Kaptain Klaw’s Review of the Great-Waaaagh Band

Ork_Freebooterz_WarbossOy!  Listen up ya bunch of lazy gitz!  Da Kaptain iz back to tellz ya about da new shinzy, da Great-Waaaagh Band detachment!  Da hummies over at GW wentz and updated da Waaaagh! Ghazghkull supplement.  Da Kaptain got his klaw on da book and iz here ta give ya hiz thoughts on it.

Da big thing dey did waz organize all da Waaagh Ghazghkull formations into one of demz decurion style thingz da space robotz have. Dey call it day Great-Waaagh Band detchment.  It haz all da same special rulz from da previous Ghazzy detachment.  Dat includez dat da warboss haz to challenge and dat you add 2 to da mob rulez rollz.  Even da 3+d3 hitz iz still dere.

Da benefitz for da detachment iz dat if your warlord iz a warboss, den you getz a free waaaagh every turnz.  Da other benefitz iz dat if ya have a mob of boyz with 10 or more modelz, dey get da hammerz of wrath on da charge.  Da free waaaghz iz da best benefit!  Dis letz da boyz really get to da krumping fast.

Now, fur da most partz, da auxillary detachment are all da same from the older version of da Ghazzy book.  Da big stand outz are da Blitz Brigade, Ghazzy’s Bullyboyz, and da Dakka Jet Skwadron.  Der are a few other auxillaries dey added, mostly optionz for takin da fast attack or heavy supportz choices as a detachment.  No cool special rulz.  Dat makes a sad Kaptain.

Da other big compenent iz da core formations dat dey added.  Dey are da Waaagh-Band and da Goff Killmob.  Da special rulz dat are added from dez formations are not dat good.  Da Waagh-Band is completely replaced by da Great-Waagh Band detachment rulz.  Da Goff Killmob getz to re-rollz dere charge rollz.  So da choice for which one iz bestz for yer WAAAAAGH iz based on da contentz.  Da Kaptain likez da Waagh-Band.  Loads of boyz, a few nobz, and a Warboss (Da Kaptain gotz to go somewherez) make for a good start.

Now dere iz a bitz of a problem with da Great-Waagh Band detachment.  If da warboss diez, den da whole free waaaghz thing fallz apart.  So ya gotz ta make sure dat boss iz dead ‘ard.  Ya evenz needz ta uze your orky kunnin.  Wit da all in me headz, Da Kaptain haz made diz list az an example of whatz da detachment can do.

Great Waagh-Band Detachment 1850 pts

  • Command Choice
    • Big Mek, Mega Force Field, ‘Eavy Armor
  • Core Choice
    • Waaagh-Band
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Gretchin – 10 with Runtherd
      • Meganobz – 3 with killsaws and Battlewagon
      • Mek
      • Warboss – Cyborg Body, Da Lucky Stikk, Mega Armor
  • Auxillary Choice
    • Dakkajet Skwardon
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss

Dat iz what da Kaptain haz come up with so far.  Da dakka jet getz Tank Hunter against other flyerz.  Da also get da extra shotz from all da free waaghz.  Da boyz in da trukks will be able to get stukk in fast with da waaagh.  Finally, da meganobz, da warboss, da mek, and da big mek getz in da battlewagon and go off to find da biggest and da best fight.

So, what do ya gitz think?  Doez da new detachment get ya orky juices flowing?  Or are ya a puny hummie?  Until next time, diz iz da Kaptain sayin’….WAAAAAAAAAAGH!

Professor Severus 2016 Hobby Goals

Howdy everyone, Professor Severus here.  Yes, I changed the title after seeing Shorereapers last article.  It fits my current job, so why not?  Anyway, I know I have been slacking about working on the blog lately.  I actually have been slacking with the whole hobby, but such is life.

Proof that I actually do some cool stuff at the new job

Proof that I actually do some cool stuff at the new job

So, to motivate myself, I have decided to set some hobby goals.  I actually made these like a week ago, and decided to turn it into an article at Shorereaper’s prompting.  Basically, I have two main focuses this coming year.  30k Iron Hands and a bad Tau list.

First up, the bad Tau.  There is a tournament at the store that I play at, Moxie Games.  One of the members of the community has organized a bad list tournament.  Essential, you write the worst list you can (with some restrictions).  Then when you are paired with an opponent, you trade lists and play.  Shorereaper and I have done this once and it was a blast.  So when I saw that tournament format, I jumped at the opportunity.

I settled on the following Tau list.  It is about as bad as I can make Tau, and it should be fun to play against.  Lots of tools for a crafty opponent to use to good effect, but some epic points wasting in the list.  It is a 1500 point list using the farsight enclave rules.

Say hello to the new commander useless!

Say hello to the new commander useless!

