Sunday, December 21, 2014

Flesh Tearer Exterminatus 1500 Points

After reading exterminatus I want to try out the following list.

Lord of war:
-Seth.

HQ:
-Librarian.

Elite:
-9 death company - 2 power swords, powerfist.
-Death company dread - claws.

Troop:
-5 man tac squad - heavy flamer, rhino.

Fast:
-3 x 5 assault squad - rhino, 2 melta guns.

Heavy:
-2 Baal preds.
-Stormraven.

Total points:  1500

Probably not as good as detachment out of main codex.  But it's cool and I have the models for it.  Two rolls on flesh tearer warlord trait and a small chance for my models to have rage.  Also can take one troop and up to six assault choices.  I belive I still get furious charge as well but I know I loose +1 initiative.

If the army plays ok I might just keep it as my core and add to it.  Extra units would likely be taken from fast attack to take advantage of the detachment.  Perhaps a bike squad or some heavy flamer landspeaders.  I should take at least one assault squad in a drop pod.

Yet to have time for a game but I can finish up painting this army.  Should not take too long.  Base death company and storm raven models.  Add weapon bits and finish painting infantry. 

Thursday, December 11, 2014

Highlander Flesh Tearer Army: 1250 Points
























Joined a 1250 point Highlander tournament for the new year.  The Above is the army and these are the rules:

  • Rules for the tourney league.
  • 3 game random draw round robin to determine rankings. Lists may be changed from game to game.
  • Everyone makes playoffs. Play ladder to be determined after round robin. For playoffs list will be locked in, ei no changes.
  • 1250pts
  • Normal rulebook force organization (with some restrictions below)
  • 0-1 unit entry other then troops (can only have one of each selection. Ei for your elites you can have 1 termy assault squad, 1 regular squad of termies, and 1 squad of sternguard. No duplicates on anything but troops).
  • The Troop may only ever have 2 of the same troop type. (Ex. 2 squads of tactical marines) For armies that only have 2 or less troop types they may take more then 2 units of a duplicate type only after they have taken all other troop options but can only ever have a deviation of 1 (Ex. If the player has 2 kabalite warriors squads and wants a third, the player will have to include 2 units of wychs before the player can include the third kabalite squad. In no case could the player have more then 3 kabalite squads or 3 wych squads because that would move them out of the deviation of one.) If there is only 1 troop type in the players codex they may ignor the deviation rule and can max out their troop selection to the total amount allowed in the force org (6). They may not take minimum squads and must take atleast half the total amount of models they can take rounding up to the nearest multiple of 5. (Ex a squad of necron warriors with a max squad size of 15 would have to take a minimum of 10 warriors because 7.5 is not a multiple of 5. The player may take more if they choose and bring the squad up to codex maximum, in this case 15 models).
  • Characters that change a units force organization are allowed as long as they follow all restrictions on this page. In no way can a unit be in two force org areas (ex. A squad cannot be taken as a troop and then another squad of the same type as an elite. That unit can only ever be one unit type.)
  • No restrictions on amount dedicated transports for troops other then you may only have one DT per troop selections (Ex a Guard Platoon may only take 1 chimera per platoon). For non troop units its 0-1. (Ei troop units of kabalite warriors can take raiders. But incubi and a bloodbride squad could not both have a raider)
  • No "apoc" units (ei no vehicles more then 4HP, no model with more then 6 wounds. No lords of war)
  • No flyers
  • No AA or intercepter
  • No forts
  • No MC or vehicle squads. Vehicle squads with a total AV value or 32 may take a squad of 2. (ei the player can only take one leman russ or carnifex as a choice rather then 3. But the player can take 2 land speeders in a squads).
  • Flying MC can only hover
  • No painting needed
  • No proxies
  • No allies no unbound
  • FW allowed as long as the unit(s) follow the above restrictions.
  • 20 dollar buy in.
  • Prize will be determined based on number of participants. Thinking to start early December (odviously break for xmas) or mid January.
I think based off the rumors I can get the below army for 1250 points.

