FtW Bloggers Group

Wednesday 29 July 2009

BT Armylist

Hi,
I've got a tournament coming up this weekend (over 50 gamers) and after getting the new bases painted, I thought I'd share the list. Here is a pic of the force (click it)


Emp. Champion: accept any challenge... 140pts.

Marshal: term. armour lightning claws, teleport homer 140pts.
term. command squad (4): 2 assault cannons 200 pts.

5 terminators: 2 assault cannons 240pts.

5 terminators: 2 assault cannons 240pts.

ven. dread: lascannon, extra, smokes, tank hunter 163pts.

5 crusaders: pistols ccw 80pts.
rhino: extra, smokes 58pts.


5 crusaders: pistols ccw 80pts.
rhino: extra, smokes 58pts.

5 stormtroopers 50pts.

5 stormtroopers 50pts.

1500 pts.

My question for you guys is: should I keep the storm troopers seperate, or merge them. There are missions with 4 and 5 objectives in the tournament, so I was considering trying to have as many scoring units as possible, but are they too weak. I've found that often with the terminator diversion, players never have time to attack the stormtroopers, and if the terminators are gone, than he'll focus on the rhinos, but it is quite a gamble.

Thank you Dragon Forge!

So I was lucky enough to win the resin base giveaway on Santa Cruz Warhammer, and this is a post to thank both Dragon Forge and Santa Cruz warhammer. I got the bases a few days ago and decided that some rebasing for my BT would be in order. I'd rebase my entire army with these bases if I had the money, but especially the heroic bases are great. The Heroic terminator base really helps set apart the marshal, and the bases are so detailed. Here are the bases after painting (click it)

Here are also some of the new bases on my Marshal and the dkok (which I'm using as storm troopers)





Tuesday 21 July 2009

Kult of speed

Hi there,

My most rcent army project is a wazdakka led kult of speed. I've been hard at work and finished the first biker mob and meganobz. I decided to paint them in goff colours (when you go black, there's no going back) even thou they are speed freaks. I was also planning on including Gazhkull to lead the nobz. Anyway here are the first pics. If you click the pick they'll enlargen.


Friday 17 July 2009

Playing with lighting

Hey guys!

I was inspired by the cover of the DE codex to try out some different lighting effects on a DE warrior. I painted it so that his left side was covered in light, and to balance it out, the shadow side was given a green source lighting from the weapons power pack. I still need to base him, and I'm looking at making a few more of these, but here are some pics of him.


Wednesday 15 July 2009

Beating the Horde with a water-army

Well after playing with the sword-brethen build for a couple of dozen games, I thought I'd share the experience with you guys. ATTENTION: When looking at the pics, click it, to see the entire battlefield. Here we have a battlefield, where my BT army is supposedly pitting off against a tyranid force. Now I dont have the tyranid codex, so this army is in no way excact, but you get the idea. Lots of genestealers and gaunts backed up by a good core of monstrous creatures and a squad of warriors. The game is lootcounters, with three objectives and we're playing table quarters. I deploy my terminators, but hold both of my rhinos in reserve. Now I also play 2 5man stormtrooper squads for cheap scoring units, and they are best kept in reserve out of harms way, but if you have LOS-blocking terrain then you can deploy a squad behind it. I've deployed one of the squads behind the ruins in my quarter.


Next in the first two turns you start moving back, keeping in the 24" range to pump out shot's, but not letting the nids into combat, where in those numbers they would overrun me. WHen you're reserves arrive, remember you can use your entire table edge, I've brought one of the rhino's from the farmost right flank, sometimes I bring both of them on, playing a refused flank. The dread in the pod drops down to protect the rhino, but mainly to distract. A ven. dread with extra armour is a real pain in the arse and with the old smokes, I can stretch it one turn further.

now around turn 3 you want to start your counter attack, at this point your 24 assault cannon shots a turn will have taken down a few of the monstrous creature, taking away the teeth of the army. My terminators all have 3 attacks on the charge with prefferred enemy and power fists, that really hurts, so once the armour ignoring enemies are neutralised you can charge in. If you wait too long with this, you wont be able to get back the ground you lost in the retreat, which means you gave your opponent a free win. Now I've blown smokes on both of my rhinos (and since they are the old ones the rhinos wont be wrecking) if they are immobilised than I run the squad up to the objective and contest without the rhino, but if they are contesting inside the rhino, that will buy them an extra turn. The dread heads off the tie the closest threats, since its a ven, actually destroying it, even with a monstrous creature will take a few combat rounds. The terminators push the enemy back, making way for the storm troopers to run onto the objective. If the objective was in cover, I'd throw them to the ground. I normally put the EC in one of the squads to give it ld10 and two extra wounds (with a 2+ save).