  • Darkstrider (Warlord)
  • Commander with Advanced Targeting System, Counterfire Defence System, Early Warning Override, Velocity Tracker, and The Microcodex
  • Crisis Suit Bodygaurds – 1 shield drone and 9 man team, all with Counterfire Defence Systems, Drone Controllers, and Velocity Trackers
  • Kroot Carnivore Squad – 10 man and 4 Kroot Hounds
  • Kroot Carnivore Squad – 10 man and 4 Kroot Hounds
  • Drone Squad – 8 Gun Drones and 4 Shield Drones
  • Vespid Stingwings – 8 man
  • Vespid Stingwings – 8 man

All and all, a great bad list in my opinion.  I am working on fully painting it.  I just need to finish the crisis suits (5 left), the drones, and darkstrider.  I actually picked up some of the new crisis suits.  They are awesome, so I am excited to paint them up.  When I have this group painted up in a few weeks it will be time to look onto the next project.

I don't think I have ever seen this many painted vespid...

I don’t think I have ever seen this many painted vespid…

Speaking of, the next project is going to be completing the two base lists I have for my 30k Iron Hands.  I have a decent start on these lists, but have a lot of units left to buy and paint.  I settled on two lists.  One featuring Ferrus Manus and one without him.  I wanted to be able to represent the legion pre and post Istvaan V.  I also didn’t want the lists to be to different from each other (to minimize purchasing, forgeworld can get expensive).

Pre-Istavaan V

  • Damocles Command Rhino
  • Legion Tactical Squad – 10 man in a rhino
  • Legion Tactical Squad – 10 man in a rhino
  • Legion Tactical Squad – 10 man in a rhino
  • Contemptor Mortis Dreadnought – Two Twin-linked Autocannons
  • Gorgon Terminators – 8 man total with Hammerbearer
  • Legion Weapon Battery – Quad Mortar
  • Medusan Immortals – 10 man, all with Volkite Chargers in a Land Raider Phobos
  • Storm Eagle – Two Twin-linked Lascannons, Twin-Linked Multi-melta, Armored Ceramite
  • Ferrus Manus

Post-Istavaan V

  • Damocles Command Rhino
  • Legion Praetor – Cataphractii Terminator Armor, Cyber Familiar, Iron Father
  • Legion Tactical Squad – 10 man in a rhino
  • Legion Tactical Squad – 10 man in a rhino
  • Legion Tactical Squad – 10 man in a rhino
  • Contemptor Mortis Dreadnought – Two Twin-linked Autocannons
  • Gorgon Terminators – 9 man total with Hammerbearer
  • Legion Weapon Battery – Quad Mortar
  • Medusan Immortals – 10 man, all with Volkite Chargers in a Land Raider Phobos
  • Storm Eagle – Two Twin-linked Lascannons, Twin-Linked Multi-melta, Armored Ceramite
  • Sicaran Venator Tank Destroyer – Armored Ceramite and Lascannon Sponsons
The primarch awaits his legion to assemble

The primarch awaits his legion to assemble

When you boil this list down, I basically have the three tac squads with rhinos, the contemptor, and ferrus manus already bought and painted. I have 5 gorgon terminators, but they need to be painted. The rest are things I need to pick up, assemble, and paint. It should be a fun project. Not a lot of 30k players around here, so I plan to play against some 40k opponents.

Now, compared to Shorereaper, this is a pretty short list of things to work on over the next 10 months.  I don’t have much of a hobby budget anymore, so I wanted to keep the list limited purchase wise.  Outside of these commitments, I have plenty to work on.  I have probably over 7000 points of orks that I need to paint yet and at least another 2000 points of tau.  I figure I can use those to help keep the hobby varied.  Plus there are some new ork rules coming…we all know who shows up whenever the Orks come around.

So until next time everyone, this is Professor Severus saying have a good one and take it easy.

Tau Update First Impressions

Tau IconHowdy everyone, Severus here!  Yes I still live, although my time for writing and hobbying is slim as of late.  I actually had some time this weekend, so I have been working on painting up some tau.  Why?  Because the greater good got an update!  My campaign book, Kauyon, got delivered with some new bases this week, so it’s time for a first impression!

First off, lets talk about the oddity of this release.  It is not a new codex.  It is an update.  So I only picked up the campaign book.  In it, it clearly spells out what rules in it you should use to replace existing rules in the 2012 codex.  I am really happy about this.  Instead of having to buy a campaign book and a new codex, GW saved me 50 bucks for once and was upfront about what I needed to buy.  Yeah GW!

So, like all new releases lately, GW gave the Tau its own composite detachment (similar to the necron decurion detachment or the space marines gladius strike force).  It is named the hunter contingent.  It has the basic setup with 0-1 command formations, 1+ core formations, and 1-10 auxiliary formations.  The formations for the most part are all put together well.  I won’t go through all the little rules with those, just hit a few highlights.

First and foremost, the core formations gives two important benefits.  First off, everything in the core formation gets 12″ supporting fire.  That is helpful.  Sometimes it can be hard to spread out to avoid template fire or bubble wrap a unit but still keep that good supporting fire base.  Secondly, units in this formation may run then shoot if they are within 12 inches of the cadre fireblade or the commander in the formation.  This is great to allow tau to be more mobile, a big problem for most of our foot troops.

