Tuesday, 12 June 2012

40K Rogue Trader Bat Rep: The Assault on Hadley's Post.

For a breakdown of the scenario objectives and forces, please read the previous post here. In summary though, the Vaulters (Van Saar models) are raiding a trading post normally considered nuetral ground by all factions. It's defended by the owners, their cyborg "Pax" and by patrons from three different factions: Raiders, Vanners (Caraveners) and Scavvies.

I apologise in advance for the picture quality. I'm using a bog-standard off-the-shelf digital camera.

Table-Set Up.

Hadley's Trading Post occupies the centre of the board, with a road to the north. The outpost itself is defended by several sand-bag emplacements to the east, oil drums filled with sand to the south, and metal out-buildings to the west.  On the opposite side of the road can be found some ruined buildings and a small orchard. The road itself is occupied by two wrecks (a bus and a civilian car) and the Vanners' Armoured Truck, currently undergoing repair. To the west of the trading post there is a crashed truck and another, larger ruin. To the east are more ruins and another orchard.

View from the East
View from the West

Defender Set-Up:

Four Vanners, the Raiders and the Scavvies sit around the respective tables in the yard, eyeing each other warily over their drinks. While Hadley (in the trenchcoat) and his youngest daughter serve drinks, Pax and his other daughter keep a careful eye on proceedings. Meanwhile, four other Vanners are out by the truck, carrying out repairs and generally standing around bitching because the boss hasn't sent drinks out to them.
The Yard
The Truck

Attacker Set-Up:

The Vaulters have divided themselves into five groups: two assault groups, a heavy weapons group, a cover-fire group and a lone sniper.

Cover-fire group, set up on the western board edge behind the ruined truck. The leader (minor hero) is third from left.

The Heavy Weapons, coming on the west board-edge from the Tartan Wasteland.


The Western Assault Group.

The Eastern Assault Group
The Lone Sniper on the Eastern Board Age, drawing a bead on the Vanners

 Attacker Turn One:

All five attack groups move into position behind the nearest cover, with the exception of the Heavy Weapon team, who stay put. The Sniper armed with a Needle Rifle opens up first, dropping the Vanner with the number 13 on his jacket with a silent shot to the back of the neck (rolled a 6 to hit and a 6 to wound).
Sniper Take-Down.

Pity these guys can't shoot worth anything.
 His confused buddies are still standing around wondering what's going on when the cover-fire group shoot from their firing positions on the crashed truck. Although the Raiders at their table provide a fine target, they choose to take out the Vanners by the truck before they can spot the Sniper and return fire. However, they fail to anticipate the Vanners bending over their fallen comrade. Two lasguns, an autogun and a Bolt Gun stitch holes along the flank of the truck, just inches above the Vanner's head. One is caught by a ricochet from the solid slug autogun, but shakes off such a minor wound (hit but failed to wound).

Meanwhile, the two heavy weapons gunners armed with a Heavy Stubber and a Plasma Gun also fire at the Vanners by the truck. However, perhaps still winded by moving into position, both heavy gunners fail to hit (rolling 1's). The plasma burst scatters to explode several inches away in the middle of the road, leaving a steaming pit in the tarmac.

The two assault elements are behind cover and have no LOS to the Defenders.

Defender Turn One:


The four Raiders immediately kick over their table and move into cover behind it, gaining soft cover. However, their Heavy Stubber will not be able to fire this turn. The four Vanners sitting around their table move towards the Oil Drums to take cover. Hadley shouts, "Free beers to everybody who shoots a fragging Vaulter!" before he and his daughter move into the main house, taking up position by the North windows. Pax, meanwhile, turns to face the rear, eyeing the distance to the Sniper with his Grenade Launcher ( I forgot these were move and shoot weapons in RT). The oldest daughter stays in place, drawing a beat on the Vaulter with the Autogun. The three Vanners by the truck run to take cover by the sandbags.

