Saturday, 26 February 2011

My fisrt iron boler tournament!

 Hey! So tommorow I will be taking part in the iron bolet tournament that my local gaming club do. I will playing with chaos space marines and I cant wait till I will get them on the battle field!
 Heres my list! I know that I will not win, so this list is mostly for fun (but it will hurt my opponent also!)
HQ.
Daemon prince 155
Mark of slaanesh
Lash of submission
wings
Lord 135
Mark of slaanesh
Deamon weapon
Troops
10 CSM 210
champion/PF
Melta
Melta
9CSM 185 Rhino 50
Champion/PF Dozer blades
Melta Combi weapon
DREAD 120
Plasma cannon
missle launcher
Extra armour
DREAD 125
lascannon
Defiler 150
3x sapwns 120

So let’s see. The daemon prince will be behind the rhino or defi and lash units close to him or defi.
The 2 dreads will be far away from my army so that they will not shut them. The will be standing on the right and left flanks shooting my opponent.
The 3 spawn will be standing in front of my lines and running as fast as they can to my opponent, so my opponent will shoot them while my bad boys will be protected at least for 2 turns.
The 10 man marines will be objective holders and shoot the meltas.
The 9 man will be sitting in a rhino with the lord and moving to my opponent units for combat.
I think that I will be playing vs. GAME 1 eldar or black templars.
GAME 2 tau or necrons
    And here are the rules and mission for the tournament!
Game 1. : Grand Sale on Istvaan
Deployment.
Table quarters. Roll off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite table quarter.
Objectives.
There are 5 objectives. Place one objective marker in the center of each table quarter and a fifth one in the center of the table.
Reserves.
Both sides may place any number of units in reserve.
First Turn.
The player who would go second may roll a d6. On a roll of 6 he/she seizes the initiative and goes first.
Game Length.
Normal/Random.
Victory Conditions.
At the end of the game the player that has captured the most objectives wins the battle.
Special Rules.
Objective Specialists. Nominate one non-vehicle non-troop unit before deployment to your opponent, that unit will count as troop choice concerning objective capturing.

Game 2. : The Bar fight on Fenris
Deployment.
Pitched battle. Roll off to see which player picks the table side they will deploy in. The opposing player deploys in the opposite table side.
Objectives.
The objective for both sides in this mission is to destroy the enemy.
Reserves.
Both sides may place any number of units in reserve.
First Turn.
The player who would go second may roll a d6. On a roll of 6 he/she seizes the initiative and goes first.
Game Length.
Normal/Random.
Victory Conditions.
Both sides score one kill point for each opposing unit they completely destroy. The side that has scored the most kill points at the end of the battle is the winner.
Special Rules.
Bring me his head!!! Nominate one enemy non-vehicle unit before deployment to your opponent, that unit will count as 2 kill points when destroyed.

Game 3. : The Statue of Uncertain Liberty.
Deployment.
Split the table into halves and roll off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half.
Objectives.
Place one objective marker at the center of the table.
Reserves.
Both sides may place any number of units in reserve.
First Turn.
The player who would go second may roll a d6. On a roll of 6 he/she seizes the initiative and goes first.
Game Length.
Normal/Random.
Victory Conditions.
At the end of the game the player that has captured the objective wins the battle.
Special Rules.
The Totem of Power The objective counts as Impassable terrain. No vehicles may be closer to the objective than 6 inches.
Dawn of War The first turn uses the rules of Night Fighting.
 And finally the armies that will be played at the torunament.
 PLAYERS:
1.  - IG/DH
2.  - TAU
3.  - Necron
4.  - TAU
5.  - BT
6.  - BA
7.  - SW
8.  - ELDAR
9. .- Tyranids
10. - CSM      wish my luck!

Saturday, 29 January 2011

captain for my chapter


It’s been a while since I updated my blog, so sorry about that.
 So I was busy in school and when I hade some free time I started painting my first general for my space marines. I wanted him too look bad ass, and I think I success on that. I have painted his power sword in green. I painted it all dark angels green, latter painted big stripes with snot green, and then high lighted them with scorpion green and added some skull white. So I really like the model and hope that my all army will look like that.


Wednesday, 19 January 2011

NEW BLOOD ANGELS STUFF!














Some new blood angels models where just presented on GW website.
 The new stormraven is something cool! And I will tell you that it will also include some inqusitor stuff on the sprue! So you can use it as a grey knight raven as well!









The new dread just stoled my heart! As far as I know you kan build 2 of them from one box, if I am not wrong. The librarian one is my most favorite! And they have a psyke cannon as far as I know.

Not a big fan of the battle force, but still its qute nice.