The other formation that I really love is the optimized stealth cadre.  It is composed of 2 units of stealth suits and a unit of ghostkeels.  It’s benefits come in the form of one rule.  It allows the ghostkeel and all stealth suit units within 6″ to gain +1BS and Ignores Cover.  When they shoot at a vehicle, they hit the rear armor regardless of facing.  I have always loved the idea of steal suits, but never found them that effective.  This formation changes that!  Plus it is a great excuse for me to pick up a ghostkeel.

The main detachment, the Hunter Contingent, has a very contentious rule.  It is called Coordinated Firepower.  It basically allows the tau player to join multiple units together when shooting at a target “as if they were a single unit”.  If you have 3 or more units doing this, they get a +1BS.  The rule goes further to specifically mention that bonuses from markerlights apply to all units making this shooting attack.  I have affectionately named this attack “the spirit bomb”.

Goku-Spirit-BombThis rule has met with a lot of debate over the internet.  You can look up some articles if you want.  Essentially, the issue becomes that you can stack some crazy bonuses on all models in you army and then target lock off and use those bonuses on other targets.  Personally, I think that is pretty cheesy and against RAI.  RAW though, it looks like that might be the correct interpretation.  I think it is fair to get all those crazy bonuses if you can only target one unit.  It is the tau anti-death star attack.  Target lock allowing you to take those bonuses and shoot other target is what breaks it.

The formation rules out of the way, they added in a few new units and changed a few rules around for some of our standard units.  First off, the commander gain the option to take a suit that makes him a flying monstrous creature (minus a few rules).  I love the idea, but the weapons he is forced to take are not the best.  He also loses access to all the signature system (tau relics).  It looks fun, but I doubt you will see it that much.  The buffcommander build is just as viable as ever.

The ethereal gained access to armor finally (a 5+).  He also has access to a little hover platform that allows for him to ignore models and terrain while moving.  Looks cool, but kind of meh.

They added a new troop choice known as breachers.  They have short range guns that have a scaling strength and ap.  The best they get is strength 6 ap 3 within 5 inches and two shots.  This is about as close as tau will ever get to an assault unit.  Not my favorite choice, because I could take firewarriors with pulse carbines and do about as well from 18 inches away.

The big addition though is that they have access to a little missile turret they can put down.  It looks really cool, and can be a smart missile or a missile pod. Smart missiles are my choice.  It matches the normal strength and range of most infantry weapons, so it matches their usually targets.  Regular firewarriors (now named strike teams) also have access to this turret.

Crisis suit and bodyguard had two important changes.  First off the maximum squad size went up to 9!.  That is crazy!  A good reason to invest in some of those new suits.  They also gave both units access to the previous experimental weaponry (Airbursting Fragmentation Projector and Cyclic Ion Projector).  Nothing earthshaking, but it is a cool bit of story telling.  Like the Tau empire finally finished testing these new weapons and decided to deploy them to the whole army.

Now onto the big new release.  First off, the ghostkeel.  It is a stealth suit on steroids.  I really like the model.  Weaponry wise I am a bit torn.  It gets a giant fusion gun or a giant cyclic ion projector.  I think if you are running them as a unit (up to 3), then I would go with fusion.  If you want to be flexible and run them in the stealth cadre, I will chose the ion gun.  It has some drones that give it shrouded in addition to the stealth rule it already has.  It doubles that bonus when the shooting unit is more than 12 inches away.  So in short, with good tactics, this guy should always have a 2+cover save in the open.  Finally, it has an option once per game to just disappear.  After it has been targeted, it can force the shooters to only fire snap shots.  That is huge.

And finally, the big daddy itself.  The stormsurge, the first tau gargantuan creature.  It looks awesome!  The rules are an interesting bit.  It is really not that tough, only toughness 6 with 8 wounds and 3+ save and no invuln save natively.  So, krak missile spam, plasma spam, grav spam, ect will bring him to his knees.  On the other hand, this guys is packed to the gill with awesome guns!  It cluster rocket system, smart missiles, and support system (flamer, burst cannon, airburst) are great for clearing out light infantry.  Its 4 Destroyer missiles are one use, Strength 8 ap 1.  If you buff them with a markerlight, they become strength D.  That is epic!

Finally, the big main gun.  They have two options.  My favorite is the pulse driver cannon.  Range 72, strength 10, ap 2, ordnance 1.  Nice and simple, yet effective.  The other option is the pulse blastcannon.  It again has that scaling damage.  Range 10 or under it is strength D ap 1 heavy 2.  10-20 is strength 10 ap 3, and range 20-30 is stength 9 ap 5.  It is basically meant for killing other gargantuan creatures, super heavies, or high armor tanks.  The issue I have with it is you already have access to D weapons via the destroyer missiles.  How much D do you need?

There are plenty of rules and formations I didn’t get into.  I am sure I will get back to covering them at some point.  But for now I am really pleased with this update.  It definitely opened up a lot of options for my Tau.  I always wanted a mobile tau force, and now I think it is viable.  The spirit bomb gives me some options against death stars in competitive play.  Until next time, this is Severus saying have a good one and take it easy.

