Thursday, 12 February 2015

Moto.Tronica Scenery Pack Unboxing... and Boxing (Infinity Terrain)


With the new Icestorm starter set there a very nice scenery set, which is now available to buy seperately.

The scenery pack is called the Moto.tronica Scenery Pack, and contains all that is pictured in the picture above; 4 large buildings and 6 smaller crates, and a 3' by 2' mat.

The pack is available direct from Corvus Belli (the makers of Infinity) or many independant stockists, and should cost £9-10.

I got my copy a few days and eagerly opened it up.  The package was encased in cellophane, and as the mat is folded into 1/8ths it was quite compact (about the size of an A4 piece of paper and 1-2 cm thick):

I quickly laid the pieces out:

There were 2 of each design, and the pack game a quick reference sheet:

Each building/crate comes as one complete piece, so there is no cutting or glueing involved, and after a quick scan of the instructions I was away:

and in a few minutes I had assembled the lot:

The buildings are made out of thin glossy card, look good, and the main buildings even have stairs on them which helps from a gaming points of view.

Models will sit on them fine, but a clumsy hand could ruin one, and it means they have to be stored carefully so they don't get damaged by something leaning on them.

Overall, for the cost, I think this terrain pack is an excellent start to an Infinity terrain collection, and allows you to get started immediately.  And for the price of you wreak one at £9-10 for the set I'm teampted to buy another one for spares.

It allows you to spend more money on buying more models, particularly as alot of 40k terrain people has does not completely block Line of Sight.

I've bought some Infinity Holo Ads to complement this terrain:
and I can't wait to have some games of 3rd edition, which should at the end of this month.


Friday, 6 February 2015

Facing The Grey Tide: Painting Challenge - Part 03 - January (Wolves Progress & lists for 1k Highlander event )


Well it's been a quick 2 weeks since my last update, where my progress was less than stellar.  I had only started my Dec month challenge, but I had made changes to my painting area, if you can call it that:
[how it was - just a bit of a blocker to getting anything done]
and I had made the following progress by late Jan:

In the last 2 weeks I had a painting & catch-up evening with a mate, and I got a bit of painting done one evening this week (the only evening I didn't bring my work laptop home).

My 2 weeks of  progress

I have painted the silver on the belt feed, plasma cables & weapon nozzles, I've done the blue on the smaller power cables, I've done the shoulder pad edges, and, so I could show the final colour scheme, I painted light grey on the leader's weapons and one of the long fangs heavy bolter.

Still lots to do such as touching up the lighter colours (light blue & light grey), detailing, some washes, highlighting all the colours I have done so far etc., but here's he progress so far:
and you can just see 4 undercoated trueborn (part of the January challenge) in the background.

As I started the challenge in mid December, it's been 6 weeks for this progress - man I paint slow, but I suppose any progress is good.  I'll have to give the Wolves another game when I get these models painted.


For the 1000 point Highlander event I looked myself into I know I won't get enough of the new Dark Eldar models painted in time, plus I just couldn't see a Dark Eldar Highlander list doing at all well with the restriction of only 1 of each transport.  Therefore for that tournament I will be taking my Tau and I was think of something like:

10 Fire Warriors
17 Kroot (with Sniper rounds)
3 Broadsides with 6 Drones
3 Marksmen with 9 Sniper Drones

Let me know your thoughts on the Tau list, and for comparison here's the Dark Eldar list I was tempted to try out:

Archon (Agoniser)
1 Lharmaean & 4 Sslyths
  Venom (2 Splinter Cannons)
4 Grotesques
  Raider (Disintegrator Cannon)
Beastpack: 1 Beastmaster, 5 Clawed Fiends, 4 Krymarae
5 Warriors
5 Warriors
Ravager (3 Dark Lances)
Razorwing Jetfighter (2 Dark Lances)

Hoping for more painting progress over the next few weeks to catch-up.  I have the half term week off work, so I'm hoping once the kids are asleep I can do some painting each night, however the other half wants me to watch Supernatural with her, and there is that Game of Thrones boxset that my friend lent me...


Friday, 23 January 2015

Facing The Grey Tide: Painting Challenge - Part 02 - December (Progress and Quick Wolves vs Nids battle report)

So we are getting towards the end of January, and the blog has been depressingly silent.

