We had a preview of the next Imperial Armour book.
Expected release third quarter of this year.
Tau v Marines and Adeptus Mechanicus.
aka Big Killy Robots fighting Big Killy Robots.
The Tau invade a Forge World they think is weak, unfortunately for them they have plenty hidden away. It is also being used as a staging post for Imperial forces to strike back at the Hive Fleets.
The entire Red Scorpions chapter is involved along with the remnants of a second chapter (mind has now gone blank) plus Knights and Titans.
Showing posts with label Imperial Armour. Show all posts
Showing posts with label Imperial Armour. Show all posts
Saturday, 14 May 2016
Thursday, 23 October 2014
IA13 - War Machines of the Lost and the Damned...redux
Small follow up post to the one I did a few days back on IA13.
I got my infantry out and read more of the army list rules to see how I could re-arrange them to suit the new list and to decide what direction I wanted to go.
So Devotion wise I selected Arch-Heretic Revolutionary.
This would give me a Command Squad which were Zealots, which combined with their Fanatic rule (allowing me to roll two dice and discard the lowest score when determining their Ld value) should give me a solid Command squad which will hopefully stay around - once boosted with a Sigil and Enforcer (+1 Ld to the squad) they will be solid...well as solid as they can be.
I want the army to be somewhere in the middle of the Chaos line - if one end is just rabble, an untrained horde while at the other end they are resolute, devoted elite these guys will be the middle ground, trained but nothing out of the ordinary. While they need direction and encouragement (the Devotion allows more Enforcers to be taken than normal) they have some level of 'professionalism'.
So above you see the infantry laid out.
We have four 20 man infantry squads (all one Troop slot). These are made up of my old infantry squads, special weapon squads, platoon command squad and two heavy weapon squads.
Three squads form a gun line with 2 missile launchers and 2 plasma guns. With a vox, chaos sigil and attached Enforcer they have the best chance of not running away at the first opportunity.
The fourth squad will be held behind the lines to plug any gaps. Armed with CCW, pistols and toting 2 flamers and a melta gun they'll be hurled in to any dire situation.
I will need to break down and rebuild a number of the models and I'll have to convert a couple of new standard bearers.
My old Demo Charger guys won't be taken apart after all, they instead join the 4th squad. The bombs they wield will stand in for the krak grenades the squad carries.
Top left in the pic is the HQ squad including the Demagogue. To take advantage of the squads BS4 they have a Lascannon and a plasma gun.
Meantime top right are seven Enforcers, enough for these five squads plus my second Troop choice which at the moment I am leaning towards a small Mutant squad, mainly for the fun of converting them...though I may go for Plague Zombies if I take the Covenant of Nurgle for my Demagogue.
Talking of Covenants I haven't decided what to take for the infantry squads. I may go for a mix (such as Khorne for the reserve assaulty squad, with Nurgle on the others to give them more survivability). I may play around with taking different ones to begin with before I decide what to stick with. With my Devotion I also have the option to upgrade these squads by making them Fanatics, but this is pricey so I may go without for now and see how they perform.
Alas I can't find a place for these three:
Those two renegade psykers are two of my favourite models in the CRM range, but I just can't find a place in the army they fit. I would have taken the Primaris-rogue Psyker Devotion but it really didn't suit what I wanted the army to be.
To get more heavy weapons in the army I am thinking I will take a HW Squad as a Heavy Support slot. I have five remaining Lascannon teams which I can form into one squad. Might be a bit overkill but it should get the job done.
I am tempted though to mix mortars in with them. Partly because I want to use the models I have built and partly because no matter what the squad will be able to do something - when the Lascannon can't see a target the mortars can still fire at something, plus it would give the squad some very cheap ablative wounds in the shape of the mortars. Something to ponder...
I still plan on taking a couple of more squads of infantry in the form of either Disciple Squads (Elite) or Vet squads (Troop). They are very similar, while Disciples are BS4 Vets are WS4 and both can take Carapace armour and have access to special weapons - though very limited in number. If I take Vets I may drop the Mutant/Zombie unit.
