Lol long may my shame live!
Feel proud, your Valkyrie is still his best ever moment! - except for the comedy value of Gets Hot
Lol long may my shame live!
Feel proud, your Valkyrie is still his best ever moment! - except for the comedy value of Gets Hot
Sorry it's been a while since my last post, the past week and a bit have been really busy for me. I've had time to paint 5 models, but since they're just boyz I thought I'd upload pictures of the progress made so far with my 1500pt list!
The painted half:
The only things that're missing are the Zzap Guns and Krew, because I forgot to include them :P The lone Mek on the right goes with the Lootas. You should hopefully be able to distinguish between the Shoota Boyz and the Stormboyz behind them... Tell me what you think!
The unpainted half:
Sadly I haven't made any progress with the Bommer, still waiting for the magnets. I will however get a move on with the body of the plane - I haven't attached the wings yet and there's no need to drill the engine/cockpit etc. The empty bases are the as-yet unbuilt Lootas - another item to go to the top of my To Do list. The empty base with the Slugga Boyz is an unbuilt special weapon - I'm going to make a big shoota out of one of the splinter cannon that comes with the Razorwing.
You'll have noticed that some of the boyz look painted - these are the first models I ever painted, 12 years ago now. They're in dire need of repainting and therefore are counted as only partially painted (because it's only really the skin, teeth and metal parts that need redoing). Most of the other boyz have their eyes, teeth, nails and skin painted - I'm ashamed to admit they've been like that for nearly two years when I batch-painted the lot of them. But they'll be finished before the year is out - that's the target!
Hopefully those pics give you an idea of what I have to do to meet my current goals and how the army will look when it's finished. I hope you can see the looted weapons and armour the boyz have. Please let me know what you think!
Here's the new tally of models to be painted. The colour code is painted, partially painted, unpainted:
1 Big Mek
14 Shoota Boyz
15 Slugga Boyz
4 Special Weapons
13 Slugga Boyz
2 Slugga Boyz
1 Ork Bommer
1 Looted Wagon
2 Zzap Gunz, 4 Krew
Last edited by WarOnFrogs; 17-07-2012 at 15:51.
Like I keep saying to you dude, when they're fully painted, these boys look awesome! The fully painted shot looks REALLY good. Looking forward to playing against a fully painted army We'll have to start taking battle report-style pictures!
Oh, and that Bommer looks like it needs something. Oh yes that's right, a krak missile to the underbelly :P
Looking great! Keep up the hard work. Man thats a lot of looters...
Last edited by WarOnFrogs; 24-07-2012 at 21:27.
The bommer made its fighting debut the other day – therefore it’s time for a battle report! I’m afraid I forgot to take my camera with me, so you’ll have to put up with my dull interminable prose for this one :P
The game was against Blood Angels counts-as (an excellently modelled and painted army, link to some of his stuff at the bottom). It was my first time playing against Blood Angels, and we were playing the Surgical Strike Battle Mission (for rules, see link at bottom) and 5th edition rules at 1750pts – neither of us had the 6th ed rules at the time. In summary, it was one of the most fun games I’ve played!
His army (sorry, I don’t know all the upgrades he took):
Command Squad with Chapter Banner
6 Vanguard Veterans
15 Death Company
5 Scouts (teleport homer)
5 Assault Terminators (thunder hammers and storm shields)
My army (only the important upgrades noted):
Warboss with power klaw
9 Nobz (2 power klaws)
30 Slugga Boyz (Nob with power klaw, 3 rokkit launchas)
30 Slugga Boyz (Nob with power klaw, 2 rokkit launchas, big shoota)
27 Shoota Boyz (2 rokkit launchas)
Looted Wagon (boomgun)
10 Stormboyz (Nob with power klaw)
3 Deffkoptas (rokkit launchas)
My Warboss was my Supreme General (naturally!) which meant for this scenario he had Ld 10, 4 Wounds and Fearless – in addition, all of my units within 12” of him had the Fearless and Counter-Attack rules. He joined a mob of slugga boyz, while my Warphead joined the shoota boyz. I deployed everything in a massive horde in the middle of the table, facing outwards because I didn’t know where the Blood Angels would arrive. My Bommer, Stormboyz and Deffkoptas were held in reserve.
The Blood Angels automatically get the first turn and they all arrived on the opposite side of the table to me, mostly by Deep Strike. The Descent of Angels special rule meant the Vanguard Veterans with The Sanguinor scattered a massive 1” towards my orks, and they assaulted straight away into my shoota boyz, slugga boyz and nobz. The Drop Pod thankfully scattered away from my army into a corner, leaving the Librarian and Command Squad out on a limb, a feeling which was reinforced when the Librarian failed his Psychic Test, preventing him from shooting and the unit from Running closer. The Scouts, Death Company and Assault Terminators moved closer to the huge combat in the centre, ready to charge next turn. The combat was won by the Sanguinor and Veterans, but since all my units were within 12” of my Warboss they were Fearless and stood firm.
