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From the ground up...


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Alright lads, here is the deal. My gaming group (really just me and my brothers) is rather... lax as far as actual painting goes. So we have mutually decided to create a campaign to help force us to paint our armies. We are going to start at five hundred points and move up from there to 1000 and then 1500 point phases. The rules are that 1) your list cannot be changed after the first battle until it is fully painted and 2) your entire force must be painted before you can increase army points for the next phase of the campaign. Because of rule 1) I want a pretty solid footslogging list to start with. So here is what I got so far.

 

Rune Priest Vafthrudnir the Wise w/ Murderous Hurricane and Stormcaller

Grey Hunter Pack Kvasir (10) w/2x plasma guns, Mark of the Wulfen

Grey Hunter Pack Sven (8) w/flamer, Mark of the Wulfen

Long Fang Pack Horst (4) w/3x missile launcher

 

Other armies in the campaign are tau, orks, imperial guard, and there might be some Ultrasmurfs. Any suggestions? Ales to all those who are helpful. I'm going for viable footslog so don't suggest transports or I might borrow Bran's sock ;)

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Rhinos and Razorbacks (dodges the swing from sock of doom) Nah, im kidding,it seems like a pretty solid list, but I would get rid of the second pack of hunters and get some blood claws, I know the averages and such say they are worse than Grey Hunters, but I love the little phsicopaths(No idea how to spell that <_< )
Its spelled psycopaths, and yes, I love them too. In fact the first thing I plan to add at the 1,000 point mark is a unit of skyclaws along with a wolfpriest to lead them. Other planned additions include fleshing out Sven's and Horst's packs and then adding another unit. As to what that unit will be I was going to wait until I play a few games to see where my major weaknesses are against the various hostile lists. Thanks for the comments lads, ales on me!

Once you break out of 500 points you will need at least a third troop choice, whatever it may be. And Rhinos/R-Backs for all.

A Lone Wolf in TDA w/ SS and chainfist or hammer will soakup a decent amount of fire or go toe-to-toe with dreds and nobs and the fist can carve up tanks. And they are cheap!

Get a Whirlwind to stomp the infantry.

The Rune Priest is a great choice, maybe run 2 at the next level. You should know, the Tempest Wrath will wreck Tau suits. So fun. And a Chooser of the Slain is great during deployment to protect your rear.

Its spelled psycopaths, and yes, I love them too. In fact the first thing I plan to add at the 1,000 point mark is a unit of skyclaws along with a wolfpriest to lead them. Other planned additions include fleshing out Sven's and Horst's packs and then adding another unit. As to what that unit will be I was going to wait until I play a few games to see where my major weaknesses are against the various hostile lists. Thanks for the comments lads, ales on me!

 

Bloodclaws are PSYCHOPATHS.

Oh, right, I always forget the 'h'. In any case, first battle fought, victory for the wolves!

 

His list:

Warboss w/ pk

12 shoota boys, nob w/ pk

10 grots

5 lootas

3 killa kans w/ kmb

 

I played against the orks and won by the skin of my teeth. Seize Ground, Spearhead deployment. I deployed WAY to close to the center of the board and was assaulted ork turn 2. Fortunately I had first turn and shot the crap out of him. Warboss was with the grots providing cover for the kans. grots died in shooting, warboss in assault before he could kill me (I LOVE MotW!), and the shoota boys assaulted GH pack Sven leaving four wolves standing all at the end of turn 2. Subsequent round saw Lootas ripped apart and killa kans destroyed with krak grenades but not before they killed a few lads.

 

Stars of the game: Wulfen lads. Killed many orks and put the as wound on the warboss before he could slaughter me. Beautifully done.

Wimps of the game: Long Fangs. Killed NOTHING, couldn't even scratch the kans before assault. Need to increase their numbers if they are to be effective antitank.

Lessons learned: Deploy far back in dz when facing orks no matter the range of most my weapons. So what if only the LFs get to shoot for a few rounds? Also, get powerfists. The only thing that saved me against the kans was the way the vehicle squadron rules are written, making that immobilised result a kill.

Conclusion: Christians:1 Lions: 0. Those who have read the SOG books by Srgt. Plaster know what I'm talking about.

I really like these kind of 'collective gaming and painting' campaigns - it is surely the best way to try and get some of that painting you've been putting off for ages done and gives you definitive timescales to do it in. One amusing system I heard about docked you a model in each unit over 5 models if it wasn't painted - that kind of thing can really cripple your beautifully undercoated terminators...

 

Oh, and congrats on the win :sick:

What were you using that your long fangs couldn't get any kills? or was it just really horrible dice rolls.

A mixture of horrible dice rolls, warboss and co. giving them a walking cover save for two turns, and the fact that 3 or less missile launchers do NOT make a reliable antitank unit. In three turns of shooting they came up with two glancing hits that resulted in crew stunned. When we move up to the next phase I think I will add two longfangs with lascannons. That should allow the unit to actually make some antitank kills.

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