Friday, 15 September 2017

Lesson learned part 2 - the fat lady is never early!


Greetings all, welcome to the second part in my new series, where I take an element from one of my games and focus on it in detail, examining how it affected the outcome of the game and what I could have done better, or why what I did was successful. Hopefully it'll prove interesting and if it helps you guys learn something that you didn't know before, then hooray!

This week's lesson is entitled 'The Fat Lady is never early'

Tuesday, 12 September 2017

Hobby season - short term goal 1 - to done!


Right then people, I've been beavering away with feverish abandon here recently, notwithstanding the weekend's forced removal from my paint station. I'm pleased to say that I can now confirm completion of my first hobby goal for the season, namely 4 vanguard veterans, 5 bolter scouts, 2 plasma cannon devastators and a devastator sergeant with storm bolter. Pics to follow after the jump.

Monday, 11 September 2017

Hobby update 11-9-17 - scouting for Tau!


Greetings all - time for another look at my hobby desk, though this week it's not quite as covered in paint as usual - this week it's plastic shavings and glue!

Friday, 8 September 2017

Lesson Learned - a new feature!


Greetings all!

Today is the beginning of a new feature here on the blog, hopefully one that will be of interest to you all. I'm calling it (drumroll please) 'The Lesson Learned'. Each article (hopefully weekly) will take a single point of note from one of my games (mostly 40k, but will occasionally be something else that I play) and will look at that thing in detail. Could be a rule, a tactic or something more esoteric. Today's discussion point is going to look at an element of deployment, in particular whether to deploy key units out of sight or in a transport.

Wednesday, 6 September 2017

Hobby update 6-9-17 - Better late than never, right?


Greetings all - it's a little late this week for which I apologise, but here's my photo dump of the stuff I've been working on over the last 10 days.

Wednesday, 30 August 2017

8th ed Space Marine codex review part 5 - Fast Attack


Greetings - welcome to the next part of my space marines codex review - this time we're looking at fast attack choices, probably one of the more limited sections of the book (ironic since space marine are supposed to excel at lightning assaults eh?).

Without further ado, let's get into this then shall we?

Monday, 28 August 2017

Hobby update - 28/7/17 - Sheer devastation

Greetings all! Well I've got a massive picture dump for you this week! I got some stuff on the finished bench last week and there's loads more progress this week too for you to enjoy! Compliments gratefully received!

Sunday, 27 August 2017

Thursday, 24 August 2017

8th ed Space Marine codex review part 3 - troops and elite squads


Greetings all - welcome to the third part of my space marine codex review - this time I'm looking at the troops section, and the elites choices that come as squads rather than single models. Enjoy!

Tuesday, 22 August 2017

Hobby season review and goals for next season

Greetings fellow hobbyists! It's fast approaching that time of the year again when the hobby season renews. The hobby season is something I've watched from afar for a few years now, run by Dave Weston over at http://www.40kaddict.uk, and last year I decided to dip my toe into it on my own blog. As the season comes to a close, I thought I'd take a look at how I got on.

Monday, 21 August 2017

Hobby update 21/8/17 - nice to be able to put a few things in the finished pile!


Greetings all! Well last week has certainly been a busy week in my painting den, let's have a look at all that lovely progress shall we?


First up, as I've been working hard on getting my devastators up to snuff, I figured it was probably a good time to get some sergeants done for them too and to stop borrowing my tactical squad sergeants instead.

 First up we have Sergeant Camilo, of Squad Noveno, Hazard Company. Since this photo was take he's had his bolter barrels drilled out, so all that needs to be done before he's totally finished is to add a back banner.
 This is probably one of my favourite Sternguard models, from the old metal veterans kit. I'm so glad I kept hold of them and didn't sell them on as I have done with a few of my older models.


Apologies for the funky colours, these pics were taken on my phone at work, and the lighting there mean I had to tinker with the colour settings to get somewhere close to true.


The other Devastator Squad sergeant is Sergeant Adan of Squad Decimo, Hazard Company. As his name is derived from some language and means 'red' I figured he ought to have a red robe, though I'd normally reserve those for command models. I like to think it's perhaps because he's the senior sergeant in the company structure.


Next up we have a lieutenant from Strike Company, Lieutenant Clors (yes, I named him after deciding his robe looks a little like Santa). He'll be a patrol commander when I look to take smaller armies to the field, the jump pack allowing him to command from on high yet still be swift enough to support any squad that needs it.








