About Me

Hey there, as you can see this is blog is all about gaming. And that's what I've been doing for pretty much all of my life. Currently I'm completely enveloped in Warhammer 40,000 and I'm breaking into the new Warhammer Fantasy system with the release of the new 8th edition.

Follow me as I build new armies, find newer and better ways to destroy my enemy, learn more about the rules, and just complain about the things that don't go my way :)
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Showing posts with label Army Lists. Show all posts
Showing posts with label Army Lists. Show all posts

Monday, February 20, 2012

Astronomi-con Dallas 2012 Army List

The Grey Knights
The Grey Knights
Astronomi-con Dallas 2012


The Blade of Antwyr
The darkness of Chaos is shown, the power of the Emperor emboldens all.

M37
During the mad years of the Occlusiad, a weapon from ages past was discovered beneath an ancient temple by the apostles of the Blind King. The blade quickly corrupted all who came into possession of it. A war broke out amongst the inhabitants of the sector and with only the great might of all eight Brotherhoods of the Grey Knights was it put down.

M40
Three thousand years later the blade once again surfaced. With the Grey Knights on the watch for outbreaks of this terror they were ready to respond to its presence on the moon of Tethys. A small contingent of Purifiers arrived at the location and quickly dispatched its bearer. After many attempts to destroy the blade was met with only failure, it was deemed that the blade would be put into the hands of one who could not be turned, Castellan Crowe.

218.41M
The Blade of Antwyr will have a new bearer…


A Heroic Sacrifice
In the glow of the abyss the sword does pass to another.

On the mountainside of Ar’Beth the purifiers fought a great menace from the depths of Chaos. It was here that the last stand of the Greater Daemon Malif took place. Castellan Crowe and three squads of purifiers spent nearly four months fighting along the side of the imperial guard to stem the tides of daemons poring forth from the portal in the side of the mountain.

Nearly half the world was over run before Crowe and Inquisitor Morteth arrived to take control of the situation. For three months artillery shells and aerial bombings blasted the stench of chaos back into the warp. Slowly the front lines began to shrink back towards the mountain of Ar’Beth where the daemons had first arrived.

Inquisitor Morteth was forced to request reinforcements from Titan after three months of battling evil incarnate there is only one squad left of the original three sent to fight. With only ten brothers left, the final push is made with reinforcements only days a way. But the momentum can not be slowed lest they risk defeat.

Within eyesight of the portal the final battle is fought. Inquisitor Morteth stands side by side with Castellan Crowe. The Greater Daemon Malif breaks free from his host of daemons slicing cleanly through two of the battle brothers with his Battle Axe of Khorne. Morteth moves forward bravely wielding his chain sword. Crowe, knowing the battle to be one-sided pushes Morteth to the side and challenges the daemon himself. Raising the Blade of Antwyr before him, Crowe lunges at the daemon Malif slicing cleanly through his breastplate.

Angered by this attack Malif fights back enraged. Stiking out wildly with no care for his own defense. Crowe looks for his brothers but they are still battling the daemon host and cannot help him in the fight. Again Crowe strikes, narrowly missing his target, and is slowly being pushed back. Malif rears back with his Great Axe, and Crowe seizes his opportunity and strikes at Malif’s heart. The blade slides in cleanly, through breastplate and ribs, narrowly missing his heart.

With the Blade on Antwyr burried deep inside of him, Malif takes hold of Crowe in his great clawed hands and strikes Crowe with his axe. Castellan’s eyes widen in shock as the axe slices into him. As the blood flows out of his wound he calls upon his last reserves and psychic ability and with his last strength stems the blood for mere moments. With his dying strength Castellan Crowe pulled out the blade of Antwyr and cleaves the head off of the greater daemon.

With Malif dead the rest of the host fled through the portal before Inquisitor Morteth and the other purifiers could close it. With Crowe mortally wounded Morteth takes up the fallen Blade of Antwyr with no hesitation. The other purifiers give questioning looks to each other but allow the Inquisition to take possession of the blade, even if it will be only temporary.

The Attack Begins
Newly reinforced the Grey Knights must battle unknown enemies.