That has mainly been because of my embarrassment from completely FAILing so bad at the December portion of the Challenge.

Apart from finishing off models not being the most exciting thing in the world, my painting work space was, to put it bluntly, not really helping:

Way too many projects on the go at once, and if the desk was bad enough the area in front of the desk made it harder:

As I mentioned in my last post I was due to have a have a game over the xmas break against a mate with his Nids with my Space Wolves.  It's nearly an xmas tradition that my mate's Nids give my Wolves a good kicking, but I was determined to change that !  Deciding on my list I thought it would be better to have a 2nd squad of long fangs rather than a Predator.  So effectively I changed my December challenge, and having to have the models all assembled gave me more of an incentive to get them ready.  As well as assembling the long fangs I got the last two thunderwolf riders assembled.

Although the battle was short and sweet I leant about my army and had a fun game.

A quick recap of the list I took was:

Canis with 17 Fenrusian Wolves
6 Thunderwolf Cav
Iron Priest on Thunderwolf,with 10 Skyclaws
5 Scouts
10 Bloodclaws in a Drop Pod
10 Grey Hunters in a Drop Pod
6 Long Fangs with 5 Missile Launcher in a Drop Pod
6 Long Fangs with 2 Heavy Bolters & 3 Plasma Cannons

The Wolves set-up
The Nids set-up.  The nearest MC is being an Exocrine, and I drop podded on the far right of the pic]
Turn 1 started well with the 2 units of 15 gaunts that had moved a bit forwards to allow the 24" range exorcrines to fire was charged by the Wolves, Cav & Assault Marines, while the Bloodclaws and Grey Hunters came down on a flank next to the Nids.

The assault was brutal and all 30 gaunts died in the assault.

However the whole Nid army was at optimal firing ranges, and the Wolves were wiped out, and the Cav was bought down to 2 models (I had lost a few Wolves, and 1 thunderwolf on the Nids first turn shooting from an Exocrine and a Hive Tyrant).  Canis and the remaining thunderwolves were then charged by a big gaunt unit with a Prime.  Although Canis put up a brave fight slicing gaunts left, right and centre (he had 18 attacks over 2 combat phases due to counter attack and rampage) he was eventually dragged down, and the Prime finished of the thunderwolves easily.

On the flank the Iron Priest and Assault marines were just about to kill an exocrine (before we called the game), however the Bloodclaws were tied up in combat by Hive Guard.

The number of very accurate (twin-linked from a formation) large blasts from the Nids took it's toll, not to mention the low AP shots from the exocrines.  As well as being a bit over confident, I attacked along a wide front (although to be fair I had to set-up first and then was seized on), which meant all of the Nids could fire back at optimal range.  Also I was too cautious (as always) with the drop pods meaning the units did not have much effect on the game, they should have been placed more in the middle so they could help assault the middle of the nid lines on the following turn.  Even if they had disrupted the charges and only two of the three assault units had got in on turn 1 it would have be better because with the gaunts being fearless both sides would have been locked in combat (safe from any Nid shooting).

I like the list through.  The only thing I'd like to change would be the scouts, they did nothing before we called the game, and they were only taken to give me a 2nd Elite so I could run the Suppliment detachment which gives thunderwolves and wolf guard WS5.  By dropping the Long Fangs Drop Pod (although it means one of my troops has come in via normal reserves) I can upgarde the scouts to 5 Wolf Guard with Jump packs (only upgrade is melta bombs on one member).  A 2nd Iron priest would probably be more effective, but I don't want too many duplicates.

and maybe not face Exocrines, let alone where one is twin-linked :)

[to see more of my mates wonderful models, his blog is:]
So getting back to my painting progress, below is the poor progress on the Long Fangs:

So you can see 3 weeks after the deadline I'm not even near half way through.  At least I have cleared up my painting area, and the army cases around it, plus I have assembled all I need to put 1750 points on the field.

What I'm going to do is keep my Month's tasks the same, apart from switching December to the Heavy Bolter / Plasma Cannon Long Fangs squad, and adding the last Missile launcher & 2 Thunderwolf Riders.into January (to replace touching up the drop pods).

