Monday, May 25, 2009

Catachans

I'm refitting my Tiefwalder army to serve as the Catachan 14th Regiment. I'm making an army with all three of the Catachan characters that will be something like this:

Company Command
Col. Ironhand Straken
2 Bodyguards
Regimental Standard
Officer of the Fleet
Astropath
Chimera - heavy flamer

Sly Marbo

Veteran Squad - Harker, 3 grenade launchers, autocannon

Veteran Squad - 3 meltaguns

Infantry Platoon
Platoon Command - 3 meltaguns, heavy flamer
Chimera - heavy flamer
Infantry Squad - flamer, autocannon
Infantry Squad - flamer, autocannon
Heavy Weapons Squad - 3 missile launchers
Heavy Weapons Squad - 3 missile launchers

2 Hellhounds - smoke launchers

Devildog - smoke launchers

Valkyrie - rocket pods

Leman Russ Demolisher - hull lascannon, plasma cannon sponsons

Leman Russ - heavy bolters, heavy stubber

In order to put this together, I had to take a knife to a couple of my old metal catachan models. There's a few touchups left to do but they're essentially complete.

Straken



Harker



Marbo

Sunday, May 17, 2009

Tournament: Battleforge Games 5-16-09

Last Saturday I played in another 'eavy Battleforge tournament. It was their usual semi-monthly 2000-point anything goes 3-game brawler, the twist being the new codex in play and plenty of folks in town with solid guard armies and experience. I couldn't resist playing guard myself either:

Company Command - lascannon, regimental standard
Chimera - hull heavy bolter

Sly Marbo

9 Battle Psykers w/ Overseer
Chimera - hull heavy bolter

Veteran Squad - 3 meltaguns, lascannon
Chimera - hull heavy flamer

Veteran Squad - 3 meltaguns, lascannon
Chimera - hull heavy flamer

Infantry Squad
Infantry Command - flamer, autocannon
Chimera - hull heavy flamer
Infantry Squad - flamer, lascannon
Infantry Squad - flamer, lascannon

Hellhound - smoke launchers

Hellhound - smoke launchers

Devildog - smoke launchers

Leman Russ Demolisher - hull lascannon, plasma sponsons

Leman Russ Demolisher - hull lascannon, plasma sponsons

Basilisk

Game 1 - Chaos Space Marines

Deployment: Spearhead
Primary Objective: Take and hold (most kill points in the center)
Secondary Objective: Don't remember
Tertiary Objective: Don't remember

I don't remember what the other two objectives was because this game got cut short. Nick was playing his slaanesh chaos army, with two flying lash princes, three squads of eight noisemarines with sonic blasters, blastmasters, and one rhino, and three squads of two obliterators. I deployed everything but Marbo and the two veteran squads in their transports. I really need more practice with spearhead, the layout just fucks with my brain and my vehicle-heavy army usually gets in something of a traffic jam as a result. Nick went first, moving forward with everyone but three of the noisemarine squads, lashed one of my transport-less infantry squads forward and pinned them. He also managed to immobilize one of my demolishers with the obliterators. I returned fire and killed one of the lash princes and popped the noisemarine rhino. He was continuing his forward assault, destroying one demolisher and mauling both infantry squads, but was suddenly called away on an emergency and the game ended. He probably would have done pretty well in my backfield with those noisemarines and 2nd demon prince, and I would have had to pour shots into them rather than those annoying obliterators who would all the while be cracking transports and light tanks all over the place. Still, it is a bit harder to kill vehicles nowadays, and if I could have stopped the immediate assault I might have been able to pour enough killpoints into the center for a win or draw. In any case I very likely ended up with more battle points than I would have had we played it out.

Game 2 - Imperial Guard

Deployment: Pitched battle
Primary Objective: Seize ground (5 objectives that scattered randomly every game turn)
Secondary Objective: Victory points (win by 100 VPs)
Tertiary Objective: Hold the line (have more scoring units in your own deployment zone than your enemy)
Bonus Points: kill an enemy HQ, have no scoring units in your own deployment zone

Chris was playing his black/orange penal legion guard, with two primaris psykers, Sly Marbo, three penal legion squads, one veteran squad with a lascannon, one with grenade launchers and an autocannon, a demolition veteran squad with plasmas led by Bastonne, a valkyrie with rocket pods, two squadrons of two banewolfs, one demolisher with plasma sponsons and one with melta sponsons. He outflanked with the valkyrie (transporting both psykers and the bastonne veterans) and one penal squad. I got first turn and set up in a line, and he responded by splitting most of his forces in either opposite corner, with the banewolfs coming up right center. I pushed the hellhounds far forward and popped smoke while the rest of my army took potshots. I shut down the two penal squads and one of the banewolf squadrons early on, and our tanks mostly bounced shells off of each other. He got the other banewolf squadron in range and burned the shit out of one of my infantry squads. The chem tanks also killed my Marbo after he popped out and demo-charged the flanking penal legion squad to oblivion. His valkyrie dropped off the plasma vets and they quickly took out the basilisk. They got back in and flew towards my lines in combination with Marbo and the surviving banewolf squadron. It took all the surviving elements of my army to fend off the attack and claim just one objective to his zero at the end. A last-minute melta attack wrecked the valkyrie and pinned the vets inside, keeping him from grabbing or contesting an objective. Neither of us scored the secondary or tertiary objectives.

