Showing posts with label dark angels. Show all posts
Showing posts with label dark angels. Show all posts

Saturday, June 7, 2014

7th Ed Baptism of Fire!


Finally got a game of 7th Ed in. And I must say it was a blast! The Tactical Objectives and Psychic Phase makes for a very different flavor of 40k. A lot of myths and preconceptions were debunked, though this is just based on the one game I've had so far. Certainly different from what we're used to - and for me that means all the previous editions since 3rd.

We played the first Maelstrom of War mission: Cleanse and Control. In this mission, there are 6 objective markers, and in each turn each player needs to have 3 Tactical Objective cards. The mission specifies Vanguard Strike deployment. My oppenent Dom chose the nice Cityfight table, which was pretty cool. Been awhile since I played on that one.


I used the last Thousand Sons list I built in 6th Ed: Ahriman, Lord Ka'Kaa the Lord of Change, 2 favored Thousand Sons squads (one with Rhino), 1 pack of Pink Horrors, 1 Heldrake, 1 Land Raider, 1 Defiler and 1 Predator (autocannon, heavy bolters). There's a total of 5 psykers in the army, with a potential to generate 10+d6 warp charges in total. I got lucky with Ahriman, who managed to get Invisibility and Iron Arm, on top of Prescience and Psychic Shriek (the Tzeentch Primaris was free). Lord Ka'Kaa also had Prescience. However no one got Doombolt - pity, as I would have liked to try the new rules for beam powers.

Dom fielded his Dark Angels army, led by Master Belial, 2 squads of Assault Terminators (thunder hammer, storm shield), 1 Dark Angels Veteran Squad (meltaguns) in Drop Pod, 1 Dark Angels Tactical Squad (plasma gun) in Drop Pod, 1 squadron of 3 Ravenwing Land Speeder Typhoons, 1 Land Raider and 1 Land Raider Crusader.


I'm not going to give a blow-by-blow batrep, but just to share my thoughts on the new game (and it felt like a new game too).

1. Psychic Phase is not so scary after all ...
There was a lot of noise about the new Psychic Phase, and honestly, I think it's really more hype than anything else. My Thousand Sons army can generate 10+d6 Warp Charge per turn. While it's not as uber-extreme as you can take it, it certainly is fairly above average. On top of that, with sorcerers like Ahriman and the Lord of Change, plus free Tzeentch Primaris for the Thousand Sons sorcerers, my psychic power list was pretty long. And as I mentioned, I got lucky with my rolls, getting gems like Iron Arm and Invisibility.


However, casting powers is now not as predictable. Combined with abysmal Warp Charge rolls (I think the highest I rolled was 3), I had 11-13 power dice to play with when all my psykers were still alive. Still looks decent right? Well, the reality is that master sorcerer Ahriman hogged ALL of my Psychic Phases. Casting Prescience, Iron Arm and Invisibility on himself and his squad pretty much sucked up all the power dice I had. Every turn. All the other sorcerers just watched and lent their Mastery Levels to the dice pool. All those millennia of psychic training gone to waste ...

So rest assured that except for some really purpose-designed psychic armies, the Psychic Phase is not as scary as it sounds. In fact, I really like that it neatly streamlines all psychic activity into its very own part of each turn. Having said that, there are a couple of scary things with this psychic thing ...


2. Invisibility IS scary!
I know much have been written about the new Invisibility. But until I actually tried it out I didn't quite appreciate how amazingly scary it is. At 2 Warp Charges, you need at least 5 dice ro reliably cast it. But allowing only Snap Shots and 6's to hit in close combat against Invisible units means you have units that are extremely hard to kill. Ahriman and his squad were charged by thunder-hammer-storm-shield Assault Terminators, losing only only 2 Rubricae while wiping out the Termies. And the 2 turns that I failed my Invisibility rolls were enough to wipe out Ahriman's squad by shooting and assault, leaving Ahriman alone in a challenge against a Deathwing veteran sergeant.

3. Perils of the Warp IS scary ...
Ahriman actually suffered Perils of the Warp and rolled a '1' on the table. Luckily he passed his Leadership Test, and just lost 1 wound to it. Had he failed, he would have been sucked into the Warp, and perhaps taking some of his squad with him too!