Moving on to the next life stage of gaming

Howdy everyone, Severus here.  You probably have not heard much from me over the last few months for a good reason.  I moved to Alabama and started a new job.  This job is VERY demanding of my time.  To make matters worse I went from having a good gaming store 5 minutes away to one almost an hour away.  In short, my gaming has come to a halt.

Yet despite the fact that I have been out to game twice since June, I still am interested in the hobby.  I have slowly started work on some Iron Hand Bikers and a Bike Chapter Master.  I know, it’s a douche squad.  But the gaming group I ran into at the new store is a much more competitive group than I am used to.  Not a bad thing by any means, I just need to adjust my lists.

Over this past weekend, I had the urge to pick up a Storm Eagle.  Forgeworld is having a free shipping on 100 pound orders until the end of the month.  I have NO use for a storm eagle other than horus heresy.  I know no heresy gamers here in Alabama.  Yet I still want that lovely flyer.

Then today it came to me.  I am entering into a new life stage of being a gamer.  Work is much more important in my life now, and family and friends are taking up much of my spare time.  My gaming time is no longer focused on building lists and playing games.  It is focused on reading books and painting.  I am becoming the Adult Hobby Gamer (AHG).

I had seen AHG’s before.  They came out once every few months when they could get away.  Their lists were never updated to reflect the current meta.  They played when they could to have fun.  They hobbyied when they could to make cool looking models.  Their models live on shelves in cool dioramas, not in travel cases.  The best part is they still seemed to be enjoying themselves.

So I embraced my new life stage.  I started unpacking a few models and laying them out on the shelves today.  Only painted models that look good together.  I am making some slow progress as a biker holding a grav gun.  And I am really really close to ordering that storm eagle.

It feels good.  I am not fighting to be something that I am not.  I will build stuff I like, and paint stuff I like.  I will hobby when I have the time and the mood strikes me.  Games will be few and far between, but when they happen they are epic.

So there you have it.  How many of you have been through the transition to Adult Hobby Gamer?  What did you change with your hobby?  Until next time, this is Severus saying have a good one and take it easy.

The Last Stand of the Iron Hands – Severus’ Perspective

Howdy Everyone!  Severus here!  Sorry I have been absent as of late.  Life is moving fast for me with this move to Alabama.  Lots of stuff to deal with.  Luckily I was able to get some time this past weekend to get some final games in with my friends.  Among those was the Last Stand Scenario that Shorereaper wrote.  He wanted to run a 2500 point list, so I would need to bring allies for my Iron Hands to reach that points level.  I knew the scenario, so I wrote a thematic list.  Here is what I took:

4 Setup Iron Hands

  • Chapter Master – Terminator Armor, Gorgon’s Chains, Thunderhammer
  • Assault Terminators – 5 man with Thunderhammers and Stormsheilds
  • Sternguard – 10 man, Vet Sgt with Melta Bombs
  • Tactical Squad – 10 man with Heavy Bolter, Plasma Gun, and Sgt with Melta Bombs
  • Tactical Squad – 10 man with Heavy Bolter, Plasma Gun, and Sgt with Melta Bombs
  • Stormtalon – Skyhammer Missiles
  • Devestators – 10 man with 2 Missile Launchers and 2 Plasma Cannons
  • Vindicator – Siege Shield
  • Landraider Crusaider
  • Knight Paladin
  • Skitarii Vanguard – 10 man with an omniscope, Alpha with Taser Goad and Phosphex Blast Pistol
  • Skitarii Vanguard – 10 man with an omniscope, Alpha with Taser Goad and Phosphex Blast Pistol
  • Sicarian Ruststalkers – 5 man with Transonic Razors and Chordclaws, Princeps with Prehensile Dataspike

I deployed with a plan in mind.  The biggest trouble would be bringing down the Hierodule.  I put my Knight, Justice, along my left flank.  I put the terminators in the land raider with Iron Father Telavek on my right.  I put the vindicator along my left flank.  I deployed both a unit of tac marines and vanguard on each side of the defense line I was given.  I put the devestators in the middle.  The sternguard were deployed on the left flank as a support element.  The ruststalkers were deployed on the right flank as a counter attack element

If the hierodule came down the left flank, Justice and his D strength close combat attacks would be there to meet him.  If he came down my right flank, the thunderhammer terminators would be there to receive him.   I didn’t think they could take him down, but they could hold him long enough for Justice to come in and deliver the killing blow.  Everything else was there to try to keep the waves of tyranids pushed away from my defensive line so that the terminators and Justice could maneuver into position.

15 End Iron Hand Turn 1Turn one, Nids went first.  They covered the gap between our lines fast.  I had three units getting up close that could assault in turn 2 if I didn’t deal with them.  The ravengers, the hormagaunts, and the gargoyles.  I prioritized the ravengers and unloaded onto them, killing them to a man.  Up next were the gaunts, cutting there unit in half.  I did a small  amount of damage to the gargoyles, but nothing significant.  The tide was pushed back for a turn.