Days after the final battle on Ar’Beth mountain two strike squads, a stormraven and brother Mork in dreadknight armour arrive to reinforce the original teams. Saddened by the events that took place, they place Crowe in a hyperbaric chamber in hopes that life can be given back to him.

Back aboard the Strike Cruiser Larious the Grey Knights set there path back to Titan. Along the way they receive a distress call coming from the Garl’and sector from the planet Centura. Upon arriving at Centura the cruiser is ambushed by an unknown force. The ship is badly damaged and the only surface retaliation that can be mustered is by those with the capability to teleport down to the surface…


Retaliation Force Morteth
1,500 point Grey Knight Army

-=HQ=-
Inquisitor Morteth
Ordo Malleus Inquisitor
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
1
4
4
3
3
3
4
3
10
3+
57
Frag Grenades; Krak Grenaes; Psyk-out Grenades; Servo-skulls x3; Power Armour, Bolt Pistol; Daemonblade; Independent Character; Stubborn
Inquisitor Morteth has led a multitude of missions to fight the beasts that have come out of the warp. His most notable experience is fighting daemon spawn on the world of Asyl’um, a world known for Chaos and a gathering of magic users. Again and again he has rooted out the daemons from countless planets.

Now he wields the dreaded Blade of Antwyr. The Grey Knights are respecting his position in the Inquisition in this matter but are keeping a close eye out for corruption.

-=Elites=-
*Expunged*
Callidus Assassin
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
1
8
8
4
4
2
7
4/5
10
4+/4i
145
Frag Grenades; Polymorphine; Synskin; C’Tan Phase Sword; Nueral Shredder; Fearless; Fleat; Hit & Run; Lightning Reflexes; Move Through Cover; Stealth
Selene was raised in the assassin school of Borick on the dark side of the world. Through years of training she has risen amongst the ranks of the secret society of Callidus. It has been through her superior skill in stealth and killing that many events have been prevented.



Squad Hill
Purifier Squad
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
8
4
4
4
4
1
4
2
9
3+
222
Frag Grenades; Krak Grenades; Psyk-out Grenades; Preferred Enemy Daemons; The Aegis; Cleansing Flame; Hammerhand; Storm Bolter; Nemesis Force Halberd; Power Armour;
Master Crafted Nemesis Daemonhammer;
Incinerator;
Psycannon
Squad Hill is all that remains of the original team sent to battle at the mountain known as Ar’Beth. Tired and weakened they have pulled together after the fall of their leader to move forward and avenge Crowe through the destruction of as many daemons as possible.

Their motto, “Only through the Cleansing Fire may evil be purged.”

-=Troops=-
Squad Ludwick
Strike Squad
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
10
4
4
4
4
1
4
1
9
3+
245
Frag Grenades; Krak Grenades; Psyk-out Grenades; Preferred Enemy Daemons; And They Shall Know No Fear; Psybolt Ammunition; The Aegis; Warp Quake; Hammerhand; Storm Bolter; Nemesis Force Sword; Power Armour;
Master Crafted Nemesis Force Halberd;
Psycannon x2
Squad Ludwick has fought together for nearly fifty years without losing a member of the team. The team has learned to watch each other’s back and can read the slightest of gestures from each other and use that ability to destroy the enemy before them.

Squad Bach
Strike Squad
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
10
4
4
4
4
1
4
1
9
3+
245
Frag Grenades; Krak Grenades; Psyk-out Grenades; Preferred Enemy Daemons; And They Shall Know No Fear; Psybolt Ammunition; The Aegis; Warp Quake; Hammerhand; Storm Bolter; Nemesis Force Sword; Power Armour;
Master Crafted Nemesis Force Halberd;
Psycannon x2
Squad Bach is a new team recently brought together from the remnants of other teams that had fought in the great war of *Expunged*. With veteran squad leader Bach in charge, it will be up to him to bring his new team together and have them work as a finely tuned machine.
-=Fast Attack=-
Squad Al'Thor
Interceptor Squad
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
5
4
4
4
4
1
4
1
9
3+
145
Frag Grenades; Krak Grenades; Psyk-out Grenades; Preferred Enemy Daemons; And They Shall Know No Fear; Psybolt Ammunition; The Aegis; Warp Quake; Hammerhand; Storm Bolter; Nemesis Force Sword; Power Armour; Personal Teleporter
Master Crafted Nemesis Force Halberd;
Psycannon
The Interceptor Squad Al’Thor has been fundamental in achieving the goals of many missions. Their extreme speed and maneuverability is vital to an active battlefield and has been used to achieve great things since they were put together.