4. I need to go back to Flying Monstrous Creature (FMC) school
My expensive Lord of Change, the great Lord Ka'Kaa, was one scary FMC with one lesser and two greater rewards and also a Mastery Level 3 Tzeentch greater daemon. But with some subtle changes in 7th Ed, I only managed to use him in some very passive roles. He did contribute 3 Warp Charges every turn. He took out 1 hull point from a Land Speeder. He achieved 1 tactical objective. That's it. I guess he didn't do too badly. But compared to his fearsome deeds of old, it didn't seem like much. I'll need to relearn how to use him more effectively next time.

5. Light skimmers die slightly easier now
I love light skimmers like Land Speeders and Vypers. In 6th Ed, my squadron of 3 Vypers or 3 Land Speeders tend to survive battles because the 5+ jink combined with 6 hull points per squadron is always better than it looks. But now, you'd have to make the choice - Snap Fire next turn, or jink? Not always a straight-forward decision.


6. The Heldrake nerfed? Nahhhh ...
There was also a lot of whining about the new FAQ limiting the Heldrake's arc of fire. I frankly did not see the problem at all. This mean flying dude is still a mean flying dude, frying all kinds of loyalist targets almost every turn. Still love it! Still a scary flyer!

7. Tactical Objectives makes it an entirely new game.
And this is no exaggeration. Most players have been trained through countless battles and numerous editions to focus on making sure objectives are achieved before the game ends. This usually ends up in games that typically see shooty armies waiting for killy armies to come to them, or some variation thereof. And a lot of grabbing objectives at the very last minute.

With Tactical Objectives, your army really needs to be flexible. Mobiliy becomes extremely important. The bulk of your forces might be in one corner, just when all the objectives you need to achieve are in another, etc. I'd guess that armies with only one battle plan, or one style of play, would suffer greatly. You really need to have an expanded playbook to handle all kinds of situations.


Tactical Objectives really emphasizes manouver and positioning. It changes how yo
u use your units. In the game I played, my Defiler only fired once at the very last turn. Before that he was too busy achieving objectives. Balancing holding onto a single objective, while at the same time being ready to support other units or grab another objective, all makes for some really interesting tactical challenges.

I find it pretty awesome. Though I must admit there was a point it got a bit too random.


At the very last turn, I was already losing the game. In fact, I thought it was already lost. Both armies were battered. The Dark Angels only had Belial, 4 Termies, an immobilized Land Raider Crusader and 2 Drop Pods left. I was down to Ahriman, Lord Ka'Kaa, 10 Horrors, the Defiler and the Predator. The last Tactical Objective card I drew gives me d3 Victory Points if I controlled at least 3 objective markers. At that point Dom had 9VPs to my 7. Controlling the 3 objective markers was easy enough with the Horrors, the Defiler and Lord Ka'Kaa. I need to roll a 3 or 4 to draw the game, and a 5+ to win. So I rolled the dice. And '5' came up.

While I do feel bad for Dom for snatching the win by ONE lucky dice roll, we both thoroughly enjoyed ourselves. It was simply a fun game. Even my Aspiring Sorcerer that became a Spawn enjoyed it!

Looking forward to more!

Tuesday, May 27, 2014

Ravenwing Land Speeder #1

 
This took way longer than I thought, and in the end I had to rush it through to make sure I finish it and that it doesn't end up in my burgeoning KIV pile :)

I realized that this is actually the first ever Land Speeder that I've done. My previous encarnations of the Ravenwing were all exclusively bike armies, and I never got around to painting the old Master of the Ravenwing Land Speeder model before the jetbike version came out.

I assembled 3 of these, making up 1 squad, and I also realized that I had 2 versions of the kit. 1 was the old one with the issue of the warped hull. The other 2 were from newer sprues that solved that issue. And I must say I enjoy those better.

The crew helmets and Ravenwing shoulder pads are actually extras from the Black Knights. No, these aren't Black Knight speeders - I just think they look better :). The Ravenwing icon on the front hull is from the Dark Angels vehicle sprue, I think.

I must admit painting this I remembered why it took so long to finish my Ravenwing army in the first place. Painting black is not the most exciting thing on earth. Conceptually, it should be fast and easy, but hey ... So it's pretty basic - Citadel black spray, Shadow Grey line highlight - up to Space Wolves Grey. Mechrite Red missiles, Gunmetal on the metal parts, Gold on the heavy bolter ammo. Agrax wash for the metal parts. The insides of the jet nozzles got an extra blackwash. Standard decals. Done.

