Posts Tagged ‘army list’

As mentioned yesterday I actually got out the Ork Codex and wrote out a 1500 point army list.  I tried to use as many of the painted models as I could legally, but I also left room for some new conversions and the new kits, particularly the Trukk and Battlewagon kits GW has released over the last couple years.

Once again I couldn’t sleep last night, so before taking a pill, I wrote a slightly different and more flexible army list.  This list isn’t 1500 points, it is 1392 points.  It is the core of Waaagh Musk for the next year or two.  It still has two Big Meks and still has two Dreads as Troops, it still has too mobs of Shoota boys, and two Looted Wagons.  What it doesn’t have is either Burna Boyz or Lootas.  Both seem good to me, most stuff in the Codex seems good, though obviously I’ll learn the hard way that BS 2 isn’t as good as BS 4.  Oh well, this army is most definitely just for fun.  Orks are the fun army, the comic relief army, and I’m going to try and have some fun building and converting my army to work with this Codex and 5th Edition Warhammer 40,000.

Still WIP Gretchin

Still WIP Gretchin

Tonight I have modest dinner plans, but who knows when they will end.  I also did the laundry today, but minutiae like that isn’t why people come to my blog.  I’m still painting grots. I’ve decided to finish off the two nicer ones today and leave the third one at the end of the paint queue to be finished at a more leaseieruely pace.  I’m paint the black parts black with my now traditional Foundry Charcoal Black Triad plus Badaab Black wash system.  I’ll probably highlight a tad more.  The grey jerkin just got a wash of Badaab Black.  Again some people drown grey in black wash and then call it highlighted black, that isn’t really my style.  I plan to paint on some highlights but I’ll take a picture first.

After the black/grey jerkins and boots, all that requires painting is the skull, the belt and ammo pouches, and of course eyes and teeth.  Totally doable in an hour or so.  So I’m not sure when but this evening I’ll publish this blog post with shots of the finished models and update Flickr.

In the mean time here is Waaagh Musk in brief:

  • HQ: Big Mek #1 “Lone Gunman” with Shokk Attack gun and stuff 105 points
  • HQ: Big Mek #2 “Musk” with Burna, Warbike, and lots of stuff 128 points
  • TR: “Black Knight” Dread with two Kustom Kombi Weapons 105 points
  • TR: “Rainbow Warrior” Dread with one Kustom Kombi Weapon and one Rokkit 100 points
  • TR: 12 X Blood Axe Shoota Boyz, Rokkit, Nob, Boss Pole 97 points
  • HS: “Big Burna” Looted Rhino with Skorcha, ‘Ard Case, and other stuff 90 points
  • TR: 12 X Bad Moon Shoot Boyz, Rokkit, Nob, Power Klaw, Boss Pole, Trukk, Boarding Plank 162 points
  • HS: “Gobsmasha” Looted Wagon with Boom Gun, ‘Ard Case, and other stuff 130 points
  • HS: Battlewagon with Killa Kannon and other stuff including Zzap Gun 185 points
  • EL: Nobz Mob with Waaagh Banner, Pain Boy, Grot Orderly, Boss Pole, Power Klaw and likely more 140+ points
  • –: Nobz ride, Battlewagon with Deff Rolla, Zzap Gun, and other stuff 150 points
Two contrasting Gretchin

Two contrasting Gretchin

This army will score higher in Astronomi-con army comp as it only has one Elite choice.  It currently has no Fast Attack choice but I plan to try out all of them except Storm Boyz.  My unfinished Storm Boy conversions which I forgot I even started have been demoted to ground pounder status.  All my red, black, and white models are in one big mob.  I actually took four one piece metal models out of that mob last night and put them with the models I plan to strip, as they had shootas not sluggas in the current parlance.  That squad is 20 strong now and has two big shootas.

That squad has no Nob as all the white, black, and red nobz and all the oddboyz are on another shelf.  Some of them will get used I’m sure, but I have so many unpainted models both OOP and from AoBR that it will be hard for me to use all of them under the current rules.  Oh well I’ll touch them up and update their bases.  I looked at the pictures in the Codex and heavily armored Nobz, Big Meks, and Warbosses get 40mm bases, not all nobz, though some follow that practice.  I might but I need a lot of 40mm round bases.

I have so many things I want to paint, we’ll see when the Blood Axes, who I plan to do first, finally make it on to the painting table.  I’ll eventually be doing a lot of new Nobz and Fast Attack choices including some Deff Koptas as I like to outflank and I think anti-armor despite the ordnance, the Shokk Attack gun, and lots of rokkits already…  Anyway I have six Deff Koptas so I may paint up five, though they are expensive.  Orks at least have lots of Power Klaws, though I only have two in my army so far, I’ll put one on a Warbikker Nob for sure.

