Showing posts with label counts-as. Show all posts
Showing posts with label counts-as. Show all posts
Wednesday, January 1, 2020
Saturday, August 20, 2016
Iron Within, Iron Without
I had always liked the idea of the Iron Warriors. Siege warfare, trenches, ruthless application of logistics and firepower to achieve their goals. I never got around to making them before, as I didn't really picture them as the standard Chaos Marine kits, even with the upgrade set GW released 3rd edition. The extra ornamentation, horns and such always seemed to fit armies like Black Legion and the Word Bearers well, while the cult legions had their own aesthetics. But it didn't fit Iron Warriors well to me. Neither did regular marine kits, focused on Mk VI and VII armor with eagles and purity seals featured prominently. So I waited.
Labels:
40K,
army building,
chaos marines,
counts-as,
Iron Warriors,
Space Marines
Monday, August 26, 2013
New Chaos Space Marine supplement due soon!
Wow, I've just seen some of the rundowns for the new rules for the new supplement for Chaos Space Marines. Kind of surprised to see it come out so fast on the heels of the Black Legion supplement, but I'm not complaining! A lot of Chaos Marine players, especially Night Lords and Iron Warriors I think will love this new book.
Labels:
40K,
chaos marines,
counts-as,
off-beat,
Space Marines
Monday, June 25, 2012
Allies: Dawn of a new Counts-As era?
With the coming of allies rules in 6th edition, I'm looking forward to simple pleasures like mixing Chaos Marines and Guard, Guard and Daemons, Chaos Marines and Daemons, and Guard and Marines.
But there are certainly many more ways to use them; many more possible combinations. But what is really interesting me at the moment are the possibilities for counts-as, whether simple or deep. Especially for the armies that are Brothers in Arms and effectively function like one army, there are a lot of possibilities.
Saturday, June 2, 2012
A wraith walks into a bar...
Friday, May 4, 2012
Free sci-fi skirmish rules
Screwed Up Dice posted a heads-up about Mongoose putting their Judge Dredd minis rules up for free download, and I wanted to pass it along! I haven't read them yet but I would expect them to be a decent small scale shoot-em-up set.
The Mongoose minis are also pretty cool, I thought about getting some gangers a while back for use in my Scythiak, and they have lots of other mutants, apes (alternative Jokaero perhaps?), and of course Judges (could make for a fun alternative commissar).
So go download them, pop open a bag of Umpty Candy and give 'em a read!
Wednesday, August 10, 2011
Carnage! Or something close. Four-way Batrep 1000pts
At Hobbytown there were four of us who were ready to game, and rather than pair off we decided to be foolish and go for a free-for-all game. I remembered some of the basics for the old Carnage mission so we went with that. 1000pts each, my Scythiak vs. Tau vs. Necrons vs. Squats (running as Dark Angels). One central objective, and the army with the closest unengaged model to the center at the end of the game wins.
Labels:
40K,
battle report,
counts-as,
necron,
Space Marines,
tau
Sunday, June 26, 2011
Sharks it shall be!
![]() |
| From Raucous Records |
There were a few votes for other options, but the bulk went for the Space Sharks. So be it! I've started sorting out bits and organizing to start construction soon.
Here's what I'm working on at building at the moment. Mostly it's a conglomeration of stuff I think is cool (dread, pods, bikes, jump packs, speeder, whirlwind) first, with effectiveness considerations secondary. I don't expect it to be a super list, but if I'm missing some obvious tricks, I'd be happy to hear advice on that front. While I plan on using Codex: Space Marines, I also for grins converted that list into Blood Angels and Space Wolves to see what it would look like.
Labels:
40K,
army profile,
badab war,
counts-as,
Space Marines,
Space Sharks,
space wolves
Tuesday, April 5, 2011
Closeted Gamers
Joshua is a good guy, and a good gamer, but in the oft-judgemental group that is the 40K community, he can't always be himself.
I mean, it's pretty obvious to me. It's obvious to everyone he plays. But should the topic come up, he denies it.
Today I asked him about it, if he somehow had something against it himself or something, because it seemed so evident. I tried to be tactful, as it's a pretty sensitive topic to broach with anyone, much less someone you don't know really well yet.
He said he didn't have anything against it, no, and that he'd tried letting himself be who he was fully around the other 40K players, but the negative attitude of some of those players caused him to retreat a bit into his shell and to try to avoid the topic.
You see, Joshua has a not-so-secret-secret.
Friday, September 3, 2010
Army Profile: Tau Grand Alliance
Whenever I use or mention these guys, they seem to elicit interest. Most recently in an email from a reader, Jason who after reading my Project List asked:
Tau, Act One
I had a previous Tau army, back in the late 3rd/early 4thaceaous era. That army was built on mobility - everything was either mounted in a skimmer or had a jet pack. Eventually I sold them and spent some time Tau-less. Until...
Tau, Act Two
With the release of the updated Tau Codex in 2006 I started toying with the idea of the other extreme of Tau, a more ambush-based force. I had several things in mind for the army:
The army languished as a mere theory for several years, until a now-defunct forum I was active on did a Tale of X Gamers type of event and I decided to do this Tau army for it. In keeping with my desire to stretch and do something new with each project, I played around with the bases a little more, adding some real bits of stone and using static grass for the first time. In the meantime, 5th ed had come out, making the Kroot invisibility trick not work, but making their cover save in woods even better. The emphasis on troops also led me to make them four units of twelve each instead of three units of sixteen each.
