Archive for July, 2012

Considering a conversion

Posted in 40K, Minis with tags , , , , on July 25, 2012 by stingersix

I like converting minis. Always fun to come up with something original. I just finished a Terminator Chaplain which was a conversion based on one I saw on From The Warp.

Although I added a few touches of my own, it wasn’t my original idea and I now want to do one of my own.

My philosophy on minis conversions in general is to make subtle ones that don’t require a great deal of cutting, re-shaping or green stuff. If I can put something together from different parts that comes out looking unique that’s usually where I want to be.

I now have it in mind to try and make a Space Marine Captain for my Rising Suns, and this time, I want to try using some of the Kromlech samurai bits, specifically, the helmet and sword. I’m not entirely sure I like those helmets though – need to see them for real, not a picture. Of course, I could just magnetize the head so I could swap it for a normal looking helmet. I’m sure I’ll use the sword though. For the body, I want this guy to have a jump pack so I’ll use an Assault Marine torso with a commander’s breastplate. I’d like to give him artificer armor so I need to find some bits that are suitably ornate – I’ve looked at BA Sanguinary Guard but they look more Greek than anything else and have blood drops all over them.

Any recommendations for bits?

Just because you can…

Posted in 40K, Blather with tags , , on July 19, 2012 by stingersix

…Doesn’t mean you should.

I haven’t said anything about the new 40K 6th edition yet. Though I’ve yet to play a game of it, I already think I like it more than 5th. Some of the stuff in there allows for more random events and I like that. One thing that has people talking is the possibility of taking Allies as part of your force.

I’m pretty strong on fluff (and some say 6th is the fluff gamer’s game) so I was very glad to see the inclusion of Allies. I can already see wanting to take a few Grey Knights along with my Marines in the ongoing campaign I’m playing with my friend Adan – not because they kick ass (which I’m sure they do) but because having them fighting alongside the Rising Suns would perfectly suit the story we’ve created (err, excuse me…”the narrative we’ve forged” – do I need to add a copyright on there, GW?).

Space Marines are:

Battle Brothers (close allies) with: Black Templar, Blood Angels, Dark Angels, Imperial Guard, Space Wolves and Tau (go figure). Those all make perfect sense to me, except for maybe the Tau – when did the Imperium decide to be friends with the space communists? Need to dig into the fluff section a bit more. Anyway, I can live with it. Of all of those potential allies, I’m most likely to bro-fist the IG, since I prefer the idea of serving alongside some no-name IG regiment rather than having a detachment of those more famous Hollywood Astartes Chapters stealing my thunder!

Allies of Convenience with: Eldar, Grey Knights and Sisters of Battle. Again, these all make sense. The way I play, with a story as a foundation for these mini-campaigns I like to do, I can see the tension between the regular Space Marines and these allies fitting right in.

Desperate Allies with: Dark Eldar, Necrons, Orks: Right, just because you can…etc. It’ll be a cold day in hell before I stoop so low as to add these guys to any list I run! The only place for these xenos armies is crushed under the treads of my tanks!

Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Tyranids. Kill ’em all, let the Emperor sort ’em out.

From a pure marketing standpoint, I think the addition of Allies is a brilliant move. Sell more models! I mean, I was already thinking about doing a small IG strike force. But now, what about a small GK detachment? Or a few Eldar corsairs? Or…

Just because you can doesn’t mean you should, he said…

DUST Warfare Battle Report

Posted in Battle Report, Games with tags , on July 17, 2012 by stingersix

Reposted from the Endgame forums. Sorry, no pics!

Played my first game of DUST Warfare last night against Rob Elling, a gracious and cool guy I might add. I had a lot of fun with the game and I am now very eager to play more. It was a small 150pt game, and since it was the first go for both of us, there was a learning curve as we tried to figure out the rules. As we went along though, the turns got faster (even as the number of units on the board increased) and I found that the concepts in the game were fairly easy to grasp.

One thing I did notice is that the rules are very well-written and even cross referenced, and we were able to find clear answers to most of our in-game questions. There were a few things that were a little confusing, but on careful reading we puzzled them out and the solutions made sense.

Here’s a short batrep.