Primered Black Gretchin

Primered Grey Gretchin

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Last night or this morning I was lying in bed thinking of changes I could make to my Warhammer armies to try to actually win a game of Warhammer Fantasy Battle in 8th Edition.  There isn’t much I can do with an all Nurgle Daemon army at 1500 points.  I can add or subtract Plaguebearers, Nurglings, and Beasts of Nurgle and none of them have done much on the table top.  The Herald of Tzeentch might keep a few more of my models from dying in the magic phase but in general I have to play with the models I have painted.

New brushes and white paint

New brushes and white paint

After finishing the sorcerer I picked up yet more hobby supplies and looked for work.  A lot of jobs seem to be good fits for me this week and I talked to a CEO of a startup so maybe my third lengthy period of unemployment post-MBA will finally come to an end.  I really don’t care what I do, all experience will obviously help me, and I need money as I have too much debt.  But that’s not what my few readers care about.

I just finished writing a new army list at 1500 points, as that is the magic number at Strategies.  Bigger games obviously are possible as I have a lot of models painted and quite a few unpainted unlike the Daemon army which is mostly painted except for a few odds and sods OOP models.  My army list is goblin heavy and I’ve been trying to embrace that.  I even tried to go all goblins, but in the end I couldn’t say no to a 5 point bully and the Big Waaagh spell list.  So my 1500 point army list actually has 2 orks in it.  My 2000 point army list will have more orks and to save on painting but also so I can have a magic banner (Mork’s Spirit Totem) I’m breaking my vow of no Big ‘Uns.  I’m still unlikely to have Black Orks, though some Savage Orks might be fun, especially if new plastic models are in the pipe line as rumored.

Picking my daemon list is easy, my Ork and Goblin list takes a lot more time.  I have a lot more options, even with only a few units actually painted.  I painted so many goblins (with a tiny bit of help) that I can add or remove dozens of models from units, which doesn’t do that much, but it means I pick my CORE last.  I pick my warmachines first as I want them to be central to my army.  They shoot over the goblins, which in turn shoot and cast spells at the enemy until they get annoyed and charge or I get to cast one of the movement spells and opt for a surprise charge.  The Fanatics of course get in the way of the enemy.

Having dealt with Leadership 4 Night Goblin mercenaries I’ve been thinking of ways to increase my leadership.  I still don’t want an Ork general, but I can switch to a Goblin Warboss for one more leadership over the Night Goblin Warboss I added last time I revised the army list.  I also decided to put him in with the unit of spearmen and to move my Goblin Battle Standard Bearer to the big unit of archers as that will keep them from running away better than the sorcerer who I had leading the unit.  My yet to arrive new Night Goblin Boss figure will still go with the blue archers, but he’ll be demoted to Big Boss and I doubt I’ll bulk that unit up anymore.  This all means that I need to paint two hero goblins, which will be a pleasure, something like seven warmachine crew and then base up everything that doesn’t have it’s base finished, which is every model not in this picture.

Night Goblin Archer Horde

So without further ado here is the army list:

  • SPECIAL: Rock Lobber with Bully 75pts
  • RARE: 2 Doom Divers 160pts
  • LORD: Goblin Warboss with light armor, shield, Talisman of Preservation, and Martog’s Best Basha 131pts
  • LORD: Night Goblin Great Shaman with Staff of Sneaky Stealing, Amulet of Protectyness, and Magic Mushrooms 235pts
  • HERO: Goblin Big Boss Battle Standard Bearer with light armor and the Spider Banner 112pts
  • HERO: Night Goblin Big Boss with light armor, shield, Mad Cap Mushrooms, and Ulag’s Akrit Axe 79pts
  • HERO: Ork Shaman, Level 2 Wizard with the Horn of Urgok 140pts
  • CORE: Blue Archers, 24 Night Goblins with Bows, Full Command, 3 Fanatics, and Nets 202pts
  • CORE: Purple Archers, 28 Night Goblins with Bows, Full Command, and 2 Fanatics 154pts
  • CORE: Spearmen, 44 Goblins with Spears, Shields, and Light Armour plus Full Command 240pts

After working out all my heroes which I really need to keep the goblins from running away and to try not to get raped in the magic phase, I priced out all the blue archers, this is my smallest unit, but with max Fanatics and Nets and a Big Boss geared offensively they are both my most expendable unit and the one I’d like to send out first from my lines.  I’d just as soon not get into H2H with the other units as their main goal is to keep their heroes alive.