The Defenders React
Hadley's eldest opens up the defenders shooting phase with a well aimed shot from her needle-rifle, dropping the autogunner at the crashed truck with a deadly dart. The four Vanners behind the oil drums open up with their autoguns on the other Vaulters behind the crashed truck, though only two can draw a bead to their target. However, the other Vanners now have line of sight to a Vaulter armed with Chainsword and meltagun. The melta gunner takes a glancing hit but shrugs off the minor wound (failed to wound). Meanwhile, one of the lasgun armed Vaulters  is hit and goes down. The Raider chief (Rex) also opens up on the group with his stub pistol, as does his companion with the las-pistol. The final Raider also let's rip with his shotgun. Only Rex manages to land a shot, which hits the Vaulter leader, Graf Ulbrich, inflicting a wound.  The torrent of fire forces the cover-fire group to pass a leadership test but the presence of the Graf ensures that the surviving las-gunner stays put.

The cover-fire group takes heavy casualties.
 On the right, two Scavvies and the three surviving Vanners from the truck open up on the Sniper with auto-guns. Three hits, two wounds and two failed armour slaves and the Sniper goes down, leaving Pax without a target for his grenade launcher. The Heavy Stubber Scavvie curses -all that time spent readying his weapon for nothing. None of them can see the second assault group yet. Not even The Exile, the Scavvies leader,  who leaps into cover in the circular arrangement of sand-bags, only to find (to his horror) that he's decided to take cover in an ammo dump!

With all these guys shooting back, the Sniper had no chance.

Attacker Turn 2:

Angered by his losses, the Graf waves the Assault Teams forward. He and the other surviving member of his cover-fire group moves into a better shooting position. The Heavy Weapons team stays put, ready to fire again.

The Western Assault Team. Next time I'll remember to move the dice. Honest.
The Eastern (and as yet unspotted) Assault Team.
Having rounded the corner into view of the defenders, the first Assault team open up on the autogun armed Vanners.  A lasgun, a plasma-pistol and a melta-gun all fail to score hits. Meanwhile, Graf Ulbrich and his man open up the raiders taking cover behind the table. Ulbrich's bolt-gun blows away the Heavy Stubber gunner just as he's finished bracing his weapon.
Bad Luck Big Guy. Never even got to shoot.
 The Vaulters' own Heavy Stubber and Heavy Plasma gunners open up on the three Vanners running towards the sandbags. The heavy stubber missed completely but the Plasma Gunner drops a template right on top of the middle Vanner, roasting all three in a horrible ball of plasma-energy. Using the following fire ability, he centres his weapon on Pax and fires again, vaporising a steaming line of sand-bags but failing to hit the cyborg.
Although really, all that should be left is three piles of bubbly goo...

Defender Turn 2:

Somewhat annoyed at the carbon scoring and heat-bubbling on his new coat of paint, Pax takes cover by the corner of the building and proceeds to engage the Heavy Weapons team. The Scavvie heavy Stubber moves up to support him while the Exile adroitly leaps out of the sand-bagged ammo pit (soundly mocked by Hedley's eldest -happily perched on a crate of ammo- in the process). Neither are in a position yet to spot the second assault group coming round the orchard.  The Raiders, the surviving Vanners and the rest of the Hedley family stay put.

The shooting from the Western Defenders this turn is very ineffective, failing to drop a single Vaulter. Even a needle-rifle shot from Hadley's eldest fails to find it's target.  Pax is more successful, his frag grenade lands right on target, blowing up the Heavy Stubber Gunner but failing to kill the Heavy Plasma Gunner.

 Summary: End of Part One.

At the moment, things could quite clearly go either way. The Vaulters  have four men down while the Defenders have lost five (well, four men and a woman). However, the two assault groups should be in charge range by the beginning of turn 4, where I expect we'll start to see the superior technology and close-combat gear of the vaulter's begin taking their toll on the defenders. Come back again tomorrow for part 2.

