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    Thursday, November 26, 2009

    I'm not dead yet! Oh yeah, and Happy Thanksgiving

    I apologize for the lack of updates in the last four weeks or so, but we are still getting our DSL worked out with the phone company. Currently, I am posting from my parents house as we get together for our regular Thanksgiving Feast. I hope everybody else is having a good time this Holiday Season, and hopefully I will be back to regular posting soon.

    As a portrait photographer, our busiest season is from November to December. Normally this is not a problem, but my boss (who was my friend before and got me this job) and I are the only two photographers in the studio now. This means that we have to split 85+ hours a week that the studio remains open between the two of us, with overlaps for peak busy times. So I don't get much time between shifts; usually just enough to sleep for a little while. I hope to get more accomplished after the new year. Call it my New Year's Resolution!

    Well, everybody have a nice Turkey Day, and I'll be back as soon as my DSL gets worked out. Expect updates that include pictures of our new cabin.

    Until next time,
    --FP135

    Friday, October 30, 2009

    A Goodbye Present




    Here is a set of counters I made for Key Buildings Strategems in Cities of Death. From top right reading left, I made counters for the Ammo Store, Command Centre, Fuel Dump, and the Medicae Facility. On the bottom row, I made counters for Power Generator, Sacred Ground, and Observation Point. Print these out and glue them onto pennies or washers to make a quick way to remember what-building-does-what next time you are Cityfighting.

    During my self-imposed "vacation" (read: my internet is getting turned off for a few days, possibly weeks) I intend to make up counters for darn near every stratagem that may require one. (Booby traps comes to mind, but I may have to just buck up and model those.)

    I hope you enjoy these! I encourage you to get into Cityfights and Planetstrike games, as they will make for interesting and memorable games!

    Until next time (for real this time, I swear!),
    --FP135

    Thursday, October 29, 2009

    The Beginning of the End



    Ok, maybe not that extreme as pictured above, but I am moving to a new house over the weekend. My phone lines are going to be disconnected tomorrow to transfer to the new house by Monday, but it may yet be a week or two before I get the internet back up and working. Don't worry, I'll be sure to give you the tour when we are all settled in! After 150 posts, I am impressed that this blog has survived this long. Sometimes it withered a little, but with a little attention it has always sprang back. Thanks to my loyal readers for sticking by me all this time! I should be returning within a week or two, hopefully with a whole bunch of stuff done to show off!

    Until next time (whenever that may be),
    --FP135 /signing off
    //transmission ends//

    Wednesday, October 28, 2009

    Much More Ado About Guardsmen




    Simple conversions and wrap-ups for today: Got the last wash on the Griffon I converted from a SM Rhino, and I lengthened the barrel on the LRBT to allow it to double as a Vanquisher if need be.

    I've written up a list that is tailor-built to wreck my SM-playing buddy's day. Here's what I got:


    HQ
    CCS-
    Camo Cloaks, 4x Sniper Rifles
    90

    Troops
    Veteran Squad 1-
    3 Meltaguns, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber
    220

    Veteran Squad 2-
    2 Plasmaguns, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber
    220

    Veteran Squad 3-
    3 Grenade Launchers, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber, Hull Heavy Flamer
    205


    Elites
    Marbo-
    65

    Stormtrooper Squad-
    1 Plasmagun
    100

    Fast Attack
    Armored Sentinel-
    Lascannon, HK Missile
    85

    Heavy Support
    Leman Russ Demolisher-
    Lascannon Multi-melta Sponsons Dozer Blade
    220

    Leman Russ Vanquisher-
    Lascannon, Dozer Blade, Heavy Bolters, Pintile Stubber,
    205

    Griffon Heavy Mortar-
    Enclosed Crew
    90

    Total: 1500

    Killpoint Total: 13


    I hope he is surprised at this list over the last one I fielded. Its pretty unconventional for me, so we'll see how he reacts next time we get a game in.

    I don't exactly know when that will be though. My wife and I bought a new house, and the paperwork finally closed on it today. We move into it Friday, to avoid paying another month's rent at this apartment where we currently reside. Hopefully when the dust settles, my buddy and I will be able to have a bit more breathing room to play some 40k.

    Until next time,
    --FP135

    Tuesday, October 27, 2009

    Let's Talk Tactics: More Cityfighting



    I've been having regular games with a player new to the hobby of 40k: My friend of 10+ years and now my newly-promoted manager at work. I got him into playing 40k recently when I gave him a 1500 point Space marine force to call his own (yes it was very generous, but I knew that is the only way I would get him hooked). Now, at least one night a week, we try to get together to have a game. We almost always play Cityfights because it purposefully unbalances the game. If we played the same 3 scenarios out of the standard rulebook, our games would stagnate quickly. To get to the point, my friend has brought a fresh pair of eyes to the cityfighting aspect, and has taught me a few things about successfully navigating the ruins.