HQ: Librarian
Elite: 1 x 10 Death Company: Power Fist, Power Sword x 2
Troops: 2 x 5 Tac Squads: Rhino, Melta Gun
Fast: 1 x 10 Assault Squad: Flamer x 2, Rhino
Heavy: Land Raider Crusaider: Multi-Melta

New Flesh Tearers

Oh Christmas has come early.  With all the rumours flying I've cobbled together an army of existing models on the eve of a new codex. 

Lord of War:
Seth

HQ:
Librarian

Elite:
Death Company Dread
Death Company × 10:  power fist, power swords x 2

Troops:
3 x 5 tac squads - rhino melta guns

Fast:
10 Assault marines - 2 melta guns

Heavy:
Baal pred - bolter sponsons
Storm Raven

1500 points

Lots of better combos and options from what I can tell but its an army I have built.  If I proxy vanguard vets and a furioso for the death comoany models I think I can run the army properly as Flesh Tearers.  Though not sure if I can add in an HQ and lord of war to the detachment. 

Seth would likely do better with a squad of vanguard vets in a storm raven.  Cheap storm shields would give them a chance if the raven blows up while zooming.  Melta bombs to take on knights.  Squad is fearless with Seth.  Seth gets rampage, rage, +1 attack for any roll of 6 to hit plus a buff from librarian for d3 extra attacks.  Even with out special detachment rules  vanguard vets may be the best fit for Seth.  With an HQ slot open can take a priest for another great force multiplier.

Good times ahead.  Looking forward to playing a proper 7th edition army.

Monday, October 6, 2014

Dark Iyandin

Looking over new Dark Eldar this weekend.  More with an eye to to bolstering my ghost warriors.  I like that a raider can be taken in fast attack.  At 1500 points I would like to try the following.

HQ:
Spirit seer

Troops:
10 Wraithguard
5 Wraithguard, dscyths, wave serpent
5 Wraithblades

Heavy:
Wraithknight

Allies:

Archon - webway portal

Troops:
2 × 5 warriors, venom

Fast:
Raider

Total points 1455

Slogging the wraithguard accross the table has been a real pain.  With the option to deepstrike a big shooty unit and assault with the wraithblades it opens up alot of new options.  im going to proxy a game.  And try it out.  If I went this way I'm not sure how I would paint the DEldar.

Thursday, August 28, 2014

Guardian squad built and ready for priming

Guardian squad is built.  I realy like these models but... there is a world of difference between the older sculpts and what is being released now.  Tons of mold lines to clean up and the assembly requires more attention to assure close fits of the parts.  That all said I do feel the newer mini's produced by gw have lost a lot of customization. 

I'm away this weekend so I likely won't get back to this squad until next week.  Plan is to prime white then prime with army painter yellow.  I'll paint the heads seperatetly after because of the delicate nature of painting yellow.  I'm debating drilling out the barrels of the guns.  The catapults have a squarish nozzle so im not sure if its worth the effort.

Not going to worry about what comes up in my next 500 point block.  Plan to just focus on my current 500 points.  Ill be going up against the new orks so I'll  have some fun challenging games ahead of me. 

Wednesday, August 27, 2014

1850 Iyanden, A New Direction:



Below is the current army I’m looking at for 1850. 

HQ:
Autarch: - Jet Bike, Banshee Mask, Scorpion Sword (to be swapped out but 3 points is not much to pay for an extra attack), Soul Shrive.
Spirit Seer

Troops:
6 Jet Bikes – 2 Shuriken Cannons
10 Guardian Defneders – Bright Lance
5 Wraith Guard – Serpent, Scatter Lasers, D-Scyths

Heavy:
3 Weapons of Vaul – Shadow Weavers

Ghost Warrior Detachment:
5 Wraith Blades – Axes
2 x 5 Wraith Guard
Wraithlord – Sword
Wraithlord – 2 Starcannons
Wraithknight – Warlord

Total Points: 1850

So I envision this army having 3 components. 

