Psyflemen/Psynoughts/Psi-Dreads  

Posted by Grimz

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.




Golden demon entry in two days.  

Posted by Fume in , , ,

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:


Very happy with that, i quickly started slapping paint on them. First stage was to air brush a nice blue. Second stage is to ruin it with weathering, and regret messing it up for atleast a week to follow. 

Heres where im at currently with paint:


Must keep painting, as i know the weathering stage of regret will be quick - once i get there.

Dreadknights Vs Vanilla Marines  

Posted by Fume in , , , ,

Played my second game with my dreadknight list, this time against a vanilla marine player with a solid MotF dreadnought list. It was a standard kill points mission.


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 had

Inquisitor /w 3x servo skulls
3x Dreadknights /w 3x Teleporters + 3x incinerators 1x sword.
3x 5 Terminators /w psycannons
2x Vendread rifleman.


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.

Second test game with GK, vs BA Jumpers. 1850  

Posted by Fume in , , ,


The other day i played a mate with his deep striking blood angels list.

I used:

HQ
Inquisitor /w Rad grenades + psychotroke + 3x servo skulls 64

Heavy Support
Dreaknight /w Teleporter + heavy incinerator 235
Dreaknight /w Teleporter + heavy incinerator 235
Dreaknight /w Teleporter + heavy incinerator + hammer 245

Troops
5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225
5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225
5x Terminators /w psycannon +4x Halberd + 1x demon hammer. 225

Elites
Venerable Dreadnaught /w 2x TL auto cannons + psybolt ammo 195
Venerable Dreadnaught /w 2x TL auto cannons + psybolt ammo 195

1844

He used:

Libby
2x Priest w/JP, LClaw, Priest
2x Sang Guard w/2 infernous pistols, PFist
2x10x ASM w/2 meltas, PFist, hand-flamer
5x ASM w/melta, infernous pistol, hand-flamer
2x5x Devs w/4x Missiles
5x Devs w/4x PC



We played a 5 objectives mission and i chose first turn. I deployed my three dreadknights centrally, with my two vendreads on either flank looking in. My HQ was deployed with one terminator unit, and i left my other 2 terminator units in reserve for deepstrike. I spread my servo skulls out evenly along the mid way mark unsure of what he would do.

he deployed all but his 5man ASM unit in his left corner providing a massive blob of (50) FNP marines. This ended up working to his disadvantage once i started dropping heavy Incinerator templates on him. FnP obviously worked well to negate this, but i was hitting enough marines that i was causing casualties through weight of fire. My priority target was his plasma dev unit, which ate 2x heavy incinerator templates, and a rifleman volley. I was afraid of what ap2 could do to my 2+ foot list, especially the Dknights, so decided to remove them with overkill if necessary.

His turn saw him mobilise like a nest of disturbed wasps. a nipple unit and an ASM unit jumped right, while another nipple unit and ASM unit jumped forward, each to meet my incoming dreadknights. Most of his melta was just out of range, leaving him to chip only 1-2 wounds off my dreadknights. This put him in a tough spot for the following turns: hope to get lucky with ineffective shooting, or get into melta range and then combat. Knowing he couldn’t out run me forever, and being stuck in his corner, he chose the smart option and decided to commit into my dreadknights before my terminators arrived. This allowed him to get within melta range, and then charge. The Dreadknights took it on the chin, and in combat the 3 of them killed:

The libby
A priest
2x sang guard units.
18x ASM.

This left my terminators to clean up the remaining units, and once i had finished off a couple of stragling ASM he conceded due to having no troops left.

An Issue i noticed with the Dreadknights were the low number of attacks my Hammer wielding one had. When charged he only had 3 attacks, and i spent about 3 combat phases fluffing the rolls to hit which allowed extra chances for the power fist to wound, and ultimately kill. The two standard Dknights worked wonders even when charged generating 4 attacks each, which was enough to win combat most times. I did get placed into a scary situation where one got charged, failed his attacks, and lost combat. fortunately at Ld10 with only a -1 modifier he didn't run, but the possibility of doing so was worrying. Swords on the Dreadknights seem to be the way to go. Unfortunately i cant fit more than one into my 1850 list with out dropping an entire unit of something else, so will have to make do with one atm. By rerolling to hit and to wound you really maximise the damage the dreadknight can do in combat, and with only 3-5 attacks each, it only takes one or two unfortunate misses to put you in trouble. The dreadknights in general were fantastic and thanks to their 2+/5++ shrugged off most wounds. Ven Dread support worked well to put pressure on his sang guard units. By removing FnP every roll to save was a risk for him, and the rounds started to get passed his armour. Something I failed to do was support my dreadknights in combat with my terminators. Instead of holding back my deployed squad i should have moved them up. Had i done this I probably wouldnt have lost 2 of my dreadknights.

Overall, a good game.

Back to blogging  

Posted by Grimz

With Fume starting a GK Army, we are going to try and make more of an effort to post some relevant (*cough* GK ) related stuff and somewhat more frequently.

Killa Kan Weathered  

Posted by Fume in , ,

So after gearing my self up with some FW weathering powders, oil paint and some white artist spirits, I gave weathering a crack.


First I tried it on one of my Deffrollas, which turned out pretty nice. Then decided to give it a try on one of the few completed models I actually have, a single killa kan. I think it turned out pretty nice. Definitely an improvement over how it used to look.

I did how ever slightly mess up the base, I knew this would happen, but it should be a fairly easy fix.

On a side note, would you look at that photography, not half bad if I were to say so my self. I do however need to get Photoshop so I can colour correct.


For comparison, here's a picture of my Kan I took a couple of months ago. Not exactly a great photo, but it does its job.