This will mean that they there is no way I can finish the January challenge on time, but I'm hoping that I will catch up over Jan & Feb.

Other news is that I've played a couple of games with my Dark Eldar, particularly trying out the new units in the painting challenge (ie. Grotesques, Court of the Archon & Clawed Fiends) and they performed very well.

To give me more of an incentive to paint I've also signed myself up to a few tournaments.  I can always take my Tau, but it will give me an incentive to try to get the Dark Eldar ready.

The events I'll be attending are:
  • a 1000 point Highlander tournament at my local GW - March
  • the A Small Matter of Honour tournament (2 games @ 1250, 2 @ 1750) at the Aldershot Game Shop - May
  • a 1750 point tournament at my local GW - May
Here's hoping more hobby progress over the next month :)


NB: With the change to December, not focusing on completing half painted models, and being reasonable and ignoring stretch goals, my Challenge Schedule is:

December:  2nd Long Fang Squad (Ancient & 6 Long Fangs with Heavy Weapons) - Late :(

January: Last Long Fang, 2 Thunderwolf Riders, 4 Trueborn - Will be Late :(

February (Double Month): Court of the Archon (4 Lhamaens, 5 Ssylths)
March: 5 Clawed Fiends (Corrupted Wraithguard)
April: 4 Grotesques (Converted from Rat Ogres and Talos parts)
May: 5 Scourges (Converted from Raider Crew with Blood Angel wings)

Friday, 5 December 2014

Facing The Grey Tide: Painting Challenge - Part 01

Painting wise since I painted up 4 Grotesques for my last tournament, my painting has ground to a halt.

Being able to play in my local GW which allows some unpainted models (not that I've done much of that either) and having no tournament on the horizon has really zapped my enthusiasm.  What's worse is that I also have quite a few Space Wolves sitting on my desk in various states, from just assembled, uncoated, needing a repaint to nearly finished,

Then from out of the blogshere Evan over at Facing the Grey Tide threw down a painting challenge inspired by the old White Dwarf series Tale of Four Gamers:

The goal is very open, you set your own spending limit a month that you aim to get painted each month, they suggest $75, but it's up to the individual (eg. because I paint slow I've given myself the lower limit of £35).

You also do not need to buy more models if you have (like most of us) I heap of grey plastic/resin sitting around the house.  You can use the spending limit to purchase from yourself so to speak, once you aim to paint up models to the value of your spending limit.

You can have double the budget for one month, if you want to go crazy one month (or just need to buy a big kit), and the challenge runs from 1st Dec '14 to 1st June '15.

What sets this painting challenge apart is the organisation and the community.  Here are some links:

The Rules
and most importantly the Facebook page

With new enthusiasm I looked at my models from my 3 main 40k armies and tried to decide what I wanted my goal to be:

My Tau are fully operational and competitive, they only thing I really wanted to do was a Tau Knight.  I'm sure some of you may have seen the model below from a few years ago that I recent came across:

[It's from the very talented people at Master Minis, and you can follow the link to see more stunning pics of the model]

I would also like a Ra'Varna for my Tau, but my other two 40k armies are in need of more attention.

My Dark Eldar army got affected badly by the new codex; my Wyches, Hellions & Razorwing Flocks will rarely see the gaming table, and to a lesser extent Wracks and the Voidraven Bomber may see the same fate.  I have been considering some of the big melee units, so would like a Court, another Beastmaster unit (with Clawed Fiends) and a 2nd Grot unit (using GW models so I could use them in my local GW).

My Space Wolves progress grounded to a halt when I made the decision to take my Dark Eldar rather than the Space Wolves to the last tournament.  They need a few units finished to make it to 1500 points, however I would like them to get over 2000 points, so I have lots of choice when it comes to making a 1500 or 1750 point list.

I listed all I wanted to paint, but quickly realised that at my normal pace I wouldn't get everything done, so I had to leave out Space Marine Allies (Bike Captain, Bikes & Centurions).