1)      Backbone:
a.       10 Guardian Defenders
b.      Wraithlord with Starcannons
c.       Weapons of Vaul
2)      Midfield:
a.       Spirit Seer
b.      Wraithlord with Sword
c.       5 Wraithblades
d.      2 x 5 Wraithguard
3)      Flanking
a.       Wraithknight
b.      Autarch
c.       Jetbikes
d.      D-Scythes in Wave Serpent

Using the the ghost warrior supplement I’ve spread the hatred USR throughout my army.  I think I have the tools to deal with mech, hordes or even Imperial Knights.  A bit weak in the anti-air department though.  Not sure if this army would fare well against helldrakes or a flying circus (mind you the hit to vector strikes works in my favour).

I really think the Autarch can shine.  With the Wraithknight designated as warlord it should take some heat off the Autarch.  He will be swinging first in almost every situation thanks to the Banshee Mask.  He has 5 attacks on the charge rerolling misses on weapon skill 6 (If I keep him within 6 inches of the Wraithknight for hatred).  I would like to get a turn two charge against a crummy back field opponent to boost up the Soul Shrive.  Turn three on he becomes a real beast in CC and I suspect able to go toe to toe with the big boys.  The jet bike squad that the Autarch is attached to can forgoe the jink save for a nice 4+ cover save thanks to the other special rule granted by the Wraithknight.

As for the midfield component, the 3 wraith squads plod forward supported by the Wraithlord .  The Wraithlord gets a nice 4+ cover save from the wraithguard and acts as a character in challenges to put down sergeants and whatnot.  This block of models also can gain access to furious charge and run/shoot not to mention furious charge.  I think it’s a solid midfield component to the army.

In the backfield I opted to take 10 guardians simply so I could have objective secured.  They are supported by the second Wraithlord.  I had tooled the big guy with Starcannons in 6th edition for precision shots.  I’m a bit sad characters lost this ability.  If I were to build him anew a probably would give him bright lances instead.  Still though, 4 strength 6 AP 2 shots is nothing to sneeze at.  I have not used the Weapons of Vaul unit yet but on paper they seem really good.  They should help thin out big units approaching my midfield squads to prevent them from being overwhelmed.


Time will tell I suppose if the above list is any good.  I can say with authority that I’ve enjoyed playing 40k a lot more with the wriath army.  As for the photo, I’m currently putting together 10 guardian defenders.  With them complete I want to finish painting 500 points of the army before moving on.  Bite sized components.  Ah the eternal struggle I start an army and never finish it.  At least with 500 points painted I can play some skirmish games while I tackle another 500 point chunk of the army.

Monday, June 9, 2014

1250 Iyandin Moving Along

So after months of talking about painting I've finally actually started up again.  Plugging away at my 1250 list.  The plan is to finish the base coat on all the models before shading and highlighting.  The list itself is nothing much but I like the models.   7th is about fun for me so building up I'll try to keep that idea in mind. 

I do have another 15 wraithguard half built.  Finishing those models will likely be my next move.  Though I'm really tempted to build a 1250 list of nids for some thematic gaming.  If I did that I would try and build a ballanced list to make for some good games.

Wednesday, May 28, 2014

Shining Spears + Iyanden



































Still tinkering away at how I want to build my Iyandin army.  Not a big fan of including the Avengers.  Trying to avoid my old Eldar army lists to force myself into something new.  Right now I'm thinking of dumping the Avengers and adding in a unit of shining spears.  With invisibility getting dialed up to 11, I'm interested in running a unit of invisible shining spears.

Its almost the poor mans jetseer unit.  For half the price you get a unit with hit and run that hits hard.  Its not anywhere near as durable as the jetlocks but with invisibility, the unit becomes very hard to take out.  In order to make it work you need to make sure you have invisibility though.  One thing that is good about Iyanden is that the army has plenty of access to telepathy.  Multiple detachments aside, Iyandin also has the ability to spam decent psychers.

