Thursday, October 29, 2009

Warhammer Invasion LCG - First Impression


I've had a chance to play the Warhammer Invasion LCG a few times and so far my initial impression is that there is a lot to like about the game.

First of all it is important to explain the distribution format for an LCG. An LCG is nothing more than a regular CCG-type game, such as Magic or Spellfire, but instead of buying packs of random cards from a larger pool FFG releases a $10 pack each month containing a fixed set of cards. This worked fairly well for Anachronism, a horribly underappreciated game, and FFG is using this format for A Game of Thrones, Call of Cthulhu and now the Warhammer Invasion game.

I'll get into the packaging and aesthetics of the game and card design in a different post but I'll just say this: the game looks great.

The game play is simple but not too simple as to be boring. I really like A Game of Thrones but that game is very mechanic and rules heavy (case in point, card effects are different depending on if they are just written on the card or if the effect comes after a colon designating them as a "triggered effect") but the simplicity makes the Warhammer game flow well. After two games my friend Aaron and I didn't have to look at the rules much and we were able to get into the swing of things like we've been playing it for a long time.

The object of the game is to destroy two of your opponent's three zones. While destruction of a zone has no larger game impact outside getting you closer to victory the way the zones are structured makes the game interesting.

Zones are used to determine how many cards a player drawns each turn, how many resources that player is able to use, and what characters are able to attack the opponent and defend a zone. Having a unit of Chaos Knights at your Quest zone, which allows you to draw cards, would let you draw three additional cards each turn and would provide a lot of defense for that zone. You are only able to launch attacks from your Battlefield zone, however, so that unit of Chaos Knights would only provide that draw bonus and defend but wouldn't ever be able to launch an attack. Most cards only provide for a bonus of 1, such as giving you 1 more resource to spend if placed in the Kingdom zone. I like how instead of wasting deck space with Lands or other resource type cards you can instead better focus on characters and other card effects.

Attacking works simply as well. Simply declare which characters are going to attack from your Battlefield to which enemy zone and then the defender declares which characters will defend and you simply resolve the conflict with damage being dealt to the defending characters with any remaining done to the zone. Damage stacks from round to round and a lot of characters have two or more hit points. Deal 8 damage to a zone and it is destroyed. It's very simple.

I also like how each faction has different playstyles. Chaos corrupts units, corrupted units are placed upside down and can't attack or defend, and is able to do different effects based on their target being corrupted or the number of corrupted characters. Empire is capable at moving characters from different zones and gives them a lot of tactical flexibility. Orcs gain bonuses for having damaged characters. Dwarves have a lot of sacrificing and gains a lot of bonuses for developing zones, not to mention having a lot of hit points and other Dwarf like card effects.

The only problem I so far have with the game, and I'm not sure if it's a problem or more with how we've played it so far, is that the game seems to have 4 or 5 turns where player interaction is relatively minor as each player works on building their resources and armies. The game seems to have an exponential growth as with more and more resources and card draw the game ramps up incredibly fast. There are a lot of card effects that kill characters and support cards, however, so maybe it's not a huge issue. More of an observation and a potential long term problem.

The box set includes a starter deck for each of the four factions, rules, and large cardboard realm cards. So far I've played a few games out of the box and it works well as a traditional board game, especially a 1v1 game, out of the box. Since the rules are simple it'd be easier to make a casual game out of this if you were only looking for a good 1v1 board game with a lot of replayability.

So far I'm really enjoying the game. I think it's simple enough for a new player to get into without much trouble while still providing for a deep and engaging game. While A Game of Thrones is my card game of choice, largely due to having a reasonably established competitive environment, I could see getting much more into Warhammer Invasion should it grow as well.

Be seeing you!
Casey

Friday, October 23, 2009

Chaos Marine Walker Spam

I've been thinking about making a CSM Dreadnought / Defiler / Daemon Prince list for a while now. I've got all the parts to do it and just need to get around to putting it together and painting it. Maybe for Thanksgiving and Winter breaks after my Daemons are fully done.