So without further ado, here's my schedule (for models which were part painted I reduced their value for the budget challenge (HV=half value, QV=quarter value):

Space Wolves: Complete Canis (QV)
Space Wolves: 3 Fenrusian Wolves
Space Wolves: Update old Bloodclaws, ie. weapons painting, should pad rims & basing (QV)
Space Wolves: Complete 2 Thunderwolves (HV)
Space Wolves: 2 Extra Riders (Leader with Shield, Wolf Claw)

Space Wolves: Iron Priest Conversion
Space Wolves: Squeese In Completing Drop Pods
Dark Eldar: 4 Trueborn, 2 of which with Blasters (to flesh out 2 units of 3 to 2 units of 5)
Dark Eldar: Repair 6th Venom & 3rd Ravager

and then start 3 months of monster mash...

February (Double Month)
Dark Eldar: Court of the Archon (4 Lhamaens, 5 Ssylths)

Dark Eldar: 5 Clawed Fiends (Corrupted Wraithguard)

Dark Eldar: 4 Grotesques (Converted from Rat Ogres and Talos parts)

and to finish off...

Dark Eldar: 5 Scourges (Converted from Raider Crew with Blood Angel wings)

and in case I get ahead of schedule...

Stretch Goals
Space Wolves: Void Claws (Converted with Robes)
Space Wolves: 4 Iron Priest Cyberwolves (using Ogre Sabertusks)
Space Wolves: Arjack Conversion (Robed)

and finally a sneak peek of two of the monster mash months:

Happy Gaming :)


Wednesday, 15 October 2014

Last Tournament with the Old Codex & Grotesques 1st Run Out [Dark Eldar]

So 8 days after the new codex hit I went down to Promethean Games in Bracknell for 3 games of 40k.  With the Grotesques finished to a state I could take them to the tournament (I need to finish the, vials, spines on their back & a light green wash on the edges of the weapons):

I put the army out on my kitchen table (always a good check before a tournament):
[sorry about the poor light]

The army looked sizable, and I was confident that with 22 haywire grenades I would be fine against vehicles.  However I failed to notice just how much I had reduced my ranged anti-tank.  Turn 1 I just had 1 ravager, and then a Voidraven if it turned up on turn 2.  This led to fun agressive tactics to get my assault elements (most of my army to be fair) in range.

My final army list was very slightly changed from the list I posted in my last blog post.  I lost the Hellion Helliarch with an Agoniser (41pts) to gain a 4th Grotesque (35pts) and give haywire grendes to the trueborn (6pts).  The full list used is at the bottom of this post.

Game 1 vs Orks

Getting the warlord trait which allowed me to infiltrate my warlord and 3 non vehicle units, allowed me to keep my cards close to my chest even though I was going first.

By using the infiltration I was able to refuse flank the orks and move the game into a diagonal front rather than the initial Dawn of War straight accross from each other.  The game started well with me mauling a large storm boyz unit spread in front of his army, and then on turn 2 sacrificing a small wych squad and the hellions to surround the truck with 5 mega nobz in it and wreak killing all the occupants.

Then I made 2 huge errors which cost me the win.  My beasts who were threatened by a bike squad with a warboss and painboyz decided to charge them thinking better to charge than be charged.  With hindsight I was always going to lose that battle very badly and the better option would have been to move forward and and kill the remainder of the stormboyz.  This would force the bikes to deal with the beastpack rather than advancing on the rest of my army.  Instead the beastpack was killed in my own turn for the loss of 1 bike allowing the ork bike squad to advance on my army straight away rather than a turn later.

Second mistake was when I sacrificed the small wych squad and hellions, I moved my grotesques and large wych squad too far back, so that when 20 ork boyz shoot and charged them my main assault units were not close enough to counter charge.  So when my shooting failed to deal with them they were able to contest the last objective, drawing the game with all objectives contested, and vps at 2 (first blood and line breaker) - 2 (warlord and line breaker).

With the game ending early because of the tight game length (only 2 hours), it could have been anybodies game if the game had gone the full distance.

Game 2 vs Imperial Guard with an Imperial Knight

The game was Purge the Alien (or as I say for Dark Eldar "Table your opponent or lose" in a Hammer & Anvil (sideways) deployment.  At least I was going first and wasn't seized upon.