Gor'la Battlesuits (Broadsides)
Some Fire Warriors
Shadowsun and some Stealth Suits
Vespid. Fiddly little fellas; putting them together was a real pain. Antennae easily break off, and some weak legs too (I guess they wanted to be like the Crisis suits).
Some Kroot.
The List
OK, so here's the part Jason actually asked for!
Tau GrandAlliance 1850pts
Also, I noticed that under your list of armies to paint, you mentioned aI'll do you one better Jason! Here's a breakdown of my Tau army, its history, the decisions that made it how it is and how it's used.
non-crisis/non-vehicle Tau army. Do you happen to have the army list
posted some where? Since I play Tau in 40K and routinely use both Crisis
suits and Hammerheads, I would be interested in checking that list out.
Tau, Act One
I had a previous Tau army, back in the late 3rd/early 4thaceaous era. That army was built on mobility - everything was either mounted in a skimmer or had a jet pack. Eventually I sold them and spent some time Tau-less. Until...
Tau, Act Two
With the release of the updated Tau Codex in 2006 I started toying with the idea of the other extreme of Tau, a more ambush-based force. I had several things in mind for the army:
- Stealth Suits. I like how the old suits look, and I like how they play. Great harassing unit that definitely fit with an ambush theme, and a lot of deployment options.
- Kroot. I had fun painting up a bunch for my friend JVB, and fancied making some for myself. With their ability (at the time) to sit deep in woods shooting out but immune to return fire, they would be another way to annoy the enemy, plus Infiltration.
- Vespid. The models looked cool, and they provided another group of aliens to go along with the Kroot, helping to emphasize the diverse nature of Tau compared to the other more homogeneous armies.
- No vehicles. I could say that tanks with disruption pods could be sneaky, and things like Piranhas could be cool, but I decided against that route. If it had an AV, it didn't belong. Unfortunately, this also effectively banned Pathfinders, a unit that otherwise would fit with the ambush theme quite well, due to their required Devilfish. Curses!
- No Crisis Suits. I don't really care for the models, and besides I wanted to use as many Stealth Suits as possible. I figured I'd need at least one as an HQ anyways, but after I discovered Shadowsun, an HQ in Stealth Armor, I knew that I'd found my commander.
- Some counts-as alternative to Broadsides. As with the Crisis suits, I don't care for the models. But if I was already getting rid of Hammerheads and Crisis suits, I'd need some decent long-ranged firepower, and I envisioned the Broadsides serving as anti-tank snipers, knocking out the enemy's mobility so that the rest of the ambush can proceed. I looked at several alternatives and settled on some AT-43 Karman models which became my Gor'la battlesuits.
- While researching the army, I also came across the Sniper Drone teams, who besides being snipers are also equipped with stealth fields. In they went!
The army languished as a mere theory for several years, until a now-defunct forum I was active on did a Tale of X Gamers type of event and I decided to do this Tau army for it. In keeping with my desire to stretch and do something new with each project, I played around with the bases a little more, adding some real bits of stone and using static grass for the first time. In the meantime, 5th ed had come out, making the Kroot invisibility trick not work, but making their cover save in woods even better. The emphasis on troops also led me to make them four units of twelve each instead of three units of sixteen each.
Gor'la Battlesuits (Broadsides)
Some Fire Warriors
Shadowsun and some Stealth Suits
Vespid. Fiddly little fellas; putting them together was a real pain. Antennae easily break off, and some weak legs too (I guess they wanted to be like the Crisis suits).
Some Kroot.
The List
OK, so here's the part Jason actually asked for!
Tau Grand
HQ
Shadowsun
(175)
Elite
3xStealth Suits, Team Leader w/Fusion Blaster, Bonded
(107)
Elite
6xStealth Suits, Team Leader, Bonded
(190)
Elite
6xStealth Suits, Team Leader, Bonded
(190)
Troops
12xKroot
(84)
Troops
12xKroot
(84)
Troops
12xKroot
(84)
Troops
12xKroot
(84)
Troops
10xFirewarriors, Photon Grenades, Team Leader w/EMP grenades, Bonded
(128)
Troops
10xFirewarriors, Photon Grenades, EMP Grenades, Team Leader, Bonded
(155)
Fast
6xVespid Stingwings
(102)
Fast
6xVespid Stingwings
(102)
Heavy
Broadside w/Drone Controller and two shield drones
(100)
Heavy
Broadside w/Drone Controller and two shield drones
(100)
Heavy
2xSniper Drone teams
(160)
1845pts total
WOW, WHAT A LOUSY LIST!
In many ways, yeah, it is. It has a lot of problems, even more so than a regular Tau army.
Assault is still generally the doom of any of the units. Some are tough enough to survive for a turn or two, but they generally aren't going to win any serious combat.