Saturday, 9 June 2012

40K Rogue Trader Battle Report: Intro and Scenario

In the comments section of my last post, Brummie mentioned that he'd like to see the new terrain mat. Well, he (and the rest of you) will get that chance very soon. Running my own business has made it darn near impossible to finish working on my Post Apocalypse rule-set, so I've decided to combine my two skirmish passions -40K and Post-Apoc- into a single campaign.

In the next few days (hopefully Monday, depending on when I finish painting the remaining scenery) I'll begin solo testing my own set of  Rogue Trader-Necromunda hybrid rules. Essentially, I'll be grabbing about forty miniatures, fielding then under the old stand-by of what-you-see-is-what-you-get and playing a narrative scenario. Points balance be damned. Each side will have what the minis are carrying and that's it. Over the course of a few games, I might refine the hybrid rule-set I'm planning on using, but for the time being here's a quick run-down of how it will work:

  • 40K Rogue Trader will be the main rule-set.
  • I'll use the experience system from Necromunda: Book of the Arbitrator.
  • Mooks on each side don't gain experience points or have their stats modified by wounds. At the end of each game, in which they are removed as a casualty, I'll roll a D6. On a 1-2 they recover in time for the next game. On 4-6 they miss the next game ( or a number of games depending on how the games are spaced out in the narrative time line). On a 5-6, they're dead. Permanently.
  • Named characters on each side using the Necromunda Book of the Abritrator experience point and casualty system.
  • The only way to replace dead Named Characters (or gain more) during the course of the campaign is to have a Mook perform a suitable heroic act that results in their elevation to Named Character status.
For the time being, the various factions will simply consist of one or two Named Characters armed with whatever on the mini plus however many painted Mooks  I happen to have for that faction. Later, I might institute a system whereby you "buy" your force as per Necromunda: Book of the Arbitrator. We'll have to see.

The Scenario:

Hadley's Chophouse is a veritable Oasis of the Deadlands. As a trading post and refuelling station, it's one of the few places outside the Policed Zones (or P.Z's) of Bad Landing respected as Neutral Ground. Watched over by Hadley, his gorgeous daughters and an old Cyborg named Pax, the Chophouse is the one place for fifty klicks in any direction where Raiders, Vaulters, Scavvies, Bounty Hunters and Caravanners can be found in peaceful collusion.

So when a Vaulter Strike Force decided to hit the place, it really should have come as no surprise that every single person present -staff, patrons and cyborg alike- grabbed their guns and started shooting back.

Attacker:

The attacking force consists of twenty Vaulters led by Graf Ulbrich Von Regarstein. 150 years ago, when a Genestealer-led Chaos Cult began their rebellion, the rich nobles and merchant princes of Bad Landing abandoned their homes and people to take refuge in dozens of underground Vaults. Alas, by the time they left their time locked places of refuge, the war had been won. Inquisitorial Forces declared anyone found outside to few Imperial Bastions to have held out during the war to be considered suspected of taint, and so the Vaulters, like hundreds of thousands of other refugees, were declared SINless and barred from entry to the newly established "Policed Zones" on pain death. Now Graf Ulbrich has decided the time has come to reclaim his birthright as an Imperial Nobleman. The assault on Hadley's Chophouse is only the first step in achieving that victory.

Forces: 19 Vaulters (Imperial Guard stats) plus a Minor Hero (Graf Ulbrich)

Defender:

Hadley's Chophouse has been an outpost of trade and civilisation in the Deadlands for damn near a half-century and ol' Hadley and the girls (and Pax) will be damned before they see it fall into the hands of a madman. Luckily, the place is busy tonight. The four Raiders, a like-number of Scavvies and the near-dozen 'Vanners cluttering up the place aren't likely to stand for it either. Not with ol' Hadley's standing promise of a 10% discount for to anyone who helps defend the place.

