Wednesday, July 26, 2017

0 Where's the Beef Wednesday, #03: Reach Out & Touch Me; Longfangs


Checkout this Panda loving beauty above trying to win my heart by turning your emperor loving heads into that beloved red mist.  Reaching out and touching someone is one hell of a thing to do.  It's even more impressive when doing it a vast distance between you and your target of interest.  It starts to get fun though when you are using a long range weapon to do the touching.  Longfangs in Warhammer 40k are one of those units that are able to achieve this and with ease.  This week's "Where's the Beef?" Looks into how and with what Longfangs are reaching out and touching their enemies.

Longfangs are essentially Devastators at first glance but upon closer examination one quickly realizes that they very different.  The first thing that should stand out is that they would never even thinking about running a baby service.  By that I mean they do not get an armoured cherub to let one Devastator shoot again as a one time ability.  Instead Longfangs have a massive one up on the Devastators in that they can take up to 5 heavy weapons.  That means you can have one extra gun firing every turn instead of one doing it twice once per game.  Longfangs also don't need the help of a Sargeant or in their case a Longfang Pack Leader to help them make their shot.  Instead they get to nominate anyone unit at the beginning of their shooting to grant them the ability to reroll hits results of 1s. I much prefer this option as it doesn't sting when you remove him as your first casualty. Overall I feel that Longfangs edge out Devastators for the better long range unit.


Weapon wise they get the following choices; Missile Launcher, Heavy Bolter, Multi-melta, Lascannon and Plasma Cannon.  That leaves out only the Gav-cannon/amp from their list which is fine by me as their is only two viable options in my books anyway; Heavy Bolter and Missile Launcher.  The Missile Launcher has the flexibility to take on both tanks, monsters, infantry and characters thanks to having two profiles, krak and frag.  No matter what the job is they can get it done and from a whopping 48" away.  The points cost is  25 points but thanks to the two types of shots it trumps the Lascannon which cannot deal with infantry effectively.  The multi-melta's range is just too short at 24". The Plasma Cannon is not worth the risk when overcharging and the variable D3 hits is too chaotic in my opinion.  The Heavy Bolter though is the cheapest weapon option and puts out a dependable amount of shots.  Yes its not that great at taking down vehicles but if your army can handle that else where kitting out your Longfangs with Beavy Bolters is ok in my books.

Overall I'm looking at fielding two units of Longfangs with 4 missile launchers and 1 Longfang Pack Leader in my Renegade Space Wolves army.  The redundancy means that if my opponent takes out one squad I still have another for them to deal with on top of my entire army.  I have tried one unit out and they are gone before I can even blick due to the threat that they present.  I also have found that placing them in ruins or into cover is awesome as now your opponent needs to send high AP negating weapons their way or potentially give them a 2+ save.  Without a doubt next to Wolf Guard, Longfangs  is where you can find the beef.

Tuesday, July 25, 2017

3 Monday Musings of a Mantic #14: Nurgle Dakka (2000pts Chaos List)


This past week saw the start to my local game shop's "Slow Grow" league in which I have resurrected my Nurgle Chaos army.  With that in mind I've been toying around with the idea of a Nurgle force that brings a heavy amount of long range dakka to the fight.  Let's see what I came up with for my first rendition of this idea.


Points = 1999
Power Level = 103
Detachments = Vanguard Detachment & Vanguard Detachment
Command Points = 5

Vanguard Detachment: The Fallen
HQ
180 = Daemon Prince: Nurgle, Wings, Malefic Talons x 2 with Smite & Warptime

Elites
164 = Plague Marines x 5: Plasma Gun x 2 and Plague Champion with Power Fist & Plasma Gun
164 = Plague Marines x 5: Plasma Gun x 2 and Plague Champion with Power Fist & Plasma Gun
164 = Plague Marines x 5: Plasma Gun x 2 and Plague Champion with Power Fist & Plasma Gun
164 = Plague Marines x 5: Plasma Gun x 2 and Plague Champion with Power Fist & Plasma Gun

Dedicated Transport
072 = Chaos Rhino: Combi Bolter
072 = Chaos Rhino: Combi Bolter