Here's the list I'm toying around with:

1850 Chaos Space Marine - Damned Souls and Daemons

HQ
Daemon Prince, Wings, Mark of Slaanesh, Lash of Submission
Daemon Prince, Wings, Mark of Nurgle, Warptime

Troops
10 Chaos Space Marines, 2 Meltaguns, Icon of Chaos Glory, Champion
Rhino, Combi-melta
5 Chaos Space Marines, 1 Meltagun
Rhino, Combi-melta
10 Chaos Space Marines, 1 Lascannon, 1 Flamer, Icon of Chaos Glory, Champion, Powerfist

Elites
Dreadnought, 2 Dreadnought CCW w/ Twin Linked Bolter
Dreadnought, 2 Dreadnought CCW w/ Twin Linked Bolter
Dreadnought, 2 Dreadnought CCW w/ Twin Linked Bolter

Heavy Support
Defiler, 2x Close Combat Arms
Defiler, 2x Close Combat Arms
3 Obliterators


The idea behind this is army is to park the 10 man CSM squad with Lascannon in the back with the Obliterators. They're there to park on an objective and to put down some long ranged firepower. A lot of armies will have a hard time moving 10 Chaos Space Marines supported by 3 Obliterators off of an objective.

The two Rhinos are going to rush forward screening the Dreadnoughts and popping smoke. They're their to capture objectives or to use their Meltaguns to take out vehicles. The 10 man squad has a naked Champion to be sacrificed so the Greater Daemon can come in.

The two Daemons Princes are going to fly forward. Lash will help to get units into charge range and to also clump units together, or closer to other units, for Battle Cannons or Plasma Cannons. The Mark of Nurgle Daemon Prince is there to tear through units, as he is likely to do with Warptime.

The Dreadnoughts and Defilers will follow behind. Hopefully once they reach the enemy most things that can neutralize Walkers, such as Powerfists or Thunder Hammer Terminators, will be dealt with. If so the Walkers will get stuck in with units that will have a hard time wounding them. The Dreadnoughts will have 4 Attacks standing still and the Defiliers will have 5 Standing still. That should be more than enough to wear most opponents down.

I realize this list is a pretty big Rock-Paper-Scissor list and something that I talk about not being fun to play with or against in most situations as the outcome is decided more on the army you're playing against than anything else. That being said, I think this list has a lot of strengths and only a few (although potentially glaring) weaknesses.

First of all, it has a fairly decent firebase to destroy most transports. I realize that Lascannons are out of favor now, for a lot of good reasons, but they should have a decent chance of destroying or otherwise slowing down most transports. This is helpful as it means most foot Meltaguns are going to be out of range until it's potentially too late.

Secondly, it does have a fair amount of Meltaguns to tear apart Land Raiders or other Transports that can rush down the center of the board and deliver Thunder Hammer Terminators or other terrifying assault based squad.

Third, it has some solid objective getters. Rhinos are easy to destroy, I'm always really surprised when people talk about putting units in Rhinos to hold objectives and expect them to never get out and ignore the possibility the Rhino will be destroyed, but any anti-tank shots fired at a Rhino isn't being fired at a Dreadnought, Defiler, or Daemon Prince. I'm okay if they destroy a transport and leave these monsters that can take on squads by themselves alone!

Last, this list has 5 Walkers that are going to be good in close combat and 3 Monstrous Creatures that are also going to be killer in close combat. They're all also fairly fast. These should all put a lot of pressure on an opponent and get there fast enough to get into combat. I also forsee most squads facing at least two of these at any given time.

Since I already have all the parts for this list, 3 Black Legion FW Dreadnoughts and 3 Defilers I got at 70% off at a store closing sale in Fredericksburg, I hope to have this built and painted by January. It depends, though, as I might get distracted with something else. For now I'm putting my Space Marines aside, I'll probably paint a squad here or there but am in no real hurry, and outside of working on my Lizardmen or Ogres for Warhammer Fantasy I think I can get these done. Unless, of course, I happen to see an advance copy of the new Tyranid book and start working on that!