Soul Harvester
Stormraven Gunship
#
BS
FA
SA
RA
Cost

1
4
12
12
12
206

Transport Capacity (12 Models); Ceramite Plating; Searchlight; Assault Vehicle; Deep Strike; Power of the Machine Spirit; Psychic Pilot; Shadow Skies; The Aegis; Fortitude;
Mindstrike Missiles x4;
Twin-Linked Assault Cannon;
Twin-Linked Multi-melta

Soul Harvester is the last working transport on the Strike Cruiser Larious and will be necessary to exact revenge on those who ambushed the ship. With the veteran crew Inquisitor Morteth will strike at the hearts of their enemies.

-=Heavy Support=-
Brother Mork
Nemesis Dreadknight
#
WS
BS
S
T
Wo
I
A
LD
Save
Cost
10
5
4
6
6
4
4
3/4
10
2+/5(i)
235
Monstrous Creature; Dreadknight Armor; Personal Teleporter; And They Shall Know No Fear; Preferred Enemy Daemons; Psyker (Level 1); The Aegis; Dark Excommunication; Hammerhand;
Nemesis Doomfist x2;
Heavy Incinerator
Brother Mork has always had a way of smashing enemies with his fists. Now he smashes enemies with fists ten times the size.

Wednesday, April 20, 2011

Are Eldar Still Competitive?

Are Eldar still competitive? Hell yes they are. But not all builds are competitive now a days. Over the past two years I have seen pure mech Eldar become much more difficult to pull off successfully. Eldar transports are just to expensive, and the abundance of Str 8 weapons, IG spam, Space Wolf spam make it fielding Armor 12 vehicles quite difficult.

I've also seen seen the Deathstar JetSeer squads become less and less useful. It is way to easy to tie them up in combat and with no power weapons and no ability to dish out a good number of attacks they start to fall rather flat.

So what can Eldar do really well right now. Str 6 Spam. Yes yes, I know spamming isn't what people like to do, but after str 4 str 6 weapons are the most common in the Eldar army, and not only are they common, they are quite cheap. Scatter Lasers and Warp Spiders should be your friend in all Eldar armies. Not only do the Spiders give you great mobility, but the Scatter Lasers are usually attached to mobile bases also. You mix this with a couple squads of Fire Dragons, a Farseer to Guide Warwalkers and Doom your enemy, and an Autarch to allow you to reserve denial and you're pretty much Golden.

Here's the list I've been running for close to a year now. This list is about putting as much firepower on the board as possible, because when it comes down to my dice rolls, quantity is way better then quality.

All Comer's List

-=HQ=-
Farseer - 145
Runes Wit, Runes Ward, Stones, Doom, Guide

Autarch - 125
PWeapon, Fusion Gun, MandiBlaster, WarpGenerator

-=Elites=-
Fire Dragons x7 - 222
Wave Serpent, Stones, TL-SCannon

Fire Dragons x7 - 222
Wave Serpent, Stones, TL-SCannon

-=Troops=-
Guardian Jetbikes x6 - 205
2x SCannons
Warlock, Embolden, Spear

Guardian Jetbikes x3 - 66

Guardian Jetbikes x3 - 66

Dire Avengers x5 - 60

-=Fast Attack=-
Warp Spiders x6 - 181
Exarch, PowerBlades, Dual Spinners

Warp Spiders x7 - 203
Exarch, PowerBlades, Dual Spinners

-=Heavy=-
Falcon - 175
SLasers, Stones, Holo-fields

War Walkers x3 - 180
2x Slasers

Total - 1850


Give it a try, let me know if it works for you. It's been working for me every game for about a year now.

Tuesday, September 28, 2010

1,500 pts of Eldar


So over the last couple of months I've played in a couple of tournaments and ended up getting Best Overall in the Hobby Town Championships, and Best General over at Wasteland Wars 7 in Lubbock. So now it's time to share some of what I've learned.

