Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Wednesday, 13 July 2011

Badger's Log - Bretonnian Damsel

Morning all,

Very brief one off me today, I've been snowed under with work. I've had lots of things I could put up on the blog, just no time whatsoever to get it done!

So first up is my Bretonnian Damsels I painted up last weekend (or the weekend before... I've lost track of the days with work). There's 1 mounted and 1 on foot. Ideally, I could do with a 2nd mounted Damsel to keep up with the rest of the cavalry and also to add some oomph if I were to play Storm of Magic.




I painted them in a light blue scheme, with white trim and detailing, similar to my Bretonnian Lords. Once I'd finished them, I decided they needed a Black Wash just to tie the colours in and give a bit of shading. I'm kind of regretting that now, as it means I'll need to eventually black wash the rest of the army.

The one on foot, I'm pretty happy with. The horse I'm also quite impressed how the black wash turned out on a grey horse, however I put way too much wash on the mounted Damsel. But oh well... they only ever get out onto the table every so often, so they'll do.

Peace,
SB

Thursday, 26 May 2011

[WHFB] Second game of 8th Ed

Morning all,

Been a few days without a post as I've been too busy in my usual blogging time with work related such and such. However on Monday night, I got to play another game of 8th Edition v Col. Straken's Beastmen army.

 
I can't remember most of what went on, so my main point is to summise a bit more of what I'm learning with 8th Edition and also, see if I'm doing anything wrong and people want to point it out to me - nothing worse than spending months learning a game, to realise you've learnt an incorrect ruling or such.

First off, the 2D6" charge distances are becoming a bit of a bug bear for me. I'm all for the sense of "random factor" involved with it, but personally I find 2D6" distance for infantry to be huge. As an example, the Beastmen are M5 which gives them a charge distance of between 7" and 17". This compared to 7th edition where charges were around the 8" mark... maybe it's just me being stuck in my ways. Personally I'd prefer it if Infantry were to roll 2D6 and pick the highest of the 2 for charge distances.

For a bloke on a horse to only have 3" more than a cow-man on foot when it comes to charge distance, doesn't really do it for me. Admittedly the 3D6 and pick the highest 2, makes it more reliable to roll higher, but I'm not sold on it.

Secondly, playing with just a single Level 1 Wizard means the magic phase gets a bit boring or silly, so in future I'll be taking a second Damsel (assuming points allow it) just to try and get used to the flow of the magic phase a bit more.

Currently it was a case of rolling 1 spell with every available Power Dice I could have, then hope my opponent couldn't roll a double 6 to prevent it. I'd assume this is partly from us playing lower points value games (1500) as the magic system is designed for 1 - 4 Wizards in an army, casting and generating dice.

Also, getting charged as Bretonnians is bad. I got caught out by some mammoth charges by the Beastmen and started to crumble. I used to be quite good at gauging distances in 6th and 7th, so I guess I just need to work on my 8th edition eye and try to see where the new distances come into it.

Overall, I'm enjoying playing Fantasy again and once I get my head round the core rules and additions (I forgot about "Steadfast" on Monday night as an example) I'll start thinking about a second army to go with my Bretonnians and offer an alternative playstyle - most likely an Orc army.

Any thoughts on 8th edition? Or plans to get involved in Fantasy soon?

Peace,
SB

Tuesday, 10 May 2011

[WHFB] First game of 8th Ed

Morning all,

Last night I played my first proper game of 8th Ed Fantasy. I played once with the Island of Blood set against Sanguinus, but we probably messed up a ton of rules or completely forgot some things.

So last night I dusted off the Bretonnians after spending the last few weeks painting a few units (still got pictures of my Questing Knights to put up) and got them onto the table against the High Elves.

We played 1500pts so I could get the hang of the rules and not be at the club until Midnight. My list was as follows:
Paladin - Barded Warhorse, Shield, Lance, Virtue of the Joust
Paladin Battle Standard Bearer - Barded Warhorse, Virtue of Duty
Damsel - Level 2, Warhorse, Chalice of Malfleur

8 Knights of the Realm - Full Command
8 Knights of the Realm - Full Command
30 Men at Arms - Spear, Shield, Full Command
16 Archers - Standard, Musician, Defensive Stakes, Braziers

8 Questing Knights
5 Mounted Yeomen

Field Trebuchet.