Forces:
Staff: Hadley (Champion), his two daughters (Imperial Guard stats) and Pax the Cyborg (Space Marine stats and powerarmour)
Raiders: Rex (Ork Champion stats), 2 raiders (Ork stats), 1 Juve (Gretchin stats)
Caravanners ('Vanners): 8 Vanners (Imperial Guard stats).
Scavvies: The Exile (Sensei Minor Hero), 3 bodyguards (Imperial Guard stats).

Note that the Raiders, the Caravanners and the Scavvies (with the exception of the Exile) suffer animosity towards each of the other named groups.

Setup:

Played on a 4 by 4 table. In the centre of the table is Hadley's Chophouse, an intact building surrounded by outhouses and a parked van. Defenders deploy either inside or within 6" of the main building. A roadway cuts along the table from north to south, passing by the Chophouse. Ruined buildings line the sign of the road, but none may be placed closer than 12" to the Chophouse. Attackers begin the game deployed at any point on any of the four table ledges. Attackers begin the game with the first turn.

Traitor Guard Update.

It's been a busy few days for my Traitor Guard army, not only is the Sentinel Squadron finished, but I've completed two chimera as well. Now I have just five infantry squads to paint up for the tournament at the beginning of July. Or to put it another way, a squad every four days. I should be able to manage that, especially given that dearly beloved is away down south with her mum and brother for a week.



In other gaming news, my new desert terrain mat arrived today. So I'll be taking advantage of having the place temporarily to myself by setting up the table and having a few scenario driven games of 40k Rogue Trader. Well, probably only one really as I'll gaming on my lunch break. Set on the Post-Apocalyptic 40K world of Bad Landing, of course. First up will be a raid by a tribe of Ash Nomads (think Fremen but with guns) on a trading post defended by the staff and a few, small bands of mutually antagonistic Raiders, Vaulters and Scavvies. Sounds like a good excuse to break out the old animosity rules for such fun and havoc.

Thursday, 7 June 2012

Tau on My Mind

It's been a while now since I posted my 2000 point list for my next (Tau) Gue'Vasa army and I've been mulling a few things over.

First, it doesn't really seem right that a "human-themed" Tau Army should have as many Kroot Carnivores (34) as it does Human firewarriors (34 again, counting all "visible" crew  figures and battlesuit pilots but not enclosed vehicle crew). I know large Kroot squads with hounds are better than 12 Fire Warriors when you look at the maths, but dammit, it's just not fluffy enough to have more Kroot than humans! Also, I need to think about buying my army in playable "steps" rather than simply buying whatever takes my fancy at the time (like I usually do) and wind up playing with whatever mish-mash of units I happen to have built.

So here's my proposed starting point, a 1000 point Tau List:

Crisis Commander: 87 - shas'el w/ plasma rifle, missle pod, multi-tracker
Crisis Squad: 124 - 2 shas'ui w/ plasma rifle, missile pod, multi-tracker
Crisis Squad: 124 - 2 shas'ui w/ plasma rifle, missile pod, multi-tracker
Firewarrior Squad: 95 - 1 shas'ui with bonding knife and pulse rifle 7 shas'la w/ pulse rifle
Firewarrior Squad: 120 - 12 shas'la; 8 w/pulse rifle. 4 w/pulse carbine
Broadsword Squad: 175 pts - 1x Broadside Battlesuit w/ Shield Drone; Shield Drone; Drone Controller; 1 Broadside Battlesuit  w/Target Lock. 2 Shield Drone w/ Shield Generator)
Hammerhead: 180 - railgun, SMS, multi-tracker, target lock, disruption pod
Devilish : 95 Sensor Spines, Targetting Array 


Total: 1000 points.

The idea is that the 8 man squad with the shas'ui mount up in the Devilfish, either to seize last minute objectives or to carry out a Fish of Fury attack supported by the transport's Burst Cannon and Gun Drones.  Meanwhile, the Larger Fire Warrior squad does it's best to act as a meat-shield and slow down any assault troops headed their way. The presence of some carbines is a desperate attempt (on my part) to slow down the advance of assault troops through pinning.

