Saturday, February 14, 2009

All Your Base

Hello any and all this is the beginning of my basing posts. Before I talk about a simple desert scheme base I wish to discuss what I mean by simple effective bases.

What I mean is that the best is flocked or otherwise appropriately prepared for painting and then either painted or if just static grassed then left alone. That is about it. Just some simple things and paint. What this does is tie the model to its narrative. However there is one rule of basing in my opinion. The more detailed and nicer the base then the model must be that much nicer in general. Why do I think that? Well the point of most bases is to accent the model. If you have a simple painted model on a "pro" base then the base is going to take the eye away from the model and the model then becomes the accent. That works for certain advanced things like camo models but that is not what im talking about.

Alright my first installment is this Meganob. He will be done in a desert scheme. There are 2 reasons I started with this model. First it was what I was working on and second its between a slotted and unslotted model. Meganobz and models like that (terminator chaplain etc) are pegged. I usually like to do these models by first gluing them to the base then basing the model. I will show an exception when i eventually rebase my terminator chaplain. Also this is a nice neutral basing theme that works with any army scheme really. So here we go:

Firstly this is the meganob (sneak peak for the legends of war event). Painted to my ork scheme but on this blank base it looses its narrative.

Ok so this is the basic start for many bases. I added some flock and some rock bits. The rock bits are optional but can add some 3d to the base which can be nice. Be sure to give it ample time to dry and then gently tap off the excess prior to painting.

For earthen toned bases you do not need to base it black. You could but its just an extra step. I based it with bestial brown but any dark brown would work here.


After I let the bestial brown dry i liberally dry brushed the base with bubonic brown. Alternatively a khaki or dirty yellow can work. The point is to set up for the final layer without covering the base coat.




Alright so here is where we wrap it up. The final color is bleached bone dry brushed only on the areas of bubonic brown without covering all of it. After that I painted the sides of the base with graveyard earth to give it a clean look. Any color can work here some people use different colors to mark squads. Other do the color of the armies armor color. I like to choose a color not associate with the model and preferably not the base. Now you could add some patches of static grass here I just chose not to.
You might notice some bits of flock stuck to the model. They are not glued there. Thatll happen when you flock a base with a model on it. You can blow them off or pick them off I don't bother. They will fall off in transport and in game play. They are not overtly obvious and if they are you can just brush them off.

Well next installment will be at some point along with the next outnumbered. until then.










Saturday, February 7, 2009

Small update

Hey all here is a small update:


A tactical marine for my crusade era thousand sons. The chestplate is from the redscorpions upgrade sprue. I have 4 others nearly done I plan to do something special for the heavy weapons and when I do ill post about it. Currently I am working on the Mega Nobz.
Ill use the first mega nob when completed to start a new tips and tactics segment of basing. Basically my thoughts on basing and how to do simple basing that wont take away from the model and will give a nice feel to it as well. Until then I will do my next segment of Outnumbered soon. Until then.

Sunday, January 25, 2009

Outnumbered! Codex Space Marine Bike Armies.

Keeper of the Fortress

Welcome to the next installment of Outnumbered! This time we are looking at the Space Marine Codex Bike armies. Its a different enough army compared to Ravenwing to get its own entry.

This is your White Scar and equivalent armies. What I mean by a biker army is of course biker troops and commander. And the rest of the army is other bikes and landspeeders. That's about it. I will get into a bit more detail about some tactica with these armies.

Alright so firstly you need to know your wargear. I am not going to give out much detail on stats or what not. Buy the codex and learn it if you want to run this army. This is true for any army you may play. Know your wargear. Some pointers for bikers. twin linked bolters on the bikes. Bikes confer the relentless rule so plasmagunners or attack bikers can still shoot at full range.

Alright so Firstly with these armies is HQ. Any HQ can go on a bike but the mandatory one you need for this army is a Captain on a bike. He of course makes Space Marine Bikers a troop choice. Now with this codex the bikers have to be atleast 5 man strong to be a troop choice. For the rest of the HQ choices can also go on bikes. But if you want a nice support biker I would suggest either a Master of the Forge on a bike or a Librarian on a bike. A biker with conversion beamer can help this army out with long range anti-tank. Also a Biking Librarian is relentless so Vortex of doom can be cast after moving and the other abilities are nice. Also command squads can be put on bikes should you wish.