I was massively surprised at how much I was able to fit into a 1500pts list (assuming I didn't calculate anything wrong in Excel!!)

Time for some pictures...




Overall, I did well because I was allowed to charge with the Knights, plus the Bretonnian Lance formation works really well since it allows rank bonuses for 3 models instead of 5, which means that I can get decent rank bonuses for less models.

Overall, my thoughts on 8th edition:
- Magic is a lot more random, and it didn't pay off for Mike's High Elves. I don't think his Level 4 wizard ever managed to cast a spell, either from bad rolling for Winds of Magic, or bad actual casting rolls.
- I also don't think I managed to do very well with casting either, but I'm not sure if that was my being a fantasy Noob or whether that's just how magic is.
- Combat seems a lot quicker, although I've yet to play against Undead yet (they were the bane of my 6th and 7th Ed games!!)
- Movement seems a lot more free flowing and far less intricate than in 7th ed, having to deal with angles, move 1" here, wheel, 1" here, then you minus some movement for something else.... Nope, seems to be miles easier to deal with now.
- Guessing ranges is out of the window now. One of the challenges I loved about 7th Ed was being good at guessing ranges of things on the table, whether it was charge ranges or warmachine shots. Also, with pre-measuring it gives a fair bit more scope for options.
- Random charge ranges are a bit meh for me... I like the idea of keeping things fresh and there always being a chance it could fail, but at the same time I liked being good at guessing charge distances.

Also.. another point of 8th edition, is that I'm apparently blessed by the dice gods to pass every 5 or 6+ Ward Save under the sun. I must have passed about 90% of the Ward Saves on my Knights units.

Overall, 8th Ed seems like good fun and I'd like to get a few more games under way whilst I carry on painting the rest of my Bretonnian units.

Peace,
SB

Thursday, 5 May 2011

Badger's Log - Bretonnian Men-At-Arms

Morning,

I've been away over the weekend so not had much chance to do anything further with painting, but in an effort to get playing Fantasy again, I dragged out all my Fantasy related stuff from boxes and set myself the goal of trying to paint 1 unit a week.

First and foremost (until I get some Black Spray) I've set about on my Bretonnian army, since they're my first and only fully fledged Fantasy army.


So yeah, there you are, 15 Men at Arms with Halberds and shields.

After faffing around for a large amount of time over the paint scheme, I stuck with my Black and White paint scheme based on one of the Bretonnian Lord models (can't remember the name of the realm...). Then with Enchanted Blue detailing to match the

If I can be bothered I'm hopefully going to repaint the army in Red and Blue, similar to the GW studio army and similar to a Questing Knight that I painted as a tester.

The other thing you may notice is *GASP* I've not used Black wash on them. This'll soon get rectified when I repaint them up in nicer colours.

Next thing on the paint desk is a remaining 7 Questing Knights.

Peace,
SB

Tuesday, 7 September 2010

[Warhammer] GW sneak new High Elf stuff for advance order...

Hey all,

Normally don't put much about Fantasy, but with the new starter set garnering my interest, I'd heard nothing about more High Elf minis coming. Then to my surprise, I find this lot going up on Advance Order HERE

High Elf Phoenix Guard:

High Elf White Lions:

High Elf Dragon Princes:


Thought they were all pretty cool, and an added incentive to be getting the High Elf minis out of the Island of Blood starter boxset!

What do you guys reckon?

SB

Sunday, 21 February 2010

[HOBBY] The New Boys Pt 4

After a long period of inaction because of lack of money and lack of batteries for my camera (which ended up taking terrible pictures anyway) I have returned with a few pictures and short stories about 6 of my Sternguard.

Firstly, I apologise for the Quality of the pictures, they were taken on my Fiances phone, the best camera we have at the moment, I will post better ones in the future.