A number of units are very fragile. No transports, and especially guys like Kroot and Vespid disappear quickly if they don't have cover. With much of the rest of the army either having stealth fields or being tough (2+ save broadsides w/2+ save drones) these fragile units can see even more than their fair share of fire.
No templates. At all. No flamers, blasts, large blasts. You can bunch up at will against this army.
Few markerlights. The only ones are those on the Sniper Drone controllers. Few markerlight tricks available here.
It doesn't use what is probably one of the most versatile units in the game, the Missile Pod/Plasma Rifle Crisis Suit. It can struggle against massed armor or heavy infantry.
Dawn of War really cuts down on early firepower - sniper drones and broadsides without stabilizers walking on.
It does have some advantages:
Lots of deployment options. The Kroot can Infiltrate/Outflank. Vespid can Deep Strike. Stealth Suits can Deep Strike or Infiltrate/Outflank. I'll often keep a lot off of the table, especially against armies that are going to come at me - some starts on the table, some in regular reserve, some outflanking. You can really tailor how you deploy/play depending on the situation.
Restricts enemy shooting. With distance, stealth fields, and jump-after-shooting moves, a good bit of enemy firepower can be negated.
Leadership. Wherever Shadowsun goes, she carries a pretty big bubble with her that improves the Ld of much of the army. When babysitting the gunline portion, she's especially helpful as even one fallback move would see those units off the table. Getting these guys to test on 10 instead of 7 or 8 is great.
So how does it work in practice?
Here's a couple of battle reports I've done with them.
vs. Marines
vs. Necrons
Hope you liked the look at the whys and hows of the army. If folks like this one, I'll get around to the other armies in time!
In many ways, yeah, it is. It has a lot of problems, even more so than a regular Tau army.
Assault is still generally the doom of any of the units. Some are tough enough to survive for a turn or two, but they generally aren't going to win any serious combat.
A number of units are very fragile. No transports, and especially guys like Kroot and Vespid disappear quickly if they don't have cover. With much of the rest of the army either having stealth fields or being tough (2+ save broadsides w/2+ save drones) these fragile units can see even more than their fair share of fire.
No templates. At all. No flamers, blasts, large blasts. You can bunch up at will against this army.
Few markerlights. The only ones are those on the Sniper Drone controllers. Few markerlight tricks available here.
It doesn't use what is probably one of the most versatile units in the game, the Missile Pod/Plasma Rifle Crisis Suit. It can struggle against massed armor or heavy infantry.
Dawn of War really cuts down on early firepower - sniper drones and broadsides without stabilizers walking on.
It does have some advantages:
Lots of deployment options. The Kroot can Infiltrate/Outflank. Vespid can Deep Strike. Stealth Suits can Deep Strike or Infiltrate/Outflank. I'll often keep a lot off of the table, especially against armies that are going to come at me - some starts on the table, some in regular reserve, some outflanking. You can really tailor how you deploy/play depending on the situation.
Restricts enemy shooting. With distance, stealth fields, and jump-after-shooting moves, a good bit of enemy firepower can be negated.
Leadership. Wherever Shadowsun goes, she carries a pretty big bubble with her that improves the Ld of much of the army. When babysitting the gunline portion, she's especially helpful as even one fallback move would see those units off the table. Getting these guys to test on 10 instead of 7 or 8 is great.
So how does it work in practice?
Here's a couple of battle reports I've done with them.
vs. Marines
vs. Necrons
Hope you liked the look at the whys and hows of the army. If folks like this one, I'll get around to the other armies in time!
Labels:
40K,
army building,
army profile,
counts-as,
tau
Wednesday, July 28, 2010
Lost and the Damned Blogroll
As you may notice from the side, I've reorganized my blogrolls a bit, adding a "Lost and the Damned" blogroll.
A casual search didn't find one devoted to this type of thing, so I decided to start one of my own. While I doubt it will grow to anything like FTW (for one thing, I won't have time!), hopefully it can be a good resource for inspiration.
I've started the roll with a selection of blogs I already follow. I'm certainly up for more, so if you know of some good ones pass them my way!
As the name implies I'm looking for blogs with content related to "Lost and the Damned" types of armies, as well as other Chaos renegade armies. Traitor Guard, Blood Pact, Sons of Sek, Vraks Renegades, mutant hordes, cultists, Dark Mechanicus, renegade space marines, breakaway legion factions, radical inquisitors that went too far, etc. Pretty much everything Chaos in 40K that isn't covered by the regular CSM legions or Daemons. Straight up World Eaters? I think people can find that sort of thing easily enough. Soul Reapers? Send 'em on over.
The blog doesn't have to be exclusively focused on such things, just some measure of relevant content.
A casual search didn't find one devoted to this type of thing, so I decided to start one of my own. While I doubt it will grow to anything like FTW (for one thing, I won't have time!), hopefully it can be a good resource for inspiration.
I've started the roll with a selection of blogs I already follow. I'm certainly up for more, so if you know of some good ones pass them my way!
As the name implies I'm looking for blogs with content related to "Lost and the Damned" types of armies, as well as other Chaos renegade armies. Traitor Guard, Blood Pact, Sons of Sek, Vraks Renegades, mutant hordes, cultists, Dark Mechanicus, renegade space marines, breakaway legion factions, radical inquisitors that went too far, etc. Pretty much everything Chaos in 40K that isn't covered by the regular CSM legions or Daemons. Straight up World Eaters? I think people can find that sort of thing easily enough. Soul Reapers? Send 'em on over.