So the list that I'm thinking about now includes the following:

HQ:
Farseer - Jetbike, Singing Spear
2 x Spirit Seer's

Troops:
4 x 5 Wraithguard - Wraithcannons
5 Wraithguard - Wave Serpent, D-Scyths

Fast:
9 Shining Spears - Exarch, Hit & Run, Star Lance

Heavy:
Wraithlord - Ghostglaive
Wraithknight

Total Points: 1850

The plan is to roll all 7 powers on the telepathy table.  Its a gamble but I should be able to roll one five on seven rolls.  Really dig the telepathy primaris, psychic shriek with the increased range.  Over all its a solid discipline.

As it stands I've got 3 shining spears models so would have to buy another 6.  Also would have to break down and model a jetseer.  But after that army would be done.  I will proxy the models before making any purchases or scour ebay for some.  I think the shining spears add some nice mobility and punch that has been lacking in my earlier lists.  An alternative list could see me dropping 3 spears to fit in a 3rd spirit seer.  9 rolls on telepathy should increase the odds of rolling invisibility dramatically.

Thats all for now.

Tuesday, May 27, 2014

1500 point Iyandin on the work bench.

Well the Blood Angel faq has my Flesh Tearers on the shelf.  If in the new book rhinos go down to 35 points then they should be ok.  Right now my list is paying approx 135 points premium to the space marine codex.  So I'm going back to my 1500 point list to play my next game with.  Should be fun.

Sunday, May 25, 2014

Iyandin 7th Edition Army

Love it or hate it 7th has dropped.  I'm going to reserve judgement until I get a good number of games under my belt.  I'm very happy that my rhino rush flesh tearer army is back in action.  I plan to start playing as many 1500 point games with it as possible.  Moving up to 1850 I will throw in the imperial knight and it is done.

What I'm really excited about though is returning to Iyandin.  Building the army  up from what I've got currently I can throw in more mc's than the old force org would let me.   Have no idea if it will be a strong list but the rule of cool is calling me.

The list at 1500 (currently built):

HQ:
2 spirit seers

Troops:
5 wraith blades - axes
2 x 5 wraithguard
5 wraithguard - d-scyths, wave serpent

Heavy:
Wraithlord - 2 starcannons
Wraithlord - sword
Wraithknight

With two HQ's and 4 troop choices I can now fit in more wraith lords and knights.  Bringing the army up to 1850, I'm going to include one of each.  That gives me 5 MC's that van now score.  Big weakness is hell drakes but ah well.  It will look absolutly deadly on the table top. 

Over all I'm really excited to finish building and painting this army.  Going to have fun this edition.  Below are a couple of photos of the current state of both armies.

Monday, May 19, 2014

Prepping for last 6th edition game.

Last game of 6th coming up on Thursday.  Going with the Flesh Tearers.  Fitting because they were the army I played my first game of 6th with.  Going up against IG.  The point limit at my FLGS is 1250 on a 4x4 board.  This is the army.

HQ:

Librarian

Elite:

Priest

Troops:

3 x 5 Assault Marines - rhino, melta gun, melta bomb
10 Tac Marines - rhino, flamer, missile launcher

Fast:

2 Baal Preds - heavy bolters

Heavy:

Stormraven

I'll also play this army going into 7th.  Then take my time to rebuild my Eldar.

Wednesday, May 7, 2014

7th Edition Painted Flesh Tearers 1250

Along the same vein of last post, I'm having fun making army lists for a new rules edition.  This time I've put together a painted 1250 list (though I need to finish  basing some models and the priest).  This may be the army I learn the new rule set on.  I have no time to paint so I will play with what I got.  Most important part about this game - for me - is playing with painted armies.  Winning or losing becomes less important then.  Anyway hear is the list.