My biggest concern with this list is the lack of Melta (but I can't afford 65 points for a Piranha with a Fusion Gun) and the fact that my only speed-bump unit also happens to be one of just two scoring units. But then, that's the problem with a 1000 pt list isn't it, you're always going to be weak somewhere. Try to cover all the bases, and you'll just up end weak everywhere. Of course, I could drop the Devil Fish and some fire warriors for a third Crisis Battlesuit squad, perhaps even one armed with Fusion Blaster and Burst Cannon, but three Crisis squads at the 1000 pt level just feels so wrong.

Thursday, 31 May 2012

Lead Legion Bloodbowl League: Session 2

Last Sunday saw two new teams join us the Lead Legion Bloodbowl League: Dark Elf team the Naggaroth Numpties and a second Human Team, the Middenheim Wolves.

Stirland Dockers vs Goutfoot's Ogres:

Game 3 saw my much reduced Stirland Dockers team take on the as yet undefeated Goutfoot's Ogres. I was missing a catcher and a linesman due to injuries inflicted by the Komodo Killers, in my second game of the first session. This meant I was going up against the Ogres with no reserves and no sacrificial journeymen. This was going to hurt. Fortunately I was able to hire on a wandering apothecary to supplement my team apothecary for the game, as well as additional re roll.

Things started badly, and did not get much better. By turn 2 I was down to seven players. I would not have more than seven on the board from now til the rest of the game (with the exception of the first turn on the second half, when I had eight). My plan had been to pound his snotlings into the ground, but Gordon managed to screen them with his Ogres horribly well. I only managed to knock out two in the whole game. To everyones' surprise -not least my own- I managed to score first after forcing a ball-carrying snotling into the crowd. The ball was thrown-in right at the feet of a human Blitzer deep in the Ogre's second half, who'd been left unmarked while he recovered from being stunned.
My Knockout Box at the end of turn 2.

On my next turn (last turn of the half) the Blitzer stood up and walked the ball in for a touchdown. But even when I was 1-0 up, I knew I was still losing. I set up my eight guys to receive at the beginning of the second half, only to see the Ogres win a blitz. So it was that at the end of the blitz turn, a thrown snotling was carrying the ball one square away from my end zone. With the Sidestep skill and Dodge.

Bugger. My only action of my first turn was to blitz the little git with a Catcher, preying for a down result, knowing that anything else other than a both down would result in Gordon scoring on my first turn of the second half. I rolled the dice....
Jammy!

Both down!

I punched the air, stunned his snotling and only knocked over my Catcher. I was able to hold him off for another two turns before I made a stupid, stupid error which allowed him to score.

I set up to receive again. He got another blitz.

I cried. Gordon laughed. He surrounded my five Blitzers and linemen with Ogres, leaving only a Thrower and Catcher unmarked and able to manoeuvre. It took Gordon until his last turn, but with most of my team locked down tight by six ogres (including one with Guard and two with Block!) he was able to swarm my last two players with Snotlings and secure the win at 2-1.

Fortunately, I didn't have to use my Apothecary -or my mercenary one for that matter. All three casualties only missed the remainder of the game, and were free to play in my Game 4.

Stirland Dockers vs Elfheim Eagles.

My 4th game was against Andy and his Elf team. Andy's had atrocious luck all tournament and, although this was Game 4 for both of us, Andy had only just recovered from some early losses of players. Even so, we went into this with nearly identical team ratings and the same number of star players.
Elfheim Eagles.
Unfortunately for Andy, he had atrociously bad dice rolls. He player very aggressively, constantly sending players into my half at the expense of weakening his line, allowing me to blitz his ball carrier time and again to steal the ball and score while he was the receiving team. The deep penetration gambit did pay off for him once, in the last turn of the second half, but by then I was already 2-1 up. On three separate occasions he managed to wrest the ball from my Catchers deep in his half and go for a long bomb, only to see one of my players successfully intercept, needing a six each time (see what I mean about Andy's luck).