The blog doesn't have to be exclusively focused on such things, just some measure of relevant content.
Friday, April 30, 2010
Five folks to look at
In case you haven't poked around on my profile to see who I follow, here's a couple of folks with some interesting counts-as armies and conversions that you may not have seen before:
Gates of Morpheus - a Swedish DKoK player who's also working on an interesting Dark Angels army using the Space Wolves rules.
Forge 40K - I love any Traitor Guard, and his using some converted LoTR figs looks interesting.
Hungry Ghosts - A Chaos Guard army, using old RT squat figs? Doubleplusgood.
My Little World of Dementia - One of my (relatively) local players, lots of variety on his site plus dig around for his AdMech IG.
Plasticfish Online - Did I mention that I like Traitor Guard?
Gates of Morpheus - a Swedish DKoK player who's also working on an interesting Dark Angels army using the Space Wolves rules.
Forge 40K - I love any Traitor Guard, and his using some converted LoTR figs looks interesting.
Hungry Ghosts - A Chaos Guard army, using old RT squat figs? Doubleplusgood.
My Little World of Dementia - One of my (relatively) local players, lots of variety on his site plus dig around for his AdMech IG.
Plasticfish Online - Did I mention that I like Traitor Guard?
Thursday, April 29, 2010
The Renegade Dilemma
So, as is my custom, I've been neglecting the army I currently have on the painting table to think about future ones. The current army occupying my thoughts is my eponymous band of renegades, the Sons of Taurus. A group of Minotaurs Space Marines bitter over being slighted over the spoils of the Badab War and corrupted by captured texts and prisoners, they fell to Chaos. Realizing that they would always be second to the Legions if they committed to one of the major Powers, they found a lesser power to serve, Hashut. He would protect and empower them, and they would work towards increasing His power and glory.
But what codex to use? Therein lies the Renegade Dilemma.
Codex: CSM is an obvious choice, especially for those further along the path of damnation and well versed in the ways of the warp. You get access to all that chaos goodness like daemons, daemon princes, possessed, defilers, oblits and cult troops. But there's a lot you give up once you leave the light of the Emperor, like Whirlwinds, Thunder Hammers, drop pods, scouts, speeders, and two out of three flavors of Land Raiders. Not to mention all of your Storm Bolters start acting funny.
For the more recent traitors though, perhaps Codex: Space Marines or one of the variant SM books is a better way to represent them. With some creativity, these books could also be used to represent some pretty chaotic things too.
Of course with some planning and extra models, you can make an army that can switch from book to book as desired - power armor is power armor, a bolter is a bolter, a Rhino is a Rhino and so on. But I think I'd rather commit to one book. But which one to use?
Codex: CSM would let me use a fantasy minotaur for a Daemon Prince (like bsmoove made for his Arrugginiti ), summon daemons and so on. I could go for cult troops, icons, even experiment with things like Fabius Bile's enhanced warriors. It would seem the natural way to go for renegades, but I would want to do something a bit different with them as I already have two other CSM forces (and plan on some Deathguard someday too...).
Codex: SM would be the other natural way to go. Lots of tactical options, dreadnoughts that aren't crazy, and the opportunity to defile some land speeders and attack bikes. But could one of the variant marine books work better?
Dark Angels...could be good for some renegade options, but doesn't feel right for these guys. Maybe for an all-Terminator version...
Space Wolves are pretty close to the basic CSM, with Grey Hunters having BP/CCW/Bolter. With Mark of the Wulfen you can have possessed equivalents in each squad, they have some nasty psychic powers, and the Thunderwolf Cavalry could be used for CSM versions of the old Chaos Dwarf Bull Centaurs. It's a tempting option.
Blood Angels - psychic dreads, FNP fearless nutjobs, a DP-wannabe, it has potential for a chaotic force, but I don't know if it's right for these guys. But Seth could make a fun captain for a future Space Sharks force...
Black Templars - some potential, with falling forward to represent a good bit of traitorous rage and/or desperation.
Perhaps someday I'll actually get around to making the Sons of Taurus. It's been a decade since I originally planned them, maybe it's time soon. Once I get my IG finished and Traitor Guard done, and figure out which codex to use for them maybe they'll be next on the project list.
Do you have renegades of your own? If so, how did you solve your Renegade Dilemma?
Labels:
40K,
army building,
chaos marines,
counts-as,
Sons of Taurus
Tuesday, January 19, 2010
Counts-as Army ideas, part 13 - Witch Hunters
Inquisitors - strange individuals with heads full of forbidden knowledge, leading around packs of strange companions and calling upon support from various forces.
Sounds like an old British sci-fi series...Doctor Who!
The Doctor / Time Lord (Inquisitor Lord)
- With some high-tech gear and a bevvy of strange companions (henchmen).
Gallifreyan Shock Troops (Sisters of Battle)
- Good armor and guns, funky time-lord tech abilities to change time represented by faith points.
