Saturday, August 29, 2009

+ Bring on the 1000 Pointers +

A bunch of the (fantasy) dudes I play with are looking to mess around with 40k again, and have around 1000 points available, painted, etc. Once upon a time I was a real proponent of 1000 pointers, as you could both try new things out but also have more tactical games on a larger board, AND get more of them in in less time. However my chaos boys have been cooking along at such high points (1500-APOC) that I haven't actually made a 1k list to cruise along with ...

HQ
Chaos Sorcerer - MoCU, warptime, melta bombs

ELITES
3 Terminators - IoCU, 3 combi-plasma, 2 powerfists, chainfist

TROOPS
10 CSM - IoCU, 2 meltaguns, AC w/ powerfist; rhino
9 CSM - IoCU, flamer, AC w/ powerfist, combi-flamer; rhino
6 Demons

HEAVY SUPPORT
Obliterator
Obliterator

TOTAL
998 / 9 KP

My first list, using the new stuff I'm adding to the army - 2nd oblit, melta marines, rhino transports. The sorcerer I've been meaning to try for a long long time and have a model ready, though I've been rocking the deathscreamer for so long I never got around to it. I like how cheap he is, and warptime might get around my total inability to roll dice - as well as my propensity to roll 1's with the 'screamer.

Part of me wonders if the list is too high powered though, with so much plasma and powerfists everywhere. I could swap out the termiciders & 1 demon for my standard noise marine squad (6 w/ blastmaster, icon), giving me a troop choice actually intended to hang back on my own objectives and provide fire support. The BM I don't trust to hurt tanks, but it does make a mess of things with bases. Hmm ...

Edit: It doesn't matter to how I make lists, but I'll note that most of the guys here play Guard. No surprise I suppose, though in my experience my termies kinda scrath their heads when it comes to things worth plasma-ing. They cleaned up in assault last Guard game though, which was groovtastic, and the ability to strike wherever has always been invaluable.

Painting: Chaos Sorcerer?
Building: Pyre Troll [Gorger]

Tuesday, August 25, 2009

+ REDUX: WIP II +

Here we go!



RIOT, having been captured and re-fabricated no less than four times, houses a paranoid but suitably homicidal machine-daemon ...



VOXX stands tall after the acid bath used to scour off the caked gore and fuchsia heraldry of his service with the Emperor's Children. Time will tell if the incipient insanity of the other Anarcho dreadnoughts infests the newest murder machine.




GurG joins Cithorax in bringing ranged death to enemy armor, and the triple-melta shown manifested here certainly looks promising. [Unfortunately I got the angle of the arm wrong when puttying it in place, so if he's indeed killing tanks they're standing about ten feet away ...]



The enigmatic aspiring champion Huntsman is joined by Seven, one of the original Iron Hydras upon which the Anarchonquistadores were built. Huntsman served in The Reaver's brief-lived mutant uprising, while Seven had previously been assigned to havok bullet-soak duty before the squad was trimmed down due to budget cuts.



Heinrich and Wilhelm, the squad meltagunnners, appear courtesy of the Iron Warriors, though little else is known about the Germanic tank killers.



Din and Fader bring the heat with dual-wielded boltguns - note the internal magazines and lack of suppressors on Fader's customized sidearms. With their reduced weight and length the chaos marine is able to wield them in combat to great effect, removing limbs at point-blank range.



Tex has recently had his stalwart service rewarded with a demonic bone overgrowth on his power armor's torso, while Sinne enjoys a brutal clawed gauntlet for his battlefield atrocities. Sinne also carries a captured greenskin shoota that fits him perfectly - loud, obnoxious and undisciplined.



Killer Bunny and Gläd, the third of the fallen wolves, make up Huntsman's combat specialists. Rumor has it that Bunny hasn't fired his boltgun in the last half dozen conflicts, preferring to bludgeon his enemies to death or fall back to his trusty knife when things get serious. While he lacks Bunny's ferocity, Gläd's raw skill and relentlessness make him an equal threat at close quarters, amputated arm or not.



The boys spill out of their ride and deliver hell, while VOXX provides covering fire. GurG has apparently already succumbed to return lascannon fire at this point.

Painting: Ogre Maneaters
Building: CSM backpacks