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Focslain

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About Focslain

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    Focslain

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  • Location
    Pittsburgh, PA, USA
  • Faction
    Knights of House Jenius

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  • Armies played
    Imperial Knights, Space Wolves, Tau, Tyranid, Orks, Imperial Guard, Space Marines, Eldar

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  1. For the first two CPs it's not that good of a value, decent, but not as good as later patrols. Especially the ones that don't exist anymore (orks, Eldar, Guard) I'm almost done the leapers already and hope to have them done by the weekend. If I have anymore bouts with them I'll post them here. Right now Guard is my main focus with marines coming up in the summer. But if someone in my local group wants to face nids, Hive Fleet Prodos will rise again.
  2. Model wise? No, they look fantastic. No issues with the look of the new kits. Rules wise? This is a back/side-step in our individuality. Blood Claws are just Assault Intercessors (sgt can take a lightingclaw or 2), grey hunters are Intercessors and the HeadTakers are just better bladeguard. Good chance the terminators will have the same rules/kit as the codex marine versions. WGBL are LTs and good chance the Wolf Lord is just a reskinned captain. Granted he is now anyway, but you get the idea. I'll be sad when we lose our Long Fang unit, cause that's a stronger possibility now. But personally I don't really have any fur in the game right now as I moved away from wolves being my main army at the tail end of 8th when Knights became their own force. So while I may not like it, I'm happy for those that are excited. At least the models look cool :cuss:.
  3. So that was a quick one. We managed to get in two turns before he gave, which with his dice was the right call. He was using the More Dakka detachment that just dropped. I was surprised when I saw his list and figured this might be short. I don’t remember what enhancements he took, but his list is included below. Taking as many grots as boyz was a choice. Mission was Lynchpin, Fog of War, Tipping Point. I had my trio of tanks on one flank, the artillery team hidden behind a large ruin and the kreigs taking up the center. Orks had the large squad of grots on the flank against the tanks, supported by a smaller squad. The dreads were in the center, boyz were on the far flank and center with a grot squad on his home objective. I got first turn, but his large grot squad had scout and he moved forward onto a close objective. My secondaries were Extend Battlelines and Cleanse. Orders went out (Take aim to the Dorn, vanquisher and artillery, take cover on the kriegs) and I started moving, Dorn and vanquisher rolled up the street, Dorn just in range of the middle objective, LRV got up enough to see the pair of dreads. Kreigs all advance from center to the far flank through the ruins. LRBT stayed and held the home objective. He had clear line to the large grot squad, which he opened up on and killed more than half the unit. LRV took his shot at the melee dread, popping it like a pimple. Dorn dropped another grot squad to half with stubber fire and dropped the center boys unit to almost a third due to some lucky HB rolling. Artie took a shot at the flamer dread, but failed to wound it. Completed Extended and tossed Cleanse. He got No Prisoners and Containment for his secondaries. He managed to fail the break check on Zodgrod and the boyz. Moving he checked the flamer dread and was just out of range with a normal move to tag my kriegmen, so he advanced it down the center to get in closer. The large boyz squad advancing down the side and the grots by the tanks converged on the Dorn. The weirdboy in the injured boyz unit tried to use Da’jump and instead of sending the squad into my deployment zone he sent three boyz into the warp. Grot shooting didn’t dent the dorn, but some decent rokkit shots injured seven kreigsmen. Zodgrod managed to charge the dorn and smacks it for two wounds. He tosses Containment and passes the turn. I get Assassinate and Defend Stronghold, same orders as last turn. The kreigmens hold position cause four flamers overwatching is not something I want to deal with, medics get three back up. LRBT and LRV swap places so the LRV has a bead on the last dread. This time it takes both the main gun and the lascannon to take the beast down. The artillery and kreigs focus fire on the large boyz squad, only killing about a third. The LRBT finishes off the one boyz squad while the dorn wipes out the remaining grots with a little split fire. That nets me Assassination and there is not really anything that can take my home objective now. Zodgrog manages to score two more wounds on the dorn in melee. Orks gain Defend stronghold as well. He basically just moved his remaining boys closer to the kreig and opened up, wiping the entire unit in a blaze of dakka. To which I call for Reinforcements. At that point he gives. With only a partial boyz unit and a grot unit left and my force pretty much unmolested. Looking back, if I dropped the enhancement to take the FOB, this would have been over sooner as a pair of bomblast into the boyz would have been devastating. For now I’m going to retire the ogryn as the firepower I can get without him is well worth it.
  4. When the new version showed up in my FLGS group chat I was like, that looks familiar. It is good to see the old designs get a new lease. Now where are my Capillary Towers?