Tuesday, 18 January 2011

Using C`tan by Serpion5

   This tactica was writen by Serpions5 from Heresy online, all credit goes to him! First of all, let me begin by saying that including a c`tan in a game of any less than 1,500 pts is a hefty investment that will probably cost you the game against any good player. That said, they are viable in larger games if you know what you`re doing.

And so I present Serpion`s guide to using the c`tan against the various armies out there. Hope this helps.

Space Marines

Space marines have access to one of the best anti c`tan tactics in the game. The dreaded Sternguard/Drop pod combo, sometimes backed up by a null zone toting librarian. Unfortunately, I have not developed a counter to this tactic.

Barring this, the Nightbringer and Deceiver both have there ups and downs against a typical marine list. Both are all but immune to small arms fire, and even the heavier weapons such as HeavyBolters and meltaguns have a hard time of wounding them. In CC you`re pretty much guaranteed to win against most of what any vanilla marine list can throw at you. That said, be wary of units that tote multiple high strength weapons, such as Land Raiders and Devastator Squads. Such units should be a priority.

The Nightbringer is an excellent choice if you want a blunt object to throw at your enemy`s lines. Get him in CC with a squad of marines/termies/honour guard and use the Gaze of Death ability. Hilarious.

The Deceiver is slightly more flexible in a sense, but these extra abilities are also situational. The Deceive ability is of very limited use given the astartes ability to auto regroup. Dread likewise can be used to assist your necrons that get trapped in CC, but don`t have high hopes of success with the high leadership marines... Of course, the Deceiver is also an effective CC unit in his own right, and the misdirect ability can be used to jump from one combat closer to where you want the big guy to be.

BT/BA/SW

CC based marine variants can be a pain, but more so to the rest of your army than the c`tan itself. Fortunately, none of these armies possess the dreaded sternguard hellfire combo, but nonetheless have their own ways of dealing with your star god.

SW in particular have the dreaded JotWW power. It has happened to me, losing the Nightbringer on turn 1 to this power. Keep this in mind when deploying and moving. Yout c`tan will likely be targeted so make sure he`s isolated to prevent collateral damage.

BA have access to nasty librarian units able to boost their strength AND use a force weapon. I would advise shooting these guys down at the earliest oppurtunity.

BT are not well equipped to deal with a c`tan beyond the usual heavy weapon toting units.

Aside from these little things, the usual antimarine tricks should work. Note that with fearless units, the Deceive ability actually inflicts wounds for a failed test. Worth considering, especially if you can also work pariahs into your list.

Eldar/Dark Eldar

These guys have access to some nasty poison type weapons that render your high toughness moot. Seer councils and those nasty splinter weapons especially come to mind. Some universal tips first, keep out of combat with seer councils! Their ability to wound on 2+ with large units of warlocks is almost as bad as the dreaded hellfire pod. Both c`tan have a get out of CC ability, if you find yourself facing down 10 warlocks, use it! Likewise, anything with a similar ability in these quantities should be avoided.

I`ll be brutally honest, the c`tan is disadvantageous against these armies. That said, the Deceiver can take advantage of their sometimes lower leadership and the other fearless units again.The Nightbringer is less useful, having merely one long range ability and then needing to get into CC with two of the most mobile armies in the game... Good luck.

IG/Orks

Firepower and lots of it. You could be facing a horde or mek list with either of these armies, so plan for both. The Nightbringer`s gaze of death is fantastic if you can get him surrounded by little guys who can`t fight back (watch out for powerfists/klaws though). The best CC units of both armies are useless against either c`tan due to the necrodermis ability. Remember, orks want to advance, and for the most part are fearless. Deceive works well, as does aetheric tempest for keeping the orks from advancing.

Dread can turn the tide if you get bogged down in protracted combats without a lith, and both c`tan are good for dealing with dreadmobs in CC.

Tau

Every tau gun except for kroot rifles has the strength to wound your star god. Without the ability to teleport or DS in any way without playing a game of Planetstrike you`ll be hard pressed to reach the tau intact, especially given their tendency to take Devilfish transports.

To be brutally honest, thge c`tan is better used as a diversionary unit in this game. Move and run at every turn, making sure to present equally threatening alternative targets in the form of destroyers or a swarm of scarabs. If they`re being largely ignored, or if you don`t have a hope of actually catching anyone, use their special abilities. Deceive can eliminate a unit from shooting effectively for a turn if you`re lucky, and the Lightning arc can take out a battlesuit or a tank with a good shot.

Needless to say, getting into CC should be your priority, especially if you can hunt down a unit of battlesuits. That said, don`t waste your time if it proves to be a useless endeavour.