And heres the same kan after 6 games at Equinox 2011. Its been a hard few months for this fella, and its starting to show.








Third post, Second introduction, and my First thoughts on GKs  

Posted by Fume

Hi, I am the second poster on this here new blog and am going to get right into it. I will be posting Ork related content primarily, with alot of focus on the painting and construction. Coming up in the next week or so will be a tutorial of how i painted my battlewagons with Marmite, and my newly converted Deffkopter that i just want to show off. But, starting with a wall of text...

TL;DR - I play orks, Heres my list, GKs worry me.

In the weekend, I hope, I will be getting my first chance to play Grimz’s GK list. We spent alot of time discussing, crafting and theory-hammering this list, and at the end of the day I feel like its half mine aswell. I my self am quite happy with the list, or atleast i was until the realisation hit me that I had to play against it. This sparked a minor panic in me and i spent 2-3 scrutinising my own list to better prepare it for what would other wise be a fair domination. What i settled on was the highly unconventional lootas. ok maybe not so unconventional, maybe a no brainer. Heres what I will be running:

HQ
Warboss /w power claw, attack squig, cybork 110
Mek /w KFF /w Grot oiler 90

Troops
10x nobs /w Painboy, Banner, Cybork, 2x PK, BP, 4x BC, 10x Stick Bombs 380

Dedicated Battlewagon /w reinforced ram, boarding plank, 1x big shoota 105

20x boys /w Nob, Klaw, Pole 160
20x boys /w Nob, Klaw, Pole 160
10x grots /w runtherd 40

Heavy support
Battlewagon /w deffrolla, boarding plank 1x big shoota, stick bombs 125
Battlewagon /w deffrolla, boarding plank 1x big shoota, stick bombs 125
3x Killa Kanz /w Grotzookas 135

Elites
12x Lootas 180
12x Lootas 180

Fast Attack
Deffkopta /w Buzzsaw 60

----------------
1850 exact.
----------------

Purifiers:
My concerns were spawned from the Purifiers. Ive been reading opinions that people see them as rubbish. Maybe its just me, maybe its just Grimz list, but these guys terrify me on paper and I unfortunately struggle to counter them. Heres why:
  • In a redeemer. Fun fun fun fun.
  • I6 force weapons instagib my nobs before they strike (yes i have cybork, but still a worry). I have enough attacks to butcher the squad on the return, but it would still a be costly combat.
  • Cleansing flame dominates my boy units. Not even worth charging.
But what makes them truely terrifying:
  • He has two inquisitors with the squads, with Rad Grenades and Psychostroke Grenades. -1T, +1Str, and 50% chance to make my unit useless. Psychostroke grenades do the following on the given roll:
    • Roll of 2(max 1 attack + auto hitting purifers) comfortably wipes my unit. Either from ~15 instant death wounds, or Ld2 from battle res.
    • Roll of 3 (rerolling misses) generates enough instant death wounds to almost wipe the unit out right.
    • Roll of 6 means half of my nobs attack my self. Yup, 50% thanks to i3. This mean odds are one of my two klaws will strike my self. Instant killing 1-2 nobs. Not to mention the further 16-20 extra str 5/7 attacks no longer on the purifers but on my self. Scary thought. Im not counting on the warboss surviving to make his attacks.
Now to be fair it does also mean that there is a 50% chance the grenade will do nothing to me
    • Roll of 1 - nothing
    • Roll of 4 - Ld2 for remainder of combat. Lucky for me i have the mob rule which allows me to always substitute model number in for leadership. Sweet.
    • Roll of 5 - I strike at i1. Fantastic ability when you match it with purifers striking at i6, lucky for me nothing the ork codex swings at i7 so im not losing out on much. Might catch the odd Marine Special character, or Nid MC off guard with this one, but over all a waste of a roll on a purifier unit.
But for 63 points its a steal that buffs the unit by putting the fear of the grenade into me. Nobs generally dont have many problems with anyone, well maybe Death Company on the charge, but not much lives through a nob charge. They have won me so many games by bouncing around the table, unit to unit, cleaning up before sitting on an objective like a brick house asking for the wolf to blow them...down.


Vindicaire Assassin:

This is something Im going to have to deal with, otherwise its going to have a field day on my wagons.
  • 2+ to hit > 4d6+3 armour pen (average armour pen of 17) > 2+ to stop a wagon (4+ to immoblise, -1 for ap1, -1 for open top)
So really its 2+ > dont fail > 2+. Worrying.
Furthermore, I have had nightmares which have involved phrases such as:
  • “Boom Headshot! Ill take that pain boy model thanks”
  • “Boom Headshot! Ill take the Nob and Klaw thanks”
  • “Im sorry to tell you, but your not actually a distant relation to a Nigerian King who has recently passed away”
Anyway, point is, I am concerned. The rest im not too worried about to be honest.

GKSS: Force weapons on standard troopers are scary. Wait sorry, I have a t-shirt save, um... as you were. On a more serious note, Psycannons are scary. But overall, these units are comfortably dealt with by boy units.

Henchmen: Pop the transports, and probably kill the entire unit with the explosion. Still packing a bit of punch with three meltas. Cheap objective holders, and expendable AT squads. Can comfortably slow and or block my advance allowing a valuable shooting phase where Psycannons can let rip with heavy4 shots.

Psyflemans - I hate this word. So much. Worrying, solid, but can be dealt with.


Overall, I Feel im going to have to play very well to beat him, which is good, because being GKs he cant afford to make mistakes either, so i hear. Should be an interesting game, definately looking forward to it, and am interested to see if and how my expectations match the codex. We will post up a report of the results.