Showing posts with label Landraider Crusader. Show all posts
Showing posts with label Landraider Crusader. Show all posts

Tuesday, 27 November 2012

Dark Angel force 1500points

Well the dust has settled and I thought I would load a picture of the brave souls who represented on Sunday.


It is a small force in terms of numbers and quite attacking minded.

I know that I should have taken a shooting army. I should have sat tight and forced the Nurgle hoard to come to me, maybe keeping a counter punch option for the hand to hand that would happen from turn 3. However I was actually quite pleased with the way the army played. I was unlucky that the Venerable Dread and the Razorback got immobilised. I will have to invest in some extra armour!!

I think the main thing for me to learn is to pick the right unit for the terminators to engage and then use the Landraider and Vindicator together to keep the rest of the army at bay. Wipe the first unit and then move on to the next. I attacked two units in my enthusiasm. I should have concentrated on wiping the Obliterators first.

I think I would also revisit the second HQ choice and the Venerable Dread. Maybe this is where the devastators come in with lots of plasma cannons.

I will say that I like the power axes very much, they proved themselves!

I will also need a plan to handle the flyer.

Now where is that rule book ...... ? I think I will need some more models to paint ;-)

Saturday, 24 November 2012

Belial's Wheels

My most recent project has been a Landraider Crusader. "Belials Wheels". This has additional capacity and will carry more than a squad of 5 terminators (sixteen models, as terminators count as 2, that means eight terminators). Therefore Belial plus a squad of 5 terminators can enter battle from the safety of this hulk.


It has an armour value of 14 all the way round. I have not been able to discover its hull points but it must be at least 3 which is the example given for a Leman Russ on page 70 of the rulebook. If anyone can shine a light on this, I would appreciate it?

Its wargear is also impressive, twin-linked Assault Cannon, multi-melta plus 2 hurricane bolters.

The assault cannon is a Strength 6, heavy 4, rending weapon. That is 4 dice, re-rolling to hit, needing 3's. Rending means that when rolling to wound, any 6's are automatically causing a wound. Ouch!!

The hurricane bolters count as 3 twin-linked bolters. The are 2 on the vehicle so that is 6 twin-linked bolter shots. That is 6 dice, re-rolling to hit, looking for 3's.

And we also have the multi-melta. It is a single shot at 24" range which is decent bearing in mind this vehicle is all about getting up close and personal. Strength 8, AP 1, Heavy 1, Melta. Melta means that an additional D6 is rolled when penetrating vehicles.

That is 10 twin-linked shots needing 3's. 66% success rate so 6.6 on average and then a further 2.24 on the re-roll making that an 8.84 likelihood to hit, plus the multi-melta. That is going to make a big hole is most squads.

The machine spirit allows the vehicle to fire one weapon at BS 2 even if the crew are shaken or stunned.

It is an 'assault vehicle' which means that models disembarking can also launch an assault in that turn.

Its points cost is 250pts and I think worth considering if playing a large points game. What does this mean for me? Well it means that I am easily distracted by large shiny objects. Getting into character is one thing but I should really be settling on an army list for Sundays big game and concentrate on painting the models I will need!

It has been fun to paint though and I needed lots of bits from the bits box. I do like a good rummage. The assault cannon is my own conversion and the multi melta is also from the bits box. Project Deathwing is well underway.