Disciples can take a heavy weapon but Vets can take a USR's (such as Deep Strike, Scout etc). Overall the two options are pretty equal so I'm a little uncertain which way to go at the moment.
Whatever I do I am currently looking at around 120 infantry models (including Command squad, Enforcers & HW teams). That's a lot. What I will do next is start fleshing out the rest of the army, When I get a better idea of what else I want to take I may come back to the infantry and have a re-think, possible dropping one of those infantry squads. This will come down to points, I can't neglect the tanks and other choices I so definitely want in the army. So many choices...
Oh I will also have some Rough Riders eventually...
Quite a rambling post that...mainly me thinking out loud. Next one will make more sense. Almost certainly.
I got my infantry out and read more of the army list rules to see how I could re-arrange them to suit the new list and to decide what direction I wanted to go.
So Devotion wise I selected Arch-Heretic Revolutionary.
This would give me a Command Squad which were Zealots, which combined with their Fanatic rule (allowing me to roll two dice and discard the lowest score when determining their Ld value) should give me a solid Command squad which will hopefully stay around - once boosted with a Sigil and Enforcer (+1 Ld to the squad) they will be solid...well as solid as they can be.
I want the army to be somewhere in the middle of the Chaos line - if one end is just rabble, an untrained horde while at the other end they are resolute, devoted elite these guys will be the middle ground, trained but nothing out of the ordinary. While they need direction and encouragement (the Devotion allows more Enforcers to be taken than normal) they have some level of 'professionalism'.
So above you see the infantry laid out.
We have four 20 man infantry squads (all one Troop slot). These are made up of my old infantry squads, special weapon squads, platoon command squad and two heavy weapon squads.
Three squads form a gun line with 2 missile launchers and 2 plasma guns. With a vox, chaos sigil and attached Enforcer they have the best chance of not running away at the first opportunity.
The fourth squad will be held behind the lines to plug any gaps. Armed with CCW, pistols and toting 2 flamers and a melta gun they'll be hurled in to any dire situation.
I will need to break down and rebuild a number of the models and I'll have to convert a couple of new standard bearers.
My old Demo Charger guys won't be taken apart after all, they instead join the 4th squad. The bombs they wield will stand in for the krak grenades the squad carries.
Top left in the pic is the HQ squad including the Demagogue. To take advantage of the squads BS4 they have a Lascannon and a plasma gun.
Meantime top right are seven Enforcers, enough for these five squads plus my second Troop choice which at the moment I am leaning towards a small Mutant squad, mainly for the fun of converting them...though I may go for Plague Zombies if I take the Covenant of Nurgle for my Demagogue.
Talking of Covenants I haven't decided what to take for the infantry squads. I may go for a mix (such as Khorne for the reserve assaulty squad, with Nurgle on the others to give them more survivability). I may play around with taking different ones to begin with before I decide what to stick with. With my Devotion I also have the option to upgrade these squads by making them Fanatics, but this is pricey so I may go without for now and see how they perform.
Alas I can't find a place for these three:
Those two renegade psykers are two of my favourite models in the CRM range, but I just can't find a place in the army they fit. I would have taken the Primaris-rogue Psyker Devotion but it really didn't suit what I wanted the army to be.
To get more heavy weapons in the army I am thinking I will take a HW Squad as a Heavy Support slot. I have five remaining Lascannon teams which I can form into one squad. Might be a bit overkill but it should get the job done.
I am tempted though to mix mortars in with them. Partly because I want to use the models I have built and partly because no matter what the squad will be able to do something - when the Lascannon can't see a target the mortars can still fire at something, plus it would give the squad some very cheap ablative wounds in the shape of the mortars. Something to ponder...
| It took me ages to make all of these mini-dioramas for the HW teams... |
I still plan on taking a couple of more squads of infantry in the form of either Disciple Squads (Elite) or Vet squads (Troop). They are very similar, while Disciples are BS4 Vets are WS4 and both can take Carapace armour and have access to special weapons - though very limited in number. If I take Vets I may drop the Mutant/Zombie unit.