Vanguard Detachment: The Risen

HQ
180 = Daemon Prince: Nurgle, Wings, Malefic Talons x 2 with Smite & Prescience

Troops
054 = Cultist x 10: Heavy Stubber

Elite

110 = Helbrute: Nurgle, Missile Launcher & Reaper Autocannon
110 = Helbrute: Nurgle, Missile Launcher & Reaper Autocannon
235 = Terminators x5: (Lighting Claws x2) x2, (Combi-flamer/Power Axe) x2 & (Heavy Flamer/Power Axe) x1

Heavy 
165 = Havocs: Nurgle, Missile x4 & Aspiring Champion with Boltgun/Bolt Pistol
165 = Havocs: Nurgle, Missile x4 & Aspiring Champion with Boltgun/Bolt Pistol


That's right this list is heavy on the Elites thanks to the abundance of Plague Marines in the first detachment.  These four squads are actually just two as they are paired up in one of the two Rhinos. By going with minimum squad sizes I am able to an extra 6 plasma guns out of the 20 Plague Marines for a grand total of 12 of them.  That is some serious firepower if you think about it and for all intensive purposes they two 5 man squads give you some flexibility over one 10 man.  In behind them both of the Daemon Princes will be casting their shadow over the Rhinos.  As the Rhinos and the Princes rush in the Terminators will deepstrike in as the enemy reacts to the rush.  They should be able to cause some mayhem by exploiting a weak point.

The second detachment not only features the Terminators but a nice firebase to provide some long range death.  The Helbrutes and Havocs have a total of 10 Missile Launchers and 2 Reaper Autocannons.  Once again like the Plague Marines that is some serious dakka.  Combine the two and folks should be cringing for cover.  The Cultist are here to help provide a bubble around the firebase.  I could care less if they actually do anything other than keeping deepstriking/infiltrating enemy units from getting near the Helbrutes and Havocs.  If things go well the Plague Marines and Deamon Princes should just be playing clean up for the firebase.  As always feel free to leave your thoughts behind on my blog.

Thursday, July 20, 2017

2 Where's the Beef Wednesday, #02: The Wolf Pack aka Wolf Guard


"Hello.  How 'bout that ride in?  I guess that's why they call it Sin City.  You guys might not know this, but I consider myself a bit of a loner.  I tend to think of myself as a one-man wolf pack.  But when my sister brought Doug home, I knew he was one of my own.  And my wolf pack, it grew by one.  So, there were two of us in the wolf pack.  I was alone first in the pack, and then Doug joined in later.  And six months ago, when Doug introduced me to you guys, I thought, "Wait a second, could it be?"  And now I know for sure, I just added two more guys to my wolf pack.  Four of us wolves, running around the desert together, in Las Vegas, looking for strippers and cocaine.  So tonight, I make a toast!...Blood Brothers!"

Wolf Guard are without a doubt the heart and soul of any Wolf Pack.  Each and everyone of them are chopping at the bit to become the next alpha male if given the opportunity.  They are an extremely versatile unit, thanks to how you can kit them out.  You need a squad of flamers, give each of them a combi-flamer.  Need a unit that dishes out a jackpot of attacks, give them wolf-claws for the win.  The options are endless.  You want them to weather the heat of the unforgiving desert of war give them Terminator armour.  You want them to soar like an eagle and cover ground quickly give them Jump Packs.  You can also put them on Bikes or plain jane in their 3+ armour.  Not matter the role they can fill it out with ease and more importantly effectiveness.  The only warning I will give you before you decided to tell the dealer to "Hit Me" is to not give them all the bells and whistles as their points quickly add up; restraint is sometimes a good thing.  Stormshields cost only a mere 5pts as opposed to Characters 15pts so feel free to grab one to two of these for each unit.  Do not forget that each unit comes with their very own Pack Leader aka "Alan".  "Alan" gets 1 extra attack so feel free to use him with whatever weapon load you feel is best. Lets find out "Where's the Beef?" with Wolf Guard.

