I've decided to completely re-work my Inquisitor warband for 28mm Inquisitor games. Strom Hellsing, who was originally going to be my Inquisitor, has now been demoted to Interrogator, and the other models/characters in the warband are now going to be retired altogether. Instead, I'm bringing in a newwarband leader (or PPC), Erazmus Foix of the Adeptus Mechanicus and creating a new warband around them. This here, is the starting framework for a character called Balthazar Sett, a former Adeptus Munitorium Auditor turned Adeptus Mechanicum Agent.
Unfortunately I can't find a head that fits this guy (not least because I'm in Glasgow working while my bits box is down in Folkestone) at the moment. But I'm going for a relatively young man, not too grizzled, in the prime of his life and without heavy augmentation. I think a space marine scout head might be perfect.
Made from: Forge World Games Day Adeptus Arbites (comes with dog but I'll be using that elsewhere), sword from a Warhammer Dark Elf, left hand from a Millennium's End 1980's Cocaine Cowboy. Uzi cut from the right hand of the same miniature.
And here are some concepts for the Adept himself:
Asurman body, head (the chain will be getting chopped off if I decide to go with this head, obviously) from a Chaos Vehicle spru. Gauntlet from a Mantic Ghoul sprue and the gauntlet weapon is a storm bolter from an epic scale Razorback.
Friday, 23 November 2012
|Daemon prince of Tzeentch|
You don't see all that many Tzeentch themed CS lists out there. Here's a list that (unusually for me) I've had quite a bit of success with over the last few weeks. It has a total of seven mastery levels worth of psyker abilities (3 for the Sorcerer, 3 for the Daemon Prince and 1 for the Aspiring Sorcerer) and a total of 20 models with Invulnerability saves. I normally assign two Telepathy powers to the Socerer (hoping for puppet master of invisibility) and two Biomancy or Pyromancy powers to the Daemon Prince.
The Daemon Prince is an expensive model, but he's performed well in every game so far (except when my opponent can call on a Str 10 weapon for instant death -like Tau). Even without stat boosting psyker abilities, he's a demon in close combat -having nearly killed a Bloodthirster in our last game.
The Thousands Sons and the Cultists are purely for holding down objectives. The cultists pretty much go to ground for the whole game and hang on. The Thousand Sons are surprisingly effective objective holders. Few power-armoured opponents want to get too close to four rapid firing AP3 Boltguns and a pskyer and other armies tend to ignore them until it's too late (probably because the unit seems too small to worth bothering with in the early game).
The CSM squad is there to capture enemy objectives. The Terminators normally deep strike in near an enemy vehicle, trash it, and then contest objectives. They're job is too look big and frightening on the side of the table while they're in reserve (hopefully forcing my opponent to keep back a few units in his deployment zone) and seem even more scary so that the real denial troops (the Bike Squad) can get in close.
I use the bikers like I would shock cavalry. They zoom up the board using turbo-boost to get close to an enemy vehicle, melta it to death and then assault objectives and/or troops in the open.
The Possessed ride the Landraider and are the only troops in the army with a Mark other than that of Tzeentch. In this case, the mark of Khorne. Possessed were viewed as a joke unit in last edition, and several of my opponents have made the mistake of thinking they're not that scary -until they chew through a terminator squad or death company assault squad in a single assault phase. I generally aim these guys at the biggest, meanest close combat unit or HQ the enemy has and let rip. And with Str 5, don't forget they can take down vehicles very easily too.
|Chaos Sorcerer of Tzeentch|
Chaos Sorcerer of Tzeentch:
Power Armour, Bolt Pistol, Force Weapon, Frag and Krak, Aura of Dark Glory 15pts, Mark of Tzeentch, Mastery Level 3, Veteran of the Long Wa
Cost: 145 pts.
Daemon Prince of Tzeentch:
Close Combat Weapon, Daemon of Tzeentch, Wings, Power Armour, Mastery Level 3
Cost: 295 pts.
TROOPS:10 Chaos Space Marines:
Inc 1 Aspiring Champion with Boltgun and Close Combat Weapon, 2 Chaos Space Marines with Plasma Guns, 7 with Boltguns. All have Veterans of the Long War (10pts), additional Close Combat Weapon, Power Armour, Bolt Pistol, Frag and Krak.
Cost: 200 pts.
Including one Cultist Champion with Shotgun, 1 Cultist with Heavy Stubber , 3 cultists with Autopistol and Close Combat Weapon, 5 with Autogun.
Cost: 62 pts.
5 Thousand Sons:
Including 1 Mastery Level 1 Psyker with Bolt Pistol and Force Weapon. 4 Thousand Son's have Boltgun. All have Power Armour, Inferno Bolts, Mark of Tzeentch and Aura of Dark Glory .
|Chaos Space Marines|
ELITES:5 Chaos Terminators:
Including Terminator Champion. 1 Terminator has Reaper Autocannon . All others have Combi-Melta gun. All have Terminator Armour and 4 have Powerfist .Champion has Lightning Claw. All have Mark of Tzeentch and Veterans of the Long Waf
Cost: 273 points
including Possessed Champion. Mark of Khorne, Veterans of the Long War , All have Power Armour and Close Combat Weapon.
Cost: 274 pts.
|Possessed Chaos Space Marines|
HEAVY SUPPORT:Chaos Landraider:
Twin Linked Heavy Bolter, Twin-Linked Lascannons, Seach Light, Smoke Launchers, Dirge Caster
Twin Linked Lascannon in turret, Lascannon Sponsons, Combi-Bolter
Total Cost: 145 points
9 Chaos Bikers:
inc Biker Champion, Exchange two twin-linked bolter exchanged for Melta Gun mounted on Bike . Others have twin-linked bolters. All have Power Armour, frag, krak, bolt pistol and close combat weapon as well as Veterans of the long war
Cost: 211 points