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8th Edition features Data Cards - all your faction's psychic powers, Tactical Objectives and Stratagems. They're released with the codex, so rock aside you'd miss them as there's no Inquisition codex yet. Chapter Approved did add some bits for the army though so worth checking out :tu:

It's very easy. The torso is in front/back halves so you can remove the bit for the proper head to sit to if required but I didn't need to do anything - just glued the replacement head in and done :tu:

It's very easy. The torso is in front/back halves so you can remove the bit for the proper head to sit to if required but I didn't need to do anything - just glued the replacement head in and done :thumbsup:

Can we get a close up of the replacement head? Commissar looks awesome, maybe add an arm or two to the corpse? I think it'll add a lot to the base

I've Green Stuffed some entrails, along with the modelling sand that will be set for me to see about adding an arm tonight. Weather is cooler too so shouldn't be any problems priming afterwards either :biggrin.:

I chopped down an arm to give some protruding bones, along with some battle damage he's suitably dead :tongue.: Entrails don't work very well in this picture, but they are layered up a bit.

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Plus here's "Greyfax":

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Once the glue has had time to properly set I'm off to prime them :smile.:

Plodding along, should get to more exciting bits tomorrow:

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The method for Word Bearers I used required a finer hand for the highlighting, so I had to rework that a little but at least with that mostly done I can focus on the actual model :tongue.: Bullgryn coming along nicely but I'm well versed in painting them now :wink:

I'm not sure about my Scions now, looks like I may need to accept that I won't work on assembling them until I need to :lol:

Bullgryn is done:

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It's easier to do different models separately, plus I need him for a game this week :wink: I think I'll save the Lord Commissar for last :smile.: Then Scions! :biggrin.:

A small interruption to painting, the new models get a game in!

1850pts - Scorched Earth

144th and House Brunen vs Grey Knights

144th, House Brunen

Hidden Content
++ Battalion Detachment +5CP (Imperium - Astra Militarum) [1073pts] ++

Regimental Doctrine: Cadian

+ HQ +

Company Commander [31pts]: Boltgun, Chainsword

Company Commander [31pts]: Boltgun, Chainsword, Grand Strategist, Kurov's Aquila, Warlord

Primaris Psyker [46pts]: Force Stave, Nightshroud, Psychic Barrier

+ Troops +

Infantry Squad [50pts]
6x Guardsman
Guardsman W/ Special Weapon: Grenade Launcher
Heavy Weapon Team: Mortar
Sergeant: Laspistol

Infantry Squad [50pts]
6x Guardsman
Guardsman W/ Special Weapon: Grenade Launcher
Heavy Weapon Team: Mortar
Sergeant: Laspistol

Infantry Squad [50pts]
6x Guardsman
Guardsman W/ Special Weapon: Grenade Launcher
Heavy Weapon Team: Mortar
Sergeant: Laspistol

Infantry Squad [55pts]
6x Guardsman
Guardsman W/ Special Weapon: Flamer
Heavy Weapon Team: Heavy bolter
Sergeant: Laspistol

Infantry Squad [55pts]
6x Guardsman
Guardsman W/ Special Weapon: Flamer
Heavy Weapon Team: Heavy bolter
Sergeant: Laspistol

Infantry Squad [55pts]
6x Guardsman
Guardsman W/ Special Weapon: Flamer
Heavy Weapon Team: Heavy bolter
Sergeant: Laspistol

+ Elites +

Bullgryns [168pts]
Bullgryn: Bullgryn Maul, Slabshield
Bullgryn: Bullgryn Maul, Slabshield
Bullgryn: Bullgryn Maul, Slabshield
Bullgryn Bone 'ead: Brute Shield, Bullgryn Maul

Ministorum Priest [36pts]: Bolt pistol, Chainsword

Ratlings [45pts]
5x Ratling: 5x Sniper Rifle

+ Fast Attack +

Hellhounds [202pts]
Hellhound: Heavy Bolter, Turret-mounted Inferno Cannon
Hellhound: Heavy Bolter, Turret-mounted Inferno Cannon

