Saturday, September 18, 2010

Another few months, another post...

I'm really not cut out for this blog stuff! A little update since my last post, discussing WFB 8th, a Tournament, upcoming 40k action, and Flames of War league update!

Not in that order, though :)

Our escalation league has kind of tapered off. We're at the high 1500 point phase, but with the younger folks back in school, both the youngsters and the adults have had less time for playing, it seems. We have our final 1500 point 3-game tournament to get through, then we'll have a winner! I've been pretty happy with my 1250 force, but haven't put the 1500 on the table yet. I actually add tanks!

Here's the list, though I'm playing Aufklrung intead of Gepanzerte Panzergrenadier:











1500 Pts - German Gepanzerte Panzergrenadierkompanie List



1 Company HQ @ 80 pts

   2 Panzerknacker SMG team

   2 Sd Kfz 251/1 half-track

      1 Hull MG (Hull Mounted)

      1 AA MG (Passenger-fired)



1 Gepanzerte Panzergrenadier Platoon @ 235 pts

   1 HQ Section

      1 Panzerknacker SMG team

      1 Sd Kfz 251/10 half-track

         1 3.7cm PaK36 (Hull Mounted)

         1 AA MG (Passenger-fired)

   3 Panzergrenadier Squad

      2 MG team

      1 Sd Kfz 251/1 half-track

         1 Hull MG (Hull Mounted)

         1 AA MG (Passenger-fired)



1 Gepanzerte Panzergrenadier Platoon @ 235 pts

   1 HQ Section

      1 Panzerknacker SMG team

      1 Sd Kfz 251/10 half-track

         1 3.7cm PaK36 (Hull Mounted)

         1 AA MG (Passenger-fired)

   3 Panzergrenadier Squad

      2 MG team

      1 Sd Kfz 251/1 half-track

         1 Hull MG (Hull Mounted)

         1 AA MG (Passenger-fired)



1 Half-tracked Panzerspäh Platoon @ 120 pts (Reconnaissance Platoon)

   1 Panzerspäh Patrol

      1 Sd Kfz 250

         1 Hull MG (Hull Mounted)

         1 AA MG

      2 Sd Kfz 250/9 (2cm)

         1 2cm KwK38 gun (Self-defense Anti-aircraft)

         1 Coax MG



1 Heavy Panzerspäh Platoon @ 85 pts

   1 Panzerspäh Patrol

      2 Sd Kfz 231 (6-rad)

         1 2cm KwK38 gun

         1 Coax MG

      2 Sd Kfz 231 (8-rad)

         1 2cm KwK38 gun

         1 Coax MG



1 Panzer Platoon @ 360 pts

   3 Panzer III L or M (Protected Ammo)

      1 5cm KwK39 gun

      1 Coax MG

      1 Hull MG (Hull Mounted)

   3 Panzer III L or M (Schürzen; Protected Ammo)

      1 5cm KwK39 gun

      1 Coax MG

      1 Hull MG (Hull Mounted)



1 Tank-hunter Platoon @ 270 pts

   3 Marder III H

      1 7.5cm PaK40 gun (Hull Mounted)

      1 Hull MG (Hull Mounted)



1 Rocket Launcher Battery @ 115 pts

   1 HQ Section

      1 SMG team

   1 Launcher Section

      1 Observer Rifle team

      1 Kübelwagen

      3 15cm NW41 rocket launcher (Rocket launcher; Smoke Bombardment)



Validation Report:

Briefing: North Africa

You may have one Light Panzerspäh Platoon, Half-tracked Panzerspäh Platoon or Heavy Panzerspäh Platoon



Total List Cost: 1500



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The idea is to overwelm with speed. It's not very resilient, but has a fair amount of Vet infantry, lots of fast Recon, some cheap effective artillery, some decent AT action, and a handful of tanks. I think it's a nicely balanced force that should lose well to everything!
 
I'm actually doing well in the overall League, though mainly because the stoutest competition hasn't painted their army and missed several events. :)
 
 
 
I'm still dabbling in 40k, though I get frustrated with the rules that make no sense more now than before I learned Flames of War...the game system makes so much more sense!
 
I'm planning on going with Sean to The Warstore Weekend ( http://www.thewarstoreweekend.com/index.html ) where I plan to participate in the 5-game 40k event at 2000 points. I've not played in a long time, and had a hard time deciding what force to use (Daemons, Dark Eldar, or the old trusty Shadowklan Orks). I put the issue to a vote on the Ordo site (http://ordo-ineptus.proboards.com/index.cgi?board=40k&action=display&thread=1419) and it looks like Dark Eldar are the force!
 