  5. So should have a game against orks this weekend. While I could arm for them, I’m going for a more general list. Did make a few changes to my old 1K. So dropped the ogryn and upgraded the TC to a dorn TC. This also gave me the room that if I wanted to keep the FOB I could, but opted to make the swap to the artillery team and added general strategist so I could order both the team and the main kreig unit while leaving the the skull for an emergency self order if needed. Also noticed I did have too many special weapons in the squads as my brain was still on the index sheet. Fixed that and going for a plasma/long-lasx2 for the large squad and the smaller unit with the command squad is going to have plasma/GL with a second GL in the command squad itself. Since I’m running Combined Arms the GL can work in a pinch for fragging DSers with OW and just going straight to lethals. Change in the tank will add some firepower, at least this time I’m keeping my anti-infantry build to see how it works and I still have to build/paint the AT hull variant. Will grab some flesh paint as well, seems my lighter tones dried out, and get these girls finally done. Next up will be the other dorn while I wait for my heads to come in. My friend’s printer broke while doing my head order. Going to be looking into a base and display for a trio of Earthshaker emplacements i got on the cheap years ago. As well as getting more fortifactions done as I’m taking the guard as my force formthe next Extralife megabattle at my FLGS. Plan is to make an artillery base that will hit the other board. If I can find a sub-commander I’ll include the Imperial Navy element as well to give the Order side some air cover. Fitting all the tanks, infantry and defenses is going to be a test as I’m only going to have a 4’x4’ space to work with, but I have an old board piece of that size so will map it out later.
  6. So received the first batch for the CP sub. Already working on the 6 Von Ryans and a winged prime. Below is a pict of my completed prime from the Leviathan set plus the spires a friend tossed me over the holidays. I'm going to try my best to keep up with the CP mags, which will only be an issue once the termaguants arrive. It will also be my 5th squad of the buggers.
  7. Wanted to give a little update. Sorry for the poor pict, but I wanted to show some progress. Nearly finished 10 kriegs and 6 cadians, plus working on a fortification a buddy tossed me. I do need to take stock of what I have infantry wise so I can fill in the gaps and make whole squads better. At least on the cadian and later the scion sections. The krieg are easy since they were just started. Hopefully I can get a game in this weekend. With the points update I had to drop the FOBs in the 1K list, replacing it with the Artillery Team (heavy siege gun) and like to see how that works. It has fewer shots/hits, but will hit way harder. Will report in once I get to test it out.
  8. They used to be two of one type per box, IIRC they slide the extra weapon sprues in sometime last summer with a minor price increase.
  9. I have almost two of these personally already, but will pass this on to my sister and she might want to go halvies on it if they offer it here in the states.
  10. Still doing the CP magazine, got my shipping confirmation this morning. The nids will be in my Prodos Hive Fleet scheme. The chapter the marines are going to be was randomly selected on Sunday. Going to be doing the Dark Hunters (another WS successor*). Currently on the painting bench is some guard, I did finish my Winged Prime, just need to remember to take pict and post. I'm going to do my best to keep up with the magazine, unlike the last one. The spires are also mostly done, just some detail work I have to figure out and paint. *= for context the last four randomly selected chapters for my little crusade project have been White Scar successors, or in the case of the Leviathan set, actual White Scars.
  11. Honestly I'd drop both the Castellan and the tech priest and take another Kreig Command squad. You have no vehicles right now, so the tech priest doesn't have anything to really do. If you do Combined Arms take General Strategist for the extra order, if Siege, take Stalwart's Honour and attach it to the big Kreig squad so your orders grant +1 Sv as well. Least that is what I'd do in this case.
  12. Looking at the current CPs found the following contenders. GSC: The mining laser hits hard, add the leader to the unit and you can preform hit and runs with the bike unit. The ridgerunner has an ok missile rack, enough to make it a threat. GK: Just take the Dreadknight, the thing hits like a truck. I suggest taking on the warglaive first as the melta will be an issue. After that your fine. Even the strike squad can hurt them semi-ok. IA: If it wasn't for the Eversor they'd have nothing really. Just send that monkey to go Levi (Attack on Titan) on the knight while scoring your objectives. LoV: Takes to their army rule they actually have a decent chance as most of their weapons now wound on 4s and have AP. Might be best to hold the warriors into a squad of 10 to give the magna-rail rifle some cover. SW: Like the GK, this breaks down to having their own mech which is decent. It will need to get the initiative on the warglaive as it will not survive against the thermal spear, but can go toe-to-toe with it in melee. WE: Was doubting this until I read up on Blessing of Khorne. So if you can get Warp Blades to activate you have a chance as that many attacks with Lethal and AP will help out. The basic strategy against the IK CP would be to taker out the warglaive first as it is the more deadlier of the pair.
  13. Also there are some CPs we have to be careful of. I need to dive deeper, but a few that I know will have little issue with a pair of armigars are: Custodes, Orks (Beast snaggas), Guard (Rough Riders), and Necrons. Custodes have access to a lot of multi-damage weapons and are pretty sturdy naturally. The Beast snagga patrol is full of anti-vehicle/monster weapons and abilities. The new Rough Rider guard one is pretty decent. the melta mine and the RR hunting lances can do some decent damage. Necrons have the Doomstalker that can one shot an armiger on average. The destroyers have a decent melee and activating the plasmacyte will make that round pretty devastating. Not to mention the lethal amount of fire the warriors can output. I'll have to look at what is in the others later. Off hand the current marine one is ok if the terminators can get ahold of one of the mechs. The current Tyranid, Tau, Admech and Sisters would definitely be on the back foot.
  14. Actually the box contains the parts for both the warglaive and helverin in the same box if the description is to be believed. So you can build this CP on just one box of Armigars.
  15. Might as well get ready, they drop tomorrow. The DKoK make for fine Steel Legion models, which considering they were originally a paint scheme mod of the old models, makes sense. Or were you referring to a rules refresh?
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