Game 3 - Imperial Guard

Deployment: Pitched Battle
Primary Objective: Table Quarters
Secondary Objective: Victory Points (win by 300 VPs)
Tertiary Objective: Crazy Hero (would take too long to explain)
Kingsley was playing his bug-hunter guard, including a company command in a chimera, a battle psyker squad in a chimera, a veteran squad with Harker, an infantry platoon with a few infantry squads and a lascannon/missile launcher heavy weapons squad, a devildog, two squads of two sentinels with autocannons and lascannons, a demolisher with a hull lascannon and multimelta sponsons, a demolisher with three heavy flamers, and two leman russes with heavy bolters. I moved forward with ease on my left side, wiping the devildog and two infantry squads in cover there with demolisher, devildog, and hellhound fire. I shut down his heavy weapons squad with the psyker squad and burned them with a veteran squad's chimera heavy flamer later on when they managed to regroup. His heavy tanks took a heavy toll on my infantry and psyker squads. I flanked right with my other hellhound and burned one of his squads on the right but it was destroyed quickly in return. In the end it came down to a big tank mashup in the center, with a lot of destruction and all quarters contested. We drew the primary and noone got the secondary or tertiary.

Jon won first with his Tallarn guard, and was the only guard player (out of 5) not to play another guard army. Vince got second with his chaos marine army, and Frank won third with his Ultramarines. Guard is pretty tough as it turns out, and when two guard armies go head to head, it gets pretty brutal. I definitely like the mechanized chimerathon army, and I will probably just ditch the infantry platoon for more mech veterans. One unit I really want to try now is the plasma vets with Bastonne in a valkyrie. I think that just might be my solution to those pesky capture and control missions. I also liked the double russ squadron Kingsley was fielding; it put out a shitload of firepower and was too daunting to even try and bring down when I was already using all my shooting to stop his scoring capability. Marbo was 1 for 2 as far as getting his points back; the third game he actually bounced his demo charge off the back of Kingsley's psyker chimera and killed himself without doing any damage at all. My psykers also did well, peeling off enemy units here and there and generally being a distraction/target. They might not be spectacular in every game, but getting off their power in the first one or two turns can be disastrous for a vulnerable enemy. And the blast is nothing to shrug at, either. Anyway, lots of fun still to be had playtesting this bad boy out.

Wednesday, May 13, 2009

Witch Chain Gang

Here's some pics of my bound witches. Obviously they're repentia, minus the big ball-busting eviscerators, with a little extra carving and painting to redo the hands. I figured I've played enough games with repentia to know I'll never use them again, and they'll be be much more useful as guard battle psykers anyway. Since the uniform and general theme of the model matches, for the Overseer I decided to use the same redemptionist model I've used before as an inquisitor and mystic.



The basic concept is that they're a bunch of accused witches who have been round up by this old puritan (Confessor Mather), chained and bound, and led into battle where the noise and chaos draw out any powers they might possess to devastating effect on the enemy. If one of the girls gets out of line or shows signs of deeper possession, the puritan burns them up with his hand flamer, along with one or two others who might be standing too close.

Friday, May 8, 2009

Mechatachan

I've been having so much fun with Chimeras lately that I think I'm going to try to round up just 2 more and play with a full mech list. Ratlings are awesome, but I'm going to play without them for a bit. I could change up a few things and bring Marbo into this list but I'd just be losing firepower elsewhere. Mass chimeras are just awesome. They don't have armor for shit, really, but now that 5 things can shoot out of them without making them open-topped, and they're cheap as hell, why not put every last squad in one? I've decided to try hellhounds for a while instead of banewolfs. The chemcannon is great, especially since it's a defensive weapon and you can combo with the heavy flamer, but you do have to get them right up in the enemy's situation, leaving them wide open beaver for a usually explosive counter-assault (though that can be useful in certain situations). Plus against Guard and Orks I'll be up against a bunch of stuff that can shut down AV12 pretty easily (autocannons/lootas), so I want to be able to put the unescapable tongue of flame down on them at least once from a distance. Anyways, S6 AP4 does the job just as well against guard and orks as S1 AP3. I converted up a Devildog using the multimeltas from Demolisher sponsons and played my first game with it last night, but it was against tyranids so it didn't have that much fun other than burning an occasional wound off a monstrous creature. I will be keeping track of all the vehicles it destroys by painting kill symbols on it.

So here's that list I'm working on:

Company Command - officer of the fleet, flamer, lascannon, regimental standard
Chimera

Psyker Battle Squad - 9 psykers, 1 overseer
Chimera

Infantry Platoon
Platoon Command Squad - flamer, autocannon
Chimera - hull heavy flamer
Infantry Squad - flamer, autocannon
Chimera - hull heavy flamer
Infantry Squad - flamer, autocannon
Chimera - hull heavy flamer

Veteran Squad - 3 meltaguns, lascannon
Chimera

Veteran Squad - 3 meltaguns, lascannon
Chimera

Hellhound - smoke launchers

Hellhound - smoke launchers

Devildog - smoke launchers

Leman Russ Demolisher - hull lascannon, plasma cannon sponsons

Leman Russ Demolisher - hull lascannon, plasma cannon sponsons

Basilisk