CSM

Much like the standard marine list, the CSM have precious little that can seriously threaten the c`tan.

A squad of furious charging berzerkers may give you concern if there is enough of them, a nurglite daemon weapon may land a couple of lucky strikes, and then of course there are the heavy weapon units such as oblits and predators.

Remember the antimarine tactics, and you should be okay. Units that exploit your army`s weakness (such as defilers and vindicators) are easy meat for the c`tan, so try and divert attention to him as much as possible.

Daemons

Necrons are afraid of most daemons, so your c`tan becomes a valuable support unit. His ability to negate their invulnerable saves and ignore the vast majority of their attacks makes him a unit to be feared in return. Your necron warriors will be targeted, so keep him close at hand to help out when needed. The etheric tempest ability can keep those annoying daemonettes away, and the deceiver`s misdirect allows him to jump from one combat to a better location in order to dissuade a more powerful unit from attacking elsewhere.

The things to watch out for are boon of mutation, and Epidemius. BoM will turn your god into a spawn if it works, so keep your distance from thusly equipped sorcerer daemons. Epidemius allows Nurgle daemons in his army to become more powerful depending on their kill tally, so a few good combats can turn them from bloated pusbags into uber warlock unit equivalent. And they are immune to the etheric tempest...

Overall, I would not consider any of the Greater daemons likely to best a c`tan in one on one. That said, dice can be fickle (especially where Chaos is involved) so don`t take it for granted.

Tyranids

Only a few units can threaten a c`tan in CC without some form of upgrade. Toxin toting hormagaunts need to be gunned down asap. If they do reach your c`tan, use your tempest or misdirect ability; losing a c`tan to gaunts is utterly humiliating. Not that I`d know.

Other than toxin nids, the ones to watch out for are the swarmlord (ID and forcing you to re-roll invulnerables can hurt) and the parasite of mortrex (again, ID and the possibility of adding to your opponent`s forces) can also be a nuisance.

There is little use for a c`tan`s special abilities other than to escape combat or win combat. Dread and Deceive can work to a limited degree against low Ld units like Raveners and gaunts, and the gaze of death is fantastic if you find yourself surrounded by smaller creatures (provided they`re not loaded with toxins...).




There you have it. Remember, these are my tactics based on nothing but my own experience as a result of an unhealthy amount of wargaming. If you have devised any of your own tactics, I encourage you to share them.

Tuesday, 11 January 2011

Lizardmen Hunting Pack Tactica by coke123

This wonderful tactic was write by coke123 on Heresy online all credits goes to him!
Well, considering how well received my Slann Lore of Magic Tactica was, I thought I’d write up another for the Lizardmen. In the aforementioned tactica, I alluded to the two biggest arguments that occur between Lizardmen players- the first being which lore of magic to give your Slann, and the second being which of the two hunting packs to take- Salamanders vs Razordons.