Disciples can take a heavy weapon but Vets can take a USR's (such as Deep Strike, Scout etc). Overall the two options are pretty equal so I'm a little uncertain which way to go at the moment.
Whatever I do I am currently looking at around 120 infantry models (including Command squad, Enforcers & HW teams). That's a lot. What I will do next is start fleshing out the rest of the army, When I get a better idea of what else I want to take I may come back to the infantry and have a re-think, possible dropping one of those infantry squads. This will come down to points, I can't neglect the tanks and other choices I so definitely want in the army. So many choices...
Oh I will also have some Rough Riders eventually...
Quite a rambling post that...mainly me thinking out loud. Next one will make more sense. Almost certainly.
Sunday, 19 October 2014
IA13 - War Machines of the Lost and the Damned
Slight
distraction for today.
I had the
latest Imperial Armour book arrive yesterday and today I have been nipping in
and out of it and putting some thoughts together in my head.
When the
last Guard codex came out I started looking at my Militia with thoughts of
bringing it up to date and possible re-organising everything. One reason why I
didn’t get that far with this was the hope FW would provide an updated list(s)
from their Vrak books.
And here it
is.
So the first
thing that grabbed me was the options you have when picking the sort of army
you want.
The choices given open up many opportunities for you to theme your force and no two
armies ever need to be the same.
There are
two things which help create your theme.
The first is
the option to upgrade your Demagogue (your Warlord basically) who leads the army with one of six ‘Devotions’.
Each Devotion brings something different to the plate such as affecting the FoC
e.g. moving choices from one slot to another or unlocking other choices, it may
bring additional upgrades to your force such as turning Vet squads into
grenadiers, it can affect the Demagogue itself but there may also be
limitations or stipulations you may have to follow.
So thinking
out loud here are the Devotions and the sort of themes you can go with each one...
Primaris-rogue Witch – A dangerous psyker gathers a coven and
twists the minds of Imperial citizens and unleashes his dark desires onto the
unsuspecting populace...This devotion makes your Demagogue a Psyker and
allows you to take Rogue Psyker Covens as Elite choices (they are normally HQ).
Potentially that is 20 of them roaming the battlefield.
Mutant Overlord – The undermasses rise, an enigmatic leader unites the scum and unwanted
who lurk in the underhives and they rise to claim their rightful place...basically
if you want mutants this is the one. Huge mobs of mutants backed up by Spawn
and Mutant Ogryn.
Master of
the Horde – an unending wave of heretics and traitors...Infantry squads can be
30 strong and as they are wiped out they
turn up again.
Arch-Heretic Revolutionary – true believers with an unshakeable faith, no
mere dupes these but the fanatics who believe they will take their rightful
place...With the option of upgrading Infantry and Vet squads to Fanatics
and taking up to 10 Enforcers the army will have more chance to stand their
ground.
Heretek Magus – What started as an innocent step to expanding more knowledge led to a
dark path of corruption...the closest thing you can get to a Dark
Mechanicus list (until FW get to them in the HH series I suppose). Decimators
and Defilers plus feel no pain to troops as an upgrade.
Bloody Handed Reaver – When the rock upon which your castle is
built turns to sand your castle will soon fall...You want Traitor Guard
with added gribbles, this is the one for you.
So the
Devotions allow you to tailor your force into a theme or story, you can then add
Covenants to your army.
These are
dedicated to each of the four Chaos Gods. When applied to the Demagogue it
again opens up new options.
No Covenant – This opens up taking
Marauder units as an option, think Space Pirates/Mercenaries.
Khorne – Unit of Blood Slaughterers for
an Elites choice.