In other news I played Fantasy on Tuesday night. 2000 points of my Daemons, list below, versus Harry's 2250 Skaven. His list was something like: Warlord, 2 Warlock Engineers, big unit of Stormvermin, 2 units of Clan rats, 2 units of Slaves, 2 big blocks of Jezzails, small unit of Plague Monks, 2 units of Giant Rats, and some Ratling guns. It went okay for me but I lost in a pretty big way. I made some big mistakes and I learned a lot. Mostly, I learned that Great Unclean Ones are decent but are probably the worst choice for Greater Daemons. Nurgle magic is very hit and miss, most spells require the target unit to fail a Strength or Toughness test, so even if you do get a spell off there's only a 1/2 or 1/3 chance it'll do anything and the effects are, by and large, nothing to write home about. I'll try again next Saturday I think as I'll have my Bloodthirster painted by then. Fantasy is going to take a while for me to get into and like, I think, but for now I'm having a blast with 40k at least.

Be seeing you!
Casey

Friday, October 16, 2009

Getting back into Warhammer Fantasy

One of the great things about Daemons is that they're used in both 40k and Fantasy. Since my Daemons are almost fully painted I figured I should start breaking them out for Fantasy!

I used to play Fantasy a fair amount during 6th Edition with my Lizardman army. I had a lot of fun back then with the game. I then sold my Lizardman army and started playing with Ogres in 7th Edition and that has not worked out so well. I love the stylistic flair of Ogres, and Orcs and Beastmen, but it seemed like those three armies just aren't very playable in Fantasy right now. My experience has been limited but what experience I've had has been frustrating and talking to other people it sounds like they've experienced similar.

While Daemons are fairly balanced in 40k, they're strong and provide for a good game but I'd put them fairly middle of the road in terms of power, they are totally overpowered in Fantasy. That bothers me some but I'm going to try to make a fair Daemon army and I'm also willing to play with composition rules most tournaments around here have been using, such as only allowing Daemons to field 2000 points where most everyone else gets 2250 and Ogres and some other weaker armies get 2500 points.

First, I'd like to make a catalogue of what I own and each items painted status.

Lord of Change (with two heads, used as Kairos / Fateweaver in 40k) - Painted
Great Unclean One (Forgeworld model, not on a base) - Painted
Bloodthirster of Khorne - Unassembled

Herald of Khorne on Chariot - Painted
Herald of Tzeentch - Painted
Herald of Nurgle - Painted
Herald of Slaanesh - Assembled
Herald of Khorne - Assembled

20 Plaguebearers - 15 Painted, 5 unpainted
20 Pink Horrors (inc Changeling, Banner) - Painted
20 Bloodletters (inc Banner, Musician) - Painted
30 Daemonettes - Unassembled

5 Flesh Hounds of Khorne - Unassembled
10 Nurgling Bases - Assembled
6 Screamers of Tzeentch - Painted

10 Bloodcrushers of Khorne (inc Musician, Banner) - 5 painted and based on 40k bases, 5 Unassembled
6 Fiends of Slaanesh - Painted
6 Flamers of Tzeentch - Painted

20 Chaos Spawn - 5 Assembled, 15 Unassembled


I feel I have a good basis for many army types from models I already own. There isn't much more I'd like to get that I don't already have. I plan on basing some unassembled models on Fantasy bases, such as at least 2 or 3 of my remaining Bloodcrushers of Khorne, so that I can better use them for Fantasy.


So far my collection is based on round bases for 40k. Luckily, Gale Force Nine, and other companies, make great movement trays for such a case. I own several of these and they are quite nice and fit the bases perfectly. So far I only own the 5x4 ones and I'm thinking of making bases without figures, based in the way I'm doing model and movement tray bases, to fill in the back ranks for units that are too small to fit the entire movement tray.

I also plan on using the Cavalry movement trays for from War of the Ring for things like Fiends of Slaanesh, which I couldn't imagine using more than 2 of at any given time.