19 Getting closer Turn 217 Ravener vs Iron HandsTurn two, the nids advanced again.  The hierodule came out and started heading up the center with a 12 inch move and a 12 inch run.  It was going to be on my lines soon.  Warp blast tool out the vidicators demolisher cannon.  The ravenger made it into combat with one of my tactical squads (a 5 man combat squad with the plasma gun and sergeant).  They held.  The gargoyles shot off three of my vanguard on my right flank then tried to charge.  The vanguard stood tall that day and killed 7 in overwatch, preventing the charge.

On the Iron Hands turn 2, it was time to strike back.  The vindicator (now a useless moving box) moved up my left flank to try to funnel some of the gaunts towards my lines.  Shooting focused on the bigger bugs that were getting closer.  The swarmlord and his guard moved up the left center and the carnifex and hive tyrant moved up my right.  Shooting took down the swarmlords guard and put a wound on the beast himself.  The right flank focused on taking down the gargoyles and carnifex.  The vanguard did a stellar job once again, killing the gargoyles down to 2.  The rest of that flanks shooting chipped off a wound from the carnifex.  Finally, the Ruststalkers vaulted over the lines and charged into the carnifex.  They brought him down to one wound and lost one of there number in return.

Turn 3 saw the nids finally reach combat in significant numbers.  Everything moved up.  Psychic mind bullets from the Hive Tyrant popped the landraider on the right flank.  The Swarmlord and pyrove charged in against part of the vindicator on the left.  The hive tyrant and hormogaunts charged into the ruststalkers to try to save the carnifex.  In the end, the ruststalkers failed to killed the carnifex and died for their effort.  The vindicator survived with one hull point.

22 Swarmlord

We all know what is about to happen.

The Iron Hands retaliated in turn 3 with more concentrated fire power.  This time the fire power was focused on the hierodule, warriors, and the swarmlord.  Only a wound chipped off the hierodule.  The Swarmlord was brought down to a wound. Several warriors were killed and the hormaguants met their end.  Justice finally strode forth to take on the hierodule.  The right flank shooting took down the carnifex finally.  Iron Father Telavek and his terminators crawled out of the wreckage to seek vengeance on the Hive Tyrant that destroyed there beloved transport.  Justice failed his charge and now stood vulnerable in front of the iron hands lines.  Telavek and his terminators destroyed the offending hive tyrant.

24 Epic BattleTurn 4 was time for epic combat.  Swarmlord charged in against a unit of 5 sternguard supported by the pyrovore.  Finally, the hierodule charged in against Justice.  The swarmlord survived his combat with the sternguard and felled two of there numbers.  Justice put up a mighty fight with his reaper chainsword, dealing several viscous blows and bringing the mighty hierodule down to a single wound.  Then the hierodule shredded Justice.  In the resulting titanic explosion, Justice fell over and killed the Swarmlord, the pyrovore, and the sternguard.

The Iron Hand Devestators retaliated with concentrated missile fire in the bottom of turn 4, dropping the hierodule.  And with that the swarm was broken.  The bug started their retreat under the guidance of the warriors.  A victory for the Iron Hands, but at a great cost.

Overall the game was a blast.  Definitely a high note to go out on with Shorereaper.  I definitely felt the pressure of keeping all those nids off my lines.  The recycling unit mechanic never really came into play.  A unit coming on from Shorereaper’s board edge needs to cover 48 inches to get to my lines.  Most units can’t do that in 2-3 turns.  Maybe bringing the hierodule in on turn 1 could more pressure on the defenders.

Little narrative battles like this one are a lot of fun. Win lose or draw, you make a great story.  I am working on a little one from this battle.  Perhaps involving the saga of Shamus.  Until next time, Have a good one and take it easy.

A Journey of 1000 Miles Starts with a Single Step

lotr2Howdy everyone, Severus here.  I have some important news to share with you.  In the near future, I will be taking a position in Auburn Alabama and moving away from Baltimore.  This, while great for me professionally, is very bad for me in terms of the hobby.

Why you ask?  Well, I went to college and professional school in Auburn.  In my 7 years there, I never met a single 40k player.  I tried to teach my roommate once, but it never grabbed him.  Granted, I was not super active in my search for a gaming community back then.  Regardless, it is a bit scary to think I have become so deeply involved in this hobby, and now I may lose the very community that it needs to survive.

I have a lot of 40k and warhammer miniatures.  I mean A LOT.  It is a hobby I love and there is so much I want to do with it still.  I have armies to finish building, armies to finish painting, conversion ideas, table ideas, terrain ideas, campaign ideas, the list goes on and on.  Granted, I will probably have less hobby time in the future with the demands of my new job  This is still a hobby I want to stay active in.  I find the little bit of hobby time I get each night is a great way to relax my mind.

