Sunday, 20 October 2013

Nurgle chaos lord loadout

In my last post i showed my list that i was thinking of for Death guard. It has changed some and will change some more so i wont share the final product till i have tested it (will take a while).

Anyway, my lord loadout has changed. I dont think the MURDER sword is really that good as the chaos lord isn't that quick on foot, so it would be a waste of 35 points. I want my lord to have a scythe as it is a signiture weapon of the death guard. I am counting scythes as power axes as they are used in similar ways. Anyway this is the loadout i was thinking of:

Lord
Mark of nurgle
palaquin of nurgle
power axe
sigil of corruption
vets of the long war
gift of mutation
175

While the power axe may waste his high I, he does pack a punch with his axe, and with T5 and W5 he can take the hits. Gift of mutation i have never used but people say its useful (as most of the time it helps him in combat).

I was tempted by terminator armour but i worked out that a palaquin lord can take 15 armour saves before dieing on average, while the terminator lord can take 18; and the lord can take 10 invuns and the terminator can take around 5. This means that the palaquin can take more hits on average.

I think 175 points is an ok cost for a HQ, as on the charge he has 6 S5 AP2 attacks. Not bad.

I will be converting my lord soon so stay tuned.

Until then.

Wednesday, 9 October 2013

Death guard force

I am not NOT going to do Dark eldar kroot. I just change my mind of what i want to do all the time. I is on my list of things i want to do. I went through a Sisters of battle stage (or Apapta Soroitas now) but i want a Death Guard force now. I need to get a real Chaos space marine force, not just an allied detachment for a Heldrake.

I want Chaos space marines to be my 'fun' army. Tau are my cheese force, sisters are my tournement army. So i need something to balence everything out, when i don't want to win all the time, and just relax. So, Death guard!

My Chaos marine force will not contain any Heldrakes. I am going to stay strictly within Death guard combat doctrine. That means no transports, bikes, jump infantry, tanks, or flyers. I am going to have lots of boots on the ground (cultists and plague marines) backed up by obilterators. This is a list i have been thinking of:

Chaos lord (The leader of my force, and the focal point)
Mark of nurgle (He's death guard...)
power axe (Bye terminators)
murder sword (FUN)
palaquin of nurgle (Will make him stand out model wise and makes him T5 W5 and with 6 attacks on the charge)
veterans of the long war (He's from the original legion, he fought on Terra!)
sigil of corruption (Whats better then T5 W5? T5 W5 with a 4++!)

x2:
x7 plague marines
x2 plasma guns
power axe
veteran of the long war

x6 plague marines <------Lord goes here (making the squad number 7)
x2 plasma guns
power axe
veterans of th... you get it

x3:
x14 cultists (bubble wrap for the marines

x3:
x2 obilterators (going to convert some centurions, i do not like finecast)
Mark of nurgle

1490

The obilterators unleash hell on the enemy while the cultists meat shield for the plague marines and they march up the board blasting away with plasma. The lord character hunts. Pretty simple and true to the DG combat doctrine i think.

I want to use the warriors of chaos lord as my lord, but with some converting to make him nurgley. Then im going to put him on a palaquin (nurglings with a rhino door on top). This is going to make him insanely tall and make him stand out. I have to be careful actually no i dont: T5 W5 3+ 4++.

I will take me a while to get everything i need but for now i am going to get the lord and the palaquin so stay tuned for that.

Until then.

Monday, 2 September 2013

Kroot 'counts as' Dark eldar army fluff

Terradon.

A forest world, with heavily mossed mountains reaching to the skies. The main indiginous species there is the Kroot, who live in the trees. As the planet is incredibly rich in ore, the Tau saw it as a perfect place to expand to. But as mining operations started, the Kroot became distressted; they did not want vast swaths of forests cut down. But the mining operation required it, and it was too rich a planet to pass down. The Tau continued to mine. The Kroot refused to stand down to the Tau and let their planet die, so they lashed out against them. Hundreds of earth caste mining drones were destroyed and hung up around the forest as an act of defience, and lead Shapers declared that if the Tau continued to mine on the planet that Tau would be strung on the trees, not drones. The Tau were not about to give up on the potential 'gold mine' (figurativly speaking), and so reinforced the mining operations with elements of the Fire caste. The Kroot, enraged at the stubborness of the Tau, led a huge strike against the mining bases. The battle was fierce, but in the end the Tau blugend the Kroot attack and crushed the resistance. The Kroot retreated, and left the Tau to their work and preparing to leave the planet to find a new one.