 
Up next on the Dark Angels, in order of personal importance to me: 2 Land Speeders, 6 Black Knights, 5 Ravenwing Command squad, Nephilim, 20 DA marines, Rhino, Predator, Aegis Defense Line with Quad gun.

But what's being organized right now are 11 IG models + heavy weapons: 6 heavy weapon crewmen, 3 autocannon (plus 3 heavy bolters that I can switch to if need be), 2 heavy flamer men, 2 snipers, 1 Major Winters with bolter. Now that sounds like a very tempting distraction :)

Keep rolling them dice.

Friday, May 2, 2014

Throwdown Day Zero!


And it begins! After much agonizing over what to paint for the Throwdown I've finally settled on this 1500pt Dark Angels army. The original list was to be a 'purist' 3rd Battle Company - no Deathwing, and no Ravenwing elements. It had Tacticals, Assault Squad, Devastators, Land Raider, the works. But it also had like 60+ models to paint (including the b**ch to paint Land Raider).

And then the IG codex came out, and the mood for painting Dark Angels really sapped away. I even got distracted from my half-done Pink Horrors to paint the lovely new Hydra (almost done now), and lined up several IG models to paint - 9 infantry and weapons teams for an updated AirCav, 1 psyker, 1 priest and 1 lovely new plastic commissar.

But I managed to pass my own Ld test (of 5) and decided to build a Throwdown list that has models I really want to paint, and with a smaller number of models too. It so happened that I had black-primed 3 Land Speeders, 6 Black Knights and a Nephilim for my Ravenwing. And those models were all part of the original 2014 project list. So I kill several birds (black ones) with one stone by including them in the list. Now the list has fewer models, AND I get to paint most of the models which I'm supposed to add to my Ravenwing army.

So here it is, 1500pts Dark Angels:

HQ:
Company Master - w artificier armor, Lion's roar and power sword (bare plastic)

TROOPS:
Tacticals - 10-men, plasma gun, plasma cannon,  vet sgt w power sword and plasma pistol (bare plastic)
Rhino (on sprue!)
Tacticals - 10-men, plasma gun, plasma cannon, vet sgt w chainsword and plasma pistol (bare plastic)

FAST ATTACK:
Black Knights - 6 Knights, 1 ravenwing grenade launcher, Huntmaster w power sword and meltabombs (black undercoat)
3 Land Speeders (black undercoat)
Nephilim (black undercoat)

HEAVY SUPPORT:
Predator - all-lascannons (on sprue!)

FORTIFICATIONS:
Aegis Defense Line - with Quad gun

Let's go!

Tuesday, December 31, 2013

2013 - Not a Bad Hobby Year After All.


With very limited time available for the hobby, it seemed at first that 2013 was going to be the worst year in a long time as far as my personal wargames hobby is concerned. Funny enough, it turns out that this is yet more proof that fact and perception are often-times at complete odds with each other.

The fact is, I actually did more painting and hobbying in 2013 compared to 2012 and 2011. I did play less games, and attended less events, but the personal hobbying was not too shabby at all.

I guess the highlight would be the completion (finally!) of II Catachan Rgt's Air Mobile Detachment (a.k.a. AirCav), an army that actually started with much fervor with the first Valkyrie completed in 2009, but got completely derailed as I finished off several other projects in between. But largely thanks to the first Throwdown earlier in the year, the project was given a huge kick and restarted with gusto! And now, version 1 is done! I've got version 2 on the cards, but I'll wait for the new codex before doing more work on them (it might turn out I'd have to use the army as a counts-as Elysian list if some of the rumors are true - but we'll see).

 
So in 2013, I actually finished:
- 36 IG aircav infantry (almost all converted)
- 1 Col Straken
- 1 Uriah Jacobus preacher
- 1 Astropath
- 3 Vendetta
- 1 Valkyrie
- 1 Basilisk (happy with the simple conversion for this guy)
- 1 Crimson Hunter
- 6 Eldar Jet Bikes (in one (long) intense hobby session, I might add)

On top of that, I started (but obviously did not finish):
- 1 Eldar Warlock on jetbike (actually, this guy is almost done - maybe another hour or so)
- 1 Ilyic the super Pathfinder
- 1 Dark Reaper Exarch (converted from bits + OOP Eldar warrior)
- 1 Nephilim
- 1 Helbrute
- 1 Heldrake
- 6 Ravenwing Black Knights
- 5 Ravenwing Command Squad Black Knights
- 30 Deathwing Terminators (including command)
- 23 Dark Angels Space Marines (including command)
- 1 Officer of the Fleet

It's not too shabby, given the circumstances.