First up on the left we have Sergeant Jarvis and on the right is Buck

Sergeant Jarvis, usually refered to as Sarge for ease in battle is a Veteran of many raids. He favours plasma weaponry and often uses the Vengance rounds created by Cogs (the techmarine who is yet to be built) and a plasma pistol that he has aquired from past victims. He favours obliterating his foes leaving just a pile of ash. Sarge is vicious in battle and leads his Squad fearlessly into any combat.

Buck, is the newest recruit and hasn't earnt his Skull Honours yet, the equivilant of terminator honours in a standard chapter. Buck rose quickly through the ranks of his fellows and his skill with a bolter, where his nickname comes from, led him into the Forsaken Guard (Sternguard) squad. His shots are nearly always on aim and he is adept at keeping his targets alive long enough to take their still living skulls.
Next up we have Bones on the left and Roth on the Right

Obviously Bones isn't his real name, however, he has been fighting for so long that he doesn't remember his own name. Bones is the tactical department in the chapter and the only reason he hasn't raised higher is because he has refused every attempt to be "promoted". He knows that the Sergeants and Captains are always the first to be shot at when people can. Bones now tends to the Chapters dead and wounded much like an apothecary though he follows a more ritualistic way.

Roth is the second newest recruit in the Forsaken Guard and was very pleased when Buck turned up to take his old place. Roth is a scavenger and always has been even before being made into a Space Marine. His bolter is of archaic make along with his Chest armour, anything shiny is soon taken by Roth.

Lastly we have Drustos on the left and Attilas on the Right



Drustos is the squads main Vox operator and the Chapter rely on him to maintain their communications. Drustos aspires to be just like Cogs (the techmarine) and follows him around when not at war. There isn't much more to say about Drustos he is a quiet man and he will fight stoically and to the end.

Attilas is the chapters soon to be Chaplain, he also shows a large amount of psychic potential however that is completely normal for this Chapters Chaplains. The Forsaken Brotherhood do not have any Librarians instead their Chaplains maintain their beliefs of the Emperor in his Bloodthirsty state slaking his thirst on the blood of the heretic and Daemon and fight with his will manifest in their destructive powers.

For now that is it, I am currently building some Warmachine models and attempting to build one of my Tactical squads.

If you want to follow my other Blogs on this topic you will find them and the links to previous ones here http://maws40k.blogspot.com/2010/01/hobby-new-boys-pt3.html

Friday, 18 December 2009

[Units] Eldar Elites

This week we will be looking at the Eldar elite choices. These choices are normally the “best of the best” the hard hitters and the source of the offensive and defensive power in an army. However this isn’t shown in the Eldar codex quite as much as others. There are some good units, and on paper and in theory all the Eldar elites are exactly that, better than every other elite in what they do and again cheap as dirt. Lets take a closer look though and dissect them and what they do.

Starting with the first choice of the elites is the Striking Scorpions. They are a measly 16 points per model, that’s the cost of a space marine, and for that cost you get… an Assault marine, with one less toughness. But at 6 points cheaper, not too shabby. However you don’t get fleet of foot, which for an assault unit isn’t too good, but given an Exarch for 12points and then with shadow strike they get infiltrate. Infiltrate is brilliant you can either outflank which means the turn they show up anything within 12” of the edge will be tied up, so devastator squads and other heavy weapon units, or they can deploy as a normal infiltrator, if there is suitable terrain to hid you 12” away from the enemy and you have turn one, then you have a unit in the enemy for them to have to worry about before the rest of your army arrive. A 3+ armour save and str4 weapons means they are a good all round choice, best for taking on horde armies where they can use their 4 attacks to greatest effect. Also they are one of the few Eldar units to receive grenades. The Exharch weapons are cheap and you can take either a power fist, or a weapon which varies from str4 to str8, unfortunately no power weapon options.