First off, ignore all internet chatter, people have no idea what they're talking about (including me lol) some of what people say works, some doesn't. It's all about finding what fits your play style, and the meta game in your area.

But here's the list I used to win the Hobby Town Championship.

-=HQ=-
Farseer
Runes of Warding, Runes of Witnessing, Guide

-=Elites=-
Fire Dragons x7
Wave Serpent, Spirit Stones, Shuriken Cannon, TL Shuriken Cannon

Fire Dragons x6
Wave Serpent, Spirit Stones, Shuriken Cannon, TL Shuriken Cannon

-=Troops=-
Guardian Jetbikes x6
2 Shuriken Cannons
Warlock, Embolden

Guardian Jetbikes x3

Guardian Jetbikes x3

Dire Avengers x5

-=Fast Attack=-
Warp Spiders x7
Warp Spider Exarch, Dual Death Spinners, Powerblades

-=Heavy Support=-
War Walkers x3
All with Scatter Lasers

Falcon
Holo-Fields, Spirit Stones, Scatter Laser

Total - 1,500 Pts


So just a brief summary of how this army works. The Farseer and the Dire Avengers try to sit there happy butts in the Falcon the entire game. The Seer will either guide the Falcon or the War Walkers, depending on if he's close enough to the Walkers, or if I really need that Str 8 Pulse Laser Shot for popping a transport.

The two small Jetbike squads will start in reserves 95% of the time. Unless it's not objective based and I want the extra shots. But they are there to harass objects towards the end game, and thus must stay off the board to keep from getting killed.

The Dragons of course, are there to take out the biggest baddest thing on the board, they are my demoralizing unit. People seem to start to crumble when their Landraider perishes, and have a hard time pulling things back together. They usually help me win just by putting emotional strain on my opponent.

Then there are the Warp Spiders, these guys are the wild card. No one ever sees them on them board, and I've been falling in love with them over the last couple tournies. The sure weight of firepower is enormous, and wounding almost everything in the game on a 2+ just helps so much. Just remember to always jump back out of assault range :)

So that's my happy little 1,500 list. I'll probably post my Wasteland Wars on here in a couple days.

-CKR

Tuesday, August 25, 2009

BoLSCon 2009: Mission 4 - Purple Rain



Mission 4 - Battle Report against Space Marines

Deployment : Spearhead, Random Game Length, Night Fight Turn 3 and 4

Objectives:
Primary - Seize Ground 5 Objectives
Secondary - Kill all of your opponents HQs
Tertiary - Have units in the most terrain features
Modifiers - Each force organization slot you destroy is worth 1 bonus point.

Ok, so I was going to use Vassal to show the turn by turn moves, but unfortunantly I've never used it before, and my current learning curve on little sleep is making it very hard for me not to get frustrated with the program :D

So instead I'll give you the narrative version, I'll try to keep it short but interesting.

Deployments: As usual my opponent rolled and was able to go first, this wasn't that big of a deal for me as going second actually gives me a better chance at contesting objectives. He deployed most of his force but held back a Demolisher and His Librarian and Assault Marines. With a 12" deployment he was able to sit on one of the objectives and was in good position to take the other 2 with 10 man marine squads in rhinos.

My deployment consisted of me keeping everything in reserves. I felt it would be best to to take advantage of the turn 3 and 4 night fight rules. By this I mean I would be able to enter the game on turn 2 with my reserves, do some shooting and hopefully knock out some transports or units and then he would have to try to shoot me using the night fight rules the next two turns. Allowing me plenty of time to manuever into place.

Turn 1:
Marines: He drops his Dreadnaught on the objective closest to me and moves his rhinos to the objectives.

Eldar: I smile and say done :D

Turn 2:
Marines: He rolls for reserves and brings his Demolisher on board to my right, trying to help out the 2 marine squads now sitting on objectives. He then gives me the evil eye and it's now my turn.

Eldar: I roll for reserves, getting everything except a Fire Prism, Falcon, and Jetbike Squad. As I'm setting up my opponent asked me if I wanted a beer, oh he's getting a Great! for sportsmanship :D So I do the sensible thing here I fly one Wave Serpent up and drop off the Dragons to take out the Dreadnaught on my left. I let the council wreck the Dreadnaught Drop Pod next to my left.