Nurgle – Unit of Blight Drones as Elite
and Plague Zombies may be taken as a Troop choice.
Slaanesh – May take a unit of Noise
marines and/or Sonic Dreadnought.
Tzeentch – Can take up to 3 Spawn units
as Troops.
Covenants
give bonuses when purchased for squads, such as Feel no Pain for Nurgle. You don’t have to take the same Covenant for each squad giving you lots of variety and conversion
potential throughout the army.
While GW is
busy happily ripping out options from Codex books (like being able to use the
Ork Codex to field Speed Freaks or a Dredd Mob) FW are happily sticking in as
many as possible.
The
Devotions remind me of the options you get in the Heresy books to upgrade your
Praetor. Each options opens up a theme for the army (planetary assault force, armoured
column type and so on). Based on one army list you can create radically
different armies in both play style and visual make up.
Now onto the
actual army options – these are not all of them as frankly I haven’t got the
patience to do all of that, these are just the highlights I have picked out.
The basic
trooper is, well, basic, only BS/WS 2 and no armour but with up to 20 men in a
squad and up to five squads in one Troop choice. You can create masses of cheap
cannon fodder if you want.
However they can be upgraded to bring them basically
on par with Guard.
They have
kept the random Leadership value from the Vraks list, attached Enforcers (a HQ
option) can give a boost and there is equipment to give you a bit more hope of
them staying around.
You lose the
option of Special and Heavy Weapon squads (which for me is a big loss) but
those big squads can take more weapons, to a point as you have to chose between
taking more special weapons or taking the Vox or Chaos Sigil to help keep the
squad in place.
More troops
come in the shape of Mutants – up to 50 strong. If you give them a Covenant as
well these could be a right pain in the arse to face, and if you took the
Nurgle Covenant Plague Zombies, again up to 50 strong with the potential to ‘recruit’
more to the fold.
Now one
thing that has bugged me is that FW have taken a few weapons out, the squads
have the usual options for special and heavy weapons...except no Demo Charges
or Mortars (for infantry/vet squads) or Heavy Flamers. To me I find it odd. I
can understand, and fully agree, that the Renegades should get some
restrictions and not have exactly the same choices as Guard to help show the
difference. Renegades may be a rabble, poorly equipped and trained so it makes
sense they can’t get everything. However mortars and demo charges are simple weapons
which are easily built and maintained. They can be even be improvised and thus
seem a perfect fit for this type of force. Yet they don’t get these and instead
still get plasma, melta and lascannon – surely high end weapons hard to
manufacture and maintain. The only way to take mortars are part of HW teams
selected as Heavy Support. So do I take tanks or Heavy Weapons...?
On a
personal note my demo charge guys and mortar teams are some of my favourite
conversions I did ...
| Buy buy Demo Charges... |
Other things of note...
Cheap light
tanks in the form of Salamander squadrons.
Cheap
sentinels, only BS and WS 2, with up to six in a unit. These can be upgrade to
WS & BS 3 but I am liking the idea of six cheap sentinels with heavy
flamers running amok for about the cost of two chimeras.
While there
is the Valk as an option you can also take Arvus squadrons with improvised
mounts. Dirt cheap air support with transport capacity.
All the
tanks come with the same base of BS2, but with the option of upgrading to BS3.
Which in most cases I think you would take.
Heavy
Weapons squads can be taken numbering 3 to 6 teams. You can’t take a platoon of
multiple squads, so if you want two squads you would fill two Heavy Support
slots. Seems very limiting when you consider the options allow you to take
things far more powerful such as five Wyverns or four Thudd Guns in each HS
slot.
| Mortars or Tanks...what a choice to make me make. Bastards. |
Rapiers!
Enough said.
The Lords of
War which are available depend on your Devotion, though many Malcador variants
are open to everyone.
So, what are my thoughts?
Keep in mind
I have not fully read everything, this is just first impressions.
I like the
list, bar the odd thing I find a bit strange what Forge World has done gets a
thumbs up from me.