Hopefully the game ends with you contestinf two of the objectives with the tankshocking rhinos and holding one with the storm troopers

This works against footslogging Horde-CC armies, like Orks or nids, but also against armies like an infantry Berserker army.

Tuesday 14 July 2009

Imperial Guard Hellhound variants


I managed to get a game in with my Krieg, and I think I found a rather nice list. It's central feature is using the speed of the devil dog. At first glance the bane wolf seems like certainly the best variant of the hellhound, the devildog being a weird melta-thingy, but after testing the truth with the bane wolf is, once you commit it, you kill it, 'cause the range of the chemical cannon. The devil dog, instead, can buzz around 12" and fire 24", the blast is ap2 and str8 so it chews up MEQs quite nicely, to top it off since they are fast, they make perfect objective snatchers. So my final list includes a fast element of 6 of these, some deepstriking stormtroopers with meltas (although being expensive, they are the only deepstriking unit in the army, unless if you buy a valkyrie for the unit, which in turn would be more expensive) sly marbo and a solid core of camo-cloak vets. Cam-cloak vets, because they can go to the ground on my objective and watch my forces close in for 5th turn contesting. Also the Daemonhunter's tournament package(as I like to call it) for those drop pod spam and twin lash armies is a nice buy. 1 inquisitor lord w/ psychic hood, 2 mystics and a servo skull (for being so cheap) fits the role, only for 85 points (yes you have to buy the inquisitor lord, 'cause the basic inquisitor has a ld8, not good with the psychic hood). Here is the list in all it's glory:


Commissar Lord

70pts.

Inquisitor Lord: bolt pistol, ccw, psychic hood.
2 mystics
servo-skull

85pts.

5 stormies
2 meltas

105pts.

5 stormies
2 meltas

105pts.

sly

65pts.

veterans
sentries
autocannon

110pts.

veterans
sentries
autocannon

110pts.

veterans
sentries
flamer

2 devildogs
1 w/ smokes

245pts.

2 devildogs
smokes

250pts.

2 devildogs
smokes

250pts.


total: 1500 points

Thursday 9 July 2009

Finished Death Korps of Krieg


So I based the first squad of dkok, but I think I'll add some more debris and stuff, I'm going for a
stalingrad theme with the army. Here is a closeup of one of them.

Wednesday 8 July 2009

My Death Korps of Krieg





So here is the problem. I have 50 of these beautifully sculpted dkok minis but I just dont feel right about the codex. I really liked the move and fire ability of my BT terminators, but I dont know how to make a similar reactive force for the guard. I'd like some help. Have you guys got any ideas?

Thursday 2 July 2009

Sword Brethen Build


So last week I decided to attend a local tournament with a BT Terminator heavy build. I was surprised at how well it did. I lost only one game and that was against a twin lash n Obli list, which ended up winning the tournament. The main reason why the build did so well, was the fact that the termies still get two assault cannons into their 5-man squads. Here is what I had.

Emperors champion

Marshal

4-man terminator command squad
2 assault cannons

2x 5 terminators
2x 2 assault cannons

5 crusader in rhino

5 crusader in rhino

6 crusaders with drop pod

2 Typhoons

The only squad that didnt perform was the typhoons, except when one of my nidzilla opponents tried to sneak up with 2 6-man squads of genestealers. There my typhoons ripped both squads, more than making up for their points, but that was also a little bad play by my opponent. I think I'm gonna switch it to a ven. dread with multimelta in a drop pod to work as a distraction unit. Hopefully the multimelta will take that tank with the ap2 ordance and after that every shot it soaks is away from the terminators. Anyway the amount of assault cannons and storm bolters meant that I could put a lot of shots at 24". Always reacting to the enemy and keeping a good distance between me and my opponent they really managed to maul the enemy, after which they moved in to charge with their power fists (and prefferred enemy). The terminators can move in surprisingly fast, with their righteous zeal special rule.


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