I then run my other Dragon Squad up the right side of the table to contend with the Demolisher. I fly my Falcons in and keep one in the center back and one center right to stay away from approaching Assault Bikes on the left. I also put my JetGuardians towards the right to start popping off shots at the rhinos.

I ended up shaking both rhinos, not to bad for first round of shooting, especially with the Dread and Drop Pod gone off my home objective.

Turn 3: Night Fight
Marines: He Rolled Reserves and was able to get his Assuault and Shooty Termies into play. The shooty termies Deep Striked next to the right most Dragon Serpent to try to take it down, while the Assault Termies and Librarian went into his back field. (He later told me this was because I had way to many thing to shoot at him) With reserves deployed he decided to move up with left Demolisher but it was immobolized on the terrain (alot of that going around this tournament) with it stuck it was out of range of my fire dragons that had killed the Dread Naught.

He was able to kill 2 of the dragons with snipers, and failed all of his other Night Sight checks. He shot the Far Right Dragon Serpent with his Demolisher and Termies but I was able to save both from moving flat out. Good start for me.

Eldar: My turn, I get my second Fire Prism in but not the Falcon. I load up the Dragons from the Dreadnaught Kill and start to get them over where they are needed. I unloaded the Fire Dragons to shoot at the right side Demolisher, and moved my bikes forward a bit to take more shots at the rhinos.

I believe I ended up stunning the Demolisher and was able to take out of one the other Rhinos, I then used the Fire Prisms to take out the Shooty Termies that had landed close to my dragons. No way I could let those guys stay alive.

Turn 4: Night Fight Again!
Marines: With all the marines on the table, and another Night Fight turn he was in a pretty rough spot. He moved his Assault bikes withen shooting range of the Council and took some melta shots with no deaths. He then shot at everything else with nothing connecting.

Eldar: The Falcon came in this turn luckily for me. I ran my council over to his assault bikes and doomed the one I'd assault. I then unloaded the Dragons next to the rhino's that were still up and moved my Jetbikes in for the kill. With The Rhino gone the marines dissapeared quite rapidly, leaving one rhino left stunned once again.

The JetCouncil charged one of the bikes and I threw one Spear Lock on the other bike to lock us up in combat during his turn.

Turn 5: The sun arrives!
Marines: With the sun up, there were some tempting targets for his heavy weapons, but first he used his librarian to teleport between my tanks and the objectives. He was able to shake one of my tanks and my Fire Dragons ended up getting pinned by snipers. In the assault phase my Council ended up finishing off the other Assault Bike.

Eldar: My turn, With the council free, I moved it up behind the wall, next to the objective on the far left side next to his marines, from here they wouldn't get shot at because of the solid wall. I then moved my bikes up to contest the one objective with the rhino marines, and to take control of the other objective. From there the Falcon went flying to land next to the objective that the Dreadnaught had originally been at.

From there I had to make a decision on what to do with the Assault marines that were in striking distance of my Guardian Jetbikes, it was a choice between shooting them or trying to block there path. So I went with the riskier option but the one that would solve the problem and tank shocked him with my Fire Prism. Thinking that I'd have a tank hulk there to slow them down I was very very surprised when he rolled double 6's for there Leadership. With them running and not able to regroup from all my friendly units in the area I pretty much had the game in my hands.

With a little shooting I had control of 2 objectives and was contesting the other 3 with a solid amount of units.

Outcome:
At the end of turn 5 we rolled a die and the game was to continue, we had 10 minutes left but he decided to call the game and go ahead and give me the secondary and tertiary points I would've received by moving my guys into terrain during the next turn.

It was a fun and solid game, and I probably the best one I played all weekend, we were both striking back and forth at each other with little result up until he failed that LD test and things just slid into place for me.

I think keeping my guys in reserves kept me from getting blasted into space, and being less aggresive with my council really paid off (I had lost it first turn during the first 2 games)

But Like I said, it was a great game, and I'd gladly give him a rematch as he was a greaty guy to play against.