Wolf Guard in Power Armour
M 6", WS 3+, BS 3+, S4, T4, W1, A2, Ld 8 & Sv 3+



First up is my least favourite of the 4 options, power armour.  You can have 5-10 models in each unit you field.  In this load out they each come with a Boltgun, Bolt Pistol and Frag/Krak Grenades.  They can however take any close combat weapon from the Space Wolves Melee weapon list.  Chainsword for extra attacks is the straight forward simple approach that will cost you nothing extra but will get them up to 3 attacks in close combat.  If you trade in their Bolt Pistol you can give them a second close combat weapon.  Ideally you are looking at Wolf Claws which are killer as they are Str5 Lighting Claws for the same price as Str4 Lighting claws.  A set will grant them an extra attack for a grand total of 3 each.  If that doesn't tickle your fancy you can go for Thunderhammer/Stormshield to give the squad a handy dandy invulnerable save.  Frostswords, and Power Axes each put them at Str5 are as best as it will give against T4 units with any of the power/frost weapons.  If there is a ton of T3 units you run against then grabbing the Frost Axe is nice as it moves that Wolf Guard up to Str6 which means you will be wounding those puny T3 units on 2's.  The last viable close combat option is the Powerfist which makes them Str8.  This along with the Thunderhammer does give the unit a solid shot against vehicles and monsters.  Their final option is to replace their Bolter with any style of Combi-weapon that you want.  Combi-Flamers and Combi-Meltas are both solid choices.  I would place them in a boxcar via a Rhino for squads of 7-10 and a Razorback for squads of 5-6.  I like the following as they both are cheap units with a bucket of dice in terms of output:

Close Combat Option
145 = Wolf Guard x5: (Wolf Claws x2/Bolter) x5 
099 = Razorback with Twin Heavy Flamer

Anti-Horde Option
Wolf Guard x5: (Combi-Flamer/Power Axe/Bolt Pistol) x5
099 = Razorback with Twin Heavy Flamer


Wolf Guard with Jump Packs
M 12", WS 3+, BS 3+, S4, T4, W1, A2, Ld 8 & Sv 3+


Your second choice is to kit them out with Jump Packs.  They have all of the same options as their Power Armour brothers except they have the Fly rule, can deepstrike and move a whopping 12".  Obviously vehicles are out of the questions as they come with their own personal ride via their Jump Packs.  They work great in any Mechanized armour as they can keep pace with the vehicles and hide behind them to boot.  They also are an excellent addition to any Alpha Strike thanks to their ability to deepstrike.  I like the following option as once again its fairly cheep for what they are going to give you on the table:

Jack of all Trades
182 = Wolf Guard with Jump Pack x5: (Combi-Melta/Chainsword/Bolt Pistol) x2 & (Wolf Claws x2/Bolter) x3

Wolf Guard on Bikes
M 14", WS 3+, BS 3+, S4, T5, W2, A2, Ld 8 & Sv 3+


Next up is to turn them into your very own Son's of Anarchy gang by giving them some burly Bikes. They get all the Bolt Pistol, Chainsword and Frag/Krak plus they can take either a Bolter or Combi-Weapon of their choice for the complete package.  It doesn't end there though as the bike itself comes with Twin Boltguns on the Bike itself.  In addition like the other two load outs above they can take up to 2 close combat weapons.  No real change for what melee weapons are worth your time.  The biggest and baddest upgrade you can give them is combi-flamers as they are an assault weapon which means they can move, advance and still shoot them at a -1 which is negated as flamers auto hit.  With an auto 6" advance this squad is able to move 20" a turn; nothing will be able to hide from them as they have a 28" range.  Ideally I see the bikes as an excellent platform for messing up your opponents flanks and or support character hunters.  The bike provides them with an extra point in Toughness (T5) which makes them a lot harder to wound.  Combine that with their extra wound and they are justified for their points cost.  I like the following options:

Anti-Horde
225 = Wolf Guard on Bikes x5: All with Combi-Flamers/Chainswords/Bolt Pistols

Character Hunters
285 = Wolf Guard on Bikes x5: (Wolf Claws x2/Combi-Melta) x2, (Wolf Claws x2/Bolter) x2, (Thunderhammer/StormShield) x1