Ok so after HQ is troops. Bikers squads are your troops of atleast 5 or larger. I would always give the sergeant a powerfist as he replaces his bolt pistol for a melee weapon. These units however are not meant for the assault really. There space marines yes and with a higher toughness but anytime you charge into cover you need to roll dangerous terrain. Also there strengths are in the shooting. The ability to shoot your twinlinked bolters full range or plasmagun full range makes it a fast mid range shooting squad. If you move then shoot that give you range on things 36 inches away before you moved.

Alright after troops you should supplement your army with fast attack choices. You have Land Speeders, Attack Bikers or Scout bikers. The scout biker squad is an interesting option should they fit into your play style. Most people go with attack bike squads equipped with multi meltas. This is a good option to deal with vehicles and monstrous creatures. Others go with land speeders which are also good. The assault cannon configuration is still good but the changes to defensive weapons and rending made this configuration less popular lately. My favorite from this codex is the missile launcher land speeder. It shoots twice with a missile launchers stats. This is good for longer range anti vehicle but it really shines in dealing with hordes. Fire 3 frag missiles with the heavy bolter into a ork horde or gaunt brood and just thin them out.

So that is what the army contains. But now its time to talk about the one special character that matters for this army for a moment. Korsarro Khan. He can be put on his special bike and lead a biker army. He is from the White Scars but you could easily counts as him with your own army. He has a special ruling for his power sword and for his bikes. His other rule gives him furious charge and hit and run that is conferred to a squad he joins. His Chapter Tactic give the army outflank. This makes the army highly mobile coming in from the sides. He is a good hq option but do not be afraid to make your own HQ captain. You can make a captain with better saves and a str 6 weapon for 5 to 10 points more. So it depends on what you want your army to do. Naturally if you want to outflank you should use the Khan.

Now these biker armies are difficult to play. You are a very fast mobile army that your speed can work against you if you get to split up. What you do depends on what your fighting but generally you should maximize your shooting and assault things that out shoot you like Tau or things that shoot high str weapons like Lootas. Remember your going to be outnumbered more so then normal marines. The good thing though is that units like attack bikes can quickly make there points back by killing vehicles.

To review. Do not let your speed fragment your battle line. Since you are a fast small army you can spearhead into specific spots of the enemy so that your enter army can hit parts of the enemy.

So that is about it. I will go into more detail on biker armies with the Ravenwing so we don't have to read the same thing twice. I touched the parts that are different here. When I discuss Ravenwing and how they differ the tactics for both will be flushed out some more.
Until then the key thing to know for any army is to have your codex for that army and have it with you when you play a game. Also know your wargear or rather at least know the key wargear (example: bolt gun, missile launcher, heavy bolter for marines). The more you know about your army the better you can think about how to play them. Until next time.

Thursday, January 22, 2009

And it's name was Apollo

Hey everyone. Just thought I would make a little update post. Still working on finishing a tactical marine for crusade Thousand Sons. Once that is done ill work on my Orks for the Random 40k challenge and share them as I go.

However my last post I stated I had another project that I did not mention. Here is one image:


And it's name was Apollo.... Yep I decided to treat myself. Its a Mars Pattern Warhound. This is going to be a long term side project. I have plans for it but for now you will only know its name.. Apollo. When I do make progress with it I will let you know and talk about building it. Giving tips as I go. I will hopefully be having help myself. Well that is it for now.

Do not worry I will do the next installment of Outnumbered! soon. Other stuff to come as well.

Saturday, January 17, 2009

Gotta love fearless

Hey all. This will be a minor update on whats is going on on my end followed by my views on Fearless.

Firstly the updates. Still working on my Pre heresy Thousand Sons I am trying to fill out the tactical squads and will post progress as I make them. I have plans for my Angels of Fury but they are taking a second seat as of now because the local game store is doing a Heresy era type thing in the summer and I want to make sure I get my Thousand Sons done. I got two other home made chapters on the drawing board; The Iron Ravens and Bone Scorpions. Once i get model done for them I will post more on them. I also have plans for other official space marine chapters and to expand my Dark Angels. My Goal for the Dark Angels is a full 5th battle company, full Deathwing company and full Ravenwing company. Anyways I also got some other stuff that I wont spoil including a huge side project. More on that later.

The Legends of War Event (aka the random army thing my friends and I are doing.) We started part 2 which is to build just one troop choice squad. Rules are that no transports are allowed yet and they must be fully based and painted. So if you remember I was doing Orks. I used a counts as Ghazkull for Grax Dakka Goldteef. He needs some big mean Orks and since he is a warboss I can do that. So for my first troop choice im going with 5 meganobz with kombi-scorchas. They will be called the goldtoof guard. I haven't started them yet but I have the models so they will take priority after I finish up some painting I started. I will post progress of them as well.


