Thursday, April 23, 2015

Craftworld Iyanden

So I've digested the new codex and have put a list together that I think should be fun to play.  I'm not giving up on my Iyanden army that I was working on before the drastic changes.  That means the Wraithknight and Wraithguard stay around with all their D glory.  If it turns out these units are over the top then I'll revisit the list.  Anyway, going with the defender guardian host and wraith host as a template.  While the use of these formations really limits the scope of choice when designing a list, it amounts to an army that I was well on the way to building prior to the changes.  At bare min the guardian host costs 500 points.  As I've kitted out my wraith models the detachment will come in at 960 points.  My goal is to play at 1500 points while I get back to painting my army.  I have a consistent painting strategy that will get the army into table top condition.

The break down of units are as follows:

Guardian Battle Host:

Farseer - Spirit Stone
3 x 10 Defender Guardian squads - EML upgrades
1 Viper - EML
1 Walker - Scatter Lasers, Ghost Walk
1 Weapon of Vaul - shadow weaver

Total Points - 540

Wraith Host:

Spirit Seer
5 Wraith Blades - axes
2 x 5 Wraithguard - D guns
Wraithlord - sword
Wraith Knight - 2 D-guns (though thinking of the sword instead)

Total Points - 960

What I like about the list is that I keep my theme.  Bar the new gargantuan critter in the list I do not think it is anywhere near over the top.  EML's in guardian units for free and the 15 point EML for the viper give me a nice little anti-air option that I struggled with before in my old army.  With the new guaranteed 6" battle focus rule that all models get now I feel like the army will be a lot of fun on the table top with the reliable movement options.  The guardians and wraithguard now have a solid 24" threat range.  Its been a while since I last played so at the end of the day I have no idea how it will perform, but my local meta is filled with a bunch of good fellas to game with.

Tuesday, April 21, 2015

Craftworld Eldar Initial Thoughts

Just finished reading new codex.  Big changes.  Some initial thoughs in point form from my phone:

-cheaper points accross the board as seen with free aspect and exarch powers.  Free skyfire for all eldar eml's.  Banshee's reduced in points.  Crimson hunter, viper, wave serpent, night spinner, reduction in points.  Scatter lasers reduced by 5 points accross the board (no laser lock). 

-exarch's and aspects look like a lot of fun to play. 

-the bonus for taking a guardian host and formations is amazing for wraithguard.  All models in the army have guaranteed 6"run move.  Wraithguard get battle focus to boot as part of there formation.  Guardians with this rule have an effective 24 inch threat range.

-jet bikes are all sorts of cool.  Might be better to go down that road instead of guardian defenders.

-I will not feal guilty for running my iyanden army! Lol.  But I just need to pick up 2 boxes of guardians and ive got my battle host and wraith army covered. 

-but before I spend money on new models I will be playing a couple of games with a standard foc chart. 

-I love the new plastic models!  Lots of more options for me to grow my all plastic army.

-was in a malaise with the hobby after BA release.  I'm all fired up again.

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.