UNIT allies (Inducted Guardsmen)
- Led by the stalwart Brigadier.
Throw them up against some Cybermen Necrons and you're good to go!
Would also work well as mainly an IG "UNIT" army with an allied Time Lord.
OK, that's it for the series for now. Passed over a few due to unfamiliarity, and I'll let the readers (both of you) be the judge on how well the various ideas work. Even if you don't use any of these specific counts-as ideas, I hope it helps to get the wheels turning in your own head for some fun and unusual armies!
Sounds like an old British sci-fi series...Doctor Who!
The Doctor / Time Lord (Inquisitor Lord)
- With some high-tech gear and a bevvy of strange companions (henchmen).
Gallifreyan Shock Troops (Sisters of Battle)
- Good armor and guns, funky time-lord tech abilities to change time represented by faith points.
UNIT allies (Inducted Guardsmen)
- Led by the stalwart Brigadier.
Throw them up against some Cybermen Necrons and you're good to go!
Would also work well as mainly an IG "UNIT" army with an allied Time Lord.
OK, that's it for the series for now. Passed over a few due to unfamiliarity, and I'll let the readers (both of you) be the judge on how well the various ideas work. Even if you don't use any of these specific counts-as ideas, I hope it helps to get the wheels turning in your own head for some fun and unusual armies!
Thursday, January 14, 2010
Counts-as Army ideas, part 12 - Tau Empire
Tau - high tech, lots of firepower. What to use for a counts-as army for them?
We haven't used Orks yet, why not them?
"Orks as Tau?" you might say. "Are you mad?" you might add. Yes, of course I am!
How to do it? Who are the Orks with the best stuff? Meks! So our force will be a group of Freebooters led by a talented Big Mek and his minions, loaded up with flashy guns and doo-dads. Meks with fancy shootas, rokkit packs and supa'eavy armor backed up by up-gunned grots. Alternatively you could model the Crisis suits as Deffkoptas.
HQ:
O'Shoota (Commander Farsight)
-Big Mek with powerklaw to represent the Dawnblade.
Big Mek (Commander)
Elite:
Meks (Crisis Suits)
Troops:
Flash Grots (Fire Warriors)
-Grots in 'eavy armor with juiced up blastas. Some may ride in Hovatanks (Devilfish) which can take on a variety of forms - hovercraft, helicopters, armored zeppelins, etc.
Fast Attack:
Stormgrots (Gun Drones)
-Armored grots with rokkit packs, have fancy shootas but the jostling around throws their aim off a bit. They also serve as oilers for the various Hovatanks, as their rokkit packs enable them to catch up again in case they fall off.
Heavy Support:
Flash Gits (Broadside Battlesuits)
-Armed with just about the most powerful snazzguns imaginable.
Hovatank (Hammerhead)
-Hovatank with a Big Kannon (Railgun).
That's it for this time! With Tyranids so new I may skip them for now and hop to Witch Hunters for the next installment.
We haven't used Orks yet, why not them?
"Orks as Tau?" you might say. "Are you mad?" you might add. Yes, of course I am!
How to do it? Who are the Orks with the best stuff? Meks! So our force will be a group of Freebooters led by a talented Big Mek and his minions, loaded up with flashy guns and doo-dads. Meks with fancy shootas, rokkit packs and supa'eavy armor backed up by up-gunned grots. Alternatively you could model the Crisis suits as Deffkoptas.
HQ:
O'Shoota (Commander Farsight)
-Big Mek with powerklaw to represent the Dawnblade.
Big Mek (Commander)
Elite:
Meks (Crisis Suits)
Troops:
Flash Grots (Fire Warriors)
-Grots in 'eavy armor with juiced up blastas. Some may ride in Hovatanks (Devilfish) which can take on a variety of forms - hovercraft, helicopters, armored zeppelins, etc.
Fast Attack:
Stormgrots (Gun Drones)
-Armored grots with rokkit packs, have fancy shootas but the jostling around throws their aim off a bit. They also serve as oilers for the various Hovatanks, as their rokkit packs enable them to catch up again in case they fall off.
Heavy Support:
Flash Gits (Broadside Battlesuits)
-Armed with just about the most powerful snazzguns imaginable.
Hovatank (Hammerhead)
-Hovatank with a Big Kannon (Railgun).
That's it for this time! With Tyranids so new I may skip them for now and hop to Witch Hunters for the next installment.
Monday, January 11, 2010
Counts-as Army ideas, part 11 - Space Marine variants
First of all, going to cop out on/delay Black Templars, Blood Angels, and Dark Angels. I'm not really familiar with BT or DA, and with the BA getting a new book soon I think I'll leave them at least until after their release.
So, skipping those for now, we get to Space Wolves! For full counts-as impact with the SW I think you have to take advantage of the Thunderwolf cavalry, so that will definitely be a part here. We haven't done a squat army yet, so how about some Chaos Squats, with some WHFB Chaos Dwarf carryover? The hosts of the dark forge world Zharr come forth to battle for their master Hashut!
HQ:
Bull Centaur Lord (Wolf Lord on Thunderwolf)
-Should probably be made more impressive than the regular Bull Centaurs, further along in mutation/closer to Daemon Prince status.