But, after all the Kroot had withdrawn and the Tau had rebegun mining, a portal in the webway opened. Dozens of raiders and venoms poured out of it, and attacked the mining bases, killing some and capturing the rest. Hundreds of Tau were lost that day. By the time the Tau had worked out what happened, they were in-shock. The Dark Eldar disapeared and left a suprise for the Tau in the mining installations. When the Earth and Fire caste went down to the planets surface and started to begin the operation again, something terrible happend. Hidden bombs left in the mines activated even more portals, and more Dark eldar poured into the planet. Desperate and out of options, the Tau begged for the help of the Kroot. Begrudgingly, the Kroot aided the Tau and helped them fight off the Dark Eldar. After a quick and fierce battle, the Dark eldar left, but had brought their fair share of Tau are Kroot with them. The Tau, deeming the planet too risky for further mining, left. The Kroot ate the remaining Dark eldar bodies, so that the next generation could benefit and evolve. Also, to prepare for possible other attacks, the Kroot repaired Dark eldar transports and weapons so that they could use them for themselves.

When the next generation came around, they were quick and agile like the Dark eldar; manned in Dark eldar tanks and armed with some of their weaponry. So far, there hasn't been another raid, but if their was, the Kroot could fight them off with the same lightning fast vehicles the Dark eldar used against them.

So there you have it. I apoligise for any spelling mistakes. I am going to try my hand at converting my first Master shaper (archon) soon so stay tuned for that.

Until then.

Sunday, 1 September 2013

Revised Kroot 'counts as' Dark Eldar list

Having a look around the web and looking more at the DE codex, i have come to change some bits in my list. I realise that pulling of an assualt army (especially a DE one) will be difficult. I need to be smart and lucky to make it work. So this is the revised list:

x2:
Archon - Master shaper
Blaster
Djiin blade - Ancestral blade
Shadow field - Blessing of some sort?
Combat drugs - Evolutionary traits
Soul trap - ?

x2:
x9 wyches - Carnivores
haywire grenades
hekatrix - shaper
venom blade
phantasm grenade launcher

x2:
raider - Hunter-skiff
dark lance
night shields - Camo?

x3:
x5 wyches
hekatrix
venom blade

x3:
venom - Scout-skiff
splinter cannon
night shields

x3:
ravager - War-skiff
dark lances
night shields

1491

The Archons jump in with the wychs are zoom forward, get out, blast and tank or try to precision shot a character (not an independant one!) so that in combat when he issues a challenge he doesn't have to waste himself on a crappy sergeant. He will also rarely miss with his blaster. On a charge the archons pump out 8 ap3 hits, on average dealing 2 wounds to power armour or less. Against IC such as Rune priests he should be able to cut him in 2, gain double strength, then help the wyches out of combat and rip everything apart. Also, it gives the squad a pain token so after killing the IC and the squad, the archon and wyches have feel no pain and furious charge giving the archon S7 on the charge (on average killing 5 marines on the charge!)!!!

The venoms zoom forward aswell and pepper stuff the archons units are going to charge while the wychs bust tanks they dont like. The ravagers take out heavy fire power or transports for archons/wychs to charge.

Yes, the archons are the core of the army. Yes, they need to be lucky to kill the IC to become awsome. Yes he is soft (other then his shadow field). But when i do pull it off he becomes a killing machine and i can see it being very fun to use!

The night shields are an interesting one. If i go second my opponent will want to move forward to hurt them with bolters and what not. He needs to move the extra 6'' toward me. Hoping they survive, the transports then rush forward and are almost certaintly going to be able to charge them first turn! And if he doesn't move them forward he has less chance of killing the transports as they are definitely going to be hiding from big guns!

I can see this army being hopefully effective and fun to use, just need to get the 8 tanks and 2 master shapers now!