Tuesday, July 14, 2009

BolScon 2009 in Austin

If you've not heard about it yet, and I'm sure you have BolScon 2009 is approaching quite rapidly. With only 38 Days to go I'm well on my way of building my new army, or updating the old, for what is to be the biggest tournament event I've been to. I'm very excited about it, and like to share the approach with you all.

After my last tournament I learned quite a few things about playing Eldar, and one thing I've learned is mobility is the key to 40k. Objectives have become a much larger game mechanic then when I stopped playing back in 3rd Ed. and now with armies almost being required to move across the board I saw the need to update the list and the models. After working with the guys from Warseer, who've been very helpful, I've come up with this list.

~HQ~
Farseer - 178 pts
Doom, Fortune, Spirit Stones, RoWa, JetBike, S.Spear

Autarch - 140 pts
MandiBlasters, Laser Lance, JetBike, Fusion Gun

Warlock Unit on JetBikes - 287 pts
Lock - Embolden, Singing Spear
Lock - Enhance, S.Spear
Lock - Destructor
Lock x2 - Destructor, Singing Spear

~Elite~
Fire Dragons x7 - 255pts
Exarch
DBFlamer, Crack Shot
Wave Serpent
Spirit Stones, TL SCannon

Fire Dragons x7 - 255pts
Exarch
DBFlamer, Crack Shot
Wave Serpent
Spirit Stones, TL SCannon

~Troops~
Guardian Jetbikes x6 - 205pts
SCannon x2
Warlock
Singing Spear, Embolden

Guardian Jetbikes x6 - 205pts
SCannon x2
Warlock
Singing Spear, Embolden

DAVU DireAvengers x5 - 60pts
(Riding Falcon)

~Heavy Support~
Falcon - 185pts
Scatlaser, Holo-Fields, Spirit Stones, chin-Cannon

Fire Prism - 115pts

Fire Prism - 115pts

Total Points - 2,000
Total KPs - 13
Total Models - 47


With this list I've removed one of the main issues of the other army I had taken, and that was lack of mobility. Sure I had 3 Skimmers in the other list, but the problem was that they could not be supported by the rest of the army unless they held back, and by holding back they we're being used in the way they should be.

With the list now made and the models purchased I started building everything last night, and let me tell you it takes a while just to cut all those bikes off the sprue ;)

As I get things going I'll post updates of the army, and will put in some tutorials on how I do the conversions for the warlocks and farseer.

If you're interested in the tournament make sure you register soon, I think you only have a couple weeks left :D And I'll see you there.

Thursday, June 18, 2009

Building the North Texas Army

So after winning the Arlington Event, and being told that I could not play in any of the other Combat Patrols (I know sad times) but knowing that there was going to be quite a bit of stiff competition I figured it was time to do some play tests and figure out what I was going to need to buy, build and paint. Here's the Army List that I finally settled on, with a bit of help from the great people at Warseer.


~HQ~
Farseer - 133pts
Spirit Stone, Fortune, Doom, Singing Spear
(Riding with Banshees)

Farseer - 90pts
Guide, Witchblade, Runes of Warding


~Elites~
Fire Dragons x5 - 113pts
Exarch x1
Fire Pike, Crack Shock (I hate Dreadnaughts in Cover)
(Riding Falcon)

Howling Banshees x8 - 281pts
Exarch x1
Executioner, Acrobatic, WarShout (people always fail that ld10 roll when they need it most, I know I do :P)
Wave Serpent
Spirit Stone, TL Shuriken Can, TL Shuriken Cat


~Troops~
Guardian Defender Squad x10 - 128 pts
Scatter Laser
Warlock
Embolden, Singing Spear

Guardian Defender Squad x10 - 125 pts
Scatter Laser
Warlock
Embolden, Wraitsword

Guardian Defender Squad x10 - 125 pts
Scatter Laser
Warlock
Embolden, Wraitsword

~Heavy Support~
Falcon - 165 pts
Spirit Stones, Holofields, Pulse Laser, Shuriken Cannon, TL Shuriken Catapult

Wraithlord - 155 pts
Flamer x2, EML, Brightlance

War Walkers x3 - 180 pts
Scatter Laser x2 each

Total Points - 1,500
Models - 56