I gave the Guard a bloody nose, but some failed morale tests on turn 2 meant I was eventually wittled down.  However not only did the haywire grenades do well (although they were a bit of a one hit wonder being carried by wyches) the beastpack also showed how good it was with it's speed and huge number of attacks (finishing off Pask and doing 8 out of 9 hull points to a hydra squadron in a turn).  Even without the Baron and reduced to 12 models I think they can be a useful unit.  The Grotesques also smashed a vehicle with ease and absorbed a lot of firepower before they went down.

At the end of the game I had 4 units left and the guard had 5 units, but I still lost 17-6.

Game 3 vs Eldar

Moving towards the lower tables I faced Eldar.  No Wraithknights, but 2 Wave Serpents (filled with guardians), Fire Prism, 6 Vipers & 6 War Walkers, 2 x 3 Jetbikes.

The last mission was a maelstrom mission.  The basic one where you get to draw additional cards to fill your hand up to 3 each turn.

I knew my army couldn't face that firepower, so my only hope was to be agressive to pin the Eldar back, while concentrating on the objectives to build up a lead in victory points.

My opponent made a mistake of outflanking the war walkers.  With so little ranged anti tank he would have been better with them on the board to be firing from turn 1.

My Grotesques and large Wych squad went flat out towards the enemy (with their pilots ready to jink for all they were worth).  Venoms tried to get a bead on the enemy jetbikes, but poor rolling only killed 1.

My opponent was intimidated by the grotesques so after killing the raider he fired loads into them including a disembarked full guardian squad.  This bought the rest of the army the time it needed.  On the flank with jetbikes and the other wave serpent a small squad of wyches got turfed out of their venom (after getting an objective point on turn 1).

With the grotesques absorbing so much firepower the rest of the army was ready to get revenge. The large wych squad haywired the fire prism to death (I probably should have tried to multi assault the nearby wave serpent as I did 7 hull points).  The small wych squad, which had it'd venom wreaked the turn before, managed to down a wave serpent on their own.  Finally the beastpack multi assaulted the disembarked guardians and their wave serpent putting most of the unit including the Baron on the wave serpent.  The guardians ran off the board, however the wave serpent was left on 1 hull point.  The Voidraven also helped the Ravager reduce the Vypers to 2 units of 2 (rather than 3).

With a good tally of 5 victory points in the first turn, and getting at least 2 each turn after that I built a good lead (even drawing 2 cards it was impossible for me to achieve - one about fortifications and the other about mysterious objectives).  With my opponent not scoring at all one round, and an annoying objective secured venom not dying preventing a vp I was able to hold on for a 13-9 win.

Other Notable Points

Other highlights of the game 3 were three wyches from the small squad that killed the wave serpent charging 2 jetbikes, after killing one on the 1st round, they then failed to kill the other over a number of combat rounds even losing one of their own members to the jetbike.  Without haywire grenades I can't see them being efficient with the new codex.

The beastpack was good in both the 2nd and 3rd games, and were just outmatched against the ork bikes with characters in game 1.  However you have to consider them and the Baron together which comes to 291points for 16 models.  The Baron's stealth, ld9, Hit&Run are all big losses, but with the price decrease in the new codex on Krymera I can get 2 units with 2 beastmasters & 10 Krymera each for 51 points less.  Unfotunately my Dark Eldar only have 10 Krymera, however my Space Wolves use the same models (just different basing) for the Fenrusian Wolves so I may have to transfer the models and give it a go.  It's the sheer speed of the packs with 12" move, and charging while ignoring terrain movement penalties plus fleet means they can cover huge distances regardless of terrain.

The Wracks performance was medicore thoughout the day.  Even with their new ranged gun (24", Fleshbane, AP2) I don't think they would as efficient as a gunboat warrior squad and spending the points saved elsewhere in the army list.

Hellions were another medicore performing unit.  It could be that I wasn't using them well (as it was my first time using them), but it'll probably be my last for some time, as they have lost an extra attack (from the Hellglaive) and they are forced out of contention by Scourges and Reavers who are both tougher than them, for only 3 points more.

So it's looking like a serious redesign of my army list with the new codex, with all 6 troops choices that I used in the tournament not making it to the new codex list.