I now had only two unengaged unit on the table, a mob of 30 slugga boyz and the looted wagon. The boyz moved around the massive melee to get within charge distance of the Death Company, while the Looted Wagon turned around and up a hill to shoot the Command Squad and Drop Pod. The boyz did nothing with their shooting while the boomgun killed four of the Command Squad, but barely scratched the Drop Pod. The boyz were an inch too far away from the Death Company and had to wait dangerously close to both the Death Company and Assault Terminators. The huge melee continued, leaving the Sanguinor standing alone and on one wound – but he still won the combat!
This turn was spectacular! The Death Company and Assault Terminators charged in to help the Sanguinor – ignoring my other boyz mob – and their devastating charge resulted in a ridiculous 90 unsaved wounds! Before taking saves the total was well over 100… The poor shoota boyz took 37 of those wounds, removing the unit in one fell swoop. Meanwhile, the nobz were reduced to two power klawed fellas, and they were crucial in slicing through the Death Company, killing six or seven of them. There was no way I could win this combat but Fearless prevented any Sweeping Advances from destroying my Warboss – however No Retreat reduced his mob to a solitary Nob. The Librarian used a Psychic Power to remove the boomgun from my looted wagon.
The bommer and deffkoptas arrived from reserve, guns blazing brilliantly! The bommer alone killed all 5 Scouts (you can see the kills tally by the gunner in the pictures above), while the deffkoptas blew up the Drop Pod. My unengaged slugga boyz charged into the massive combat and by the end of this turn the Sanguinor was dead, the Assault Terminators were down to 4, the Death Company were reduced to 2, and my unharmed Warboss was disengaged, leaving him and the remaining slugga nob to high-tail it towards the Librarian and Chapter Banner Bearer.
My memory gets a bit fuzzy here, sorry.
The Librarian boldly broke away from the Banner Bearer and charged the Warboss, while the Banner Bearer charged the wounded Warphead. Meanwhile the damned Assault Terminators and last two Death Company reduced the slugga boyz to their final six. The surviving nobz slew the Death Company before No Retreat finished them and the boyz off, allowing the Terminators to Consolidate worryingly close to my Warboss.
The Librarian fluffed his force weapon attacks (phew!) and was promptly snapped in two by the Warboss. The Warphead was less lucky, effortlessly pierced through by the Banner bearer’s power weapon. In my turn, the Stormboyz arrived but they were too far out to do anything; the bommer failed to hit the Banner Bearer with his boom bomb but the Warboss killed him with his shoota – which came as something of a shock, since he hasn’t killed anything with it before!
By this point the Assault Terminators were the only things left from the Blood Angels army. They charged my warboss and nob, causing 3 wounds on the warboss – thank goodness for the extra wound allowed by this scenario! In return my orks killed a terminator. The Fearless orks held and my Deffkoptas and Stormboyz charged in to claim the last kill point the Blood Angels had to offer.
Curse storm shields! I did bugger all to the terminators because of their 3+ invulnerable save. In return they killed my Warboss, winning them 4 kill points in one go thanks to the scenario victory conditions. They also killed the last nob of the slugga boyz, giving them 5 kill points in one turn!
Happy to remain in combat and safe from the shooting of the bommer and looted wagon, the Terminators killed a couple of stormboyz. In return, I bounced off their storm shields again. I failed to Hit And Run with the Deffkoptas – I intended to charge back in and get the Furious Charge bonus and extra attack. So the combat results were repeated in my turn, with no wounds on the remaining 3 Assault Terminators and the Stormboyz failing their Morale check, sending them running.
I rolled to see if the game continued, but got a 1… Victory for the Blood Angels!
Blood Angels: 10 KPs
Bluefangs: 8 KPs
After Battle Thoughts
- That was one of the most enjoyable games I ever played. I really didn’t mind losing at all! Turn 2 was simply brilliant, with the Death Company’s crazy charge and my shockingly good shooting making both players laugh and grin widely.
- Blood Angels are a single-minded army, and great at what they do.
- Descent of Angels (1D6” Scatter for Deep Strike) is ridiculously accurate and scary to face, since they’ll be on top of you in no time.
- BA players may disagree, but I think their high points values work, because their armies are powerful yet small, making them feasibly vulnerable to being overwhelmed by a canny opponent. As an Ork player, I also envy how their small armies are able to deny kill points!
- Storm shields are ridiculous. They shouldn’t be 3+.
- How do BA work in 6th ed? I don’t know, but of all the assault armies that’ll be nerfed in 6th ed, I imagine BA will be least affected because they’re still able to close the distance between them and the enemy very quickly, and can weather the storm of fire (except for Scouts lol) before dishing out the close combat damage very effectively.
- My opponent was very wise to take Vanguard Veterans! They got stuck in from Turn 1 and locked 3 of my units in position, preventing me from manoeuvring around him, therefore giving him the edge for the first couple of turns.