Again, I've been taking pics at work and the one below probably best represent the actual colours on the model, which I took last night in my garage under better lighting conditions.


Next up we have the full pic of Squad Noveno supporting elements of the 2nd and 4th Companies under the watchful gaze of Lieutenant Clors. Not sure how the lascannons got finished before the missile launchers when they were started much later, but that happens sometimes when you're a painting butterfly like me!


And yes, for the sensitive amongst you, that is a Dark Angels banner - I like to think the Dusk Knights are reinforcing another loyalist force rather than betraying them however!


No prizes for guessing what the next stuff to be added will be! I've been hacking various bits about for a few days putting all kinds of scouts together. Turns out I've actually got quite a lot of 10th company models lying around, guess I need to get back to my naming spreadsheet!


Almost there, I promise! This is Captain Jax Iago of Strike Company, which is the crusade company of the Dusk Knights and I fully intend them to use the Black Templars rules on the field of battle - the idea behind it is the Dusk Knights like to maintain the crusader traditions of the Black Templars and Sigismund's original coterie in the Imperial Fists. As such, 2nd Company is permanently on crusade, and responsible for their own recruitment and munitions, materiel etc. Basically it lets me use the two forces together without having to go through a whole new paint scheme to use Black Templars. 




  In a mighty effort of foresight, I actually magnetised the jump pack on Iago, which lets me do this:



Meaning that actually, I can switch this model out when I don't just need a company captain with jump pack to throw on the table alongside Chapter Master Regulo and Captain Alvaro, and he can actually be used as an Emperors Champion (seriously, have you seen their rules now?) Whilst I'll put together another model for Iago when I want that to be the case.

And finally for this week, in a suitably dark and brooding picture (seriously, what's up with my pics at the moment - I think the issue with this one is that when the lights are bright enough to pick out the shading of his robes, they reflect horribly off the very pale parts of his armour) is Chaplain Ezequiel, strong right arm of the Emperor. Well, strong left arm since that's where the power fist is. To be honest, I'm a bit underwhelmed by the Crozius stats, so added a power fist for those occasions when I needed a little more punch (haha, jeez I'm so funny!)



Sorry if that was a bit pic-heavy, hopefully next week I'll have some servants of the Blood God to show you, along with some more finished Vanguard Veterans.

Till next time,
TBE

Sunday, 20 August 2017

8th ed. Space Marine codex review part 2 - HQ


Ok people (see, I'm channeling the spider now!), let's get down into the nitty gritty of this here book shall we? Enough of the fluffy stuff, what can the new marine codex actually offer me?

Wednesday, 16 August 2017

8th ed. Space Marine codex review part 1 - what's new?

Greetings all - it's about that time now I think, when I've had enough games with the 'new' space marines that I can start to talk with confidence about them in 8th edition, what's good, what's not so good and how to get the most out of the army in your games of 40k.

I'm going to write this article in a new way for me, so please as ever feel free to give your thoughts and comments on the style as well as content in the section below.

Tuesday, 15 August 2017

List writing in 8th edition 40k

Greetings all - welcome to a bit of a thought-provoking piece today (I hope!)

As you probably know, I like to keep an eye on the various blogs out there and am sometimes inspired by what I read to write an article of my own on a related topic. As much as I love seeing hobby updates etc I think this is one of my favourite things about being a blogger - the way one article can inspire others and a whole discussion results across several blogs.

Monday, 14 August 2017

Hobby update 14/8/17 - Everything looks blue, plus an announcement


Greetings all - welcome once more to my weekly look at the stuff on my hobby table. At the moment, in amongst working on commission stuff I'm trying hard to get the Dusk Knights into a place where I can field fully painted armies in my games once more - thanks 8th! More after the break.

Thursday, 10 August 2017

2000pt Tau list - comments and critique requested!

Greetings all, so after asking for advice and comments on my Genestealer Cult list, here's the other list that I've written that I'm looking for help on, this time it's my Tau force.

Tuesday, 8 August 2017

2000pt Genestealer Cult list - your input requested

Morning all! today's post is something slightly different on the blog. For a while now I've had a desire to put together a genestealer cult force, going to the lengths of picking up some characters and models for it, though I've since sold some of those to a mate who was in search of some additions to his own army. The release of the Primaris Marines saw me take a bit of a side-step for a while, and with commission work and my own dusk knights this army has taken a bit of a back seat.