Now, if you spend much time on the internet, you’ll find that the majority of Lizardmen players vastly prefer the Salamander to the Razordon- claiming that they are much better. Now, there is some truth to this, however, it’s a sort of twisted, illogical truth that I tend to disagree with. Salamanders are no better point for point than Razordons. They are simply two different tools for two different roles. People seem to think that Razordons are inferior to Salamanders because they attempt to use Razordons for the same role as Salamanders- which the Razordons will inevitably fail at. Ultimately, Salamanders shouldn’t be an auto-pick, but rather when choosing their list the player should really consider what role they need their pack to fulfil. We’ll start with Salamanders.
Salamanders are the more aggressive of the two hunting pack monsters. They are not terribly subtle- they run up and kill shit with fire. They make excellent horde killers, due to their flame templates, as well as being able to completely wreck heavy cavalry due to their insane armour modifier. Their ridiculous speed combined with their ability to march and shoot in 8th edition makes them potent flankers, as well as making them easy to position midfield in amongst your saurus to maximise you damage potential early on. This incredible movement also allows them to fight a very effective retreat, running up, shooting fire and then moving backwards whilst shooting as the enemy advances. People will point out that they can have a better range than Razordons, but in reality they don’t- to make the best use of their abilities they should be closer than 12” to the enemy. I have a few simple rules for using Salamanders; follow these and you should be burning your enemies all game.
  1. Avoid combat at all costs. As previously mentioned, these guys are terrible in combat. Never charge, even if a flank or rear charge presents itself. Shoot it instead. Always flee. Some will point out that there are times when this will be suicide, as the enemy will catch you. This brings me to my next point. If you get them into combat, you’re minimising you damage potential and are quite probably handing you opponent Victory Points.
  2. Your optimum killing range is about 5-8”. If in the enemy’s front arc, never get closer than 8”- the length of the flame template. You risk being caught when fleeing. When attacking the flank or rear, 5” is about right, and you can decrease this to 4” when attacking a unit in horde formation in the flank. Any closer and there’s a good chance you’ll overshoot, or at least do a negligible number of hits as the fat end of the template overshoots.
  3. If attacking the midfield, these guys should be advancing with saurus, so they can hide behind them as the saurus receive charges for them. The same really applies when hunting heavy cavalry. This essentially stems from rule one.
  4. Remember, the attack is only S3. Don’t bother attacking T5+.
  5. Don’t use these guys against High Elf Dragon Princes. I forgot about Dragon armour and learned that the hard way...
Now, on to Razordons. I’m going to do this part in bold, underlined and italics, and caps lock, just to make sure you get it. DO NOT USE THESE AGGRESSIVELLY. THESE GUYS ARE DEFENSIVE, IF YOU WANT AN AGGRESSIVE PACK, USE SALAMANDERS. The reason people think these are worse than Salamanders is because they keep comparing them to Salamanders. They do different things. The main draws of Razordons over Salamanders can be summarised as three things-
  1. Superior Range. They’ve got 12” range, use it.
  2. S4. Whilst they don’t have the lovely save modifier of Salamanders, they will wound higher toughness models.
  3. Super awesome sexy Stand and Shoot power. This is the main reason for their existence in your list.
Under the current ruleset, these guys will not get as many hits on units as Salamanders, and they will not cause as many wounds on higher AS troops. This essentially means that they are most effective at attacking smaller units, or lightly armoured medium toughness units- Fast Cavalry, ogre/troll equivalents, even other skirmishers, and elves. However, their main strength is as a deterrent. Very few enemy units are going to want to charge three or even two Razordons, each getting six and four artillery dice as their Stand and Shoot reaction respectively. To this end, it’s clear that these guys aren’t suited to the balls out aggression that Salamanders are capable of- they are best placed on flanks as guards against flanking cavalry, turning anything that dares attempt to negate your precious rank bonuses into a pincushion, or alternatively guarding anything else that you deem needing protection- in fact, these would synergise quite well with Salamanders- Salamanders shooting at large units whilst Razordons guard against the inevitable charges that will be thrown at the Salamanders. A few rules for Razordons-
  1. Make the most of your range- There are no to hit modifiers for long range or moving, so once they have guided your Saurus into combat, and have negated any threats to their flank, move back and maintain distance. If the enemy close enough to negate their Stand and Shoot reaction, then the poor Razordons are dead.
  2. Use them defensively- covered above.
  3. Remember that they are there to protect your other units from nasty charges and to soften enemies up- don’t worry about them dying, the charge reaction is more important. Not to mention they will devastate anything that charges them with shooting
  4. Like Salamanders, never charge. Shooting is more potent, and they will contribute little to a combat. One should also note that they really shouldn’t flee ever, as if they would be allowed to flee (meaning that their Stand and Shoot reaction is negated) they will likely be caught. If this is the case, then obviously it’s better to fight a combat that might result I killing a few models than to have them destroyed outright.
So I hope that helps people see that Razordons are still a good choice for Lizardmen, and that it's not really fair to judge them along the same lines that you would Salamanders- they're not designed for the same roles.

Monday, 10 January 2011

 Hi, I dicided that my old saurus skheem dident fit the army so I went repainting them. I went with a darker green like my TG but a little bit diferent. I really love the shield, I dident expekt such color on them soo I really love the scheem!

Friday, 7 January 2011

Tne new fluff for my chapter.

While my lizardmen are getting done I wanted to present you the new fluff for my space marines chapter.

Name-Black ravens
Founding chapter-imperial fists
Founding-3st founding chapter
Chapter master-Ellyron the black
Home world-Mastral Elmurus
Fortress-monastery-Captain ship
Main colors-black and grey
Specialty-Hunt down alpha legion
Battle cry-For the hunt
Estimated strength-1000

We hunt in shadows, but emperor gives us the light that we need. Hunt or be hunted.