    The method is there for a reason-
    It may seem ridiculous to follow all the rules for deploying a unit at a time, rolls for who chooses stratagems first, and so on. Soon, however, you will find that there a great deal of importance in following those mundane rituals. It is all about either anticipation, if you go first; or reaction, if you are going last. My friend is good at holding his cards close to his chest. I was not exactly thrilled, when declaring the last stratagem, that he declared he was taking Tank Traps. For that game, I was taking a heavily mechanized IG army, so Tank Traps really threw a wrench into my strategy I had been forming. Since he knew we were playing a High Ground mission, he cordoned off the streets leading to the objective building with tank traps so I would be forced to disembark. He was playing footslogging SM, so he had no trouble beating back any attempts on the building that were made by my IG on foot, allowing his squads to secure the building for 5 turns. I only barely forced a draw by bombarding the units into oblivion in the last turn.
    If I had been able to react to what he was taking, I might have put a thorn in his side by putting razorwire or other infantry-inhibiting barriers on his side of the board, to counter his limiting of my mobility. Or I could have chosen something like Preliminary Bombardment, which might have either damaged/pinned enough units that I could have secured a foothold before he did.
    When deploying, it is imperative to place your units carefully within your quarter. Since your Troops choices deploy first, they are the least able to account for other units you have to deploy. Most of his units that could seriously hurt my transports were in the Elite, Heavy Weapon, or Fast Attack slots. This allowed him to see where my troops were going to be deployed before he chose where to deploy his more specialized units. Luckily, the reverse is the same for me: I was able to see where the bulk of his troops were going to be and I was able to deploy my tank in a position where he could drop some serious hurt on them.
    It's a balancing factor (one of few in CoD) to follow the pre-game method. Use your head, and try to force your opponent to go first when possible, so you can better react.

    FTW Collaborative Post Contribution: Must-Have Units



    Ron has asked us all to come up with some of our "Must-have" units, no matter the reason for it being a "Must-have". Since I play three different armies, I came up with one for each army.

    What drew me to tyranids was the Carnifex. The idea of a creature the size of a large tank hurtling through lines of space marines was just too good to pass up. Add to that imagery the Carnifex's ability to crush tanks in CC, and I could see no other alternative. I guess it's "Nidzilla" for me!



    In a Imperial Guard army, one of your greatest strengths is the number and flexibility of your troop choices. Yes, tanks are cool, and yes, they may win you the day in a killpoints game, but in the other 2/3rds of the missions you play, you will find the abundance of scoring units beneficial. I never meet much success in games where I field less than 3 Veteran squads in their Chimeras. You can sink plenty of points into them, but I like to keep the whole squad with its transport around 170 points. That is enough for 1 doctrine, a few special weapons, and a couple upgrades to the transport. Generally you'll see one of my veteran squads look like this:

    1 Meltagun
    1 Plasmagun
    1 Grenade Launcher
    Doctrine: Demolitions
    Chimera with Dozerblade and pintile mounted Heavy Stubber

    They work pretty well, having a meltagun for dealing with armor, a plasmagun for dealing with high T baddies or even light vehicles, and the GL for throwing a blast template at hordes or cracking a tough nut if necessary. The Demolitions doctrine has saved my butt more than once. I usually have to get pretty close to some hard vehicles to use the meltagun, so if the transport goes down at that close it usually puts them in range to assault with their meltabombs or even the demo charge in a pinch. I definitely get my points worth out of Veteran squads that are kitted this way.



    Lastly, for my Blood Angels, I must simply ALWAYS take a chaplain of some fashion. Some of the special characters serve the same purpose of reigning in the Death Company marines, but I don't have any of those SCs. Therefore, I find a way to stick my plain ol' chappy in every BA list I write. I don't like the idea of my hard-as-nails Death Company marines chasing around an empty rhino.

    Monday, October 26, 2009

    Much Ado about Imperial Guardsman



    Today I had the day off, so the entire morning I spent getting some paint to plastic on my box of unfinished Guardsman. I might have a game with them in the afternoon.

    I drybrushed and painted some 11 heavy weapon bases, including 3 lascannons, 3 autocannons, 3 mortar bases, and 2 missile launcher bases. For those of you that remember my post on getting the most out of your heavy weapon sprues () you will notice that I used the same technique for all the heavy weapons except the mortars. I still have more to construct, such as the heavy bolters and another missile launcher (all required more tripods and bipods that I hadn't acquired until just recently).

    Well, now I'm off to make an army list for this afternoon's game against some vanilla Marines.

    Until next time,
    --FP135

    Wednesday, October 21, 2009

    Carnifex Update: 10/21





    I finished painting my carnifex today. Just need to finish the base and give it a clear-coat.

    I hope all the genestealers look as good as this turned out! I am quite pleased with the result.

    Until next time,
    --FP135

    Tuesday, October 20, 2009

    Tyranid Project Update: 10/20




    Getting some work done on the Tyranids, finally. I've been painting this Carnifex tonight, in hopes that by tomorrow I might have him completed. Work has picked up for me a lot at the moment (the holidays are hard on portrait photographers) but I hope to start getting some games in when my work schedule stabilizes.