- Surgical Strike is a good scenario. All Battle Missions have a little bias, but this scenario’s bias towards BA doesn’t prevent it from being fun. Am interested to see how it works under 6th ed rules.
- Warbosses should have 4 wounds and Fearless all the time. Short of making them a Monstrous Creature, it just makes sense!
Well, hope you enjoyed my splurge! Let me know what you think!
The Sons of Tyr: http://www.warseer.com/forums/showth...ghlight=arkhan
Surgical Strike rules: http://www.games-workshop.com/MEDIA_...cal_Strike.pdf
Last edited by WarOnFrogs; 23-07-2012 at 15:52.
The current progress on my Mad Bluefangs list is:
(painted, partially painted, unpainted)
21 Slugga Boyz
14 Shoota Boyz
3 Special Weapons
6 Slugga Boyz
11 Shoota Boyz
1 Looted Wagon
2 Big Gunz
4 Grot Krew
3 Grot Krew
3 Ammo Runts
The intention with list is to be as random as possible; therefore everything has a rule that depends on a dice roll and/or can kill itself. In this regard 6th ed helps out, as the new 2D6" charge means that even my troops choice have a random rule!
Last edited by WarOnFrogs; 24-09-2012 at 22:17.
Now that is an unusual theme! Good work getting those boyz finished. Theres not much left to paint for that list; get it finished, it'll feel great!
Felt like sharing my thoughts on my recent 6th edition games, hope you don't mind!
So, I've played 8 games so far, and have just secured my first win! It was Crusade with 3 objectives at 750pts against Space Wolves, lasting 7 turns. The final result was 6-5 to me thanks to two very lucky ork boys who'd gone to ground on an objective in area terrain and not run away after bearing the brunt of all the enemy's shooting.
The reason I'd like to discuss this game briefly is because, apart from the fact I'm elated I finally won a 6th ed game, there are a few unique (for me) factors to the game which may interest other players.
Firstly and most sadly, this was the first 40K game I've played where there was no combat. Even more than that, there wasn't even a single charge declared. Truthfully, it shocked me afterwards when I realised this. It's the first time in 40K where I have not declared a charge. That's a big deal for me, especially as an ork player.
Secondly, and linked to the first point, this is the first time I haven't used Slugga boyz. I went for all Shoota boyz as my troops; i'd like to say it made a big difference but i'm not sure it did because one of the two units remained out of range for the entire game as it held an objective closer to my deployment zone. Slugga boys would have had the same effect; although I did feel reassured that if anything came within 18" of that objective they were at real risk of deadness.
Thirdly and perhaps most importantly, this game was really really close! It's just how games should be, and quite honestly it was never clear who would win (although my opponent was in a much stronger position, having scored First Blood and Slay the Warlord) until the very last shooting phase. I really really enjoyed the heck out of this game.
Fourthly and finally, as much as I grin when writing about this game, I can't help but bear in mind how much my win was purely down to luck. My opponent will confirm just how flukey my shooting was in this game, as well as my morale checks (all Ld 7; all passed): the best moment was when the Bommer hit with all six of his supa-shoota shots, and aided by a loota unit, wiped a tactical squad off the board in one phase. In fairness, sometimes my shooting did bugger all, and the marines would often save every wound i caused (there were 2 turns where I did nothing). But the rest of the time I was scoring a ludicrous amount of sixes to hit (and to save). I think I may have used all my good luck up in one game - although considering how terribly I did in my previous 7 games, perhaps Lady Luck had simply decided to return to me for game no. 8 The point of this ramble is that, though I'm no great player by any means, it worries me that i need ridiculous luck to score a close win in 6th ed.
Of course, more games will probably assuage all my doubts, and once our club graduates to the normal-sized games things'll be very different.
The other good thing to come out of this was that my 750pt list was exactly half of the Mad Bluefangs list I've planned above (amendment made). A very promising start I'd say! The only changes I'll make are to definitely swap a bunch of the slugga boyz listed above for shoota boyz - unfortunately my collection is hugely biased in favour of slugga boys, so there won't be many shootas around. And for the time being, I'm too tired of building and painting boyz (and too broke) to contemplate buying more shoota boyz! So we shall see...
Oh, and Bommers are ******** awesome.
Last edited by WarOnFrogs; 24-09-2012 at 22:15.
Sorry for not updating this plog for ages - it's been a VERY long time since my last post. Rest assured I've been active painting and playing (with some small kitbashes besides): I've been itching to share portraits and illustrated battle reports with you, but sadly my camera has finally given up the ghost and died It's been playing up for a few months - first the batteries went, then it kept melting people's faces - but it has now passed into the Nether Realm of Kaput. Hopefully I'll be able to replace it in the near future and get uploading again.
In the meantime, HAPPY NEW YEAR everyone, best wishes for the year ahead! Keep painting and playing - I will! (and you'll hear about it soon)