Wolf Guard Terminators
M 5", WS 3+, BS 3+, S4, T5, W2, A2, Ld 8 & Sv 3+/5++


Last up is my personal favorite Wolf Guard Terminators; the gangsters of Wolf Guards.  They may be slow in terms of straight up movement but with advancing and successful charges they can actually cover ground quite quickly.  Combine this with their ability to deepstrike and now they can cut some of that distance off the top.  Their weapon option is slightly different as they don't get a Bolt Pistol which means one less option.  For them they are restricted to have two weapons only; one for each hand.  This means they can take any type of Combi-weapon with a close combat weapon or two close combat weapons.  For every five one of them can take a Terminator Heavy Weapon, Heavy Flamer, Assault Cannon or Cyclone Missile Launcher (both hands still free to take two other items). The flexibility is still their but the ability to shoot in close combat is gone.  Points add up quickly with these armoured brutes so one again don't get carried away.  They get a 5++ invulnerable save and like the bikers they get an extra wound.  That extra wound goes a long way in terms of their survivability and is one of the reasons they cost so much. I like the following options:

Jack of All Trades
272 = Wolf Guard Terminators x5: (Wolf Claws x2) x2, (Thunderhamer/StormShield) x1, (Chainfist/StormShield) x1 & (Heavy Flamer/Chainfist) x1

Anti-Horde
258 = Wolf Guard Terminators x5: (Wolf Claws x2) x3, (Thunderhammer/Stormshield) x1 & (Heavy Flamer/Chainfist) x1

No matter how you skin the cat Wolf Guard are a highly flexible unit that other MEQ armies wish they had access to.  Enough ramblings from me as I this post has dragged on long enough.  Would love to here your thoughts on Wolf Guard and how you like to kit them out.

Tuesday, July 18, 2017

0 Monday Musings of a Mantic #13: Space Wolves (2000pts)


Another Monday another list. The days since the release of 8th edition are slipping by quickly and blurring into one. I'm starting to get a solid grasp on the indexes and list crunching is getting easier with each one. I have been thrilled by the effectiveness of Terminators, specially Wolf Guard Terminators.  These seasoned veterans can be kitted out to the nines to fit whatever your needs.  Performance wise in 8th edition they perform for what they cost unlike some other units.  Lets have a look at what I came up with.

Points = 2000
Power Level = 107
Detachments = Vanguard Detachment & Battalion Detachment
Command Points = 7

BATTALION DETACHMENT
HQ
140 = Arjac: Foehammer
114 = Rune Priest with Jump Pack: Runic Armour, Runic Axe and Smite/Tempest Wraith

TROOPS
181 = Grey Hunters x10: Plasma Gun x2, Grey Hunter Pack Leader with Power Axe & Wolf Guard Pack Leader with Frost Sword
181 = Grey Hunters x10: Plasma Gun x2, Grey Hunter Pack Leader with Power Axe & Wolf Guard Pack Leader with Frost Sword
092 = Grey Hunters x5: Melta Gun x1, Grey Hunter Pack Leader with Power Axe
092 = Grey Hunters x5: Melta Gun x1, Grey Hunter Pack Leader with Power Axe

DEDICATED TRANSPORT
082 = Razorback: Twin Link Heavy Bolter
082 = Razorback: Twin Link Heavy Bolter

HEAVY SUPPORT
175 = Long Fangs x5: Missile Launchers x4 and Long Fang Pack Leader with Chain Sword/Bolt Pistol


VANGUARD DETACHMENT
HQ
113 = Wolf Lord with Jump Pack: Powerfist/Bolt Pistol/Iron Halo

ELITE
320 = Wolf Guard in Terminator Armour x5: 1/ Heavy Flamer/Chainfist, 2/ Combi-Flamer/Chainfist 3/ Combi-Flamer/Chainfist, 4/ Combi-Flamer/Chainfist, 5/ Wolf Guard Pack Leader with Chainfist/StormShield
246 = Wolf Guard in Terminator Armour x5: 1/ Wolf Claws x2, 2/ Wolf Claws x2, 3/ Wolf Claws x2, 4/ Thunderhammer/Stormshield, 5/ Wolf Guard Pack Leader with Chainfist/Stormshield
182 = Wolf Guard with Jump Pack x5: 1/ Combi-melta/Chainsword/Bolt Pistol 2/ Combi-melta/Chainsword/Bolt Pistol, 3/ Bolter/Wolf Claws x2, 4/ Bolter/Wolf Claws x2, 5/ Wolf Guard Pack Leader with Combi-bolter/Wolf Claws x2