Now on to the lowlights. I guess the worst part of my hobby year was actually missing Legio's big move to its shiny new premises at Hobby Forge. That was a real bummer. The next one has to be the fact that this was the first year in a long time that I did not play in a tournament. And this was in a year with a bumper crop of tournaments! And I just realized that my proud 6th Brandenberg Imperial Guard never left the shelves all year! That is something that must be rectified this year!

Anyways, I'm not going to dwell in doldrums so early in the day. I am looking forward to 2014. The first project in mind is a quick revisit of Master Ahriman and the Thousand Sons. I'm looking to finish up my first ever Heldrake, the 1.5 models left to paint to complete the Favored Rubric Terminator squad, and the awesome Land Raider that's been WIP for 6 years (I think). After that, it's a bit more work with the Ravenwing - finish up the Black Knights and the Command Squad, and add 3 Land Speeders to the army.


We'll see how far that takes me. Here's hoping that I don't get TOO over-distracted (e.g. WW1 Brit-themed IG with steel helmets, fixed bayonets and tanks that look like Malcadors ... or a Thunderbolt (or two) ... or an expansion of the seedling of the Tzeentch daemons in my collection ... or a 28mm Napoleonic army ...)

Cheers to 2013! Cheers to 2014!
Happy New Year guys!
Keep them dice rolling ...

Saturday, February 2, 2013

Season 4 kicks off with a bang! ... and my 'ead 'urts ...


Last night's Hobby Night was truly awesome. It was the second instalment of Legio Throwdown, and you can plainly see the rising standards of the hobby hereabouts. Goh's Night Lords won the night, and well-deserved too. Go to http://legiomalaysia.blogspot.com/2013/02/what-night.html to check out his awesome-looking squad.

My Ravenwing with the shiny new codex and 7 shiny new models (6 Black Knights and a Nephilim) took to the field in the kick-off of the 40k League Season 4 - and I actually played 3 games last night! Yes, my 'ead 'urts after that, but it was worth it.

First game was against Alvin's Blood Angels. The battle was really cagey for the first few turns - I wouldn't get close because he would tear me up in close combat, he didn't want to approach because the Ravenwing gunline would cut him to ribbons (or so he thought). But when the Nephilim took out his Land Speeder and scored First Blood for Ravenwing, the BA line surged forwards. It was the first time I saw the Black Knights in action, and their plasma talons ripped apart a BA assault squad, but left 3 standing. The turning point was when the BA assault terminators waded into 3 of my units and killed 'em all. The rest was history - victory to the BA.

The second game was against Subhan's awesome-looking uber-shooty Necrons. Amazingly, it's my first ever game against any Necron army since the Necron codex came out - and I must say they are pretty strong. Once again, Ravenwing scored First Blood (first oil???) when an outflanking bike squad and attack bike destroyed 2 of those Spidey thingies. The Black Knights cut down the Necron Lord's scarab escort before 2 bike squads assaulted the same. But a combination of tactical errors, great moves by the xenos, screwy dice rolls and the amazing xenos firepower won the day for the xenos. The proliferation of S7 and S6 weapons made my T5 bikes feel like T3.

The third game was against Faizal's great-looking Space Wolves army, which was also uber-shooty. Drastically changed tactics for this one, sending ahead attack bikes to take out Dreadnoughts and Razorbacks in the first turn. For the first time in the night, all my reserves came in Turn 2. Sammael and the Black Knights came in on the left flank while the rest of the army rolled up the right flank. The concentration of firepower was pretty awesome and the Space Wolves were immediately on the back foot. Some highlights was the charge of the Black Knights into Grey Hunters - the Grey Hunters won! Sammael's plasma cannon overheated twice in a row when he was down to his last wound. That was scary! The Ravenwing won against the sons of Russ (next time we should just settle the issue with a champion from each side :)

Looking forward to the next round of mayhem!!!