This isn't ‘Guard
with Spikes’ - it has its own flavour and has many, many options that allow you
to undertake a wide range of themes. This results in many modelling and painting
possibilities which is exactly what I want to see in an army list and what I
think is missing from the latest round of Codex books.
Am I going
to use it I wonder to myself...probably, almost certainly. I will miss some of the things I have in my army that I can't move over and I will have to make some hard choices.
Even though
it means having to pull apart some models and some things, like my Marbo
conversion are completely dead now (but then he is dead when it comes to the Guard 'dex as well...thanks GW), the list is what I want. A proper Chaos
Renegades list. I use the Guard codex at the moment as it’s the only thing
available but now I have this in my hands it is hard not to feel the pull.
| I'll miss you Mr Chaos Marbo man. We had fun you and I. |
I now need to
finish painting the Daemons so I can free up the time to sort the Militia out,
then I’ll get to painting the tanks and vehicles while Sheep gets to painting the
infantry...
Oh and build the Warhound I've had sitting in a box for years.
This post wasn't meant to be this long or wordy. If you got through it congratulations. Have a biscuit to recover.
Wednesday, 17 April 2013
Imperial Armour Volume 12 - The Fall of Orpheus
I am not going to cover the background information in the book, mainly because it would take far too long to do it justice and I any who want to know will be buying the book anyway and don't want it spoiled by reading snippets here.
I won’t be giving points or stats so please don’t ask (via
comment or email), but I will note anything that I pick up as looking
interesting.
Part 1 - The Necron Dynasty
of Maynarkh:
The list begins with the background to the Dynasty (again I
am not going to go into it so people can enjoy reading it for themselves).
However it appears that the Dynasty hasn’t fared well when it came out of
hibernation.
Included is a new Necron specific set of Warlord Traits.
The army list breaks down as this (units in blue are ‘see
Codex: Necrons’)
HQ – Kutlakh the
World Killer, by the sounds of it this is a Necron Lord who has lost his
marbles.
HQ – Toholk the
Blinded, the Dynasty Arch-CryptekHQ – Maynarkh Overlord
HQ– Destroyer Lord
HQ – Royal Court (0-5 Maynarkh Lords, 0-5 Crypteks)
Troops – Maynarkh
Warrior Phalanx (no idea how this is different
to a regular Codex unit, though it can take Flensing Scarabs which are new)
Troops - Maynarkh
Flayed One Pack (ditto)Troops - Maynarkh Immortals (can’t be taken as compulsory choices)
Dedicated Transports
– Command Barge,
Ghost Ark & Night Scythe
Elites – Canoptek
Tomb Stalker
Elites – Charnel Lychguard
(limited to one unit for each Overlord in
the army)Elites – Deathmarks, Triarch Praetorians, Triarch Stalker
Fast Attack –
Canoptek Acanthrites
Fast Attack – Wraiths, Tomb
Blades, Necron DestroyersFast Attack - Maynarkh Canoptek Scarab Swarms (may be upgraded to Charnel Scarabs which are more anti-infantry)
Fast Attack – Canoptek Tomb Sentinel (this can be taken in Codex armies but is Heavy Support)
Heavy Support –
Tesseract Ark (interesting rules, it has
a ‘weapon’ which gives several benefits as well as having several fire modes)
Heavy Support –
Sentry Pylon (1-3 unit, can be a mix of
types)Heavy Support – Night Shroud Bomber (the bombs look painful, but at least it only has five of them)
Heavy Support – Doomsday Ark, Annihilation Barge, Monolith, Doom Scythe, Spyder
Super-Heavy – Gauss Pylon
Fortification –
Necron Tomb Citadel (this isn’t cheap
even without the defence battery upgrades. You can also dock Monoliths or
Sentry Guns giving them a bonus. The Citadel gives you plenty of boons)
Part 2 – The Minotaurs:
As with the Necron section you are given background on the
Chapter and its organisation – though not a huge amount, just a few pages.