The Vanguard Detachment is scary as shit and is the main punching force behind this list.  All of the HQs auras stack with each other and with the 3 Wolf Guard units.  Arjac provides them extra hits and gives all Space Wolves the ability to re-roll 1s to wound while the Wolf Lord provides re-rolls on 1's to hit.  The Rune Priest can throw out some mortal wounds or put Tempest Wraith on one unit so that the enemy gets -1 to hit both in shooting and assault.  The first squads of Terminators has 5 chainfists and 4 flamer weapons.  They are can take on a horde of Orcs, shoot at flyers and take on a Super Heavy; a jack of all trades.  The second squad of Termies is geared out for dishing out a crap load of strength 5 attacks; they really don't care what they are assaulting as through shear amount of attacks they will get the job done.  Both of these Terminator squads have some Storm Shields to help deal with the punishing punching power weapons with a AP of -1 or more.  The last squad of Wolf Guard comes with Jump Pack to help deal with flyers, moving across the battlefield and to get on top of or over terrain.  They have two combi-meltas to help Arjac's Foehammer deal with vehicles/monsters and the rest have Wolf Claws for sheer amount of attacks; once again a jack of all trades unit.  The Wolf Lord combos well with them as he helps them hit and packs a serious punch with his powerfist.  If you flood your opponent with all three Wolf Guard units, and all the HQs in one go, in place they will have no choice but to deal with them.  The Rune Priest should through Tempest Wraith on the Wolf Guard with Jump packs as they are not as tough as the Termies due to armour and wounds.  Every game I use them in I get the results I am looking for.  Without a doubt they are a winning combination.

The Battalion side of the army is provides bodies to deploy as the Vanguard usually sits in deepstrike.  Remember 1/2 your units have to be on the table after deployment; no null deployment anymore.  The Grey Hunters provide some mid range fire power and bodies to the army.  I love the Razorbacks an the five man squads inside as the Twin Heavy Bolters give some long range support while moving the melta gun Grey Hunter into position.  More over they are in the list as I like troop choices and fell not taking any is lame as shit.  The Long Fangs are the star unit of the detachment and with proper deployment into cover should give your opponent some fits.  The Battalion is the weak point of this list though minus the Characters who ditch them anyways to be in the Vanguard.  Next week I will throw up a Space Wolf List that features nothing but Wolf Guard and Long Fangs; nothing but veterans in that list.  Till next time Sayonara. 

Wednesday, July 12, 2017

0 WIP it Wednesday #43: Helbrutes, Tigers and Decimators, Oh My!!!


A couple of weeks ago we took a walk down the yellow brick road to see how the Lion, the Tinman and the Scarecrow were doing.  The three of them had a solid base coat of verdigris on them and they march towards the fabled city of Oz.  Along the way they murdered a few flying monkeys, midgets and witches from which they used their blood to paint their armour.  Now coated in a rich vibrant red hue that greenish verdigris contrast the red oh so nicely while the splash of blue on them pops out at your face.  I have more work still to do on each of these three models, including the banner on the Scarecrow, wires, cables, horns, edge highlights and picking out other minor details but at least they can hit the table now.  

I did go ahead an order two more boxes of Khorne Berzerkers which will also act as my Blood Claws in my Renegade Space Wolves portion of The Ravenous.  On the Chaos side of things I order 2 boxes of Bloodletters and a plastic Winged Daemon Prince.  Couple this order with the "Get Started" Khorne set, 10 Bloodletters, 3 Juggernauts and a Skullcannon and I now have a solid foundation to make sacrifices to the Blood God.  Not sure what I will do with the Skullcannon but the kit was a steal as I got 25% off it from my local hobby store ThunderGround Comics.  Cannot kill enough emperor loving fanatics to show my devotion to this store; hands down the best hobby store I have ever been in.  Hope you are enjoying the journey that these three are taking as I am having a blast painting them.