Librarian

Priest

10 Tac Squad - missile launcher, flamer, rhino
10 Assault Squad - 2 melta guns, rhino
5 Death Company
Death Company Dread

2 Baal Preds

Storm Raven

7th Edition Eldar 1500 Points

Could not resist the Eldar.  I put together a 1500 point list for 7th edition.  I want to finish my Alatioc army hobby wise.  A list at 1500 points leaves me room to expand the army keeping in mind any new changes I might see with the new rule set.

HQ

Farseer - singing blade

Troops

2 x 10 Avengers - wave serpent, scatter lasers, shuriken cannon

10 Storm guardians - fusion guns, wave serpent, scatter lasers, shuriken cannon

2 x 5 Rangers

Fast

Cimson Hunter

Heavy

Night Spinner
Wraithknight

Over all I think it fits with Alaitoc fluff.  My main opponent will be guard so I would like to try some of the missions from IA 11.  

Tuesday, May 6, 2014

Random though with new 40k edition

Sitting down on a lunch break and a thought struck me.  What if 7th edition embraces common war gear as seen in fantasy.  It would go a long way to bring some ballance between all the seperate codecies.  The psychic phase may just be one of many fantasy mechanics appropriated into 7th.   Anyway really just whimsical wish listing.

Monday, May 5, 2014

New Rules = New USR's

7th edition appears to be around the corner.  While I'm excited to see the changes I'm putting the brakes on my 40k hobby.  I think I will wait until the dust settles with the new rules before I start thinking about how to move forward with my armies.  It the mean time I will go back to my 5th edition Flesh Tearers for 1850 games of 40k and my 2k lizardmen.  I'm actually really stoked to go back and work on my lizards.  I think Fantasy is in a real good spot right now (especially with the release of dwarfs and wood elves).

One thing I'm hopeful for is a change up on some of the existing USR's for 40k.  Specifically, I would like to see my blood angels regain their 5 initiative stat.  The old furious charge was a big reason I invested in this army.  In that vein, I'm hoping that my marines will once again be able to assault out of a rhino if it did not move the previous turn.  Those two changes from 5th to 6th really gutted my army.(though to be fare I hope we don't see a return to the old rage rule).

With respect to my eldar, I would like to be able to assault from reserves with my scorpions.  Also would like to be able to assault from a stationary wave serpent with my banshees.  I would like to see a clarification on how ilyiac works.  To that end I hope the rules of sharing USR's between IC's and squads is cleaned up.

As far as the rage that has exploded this afternoon over the option to play without FOC restrictions goes, I hold off on judging this change until I see what bonuses are gained by designing an army in alignment with the FOC requirements.

In conclusion here are a couple of photo's of my current Flesh Tearer and Lizardmen armies.

Friday, April 18, 2014

Seth and the Crimson Reaper









































Its been some time since I last posted.  Not much to report on any hobby progress.  Except that I've picked up a knight!  I'm back on the fluff band wagon, this time I've returned to the Flesh Tearers.  I've decided the above knight will be the heraldry I paint on my knight to slot into my blood thirsty marine army.  The colours I paint it will be slightly more in line with the flesh tearer paint scheme.  No transfers for me either (as I don't know if I can find the above scythes on the included transfer sheet).

The list then at 1850:

HQ:
Seth (can swap in librarian if desired - would allow me to take heavy bolters on my Baal Preds)

Elite:
Priest - power axe

Troops:
5 Assault marines - melta gun rhino
10 Assault Marines - 2 melta guns, rhino
10 Tac Marines - plasma gun, missile launcher, rhino
6 Death Company
1 Death Company Dread - lightning claws

Fast:
2 Baal Preds

Heavy:
Storm Raven - multi-melta, plasma cannon

Ally:
Knight Errant

Total Points - 1850

So without the Knight I have my 5th edition blood angel list.  Not to competitive and what not.  The Knight; however, will breath new life into the army I believe.  I now have tools to deal with MC's and death stars (something that my army just folded to before).  Also, target priority should help protect my embarked troops on the storm raven the turn it arrives.

Nice to have the creative hobby juices flowing again.