So, what is a gamer to do when he moves to the land of no games?  Why, try to build a community of course!  I have reached out to one person who is involved in a card shop there.  He said there was a 40k community, but they are mostly basement and garage gamers.  There are no stores to my knowledge that stocks GW products or have tables available.  There is a game shop with an active community about an hour away from where I will be living.  If I can get some time on a weekend, a trip over there could be a good idea.  What I really want to do though is find local gamers and build a community.

That feeds into the next part of my plan.  I need a gaming space.  Ultimately, I am sure I could find an area in our home to setup a table if I needed to.  Problem is I don’t have a table.  I have a couple of folding tables that could work.  I have some old beat up GW terrain (mainly craters and trees).  I need to get some buildings and a table top.  I have toyed around with the idea of building my own.  I think I may invest in a Fat Mat from Frontline Gaming.

Finally, what can I do to stay in touch my gaming group in Baltimore?  These guys have been the best gaming group I have ever been a part of.  It is what has driven me so deeply into this hobby.  I have a few ideas.  Meeting up at conventions is probably the first idea I had. Adepticon or Nova Open or the LVO all sound like options.  Plus, if I truly am in a land of no games, a weekend away with the friends gaming every few months would be worth it.  Some guys have purposed road trips to see each other.  Also another great idea.  Finally, I stole and idea from Garagehammer.  Skype painting sessions.  A good way to chat and hobby.

So, what does this all mean for the future of the Blog?  I am not sure.  I want to stay active in the hobby.  Maybe keeping the blog going will be the motivation I need to stay active.  You can also expect to see myself taking to all forms of social media to start trying to find some gamer contacts in Alabama.  Including this blog.

All is no lost though.  I still have two months here.  Plenty of time to get some epic games in with everyone.  I even purposed and apocalypse game with all my orks against all the imperial forces my friends can field.  The last stand of Kaptain Klaw.  Until next time, this is Severus saying have a good one and take it easy.

Experimenting with Terrible Lists!

Howdy everyone, Severus here.  This week I came up with an awesome/terrible idea, depending on your point of view.  I got it from a fantasy podcast, Garagehammer.  The idea is that you write the worst list you can with your army.  You and your opponent switch lists (meaning you lend him your army, so you need a little trust here).  Then you have at it, see who can succeed with the terribleness.

So, Shorereaper, the Lord Primarch, and I all wrote up bad lists and had at it!  I decided to limit it to 1000 points (makes running an unfamiliar army easier at a small point level).  In terms of armies, I decided to go with orks.  They are a softer army, and I have lots of options when it comes to units (you do not want to see my storage closet).  Here is what I came up with.

  • Boss Zabstruk – Warlord
  • Weirdboy – lvl2
  • Burna Boyz – 5 man
  • Nobz – 7 total with slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 6 Stormboyz – nob with ‘uge choppa
  • Deff dread – 4 close combat weapons
  • Killa Kans – 2 with rokkit launchas
  • 3 Bubblechuckas

Now, I could have been meaner with this list.  Zagstruk gives a leadership re-roll within 12 inches.  That will help with all the ork low leadership and lack of nobz in the boy units.  This list has a few answers for armor as well.  Deff dreads and kans can take those down.  I wanted the list bad, yet playable.  Case in point, Shorereaper could have made a nid list without any synapse (which is crap), but he threw one synapse creature in.  Kept it sporting so to speak.

I ended up playing Shorereaper’s nids against my ork list and later the Lord Primarch’s blood angels against Shorereaper’s nids.  It was a lot of fun.  With such soft lists, bad units do well.  Those unarmored nobz literally walked through an entire flank of the nids in one game.  A basic librarian ended up killing old one eye.  Plus it is fun to try out a different army.  Gives you a real challenge as a general.  Playing nids with only one synapse creature is REALLY interesting.

Overall I think this was a great change of pace.  I thoroughly enjoyed my games.  It also was a really fun list building concept.  Trying to make a bad list is not as straight forward as some may think.  I will totally be playing this format again.  Until next time this is Severus saying have a good one and take it easy.

Forgeworld Metalica Skitarii First Impressions

mech

Howdy everyone, Severus here!  I have been working on building up my little skitarii force.  I now have all the models (20 vanguard and 5 ruststalkers).  I have finished the assembly process and have starting in on the painting process.  Progress is slow, I am finding the hobby mojo is harder to come by as of late.  I have managed to get two games in with them though.

Quick recap about the lists.  The skitarii are intended to be a small allied force.  The parent force in both games were my Iron Hands.  The Iron Hands list is undergoing a few changes, so I won’t list it here.  The skitarii themselves are broken up into the following:

  • 10 man vanguard unit, omniscope, Alpha with Taser Goad and Phosphex Pistol
  • 10 man vanguard unit, omniscope, Alpha with Taser Goad and Phosphex Pistol
  • 5 man ruststalker unit, all with transonic razors and cordclaws, princeps with a prehensile data spike

My goal was to run things as cheaply as possible (points wise) while still keeping them WYSIWYG.  The vanguard alpha does not have the option for the radium carbine on the spruen (bad GW, giving me options without the bits), hence the close combat weapon and pistol (the cheapest combo available).  The ruststalker princeps is modeled with the data spike, so it goes in as well.