Basically the Minotaurs use the Codex: Space Marines with
the following additions:
HQ – Lord Asterion
Moloc
HQ – Chaplain
EnkomiHQ – Hecaton Aiakos (Contemptor Dreadnought, is an Elite choice in Codex armies)
HQ – 0-1 Damocles Command Vehicle
Heavy Support –
Vigilator-Sergeant Hamath Kraatos (heavy bolter wielding upgrade to a
Devastator Squad)
Heavy Support –
Storm Eagle Assault GunshipHeavy Support – Storm Eagle Assault Gunship Roc Pattern (tank destroyer version)
Heavy Support – Sentry Gun Battery
Heavy Support – Deathstorm Drop Pod
Heavy Support – Predator Infernus (Flamestorm Cannon which can be upgraded to a Magma-Melta)
Heavy Support – Predator Executioner (may be upgraded to a Heavy Conversion Beamer)
Heavy Support – Spartan Assault Tank
Part 3 – The Krieg Assault
Brigade List:
Plenty of info on Krieg and their armed forces, more than
with the Minotaurs.
Unlike the Krieg Siege list this one is much more mobile. With
more transports, tanks and mobile artillery.
Very nice touch is the Krieg Warlord Traits, with emphasise
their style of warfare, and Krieg specific Orders which are a mix of the
standard Guard orders and Krieg themed ones such as ‘Duty Unto Death’ and ‘Without
Mercy’. We also have the Krieg special rules affecting the morale checks and
making them Fearless and when combined with the Officers having the Iron
Discipline rule it means Krieg squads will potentially be hard to crack.
Another nice touch is the option ‘Forlorn Hope’ special rule
which the Krieg player may select. This means an additional Objective is placed
which the Krieg player must take, if he fails to capture it the enemy get a
bonus to their VP’s instead. As a bonus infantry squads can be recycled giving you
an endless wave of infantry marching to their doom. Very nice.
Here is a breakdown of the army list – I’m not listing all
the detail/options but instead picking out some interesting titbits:
HQ – Death Korps
Marshal Karis Venner
HQ – Company Command
Squad (may take the following advisors –
Artillerist, Quartermaster, Tech Prist Militant)
HQ – Quartermaster
Cadre
Elites – Engineer
Squad
Elites – Griffon Strike
Battery
Elites – Forward
Command Tank (a Russ with benefits)
Elites – Hydra Battery
Elites – Rapier Battery
Troops – Infantry
Platoon (1 HQ + 2-6 squads, as normal no
HW or transport options)
Troops –
Grenadier Storm Squad
Dedicated Transport
– Storm Chimera (Autocannon armed Chimera
with extra armour and track guards)
Dedicated Transport
– Centaur
Dedicated Transport
– Hades Drill (rules as per IAVOl 1 2nd
Ed - Engineers only)
Fast Attack –
Hellhound Squadron
Fast Attack –
Death Rider Platoon (0-1 Command Sqaud which may include a Commie, 1-6 Death
Rider Squads)
Fast
Attack – Salamander Scout Squadron
Heavy Support –
Heavy Weapons Platoon (1-3 squads, no
command squad)
Heavy Support –
Thunderer Squadron
Heavy Support –
Leman Russ Squadron (all types available)
Heavy Support –
Ordnance Tank Battery (1-3 Bassie, Medusa
or Colossus, can’t be mixed unit)
Heavy Support –
Field Artillery Battery (1-4 Thudd Guns
or Heavy Mortars)
Heavy Support –
Navy Support Squadron (1-3 ‘bolts,
Lightnings or Avengers, can’t be mixed)
And that is that.
If you have any questions post them up, though as stated earlier I won't be handing out any stats or points etc. I have no intention to turn this into a news/rumours blog or something along the lines of many, many blogs already out there (too many frankly). But I thought people might like the army list info above so I thought I'd post it up.
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