Hellhounds [105pts]
Bane Wolf: Heavy Flamer, Turret-mounted Chem Cannon

Scout Sentinels [94pts]
Scout Sentinel: Autocannon
Scout Sentinel: Autocannon

++ Super-Heavy Detachment +3CP (Imperium - Imperial Knights) [777pts] ++

Exalted Court: Exalted Court: 1 Extra Warlord Trait (-1CP)

Heirlooms of the Household: Heirlooms of the Household: 1 Extra Heirloom (-1CP)

Household Choice: House Terryn, Questor Imperialis

+ Lord of War +

Armiger Warglaives [177pts]
Armiger Warglaive: Meltagun

Armiger Warglaives [177pts]
Armiger Warglaive: Meltagun

Knight Paladin [423pts]: Heavy stubber, Heirloom: Armour of the Sainted Ion, Reaper chainsword, Warlord Trait: Landstrider
Character: Exalted Court Member
Rapid-fire battle cannon w/ heavy stubber: Heavy stubber, Rapid-fire battle cannon

Grey Knights

Hidden Content
NDKGM

- Gatling psilencer

- Heavy psycannon

- hammer or something nasty

Librarian

- Fury of Deimos

Ancient

- Falchions

10x PAGK

- Hammer

- Halberds

- Psycannon

10x PAGK

- Hammer

- Halberds

- Psycannon

10x PAGK

- Hammer

- Halberds

- Psycannon

Razorback

- Twin-linked lascannon

Venerable Dreadnought

- Twin-linked lascannon

- Twin-autocannons

Stormraven

- Multimeltas

- Twin-linked lascannon

- Hurricane bolters

We always randomly roll to see what book, mission type and mission we use and this turned out to be the first time we've played Scorched Earth. I think it's pretty interesting with the ability to raze a point. I was keen to get my Armigers into battle (codex arrived this morning, no doubt by the Omnissiah's grace) along with the new Bullgryn so I think I probably could have crafted a better list if I had started from scratch rather than "upgrading" a list.

Deployment was fairly straight forward, and typical for the match up. I spread my forces around and decide to split the Armigers up to try and avoid a zone of avoidance. There's nowhere to deep strike in my deployment triangle thanks to the number of units I have, and I'm poised to surge forth to gain ground and objectives.

With the 144th gaining first turn, I'm in a good position to start with!

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Turn 1

The Scout Sentinels having scouted up can easily move up the hill (making the most of our new battle realm board), and the central flame tanks move up and pop smoke ready to advance on the enemy when they arrive. The right Hellhound moves up to capture the nearby objective and some minor movement on the left flank secures a third (the first held by Firionel and the nearby Infantry Squad).

The right Armiger warms up the Thermal Lance and slaps the Razorback for four wounds - nice! The booming of Rapid-fire Battlecannon finishes the job, the explosion and Hellhound's attention inflicts some wounds on the PAGK nicely. Otherwise there's not much to do as my list turns out to be pretty short on long range fire power, so most of my forces wait.

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There's not long to wait as reinforcements arrive in full! The left Infantry Squad escorting the Armiger is wiped out, and the Armiger itself takes some hits. A Sentinel is destroyed and the right Armiger is knocked out by the Stormraven unleashing everything :sad.: The right Hellhound is assaulted, but not before melting all but one of the assailants which is good.

The GK aren't hanging around so I need to respond to this forcefully to try and regain some initiative.

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Turn 2

I'm able to secure the objectives well enough, ideally I need to increase that lead but I also need to deal with the dangerous units or any lead won't matter! With the remaining Armiger hanging on with one wound I decide to send the Edelweiss to help (it's what she would do), and move up my assault tanks to harass the enemy. The right Hellhound having escaped unscathed due to the Justicar's incompetence with his hammer, and moves to take an objective. The lone Justicar survives well against the fire power arrayed against him, but falls eventually.

Flamers gout death, and the Banewolf gets to unleash some pain (first time it has survived long enough to do so in a while!) which spanks the central PAGK squad. Along with some falling mortar shells the squad is wiped when the two survivors flee. I pour some firepower into the Stormraven and plink a few wounds off, but the Paladin delivers the real damage reducing it badly.

There are more pressing matters to attend to though; the Edelweiss charges in to try and save the Armiger but bounces of a 3++ :sad.: The Armiger is unable to strike true either and is destroyed - definitely not how I wanted it to go.