Alright that was a bit long now onto the heart of the matter. The Special Rule Fearless. Now I know the new kid on the block is Stubborn because it has changed from the prior edition and is really good. I will talk on Stubborn another time.

We all know fearless. Automatically pass morale and pinning checks and you never fall back. Also if the unit somehow becomes fearless they autoregroup regardless of size. Sounds great!.. and it is great. However the downside comes to close combat. If a fearless unit loses close combat they don't roll morale they stay in but take a number of armor saves equal to the number of unsaved wounds they lost by. Now this itself is also a blessing. If you can survive losing the combat and the extra saves you keep a unit tied up in close combat which has many advantages like blocking line of sight keeping that unit tied down etc.

Now while that sounds like a harsh drawback it really isnt. Here is why the vast majority of fearless units have a small squad size. Greyknights are kept small due to point cost, Deathwing and Ravenwing are small squads. Deathcompany is small. Why does this matter? Well lets look at deathwing. They are 5 man terminator squads that are fearless. If they lose close combat chances are they are either wiped already or took a small amount of casualties. Even if you lost the other 4 chances are you will make those saves. This is relying on good rolls but you get the point. a 5 man squad cannot lose close combat by a large amount of unsaved wounds.

Now I know there are Ork players wondering how this helps there horde. Well yes it does stink for those large Ork squads and I am sure ill feel its effects with my Orks once I get the army built. But I Will not worry about it. Firstly the ork boyz be they shoot or slugga go up to 30 models and its not impractical to field a few squads that size. Also they are both fine in close combat especially if they charge. Lastly its fluffy for orks to die in large numbers. Now the latter only applies to people who actually care about fluff. I happen to care about it so I like that fact. In the case of Ork hordes it comes down to the player being smart. For example you may be a 30 sluga boy strong unit with many attacks but do not let them steal the charge. Also do not go after the opposing armies specialist assault forces with your troop choice. That is what nobz and the hq are for. What should you not assault or let assault your large fearless troop choice? Here is a rough list: berserkers, assault marines, vanguard marines, assault terminators (maybe), grey knight terminators, Striking scorpions, Death company, Genestealers and arco flags to name some off the top of my head. Now does this list mean never? No of course not just be careful because they are assault oriented and can mess up your ork boy mob without counting the possible hq attached to it. You cannot complain if you let the assault oriented elite or fast attack choice with many attacks get your squad and proceed to wipe them out because that is the nature of the game anyway.

So are large ork mobs useless? Not at all. Lets face it there saves in general are terrible and objectives are important. IF you can get a 20 or larger ork boy squad with shootas on a objective in cover that is one tough squad to remove from the objective.

Oh and do not forget the last part about if the unit becomes fearless it auto regroups. The only army I can think of that can do this regularly are witch hunter sisters of battle with faith. if your faithful model in your squad is still alive you can regroup your retreating small unit to contest or even take an objective.

Bottom line in my opinion is Fearless is very powerful and as such has a drawback that hurts. Do not forget that independent characters lose this rule if they join a non fearless unit (Chaplains are an exception of this. There may be others I just cannot think of any). If you keep in mind the pro's and cons of this or any rule you can use it better. It also comes down to of course knowing your army. Also there are some special abilities in the some armies that force a moral check regardless of fearless or not. I did not touch on that because that is army specific I just wanted to talk about fearless in general.

That was longer then expected. Again I am stating things that many people know already but I feel it is good to get it out into the open. Coming soon is the next installment of Outnumbered! plus other progress reports and some tutorials in the future. Until then.

Saturday, January 3, 2009

Teleportation Successful

Hey all hope the new year went well. I got some painting done. I decided to paint the snap terminators from the Black Reach box for my deathwing. So here they are


There nothing fancy. What I did do different with this batch is i used a foundation paint brown instead of my normal graveyard earth undercoat for the armor. The Deathwing decals are from the vehicle transfers..
A little rant on the deathwing transfer. Games Workshop really needs to make a new decal sheet with these on it. The Deathwing symbol only is available on a vehicle sheet and there is only one on it. It is not like these are an obscure decal or something. But its all good as they did make terminator pads for the deathwing.

Well enjoy.. Until next time.

Saturday, December 27, 2008

Outnumbered! Grey Knights

Keeper of the Fortress


Alright everyone. This next installment of Outnumbered! is about The Daemonhunters codex specifically a Grey Knights army. Now I'm not talking about a radical army with daemonhosts and I'm not talking about inquisitorial armies with some grey knights in it. I mean pure Grey Knights (including dreadnoughts and Landraiders). I wont go into any fluff detail really but these guys are the elite of the elite. They fight Daemons and even though they are in desperate need of an update they are still rather good at it.