The Eagles Penetrate the Stirland line but look at the two human players furthest away on the human left flank. The Standing Blitzer has Strip Ball and is about to take down the ball-carrying Elf Thrower so the Catcher can zip in and claim the ball. On the human right, a Catcher and Blitzer will mark the two Elf players in front of them while the second Blitzer on the flank zips in to threaten his line of scrimmage from the rear.

In the end, we finished 4-1, with Andy only a turn away from scoring. Fortunately, none of his casualties took permanent injuries, but with only ten men (at most) on the field from turn 2 he really struggled to send enough players into my half to tie down my defencive thrower and catchers and at the same time keep my Blitzers from pounding down his flanks. Man of the match for me was Number 6, who'd earned his first skill (Strip Ball) in Game 3 against the Ogres. He started the game on 6 Star Player Points and went on to score a touchdown, an interception AND win the randomly allocated MVP award to earn his second skill in two games (Tackle).

So all in all, a rather good weekend for me. No deaths or mangled players facing the Ogres and a very solid win against the Elves.

The Other Matches:

Sunday saw a lot of blitzes: 6 blitzes in 6 games. Four of these blitzes happened in succeeding plays in two games, meaning that my Stirland Dockers and Doug's Pesky Plaguerats both had to defend against two blitz plays in a row.

Middenheim Wolves vs Gouged Eye 1-0
The Gouged Eye

The Gouged Eye, recently reformed after their mauling in month, found themselves up against a human team. The Orcs almost managed to equalise, with their ball-carrier just one square away from equalising at the end of Turn 15. Rather than risking a second go for it, he gambled that a human Blitzer, who would need two go for it's to reach him, wouldn't be able to take down his ball-carrier on a one dice block. The gamble didn't pay off. 1 nil to the humans.

Elfheim Eagles vs the Pesky Plaguerats 2-2
A good, close, tight match that could have gone either way. The Eagles were lucky enough to win two Blitzes in a row against in the Skaven, but, with the help a Star Player Gutter Runner with a movement of 10, Doug was able to claw back victory from the jaws of defeat.

The Hard Knockers vs Naggaroth Numpties  2-1
Don't mess with a red head.

Once again the Dwarf girls proved themselves some of the hardest players in the League, inflicting three casualties on the rookie Dark Elf team, killing one Blitzer and leaving two other players (including a second Blitzer) with permanent injuries. The Dark Elf coach was heard to mutter something about selling his useless players to the shrine Khaine and using the resultant funds to hire somebody competent.




 Komodo Killers vs the Pesky Plaguerats 3-1
The Killer's grabbed the Plaguerats by the throat from turn 1 and proceeded to pound them into the ground, inflicting two casualties and scoring three touchdowns against the Rats. The Plague rats were able to come back to score a touchdown of their own

Here's the League Table at the end of Session Two:




Wednesday, 30 May 2012

The Next 40K Project: Tau Gue"Vesa Army

Now that I have ( more or less) finished assembling  (but not painting) a 1500pt Traitor Guard Force it's becoming time to think about my next themed-army. Like many gamers, I like to have multiple armies on hand for the prospect of pick-up games when friends come to visit. Additionally, because I sold my Space Marine to acquire my Guard, I can't help but feel that I'm having to rush the army with regards to painting and modelling. This is leaving something of an unpleasant taste in my mouth, so, for my next project, I plan on taking things much more slowly. Something I'll have the luxury of doing given that I'll already have a painted and assembled Guard Force to play while I slowly buy, assemble and paint a new Army.

So what am I going for?

Why, Tau.

Okay, now that you've had time to pick your jaw up off the floor, you're probably wondering why I'm picking a army that uses a 4th ed Codex and, like the 4th ed Elder Codex, suffers from point's efficiency in 5th ed. It also includes a lot of units that just aren't viable in 5th ed games and, frankly, being such a shooty list, often completely fails to dominate mid-table.

