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Indeed, the dice gods are fickle like that! Helbrutes and Dreads aren't the toughest things around so aren't that difficult to remove especially if you can muster some high damage rolls (he says, preparing to add one to his CSM...).

 

Now I have a fair few Stormies I'm wondering about fielding a pure Stormie force in smaller games - perhaps a goal I should aim for? :)

Now I have a fair few Stormies I'm wondering about fielding a pure Stormie force in smaller games - perhaps a goal I should aim for? :smile.:

Definitely - they'll look awesome on the table. I am completely biased though as I'm a big fan of the traditional Inquisition colours :D That's a point - how will you paint your Taurox? Green or red?

  • 2 weeks later...

Here's the delayed batrep for my Kill Team game. I want to field a pure Stormie list but for now I need to mix in some Guardsmen, but even so it's still quite a few models at 13:

Hidden Content
++ Kill Team List (Astra Militarum) [100pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Tempestor [12pts]: Leader, Plasma Pistol, Power Sword

+ Specialists +

Scion Gunner [13pts]: Heavy, Meltagun

Special Weapons Gunner [6pts]: Sniper, Sniper Rifle

Special Weapons Gunner [8pts]: Demolitions, Plasma gun

+ Non-specialists +

Guardsman [10pts]: Vox Caster

Guardsman [5pts]

Guardsman [5pts]

Guardsman [5pts]

Guardsman [5pts]

Guardsman [5pts]

Militarum Tempestus Scion [9pts]

Militarum Tempestus Scion [9pts]

Special Weapons Gunner [8pts]: Flamer

The mission was Terror Tactics where the idea is to get through the enemy lines and off their board edge. Fair enough normally but with a horde of 'nids coming at me I didn't fancy my chances of getting anyone through - not without thinning the horde down!

My opponent gets Initiative and advances up with almost everything - the two Termagaunts proving ineffective at shooting for it. I moved some of my troopers up, and we manage to do a respectable job in downing a couple of models, and shaking another (clear gem denoting a flesh wound).

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Fortunately I secure the Initiative in turn 2, and I decide that as the horde has enough models to block off all avenues in their advance I'm better off consolidating back and hoping I can thin them with concentrated firepower. This turns out well as the 'nids can't quite make their charges yet and righteous fire power starts taking it's toll. The 'nids actually get broken forcing two closest 'gaunts to get shaken but the game continues.

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They can make their charges now, but perform poorly - one Guardsmen is taken out but another clubs his attacker to death taking only a flesh wound!

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Fighting continues with some Guardsmen piling in to help, it's an uphill struggle but we can weather some more losses - the Tempestor heroically charging in to take some flak. Free units behind their move up to advance beyond, or lay some fire support.

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Crucially I fail the Initiative roll off, but that lets me fall back from combat. From here it's a turkey shoot and the 'nids are purged - victory to the Guard! It was a good little game, though still learning KT (no Command Points or Orders used). Numbers can be quite effective though when you start taking losses the nerve tests can be bad - less of an issue if you ensure your opponent takes them :wink:

I picked the wrong specialists/load outs here, no real use from them. Guard is also a bit short of true long ranged fire power which isn't great but that makes me think that specialising in the short ranged is best - something Stormies should be able to do. So time to get to work on the other Stormies...

  • 6 months later...

It's been a little while - not least because I've got a small backlog of batreps to do... but all journeys (re)start with a step! As part of the Relics of the Armoury event I have finished a couple of HWTs that never quite made it out of the Great Repainting Crusade many years ago:

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Yeoman's work, but another couple of models now ready for battle :smile.: Don't quote me on this, but I think these two might even have been the last models that needed the updated scheme...

  • 1 month later...

Another vow update, the Sergeant Major gets the magnets he deserves:

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Will be good to get him back on the table top :smile.: This is one less project cluttering my metaphorical desk, I'm on a crusade to complete all current projects so I can start new ones freshly without and baggage - for the Guard that means some Stormies, so look out for them next :thumbsup: Not in time for Relics unfortunately, as I won't get decent hobby time for the remainder of the event which is why I pushed to finish him this weekend ;)

Another vow update, the Sergeant Major gets the magnets he deserves:

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Will be good to get him back on the table top :smile.: This is one less project cluttering my metaphorical desk, I'm on a crusade to complete all current projects so I can start new ones freshly without and baggage - for the Guard that means some Stormies, so look out for them next :thumbsup: Not in time for Relics unfortunately, as I won't get decent hobby time for the remainder of the event which is why I pushed to finish him this weekend ;)

He looks great! I like the idea for finishing off the rest, I need to do this with my marines and then I can start my 2nd guard army

Thanks all, it was something that I was thinking of as the Sergeant Major needed a spruce up a long time. An empty desk will also be a clear mind - part of the problem is old projects nagging you, even if you put them out of sight...

  • 2 weeks later...

The Great Crusade continues; this time I've got back to the the squad of Stormies. As part of rectifying GW's mistake I've looked to modding a plasma gunner. The first attempt failed, I tried to slot in the left hand on the gun but it didn't align right so I decided that this wasn't really going to work. Next attempt was to keep the bottom of the hotshot as to ensure that the hands aligned properly.

As you can see this worked much better, and only a little GSing was required :smile.:

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Cutting down the "tabs" on the top and bottom of the barrel help reduce the size and match with the default Scion plasma, so it works nicely. I was going to remove (or replace) the charging cable but I thought that it worked well so kept it (stock will go though).

It's not a perfect fit as the plasma is a bit bulkier but works well enough :smile.: Should I get round to adding more plasma - and after this I'll take some convincing - I will consider alternatives, I still have this as something to fall back to if all else fails at least.

That's a nice and tidy conversion! A shame there is only one type of plastic plasmagunner, but then it was the same with the olde Stormies and Kasrkin too I guess. Modding plastic is a hell of a lot easier at least ;)

The metals had the advantage of being less distinct, the plastic plasma stands out more unfortunately and catches the eye. God job it's not a huge conversion task, breaking out the GS aside :smile.: I will aim to get this squad painted up soon :thumbsup:

I think it'll be a good way to standardise them especially if you're doing several :) For reference the stock went to help it fit, but it might be able to stay with other arm pairs I'm not sure. I also shaved some of the back left down to help the fit a bit more but you won't see it when assembled.

Please post when finished. Looking really good so far and I'm very excited to try this for myself. I have one finger pointing plasma gunner in each scion squad and that's just one too many in some cases...

I've decided to focus on Celestine, get her done. Partly because I've had the model many, many years so she has waited long enough but she's always a rather nice one so better to focus on her and do her properly :)

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Found a good stopping point to let the washes dry but progress is good, I've only got a few areas I've not started on yet which shouldn't take too long then just some touch ups and details etc and I'll be moving on to the Stormies :D

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