New List Design

I read it many a time, on blogs and forums coming up with lists for the new codex, that when they compare Dark Eldar units to Eldar ones the Eldar ones are always better, a perfect example being blasterborn (trueborn with blasters) against fire dragons (cheaper and better).  Well lets looks at that, coming up in my next post will be what I think Dark Eldar do best and attempt to build a list round that.

Also I think Dark Eldar will always find it hard (if not nearly impossile) to out shoot Mech Eldar or Gunline Tau so maneovrability and combat (yes, even in shooty 7th edition rules) will play a part.

Until then, what are you finding that works in the new codex ?  Are you enjoying the new codex ?


The army list I used for the tournament:

Baron - 105
Haemonculus with Venom Blade - 55

3 Trueborn with 2 Splinte Cannons & Haywire Grenades - 62
Venom with 2nd Splinter Cannon - 65
4 Grotesques - 140
Raider - 60

9 Wyches with Haywire Grenades - 108
Raider - 60
9 Wracks - 90
Raider - 60
5 Wyches with Haywire Grenades - 60
Venom with 2nd Splinter Cannon - 65

5 Wyches with Haywire Grenades - 60
Venom with 2nd Splinter Cannon - 65
3 Wracks - 30
Venom with 2nd Splinter Cannon - 65
9 Hellions - 144

Beastmaster Pack - 186
   consisting of 3 Packmasters, 10 Krymera, 2 Razorwing Flocks

Ravager (3 Lances) - 105
Voidraven Bomber with Void Lances & 2 Shatterfield Missiles - 165

Total: 1750 Points (73 models)

Saturday, 4 October 2014

The Dawn of a New Era & A Last Tournament Send off [Dark Eldar]

The Dark Eldar codex is released tomorrow, any many of the rules have already been leaked on the web by peopel who already have their copy.

The Current

I will be picking up my copy of the new codex in the morning, but for the moment my thoughts are still with the old codex as I have a tournament next week that I am going to take my Dark Eldar to.  Also tournaments seem to be the best thing that motivates me to paint up new units.

One unit that's been on my thoughts is Grotesques.  The main reason was to have another option to combat vehicles.  Vehicles seem to be getting harder and harder to shoot down, when you consider the softer damage table, jinking and the availability of cover.  It was just seeming that unless you were Tau with markelights to remove cover and boost BS it took an inordinate amount of firepower to kill vehicles.  Then I considered close combat.

Dark Eldar already have easy access to haywire grenades (it'll be a shame to lose that in the new codex), and to support them Grotesques could add a good volume of high strength attacks (Str6 on the charge with an accompanying Haemonculus giving them Furious Charge).  A unit of 3 would throw out 12 attacks which should do 4 hull points on average to a vehicle with a back armour of 10.

Oddly enough the new codex will not give Grotesques Furious Charge till later in the game making them worse against vehicles, however the addition of Flesh Gauntlets (and the rumoured close combat weapon in addition to the Flesh Gauntlet giving them an addition attack in close combat) makes them better against non-vehicles.

Here's my converted Grotesques ready for undercoating:

Next week will my first and last time using Grotesques with their current rules, and the same for Hellions.  The tournament I'm going to has no strict comp, however in addition to the 9 tournament points available for winning the 3 games there are a bonus point for each of two critera below:

  • If there are no duplicated units outside the Troops selection
  • If you do not have a 2nd Non-Troop selection unless you have at least one selection from each of the Non-Troop selection, and you do not have a 3rd Non-Troop selection unless you have at least 2 selections for each of the Non-Troop selections.
With these 2 points worth more than a draw in a game I've designed my army to meet these critera, and the give me the opportunity to try out units I haven't tried before in preparation for the new codex (ie. Grotesques & Hellions).

Below is my draft list, let me know what you think ?  Also let me know how you deal with multiple tanks ? Now before I show you my list I want to give the sorbering thought of how many Dark Lance / Blaster shots it takes to strip the hull points from common vehicles (ie. ignoring the small chance to roll a 6 on the damamge chart to explode a vehicle):

AV11 in the open: 6.75
AV12+ in the open: 9
AV12+ with 4+ Cover (eg. Jinking or behind Ruins): 18
Eldar or Tau Skimmers Jinking with Holofields/Disruption Pods: 27
(yes 3 Ravagers firing for 3 turns to kill one jinking skimmer with a 3+ cover save)

I will pack as many as possible Dark Light weapons in my army, but there needs to be other answers, and I think this may be one of the big challenges of the new codex.

