Friday, August 31, 2012

Quick update: Aegis defense line

Just want to show off the first piece of my aegis.  Took a Dremel and a couple metal bits and just went to town.  Most pieces probably won't be this bad, and one will actually be worse (planning on a whole section blown off).  Need this done.


Tuesday, August 28, 2012

Tournament thoughts..6th edition and competitive play.

Quick reports on my tournament, I did pretty well going 2-1, getting best sports and more importantly getting to fight lists I had not seen before.




So the first thing I have to note is that IG can, in fact, put out enough firepower at 1500pts to kill off the nob bikers.  Having 2 Leman Russ tanks at 1500 is a challenge for me. I did get one to turn around so I could glance it out with Lootas and living lightning, and nobs killed another (different game) in assault.  The one game I lost was due to scoring Vendettas thanks to The Scouring rules. I did take one out, so that bring my flyer total to 8.  Didn't get any razorwings off the DE player though, I was too busy firing at scoring units.

(as it turns out it was Big Guns Never Tire so the flyers were scoring lol, but luckily my win held up due to secondary mission of objectives)

I still like the list, I liked the Space Wolves in there as well.  The Demolisher in the 2nd game really ruined my day, mainly because I read his list wrong and didn't realize it was a demolisher..sigh.  Stuff happens.  Be more through in your list reading boys and girls.

I might someday use a transport for the Space Wolves.

---

General thoughts.

First, I've played in and watched a total of 3 6th ed local tournaments and the turnout has been disappointing.  Half of what usually shows up.  Not sure why.

Could be summer winding down, people getting ready for school and stuff.
Could be people don't like 6th
Could be people don't like the idea of a tournament where they have no idea what's showing up.

I think option c is more likely.  Just my guess.


The book missions provide some interesting twists, especially objectives and terrain that add quite a random factor to the game I'm not sure fits well with competitive play.  Luckily they didn't really effect my games at all.

Another thing, I was the only one there with a fortification, which was a bit of a surprise.

Fixed terrain with fortifications is quite interesting sometimes, having to fight around rocks and stuff to get the line set up.  I can't imagine trying to put a skyshield in some places.

I had a good time, got away from my kids for a couple hours and played 3 people I had never met before. Can't beat that.

Saturday, August 25, 2012

1500pt tournament list

Just finished throwing together some Space Wolves because I'm going to be taking them to a tournament today at Other Worlds Games

Pretty much going to stuff as much cheese in as possible at 1500pts.

I am playing the same Nob Biker unit.  I don't think there are many lists that can put out the required firepower at 1500pts to kill them off, considering how hard they are too kill vs 1750 and 2000pt armies.

Primary Detachment:
HQ: Big Mek, KFF, Bosspole
HQ: Warboss, bike, pk, squig, cybork, bosspole

Troop: 7 Nob Bikers, Cyborks, painboy, 2xpk, 1x Big choppa, waggh! banner, painboy
Troop: 30 Shootaboys, 3x big shoota, Nob w/PK& Bosspole
Troop: 10 grots + Runtherd

Elite: 10 Lootas
Elite: 10 Lootas

Fortification: Aegis Defense Line

Allied Detachment:
HQ: Rune Priest, JoWW, Living lightning
Troop: 5 Grey Hunters, 1x Meltagun

1500pts on the nose.


So we'll see what happens. Last time I went there, I lost all 3 games lol. Hope I can do better this time.

Friday, August 24, 2012

The need for psychic defense

Over the last 2 games I've lost 7 nob bikers and the warboss to psychic powers.

Basically Jaws of the World Wolf lost me this game. all by itself. If I had made even statistical saves on it, my nobs would have had a good shot at killing all my opponent's scoring units. Necrons are scary at range, not so much up close and personal.




I've thought about the need for psychic defense, but now I've played more the need is clear. 

If you run nob bikers that is, if you don't then it isn't anywhere near as bad.  Enfeeble makes nob bikers weak to S8 again.  JoWW of course is just bad news in general.  I'm sure there are more including the totally unneeded Terrify.

I see two valid options for adding defense as allies:

Option 1: Space Wolves

HQ: Rune Priest 100pts
Troop: 5 Grey Hunters, 1 meltagun 80pts

Pros:
stops all powers on a 4+
useful as an offensive unit
Really good powers
I already own the models (no cash needed!)
A bit cheaper in points

Cons:
limited range


Option 2: Eldar

HQ: Farseer, Runes of warding, Doom (95)
Troop: 5 Rangers (95)

Pros:
table-wide
No need to put models in harm's way

Cons:
Not that useful outside the runes
I have to spend money
Depends on opponent's rolling instead of mine

Overall I think the Eldar are better, simply because the farseer can hide and still do it's job.

So for now I'm going to put together the Space Wolves (converting a priest from the space wolves box) and I'll try that out.  Depending on the points level of the Bay Area Open, I'll have to go for some Edlar.

