Wednesday, January 14, 2015

Or should I play Eldar?

Not going to lie.  I really want to play Eldar...

--  Edit --

I'm thinking off the top of my head the following list:

2 Iyanden Spirit Seers (shadow council).

Troops (objective secured):
 3 x 5 Wraithguard units (one a wraithblade unit for comp), wave serpent, sl, sc.

Wraithknight (warlord)

Sunday, January 11, 2015

Final Blood Angels 1250 Highlander List:

Final list I think.  Trying to squeeze as much shooting into list mindful of the highlander comp.


10 Man Tac Squad - melta gun, combimelta, missle launcher, razorback, assault cannon
10 Man Tac Squad - melta gun, combimelta, heavy flamer, rhino

9 Death Company - power fist, (edit - jump packs)

Bike Squad - 2 gravguns, combigrav
5 Assault Marines - 2 melta guns, combimelta, drop pod

Baal Pred - assault cannon, heavy bolters
Pred - las cannons, fast

Total points 1250

Gives me mobility.  As well as lots of special and heavy weapons.  List also has a nice close combat punch.

Monday, January 5, 2015

Gabriel Seth

How to run Seth?  I’ve been having trouble figuring out a place for Seth in my 1850 list.  At first blush he seems a great deal coming in at 155 points with chapter master stats but it’s hard to find him a good fit in the army.  Lord of War is the first stumbling block.  The 155 point cost is no longer as attractive when you consider an HQ tax must be paid.  You want him in assault but he is slow and really should have an assault transport to get him into the mix of things.  As far as what squads he fits with here is a list with pros and cons as I see it:

Assault Marines:

The go to kit out for this unit looks like three melta guns in a drop pod.  Plenty of room for Seth in the pod but he is exposed to a hefty counter attack when coming in with the suicide marines.  He does do well against vehicles in combat though so perhaps there is merit to putting him in a pod but it seems like a waist of his potential.

Death Company:

 Two reasons why I don’t think he fits here.  1) His fearless is wasted on Death Company.  2) Death Company are optimised now for jump packs.  I don’t think running them on foot is the way to go anymore.  At 20 points a pop and a reduced WS Death Company took a nerf when on foot.  However at 3 point per jump pack there are back on top of the heap again.  Even in a pod I don’t think they are that great.  I view pods as primarily as a means to get shooting units into optimal positions turn one.  Death Company don’t bring efficient shooting to the table so I figure leave the pods to the assault marines.  Also, it’s cheaper to give 10 Death Company jump packs than it is a pod.

Vanguard Vets:

I think they are a good fit for Seth.  Fearless is a nice buff for them, plus access to storm shields and melta bombs fits well with Seth.  Only big drawback I see with the vets is that I would rather take Death Company in my elite slots. 

Shooty Squad (Tac Marines, Stern Guard et al.):

Seth needs to run free.  Don’t want him in a shooty unit when he should be hacking away at the enemy.


This is the unit!  10 close combat scouts come in at 110 points.  Stick them in a raven with Seth and I think you have a solid unit.  The squad is cheap enough to still allow you to run with all the cool toys in the new book.  They take up a mandatory troop tax slot that points would have to go towards anyhow.  If objective secured you have a unit that is hard to shift with fearless.  If you need to take an objective you get 30 strength 5 attacks on the charge along with Seths 6 +d3 +d3 potential for mayhem.  The big benefit I see though is that this unit can jump out of a raven without much concern the turn the raven comes on the board to grab an objective.  Scouts ignore dangerous terrain tests so no real disadvantage to their being deployed this way.  Or if they stay in the storm raven a turn and it explodes losing the unit is not as devastating as if it were an expensive one.  Also Seth still has a 50% chance to crawl out of the ruble unscathed.  The biggest problem I have though with running scouts is the crummy models.  If I built this unit I think I would have to find some alternative way to represent them on the table top.

So at 1850 I’m thinking the following Combined Arms Detachment is something I’ll aim for:


Librarian – Auspex

10 Marines – Heavy Flamer, Melta Gun, Combi Melta, Rhino
10 Marines – Missle Launcher, Melta Gun, Combi Melta, Rhino
10 Scouts – Blades
Cassor the Damned

9 Death Company – Power Fist, Jump Packs

5 Assault Marines – 2 Melta Guns, Combi Melta, Drop Pod (Death Wind)
3 Bikes – 2 Grav Guns, Combi Grav

2 Baal Preds – Heavy Bolters

Storm Raven
Total Points: 1850

The list has 8 objective secured units and still packs a punch.  Its fast and plays to the strengths of the Blood Angels.  If I where to go with the Baal Detachment I would drop the tac marines for more goodies to be had in the elite section.  As it stands though I’m of a mind it is not worth giving up objective secured for +1 initiative across the board.

Sunday, January 4, 2015

1250 Blood Angels Almost Built.

New highlander list nearly built.  Love the new tac squads.  I'm going to rebase whole army when 32 mil bases become available.   Very fast hard hitting army.   Looking forward to starting the  tourny.   I think my first match will be against necrons.

Sunday, December 21, 2014

Flesh Tearer Exterminatus 1500 Points

After reading exterminatus I want to try out the following list.