Sorceror (Rune Priest)
Elite:
Forge Master (Iron Priest)
-with option for mechano-centaur body (Thunderwolf)
Immortals (Wolf Guard)
-Normally fielded in exo-armor (terminator) squads, can also be used to bolster other units.
H'gob Scouts (Wolf Scouts)
-Xenos auxiliaries, the H'Gob are real sneaky gits, able to take up good battlefield positions/surround the enemy while the main forces of Hashut move to the kill.
Kolossus (Dreadnought)
-Daemon Engine warbot, capable of dishing out good firepower as well as close combat destruction.
Troops:
Warriors of Hashut (Grey Hunters)
-Power armored Chaos Squats.
Fast Attack:
Bull Centaurs (Thunder Wolf Cavalry)
-Good ol' half-bull Chaos Dwarves, this time in power armor.
Heavy Support:
Planetquakers (Long Fangs)
-Power armored dudes with heavy weapons. Since everyone has guns, this is the crossover for the old blunderbuss-using Chaos Dwarves.
Tanks (various tanks)
-Having access to at least one forge world, able to have a variety of armored vehicles. Any would work, though I think Whirlwinds and Vindicators would fit the old Chaos Dwarf imagery of chukking rockets and artillery around the best.
So, skipping those for now, we get to Space Wolves! For full counts-as impact with the SW I think you have to take advantage of the Thunderwolf cavalry, so that will definitely be a part here. We haven't done a squat army yet, so how about some Chaos Squats, with some WHFB Chaos Dwarf carryover? The hosts of the dark forge world Zharr come forth to battle for their master Hashut!
HQ:
Bull Centaur Lord (Wolf Lord on Thunderwolf)
-Should probably be made more impressive than the regular Bull Centaurs, further along in mutation/closer to Daemon Prince status.
Sorceror (Rune Priest)
Elite:
Forge Master (Iron Priest)
-with option for mechano-centaur body (Thunderwolf)
Immortals (Wolf Guard)
-Normally fielded in exo-armor (terminator) squads, can also be used to bolster other units.
H'gob Scouts (Wolf Scouts)
-Xenos auxiliaries, the H'Gob are real sneaky gits, able to take up good battlefield positions/surround the enemy while the main forces of Hashut move to the kill.
Kolossus (Dreadnought)
-Daemon Engine warbot, capable of dishing out good firepower as well as close combat destruction.
Troops:
Warriors of Hashut (Grey Hunters)
-Power armored Chaos Squats.
Fast Attack:
Bull Centaurs (Thunder Wolf Cavalry)
-Good ol' half-bull Chaos Dwarves, this time in power armor.
Heavy Support:
Planetquakers (Long Fangs)
-Power armored dudes with heavy weapons. Since everyone has guns, this is the crossover for the old blunderbuss-using Chaos Dwarves.
Tanks (various tanks)
-Having access to at least one forge world, able to have a variety of armored vehicles. Any would work, though I think Whirlwinds and Vindicators would fit the old Chaos Dwarf imagery of chukking rockets and artillery around the best.
Labels:
chaos dwarf,
chaos squat,
counts-as,
Space Marines,
space wolves
Friday, January 8, 2010
Counts-as Army ideas, part 10 - Space Marines
Vanilla Space Marines, inevitably the yardstick by which all other armies are judged. While the various offshoot army books certainly have their own special things to offer, the basic codex has always had a lot of flexibility and the most recent one is no exception. With that flexibility comes opportunities for "counts as" armies!
For this one I'll pull out one of the armies that has been missing for a while - while their brother ordos both got nice books, the third has been conspicuously absent - that's right, the Inquisition's Ordo Xenos, the Alien Hunters!
HQ:
Ordo Xenos Inquisitor (Librarian, or Tigurius)
-Power armor and psychic powers, force weapon? Check, check, check.
Deathwatch Captain (Space Marine Captain)
-Be sure to buy the Hellfire rounds. Alternatively, a Pedro Kantor counts-as would make the Deathwatch (Sternguard) squads scoring. You could also use the "real" Chaplain Cassius, on temporary assignment sharing his expertise with the Ordo.
Elite:
Deathwatch Kill Teams (Sternguard)
-Tough vets, magic bullets - easy fit for Deathwatch. If use Kantor can even be scoring.
Troops:
Inquisition Storm Troopers (Scouts)
-Well equipped and trained carapace armor troopers.
Fast Attack:
Inquisition Skimmer (Land Speeder Storm)
Storm Trooper Bikers (Scout Bikes)
-More Storm Trooper options.
Could be run a number of ways, but I picture the Storm Troopers setting up in various positions to harass the enemy, with Deathwatch teams podding down, sometimes guided by locator beacons on the bikers.
For this one I'll pull out one of the armies that has been missing for a while - while their brother ordos both got nice books, the third has been conspicuously absent - that's right, the Inquisition's Ordo Xenos, the Alien Hunters!
HQ:
Ordo Xenos Inquisitor (Librarian, or Tigurius)
-Power armor and psychic powers, force weapon? Check, check, check.