Here's the 2000 point army list I plan on trying out starting on Tuesday.

Lords
Great Unclean One, lvl 4 Wizard, Noxious Vapours, Slime Trail, Trappings of Nurgle

Heroes
Herald of Nurgle, lvl 1 Wizard, Slime Trail
Herald of Khorne, Blood Chariot, Armour of Khorne, Firestorm Blade
Herald of Tzeentch, Spell Breaker

Core
19 Plaguebearers of Nurgle, Musician, Banner, Standard of Seeping Decay
19 Pink Horrors of Tzeentch, Banner, Banner of Change
10 Daemonettes of Slaanesh, Alluress, Musician, Standard Bearer

Rare
6 Flamers of Tzeentch, Pyrocaster


This comes out to just under 2000 points. To get to 2250 I'm going to bump up the Daemonettes to 20 and take 3 Screamers of Tzeentch.

This is not set in stone at all. Units that won't work will get replaced, doubly so as they get painted, but I'm going to try to keep my army to things I own already.


I should be getting pictures of my 40k Daemons tomorrow as well as some terrain. I might get a battle report out of it, too!

Have a great weekend!

Be seeing you!
Casey

Monday, October 12, 2009

40k Daemons for Mechanicon

I've changed my mind about what army to take to the Mecahnicon.

I've heard that Space Marines, or similar armies, appeared to be the most common army at the Minicon this past weekend. While I'm still new to Space Marines, outside of my old Death Guard army, I realize most other people aren't and I'd rather not be just another guy with a Space Marine army.

This is also helpful as my Daemons of Chaos are fully painted and I've yet to take them to a large tournament. I intended to take them to the Big Waaagh! but personal issues came up and I ended up missing my flight. I've said for a while that Daemons are a terrible army for a 5 game GT styled event as they require a certain amount of luck to win with and it's hard to be that lucky over 5 games. Still, the temptation to play an army I've yet to bring to a big event, them being something different than most other armies, and my being happy with the paint job has made the decision a lot easier.

I've played this army about 20 times in the last 5 months and there's a lot I like about it and a lot I don't. Here's a list of the units I've used a fair amount and my thoughts on them:

Fateweaver: He rocks except for when he dies. He gets killed way too easily sometimes, you'd think a rerollable 3++ would go a lot farther than it does. There are games where he simply won't die, however. There are also games where he'll charge a squad of Guardsmen and die. Even still, he's a huge target and absorbs a ton of fire power. When I can get my army around him, maybe a third of the games I've played, it's unstoppable. Even when I can't do that he has a ton of great shooting attacks and the ability to split up fire means I can use a Bolt of Tzeentch on a vehicle while still Breath of Chaos-ing a unit and unload some extra shooting attacks. Boon of Mutation is hit and miss as well but when it works, such as making Yriel a Spawn, it's game changing. Basically, I couldn't imagine making a Daemon army without him unless I was doing 2 Blood Thirsters and 3 beefy Daemon Princes.

Herald of Khorne: I put him on a Chariot and that's the only experience I have with him. He's incredibly cheap and acts as a mini Daemon Prince. He's done well with me so far but I'm not married to him by any means. I'd be tempted to swap him out for a second Herald of Tzeentch.

Herald of Tzeentch: He goes into a squad of Pink Horrors, he usually makes the 18th model in the unit so I can keep to Tzeentch's number. He provides another Bolt and I've been giving him the Boon of Mutation for when the unit gets caught in combat. I've tried using Breath of Chaos but that makes the unit more aggressive than I'm comfortable with. Unless they're near Fateweaver they end up dying quickly in assault.

Blood Crushers: I've been using a squad of 5 with Icon, Fury of Khorne, and Musician. I'm torn on this unit. I'd say 1 in every 3 games they end up getting misplaced or otherwise slowed down so as to never get into combat. The other 2 out of 3 games they make it into combat and half of the time the game is already won and the other half they really end up devastating my opponent and winning me the game. They're a huge threat, though, and people are scared of them. I like them and will probably use them but they're not a no brainer. Their huge bases makes them coming in a tricky proposition for the first wave but I oftentimes feel they need that extra turn to get into position.