Wednesday, February 26, 2014

Still Dithering

After picking up the latest white dwarf I'm more enamored with the knight model than ever.  I'm not going to pick one up but I eagerly anticipate facing off against it on the table.  As for dithering... still no painting but I have worked on a 1500 point list.  I figure at 1500 points an opponent could justify spending the points on a knight model.  Specifically I'm trying to convince a friend to add the knight model to his 1250 raven guard army.  As for the Eldar army list at 1500 here below is a snap shot of the models.  At a later time I'll put my mind to building a 1500 raven guard list with a knight ally.


-- Edit --

Ok playing around with army builder and think following could be a fun list to play with Raven Wing and Knight

HQ:
Sammael

Troops:
3 x 3 Bikes - Melta Bomb, 2 Plasma Guns, MM Attack Bike

Fast:
2 x 5 Black Knights

Ally:
Knight

Total Points: 1500

That gives you 32 double tap plasma gun shots a turn, 3 multi melta shots, 1 plasma cannon, 7 scoring units, and big bessie itself with the melta pie plate and D close combat weapon.  Model Count is low at 24 models but the presence of the knight will draw fire away from the bike units.

Sunday, February 23, 2014

1850 Plastic Eldar Army

I've laid out my Eldar army at a standard game size of 1850.  Still not painting but to be fair I was occupied watching Canada take a gold medal for hockey this last week.  The list:

HQ:
Farseer - spear, row
Spiritseer

Troops:
5 avengers
2 x 10 avengers - serpent, slasers
5 Wraithguard - serpent, spiritstone, d-scyths

Fast:
Crimson Hunter

Heavy:
Falcon - star cannon
Wraithknight

1850 points even.

With all the changes to 40k I've stopped trying to build the master list and decided to paint what I own.  All plastic is a big win for me.  Still going to alternate between the lizards and eldar.

Thursday, February 20, 2014

Stalled Progress

Work took me away from the hobby a couple of weeks ago and I'm having difficulty getting back into the swing of things.  I have 2k lizardmen largely built and ready to play.  As a result I want to get some games in in lue of painting.  I also have a hankering to get back to my Eldar.  With the news of the Imperial Kinght being released I want to get some games in against this fantastic new model.

I've set the following goals then.  Finish painting the front rank of temple guard and the bastilidon.   Once those two models are complete I think I will work on an Eldar unit to break up the monotonous chore of painting rank and file.

The following is my 1250 list that is made up of models well on the way to being completed.

HQ:

Farseer -  row, singing spear

Troops:

2 x 10 Avengers - wave serpent, scatter lasers
10 Storm Guardians - fusion guns, wave serpent, scatter lasers

Fast:

Crimson Hunter

Heavy:

Wraithknight

This army is nearly painted to a table top standard.  The 1250 point limit is also what is played by my local group weekly.  It's a fun point level to play 40K at on a 4x4 table. 

Over all the list is strong in my opinion. Some might say that the crimson hunter is not worth the points but it fills a hole in my list.  Also the expense is offset by the amazing synergy that exisits between the wave serpent and wraith knight.  Another critique I see is taking full squads of avengers.  I've learned to love avengers.  They are so much better than they were in the old codex.  Taking full squads allows me to better capitalize on counter attack.  Counter attack combined with initative 5 means they can take a charge and produce twice as many attacks.  They will then either break and not likely get swept due to initative or hold in the assault.  This allows a counter attack with the wraith knight or storm guardians.  Or set up another round of bladestorm shots.

The common opinion on storm guardians are that they are trash.  I don't hold this view.  WS 4 and BS 4 are game changers.  The farseer rolls with this unit with the singing spear.  Gives the unit 3 anti tank shots that can be buffed with the farseer and battle focus.  The farseer will take all divination powers.  Every power is usefull in my list.  I especially want to be able to reroll reserve dice to maximise the potential of the crimsin hunter.  Also the potential to give the storm guardians a 4++ save or ignore cover shooting is the bomb as well.