Deathwatch Captain (Space Marine Captain)
-Be sure to buy the Hellfire rounds. Alternatively, a Pedro Kantor counts-as would make the Deathwatch (Sternguard) squads scoring. You could also use the "real" Chaplain Cassius, on temporary assignment sharing his expertise with the Ordo.
Elite:
Deathwatch Kill Teams (Sternguard)
-Tough vets, magic bullets - easy fit for Deathwatch. If use Kantor can even be scoring.
Troops:
Inquisition Storm Troopers (Scouts)
-Well equipped and trained carapace armor troopers.
Fast Attack:
Inquisition Skimmer (Land Speeder Storm)
Storm Trooper Bikers (Scout Bikes)
-More Storm Trooper options.
Could be run a number of ways, but I picture the Storm Troopers setting up in various positions to harass the enemy, with Deathwatch teams podding down, sometimes guided by locator beacons on the bikers.
Labels:
counts-as,
Deathwatch,
Inquisition,
Space Marines
Counts-as Army ideas, part 9 - Orks
Greenskins! Tough troops, bad aim. What counts-as idea to slap onto their rules?
Lost and the Damned! Traitors, heretics, mutants, cultists and more! This is an idea I almost did, but since I was just finishing up a regular Ork army, I decided to try my traitors using the IG book instead.
I'm not going to go into too much detail, since most of the unit choices are just Orks with different gear. Appropriately armed mutants/techno-barbarians can serve as Orks, with either tough mutants or renegade Ogryn as Nobz, while cultists/human draftees can serve as Gretchin. Ghazghkull or a Megaboss would make for a good terminator-armored cult leader, and Weirdboys would make obvious Sorcerors. Add in some stalk-tanks or other monstrosities as Killer Kans/Dreads and various civilian vehicles converted for cult/military use and you're ready to overthrow the planetary governor.
Lost and the Damned! Traitors, heretics, mutants, cultists and more! This is an idea I almost did, but since I was just finishing up a regular Ork army, I decided to try my traitors using the IG book instead.
I'm not going to go into too much detail, since most of the unit choices are just Orks with different gear. Appropriately armed mutants/techno-barbarians can serve as Orks, with either tough mutants or renegade Ogryn as Nobz, while cultists/human draftees can serve as Gretchin. Ghazghkull or a Megaboss would make for a good terminator-armored cult leader, and Weirdboys would make obvious Sorcerors. Add in some stalk-tanks or other monstrosities as Killer Kans/Dreads and various civilian vehicles converted for cult/military use and you're ready to overthrow the planetary governor.
Counts-as Army ideas, part 8 - Necrons
Last time, Imperial Guard. Next on the list is a big alphabetical jump over to Codex: Necrons.
We previously used the Daemon Hunters rules to represent an army of Necron Pariahs, so what should we use the Necron rules for? A different army of robots?
Well, sort of. An army long in the lore of 40K, one that also makes great use of automatons with powerful weapons. No, not the Adeptus Mechanicus, we've already used them - the Thousand Sons!
The defining rules of the Necrons are We'll Be Back and the unfortunate Phase Out. For the Thousand Sons, you can visualize WBB in a number of different ways - the "All is Dust" marines being just temporarily inconvenienced and standing back up, the strands of fate/psychic powers letting sorcerers narrowly escape injury, or just endless waves of legionnaires continually warping in to reinforce the battle. For Phase Out, Tzeentch has a plan, and while he gladly sacrifices pawns would never do so without reason...
HQ:
Sorceror Lord (Necron Lord)
-Pretty self explanatory, some fancy abilities that could be considered sorcery, plus ability to ride a Disc (Destroyer body).
Magnus the Red (Nightbringer)
Lord of Change (Deceiver)
-The C'tan power level is pretty appropriate for a Daemon Primarch or Greater Daemon, and the various tricky things the Deceiver can do are very Tzeentchian.
Elite:
Flamers of Tzeentch (Immortals)
Horrors of Tzeentch (Flayed Ones)
-Daemonic backup - Flamers for extra ranged punch and Horrors for close up support.
Troops:
Thousand Sons (Necron Warriors)
-All is Dust animated armor with Inferno Bolts for the Gauss rule.
Fast Attack:
Screamers of Tzeentch (Wraiths)
-More Daemons, fast kind this time.
Disc Riders (Destroyers)
-Sorcerors riding Discs of Tzeentch, pouring death into their enemies.
Heavy Support:
Disc Rider Havocs (Heavy Destroyers)
-Lascannon toting disc riders.
Silver Tower of Tzeentch (Monolith)
-Floating structure of destruction? Sounds about right to me!
Eight down, eight to go!
We previously used the Daemon Hunters rules to represent an army of Necron Pariahs, so what should we use the Necron rules for? A different army of robots?
Well, sort of. An army long in the lore of 40K, one that also makes great use of automatons with powerful weapons. No, not the Adeptus Mechanicus, we've already used them - the Thousand Sons!
The defining rules of the Necrons are We'll Be Back and the unfortunate Phase Out. For the Thousand Sons, you can visualize WBB in a number of different ways - the "All is Dust" marines being just temporarily inconvenienced and standing back up, the strands of fate/psychic powers letting sorcerers narrowly escape injury, or just endless waves of legionnaires continually warping in to reinforce the battle. For Phase Out, Tzeentch has a plan, and while he gladly sacrifices pawns would never do so without reason...