The Lion, the Tinman & the Scarecrow

The Lion
The Tinman

The Scarecrow


Tuesday, July 11, 2017

0 Monday Musings of a Mantic #12: Space Wolves (2000pt List)


Another week of 8th edition, another week of exploring the many heads of the Space Wolves Index.  Of course I cannot let go of Arjac as I am hooked on him...more like his auras and how he makes Wolf Guard that much more nasty.  This week's musing looks to add a few more Wolf heads onto the beast.  Bjorn, Lukas, Wolf Guard Battle Leader and a Rune Priest for a whopping 5 characters total.  Sure you can cut the head of the hydra but its now going to take a while as there is no longer a measly two of them.  Lets have a look at what I have created.

Points = 2000
Power Level = 107
Detachments = Vanguard Detachment & Battalion Detachment
Command Points = 8



BATTALION DETACHMENT
HQ
277 = Bjorn: Twin Lascannon, TrueClaw & Heavy Flamer
100 = Wolf Guard Battle Leader with Jump Pack: Powerfist/CombiBolter & Storm Shield

ELITE
118 = Lukas the Trickster

TROOPS
077 = Blood Claws x5: Plasma Pistol & Blood Claw Pack Leader with Power Axe
077 = Blood Claws x5: Plasma Pistol & Blood Claw Pack Leader with Power Axe
077 = Blood Claws x5: Plasma Pistol & Blood Claw Pack Leader with Power Axe
077 = Blood Claws x5: Plasma Pistol & Blood Claw Pack Leader with Power Axe

DEDICATED TRANSPORT
072 = Rhino: Stormbolter
072 = Rhino: Stormbolter

VANGUARD DETACHMENT
HQ
140 = Arjac
114 = Rune Priest with Jump Pack: Runic Armour & Runic Axe with Smite/Tempest Wraith

ELITE
260 = Wulfen x5: 1/ Frost Claws x2, 2/ Frost Claws x2, 3/ Frost Claws x2, 4/ Frost Claws x2, 5/ Wulfen Pack Leader wtih Frost Claws x2
258 = Wolf Guard in Terminator Armour x5: 1/ Wolf Claws x2, 2/ Wolf Claws x2, 3/ Wolf Claws x2, 4/ Thunderhammer/Stormshield, 5/ Wolf Guard Pack Leader with Heavy Flamer/Chainfist
182 = Wolf Guard with Jump Pack x5: 1/ Combi-melta/Chainsword/Bolt Pistol, 2/ Combi-melta/Chainsword/Bolt Pistol, 3/ Bolter/Wolf Claws x2, 4/ Bolter/Wolf Claws x2, 5/ Wolf Guard Pack Leader with Combi-bolter/Wolf Claws x2

DEDICATED TRANSPORT
099 = Razorback: Twin Heavy Flamer

The model count is a bit low for my liking but every single unit packs a heart punch and the synergy is through the roof.  As you can see from the break down above the force is divided into two working elements; a mechanized assault force and a counter assault force via deepstrike.  These elements for the most part transcribe over to the battlefield itself except that the Wulfen would be working with the Bjorn's Battalion Detachment with their Razorback as pigs still don't fly in the 41st millennium.  Lets have a look at the inner workings of each of these.