Flamers of Tzeentch: I've only recently started to use these guys but I like them a lot more than I thought I would. They're fairly fragile, being the only 1 Wound Elite choice for roughly the same cost as other 2 Would Elites, I thought they would end up dying before doing anything. Instead it seems most people overlook them as I have a ton of other threats and I'm able to Deep Strike them fairly conservatively before I jump up 12" and use their Breath of Chaos. At this point I don't think I'll ever make a list without at least a small unit of 3.

Fiends of Slaanesh: I like these guys but I think I like them a lot more than I should. They're fast, have a ton of Strength 5 attacks that Rend, and Hit and Run means they don't get stuck anywhere and can get a charge bonus. They're 2 wounds and I can spread the wounds out a little with the Unholy Might model. They're solid and are great against vehicles that don't start with an "L" and end in an "and Raider". They have a huge problem in that they don't have Assault Grenades and most smart opponents hide out in terrain. One round of shooting from a Marine squad with Bolters takes their numbers down considerably and striking last means most opponents will take them out before they get a chance to strike. When they work they're awesome and one of the best units in the game. If they had grenades they would be the best Elites choice for the Daemons book. Without grenades, though, most smart opponents can make them a waste of points. They still might find a place in my army.

Pink Horrors of Tzeentch: I love these guys. I thought they were overpointed and not very effective but after using a squad of 17, Herald of Tzeentch making 18, I've fallen in love with them. They are a terror to face and can make Space Marines and Terminators afraid. They're only Toughness 3 but their 4++ Invulnerable save goes a long way, especially if Fateweaver is nearby. They're good and I'll always fit them into a list that isn't otherwise thematic.

Plaguebearers of Nurgle: I also love these guys. I thought they were underpointed and I think I'm still right. They're surprisingly aggressive in close combat, the 4+ Poisoned Attacks mean they wound Toughness 4 75% of the time, and they can take a ton of wounds and shrug them off. With Fateweaver nearby they are unkillable. I think in 20 games I've only lost the entire unit in one of them. They're ace!

Daemonettes of Slaanesh: I've tired these girls twice in 12 model units. I like them a lot. They're fragile. Toughness 3 and a 5++ Invulnerable means they die to Bolter fire, but they're fast and can hide in cover for a 4+ Cover Save. They also hit like a ton of bricks. Unlike the Fiends which can do a lot of regular wounds, Strength 5 is solid like that, they really rely on getting those Rends. If you were to break them down to Attacks per Points spent they do better than Fiends and they have grenades, although they aren't quite as fast. They're good and I'd consider using them if I could free up the points. I'd feel tempted to throw in a Herald to give them a little bit more punch. They're good, though, and really cheap. I'm tempted to do a Skarbrand / Daemonette army as I've seen how good Genestealers can be when they reroll their hits.

Daemon Princes: I like these guys for a lot of reasons. I've thus far only given them Marks of Tzeentch but I think that's essential as the army needs as many Bolts of Tzeentch as you can find and them being BS 5 only makes them even sweeter. They're a little easy to kill, Toughness 5 with a 4++ Invulnerable Save only goes so far, but they're a huge threat. They can take on most Marine units in close combat and if they're near Fateweaver they're unstoppable. They can also assault vehicles and wipe them out and Daemons really need all the help with vehicles they can get. I like them more than Soul Grinders as they're usually cheaper and more durable as most armies are packing a lot of Meltas these days. If I thought Soul Grinders could get stuck in combat quickly I'd go with them. I've only played against Soul Grinders but I've never had a problem taking them out and making them a waste, at least a Daemon Prince can take a beating and any shots fired at them aren't fired at something else worthwhile.


On the whole I think Daemons have a lot of really good units. The army is also undercosted as a whole due to their deployment rules. It's a peculiar army in that it is really hard to beat if the Daemon player gets a decent first wave and deep strikes well but that they can also lose due to misfortune here as well. It takes a bit of the "game" out of the game but it adds a new element to 40k and I appreciate that.