Lord of war:


-9 death company - 2 power swords, powerfist.
-Death company dread - claws.

-5 man tac squad - heavy flamer, rhino.

-3 x 5 assault squad - rhino, 2 melta guns.

-2 Baal preds.

Total points:  1500

Probably not as good as detachment out of main codex.  But it's cool and I have the models for it.  Two rolls on flesh tearer warlord trait and a small chance for my models to have rage.  Also can take one troop and up to six assault choices.  I belive I still get furious charge as well but I know I loose +1 initiative.

If the army plays ok I might just keep it as my core and add to it.  Extra units would likely be taken from fast attack to take advantage of the detachment.  Perhaps a bike squad or some heavy flamer landspeaders.  I should take at least one assault squad in a drop pod.

Yet to have time for a game but I can finish up painting this army.  Should not take too long.  Base death company and storm raven models.  Add weapon bits and finish painting infantry. 

Thursday, December 11, 2014

Highlander Flesh Tearer Army: 1250 Points

Joined a 1250 point Highlander tournament for the new year.  The Above is the army and these are the rules:

  • Rules for the tourney league.
  • 3 game random draw round robin to determine rankings. Lists may be changed from game to game.
  • Everyone makes playoffs. Play ladder to be determined after round robin. For playoffs list will be locked in, ei no changes.
  • 1250pts
  • Normal rulebook force organization (with some restrictions below)
  • 0-1 unit entry other then troops (can only have one of each selection. Ei for your elites you can have 1 termy assault squad, 1 regular squad of termies, and 1 squad of sternguard. No duplicates on anything but troops).
  • The Troop may only ever have 2 of the same troop type. (Ex. 2 squads of tactical marines) For armies that only have 2 or less troop types they may take more then 2 units of a duplicate type only after they have taken all other troop options but can only ever have a deviation of 1 (Ex. If the player has 2 kabalite warriors squads and wants a third, the player will have to include 2 units of wychs before the player can include the third kabalite squad. In no case could the player have more then 3 kabalite squads or 3 wych squads because that would move them out of the deviation of one.) If there is only 1 troop type in the players codex they may ignor the deviation rule and can max out their troop selection to the total amount allowed in the force org (6). They may not take minimum squads and must take atleast half the total amount of models they can take rounding up to the nearest multiple of 5. (Ex a squad of necron warriors with a max squad size of 15 would have to take a minimum of 10 warriors because 7.5 is not a multiple of 5. The player may take more if they choose and bring the squad up to codex maximum, in this case 15 models).
  • Characters that change a units force organization are allowed as long as they follow all restrictions on this page. In no way can a unit be in two force org areas (ex. A squad cannot be taken as a troop and then another squad of the same type as an elite. That unit can only ever be one unit type.)
  • No restrictions on amount dedicated transports for troops other then you may only have one DT per troop selections (Ex a Guard Platoon may only take 1 chimera per platoon). For non troop units its 0-1. (Ei troop units of kabalite warriors can take raiders. But incubi and a bloodbride squad could not both have a raider)
  • No "apoc" units (ei no vehicles more then 4HP, no model with more then 6 wounds. No lords of war)
  • No flyers
  • No AA or intercepter
  • No forts
  • No MC or vehicle squads. Vehicle squads with a total AV value or 32 may take a squad of 2. (ei the player can only take one leman russ or carnifex as a choice rather then 3. But the player can take 2 land speeders in a squads).
  • Flying MC can only hover
  • No painting needed
  • No proxies
  • No allies no unbound
  • FW allowed as long as the unit(s) follow the above restrictions.
  • 20 dollar buy in.
  • Prize will be determined based on number of participants. Thinking to start early December (odviously break for xmas) or mid January.
I think based off the rumors I can get the below army for 1250 points.

HQ: Librarian
Elite: 1 x 10 Death Company: Power Fist, Power Sword x 2
Troops: 2 x 5 Tac Squads: Rhino, Melta Gun
Fast: 1 x 10 Assault Squad: Flamer x 2, Rhino
Heavy: Land Raider Crusaider: Multi-Melta

New Flesh Tearers

Oh Christmas has come early.  With all the rumours flying I've cobbled together an army of existing models on the eve of a new codex. 

Lord of War:


Death Company Dread
Death Company × 10:  power fist, power swords x 2

3 x 5 tac squads - rhino melta guns

10 Assault marines - 2 melta guns

Baal pred - bolter sponsons
Storm Raven

1500 points

Lots of better combos and options from what I can tell but its an army I have built.  If I proxy vanguard vets and a furioso for the death comoany models I think I can run the army properly as Flesh Tearers.  Though not sure if I can add in an HQ and lord of war to the detachment. 

Seth would likely do better with a squad of vanguard vets in a storm raven.  Cheap storm shields would give them a chance if the raven blows up while zooming.  Melta bombs to take on knights.  Squad is fearless with Seth.  Seth gets rampage, rage, +1 attack for any roll of 6 to hit plus a buff from librarian for d3 extra attacks.  Even with out special detachment rules  vanguard vets may be the best fit for Seth.  With an HQ slot open can take a priest for another great force multiplier.

Good times ahead.  Looking forward to playing a proper 7th edition army.