Friday, July 31, 2009

Gawd...I Love Friday

You know what guys...

It is Friday...

SWEET AS HECK...I am heading out of town on Wed morning at 730am with my daughter from the Airport to Arizona...from NC...this ought to be fun...so seeing that I have had my hands full getting everything ready I put a new idea up on the Forums Copy and Paste as I will be calling it...and then edit to make the words seem to fit better...haha...So there is a chance I will miss next weeks Friday Post as well as anything else I might post next week...haha

So until I talk with you guys and gals later...

Here is a pic to keep you happy till then...



Yeah...I would totally do her...

Monday, July 27, 2009

Some Copy and Paste

I enjoy going to Rogue-Market.com I have found quite a number of useful tutorials as well as posted a few of my own there...so to make sure you see the cool stuff...

I am going to copy and paste it onto my blog here...with a direct link at the bottom to see the person's own work...

Cause I am cool like that...HAHA

Brick Wall Tutorial

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Need a nice little piece of scenery to make your base or board stand out a bit. Here is a simple and quick way to add a nce piece of flair to that

Step 1. Get you a picec of foamcore! Cut it up cause this will be your main piece of the wall.



Step 2. VERY IMPORTANT YOU USE THIS OR SOMTHING SIMILAR. Get some type of sealent or putty to cover up the foam if not when you spray the primer it will get ruined, I recommend this



Step 3. Get some magazine subscription cards an cut them into strips then into little blocks, these will be your bricks.





Step 4. Glue your bricks onto the foamcore, in a brickwall pattern, the sizes of the actual bricks can be left up tp you.



Step 5. Time to spray the primer



Step 6. Paint. I like drybrushing it because it brings out the brick work. Here I painted it with all shades of grey, bleached bone, and white. Now your done!



Heres a example of it on a base:







The Link to the Real Brick Wall Tutorial...with Bad Spelling and all...haha

Friday, July 24, 2009

Gawd...I Love Friday

Three full months...I am glad to have been doing this...I am thinking of doing something like I did for the scouts with Tact Marines and other squad types...

but seeing that I am busy at work all I got is the pic

Later guys and gals...

Thursday, July 23, 2009

I got to ask...

Should I stay a loyalist with my 5k worth of Space Marines... have a viable apoc army at any point in time...

Or should I split the army in about half and have half as the Loyalist with Scouts and Razorbacks...and the other half with smaller Land Raiders and no storm bolters...

I dont know which way to go as I have already acrude 9 wins with the Icon or Khorne alone...

Tell me what you guys think and we will go from there...

Saturday, July 18, 2009

OH DEAR GAWD...

The sheer numbers...ever get a chance to play an apoc game...you should...just make sure you have the time...I got a chance to use every model I had...3 Chaplains, a Librarian, 3 Techmarines more Apothocaries then you could shake a stick at and 11 tactical squads...11 man...good gawd it was great for me...over 7,000 worth of points to me alone...had two other team mates another Space Marine player with 2,500 worth of points and an Imperial Guard with 5,500 worth of men and tanks...and he had over three times as many as the other SM player and me...haha...Plus we got to use some other Titans for the Imperial Side...it was f'in sweet...

Against 15,000 points of NIDS...

Ever seen a Bio-Titan...I have...it dies real quick against two Warhound Titans...(The Warhounds were the stores and no I did not take any pictures...sorry)...

Using a giant field we lasted two full turns before they were in range to assault...well assault our first line of defense which was me of course...as I the most points so I was in the front line as well as the right side of the board holding that side...Imperial Guard in the middle and the other SM player to the left side...nids everywhere else...haha

Wave after wave of gaunts, and warriors, and everything that came in range died in the most horrible fashion...but my men knew we were just buying time...And because my men were made of sterner stuff (I guess this was before we lost so many to the Necrons and then to Chaos Powers...haha) but in the end the nids got to my first line of me...That is when I dropped in my first 10 man squad of terminators right behind them...and ate up the two other warriors squads behind the one that just assaulted me...none of them surivied...then my terminators turned around and opened fire again into more hordes...3 rhinos raced forward with a Land Raider Crusaider and tried to pick up the 10 men and get them back to our lines...I was able to save 4 of the 10 men that day...but the terminators were able to take out 4 squads of gaunts and 1 of the Mr12 shots...Powerfist for the win...haha

Moving in Reverse and firing as we go we reaped a fearsome tally...

By the third turn the left side with the other SM player was hit...almost full force...the right side where I was simply killed everything that came close to them before assault range was even meet...the men in the front...killed everything they could...and right before turn four jumped back into their rhinos and pulled back the full 12 inches...allowing them to live to turn five...but by now the nids were in range of the Flashlights of DOOM...haha...silly Imperial Guard thinking they can kil...OH MY GAWD...That is right the massed fire of 5k worth of Imperial Guard weapons killed everything...but everything was not done yet...the SM player to the left...dissappeared under waves of gaunts and warriors and everything nid...and turned their attention to the Imperial Guard...