Bjorn himself provides one extra command point cause he is that AWESOME, while lending some much needed long range anti-tank support with his twin-lascannon.  He also gives all space wolves 6" around him the ability to re-roll hit results of 1.  He also helps with anti-tank/anti-character in close combat with 5 attacks at S12, AP-4, Damage D6 with rerolls to wound via his TrueClaw.  He has the unique ability to hide as a character despite being a vehicle as well.  He will deploy behind the 2 Rhinos and the lone Razorback. Inside the Rhinos are 2 squads of Blood Claws each.  Nothing special here except some protection for these unimpressive rabid dogs we call Blood Claws.  Inside the Razorback which is totting a fierce Twin-Heavy Flamer is the lynch pin of this Battalion Detachment; the Wulfen squad of 5.  These Wulfen themselves are kitted out to destroy hordes of armoured troops with their frost claws. Each of them get 4 attacks each while their pack leader gets 5 for a grand total of 21 S6, AP-2, D1; impressive to say the least.  Like an infomercial it doesn't end here though as they give off a one turn offer between two curses to all units within 6" of them or 12" if you are a Blood Claw.  Curse one is re-roll failed charge distance and Curse two which is a dandy if you ask me is +1 attack.  They themselves already have these two curses worked into their stats.  That is right they can re-roll charge ranges plus they can advance and charge in the same turn while buffing all those around them.  Next is Lukas the Trickster to help guide those Blood Claws into the fray.  He allows those very unimpressive Blood Claws to add one to all hits if they are within 6" of him.  This prevents the Blood Claws with the Plasma Pistols and himself from getting vaporized if they overcharge them.  Lukas also dishes out a fist full of attacks with his custom wolf claw while causing the enemy to subtract one on all to hit rolls for some added protection.  The Wolf Guard Battle Leader is there to make sure that Lukas doesn't lead the Blood Claws astray by preventing the Blood Claws from having to charge any unit in charge range.  He also grants all Space Wolves 6" around him the ability to re-roll wound hits of 1 which helps out the Blood Claws and their attacks.  He has the Jump Pack so he can keep pace with the vehicles.  He also provides the Battalion some high strength attacks via his powerfist. This now means those unimpressive Blood Claws are dishing out 4 attacks on the charge each with their Pack Leader doing 3 each with their Power Axes; 16 S4, AP0, Damage 1 and 3 S5 AP-2, Damage 1 with re-rolls on 1's for hits and wounds.

The Vanguard Detachment now.  Here we find the army's Warlord, Arjac Rockfist and his trusty Wolf Guard units; one squad of Terminators and one squad of Jump Packs.  Last week I went over Arjac in "Where's the Beef Wednesday #1: All Hail the New King, Arjac Rockfist!!!".  Quickly we are getting our very own Thor here who can shoot his Foehammer 12" at S10, AP-3, Damage D3 and in close combat 5 attacks at S10, AP-3, Damage D3.  He has a 2+ armour save and a 3++ invulnerable save which also reduces damage taken by 1 to a minimum of 1.  Within 6" of him he grants all Space Wolves the ability to re-roll to wound rolls of 1 and gives Wolf Guard units +1 attack.  There is a couple other minor things as well but just click the link above to check those out.  Back to the business at hand now, the Vanguard Detachment.  The Wolf Guard in Terminator armour are bringing to the table a little of everything from anti-horde to anti-tank.  If they are inside of Arjac's bubble of influence the 3 Wolf Guard with Wolf Claws pump out 4 attacks at S5, AP-2, Damage 1, the Thunderhammer gets 3 attacks at S8, AP-3, Damage 3 and their Pack Leaders Chainfist gets 4 attacks at S8, AP-4 Damage 2.  Once again that is a more attacks then you can shake a stick at.  The Wolf Guard with Jump Packs bring some anti-tank via the two combi-meltas and filthy amount of attacks in close combat thanks to the Chainsowrds and Wolf Claws.  If they can stay inside Arjac aura then the Chainsword Wolf Guards each get 4 attacks at S4, AP0, Damage 1 and the Wolf Claws ones get 4 attacks at S5, AP-2, Damage 1.  You can do the math for the total this time but its once again shit ton of attacks.  Last but not least is the creepy Rune Priest and his Tempest Wraith.  This psychic ability will be cast on either of the Terminators or the Jump Pack Wolf Guard to help protect them by causing all enemy units that target it -1 to hit.  He also can Smite units which is nice since those are mortal wounds.  His Runic axe will dish out some extra armour shredding attacks to boot as well.

All in all this small model cunt army packs a ton of armour shredding attacks and is fun as hell to play thanks to high number of characters and varied unit types.  Let me know what you think.

