Monday, August 27, 2012

Some photo's of my last couple of games






























Nothing to report other that I'm really digging the new rule set.  Having a painted army really amps up the fun factor for 40k.  I've been meaning to write a review of the job front line gaming did.  Hopefully in the next few weeks, I will have the time to do so.  One thing that really stands out for me in 6th is the extra layer of tactical decisions one must make with individual models.  It really adds to the game.  Anyway, hope to get some games in the next few weeks, and perhaps might write up a proper battle report.  That's all for now.

Friday, August 10, 2012

6th Edition Flesh Tearers

Ah the joys that list building brings me.  I've been puzzling over how to build a list that takes into account the models I've recently had painted for my Flesh Tearers.  I think I've come up with a decent one that (bar the Death Company) uses all the models I've had painted.  I've a second list in mind that tries to include as many Death Company as possible as well.

HQ:
Librarian

Elite:
3 Priests

Troops:
2 x 10 Assault Marines - Rhino, 2 Melta Guns, Melta Bomb
10 Man Tactical Squad - Missile Launcher, Plasma Gun,  Combi Plasma, Rhino
5 man Assault Squad - Rhino, Melta Gun, Melta Bomb
2 x 5 Assault Marines - Melta Gun, Melta Bomb

Fast:
2 Baal Preds - Assault Cannons, Heavy Bolters

Heavy:
2 Storm Ravens - Plasma Cannons, Multi Melta

Total 2K

So the gist of the list is each raven holds a 5 man squad with jump packs and a priest to start in reserve.  The rest of the army starts on the table and uses their first turn to get into the center board with the fast rhinos supported by the Baal Preds.  The Librarian and remaining Priest ride with the 5 man assault squad in the rhino.  In total I have 49 feel no pain marines, between 6 and 9 scoring units, 2 fliers and 27 hull points.  One thing that I'm not sure about is whether the priest grants a feel no pain save when embarked in a transport to units outside of the transport.  If they don't then the list will have to be overhauled.  I plan to use skies of blood to drop my jump infantry into areas that need them most.  This will allow me to keep the ravens in zoom mode.  Also, when I want to take Seth along for the ride, I can swap him with the librarian and drop the heavy bolter upgrades on my preds to fit him in with relative ease.

Now, I've also had a score of Death Company painted up and changes to the list above to include them would be to drop my two jump infantry units, the heavy bolters and a single priest for 8 Death Company with 2 power weapons and a fist as well as the Death Company Dread.  This would give me 46 feel no pain infantry, 4-7 scoring units, 2 fliers and 30 hull points to play with.  In order to swap in Seth I would drop the death company fist and one power weapon.


Tuesday, August 7, 2012

Eldar Dark Eldar Combo #2


Have not had much time lately to sink my teeth into 6th, in fact I’ve only played one game so far with my Blood Angels.  Between my house coming down around my ears and a busy work schedule things have been hectic to say the least.  Anyway, with my gripes aside I have been reading and listening to pod casts to see how the community at large has been absorbing 6th.  One thing that has really grabbed my attention is the dual FOC charts at 2k.  Again looking at an Eldar /Dark Eldar combo, I was thinking of building a list that fits in as many MC’s as possible.  Without much ado this is what I came up with:

HQ’s:
Avatar
Eldrad
Farseer – Divination
Farseer – Divination

Troops:
4 x 10 Avengers

Heavy:
6 Wraithlords – Shuriken Cannons

Allies:
2 Hemoculi – Hex Rifles
2 x 3 Wracks
2 Talos Pain Engines – Haywire Blasters

All in all 9 MC’s in the list.  Eldrad doom’s a couple of targets and fortunes the Avatar.  I have one 12 inch fearless bubble, two 12 inch guide bubbles.  Potential 80 anti-infantry shots a turn and two sniper back field shots.  Finally 18 strength 6 shots on my wraithlords.   I doubt very much I would ever invest in the models to try this list out but I think it might do ok.  I figure the Eldar army would advance behind the wraithwall while the Dark Eldar stay back to hold a home base objective.  Nothing too tactical: but for maintaining my units within the bubbles of force multipliers. 

If I were to forgo the Dark Eldar as allies, I think I would then take 2 squads of 20 storm guardians with an enhance warlock to act as fearless tar pits.  The two extra warlocks would also help out with wraith sight issues that might arise.