So I did what any Space Marine Commander would have done...full out 12 inches and make a wall with my Rhinos...as the Rhinos were blown up my men just open fire killing everything that was in range...rapid fire was my friend...till the next turn...the front line Space Marines were now the Left Side Space Marines with the two or three squads left from the orginal 2500 points and my divereted about 2k as well...combined after turn 5 we had maybe 1000 points of men left...and they were dying quick...the Imperial Guard fired everything they could but not enough was killed...the Warhounds had already been taken out two turns ago after putting a nice sized dent into the Nids...or so we thought...stupid Nid rules of coming back into play from the farside of the field...stupid apoc extra rules...haha

down to about 3500 worth of SM points I charged forward...I would end up reaping a fearsome tally on turn six and even turn seven...and I surived longer then either of the two other guys on my team...but in the end...my suriving terminators made a circle...

and fought to the last...
Turn 1


Turn 6


Turn 7

Friday, July 17, 2009

Gawd...I Love Friday

11 weeks worth of information...and that new scout post I did yesterday has already gotten a few things of feedback...that was pretty cool...found that article I wrote gawd...when the codex came out...

If you have any ideas tell me about what you think I should do to add to this blog...I am all for new ideas...even if they are not mine...haha...

I will just cut and paste until they are anyway...

You know the email now...jokerjr101@yahoo.com make sure you put a title like Concerning the 40k Blog or something like that...if not I will hit the spam button...haha

And so once again I leave you with a picture I think is worth it...haha

You might remember Gigi Edgley as the white skin crazy woman on Farscape...man I miss that show...it was cool

Thursday, July 16, 2009

Space Marine Scouts

Ah, Scouts the under-rated, under-used Space Marine half-breed step-children.
Before we launch into the uses of specific types of Scouts, let's address the elephant in the room.

Why the hell would anyone take Scouts?

Two things: They are scoring units and they are cheap as hell. And when I say Cheap I mean cheap as hell comparied to any other unit in that codex...PERIOD...

The main thing Scouts have going for them is that they're a Troops unit. That means they can capture objectives. In 5th Edition, with 2/3 Missions involving scoring units, this is definitely something to keep in mind. In the amount of games I've played since 5th came out, I've noticed a shift from the old days of only taking your obligatory 2 Troops units then loading up on elites/fast attack/heavy support. Troops are now the MVP's of the army, and with Space Marines you only have two choices, the Tactical Marines of up to 10 men with bolters a special weapon (flamer, melta or plasma gun...) and a Heavy Weapon (HB, MM, LC, Bla bla bla)...throw on a Rhino for 35 points and go at it...or like this topic is about the Scout.

The second thing they have going for them is that they're cheap. Looking only at 5 man squads, Scouts are 15 points/model, whereas a Tactical Squad Marine is 18 points/model. If we beef these squads up to 10-man squads, they become even more efficient at 14 points/model for Scouts and 17 points/model for Marines. A Space Marines army will rarely be the side with more models on the table, and some army builds will feel that deficiency more than others. Scouts can help out a great deal by putting more bases on the table for the same points, or possibly opening up some points for a desired other unit/upgrade by trading out a Tactical Squad for a Scouts Squad.

How are Scouts different from Marines?

The biggest difference you'll find is in their stats. Scouts have a WS and BS of 3. hey're not as accurate, but for the most part, having Rapid Fire weapons helps to alleviate that. Also, they have an Armour Save of 4+. It's not Power Armour, but it's the next best thing. Also, not to be forgotten, they can infiltrate. Start the game off with a few Objectives already captured.

Different types of Scouts

Close Combat Scouts
Scouts have an option to replace their standard gear with a Combat Blade or a Shotgun for free. Why did I include Shotgun in the Close Combat section? Because it's 12", S4, Assault 2. There isn't even any Armour Pen. Considering their standard-issue Bolter is 24", S4, AP5, Rapid Fire, why would you take a Shotgun? The only time a Shotgun is preferable to a Bolter is shooting prior to an Assault. Rapid Fire weapons cannot be fired in the Shooting Phase prior to an Assault, but an Assault 2 weapon can. The 12" range pigeon-holes their role even further. What I plan to do with my Scouts is make a 10-man squad with 5 Combat Blades and 5 Shotguns. It's a delicate balance figuring out how many Blades to Shotguns in a squad. The more Shotguns, the stronger the pre-assault Shooting Phase...potentially softening up the target and making the Assault Phase easier. The more Combat Blades, the stronger the Assault Phase.