Sunday, August 19, 2012

Jet Wagon progress and special rules! Ludicrous speed!

Working on my jet battlewagon tonight. I finished all the bits for it, so just need to do the main body.

Also might need some way to break up the red a little more. Thinking some decals. Not sure yet.



I put it all together for this pic, and suddenly thought this thing is so awesome it needs it's own rules!


JetWagon

110pts

Type: Vehicle (tank, open topped, transport)
14/12/10, 4HP
Wargear: None
Transport Capacity: 20

Special rules: Ludicrous speed!, Emergency stop!

Ludicrous speed!
The JetWagon is so fast as to be just a blur on the battlefield, frequently flying through the air instead of keeping the wheels on the ground!
-Any turn the JetWagon moves more then 6" in the movement phase, it must move flat-out in the shooting phase.
-If the JetWagon makes a flat-out move, it must move 18", and must do so in a strait line. In addition, when moving flat out it gains the Jink special rule. 
-If the JetWagon fails a dangerous terrain test when moving flat out, it does not stop. Instead it finishes it's move and then is destroyed, but rolls on the ramshackle table to resolve the destruction.
-If a flat-out move moves the JetWagon off the table, it is allowed to leave and enters ongoing reserve.
-If moving flat-out, the JetWagon moves over enemy and friendly models as if it was a skimmer.
-If moving flat out, in the following movement phase the JetWagon is allowed a single turn of up to 90 degrees and then must move 12", but may attempt an emergency stop!

Emergency stop!
Roll a d6, on a 4+ the emergency stop! fails, the JetWagon takes a hull point in damage and follows the rules for Ludicrous speed!  On a 1-3, the JetWagon can act normally, ie move up to 6" and passengers may disembark and assault, etc.

Options:
May add up to 4 weapons:
Big shoota +5pts
Rokkit Launcha +10pts
TL Shootas +5pts
Skorcha +5pts

May add up to 1 main weapon:
Kannon +10pts
Lobba +15pts
Zzap gun +15pts

May take one of each of the following:
Armor plates +10pts
Grot Riggers +5pts
Red paint job +5pts
Reinforced Ram +5pts

Saturday, August 18, 2012

Where has all the close combat gone?

After posting my latest bat rep, against Tyranids (which I was really worried about btw), a commenter asked if there was just one close combat in the game.

Actually there were 2.

6 turns. 2 charges + 1 failed charge.  From Orks and Tyranids. What. the. hell.


The comment really got me thinking about the way I play my army and 6th ed in general.  It is true I have not played my army as close-combat centric in a very long time, but it was never to the point of avoiding combat. In fact my whole plan was to use shooting to soften up units to get ready for the boys smash phase of the game.  I usually moved the boys up getting ready for charging (except against purifiers of course). 

Not anymore. I've been very content with sitting the boys back and just shooting. Just as a side note, I've actually been using big shootas again, first time in a very, very long time and liking them.  Originally I only took the big shootas in one unit because I have the points for rokkits.  I hated big shootas in 5th, always opting for rokkits in the boys squads or nothing at all.  Against these 'nids, I actually benefited from the range. If we see more infantry-heavy armies in 6th, going with big shootas might not be a bad idea.

But anyway back on topic.  Almost every game of 6th I've played, the boys really have not done much. Only the one game against SM/GK's have they really gotten into combat.  I feel like this is where I need to spend most of my time practicing, is what to do with the boys.  They don't take any fire as long a the nob bikers are alive, giving me a chance to reposition or threaten whatever I want to while the nobs are the focus of my opponent, which I have really yet to take advantage of.   The boys are also good at protecting "da wall of awesum", which is important to my game plan.  Of course not every build out there can threaten the lootas, so it's something to worry about on a game-by-game basis.

Even as I go back over the game and look at what the nob bikers have actually done, it really isn't much.  They simply don't get a chance to kill many units, because so much firepower is being poured into them.  Almost all my damage is done by..lootas.  Which is all the more reason why I need to learn how to use the boys the best way possible.

However, all this lamenting over a lack of close combat might be just hand-wringing.  For now at least, shooting is king of 6th.  Trying to go against that trend might work, might not.

I mean I have yet to lose a 6th ed game, so I guess I must be doing something more or less right (along with a lot of luck as well).

Continuing to work on old projects..return of the Jet Battlewagon

My latest video, showing me working on my jet battlewagon which hasn't been touched in a very long time.




I've been working on it since then, and have most of the chipping done on the tank itself.

Next step was to try a wash. I need to add depth, dirty it up and fill in the panel lines.  All this without getting rid of the color graduations I worked so hard to create.

It did work out using a slightly thinned-down devlan mud.  Of course I might have to do the main body in the new earthshade color as I'm almost out of devlan mud.

I really like how it turned out, getting everything I wanted.

Next step will be a light drybrushing of chainmail on the edges, and maybe some black streaks.







I hope to have this cranked out really soon, really does not have much to do.  Then I need a model for next month's freebootaz challenge.