new paladins, managed to covert two psycannons out of the termy kit which was good. more pics to follow
Dreadknights, coteaz, and my 2 Vendreads are now ready for the brush.
Still got to assemble my new chimera, some death korps models i have on the way, and some servitors. I have some Multi-meltas on the way from hoard o bits for the servitors. So unfortunately its a bit of a waiting game for those parts. Still, progress is progress.
I had a look at my list, and remembered ive still got 3x servitors, coteaz, some henchmen, and a chimera to sort out. So might make a trip to GW, pick up some guardsman squad (would rather Death Korps, but dont want to waste time on shipping) and a chimera kit. Bang them out over the weekend and get ready to paint.
I see your two Dreads, and Raise you two VenDreads
Posted by Fume in Grey Knights, Modelling, Rifleman Dread, WIP
Not to be out done on the Magnetising autocannons onto dreadnoughts, Here i have my own.
Turned out not too bad if i say so my self. Personally, i think my magnetising ability is far better than that of Mr Grimz. Look how much better my arms stay on compared to his, bet his fall off all the time.
Anyway... More pics of Rifleman dreads, yay...
Next up, apart from sticking the leg armour on the left fella, is finishing assembly on my three dreadknights.
Following that, is finishing off assembly on a terminator unit. Then I think im ready for paint.
Finally got around to magnetizing my Dread Arms, mainly in anticipation of the 4v4 Battle Royale at our games club this afternoon.
Arms are made from the Aegis defence line kit, and make for better autocannon arms, than the forgeworld ones in my opinion.
Still need to magnetize the torso, but for now blu-tac will suffice.
A forge world order of mine took 3 weeks longer than expected to get to me, because a single component out of a reasonably large order was out of stock. I was told more than once that my order could not be split and shipped seperately. Dissapointed at that, but excited my stuff arrived atleast a couple of days before golden demon is due. So... Here goes.
I cracked into the MKIII "Iron Marines", to enter 5 of them as a squad. Assembly went well. I imagined these marines not as pre-heresy, rather very very old marines, maybe lost in time and thus behind on the latest gear updates blah blah... What ever, doesnt matter, i wanted old. I, by accident, or luck, ended up kit bashing servo skulls for heads. (one of my MKIII heads was very badly miss cast, causing me to search for an ulternative)
Anyway, this is what resulted:
Dreadknights Vs Vanilla Marines
Posted by Fume in Battle report, Dreadknight, Dreadnought, Marines, MotF
He had, from memory:
Librarian /w Smite + rhino
MotF /w Conversion beamer.
2x Dread /w Assault cannon + fist
2x dread /w MM + fist
1x Dread /w Rocket + lascannon
10x tac squad /w MM + melta (combat squaded) In a Las/Plas razorback.
10x tac squad /w plasma gun + plasmacannon (combat squaded).
8x dev squad /w 4x ML + 1x lascannon
3x 5x scouts with a couple of assorted small arms.
I got first turn, deployed the 3 dreadknights, 2 vendreads and 1 terminator unit with the inquisitor pretty centrally. His list was going to be difficult for me due to the wide variety of AP1&2 spread evenly through out his units, and often well hidden behind numerous meat shields. Unlike my previous game against blood angels, alot of work was required in order to neutralise the AP1&2 guns.
Knowing this was a shooting war i couldnt win, all three dreadknights teleported right in his face first turn and dropped their flamers on the dev unit, a 5man tac squad, and another 5 man tac squad. below average rolling, like rolling three one’s to wound on a roll of 2+ from 5 dice, made my shooting even less effective. My ven dreads killed one of his Multi-melta dreads, and stunlocked an assault cannon one.
His turn saw him slap me across the face and pitty me... with a big smile. Combined shooting killed one dreadknight and took another to 2 wounds. I failed three out of four 2+ saves, and rending + AP1&2 did the rest.
Turns 2 and 3 saw combat between my dreadknights and any juice targets, such as the plasma cannon unit, las/plas RB, tac units that got in my way. Ended up losing the last dread in his turn 3 when he combo charged it with a dread and a tac squad. Needing to only wound once (thanks to a vicious shooting phase) they dragged it down with the power fist. The dreadnought failed to hit like a boss, and my dreadknight joined in the failhammer. With 4 pens on the damage chart against his dread, i rolled only 1’s and 2’s and thus failed to damage it. Grave disapointment. Thankfully the damage to his army as a whole was done, and my terminators were starting to arrive to clean up any stragglers.
My vendreads spent turns 3, 4, 5 and 6 not doing anything. 4 hits, 4 fails to glance. Pretty much sums up their second half of the game. But they got as good as they gave. Turns 3, 4, 5 and 6 saw the ML+Las dread fire at one of them, but i passed every single cover save across those turns. The entire game pretty much went like that. When i had shocking rolls, so did he. When he had shocking rolls, so did i. Gave an interesting roller-coaster feel to the game.
The game finished on turn 6, with me in the lead of kill points 7-5. Considering he had far more kill points up for offer than i did, he did extremely well in keeping the final score close.
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