Long Range Scouts

Also an option is to equip your Scouts with Sniper Rifles for free. 36" range, AP6, Heavy 1. Sniper rifles wound on a 4+, regardless of Toughness (great for Carnifexes and Wraithlords) and have Rending to boot! Any roll to Wound of 6 immediately causes a Wound and makes that shot AP2! The "Heavy 1" and 36" range of this option are what make this Squad build a Long Range Scout. Best thing to do with these boys is to sit them in Cover with some Camo-cloaks (+1 to your Cover Save) somewhere removed from where the heat of the battle will take place and attach a heavy weapon like a Missile Launcher or Heavy Bolter.

Mid-Range Scouts


Standard Issue Bolters for the win. These Scouts find their role in the thick of things alongside their Brother Marines. Due to the lack of Combat weapons, play the mid-field and use their Rapid Fire to the best of its ability. I've taken a Heavy Bolter along for when standing your ground is what's called for. On the move, he still has a Bolt Pistol. Another cool thing about giving a Scout Squad a Heavy bolter: they get the free option of firing a Hellfire Round instead of their normal 3 shots. A Heavy Bolter's Hellfire Round is a Heavy 1, with a blast marker. It's also poisoned (always Wounds on a 2+) making it a great "Oh no you DIDN'T!" option when a Carnifex or Wraithlord gets all up in your Scout's grill.

Overall Scout Tactics
The main thing to stress here is that in a Space Marines army, no one unit can do it alone. That's important. You do not have enough models on the table to take too many risks. Your units need to support each other.

OK, now since Scouts are scoring units, we're going to focus on taking and holding Objectives. Objectives generally come in 4 flavors:
Ones in YOUR Deployment Zone
Ones in Your OPPONENT'S DZ
Ones midfield, and
Ones out of the way of battle.

If the Objective is in Your DZ, the ideal candidate to hold this is a Long Range Scout Squad. Sniper Rifles and heavy weapons will do wonders here while still being able to participate in battle. They will do this role better than a Tactical Squad with a Heavy weapon, simply because Sniper Rifles have a longer range than Bolters. The Scouts are actually more efficient at this. In the spirit of No One Unit Can Do It Alone, sit a Heavy Support Unit with them. Make it a strongpoint. If you can convince your opponent that they don't want to go near that Objective, you've already taken one important step to victory.

If the Objective is in your Opponent's DZ, you will want Combat Scouts, Tactical Squads, and even Mid-Field Scouts to help out here. This will be the hardest kind of Objective to get, and will probably also need the help of whatever Fast Attack and Elites you have.

If the Objective is mid-field, you will want Tactical Squads and Mid-Field Scouts. When I talk of Mid-field, I don't just mean any area in between your Deployment Zones, I mean areas that will clearly become the zone where your two armies will concentrate their fire. Even when holding this Objective, your Mid-Field Scouts will be able to pitch in with their 24" Bolters (and Heavy Bolter if you took it.) Your Elites should be helping out here. When you've established ownership of these Objectives, it is time for your Elites, Tactical Squads and Fast Attack to converge upon the Opponent's DZ Objective(s).

Some Objectives are not in either DZ, but clearly are out of the way of where the main battle will be held. These are best held by Long-Range Scouts. This way you can capture that Objective that will take your Opponent too long to try to get to right from the beginning. If he/she decides it's a lost cause and focuses mid-field, you've taken another step towards Victory. Again, No One Unit Can Do It Alone. Out of the way Objectives are vulnerable. Be prepared at ALL times to come to their rescue with your Fast Attack Units. While your Troops and Elites push Mid-field, your Fast Attack should be hovering somewhere between the thick of battle and the Out of the Way Objectives, harassing your enemy's flanks. When the mid-field is secure, have the Fast Attack move on to converge at the Opponent's DZ with your assault oriented Troops and Elites.

Sergeant Telion

I wouldn't feel right discussing Scouts without mentioning the new Special Character Sergeant Telion. While awesome, keep in mind that he costs 50 points...so if your main reason for taking Scouts is to get more boots on the field, this option would defeat your purpose.

That said, Telion has a BS of 6! That's not only a 2+ to hit, but if you roll a 1, you get a second chance (6+) to still make the shot! His Stalker Pattern Boltgun is considered a 36" Range (!), S4, AP5, Heavy 2(!) with Rending (!). That's a huge candidate for attaching him to your Long Range Scouts. Heavy 2, 36" Range with Rending! But we're not done yet! Eye of Vengeance allows YOU to allocate Wounds caused by Telion's shooting, rather than the opposing player! But we're not done yet! Voice of Experience allows Telion to give up his round of shooting to allow another model in his unit to use HIS BS of 6! Remember that Missile Launcher I had attached to the Long Range Squad? Ever made a hasty prayer to the Emperor when relying on that one last Krak missile shot to take down an enemy tank? Well the Emperor's answer to you is Scout Sergeant Torias Telion.

Now, while I have clearly shown you the benefits of taking Telion in a Long Range Squad, I should also mention that he has 2 attacks and a WS of 5, making him a decent accessory to a Combat squad as well... but with every other ability and even his main gun aiming him towards a Long Range role, I wonder if it would be worth it