If you haven't seen many or any armies of these guys do not be surprised. They are like the Witchhunters in that the kits made for these armies are entirely metal. Pricey, heavy and in my opinion annoying to work with. I am not going to talk about the rumors of a new codex for the inquisition or anything in this either.


The Grey Knights are great I am a huge fan of them and if they get plastic models in the future I will make an army of them in a heart beat. I will do a little post about my views on metal models later on.


So onto the heart of the matter. Grey Knights have special rules including fearless, true grit for there storm bolters, and essentially a psychic hood type rule. They have other rules some of which do not matter anymore and regardless I wont be going into detail about the special rules but I will mention the ones I said.


Fearless: Being they are a small army with squad sizes that on average will be small (even though they can have average squad size) the fearless rule is great. The last thing you want to do is fail a leadership check due to shooting or something at range nor do you want to be pinned.


True Grit: its only special here because its for storm bolters and not bolters. All Grey Knights have the Storm bolter as there standard weapon which is great. True grit lets them be dangerous after the charge by giving them an extra attack each. This is handy because the Grey Knights are good assaulters.


The Aegis: This is the psychic hood like rule. Basically works the same. can resist a psychic power by rolling a d6 and adding leadership. You can also have a psychic hood in your army so you have to choose which you will use. You cannot use both. A nice little rule here.


Oh and one more important rule. The Shrouding: Its essentially a weaker version of night fight for Grey Knights. You roll 3d6 time 3 to see if you can see them squad for purposes of targeting them to shoot at. If your in a night fight scenario the night fight rules overrule this. This rule is great. As you are a small force this can be of help. It is 3d6 but still that hurts weapons with long ranges. Granted your troops effective range as a whole is 24 but this can let you close range unmolested on foot for a bit or lets you sit on an objective and force them to get close to be able to shoot you.


Alright so what are the strengths of these units then? Well aside from the special rules these units are strong in the assault. True Grit, Fearless (Which is a good special rule especially for smaller units) are part of their assault specialty. There troops are weapon skill 5 and there Close combat weapon (The Nemesis Force weapon) adds 2 to there space marine strength. So strength 6 for everyone with the weapon. This is what allows them to eek it out against larger units. They are super Space Marines essentially. They are also good at range which I will get to momentarily.


Nemesis Force Weapons: Firstly they are not Force Weapons. Only the Grandmasters counts as a force weapon. These weapons tap into the fluff of the grey knights. basically the weapon gets better in higher ranking hands. basic troops just add 2 to strength. Justicars (Vet sergeants) Terminators and Brother Captains add 2 to there strength and its a power weapon. Grand Masters have a +2 to strength force weapon.


Range combat. Grey Knights are no slouches at this either. With a Stormbolter as standard weaponry they can chew into lightly armored infantry. They can do what Deathwing shooting armies do which is to goad the enemy closer. Basically you move to get your storm bolters in range and fire. Either they stand still and fire once or try and get closer to rapid fire or get into assault. Then your next turn you move away and keep 24 inches and fire again. You basically lead assault armies where you want and this can frustrate the shooty opponents to reposition themselves. It takes some practice but this style of shooting is key. Now there troop squad can have 2 models exchange there weapons for a psycannon or incinerator. Now these are good weapons but you have to think about how you are going to play. Remember these models no longer have a nemesis weapon. The incinerator is a heavy flamer that also ignores invulnerability saves. This is a nice weapon against daemons. It also is great in 5th where cover became so much more important and easy to get. With strength 5 it means youll be wounding more often. The psycannon is an auto cannon can be fired while moving up to 18" or if you do not move it can fire 36". Now it fires 3 time either way but its strength is 6 as opposed to 7 for normal auto cannons. its ap is the same. This weapon also ignore invulnerability saves. I would suggest one squad have incinerators and that squad to be put in a land raider. Ill explain more later on.


So how outnumbered are these guys? Well the basic Grey Knight costs 25 points per model. And the Grey Knight Squad must have a Justicar which is 50 points and at least 4 Grey Knights. So 150 points for 5 guys at least. Keep in mind if you want grenades they cost extra. Also Justicars have access to war gear which could increase the point cost. (I wont go into there wargear. They have a decent amount and what you pick is up to you and your armies style). I will say this it appears Justicars can take targeters. I haven't found anything to refute this so that can be a big help to make sure you'll always be in range.