Here's the army I intend to use:










2000 Pts - Dark Eldar Roster - Kabal of the Blackened Sun



HQ: Archon (1#, 137 pts)

   1 Archon @ 137 pts (Combat Drug Dispenser; Shadow Field; Tormentor Helm; Punisher; Plasma Grenades)



HQ: Dracon (1#, 122 pts)

   1 Dracon @ 122 pts (Splinter Rifle x1; Combat Drug Dispenser; Tormentor Helm; Punisher; Plasma Grenades; Reaver Jetbike)



Elite: Wyches (11#, 238 pts)

   9 Wyches @ 238 pts (Wych Weapons; Blaster x2; Plasma Grenades)

      1 Succubus (Agoniser; Splinter Pistol; Wych Weapons; Plasma Grenades (Squad))

      1 Raider (Horrorfex)



Elite: Wyches (11#, 238 pts)

   9 Wyches @ 238 pts (Wych Weapons; Blaster x2; Plasma Grenades)

      1 Succubus (Agoniser; Splinter Pistol; Wych Weapons; Plasma Grenades (Squad))

      1 Raider (Horrorfex)



Troops: Warrior Squad (10#, 100 pts)

   10 Warrior Squad @ 100 pts (Dark Lance x2)



Troops: Warrior Squad (10#, 100 pts)

   10 Warrior Squad @ 100 pts (Dark Lance x2)



Troops: Raider Squad (8#, 164 pts)

   6 Raider Squad @ 164 pts (Shredder; Dark Lance)

      1 Sybarite (Agoniser; Plasma Grenades)

      1 Raider (Horrorfex)



Troops: Raider Squad (8#, 164 pts)

   6 Raider Squad @ 164 pts (Shredder; Dark Lance)

      1 Sybarite (Agoniser; Plasma Grenades)

      1 Raider (Horrorfex)



Troops: Raider Squad (7#, 156 pts)

   5 Raider Squad @ 156 pts (Shredder; Dark Lance)

      1 Sybarite (Agoniser; Plasma Grenades)

      1 Raider (Horrorfex)



Heavy Support: Ravager (1#, 140 pts)

   1 Ravager @ 140 pts (Disintegrator x3; Nightshields)



Heavy Support: Ravager (1#, 140 pts)

   1 Ravager @ 140 pts (Disintegrator x3; Nightshields)



Heavy Support: Ravager (1#, 140 pts)

   1 Ravager @ 140 pts (Disintegrator x3; Nightshields)



Fast Attack: Reaver Jetbike Squad (4#, 161 pts)

   3 Reaver Jetbike Squad @ 161 pts (Blaster x2)

      1 Succubus (Tormentor Helm; Punisher)



Validation Report:

1. Dark Eldar Army: Kabal; d-1. Formatting: Competition Output; c-1. File Version: 1.09a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission

Roster satisfies all enforced validation rules



Total Roster Cost: 2000



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I've got the missing pieces (3 wyches and 3 sybarites) on order, and everything else is assembled (except the one Dark Lance that's broken off a raider and gone missing...I blame the baby). But...nothing is painted! I'd had a few models done with a test scheme from several months back, and I've finished that squad today. I'll get some pics up soon (wife has the car with my laptop bag which has my thumbstick...meh), but basically I'm looking at black undercoat, with armour pieces done in Terracotta, and Bleached Bone spikey parts. Guns are simple Boltgun, with the 'jewel' piece on the guns done in a metallic purple. Warrior and Archon hair will be jet-black (Black with Granite highlights). This has a nice effect, I think...they look like the evil up-to-no-good jerks that they are, but not too dark and brooding, nor the ubiquitous red or purple most Dark Eldar are.
 
The Raiders are going to be a similar simple color scheme, with Terracotta and Black forming the basis, with some bone and the trim on the passenger area.
 
The Wyches, though, will be a bit different. One squad is going to have Blue hair, the other a deep green (starting at Orkhide Shade). Their armor bits are going to be mostly black with some color to match their hair. Their Raiders will have colorings to match the squads hair.
 
The Jetbikes I'm not sure on yet. I was going to do them in the metallic purple the gun-crystals have, but it really doesn't mesh with the rest of the army. I think they'll get the same Terracotta, will have to do a test or two to be sure.
 
Again, pics coming soon...I promise!
 
And lastly a Fantasy update.
 
I've played a lot of games with 8th, and while I love pretty much everything in the moving, fighting, and shooting sections, I really abhor the changes to magic. The added spells are completely overpowering, and the ease with which a wizard can get IF to ensure getting of the big spell makes magic far too powerful.
 
That didn't stop me from abusing magic in a local tournament, though. The great guys down at Brothers Grim on Long Island ( http://www.brgrim.com/ ) held a 2400 point event a few weeks back. I wanted to field something painted, and don't have much fantasy done other than Daemons, so out they came!
 
I used a modified Balrog (HE Dragon wings) as a Bloodthirster with Immortal Fury, Firestorm Blade, and Obsidian Armour. He killed a few elf infantry, 2 flesh hounds, and a dwarf grudge thrower total in three games. He's back on the shelf now.
 
I had two heralds of khorne on juggers with armour of khorne. One was the BSB with the -2 Ldr banner.
 
I also had a herald of Tzeentch with Spell Breaker and Master of Sorcery (Life).
 