My force:

Allied Combat Platoon

Upgrade: Improved Command (5)

Command Section: “The Boss” Ranger Command Squad (25)

1st Section: “The Gunners” Combat Ranger Squad (17)

2nd Section: “The Hammers” Heavy Ranger Assault Squad (28)

3rd Section: “Death Dealers” Ranger Weapon Squad (20)

Support: MCW M2-C “Pounder” (40)

Support: “Crack Shots” Sniper Team (12)


Rob’s force (from memory, the list below only comes out to 138 pts so Rob, let me know what I missed): Axis Sturmgrenadiere Platoon

Command Section: Kommandotrupp (25)

1st Section: Battle Grenadiers (17)

2nd Section: Laser Grenadiers (21)

3rd Section: Heavy Laser Grenadiers (35)

Support: MPW II-D “Lothar” (40)

We played the March Battle where no forces begin on the board and you get squads each turn. Terrain was arranged in a ring with the center area of the board open.

Turn 1 – I brought my Boss squad and my gunners squad on. The Boss squad moved into some woods and basically stayed there for the rest of the game, trying to call in Long Tom strikes. This is offboard artillery, which promises to be very devastating, but you need to get it on target first by rolling a hit on a single die. This I failed to do every turn (the law of averages deserted me). Had I landed a barrage on target, it could have been nasty, since I could hit two units with it if they were within 6″ of each other. Rob’s Grenadiers moved on and we got our intitial positions set.

Turn 2 – My Hammers jumped in. Wow, these dudes with the rocket packs are awesome! Soldier 3, so they’re tough. If you do a March Move (double move) you can go 24″ and clear terrain features up to 9″ high. And, enemy units can’t react to a jump move! Very handy for getting them in close, which is where they need to be, since they only have Rocket Punch attacks (6 of them in a full squad). My Gunners moved forward and we started exchanging fire between our point units. First use of the Reaction system, which I really liked.

Turn 3 – Support units arrived. Snipers took up position on my left and fired, but missed (as they would for all the following turns). Moved my Pounder into firing position. Rob’s Lothar came in. The Lothar is an awesome anti-infantry vehicle, and really laid the hurt down on some of my units. My Hammers assaulted Rob’s Laser Grenadiers. I did some damage but didn’t take them out. Return fire from his Heavy Laser guys wiped out my Hammers, but it was a cool exchange.

Turn 4 – My Pounder hit the Lothar and set it on fire, as well as adding DC to it. But the big walker continued blasting my troops to bits and thinned out my Weapons squad despite them being in a building in cover. My advance had stalled since my Hammers and Gunners were all gone.

Turn 5 – Took another shot at the Lothar but I either missed or Rob armor saved all the damage, can’t remember. Rob’s Kommandotruppe mechanic put the fire out on the Lothar and fixed 1 DC. Some more desultory fire but the game ended here.  Though I had damaged several of his units, I hadn’t actually wiped any out, whereas Rob had taken out three of mine, so the win went to Rob.

As I said I really like this game. The Reaction system is great. Seeing the actual performance and capabilities of the units and weapons in-game was good too.

Lessons Learned

1. Do not move into reaction range of an unsuppressed enemy unit (unless you can jump in)! You’ll get fired up before you can shoot back on your next action. Instead, shoot first, get a Supression marker on them so they can’t react, then move in.

2. Jump troops are awesome, but need supporting fire unless you can pick off isolated enemy units.

3. When being fired on from well beyond Reaction range, use the special “Hit the Dirt!” Reaction. You take a Suppression marker, but you can probably get rid of it at the end of the round, and it improves your cover by 1.

4. The “Improved Communications” upgrade is probably more useful with larger platoons.

5. Allied squads kick out lots of anti-infantry firepower with their UGLs.

6. The Lothar with its Nebelwerfers is really bad news for enemy infantry.

7. One Pounder is good against armor. Two would probably be great.

8. I really want to exploit the Jump capability of certain Allied walkers.

9. Command squads with radios are good for extending your command range. They keep your force up and moving.

10. Long Tom strikes promise lots of death and destruction on the enemy, but don’t rely on them too much.

So again, thanks to Rob for a fun game. It was a good one and I learned a lot about the game that makes me want to play it more!:)