Now that I'm settled into 8th edition however, I'm looking to expand my army options once more, since at the moment I'm basically stuck with marines, or marines. Don't get me wrong, I'm a staunch Astartes fan at heart, but I also like a bit of variety. First of those on my list is the Genestealer Cult. I'd got all sorts of plans prior to 8th edition hitting, and actually my first list I wrote having seen the indices was for the Cult, but I've learned a lot since then and I would say that list would be appallingly bad now. So here's my 3rd recent (4th overall) attempt at a GSC list, set at 2000pts. What I would like would be for those of you experienced in using the cult and having played some games with/against them in 8th to give me a few pointers before I start committing to buying stuff!

Monday, 7 August 2017

Hobby update - 7-8-17

Well, here we are in August already - that didn't take long did it! I didn't have quite the painting time this last week that I normally would, but I still got a few things done. I'll be having a bit of a review of what's still on the table I think later on this week, probably including some pics of all the units I'm still working on getting done, but for now there's a quick look at what I've been up to recently, and a few broad plans for the future (subject of course to change at GW's whim next time they release something shiny I want).

Friday, 4 August 2017

Dusk Knights game 2 - vs Ultramarines successors & a Cerastus Knight

Greetings all!

Time for another quick battle report my friends - this time I was up against another space marine army. Supported by a Ceratus Knight Castigator! Argh!

Find out how I got on after the break.

Tuesday, 1 August 2017

8th edition tactical objectives - a burning eye review

Greetings all!

Right, so having had a pretty successful reception for my assessment of the previous tactical objectives deck, I figured that with a new edition, I'd have another look as the deck has changed slightly and the implications for each set of objectives has accordingly changed as the nature of the game has altered.

Monday, 31 July 2017

Hobby update 31/7/17 - Progress rocketing along!


Greetings all - it's that time again where I generously grant you a quick peek into my painting pile! This week, with the advent of the new space marine codex and having finally settled onto a 2000pt standard list following extended unit testing I've been going back to the dusk knights to get that list up to scratch. More after the break!

Friday, 28 July 2017

Dusk Knights v Orks - a quick battle review

Morning all,

I've got a quick review of my game last night for you all now, looking at what happened, my list and how it worked as a whole, and any other thoughts I have on the game, mistakes we made etc.

We played the Scouring, using the Hammer and Anvil deployment map - the photo below is from turn two before any of my units have moved. You can see the mob or ork boys on my right flank is considerably thinned out from its original starting size of 30 thanks to the liberal application of assault cannon fire (the dead pile is at the top right of the picture). There are also 3 killa kans awol thanks to the missile launcher devastators.

I do think my opponent made a mistake with his choice of deployment map, if I were him I'd have wanted to start much closer with much shallower deployment zones.


Honoured Sosimo lines up a few more Orks, the survivors of the first volley.


Scout snipers survey the field - being able to place these guys in cover has been huge when I've used them so far, as their +2 thanks to the camo cloaks makes a big difference.


The two Deff Dreads were a big threat in this game, though the one on the container has just killed the last surviving member of the first scout squad. The second was threatening my left flank, but the twin assault cannon razorback combined with the libby and a squad of vanguard veterans did enough damage to give it pause.


The burna boyz in the trukk in the centre made mincemeat of my grav devastators, which hadn't been particularly effective in this game, but that's hardly surprising given the lack of 3+ or better saves in the Ork list. Thankfully, the contemptor came firmly to my rescue, trashing the trukk they were in and then mowing down the squad.


Captain Iago and his jump pack vanguard veterans came in on my turn two once the majority of the orks had cleared their deployment zone. they shot out a few gretchin before heading for the two loota squads.


Captain Iago looks for a moment like he's taking the easy option of slaughtering grots, but then changed hi mind at the last minute to charge the lootas on the gantry. He ploughed through them with ease, wiping the squad out thanks to the extra strength from his Relic Blade.


The Vanguard Veterans then charged up the gantry structure, wiping out the unit of 4 lootas occupying its top floor.


The aftermath - with a table almost completely clear of Orks, the Dusk Knights had pushed back the greenskin threat for now.


So, looking back at the game, how did my army perform?

Well first, I have to accept that whilst my dice rolling started out below par, it had definitely warmed up by my turn 3, when everything seemed to work and my opponent wasn't making anything.

Devastator units

The missile devastators were, ahem, devastating! Turn 1 they flattened a unit of 3 killa kans, and they took out another two later, even the frag missiles I used for a turn were decent, though I rolled well below par for the number of shots.