Anyway onto my list for the tournment:

Baron - 105
Haemonculus with Venom Blade - 55

3 Trueborn with 2 Splinte Cannons - 56
Venom with 2nd Splinter Cannon - 65
3 Grotesques - 105
Raider - 60

9 Wyches with Haywire Grenades - 108
Raider - 60
9 Wracks - 90
Raider - 60
5 Wyches with Haywire Grenades - 60
Venom with 2nd Splinter Cannon - 65
5 Wyches with Haywire Grenades - 60
Venom with 2nd Splinter Cannon - 65
3 Wracks - 30
Venom with 2nd Splinter Cannon - 65
10 Hellions including Helliarch with Agoniser - 185

Beastmaster Pack - 186
   consisting of 3 Packmasters, 10 Krymera, 2 Razorwing Flocks

Ravager (3 Lances) - 105
Voidraven Bomber with Void Lances & 2 Shatterfield Missiles - 165

Total: 1750 Points (73 models)

The Future

From the rumours of the new codex I know this list will change significantly.  The lack of haywire grenades will mean that I will have to cram as much anti tank into the list as possible. So the 2nd Ravager will come back.  The Voidraven will lose it's missiles, but will probably be supported by a Razorwing Jetfighter in Fast Attack.  The Splinterborn will change to Blasterborn.  The small wyches and wrack squads will disappear, to be replaced probably by warriors.  The beasts and hellions which both get worse in the new book (Hellion's Helglaive no longer gives +1 attack) so they are both up for the chop.

The rumours give some nice ideas, eg. a character with the armour that gives -2 ld, with the artifact that forces a ld test at -2 on nearby units causng wounds for each point they failed the test.  Combine this with an allied Spirit Seer and the Webwy portal which allows deepstrike without scattering.  Such things could be good, but I will need a full read of the codex and the total points costs to see if it is viable.

How will your army change ?


Tuesday, 30 September 2014

Space Wolves - New Codex Winners & Losers


The Space Wolves codex has been out for a few weeks, and I've had a chance to go through the codex quite a few times tweaking my old list to see what would be better now, and playing a few games.

Here are my top winners and losers.  There are quite a few winners in the new book, so these are my top 3:


[These models are from the Spears of Russ blog, click to check out his excellent blog, here, with other stunning models]
1st - Thunderwolves / Thunderwolf Mount:  From the 20% drop in the base cost of thunderwolves, to the increase in their maximum unit size, to all their attacks counting as rending (not just the basic attacks), to the extra wound it gives characters now (not only the wolf lord but the wolf guard battle leader and iron priest really benefit from this) to all thunderwolves being allowed special melee weapons.  This is alos not counting the warlord trait that Canis and Harald come with (that all warlords have a chance of getting) that makes thunderwolves stubbon and furious charge if they are within 12" at the start of the assault phase.

2nd - Wolf Claws:  These changed from Lighning claws that could reroll to hit or to wound to +1 Str Shred.  The +1 Str combined with the reiability of rerolling to wound make these excellent weapons.  Especially when you can combine it with a 2nd specialist weapon to gain the extra attack.  A powerfirst or thunderhammer would be a good choice to give the option of Str10 attacks against vehicles and monstrous creatures.

3rd - Bloodclaws & Skyclaws:  With a 3 point drop these can much better compete in their respective FOC slots.  I think a cheap 10 man bloodclaw unit in a drop pod for only 155 pts is a real contender for one of your troop choices.  Skyclaws get very stiff completeion from thunderwolf cavalry, but if you have the models and don't fancy buying more thunderwolves there's nothing wrong with putting them in your army.  Although swiftclaws also got reduced in cost I don't think they quite compete within a very tough fast attack selection.

Honourable mention must to rune priest with their significant points drop (even if the Wolves magic lore is poor).