HQ:
Sorceror Lord (Necron Lord)
-Pretty self explanatory, some fancy abilities that could be considered sorcery, plus ability to ride a Disc (Destroyer body).
Magnus the Red (Nightbringer)
Lord of Change (Deceiver)
-The C'tan power level is pretty appropriate for a Daemon Primarch or Greater Daemon, and the various tricky things the Deceiver can do are very Tzeentchian.
Elite:
Flamers of Tzeentch (Immortals)
Horrors of Tzeentch (Flayed Ones)
-Daemonic backup - Flamers for extra ranged punch and Horrors for close up support.
Troops:
Thousand Sons (Necron Warriors)
-All is Dust animated armor with Inferno Bolts for the Gauss rule.
Fast Attack:
Screamers of Tzeentch (Wraiths)
-More Daemons, fast kind this time.
Disc Riders (Destroyers)
-Sorcerors riding Discs of Tzeentch, pouring death into their enemies.
Heavy Support:
Disc Rider Havocs (Heavy Destroyers)
-Lascannon toting disc riders.
Silver Tower of Tzeentch (Monolith)
-Floating structure of destruction? Sounds about right to me!
Eight down, eight to go!
Thursday, January 7, 2010
Counts-as Army ideas, part 7 - Imperial Guard
Imperial Guard!
We did Codex: Eldar with humans, so why not Codex: IG with Eldar? Namely - Exodites! With S3/T3 and usually poor armor, should be a fairly easy fit.
HQ:
Farseer (Primaris Psyker)
Noble (Company Command Squad)
-Guardian officer.
Autarch (with Guardian escort) (Iron Hand Straken)
-Inspirational leader and kick-*** combatant in his own right.
Elite:
Exodite Warriors (Storm Troopers)
-On the frontiers, without as many Aspect Warriors the Exodites have had to maintain larger standing armies in addition to Guardian levies. While no match for Aspect Warriors, the Warriors have superior equipment to the regular Guardians and often have some experience as Rangers.
Elite Scout (Marbo)
-Elite Pathfinder with a special surprise package.
Alien Mercenaries (Ogryn)
-For larger engagements sometimes the Exodites call upon auxiliaries such as Loxatl mercenaries.
Troops:
Guardians (Veteran Squads)
-Out on the frontier they find lasers easier to maintain than shuricats (heck, old guardians used to use lasguns anyways) and distinctions between Guardian Defenders and Storm Guardians become blurry. Some even begin to take on the battlefield role of Rangers (Forward Sentries doctrine).
Corsairs (Penal Legion Squad)
-Eldar Corsairs operate across the galaxy, and can alternately take shelter among Exodite communities or come to their aid in times of need.
Fast Attack:
War Walkers (Sentinels)
Dinosaur Riders (Rough Riders)
-Aside from the large Knight warmachines that herd the larger dinos on Knight Worlds, some Exodites ride smaller dinos to help herd and defend flocks of smaller beasts, grox and the like. In battle their prods can be overloaded to provide a short-lived but lethal attack.
Skimmers (Valkyrie/Vendetta)
Heavy Support:
Nothin'. After buying all the Stormtroopers, Vets and Skimmers you won't have any points left anyways.
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We did Codex: Eldar with humans, so why not Codex: IG with Eldar? Namely - Exodites! With S3/T3 and usually poor armor, should be a fairly easy fit.
HQ:
Farseer (Primaris Psyker)
Noble (Company Command Squad)
-Guardian officer.
Autarch (with Guardian escort) (Iron Hand Straken)
-Inspirational leader and kick-*** combatant in his own right.
Elite:
Exodite Warriors (Storm Troopers)
-On the frontiers, without as many Aspect Warriors the Exodites have had to maintain larger standing armies in addition to Guardian levies. While no match for Aspect Warriors, the Warriors have superior equipment to the regular Guardians and often have some experience as Rangers.
Elite Scout (Marbo)
-Elite Pathfinder with a special surprise package.
Alien Mercenaries (Ogryn)
-For larger engagements sometimes the Exodites call upon auxiliaries such as Loxatl mercenaries.
Troops:
Guardians (Veteran Squads)
-Out on the frontier they find lasers easier to maintain than shuricats (heck, old guardians used to use lasguns anyways) and distinctions between Guardian Defenders and Storm Guardians become blurry. Some even begin to take on the battlefield role of Rangers (Forward Sentries doctrine).
Corsairs (Penal Legion Squad)
-Eldar Corsairs operate across the galaxy, and can alternately take shelter among Exodite communities or come to their aid in times of need.
Fast Attack:
War Walkers (Sentinels)
Dinosaur Riders (Rough Riders)
-Aside from the large Knight warmachines that herd the larger dinos on Knight Worlds, some Exodites ride smaller dinos to help herd and defend flocks of smaller beasts, grox and the like. In battle their prods can be overloaded to provide a short-lived but lethal attack.
Skimmers (Valkyrie/Vendetta)
Heavy Support:
Nothin'. After buying all the Stormtroopers, Vets and Skimmers you won't have any points left anyways.
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