In contrast the grav devastators were pretty ineffectual. They stripped a solitary wound from the trukk before getting burned by its occupants. In hindsight, I should have used their S5 and high shot volume to take on the boyz units, I confess I hadn't originally realised the Orks had so little 3+ armour in their list. Inconclusive test for them really, I must remember next time to pick their target better.

Scouts

I took three squads of scouts to fill out the minimum troop requirements of the battalion detachment, giving them sniper rifles and camo cloaks so they could operate as character killers. They weren't hugely effective in this role, mainly due to my inability to roll many sixes to wound. There was a bright moment when they finished off the weirdboy and another when a pair of them shot the last deffkopta pilot from out of his machine (finally got those 6's!). Overall they're not likely to win the game, but for their points they're a solid choice and have a genuine role at least.

Contemptor Dreadnoughts

Wow. I've taken these guys in three games now and they've been superb in all of them. On paper the Kheres Assault Cannon looks a little underwhelming, but it's been very effective for me every time and once they get into combat stuff they hit stays hit. And very flat. Their better ballistic ability means that even after moving they still hit stuff on 3's, so their fire is actually pretty reliable, and I notice there's a stratagem in the forthcoming codex that lets them grant re-rolls like a captain - pretty handy if you ask me! The flat 3 damage from their fists without any penalty to hit is also very nice - not unreasonably overpowered given what they are and that similar creatures/walkers get the same benefit, but very strong nonetheless.

Razorbacks

What a workhorse! I take twin assault cannons on mine, and though they only hit of 4's when moving, the volume of shots makes up for it. They were even more effective in this game as they completely ignored the Orks' armour, so every time I was shooting them at a squad, they were losing 4-5. I'm definitely going to get a second conversion kit from FW, and am seriously contemplating whether to add a third into the list.

Stormhawk

Again, a brilliant performance from the flyer - quantity of fire is just as important here as quality, because this fella can target just about anything and have a decent answer for it. It helped thin down a boyz blob on turn 1, then stripped Ghazhgkull down to a single wound on turn 2, before killing a deff dredd in my third turn. Again, my opponent had no answer to it and the only games it's been ineffectual was against the eldar when a wraithlord took it out with a very high damage roll from two bright lance hits.

Kantor

Crucial component of the list, he allows me the re-rolls that make the devastators so good. I still need to keep a careful eye on where he is because a couple of times I had units that wandered out of his aura effect, but when my devs got charged by a skorcha he was able to intervene heroically and pounded it to smithereens in a single turn.

Libby

Didn't do a huge amount this game, and I would definitely prefer to have him with a jump pack (you're right about that Steve), but he put a couple of mortal wounds on a deff dredd with smite - I just forgot to do anything else with him to be honest. Needs more table time certainly.

Captain

Proved what he can do certainly - he butchered a backfield squad of lootas before they had the chance to return fire. Probably not the sternest test of him, but this is the role I picked him for - dropping in a little later once the eney deployment zone is a little clearer and running riot (or forcing my opponent to hang back with someone to counter him).

Vanguard Veterans

Really pleased with their performance this time round, ok the jump pack unit got to pick on the other lootas, which was exactly the sort of target they needed, but they were very effective. The squad without packs also did a decent shift, taking quite a few wounds off the deff dredd all things considered. In the future I think I'll probably look at consolidating them into one larger unit with jump packs and possibly adding in some power fists/thunder hammers and maybe a storm shield or two, but at the moment I've only got 5 built with packs.

Final thoughts

As for the game, well as I said earlier, I think the hammer and anvil deployment was a real mistake. It allowed me to deploy deep making the most of my firepower and actually giving my opponent more ground to actually cover. When we discussed it afterwards and I think front line assault would have been far more effective for him, as I would have been forced to spread my army to the corners to keep my distance, at which point he could have picked on one part at a time.

Dice were definitely in my favour in this game, though to be honest I don't think it was that which won the match for me. I've tested the units in the book extensively now and I'm pretty happy I picked a balanced list, with my only real tweak after this game perhaps being to look at another razorback and bulking out the vanguard. Perhaps when the codex drops I might find more of a use for tactical squads, we'll see.

The balance of fire in my army seemed almost perfect for my opponent's list too, the Stormhawk and missile devs gave me some decent shooting against the mechanised elements of the enemy, but crucially I also retained the option for volume fire. Assault cannons have always been one of my favourite weapons and nothing has changed there, there's a reason the list can put out 48 shots per turn from that weapon type!

As ever, if you have any comments or ideas as to how I could tweak things, please let me know!