain leader with 10 Stingwings

Pathfinders with Devilfish 6 Pathfinders with upgraded Shas'ui. 3 have rail-rifles
The Devilfish has decoy launchers, a disruption pod, multi-tracker, targetting array and target lock

Hammerhead Railgun and burst cannons. Also has decoy launchers, disruption pod, multi-tracker & target lock with a blacksun filter

Hammerhead Ion Cannon and smart missile system. Also has decoy launchers, disruption pod, multi-tracker & target lock with a seeker missile

Sniper Teams 2 Sniper teams

Total - 2'000pts




Basically, I've modeled my army to be good against most things. I love the command squad. Most people hate the idea of putting too many eggs in one basket, but this kitted out squad can just about take any unit on - marine hunting with the plasma, tank busting with the missile pods and mass infantry killing with the drones and other weapons, plus they're hard as nails. The gun drones can be expected to die, however they do help add more shots to the unit and obscure the suits.

My stealth team is my signature piece. I love these guys, partly because everyone else hates them. They pop out, shoot you and pop back again whilst you find it extremely hard to hit them because of the stealth generators. I upgraded them with a fusion blaster in case I have to go tank hunting too, although looking at the amount of tank piercing guns I have it shouldn't be too bad unless I'm against the land raider (which I may be playing either alongside or against next game).

The Monat can be changeable if need be, this is my mass infantry killing unit and the bane of Eldar Guardians. The fragmentation projector ignores their armour and any cover save before pinning them. He would be good as well if any marine squad bunches up.

Fire Warriors are my usual fire base, 3 squads should provide some nice covering fire as well as some useful markerlights.

Pathfinders are an interesting unit. They function both as a sniper unit and as a markerlighting one. Their rules provide easy deep strikes and allow my pathfinders to come up with an extra move before the start, useful sometimes if I want to deceive the opponent as well as making the devilfish automatically become a unit which you have to glance rather than penetrate.

Vespids are the reserves. With their fast movement and short range marine hunter guns, they will protect the fire warriors against assault squads such as the death company. With markerlights these guys are renowned for destroying large chunks of squads in one turn of shooting.

Again two hammerheads, with two different functions. You may have noticed the rail-gun one has a blacksun filter. Considering the different types of games and the chance of having a night fighting game, I thought it wise to equip it with a blacksun filter so it could see a maximum of 72 inches (4d6 * 3), the maximum range of its gun and be able to hide away from those tank hunters. The battlesuits have acute sense, making them likely to see fairly well whilst the other hammerhead can fire up to 24" guaranteed with its smart missile system.

As for the snipers, in the last battle they certainly scared Brad and Gav as well as distracting them. As a result I will use them to either draw fire or do some damage to any squads getting near me.

Hopefully this should be a good list.

- Sam

Deathwatch WiP


Now I've finished and posted my scouts, I'm gonna show you what I'm working on at the minute.

I've got a 10 man Deathwatch Kill Team on the go, led by a Librarian. Although I'll only be able to use them in friendly games they look awesome, are quick to paint (being all black) and would make a very good Kill Team. Besides, who can miss out on Assault 3 Heavy Bolters?

Above is the painting so far - the Black Templar is more or less done, the other two are at varying stages.

Below is another model I'm working on, the Captain of the 8th Company. I want to model and paint all 10 Captains of the Blood Angels, and this will be the first.


You can see a picture of the Captain unpainted in this old post.

-Gavin

Sniper Scouts

Here they are in all their glory. They just need Static Grass on their bases, and off they go.







I'll have some Deathwatch posted on here sometime this week, and maybe the Captain of the 8th Company.

-Gavin

Sunday, 9 September 2007

WYSIWYG Blood Angels List

I'm buying a Baal Predator and Dreadnought from a friend this month, so I'll almost have enough Blood Angels to use a 2,000pt non-proxied army. I still have to borrow a Tactical Squad and proxy a normal bike for an assault bike, but I'm very nearly there. I imagine I'll have enough models in late October.

2,000pt Blood Angels

HQ

Chaplain Grimmauld (Crozius, Rosarius, Grenades, Jump Pack)

Elites

Death Company* (10 Men, Jump Packs)

Dreadnought (Assault Cannon, Power Fist, Storm Bolter, Extra Armour)

Sniper Scouts (5 Men, 4 Rifles, 1 Missile Launcher)

Terminators (5 Men, Assault Cannon, 2 Chainfists)

Troops

Tactical Squad (10 Men, Power Sword, Missile Launcher, Flamer)

Tactical Squad (10 Men, Power Fist, Missile Launcher, Plasma Rifle)

Fast Attack

Attack Bike (Multi Melta)

Heavy Support

Devastator Squad (10 Men, 2 Plasma Cannons, 2 Lascannons)

Devastator Squad (10 Men, 2 Heavy Bolters, 2 Missile Launchers)

Baal Predator (Assault Cannons)

*Does not take up a slot, hence the 4 Elite units.

-Gavin

40K Mission Generator

Here's the Scenario Generator table we'll probably be using from now on. I've missed out what I consider the worst of the missions, and mixed the special rules used up as well. All missions use Victory Points unless stated otherwise in the mission description.

D20 Roll Mission Played Page No. Rules Used
1 Breakout 213 None
2 Rescue 190 Reserves
3 Night Fight 191 Night Fighting, Infiltrate
4 Ambush 206 Hidden Set Up, Divided Force, Reserves
5 Rearguard 212 Hidden Set Up, Deep Strike, Infiltrate, Divided Force
6 - - As above with Night Fighting
7 Patrol 191 Escalation, Reserves, Deep Strike, Infiltrate
8 - - Random Game Length, Reserves
9 - - None
10 Take and Hold 83 Escalation, Reserves, Deep Strike, Infiltrate
11 - - None
12 Recon 83 Dawn, Infiltrate
13 - - Infiltrate, Forced Deep Strike*
14 Cleanse 81 Escalation, Reserves, Deep Strike, Infiltrate
15 - - Dawn, Infiltrate
16 - - None
17 Seek and Destroy 82 Escalation, Reserves, Deep Strike, Infiltrate
18 - - Dawn, Infiltrate, Reserves, Deep Strike
19 - - Night Fighting, Infiltrate
20 - - None

* = All units that can Deep Strike (for no extra cost) must start in reserves and enter via Deep Strike on the usual turn.

-Gavin

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