1st - Power Armoured Wolf Guard:  Although these guys start out at the same base cost as they had before, their downfall is all about the cost of their upgrades and their cost when added to units.   When added to units wolf guard are a 10 point upgrade on a basic model in the unit, making them  more expensive in infantry squads such as Bloodclaws & Grey Hunters (although significantly cheaper in Skyclaws and Swiftclaws).  Next the Wolf Guard previously had cheaper weapon upgrades, now they choose from the generic weapon upgrades list, which means many of the weapon options are more expensive, the chief among them the combi weapon which doubled in cost.  The typical aggressive unit wolf guard upgrades were powerfist and combi weapon, this set-up has increased from 43 pts before to 59 pts for a unit of Grey Hunters (or 53 points in a unit of power armoured wolf guard).

When you add in the fact that Space Marines in general do not suffer too much from morale issues (due to And they shall know no fear), so they don't need the leadership buff as much, I think you will see less wolf guard in power armour in armies

[Taken from Aruboyz page on CMON, see here for more of his pics]
2nd - Long Fangs:  The split fire rule changes to the same as the main rulebook rule so you can only split off one shot rather than as many as you like into the 2nd target.  The weapon cost got increased to the same as Space Marine Devastators, so a full missile launcher unit went up from 140 to 165 points.  I used to use a 5 man squad with 4 missile launchers which went from 115 to 135.

Now Devastators are rarely seen in competitive lists in any great number, and if I was going to use them it would be in a Imperial Fists detachment where they get tank hunter (an excellent USR), so 5 points more for Counter Attack and Split Fire vs Tank Hunters seems like a poor comparison.  Next the competition got slightly better.

7th edition vehicle tables made vehciles harder to one-shot kill, plus the Whirlwind came down to the cheap 65 pts, and the predator with sponsons went down in cost.  A predator with Autocannon turret and Lascannon sponsons is now 115 pts, 2 Str7 and 2 Str9 shots for 20 pts cheaper than 5 Long Fangs with 4 Missile Launchers.

On the plus side for Long Fangs, Plasma Cannons & Lascannons came down in points in line with the Space Marine codex, and the points increase is not that drastic.  Putting them on the table would not seem strange, but if you have other heavy support choices you may look elsewhere, and I think the days of double and triple long fangs squads are gone.

3rd - Scouts:  With the lose of Behind Enemy lines, these are just scouts from the marine codex with WS & BS 4 for the same cost as Grey Hunters.  They do get the option to take a special weapon instead of the heavy weapon in the Marine codex, but at the same cost as Grey Hunters and not being troops I don't see you will see many of them on the board apart from Sniper Scouts to hold a back field objective.  Even the option to get a second melta shot the turn they turn up from reserves (a Wolf Guard pack leader with a combi-melta) has gone up from 23 pts to 34 pts.

Even the option to do a close combat scout unit is not as good as the vanilla marine book because they do not have a landspeeder storm as an option.  For the same cost a Grey Hunter unit in a drop pod will do better.

The only saving grace I can see is that they are the 2nd cheapest elite slot (after Lone Wolves) if you need a 2nd Elite slot to fulfil the detachment requirements in the Space Wolves suppliment.  However even then a few points more gets you a dreadnaught or a tooled up Lone Wolf.

Honourable mention goes to the Cyberwolf which lost T5, however they are all characters, even the ones accompanying the Iron Priest, so they can accept challenges.  Oddly enough the Rune Priest gets an honourable mention in the losers section as well for the nerf of the great psychic powers Living Lightning and Jaws :(

Those are my top 3 winners and losers.  What units do you think got the best buff or nerf with the new codex ?


I leave you with parting shots of my Dark Eldar who are in transit to their new realm in Commorragh (a new storage case) to house some new additions (Hellions) and make room for more Coven members (Grotesques).

The rumours of the new codex means I may use less wracks (as I'll have too many Elites) but will keep my 6 Venoms (with only a possible slight increase in cost, the likelihood that I can take them as separate Fast Attack slots, and the specific Dark Eldar detachment allowing 6 Fast Attack slots).

Rather than leaving the battles to his Wych Cult & Coven allies, Archon Rathstar may return to the battlefield :)

and it will be interesting to see which Flyer makes my army list (or maybe both as I can still have 2 Ravagers and both fliers):

Only a few days left to the codex now...


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