Below is a quick snap shot of where the army stands.  Moving forward (after my short term goals of completing the front rank of tg and bastilidon are done) the plan is to alternate painting units from the Eldar and lizardmen.  This should keep painting my two armies fresh and ultimately more fulfilling rather than a chore.

Thursday, February 6, 2014

Fine tuning Lizardmen at 2k

Not much done last while.  Was at function for work last weekend so little progress (actually, no hobby time).  Looking forward to dwarf release.  Also I've fine tunned my 2k list.  Dropped the cube of darkness and picked up channelling staff for slann.  Also picked up harmonic so I keep my 3 5+ channel dice.  The cube of darkness did not really fit with life slann due to all the remain in play spells.  I had to drop the ancient steg to a regular steg to make the points work.  I think these changes are for the best.  The army is largely built and ready to get some games in.

Painting wise I still have to finish the first rank of temple guard.  When done I think I will paint a monster.  I figure it will make the most impact on how the army looks on the table top.  I'm also going to make an effort to change the list as little as possible so as to keep on track painting.

Thursday, January 30, 2014

Lizardmen Rule of Cool part 2

Changing up the 2k list some more.  Chamo skinks are awesome and all but the models I have are used with someone elses paint job.  Can't seem to get behind the unit because of this.  So I put together the skink priest and a terradon model.  Going with double scroll and the skink chief redirector.  The army looks a lot cooler with the inclusion of the new models.  Seeing as I'm only learning the game right now I don't really care if my army is fully optimal. 

Below is a snap shot of my 2k army as it stands.  I'm going to spray the terradon the same colour as the saurus and both skink characters yellow.  Still not sure how to paint the carnosaur.  It goes to the back of the que and hopefully I'll be inspiried by the time I get to it.



oh and here is a close up of the other temple guard.



Tuesday, January 28, 2014

First game at 2k with lizardmen

So I had a chance to run the previous list last night.  Not a full fledged battle report just a few notes on how it performed.

-scarnosaur needs charmed shield and ironcurse token.  Opponents turn one my carnosaur took a cannon shot that did 5 wounds.   No more carnosaur.  Even if the chance to save those wounds is remote, some form of defence is required. 

-chamo skinks rock.  My turn one I was able to put 3 wounds on the cannon almost preventing my carnosaur from being shot.  I either need to invest in more chamo skinks or present more pressure turn one vs cannons.  To get me over the 4 wound hump.

-skinks rock.  Again my skinks are the mvp unit in my army.  Was able to draw abomb away from game with multiple flee reactions.  Another unit put 3 wounds on the doom wheel forcing it to go out of control and slam into a building killing it. 

- ancient steg rocks.  It's such a versatile monster.  4d6 poison shots, impact hits with d3 multiple wounds, stubborn,  thunder stomps... it provides a lot of utility and pressure.   One advantage to running carnosaur is that the steg is ignored.  Last game it put a wound on the doom wheel and ran down a big block of slaves.

- I need a dispel scroll.  I took a dreaded 13th spell on the chin.  I need to be able to shut down a super spell.

-life is good but high magic may be better.  Going to pick up loremaster for next game.  Bsb goes on the chopping block to help pay for slann upgrades.  Ive yet to need it in last three games.  Also will provide points to upgrade carnosaur.

-highmagic gives me walk between worlds which will give ability to put more pressure on cannon either with javelin skink squad or steg.  Should help put existing poison shots over the top to try and kill cannon turn one.  Plus the lore provides a little bit of everything.

-as for spells, I need to work on that element of the game.  I keep getting shut down.  Also cannot rely on magic for general strategies.   I think the best approach is to view magic as simply the icing on the cake.

-below are a series of photos showing the progress of the game.  We did not finish as store was closing.  We both agreed that game could have still swung either way.

Monday, January 27, 2014

2k Lizardmen With 3 Monsters

This is the list I'm going to bring for my next game tonight.