Friday, 30 August 2013

Kroot 'counts as' Dark Eldar army

I have always wanted to start a dark eldar army. But, while the models are nice, they are all too fragile and spiky for my taste. Eventually i came up with the idea of using kroot as DE. Look at this:

How Dark Eldar match to Kroot:
  • Combat drugs - Evalutionary adaptations
  • Power from pain - Eating their foes when they kill them
  • Low armour value - Low armour value
  • Poisoned weapons - They live in forests full of poisonous things
The list goes on. I intend to use this list as fluffy as possible (as my Tau are far too powerful for my taste until my friends group get some updated dexes) so no flyers. This is my thoughts for a list:

Duke Sliscus (His 2 rolls represent him better guiding kroot to eat better things to evolve better) - Master shaper OR Angh'hor Prok

x2:
x10 wyches (kroot carnivores)
haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)

x9 wyches

haywire grenades - Technology they've stolen (hey, i need some good stuff)
Hekatrix (shaper)
venom blade
phantasm grenade launcher - Technology they've stolen (hey, i need some good stuff)

x3:
raiders (jabba da hutt style skiff, so raider model but with no spikes or nasty things)
night shield - Technology they've stolen (hey, i need some good stuff)

x3:
x5 wyches
haywire grenades - Technology they've stolen (hey, i need some good stuff)

x3:
venom (krootify them)
night shields - Technology they've stolen (hey, i need some good stuff)
splinter cannon

x3:
ravagers
one has dark lances, 2 have disintergrator cannons

1503

Almost everything charges forward first turn in hope of overwhelming the enemy.
I can deal with tanks
I can deal with terminators
I can deal with MC's
And its bloody good in combat
I think its fluffy, do you?

Thoughts?

Until then.

Thursday, 29 August 2013

Lets enjoy the game

Recently, i have been trying to optimise lists to crush certain armies that i face, or to get the most powerful combos. Unfluffy units such as a commander with command node and multi spectrum suite AND puretide chip with some dark reapers. Why would the commander be with the dark reapers, and why would they benefit from his wargear? So, as of now, i am going back to playing warhammer like when i started. Saying, oh thats cool lets get that, and adding it to my list. I still want my lists to be good, but realistic, and fun. I will use powerful units such as the Riptide, but not spam it. I want to enjoy the game more, lose more, so when i win, it is far more rewarding. I want my lists to have more flavour. So, to meet all the requirements above, this is the list i am building at the moment:

Ethereal

x11 fire warriors

x12 firewarriors

x2 devilfishes
distruption pods

x18 kroot
sniper rounds

x2:
x5 pathfinders

Riptide
ion accel.
early warning overide

x2:
hammerhead
submunition
d. pod
black sun filter
smart missile system
one has long strike

farseer (kroot shaman)
jet bike (terradon)
mantle of the laughing god

x2:
x3 jetbikes (terradons)
shuriken cannon

1497

I believe this is fluffy yet effective. Its mobile, doesn't spam, and use auxillaries (some of the pathfinders are also modeled to be kroot). The story is on the particular world my Tau force is fighting on, Terradon, there are alot of kroot. Many have evolved to become slightly smaller then the norm, with the benefit of being able to ride Terradons, of which there are thousands of and which the planet is named after. A small tribe of kroot under the command of a powerful kroot shaman has joined with the Tau forces in the jungles of Terradon to fight of the Imperial menace. The shaman rides alone, on a powerful steed, watching over his allies and protecting them with his psychic ability. So basically the farseer will follow the dfishes and guide and prescience the firewarriors, who will ALSO be buffed by the ethereal. The kroot will infiltrate, and draw the enemy in while sniping stuff.

Thoughts?

Until then.

Tuesday, 27 August 2013

Taudar 1500 point list

 UPDATE: I realise now that the farseer can't go in the devilfish with the firewarriors. No matter, i will be making a new list soon so sit tight.

As making a Farsight army will cost a considerable amount, for now i am going to go for a Taudar list until i can get the money. Here it is:

commander
PEN chip
CnC node
Multi-spectrum suite
iridium armour


ethereal


x2:
x11 firewarriors


x2:
fishes
distruption pod


riptide
ion accelarator
early warning overide


hammerhead
long strike
submunition
distruption pod
smart missile system
blacksun filter


farseer


x3 jetbikes
shuriken cannon


x9 darkreapers
sharshot missiles


1492

Commander joins reapers and sits in front to tank hits. Mobile ignores cover twin linked super unit. Farseer joins one firewarrior squad, ethereal on the other. Farseer defaults to guide and prescience. 2 twin linked squads pumping out 3 shots each.

I want to use kroot stuff for the eldar, so i am going to use a Skink Priest for my farseer, Terradons for the jet bikes (giving them guns of course), still not sure for the dark reapers. I will convert the priest and terradons to look like kroot stuff. Whats good is i can always use this stuff as dark eldar as well, giving me flexability.

Thoughts?

Until then.