Home planet Mastral Elmurus.
The planet is populated with human tribes. The tribes man follow the honor of hunting. The planet it self is fully covered with big massive trees and swamps. The tribes man have learned how to leave in such conditions and how to survive on a planet full of wild beasts. It is told that the beasts fear the tribes man more than they fear the beasts.
History of the chapter.
The chapter was created by the high lords of Terra. The chapter was created after Horus heresy when plenty of traitors escaped. It was they're job to find the traitors and kill them, or bring them to justice. But the High lords realized that one chapter cant do it, so they have decided that they're main mission is to Find the enemy but not to fight them.After the chapter was formed they where broth to they home planet along with they're first chapter master Vezall. Landed on he planet they found one of the tribes, the symbol of which where a raven. Verzall dident awnt to kill the owners of the planet proposed to split the theyr territory in 2 parts. The 1 part will belong to the tribes man and the second to the marines. On such terms they all agreed and let the marines leave on the planet. In future the 2 populations began to work together, helping each other in some things. The leader of the tribes man offered Verzall some trening on how to hunt down a prey. So began the future fate of the chapter. Every one of the tribes man trained the marines in hunting details. Marines begun to cognize more and more in hunting and soon with full confidence the chapter could call them self the hunters.
They took the traditions of the tribes as they're own. The tribes man that reaches the 4th hunting step is allowed to own the spear of hunters and there is only 5 steps, the 5th step is the most dangerous, when the hunter reaches the 5th step hi must take the souls of his master in his own so that his master will leave for ever. It is spoken among marines that Verzall is 1 of 2 among his chapter one who is able to reach this step.
  The more the chapter hunted along with the tribe, the more they turned willed. The tribes man also teached marines how to control they're wailed nature and use it only in battle, at home they should stay come and never attack they brothers.
On one ritual hunt when Verzall and the tribes chief went hunting alone, the chief offered Verzall and his chapter to become one with the tribe. At this point it was an honor to become one with they're teachers. When they returned to home with a big prey Chief told every one that the Black ravens are now one of them. So from that they every black raven marine has a tattoo on his face symbolizing the tribe, and every one of them has the symbol of hunting on they shoulder pads. In time the tribe and marines have clamed more and more of the planet territory fighting with other tribes.
Now Verzall is death and buried on his home planet. Over his grave stands a huge statue of him self. Before his death Vazall has told every one that a true chapter master should defeat alone one of the strongest beasts that leaves on the planet in prides. The beats is called among the villagers Amaruzu, it is something similar to an lion with an head of crocodile and legs with venomous claws. After the death of Vazall only 2 marines have defeated the beast. The first who has defeated him has died latter on in a battle with tyranids, but the second one leaves today and is told to be stronger and wiser then Vazall.
  Black ravens today.
The chapter prefers close combat rather then shooting. They land behind enemy lines in drop pods while the enemy fights assault marines and dreadnoughts. Because of they're wailed nature, the chapter has many great victorys behind they're backs, most of them where against traitor marines and orcs, who some times stand in they way while they gather information about traitors.
 The chapter work closely with Ordo Hereticus, which often take the help of black ravens to hunt down the traitors, the alpha legion which most of the time have escaped the sword of the empire and continued to terrorize the empire. The ordo respects the job of the chapter and as recognition have promised to restore the numbers of the chapter when it will be needed.  As respect of the ordo, on the left shoulder pads the chapter cares the symbol of the inqusitors. 

 Many time the chapter was fighting along side with guardsmen. All this battles where failures because of the little experience of guardsmen. In all reports the guardsmen wrote that it where the dark ravens because of which the missions field. After the last report in which  when the general of guardsmen wrote that the dark ravens are irresponsibil and ignorant and don't know how to fight a battle, Ellyron decided that no more allays with guardsman will be taken as one.
  The chapter have some respect of eldar who also hunt the traitors. They respect the fighting style of the eldar because it is like they own in some parts.
   Heroes
Ellyron the black- The 3 chapter master of the black ravens. There are rumors that his master was the first chapter master and he was able to reach 5th step of hunters and taken the souls of vazall, but no one knows for sure.
he willed pair of lighting claws and prefer to reach his enemy in a drop pod and join close combat. He wears a helmet that is very damaged but hi never changed it after he was nominated as chapter master.
Captain Nikolai-The captain is young but cruel in battle. His favorite weapon is a power sword which hi always takes in battle. He usually joints a unit of 10 marines. He is told to be one of those who can be the new chapter master, so strong he is. He never lost a battle before and hes marines respect him for who he is.
Egory-Chaplain of the chapter. Is a very cruel warrior. Never leaves hes enemy alive. In battle he is very fast and the enemy doesn't knows when he will strike, he is also called the snake.
The wise Imayl.-Librarian of the chapter. Prefers not to take part in close combat, hes element is battle in distant, shooting. He is a very good strategic. Hes goal is to be one of the greatest librarians in the empire.
Captain Caren- Commands  4th fleet
Captain Farus- Commands 5th fleet
Captain Regan-Commands 6th fleet
Captain Markus-Commands 7th fleet
Captain Larim-Commands 8th fleet, and is told to be once the commander of the 1st fleet.