Wednesday, February 26, 2014
Sunday, February 23, 2014
I've laid out my Eldar army at a standard game size of 1850. Still not painting but to be fair I was occupied watching Canada take a gold medal for hockey this last week. The list:
Farseer - spear, row
2 x 10 avengers - serpent, slasers
5 Wraithguard - serpent, spiritstone, d-scyths
Falcon - star cannon
1850 points even.
With all the changes to 40k I've stopped trying to build the master list and decided to paint what I own. All plastic is a big win for me. Still going to alternate between the lizards and eldar.
Thursday, February 20, 2014
Work took me away from the hobby a couple of weeks ago and I'm having difficulty getting back into the swing of things. I have 2k lizardmen largely built and ready to play. As a result I want to get some games in in lue of painting. I also have a hankering to get back to my Eldar. With the news of the Imperial Kinght being released I want to get some games in against this fantastic new model.
I've set the following goals then. Finish painting the front rank of temple guard and the bastilidon. Once those two models are complete I think I will work on an Eldar unit to break up the monotonous chore of painting rank and file.
The following is my 1250 list that is made up of models well on the way to being completed.
Farseer - row, singing spear
2 x 10 Avengers - wave serpent, scatter lasers
10 Storm Guardians - fusion guns, wave serpent, scatter lasers
This army is nearly painted to a table top standard. The 1250 point limit is also what is played by my local group weekly. It's a fun point level to play 40K at on a 4x4 table.
Over all the list is strong in my opinion. Some might say that the crimson hunter is not worth the points but it fills a hole in my list. Also the expense is offset by the amazing synergy that exisits between the wave serpent and wraith knight. Another critique I see is taking full squads of avengers. I've learned to love avengers. They are so much better than they were in the old codex. Taking full squads allows me to better capitalize on counter attack. Counter attack combined with initative 5 means they can take a charge and produce twice as many attacks. They will then either break and not likely get swept due to initative or hold in the assault. This allows a counter attack with the wraith knight or storm guardians. Or set up another round of bladestorm shots.
The common opinion on storm guardians are that they are trash. I don't hold this view. WS 4 and BS 4 are game changers. The farseer rolls with this unit with the singing spear. Gives the unit 3 anti tank shots that can be buffed with the farseer and battle focus. The farseer will take all divination powers. Every power is usefull in my list. I especially want to be able to reroll reserve dice to maximise the potential of the crimsin hunter. Also the potential to give the storm guardians a 4++ save or ignore cover shooting is the bomb as well.
Below is a quick snap shot of where the army stands. Moving forward (after my short term goals of completing the front rank of tg and bastilidon are done) the plan is to alternate painting units from the Eldar and lizardmen. This should keep painting my two armies fresh and ultimately more fulfilling rather than a chore.
Thursday, February 6, 2014
Not much done last while. Was at function for work last weekend so little progress (actually, no hobby time). Looking forward to dwarf release. Also I've fine tunned my 2k list. Dropped the cube of darkness and picked up channelling staff for slann. Also picked up harmonic so I keep my 3 5+ channel dice. The cube of darkness did not really fit with life slann due to all the remain in play spells. I had to drop the ancient steg to a regular steg to make the points work. I think these changes are for the best. The army is largely built and ready to get some games in.
Painting wise I still have to finish the first rank of temple guard. When done I think I will paint a monster. I figure it will make the most impact on how the army looks on the table top. I'm also going to make an effort to change the list as little as possible so as to keep on track painting.
Thursday, January 30, 2014
Tuesday, January 28, 2014
So I had a chance to run the previous list last night. Not a full fledged battle report just a few notes on how it performed.
-scarnosaur needs charmed shield and ironcurse token. Opponents turn one my carnosaur took a cannon shot that did 5 wounds. No more carnosaur. Even if the chance to save those wounds is remote, some form of defence is required.
-chamo skinks rock. My turn one I was able to put 3 wounds on the cannon almost preventing my carnosaur from being shot. I either need to invest in more chamo skinks or present more pressure turn one vs cannons. To get me over the 4 wound hump.
-skinks rock. Again my skinks are the mvp unit in my army. Was able to draw abomb away from game with multiple flee reactions. Another unit put 3 wounds on the doom wheel forcing it to go out of control and slam into a building killing it.
- ancient steg rocks. It's such a versatile monster. 4d6 poison shots, impact hits with d3 multiple wounds, stubborn, thunder stomps... it provides a lot of utility and pressure. One advantage to running carnosaur is that the steg is ignored. Last game it put a wound on the doom wheel and ran down a big block of slaves.
- I need a dispel scroll. I took a dreaded 13th spell on the chin. I need to be able to shut down a super spell.
-life is good but high magic may be better. Going to pick up loremaster for next game. Bsb goes on the chopping block to help pay for slann upgrades. Ive yet to need it in last three games. Also will provide points to upgrade carnosaur.
-highmagic gives me walk between worlds which will give ability to put more pressure on cannon either with javelin skink squad or steg. Should help put existing poison shots over the top to try and kill cannon turn one. Plus the lore provides a little bit of everything.
-as for spells, I need to work on that element of the game. I keep getting shut down. Also cannot rely on magic for general strategies. I think the best approach is to view magic as simply the icing on the cake.
-below are a series of photos showing the progress of the game. We did not finish as store was closing. We both agreed that game could have still swung either way.
Monday, January 27, 2014
This is the list I'm going to bring for my next game tonight.
Slann - life, bsb, channelling staff, harmonic convergence, becalming cognition
Scarvet - carnosaur, la, gw
24 saurus - full command, spears
3 x 10 skirmishers
7 chamo skinks
20 temple guard - champion and banner
Bastilidon - solar engine
Ancient stegadon - sharpened horns
2k on the nose.
Playing skaven again, I should be taking sally's but I wanted to fit in a 3rd monster. Going with life magic to 1) provide miscast defence 2) help keep the wounds on my monsters 3) give 4+ regen to my temple guard. Loosing loremaster life stinks but I have great odds to get at least thrown of vines. After that spell all the others are gravy. No scroll again, the chanelling staff has proved too useful to give up. So I went with becalming to help shore up my defence. Having the bastilidon helps support my magic phase giving me a guaranteed magic missile should I roll poorly on life.
I know I will be facing the bell, an abomb, doom wheel an assassin and tons of skaven. The assassin has me worried but play, learn and adapt. I really hope the carnosaur pulls its weight. Its a lot of points for a t5 model. Big reason I brought chamo skinks is to get the jump on war machines.
Not the most optimal list but I like the look of it. Also I think I've given myself the tools to deal with a multitude of threats. I plan to play this army a good few times before I build up to 2.5k. One big benefit of keeping the slann so cheap is that I can fit in an old blood on cold one at the 2.5k level. I've already put the model together using spare bits from the carnosaur box.