Now as for performance, this is only my first impression (two games is by no means enough to judge them by).  My general thoughts are they are a very finesse force.  They CAN NOT take a hit.  Being toughness 3 with a 4+ armor save means they will not stand up to a lot of fire power.  Feel no pain (6+ for the vanguard and 5+ for the ruststalkers) is a bit of a help, but the T3 means you will only be getting it against small arms fire.

To combat the squishiness of the force, they rules make them a very fast force.  The ruststalkers get +3 inches to there move, run, and charge.  The skitarii maniple (the force org you take them in) gives all of them crusader and scout (but can not outflank).  That means they can all re-position prior to the game and get some reliable runs to get into the best position.  In otherwords, you can move pretty well to try to keep these guys away from anything very dangerous.

The damage output is decent on the right target.  The vanguard are great at killing light infantry.  There special wounds on 6 always causing 2 wounds trick really can pile the hurt on a lightly armored unit. If it has a poor armor save and depends on cover, the omnispec and phosphex pistol really help.  I have not had much luck with them against high toughness targets (monstrous creatures).  I think if you want to go that road, you need to have 2-3 full squads focus on one.

Now, I hear the internet screaming at me “Plasma Calivers”.  And to you, I say NO.  Look at it this way.  They are 30 points a piece for the weapon.  The guy carrying it is a 9 point, toughness 3, 4+ armor save, infantry model.  Do you know anyone that will let that guy live long enough to get his 18″ range weapon into position?  The internet screams “Drop Pods”.  I say that breaks the fluff.  Skitarii don’t use transports, they have bionic legs.  I am looking to make a fluff force, not a WAAC force.  So no transports for them.

The ruststalkers seem really good in close combat.  I just have been rolling HORRENDOUSLY with them.  They can deal out a punch, but really can not take one in return.  The problem I am running into is that the ap2 really only gets going in the second round of combat.  You need to live that long with decent numbers to be worth it.  I think a 10 man squad would preform better than a 5 man.

Overall, I like where I am at with the Skitarii.  They are a good little base force.  I need to learn to use them better.  Ultimately, I would like to expand them into a large force.  I am not sure how though.  My hopes is that cult mechanicus and skitarii get rolled into one list under Faction Adeptus Mechanicus or something like that.  If not, I will be force to decide on expanding the skitarii with more skitarii or starting another small allied force of cult mechanicus.  What do you guys think?  Until next time, this is Severus saying have a good one and take it easy.

Oh Look, More Mechanicum…And Knights…And A Space Marine Book…

GW Rapid Release Schedule - Like Drinking from a Fire Hose...

GW Rapid Release Schedule – Like Drinking from a Fire Hose…

Howdy everyone!  Severus Here.  Today I wanted to update you guys on the project I started only a week ago.  Adding a force of Metalica Skitarii to my Clan Sorgol Iron Hands.  Would you believe that only a week into the project, and I am already considering changing some things?  Why you ask?  The answer is simple, the fire hose that is GW releases is not showing any signs of slowing down.

In the last week, a new Knight Codex has been announced.  Leaks for a Cult Mechanicum force have been seen.  Finally, rumors of a new Space Marine Codex for June have begun to circulate.  Basically, every asset in my force is potentially about to get re-done.  So, what is a hobbyist to do with all this change?

Forge on!  I have decided to start out with 3 units of Skitarii.  Two units of vanguard (10 man each) and a unit of ruststalkers (5 man).  This is a smaller purchase and gives me a good foundation to start with.  My hope is that the Skitarii will be incorporated into the Cult Mechanicum force.  Think of it like the Tempestus book and the Astra Militarum books.  If that is the case, then I hopefully already have a force that I could build on with the Cult Mechanicum units (which looks so cool!).

If the Cult Mechanicum force is a separate force from Skitarii, I may have a tough choice to make.  I really don’t want to start two new armies to support the Iron Hands.  I have WAY to much stuff for this hobby and my budget keeps shrinking.  We will have to cross that bridge if it ever comes.

Now, onto the Knights!  Honestly, I am not that interested in the new kits.  They look a lot like the Errant and Paladin kits.  I doubt I will add to my Knight force.  It currently stands as one Knight, the Freeblade Justice.  The fluff behind him being a Freeblade didn’t fit well with adding more Knights.  So, I will not expand here.  I will probably have to pick up the cards and the book though.

Now, with all that in mind, I began the construction of the Skitarii.  I picked up a box of Vanguard and Ruststalkers.  Long story short, I love those models but they are VERY limited in there poses.  All the Vanguard have specific torsos that go with specific legs and specific arms.  Same goes for the Ruststalkers.  Overall, they look great.  My concern is that a larger force of them would look weird, with the same 5 poses repeated again and again.