Here's why:

I think they're kinda cool. I'm hoping that by the time I've finished slowly assembling my force (I plan on buying and painting a Kill Point a month) there might hopefully be a new Codex on the way that addresses some of the army's many issues.

Even more so, the tau present a really cool modelling opportunity:

Tau Humans.

Basically, I want to expand on the idea of auxiliary soldiers in Tau armies first suggested in Imperial Armour 3 by creating an entire army themed around the idea of a  Gue'Vesa ("human helper") cadre, equipped with Tau weapons and equipment, but using Tau stats. Unfortunately, due to how crap Tau Fire Warrior's are, chances are good that the majority of the actual infantry will be Kroot. But I can still convert my six man Fire warrior teams and Pathfinder teams to have human legs and boots, and perhaps even have a Crisis pilot or two who has removed their helmet. Hopefully, by the time the 6th ed tau codex comes out, Fire Warriors won't be so crap anymore and I'll be able to add some more human fire-warriors to the list.

For now, here's my proposed (and very expensive) Army List:

2000 Pts - Tau Empire Roster

1 Commander Shas'el @ 92 pts (Hard-wired Multi-tracker; Missile Pod; Plasma Rifle; Target Lock)

 3 Crisis Battlesuit @ 206 pts (Missile Pod; Plasma Rifle; Multi-Tracker)

 3 Crisis Battlesuit @ 206 pts (Missile Pod; Plasma Rifle; Multi-Tracker)

 3 Crisis Battlesuit @ 206 pts (Missile Pod; Plasma Rifle; Multi-Tracker)

10 Kroot Carnivores and
7 Kroot Hounds  @  132pts

10 Kroot Carnivores and 7 Kroot Hounds @ 132pts

 6 Fire Warrior
and 1 Devilfish (Disruption Pod, Targetting Array) @ 150 pts

2 Piranha Light Skimmer @ 150 pts (Disruption Pod x2; Targeting Array x2; Fusion Blaster x2)
4 Gun Drones

2 Piranha Light Skimmer @ 150 pts (Disruption Pod x1; Target Lock x1,  Targeting Array x2; Fusion Blaster x2)
4 Gun Drones

6 Pathfinder @ 157 pts
1 Devilfish (Disruption Pod)

1 Hammerhead Gunship @ 175 pts (Railgun; Gun Drones; Disruption Pod; Multi-Tracker)
2 Gun Drones

1 Broadside Battlesuit @ 175 pts (Broadside Battlesuit; Shield Drone; Shield Drone; Drone Controller)
1 Broadside Battlesuit (Target Lock)
1 Shield Drone (Shield Generator)
1 Shield Drone (Shield Generator)

1 Broadside Battlesuit @ 175 pts (Broadside Battlesuit; Shield Drone; Shield Drone; Drone Controller)
1 Broadside Battlesuit (Target Lock)
1 Shield Drone (Shield Generator)
1 Shield Drone (Shield Generator)

Total Roster Cost: 2000 pts

Monday, 21 May 2012

Traitor Guard General: Work in Progress

My very good friend and gaming buddy, Inmygravenimage, has very kindly broke out the old Green stuff to make my Army General into something really special. Here's a link to his work on the DakkaDakka forums: Gallery. He's a stinky Grey Knight player but I'll forgive him because of the great work he's doing on my behalf - and because it's the first army he's managed to fully paint up. No doubt he'll be looking forward to kicking my lads back-sides all the way back to the Warp as soon as I have enough of them built and painted for a game (which we've scheduled for the 13th of June).

So far, Graven has added a Chaos Warrior cloak to my kit-bash and begun work on lengthening the mni at the waist to make him seem more imposing. Already I can see a huge improvement over my previous efforts and I'm really looking forward to seeing the finished result.

Here's that Work in Progress shot:


And a more recent shot of what he's up too since this first shot was taken: