Monday, 9 November 2009

Well I’ve been slacking good and proper after my recent paint-a-thon, I’m gonna blame it all on Jay for sorting out the xbox live thingy for me!!
 
However I’ve managed to get the landraider done and dusted so just over a fortnight to go from half stuck together to fully painted is not bad at all,
 
All I’ve got to do is weather the tracks and I’m thinking of getting some of the MIG pigments so I can do some rust effects on parts of the landraider, i.e. use it as a test bed ready for the nurgle style rhinos that I’ll be getting to give the army some speed!!.

I'll get some photos up soon once its all done
 
In the meantime I’ve got the following left…..
 
2 squads of death guard
2 dreadnoughts
1 deamon prince
5 nurgle terminators
1 nurgle sorcerer
 
I’m so close to finishing what I’ve got I can smell it!! And it’ll be the first time ever that I’ve managed to get all my stuff painted without buying more stuff!!
 
So the whole army will look something along the lines of….
 
HQ
 
Typhus
Deamon Prince, Mark Of Nurgle, Wings, what ever power is funky!
 
Elites
 
Chaos Terminators 4 man squad 3 champions with lighting claws, 1 normal bloke with heavy flamer, mounted in a landraider
Chaos Terminators 5 Man squad 1 with Reaper autocannon, the rest with various weapons
Chaos Terminators 5 Man squad 1 with heavy flamer, the rest with various weapons,
 
(I would like to get the two terminator squads mounted in landraiders but at 70 odd quid for each landraider I might have to pass on that!!)
 
Chaos Dreadnought
Chaos Dreadnought
 
Troops
 
Deathguard 7 man sqd x2 flamers & Powerfist champion
Deathguard 7 man sqd x2 melta’s & Powerfist champion
Deathguard 7 man sqd x2 Plasma’s & Powerfist champion
Deathguard 7 man sqd x2 Melta’s & Power weapon Champion
Deathguard 7 man sqd x2 Melta’s & Power weapon Champion
Deathguard 7 man sqd x2 Plasma’s & Power weapon Champion
Deathguard 7 man sqd x2 Plasma’s & Power weapon Champion
 
(now I know I’ve one two many squads for the normal 6 troop choices so I might disband one squad and bulk the others up to 10 a piece)
 
Fast Attack
 
Nothing!! So options:
 
I’m thinking of here is bikers with the mark of nurgle taking then up to toughness 6! The forgeworld conversion pack and some random bits and bob sound work grand!! I’ve even been looking at the ork bikes to use as chaos bikes as 10,000 years in the eye of terror you not gonna have “standard” looking bikes! Or doing death guard surfing on a wave of nurglings, think of pirates of the caribbean when the black pearl is going through the desert!! But I might have to look at making a master model for that and casting them up for personal use only of course!
 
 
Heavy Support
 
Havoc Squad 5 man with 4 melta’s
 
It’s a tad light in this section so again not too sure maybe some predators a nice opportunity for some funky conversion work or some of the forgeworld droney things they are classed as heavy support with death guard in the army but not sure if they’d be any good but would be something different! 

so once this lot is done and dusted, I'm thinking of getting my khorne done and dusted! I've loads of berserkers!!

2 comments:

  1. Photo's man, photo's ... where's the dagnammit photo's. This lot sound awesome. Fancy taking this bunch against some Tau, Nids or Guard once they are complete?

    What's the points total (like 4000pts) ... you could fight yourself...

    Now there's an idea!?!

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  2. By the way...

    Dweomer push through the following Saim Hann tactics for you:

    Suggestions for the Eldar player? Oh, several...
    1. Try to have a backup cast of Fortune, in case your first gets nullified. A second Farseer in the squad or in a nearby Wave Serpent helps.
    2. Don't let them get shot up when they don't have Fortune. The biggest risk is the first turn they're on the board. Even if you're going first, your opponent might still Seize the Initiative. So if there's some good LOS blocking terrain, get behind that the first turn. If entering from Reserves, usually you'll want to Turbo-boost to increase your 3+/4++ to a 3++. The exception is if there's someone close enough to your board edge to charge in CC. (Unlikely against Guard.)
    3. Use and abuse the wound allocations to minimize deaths.
    4. With your superior speed, you should be the one initiating charges. You should consider your spacing in the movement phase so that your Farseer doesn't come in contact with enemy power fists when you charge. Instant Death is not your friend. Also, if there's a bunch of power fists (like Termies), remember that your Farseer can always split off from the unit and even attach to another.
    5. ALWAYS use your assault move. You have superior mobility... engage on your terms, not theirs.
    6. Just because you have Destructors doesn't mean they're your only option. Remember that you have twin-linked shuriken catapults too. There's a big foot CC unit headed your way to tarpit? Jump into the 7-12" bracket, open up with the catapults, then jump back out of charge range.
    7. Remember that the Council is really just the distraction... the big, shiny, scary unit that you wave in their face. They'll absorb silly amounts of fire, throw out a decent amount of damage, and are great for jumping into CC and blocking LOS. But it's the rest of your army that usually does the bulk of the work.

    Cheers and looking forward to the batrep... check out the blog for more.

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