That about wraps it up for today.  I have started work on painting my Skitarii, hopefully I will have something to show you next week.  What do you guys make about all the rapid releases from GW?  Is it affecting your plans for various armies or do you say screw it and keep going with what you had already wanted to do?  Until next time this is Severus saying have a 

Skitarii and Iron Hands…A Bond of Steel

I know cheesy title, but I couldn’t resist.  Howdy everyone, Severus here.  I want to talk to you guys today about something that has re-ignited my hobby fires.  I will admit, over the past few weeks, the hobby has been less fun for me due to personal reasons.  I have been resisting looking at the Skitarii release because I knew I would fall in love with them.  I broke down and picked up the codex this weekend, and it was just what I needed.

First off, the fluff behind this is amazing!  The skitarii are the emotionless expendable troops that get the job done no matter the cost.  Just like my beloved Iron Hands.  The Iron Hands have a very close relationship with the mechanicum.  It is even speculated that the Iron Hands have avoided reprimand for there severe tactics because of the mechnicum’s backing.

My force is Clan Sorgol.  I want to ally them to Skitarri based out of Forgeworld Metalica.  Why?  Because I love metal and I could not pass that opportunity up.  So, to establish a connection, I needed to do a little fluff writing of my own.

Metalica is located across the galaxy from Medusa in the Ultima Segmentum.  Iron Father Telavek had been sent to answer a request for aid by the Ultramarines during their attempts to stop Hive Fleet  Behemoth.  During the numerous battles, a manipule of Skitarri from forgeworld Metalica were attached to Telavek’s command.  He was impressed by the resilience of this fighting force and there dedication to completing the mission, regardless of the cost.  The Tech Priests of Metalica were similarly impressed by Telavek’s strict adherence to the most logical plans of attacks and his reverence for gathering as much data about his foes as possible.

At the conclusion of the Behemoth Campaign, Telavek and the Tech Priests swore oaths of brotherhood to one another.  Either force would willing answer the call to war if needed.  This bond would stretch across the galaxy.  Telavek often would request aid from Metalica, even if other imperial forces were closer to lend support.  He knew he could trust these Skitarii to get the job done even if it meant there lives in the process.

So, with the fluff established time to actually move on to building a list.  Skitarii are a tricky bunch.  Generally speaking, they are fragile.  Toughness 3 for all the infantry and AV 11 for the vehicles.  I wanted a cohesive force that works fluff wise and still plays well on the table.  Here is what I have come up with.

Clan Raukaan Supplement

  • Iron Father Telavek – Chapter Master with Terminator Armor, Thunder Hammer, Gorgon’s Chains
  • Terminator Assault Squad – 5 Thunder Hammer and Storm Shield
  • Tactical Squad – 8 Bolter Marines, Plasma Gun Marine, Sergeant, Rhino
  • Tactical Squad – 8 Bolter Marines, Plasma Gun Marine, Sergeant, Rhino
  • Tactical Squad – 8 Bolter Marines, Plasma Gun Marine, Sergeant, Rhino
  • Ferrum Rex – Land Raider Crusader
  • Ferrum Vindicae – Vindicator with Siege Sheild
  • Stalker (still working on a name)

Skitarri Maniple

  • Skitarii Vanguard – 9 with Radium Carbine, Alpha with Radium Carbine
  • Skitarii Vanguard – 9 with Radium Carbine, Alpha with Radium Carbine
  • Sicarian Ruststalkers – 4 with Transonic Razors, Chordclaws, and Mindscrambler Grenades, Princeps with the same
  • Ironstrider Ballistarii – Twinlinked Cognis Lascannon
  • Ironstrider Ballistarii – Twinlinked Cognis Lascannon

The idea behind this list is that the marines are there for anti-infantry and holding ground.  T4 with 3+ armor save and 6+ feel no pain is pretty good at standing on ground and not giving it back.  Telavek is with the terminators in the land raider.  They are more of an anvil unit.  They can certainly deal out some damage, but they are even better about soaking it up.  The stalker and vindicator add some supporting fire.

The Iron Hands portion of the list has two big weakness.  High toughness models (aka monstrous and gargantuan creatures) and flyers.  The skitarii fill that gap.  The Radium carbines on the vanguard can wound ANYTHING on a 6. Plus they cause 2 wounds per each 6 rolled.  That can help chip wounds off some big enemies.  The ruststalkers are very fast so hopefully they make it into combat.  Once in combat, they have a fleshbane attack (always wounds on 2+, even against a gargantuan).  Plus they always wound on a 6 and are ap2 when they roll a 6.  Top it off with haywire grenades, and they can tackle most any target in combat.

Finally, the Ballistarii.   This is the unit I am a little unsure about.  They have good shooting with a twinlinked lascannon with precision shot.  The cognis rules makes them BS2 on snap fires, so they actually have a chance at hitting a flyer as well. They are fast, so they can get around into vehicles flanks to make those lascannons better.  They just seem really light on defense.  I think they are more a finesse unit.

So, what do you think?  Are the Skitarii of Metalica worthy allies to Clan Sorgol?  What about this list?  I have never played nor seen skitarii played, so I am open to feed back.  Until next time, this is Severus saying have a good one and take it easy.