I also moved the Mad Cap Mushrooms to the Big Boss, this unit is almost completely painted and should be easier to base and make the movement tray for as it is half the size of the other archer unit.

Goblin Army

For the purple archers I wanted to make them a Horde so that meant three rows of at least ten.  They also have two heroes the Battle Standard Bearer for his Leadership 7 and the Night Goblin Shaman who is the most expensive model in my army.  Hopefully even at Level 3 he can do a good job at dispelling and combined with his Sneaky Staff he should.  The Magic Mushrooms are just for fun and so that I can avoid an unlucky failed casting.  The Ork Shaman is my offensive magical force.  He should have better spells and at 2000 points he’ll be a lot more powerful due to the unit of Big ‘Uns, Waaagh Paint, and Mork’s Spirit Totem.  I really think both my armies will start to come into their own at 2000 points…

The last unit I priced out was the biggest.  Previously I’d stubbornly insisted on fielding 65 Goblins with spears as that is how they are ranked up in my miniature case, but honestly once you get past four rows of ten, the rest are mainly human shields and based on how my games have gone lots of my models get killed before they get to fight anything.  I think this army will do most of it’s damage in the shooting and magic phase with my heroes occasionally having a good round of H2H.  The rank and file mainly will die in droves.  In order to maximize my Fanatics as much as possible the final unit ended up being 44 strong with full command.  This will necessitate me making three more movement trays to play this army at 1500 points but that’s alright, they aren’t as much work as painting and basing the actual models.  Eventually maybe I’ll have a whole collection of custom movement trays.

I haven’t priced it out, but I know what I want to add at 2000 points.  Waaagh Paint and Mork’s Spirit Totem and a unit of Big ‘Uns on foot with Choppas and Shields will eat up most of the points, but I’m tempted to buy another small Night Goblin Shaman just to get certain other magic items, like say a Dispell Scroll but honestly with all the anti-magic I will have thanks to other magic items I don’t really need it.  Usually when someone really wants to cast a spell they risk the miscast to get Irresistible Force.  I’ll also probably bulk up the purple goblin units a bit as I have the models painted, unlike the Orks on foot which I only have a handful painted.

I wanted to do a Horde of Orks but honestly I haven’t benefited much from the new Horde rule.  I think I’ve fielded the two largest units in the Mighty Empires Campaign and I’ve yet to win.  I think higher initiative is still more important than just masses of expendable bodies.  Leadership is even more important than Initiative which is why I fitted in the Horn of Urgok into this army list.  That will increase my Leadership army wide with a one in six chance of the Shaman carrying it taking a wound.  That’ll probably be the first thing I try to cast every Magic Phase, at least while the Shaman has two wounds.

Horde of Plaguebearers with Banners

So now that I’ve finally started work on my modular trench battlefield, I’ve been thinking, how best to take and hold trenches, or more succinctly which armies and units would be best for the task.  My goal with the battlefield is to take Warhammer 40,000 back to its World War One influences, alas I fear no amount of carving foam will stop skimmers, jump infantry, or deep striking.  To that end I think Codex Space Marine and Imperial Guard armies will do the best on this board and the mission that will go along with it.  Those armies are quite versatile and have access to skimmers with transport capeability.

But what about… Eldar and Tau they have skimmer transports?  Eldar in particular with all their specialized troops may do a pretty good job of taking entrenched positions, but holding them?  Eldar are supposedly not geared for a war of attrition.  As for the Tau, even with Kroot I’m not sure they would do a very good job at storming the trenches.  Now Orks and Tyranids, they can send waves of troops at the enemy, but digging in defensively really isn’t their forte.  Deamons are a total wild card and the specialty marine codices, which are getting a lot of love online, mainly bolster the offensive capabilities.  Lots of jump troops may gain you the enemy trenches but holding them plus your own defensive positions?  Space Wolves might do better than Blood Angels at this type of thing due to the awesomeness of Long Fangs and Grey Hunters.

While giving this all some thought I even wrote up a Codex Marine 1500 army list and looked at more obscure chapters, but since I’m trying not to buy any new minis, starting a new army, even Marines is out.  So the question then becomes what can I do with my existing armies and their rule books to make them more effective on the battlefield I’m building?

My trench table is destined for next year’s Astronomi-con Vancouver.  You could say I’m starting early, or you could say I’m starting too late for this year’s Astro…  I currently have two painted armies in my display case, the Diseased Sons and their non-Nurgle allies the Nefarious Fire plus my old, old Ork army.  The orks will see the table top again, but optimizing them for a mission isn’t a priority, just getting the units legal again is the priority.  This year I am running Chaos Space Marine at Astronomi-con Vancouver, but next year I planned to run the Servants of Decay from Imperial Armour 7.

