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Wednesday, October 31, 2012

6th Edition Descent of Angel Pt 2


A Human Moment by Andrew Dobell
Happy Halloween!

In the last post, I described the problems I've been having playing DoA Blood Angels. In summary, I can't dedicate enough points to the deep striking portion of my list in order for it threaten the enemy. I was looking for ways to reduce the cost of the units that need to deploy on the table, but nothing really stood out. Even minimum strength Scout squads became expensive when I took enough to allow a decent deep striking force.

I was shamelessly complaining about this to Dardreg one day, and we eventually came to the conclusion that allies were the answer. I've been resistant to the idea of allies since the release of 6th, primarily because I wanted to learn how my armies function in isolation first. However, allies seem like the best option for making a Descent of Angels army work.

Monday, October 29, 2012

6th Edition Descent of Angels Pt 1

A Human Moment by Andrew Dobell

As I've written before, playing a pure (or even predominantly) DoA list with Blood Angels really doesn't work any more. I've been trying to for a while, and it suffers from one fatal flaw. Only half of your units can deep strike, so half must start on the table. Those who start on the table fall into two categories:

1) Numerous and scoring. This includes Tactical Marines and Scouts. They are resilient enough to stand up to the fire that will come across the table before the deep strikers arrive. However, they generally don't have too much firepower.

2) Strong shooting units, such as Predators and Devastators. These will be able to deal damage to the enemy, but are prime targets and will usually take most of the enemy shooting early in the game.

Both of these units types have trouble supporting your drop units. Tacticals in Rhinos can help, but if they try to advance too early, they will get shot off the board. In order for this to half of the army to hold objectives, survive enemy fire, and deal damage to the enemy, it needs a fairly even blend of resilient and shooting units. So far, so good.

Wednesday, October 24, 2012

I'm not dead yet...

Hi All,

As you may have noticed, I haven't been posting for the last week or so. I went on vacation and I scheduled enough posts to keep the blog running until my return. However, I picked up some sort of illness in my travels and I haven't had the energy to write anything since I've been back.

I hope to resume normal operations soon. Please bear with me.

-CI

Wednesday, October 17, 2012

Commission: Ghost Knights and Crusaders

I took a bit of a break from the Ultramarines to work on my Grey Knights commission. It mainly consisted of three Ghost Knights, which were interesting to paint. The client gave me free reign to represent ghostly Terminators, but requested they be blue to fit in with the rest of his army. I decided to go with tinted metallics as I've never seen ghosts painted that way and it fit with Grey Knights.






Monday, October 15, 2012

Blood Angels in 6th: Dedicated Transports



Rhino:


The Rhino is the ubiquitous Space Marine transport, and it was quite common to see large numbers of them on the table in 5th Edition. Despite what many have said, the Rhino is still quite durable in 6th. Dedicated shooting will kill them, but it always would. However, the Rhino’s role is less important in 6th Edition. Squads with rapid fire weapons can fire at full range even when moving, meaning that the Rhino is no longer crucial for squads to reach their optimal firing range. Rhinos are almost useless for assault-oriented squads, as they can never assault when disembarking. Rhinos are also less useful for protecting your squads, as squads cannot score from within vehicles. In general, transports are most useful for short-range shooting squads in this edition. In our case, this is pretty much limited to Sternguard.

Friday, October 12, 2012

Product Review: Wargames Factory Shock Troops

I recently picked up a box of Wargames Factory Shock Troops as stand ins for Imperial Guard models. The models have a very WWI German look to them, with great coats and gas masks. They could easily be painted up as Death Korps of Krieg or Armageddon Steel Legion, and I plan on doing the latter. Unlike the GW models for those armies, these models are quite affordable, retailing for $20 for 18 infantry models.


Wednesday, October 10, 2012

Commission: More Ultramarines

Here are the last of the starter set marines I'll be painting for this commission. I will be happy to paint some models with more interesting poses. Here they are, including a flamer and a sergeant.






Monday, October 8, 2012

Blood Angels in 6th: Heavy Support



Dreadnought:

The standard Dreadnought is still a fine fire support unit. Its front armor 12 is respectable at range, and it avoids the main pitfall of assault walkers in 6th Edition, being easy to hit with grenades. The standard loadout of double twin-linked autocannons is still a solid all-around choice, stripping hull points from light vehicles and putting consistent wounds on infantry. It also averages just over 1 hit a round against fliers, which is great for a platform without skyfire. The twin-linked lascannon is also a choice that deserves consideration, as it has become better at killing vehicles thanks to being AP2. With the higher number of heavy tanks I’ve been seeing in 6th, it may be worth taking.

Friday, October 5, 2012

Mephiston

I picked up a metal model of Mephiston before he was re-released in Finecast, and I've been painting him on the side while I work on the Ultramarines. Maybe it's because I've been painting so much blue lately or maybe it's because he's such a unique miniature, but I'm really in love with the way he came out.






Wednesday, October 3, 2012

Commission: Ultramarine Tactical Marines

Here's the next batch of starter set marines for the Ultramarines army commission.

The model on the left has my first freehand attempt of the Ultramarines' logo on his left shin.

Monday, October 1, 2012

Blood Angels in 6th: Fast Attack



Vanguard Veterans:


Vanguard Veterans are probably the only squad in the game that really benefits from random charge length. Blood Angels Vanguards are already better than the standard Marine version because of Descent of Angels, but it was still hard to drop a squad within 6” of the enemy. Random charge length means that you still have a chance to use Heroic Intervention even if the squad lands a bit further away from the enemy. Sadly, they can’t use their jump packs to assault on the turn they land, but they still are more likely to make an assault than last edition. In addition, the Deepstrike Mishap table is more forgiving now, so we can be a bit more aggressive without endangering the unit.
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