    Same method of operation for this as my Hormagaunts. I start by primering black, then highlight the carapace with Scab Red, and following that with Bleached Bone for the majority of the fleshy bits and exoskeleton. It is worth noting that I used a 50/50 mix of Blood Red and Sunburst Yellow for the adrenal gland bunch on its dorsal carapace, followed by a Sunburst Yellow drybrush. After the Flesh Wash it will really look interesting. I still have another layer to go on the bleached bone, but this is where I am stopping for tonight. Tomorrow, I plan to finish the highlighting with a bit of Blood Red, finish the Bleached Bone, and finally douse the model in an Ogryn Flesh wash, which really adds to the macabre grimdark feel I want for my army.

    I hope I am not too tuckered out from work tomorrow, I wanna see this thing done!

    Until next time,
    --FP135

    Old Codex 'Nid Tactica Pt. 1: Hive Tyrant

    Old Codex 'Nid Tactica




    I've been getting in a fair number of games with my new Tyranid force lately, and I thought it might be of some benefit to jog down my thoughts on how the force currently plays before the new codex comes out. That way, we can directly compare the two later.

    Let's start with a unit summary and my thoughts on using them:

    HQ

    Hive Tyrant
    The Hive Tyrant is a useful addition to armies that utilize a high number of Monstrous Creatures to function effectively. He is a worthy combatant as it is, but you can tailor his Biomorphs to fulfill a certain role. I suggest picking a role and sticking with it, as general-purpose models tend to be A) more expensive and B) less effective at either given role than a purpose-built unit.

    The Hive Tyrant is different from most Tyranids in that it has a decent Ballistic Skill, but also has access to the Enhanced Senses Biomorph, making him quite effective with ranged weaponry. The Tyrant also has a fairly decent Strength statistic, making him a good candidate for weaponry such as the Venom Cannon that boost the strength of the attack to the max. Taking weapons to complement the Venom Cannon, such as twin-linked Devourers, will ensure that you're Tyrant fills the gap in ranged weaponry that most Tyranid armies suffer from. With the Living Ammunition special rule, it should be able to make short work out of most infantry.

    You can alternatively make your Tyrant a worthy assault combatant. Boosting his stats with Adrenal Glands and Toxin Sacs are a good start. Extra stat boosts like Extended Carapace are optional, but promote the survivability of the Tyrant. A popular Biomorph to add is a pair of Wings, allowing the Tyrant to close across the battlefield rapidly. This variant of Hive Tyrant is sometimes referred to as a "Flyrant". The additional mobility is especially useful to assault-oriented Tyrants, but at the cost of being unable to add the Extended Carapace biomorph.

    Choosing weapons for the assault-oriented Tyrant isn't a difficult choice. You can opt for a combination of the following weapons: Scything Talons, Rending Claws, or a Lashwhip & Bonesword. Scything Talons should be your first choice. They add an extra attack in CC, and is the only way you ever will get extra attacks in CC. Rending Claws are useful on regular troops, but a bit redundant on Monstrous Creatures. Since MCs negate armor saves, and roll 2D6 for armor penetration, there isn't much use for the rending ability. The Lashwhip and Bonesword combo offers an interesting mix of assault buffs for your troops and negative attack modifiers for your enemies. The Bonesword makes the Tyrant permanently under the effects of the Catalyst psychic power, which allows the Tyrant to strike back in close combat even if killed before his turn in the initiative order. The Lashwhip is not like the Lash power for Chaos (unfortunately) but instead cuts the attacks of models in base contact with the Tyrant by 1, to a minimum of one. Both of these powers are primarily defensive, but useful when using the Tyrant to counter expensive CC-efficient Special Characters.

    And finally, the Hive Tyrant has access to a few of the Tyranid psychic powers. Many of these are intuitive, and don't require psychic tests, and therefore cannot be stopped by wargear such as Psychic Hoods. This is a significant advantage.

    He comes with the Synapse Creature power, which makes him and Broods within 12" of him immune to the Instant Death rule, and makes them Fearless. He also comes with the power, The Horror, which forces models that wish to assault him roll a morale test. If they fail, they cannot assault the Tyrant that turn.

    Some of the powers the Tyrant has access to include Catalyst- which was described in the Bonesword description above but can apply to any brood within 24" of the Tyrant, and Psychic Scream- which provides a -1 modifier to all enemy Leadership tests for units within 18". It is notable to add that if multiple creatures have this power and are in range to the same unit being affected, the modifier is cumulative. Further powers include A Shadow in the Warp- which forces enemy psychic tests to be made on 3D6 and discount the lowest roll and nullifies all results of Perils of the Warp, Warp Blast- which is one of the few powers that may require a psychic test. It comes in two variances: focused and unfocused. The focused blast is much more powerful, and capable of destroying vehicles, but it is shorter ranged, has to make a psychic test, and also cannot be performed by a creature with the Enhanced Senses biomorph. Finally, there is the power Warp Field, which grants a +2 armor save and a 6 Invulnerable save to the bearer of the power. This sounds like a perfect way to boost the survivability of a "Flyrant", which cannot take the Extended Carapace biomorph.


    In summary, remember to choose a role for your Tyrant, and equip him accordingly to that role. I suggest filling the gap as a "shooty" unit, due to his higher-than-average Ballistic skill.

    In the next article, we will review the Broodlord. So until next time,
    --FP135