So for troops how large a squad? Well 5 is too small really. I think 8 man squads are a safe size. You can put 1 or two weapon upgrades per squad and be alright. These squads will cost about as much as Deathwing squads (around 250 points with upgrades). Now these troop choices can be fielded as a fast attack choice. If you do they are kept in reserve and teleport in just like terminators via deep strike. This could be an interesting tactic to think about if you had the points.


What about HQ? Well as we are talking about pure Greyknights that limits you to a Brother Captain or Grand Master. The Grand Master is more then double the brother captains points but he has 3 wounds where the brother captain only has 1. The Grand master has 4 attacks as well as opposed to 3. So who to go for? Well I like having my HQ with more then 1 wound so I personally would bite the bullet and go with a Grand Master. However I have seen viable lists with Brother Captain as an HQ just have to be careful especially if you dump upgrades on him. Now they are only in Terminator Armor and nothing else so I would always take a Land Raider Crusader to put them in. There weapons strike at initiative and are strength 6 that ignore armor saves. You want that striking at there initiative. Now both HQ units can have a retinue of Grey Knight Terminators. Here is where I suggest you get your terminator squad. Just add 4 terminators to the HQ and you have your terminator squad without taking an elite choice up. One thing to point out with Terminator squads in general with Grey Knights is that they can take a psychic power called Holocaust. These uses the ordnance template ( which should be the large template) which can be placed anywhere in contact with the Brother captain or Grand Master as they are focal point. Anyone friend or foe touched takes a str 5 hit normal saves allowed at I 1. This is done in assault phase. It doesn't say anywhere that it takes up his attacks so he can do this in addition to attacking normally. I suggest taking this upgrade as this can really help your squad out. with 2+ saves you will be pretty safe and this can help trim down large horde units. This ability can allow you to assault very large units and come out on top. It does require a psychic test. Also 1 terminator can upgrade there stormbolter to a incinerator or psycannon I would suggest the psycannon because they can always fire the heavy 3 option 36" range one because they have relentless due to the armor.
Now there are two other units for pure Grey Knights. There Dreadnought (Which is a heavy support choice for them) and The Purgation squad which is like a devastator squad. If you go with a dreadnought I would field it with a Lascannon and its CCW. The psycannon is a nice option for it but the army lacks long range anti tank punch so the twin linked Lascannon is in my opinion better.
The purgation squad is an interesting squad. it can be as small as 3 models. They are like devastators in that they can exchange there weapons for others. up to 4 grey knights can exchange there weapons for Psycannons or Incinerators. This unit I like but I do not know if I would field one. Its points heavy but can be really effective. With 4 psycannons you can lay down good covering fire and still move and shoot it if necessary. With 4 incinerators you can potentially wipe even space marine squads if they are bunched up. If you try them out Do not mix the weapons. I mean you could and that could work on a highly mobile unit but keeping it purely one or the other will maximize the weapons.


So what do you do? Well I suggest regardless of what HQ you take a 4 terminator retinue. Now take 2 squads of 8 Grey Knights for troop choices. Now take 2 Land Raiders one of which is a Crusader and give them smoke. This small force will run you just about 1500 points. Now this is a viable force its just much harder to use. You could drop a land Raider for another troop choice but if you do I would suggest dropping the crusader because you need those Lascannons to deal with armor. I personally would field both Land Raiders.
You would play this force conservatively with your HQ squad in or near the crusader and the incinerator squad in or near the land raider. Always move your forces. Depending on the mission keep the psycannon equipped unit on an objective or in cover near one and give cover fire. But dont be afraid to move them back if need be. Keep the Land Raiders near the Grey Knights so in a pinch you can mount up and drive away or towards an objective. In this style of play the Land Raiders also need to shoot as much as possible especially the regular land raider. That is your only source of long range anti vehicle. The key here is really to maximize your shooting and to wipe whole squads out. The assault phase is where the Knights excel but you should not rush there. This is of course not set in stone. For example against Tau you should still shoot a lot but while trying to get into assault as they out range and can quickly outgun your small force due to less targets for marker lights.
Now 1750 is becoming very popular so in this case i would add a 3rd troop squad. If you did this in 1500 then i would add the second land raider now.
This is my view on a pure Grey Knights force. Its small but if you maximize shooting and make full use of all there gear you will be able to overcome your very small size. I would say that the Grey Knights are probably one of the smallest forces you can field aside from deathwing. And I would say these two armies are essentially tied for smallest army as depending on how you build them one would be slightly smaller then the other.
Up next in this series will probably be Codex Space Marines Bike armies as they are different enough from Ravenwing to warrant some attention.