To supplement the Herald's magic I packed together a large unit of 29 Horrors with Icon of Sorcery. I'd discovered they made a pretty good alphastriker, able to take out enemy war machines with a 6-die Bolt of Change on turn 1, take a few wounds from miscast, then get healed back up by the Life herald...spiffy!
 
For some melee ooomph I had a unit of 20 Bloodletters with Full Command, and two units of 5 Flesh Hounds. I was considered that the small Hound units would be ineffective in 8th, but was pleased to find they filled pretty much the same role I'd always used them in, fast-enough flanking forces that are more than a match for anyone else cavalry, and fighting enough to do good damage on flanks of enemy blocks.
 
I had 5 Furies for war-machine hunting.
 
And because I'm "that guy", I also added in 6 Flamers. Did you notice that Skirmishers can not only fire after marching, but are also Stubborn in forest? Flamers are even more incredibly under-priced then they were before!
 
I wrote up some short battle reports on Ordo, http://ordo-ineptus.proboards.com/index.cgi?board=fantasy&action=display&thread=1363
 
but in summary, I took first place, and got enough new toys to field a really fun sounding Vampire list:
 










2500 Pts - Vampire Counts Roster



Vampire Lord (1#, 440 pts)

   1 Vampire Lord @ 440 pts (General; Vampire; Level 3 Upgrade; Hand Weapon; Life Leeching; Undead)

      1 Warrior Bane

      1 The Flayed Hauberk

      1 Book of Arkhan

      1 Crown of the Damned

      1 Master of the Black Arts

      1 Forbidden Lore (Death)

      1 0. Invocation of Nehek

      1 2. Vanhel's Danse Macabre



Vampire (1#, 220 pts)

   1 Vampire (Battle Standard Bearer) @ 220 pts (Vampire; Hand Weapon; Battle Standard Bearer; Undead)

      1 Black Periapt

      1 Helm of Commandment

      1 Master of the Black Arts



Necromancer (1#, 95 pts)

   1 Necromancer @ 95 pts (Hand Weapon; Undead)

      1 Dispel Scroll

      1 0. Invocation of Nehek

      1 2. Vanhel's Danse Macabre



Necromancer (1#, 110 pts)

   1 Necromancer @ 110 pts (Hand Weapon; Undead)

      1 Staff of Damnation

      1 0. Invocation of Nehek

      1 2. Vanhel's Danse Macabre



Dire Wolves (5#, 40 pts)

   5 Dire Wolves @ 40 pts (Undead)



Dire Wolves (5#, 40 pts)

   5 Dire Wolves @ 40 pts (Undead)



Dire Wolves (5#, 40 pts)

   5 Dire Wolves @ 40 pts (Undead)



Crypt Ghouls (40#, 320 pts)

   40 Crypt Ghouls @ 320 pts (Causes Fear; Poisoned Attacks; Undead)



Crypt Ghouls (40#, 320 pts)

   40 Crypt Ghouls @ 320 pts (Causes Fear; Poisoned Attacks; Undead)



Fell Bats (3#, 60 pts)

   3 Fell Bats @ 60 pts (Flyer; Undead)



Grave Guard (30#, 465 pts)

   29 Grave Guard @ 465 pts (Always Strikes Last; Musician Mus; Standard Bearer Std; Hand Weapon; Great Weapon; Heavy Armour; Undead)

      1 The Banner of the Barrows

      1 Seneschal (Always Strikes Last; Hand Weapon; Great Weapon; Heavy Armour)



Varghulf (1#, 175 pts)

   1 Varghulf @ 175 pts (Vampire; Causes Terror; Hatred; Regenerate; Undead)



Varghulf (1#, 175 pts)

   1 Varghulf @ 175 pts (Vampire; Causes Terror; Hatred; Regenerate; Undead)



Validation Report:

Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Vampire Counts Army

Unit 'Vampire Lord': Only spells from one 'Lore' may be selected.



Total Roster Cost: 2500



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The Lord is hard enough to kill that I'm not scared to have him run with the Guard. The soft vamp and necros follow behind the infantry line, out of units but close enough for LOS (of course they'll join a unit if the situation requires). Necros and Wizard will focus on using Vanhels not so much for charging (though that's just as powerful as always...maybe moreso since I believe it's the only charge-in-magic-phase spell left!), but for ASF/RR. The Staff of Damnation is truly incredible now...before it would get you 5-6 extra attacks...nice, but not great. Now it's netting you support attacks too...so if it's a horde of Great Weapon Grave Guard, you're looking at 15-21 S6 attacks, probably hitting on 3s with rerolls, too! Once the Guard are in Melee, the Lord pulls out the purple sun meanness...being in a unit he'll get LOS from the effect, then still needs to roll a 6 to fail the I test, not too worrisome. Best case it plows thru the unit the Guard are fighting for mayhem, fun, and hopefully lots of extra power dice for more invocation spam :)
 
Farewell for now. I'll get some DE pics up as soon as I can copy them to this machine. Any comments on lists welcome!

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