With all those thoughts, here's the list I'm thinking of taking. I've yet to use this list as is but I've used variations on it recently. The closest variation, and the one I've used the most, replaces the Daemonettes with Fiends. I think the Daemonettes are going to work out better in most cases, but I have 4 weeks to test it out.

Also, the name of the army "Fiends of Fate" came from Doug McNaron as he's running a Pyramid I'm in and I never named my army so he named it for me (without telling me). I like the name, though, so I'll keep it. Thanks Doug!


1850 Daemons of Chaos - Fiends of Fate

Fateweaver
Herald of Khorne, Chariot, Unholy Might, Blessings of the Blood God
Herald of Tzeentch, We Are Legion, Bolt of Tzeentch

5 Bloodcrushers of Khorne, Chaos Icon, Fury of Khorne, Instrument of Chaos
4 Flamers of Tzeentch

17 Pink Horrors of Tzeentch, Bolt of Tzeentch
14 Plaguebearers of Nurgle, Chaos Icon, Instrument of Chaos
18 Daemonettes of Slaanesh, Transfixing Gaze

Daemon Prince of Chaos, Mark of Tzeentch, Instrument of Chaos, Bolt of Tzeentch

I hope to have Fateweaver, Bloodcrushers, Pink Horrors + Herald, and either the Daemon Prince or Daemonettes (depends on many factors) come in on the first wave. This still leaves my second wave with a bit of bite in case they come in first.

I need to finish painting up the Daemonettes but everything else is ready to go. I'll make sure to bring my camera to the next game I play so I can take some pictures of the army and do a battle report.

I also finished up painting the Temple of Skulls from GW and it's a wonderful kit. It's also HUGE! I'm not sure how well it'll play in Warhammer Fantasy but I think it'll be awesome in 40k, doubly so as it'll be a great point to attract my Daemons to! I'll be bringing this out with me on Saturday as well so I'll definitely get some pictures.

Thanks for reading this long post!

Be seeing you!
Casey

Friday, October 2, 2009

Space Marine Drop Pod Crusade List

I've never done a Space Marine army. Truth be told the last two Space Marine army books did not interest me and the divergent chapters seemed a little one dimensional for my tastes.

The last two armies I painted, Chaos Daemons and a Biel Tan Court of the Young King styled Eldar army, were a lot of fun to paint because each squad had a different color scheme and style. While I enjoy Tyranids, they're my favorite army aesthetic and model wise, they were a bit of a chore to paint as part of their appeal is that of a massive horde of creatures and a unifying color scheme really brings them together. For my Space Marine army I've decided to do something similar to my Chaos Daemons and Eldar in that each squad will be painted differently.

The major background idea behind the army is that it is an army list taking place after the Crimson Fists suffered hideous losses from the Orks. They're a tiny chapter at this point and incapable of committing themselves in any major way. With this in mind I figured that any sort of engagment they would get into would also involve other chapters fighting besides them. This combined with several examples of chapters coming together for a campaign and I feel that I have enough justification, background wise at least, to have a lot of fun in making each squad different.

I also like the idea of the army coming down in Drop Pods. The opening cinematic of the first Dawn of War game is incredibly iconic of how I see Space Marines. I also very much like the Drop Pod model and I've played against Drop Pod armies and they're more versatile and less rock-paper-scissors than I had imagined.

For basing I decided to use the GW 40k basing kit (which I won in a raffle at two years ago at Moe's Toys 4 Tots tournament). This gives each base the appearance of being a battle field. I didn't have enough bits for each base so I made a few others using Genestealer skulls, crushed Ork arms, Ork glyphs, Ork skulls, Tyranid infestation markers, and other bits. While it might look strange that there are body parts and helmets from the Eldar, Sisters of Battle, Chaos Space Marines, Space Marines, Imperial Guard, Tyranids, and Orks I feel that this gives the sense of all out war that past campaigns such as the Eye of Terror or Medusa V imagined.