The other combat choice you have is the Howling Banshees, and on paper they are the best unit the elder probably have. 16 points and you get fleet, power weapons (on everyone) and initiative 10 even when assaulting into cover. The Exarch can make the enemy WS1 and give you the counter attack rule and a str6 power weapon isn’t to be sniffed at, but its only 3 attacks on the charge. However, they are not the be all and end all because they will normally be assaulting the enemies best troops, or at least their most armoured, still good yes? How do you get them there, on foot, with a 4+ save I doubt they will get very far very quickly. So take a wave serpent for them, there goes another 100 points, and when you get it there they can’t assault, they either have to sit in the Serpent for a turn, or stand and withstand the shooting. Another downer is they are str3 the enemies best troops are usually going to be at LEAST Toughness 4 which means you need 5’s to wound, suddenly those 30 attacks are whittled down to about 3, and anything more than a light breeze will blow the banshees over after their attacks in the first round.

The second most popular choice for the Eldar elites are the Fire Dragons. These can be a great option, but they are hard to use. At 15 points each they are cheap. There is no real NEED for an Exarch but he is a good choice still, he can be given an 18” melta or a heavy flamer and his powers give them tank hunter, not really needed with melta weapons, the second choice removes cover saves, mmm tasty, roasted marines. The fire dragons require a transport, there is no need for a wave serpent, as you only have 5 dragons, there isn’t a need for more, unless you really want to. So a falcon is your vehicle, but it is already a tank hunter itself, there are two options really, take out two tanks (potentially) or use the falcon to take out a tank, and if it does use the dragons to kill the passengers, or to finish the falcons job if it cant cut it. However you have to be careful because people of a blown up tank aren’t always happy you blew their ride, and any left will shoot/assault you and with a 4+ save your 5 dragons with crumble.

That leaves two Choices left, and these two choices look mean, nasty and down right dirty. Lets look at the Wraithguard first you can fit a unit of 5 in a wave serpent, they have an AP2 weapon that kills outright on a wound of a 6, its an assault weapon, and it ALWAYS wounds on a 2+ nasty also against vehicles on a 2-4 causes a glancing hit and a 5-6 causes penetrating hit. They have a 3+ save, and are toughness – so they are hard to kill, they are also fearless to boot. There must be some drawbacks then, and there are some big ones. Firstly they are 35 points each, 5 points short of a terminator, but the weapons warrant that, however the weapon is only 12” range, again fair enough there shouldn’t be much left to hurt you. The biggest drawback is that you have to have a warlock, 25 points for one, and it must have a power, otherwise you will have to roll and a roll of a 1 means, you can’t do anything, and are hit automatically in combat. However, if you take ten Wraithguard and a Warlock upgraded to a spiritseer (for 6 points) they become Troops. Brilliant. But at £7.80 per model few people field them for money reasons.

The final choice is probably the least used and the best looking in theory. The fearsome Harlequins. At 18 points per model they seem ok, they come with furious charge and Initiative 5 with 4 attacks on the charge (I think) they also have a flimsly 5+ invulnerable save, which is ok against power weapons as lascannons, but massed fire brings them to their knees quickly. Which is where their character upgrades become effective, you can give them a Shadowseer, which means night fighting rules apply to the Harlequins, but aren’t affected by wargear or rules which negate night fighting, but he is 30 points. All the Harlequins can be equipped with a Harlequins Kiss which gives them rending, this was brilliant in 4th Edition when rending was on the to-hit roll and you were rolling 30+ dice around, but now its lost some effectiveness, not a lot but some. They have the same problem as Banshees in being too fragile for their own good, transport options provide no help as you can’t assault out of it and walking is just painful to watch. There are better ways to spend your points but you must look at how they work on the table, not on paper.

I suggest a mixture of Scorpions, Fire Dragons and maybe some Wraithguard if you can afford it, and remember that Eldar are only good for doing bits, not wiping out units. Each unit can mop up, or cause a dent, so focus your fire and assaults on the enemies weakest point, or strongest unit in the open.

That’s it for this week, you will have to pick your favourite and best unit to suit you. Next week we will be looking into their troop choices. Enjoy for now.