Lord
Slann - life, bsb, channelling staff, harmonic convergence, becalming cognition

Hero
Scarvet - carnosaur, la, gw

Core
24 saurus - full command, spears
3 x 10 skirmishers

Special
7 chamo skinks
20 temple guard - champion and banner
Bastilidon - solar engine

Rare
Ancient stegadon - sharpened horns

2k on the nose.

Playing skaven again, I should be taking sally's but I wanted to fit in a 3rd monster.  Going with life magic to 1) provide miscast defence 2) help keep the wounds on my monsters 3) give 4+ regen to my temple guard.  Loosing loremaster life stinks but I have great odds to get at least thrown of vines.  After that spell all the others are gravy.  No scroll again,  the chanelling staff has proved too useful to give up.  So I went with becalming to help shore up my defence.  Having the bastilidon helps support my magic phase giving me a guaranteed magic missile should I roll poorly on life. 

I know I will be facing  the bell, an abomb, doom wheel an assassin and tons of skaven.  The assassin has me worried but play, learn and adapt.  I really hope the carnosaur pulls its weight.  Its a lot of points for a t5 model.  Big reason I brought chamo skinks is to get the jump on war machines. 

Not the most optimal list but I like the look of it.  Also I think I've given myself the tools to deal with a multitude of threats.   I plan to play this army a good few times before I build up to 2.5k.  One big benefit of keeping the slann so cheap is that I can fit in an old blood on cold one at the 2.5k level.  I've already put the model together using spare bits from the carnosaur box. 

Saturday, January 25, 2014

2k List Almost Built

Put the remaining skink squad and the bastilidon together last night.  I'm good to test the list out for Monday.  I want to finish painting the first rank of temple guard before Monday so at least the temple guard will have the illusion of being painted.   Also painted and dipped another test model of the temple guard.  The silver just was not doing it for me.  I swapped the silver metalic for gold and like the results a lot better.  The unit looks more natural now beside the saurus block, in addition the gold and orange colours seem to work well together.  Finally, I would like to get primer down on my remaining models before Monday.

Friday, January 24, 2014

Lizardmen Rule of Cool

Changed up my 2k list a bit.  Taking no salamanders and 5 chamo skinks.  Have the points to buy bastilidon.   Also have 10 points left over to give the scarvet charmed shield and ironcurse icon.  Salamanders are the better choice but it would be cool to run 3 monsters in the list. 

I'm just learning the game so I'm not going to be competative with this army   I've picked up some chaos warriors, a chariot some dogs and a chimera.  Once I get the game down I'm going to build a hard list with them.  Who knows?  The lizardmen might be half decent.

Wednesday, January 22, 2014

2k Lizardman List With Carnosaur

I've had a couple games now at 1500 points.  It's time to up the anti play at the 2k level.  Putting the carnosayr together last night I want to try it out.  Probably won't make the cut but I at least need ti try it out.  The List:

Lord:
Slann - dispel scroll, standard of discipline, focus of mystery, soul of stone, becalming

Hero:
Scarvet - carnosaur, great weapon, charmed shield, LA

Core:
24 saraus - full command spears
3 x 10 skirmishers

Special:
20 Temple Guard - full command
7 chamo skinks

Rare:
Ancient Steg - sharpened horns
salamander

Should be a fun list to play. 

Tuesday, January 21, 2014

Mat Spray Applied To Dipped Temple Guard

I applied the mat spray.  Probably should have waited untill morning as there is some slight bubbling.  Still though, I'm happy with result.  It's full steam ahead for the rest of the squad.

Monday, January 20, 2014

Temple Guard Dipped

Dipped the temple guard tonight after playing my second game of fantasy. 

Sunday, January 19, 2014

Pre Dip Temple Guard

Ready to dip test model.  I went with silver rather than gold for the metalic bits.  I figure gold would compete with the orange shields.   Going to paint the embeded slann orange as well to tie whole army together.  Thinking a base coat of yellow then build up the orange colours from there will be how I do it.

Working on Lizardmen