No one seems to be using that list or building an army for it.  The regular Imperial Guard Codex is too good, most people are using it for their traitor guard too.  Not me, I like to be different and I’m not afraid of a challenge.  I made a quirky assault oriented list, knowing full well that WS2 and WS3 troops with questionable leadership doesn’t sound like an elite offensive force.  While thinking how hypothetical armies would do on a hypothetical battlefield in a hypothetical mission set 40,000 years into the future, well I decided maybe I should adjust my proposed army list.

I wrote out another list, selling back some things, adding others, but I continued to avoid the option of taking plaguemarines.  I wanted a pure traitor guard force, even though taking plaguemarines would save me money an painting time.  Plus when I looked at other army list I recognized the need for elite assault troops to gain the trenches, but for my own army I was trying to make due with Rabble and Rebel Militia.  Finally I said enough is enough, lets throw a squad of ten plaguemarines into the mix.  Plaguemarines aren’t cheap pointswise, I had to sell back Rabble and Plague Zombies, as well as eventually removing my Fast Attack and Heavy Support choices over the course of tweaking the list.

Non skimmer Fast Attack I think will just get bogged down in the mud.  Jump Infantry might work, I intend to try it with my Chaos Space Marine army, but they too could die crossing no man’s land.  Getting rid of my lone heavy support choice may seem odd, but if you’ve read the army list, the command HQ can take a pile of heavy weapons teams.  I’d already maxed out on mortars before I even thought about making my list more effective on the battlefield I’m building.  Hopefully I won’t miss one or two extra heavy weapons a turn.

The army list I ended up with has Plaguemarines leading the assault.  They are supported by Rabble and Militia men.  The Plaguemarines might be able to breach the defenses and/or tie up the enemy for a turn or two allowing the Rabble and Militia to advance.  I bought my militia squad an armored personal carrier, figuring it was worth a try.  If it gets stuck, they just get out and walk.  The plague zombies I feel will make better defensive troops.  They are Fearless and harder to kill, but they are slow.  I think they work better occupying space, though they can tar pit the enemy too, if in sufficient numbers.

Before I added in the Plaguemarines, my command squad were my best assault troops having two models with WS 4, whoo hoo! Alas they are few and they aren’t armored.  I bought them an APC too, but they may be better served getting out and hunkering down.  I now forsee using them as a counter assault force.  The leadership they potentially provide to the rest of the troops on defense necessitates them being placed centrally.

I just counted and my proposed 1500 point Servants of Decay army list with the 10 Plaguemarines, has 14 models with WS4 and 18 models with BS4.  My Rabble alone have more models than that, they are WS and BS 2, booyah!

My mortars will go in my trenches or behind them.  Massed mortar fire isn’t popular in 40K, but I’m still going to try it.  It is historically accurate and with a little luck could pin the enemy in their trenches allowing my Rabble and Militia men to advance across the battlefield.  Also to be used in a defensive role are the best troops available to a Rebel Militia commander, the Disciples of Xaphan.  These are basically veterans with superior moral and access to a wide variety of guns and equipment.  They have BS 4 unless they take a heavy weapon in which case their ability to aim magically decreases.  This is an odd quirk of the list, it is impossible to get heavy weapons with BS 4.  I think regular guard can do this, or through orders or special characters or something can improve their aim.  Regardless, even with the addition of the plaguemarines, I’m still treating my Disciples as an elite unit.  They are basically my sharp shooters.  They’ll be deployed with the best field of fire and will pick off advancing enemy infantry.

That’s about the gist of it.  Assault force of plaguemarines supported by Rabble and a few Militia men.  Doesn’t sound too intimidating, most armies should either be able to out shoot my army or out class it in close quarters fighting.  That’s the lot of traitor scum I guess.  Even sending out almost 50 models into no man’s land I’m not too confident I can take the enemy’s position.  Sending that many models to attack which is both likely necessary and historically accurate leaves my sharp shooters, my mortar, and my command HQ defending my lines, plus of course zombies.

“Using zombies to bolster your line” by Muskie McKay coming to Osprey soon.

I gave a go at making a Chaos Space Marine army list that might excel at trench warfare, but I’m going to experiment some more with it.  Astronomi-con allows the use of Imperial Armour rules so that makes things a little more interesting.  I still think Marines and Guard will be best for this mission, any one else have an opinion?