With all that being said, here's the army list I'm working on. So far it's coming along pretty well, the bases are done and the Dark Angel Vets should be done this weekend, and my aim is to have the army painted in time for the Mecahnicon.

Space Marines - 1850 points

Pedro Kantor

Librarian, Null Zone, Gate of Infinity (Modeled as Dark Angels Librarian)

Ironclad Dreadnought (Painted as a Salamanders Ironclad Dreadnought)
Drop Pod, Locator Beacon

10 Sternguard Veterans, 5 Combi-Meltaguns (Modeled as Dark Angel Veterans)
Drop Pod

5 Terminators, 1 Assault Cannon, 1 Chain Fist (Modeled from the Space Hulk Blood Angels Terminators)

10 Tactical Marines, Meltagun, Multi-melta, Sergeant with Power Fist and Combi-Meltagun (Modeled as Crimson Fists)
Drop Pod

10 Tactical Marines, Meltagun, Multi-melta, Sergeant with Power Fist and Combi-Meltagun (Modeled as Space Wolf Grey Hunters)
Drop Pod

10 Vanguard Veterans, 2 Power Fists, 1 Power Weapon, 2 Storm Shields, 1 Melta Bombs, Sergeant with Power Weapon (Modeled as Black Templars)
Drop Pod


The basic idea behind this army is to deploy the two Tactical Squads and dropping down the Drop Pods with the Vanguard Vets, Sternguard Vets, and Ironclad Dreadnought on the first turn. Depending on the mission and opponent I'll either deploy the Terminators or keep them in Reserve for Deep Strike. There should be enough Melta Guns with the deployed units and the units coming down in Drop Pods to take out most high priority vehicles.

From here I hope to advance the Tactical Squads forward, at least the Crimson Fist squad with Pedro Kantor, to give as many units the +1 Attack bonus from Pedro Kantor. The Sternguard Squad with the Librarian will be able to Deep Strike around using whatever ammo is best for the job (I learned to respect these guys at the 08 Baltimore Grand Tournament when they dropped in front of my Fortuned Avatar and took him out with their Always Wound on 2+ Ammo). The Vanguard Vets will advance and hopefully launch a devastating assault on high priority targets, doubly so if they get the +1A from Pedro being nearby. The Ironclad Dreadnought is there to tar pit units and to contest objectives. AV13 Walkers are fairly difficult to kill and I'm hoping between him and the Drop Pods that there will be a lot of targets for anti-armour weapons and I'll be able to contest objectives while securing one or two for myself.

Truthfully, the Terminators were not my first choice. I think I'd prefer a squad of Land Speeders or maybe two blocks of close combat Scouts. That being said, I really think the models from Space Hulk are fantastic and I just had to use them. I don't think they'll be bad, just not optimal in most situations.

Hopefully in later turns the two empty, or not depending on mission, Drop Pods will come down to contest or to capture objectives.

I think this army will be strong and a lot of fun to play while giving me a lot of tactical options. I could see Kill Points being a problem (I have 13) but it should have enough teeth and viable targets to prove a massive threat. Also, any shots targeted at the Drop Pods (which are relatively easy to destroy) are shots that aren't being fired at fairly devastating units that need to be neutralized. I think against most smart opponents they'll ignore the Drop Pods in Kill Point missions, short of last turn sniping, as they'll be busy trying to deal with higher priority threats that can easily earn a KP or two each on their own per turn. This works slightly different than Rhinos as Rhinos move to get a unit into position and they are the highest priority target available until their units get out. Drop Pods should force effective units into my opponent's face and the Drop Pods themselves will be ignored, so while the KP count is high I think it's effectively a little less.

I'll have a little photography station set up soon and I'll be able to post pictures of the army's progress over the next few weeks. This weekend I'm putting together Drop Pods, finishing bases, and putting the final touches on the Dark Angel vets. I also hope to get my Forge World Dreadnought Drop Pod and Ironclad painted this weekend as green is easy to paint and they should paint up relatively fast.

Be seeing you!
Casey
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