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The GK move up and continue to press. The Stormraven throws everything at the Bullgryns leaving them down to the Bone'ead and a single wound Slabshield. They suffer a bit on the charge thanks to the Banewolf hitting the Ancient with two wounds, but they hit hard with D3 damage and it is reduced to three wounds.

I burn Command Points to strike first with the Knight but again fail to get through saves - it's not looking good as the D6 damage (minimum three) from each hit is taking a toll. Fortunately with Firionel's support I regain and steal points well enough :smile.:

gallery_30308_10077_14671.jpg

Turn 3

It's looking a bit dicey in places. Thanks to a 3++ and good rolls a lot of points and power are achieving nothing and I've lost some strength from the Bullgryns before they even swing. The left flank needs to pull something out of the bag or things are going to start looking very bad as my Guardsmen won't have the fire power to deal with them.

The Knight falls back a little and the Bullgryns move up. The Banewolf also falls back, and the right Hellhound moves along with the Advancing Sentinel to capture some more objectives. I'm building a good lead here, but it'll count for nothing if I'm only left with Guardsmen! The second Hellhound moves up to try and handle the Dreadnought (fortunately misfiring with his Lascannon).

The charges go off well, and supported by the priest the Bullgryns reap some vengeance battering the NDKGM down to five wounds. The Knight finally gets a single wound through, hitting it for six which is enough! The GM gets to strike back thanks to the annoying Stratagem, but the Edelweiss holds on with three wounds remaining letting the Bullgryns consolidate into the Librarian.

Perhaps most important is the Stormraven is taken out by dogged shooting by most of my army! The Primaris Psyker lends help with Smite, but it takes the Edelweiss's guns to finally finish the last wound off. I was hoping to use them on the NDK but thanks to the Bullgryns not necessary - plus the Primaris Psyker for denying Sanctuary :smile.:

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The GK are starting to run out of forces, but my heavy hitters are running out of steam. The central units stay stationary to shoot, the GK wary of the fate of their peers who tried to charge a Hellhound. The Librarian Gate of Infinities out of combat with the Bullgryns to Vortex of Doom the Knight :sad.: Shooting takes out the Bullgryn leaving the Bone'ead on a single wound.

I'm more lucky elsewhere, as the stationary GK only plink a wound off the Banewolf and the Hellhounds hold against the Venerable. I'm in a good position but can't afford to be lax...

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Turn 4

I move my forces up intent on breaking the enemy once and for all, lasgun and Banewolf fire finishes the PAGK off and the Ancient is finished off by the Primaris - useless at casting powers early on but he came through in the end! The Venerable suffers some damage against the Hellhounds and Guardsmen but holds at half strength. The Priest and Bullgryn charge into the Librarian (Priest down to a single wound in doing so) - I'm not expecting it to end well for them but there's no real alternative.

The Emperor smiles down on His faithful though, and aided by the Priest the Bone'ead clobbers the Libarian into paste! A great result netting me Slay the Warlord and an unassailable lead in Victory Points :smile.: With my Hellhound charged into his Venerable my opponent concedes - victory!

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The battle was a bit of a slog early on, if I hadn't had got good rolls for shots on the Edelweiss and Hellhounds consistently it'd probably be a different story as that early output helped leverage an advantage that proved crucial to keep building on. I am continually impressed with the Hellhounds and the Bullgryns with Priest support really do hit hard, great to have them being so useful :biggrin.:

The Armigers were good, but sadly suffered from New Model Syndrome and got a lot of attention. I expect they'll do better once I've got the hang of them. It'll help if I don't rush a list, as it wasn't until the game was underway I realised just how short of long ranged quality firepower I was :laugh.: This is the first time the Ratlings have survived a battle, they even got a couple of wounds in on the Stormraven (from a single shot and Mortal Wound).

It was also an unusual list in that I took special and heavy weapon squads. The Guardsmen didn't really achieve much so I'm not sure how effective it was. Next time I think I'll go for a more traditional Guard list.

Before then there's some more painting to be done though...

Thanks Reviler, yes it's an Escher head works well didn't even need to do anything just stuck it on :P Convenient too as I had been pondering what head to give her for some time prior ;) It's not freehand on the cloak but recessed detail, so I can't take much credit for that though given how thin it was makes me wonder if freehand wouldn't have been easier :lol:

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