Wednesday, July 5, 2017

4 Where's the Beef Wednesday, #01: All Hail the New King, Arjac Rockfist!!!


That's right "Where's the Beef?"  Will today its going to be in Arjac Rockfist's pants but who knows where it will be next week if there will be any at all.  For the next several weeks I will be cooking up some post on the new index, specifically ones that are looking for where the substance of our Faction is.  Enough ramblings though lets get to the first installment of "Where's the Beef?"

Arjac Rockfist is one cool dude and anyone who is anyone would definitely want to party with this wolf loving baller. That is unless a horde of Kraken crashed the party, then you best get out of his way so he can do his thing.  His thing if you have been hiding under a 7th edition rock is smashing face and taking names.  Logan Grimnar may have made him his champion but he was lucky that Arjac is a humble giant and didn't embarrass the old man before all of Fenris.  As far as I am concerned Arjac is the true king of the Space Wolves Index and Logan should retire as Santa before he makes a fool of himself anymore.

I have been rocking Arjac for the past two weeks over the course of a fist full of games and I am seriously impressed with what he brings to the table.  First off his stat line is what should grab your attention:

M 5", WS2+, BS2+, S5, T4, W5, A4, Sv2+

Not many characters in the Imperium are strength 5 let alone in the Space Wolves.  In fact aside from the entombed Dreadnaughts of Bjorn and Murderfang the only unit that is strength 5 are those hairy freaks the Wulfen.  Having such a high strength means that with his Foehammer he is bumped up to strength 10 in close combat.  That means he is actually hitting vehicles on a 3+ as opposed to a 4+ if he was strength 4 with his Foehammer or the like of a Powerfist or another weapon the bumps your strength by a multiple of 2.  His save is fantastic with having a 2+ but that can easily be negated in 8th edition but who cares when he is rocking an Anvil Shield for a 3++ invulnerable save.  Too boot his Anvil shield also reduces all damage taken by 1 to a minimum of 1.  WTF!!!  Make him your Warlord and throw a 6+ Feel No Pain on him as well; now we are talking.  His attack characteristic is a misleading as he actually gets 5 attacks since he has an aura that grants all Wolf Guard an additional attack in the fight phase.  Guess what he is a Wolf Guard.  That same aura gives him a small but nice boost for him along when fighting other Characters as he can re-roll all failed to hit rolls.  It doesn't stop there though as he grants a second aura to any Space Wolves for re-rolls to wound if it is a 1.  Not to shabby if you ask me.  His Foehammer is pretty bad ass as he can throw the dam thing like Thor and it will return back to him like a boomerang.  Game wise this equates to an Assault 1 12", S10, AP-3, D3 damage.  In close combat its the exact same except he gets 5 attacks and unlike a Thunderhammer or Powerfist his Foehammer is not penalized with a -1 to hit.  Against Characters and Monster instead of D3 damage its a flat 3 damage.  Arjac is the complete package if you ask me.


Where Arjac really shines though is when you give him a wolf pack.  By Wolf pack I'm not talking about a bunch of drunk losers in Thailand but rather pair some Wolf Guard in Terminator Armour and a Wolf Lord in Terminator Armour.  The Wolf may not have the Wolf Guard keyword but he grants all Space Wolves within 6" of him to be able to re-roll hits that are a 1.  So now you are re-rolling both hits and wounds that are a 1.  Kit out that Wolf Lord with a Relic Sword and a combi-melta, since he follows the Vanilla Marine Captain data sheet and you have a Lord that is pumping out S7, A5, AP-3, D3 damage with both re-rolls to hit and wound if it is a 1.  With the Wolf Guards in Terminator armour I am using a squad of 5 with 3 of them kitted out with dual wolf claws (+1 Strength) 1 with Thunderhammer/Storm-Shield (Pack Leader = +1 Attack) and the last 1 with a Heavyflamer/Chainfist.  This gives the 3 with the pair of Wolf Claws S5, A4, AP-2, 1 damage with rerolls to hit on 1s and flat out rerolls to wound thanks to their claws.  The Thunderhammer/Stormshield pump out WS-1, S8, A4, AP3, 3 damage with re-rolls to hit and wound on 1s.  While the Heavyflamer/Chainfist provides a defensive boost with the auto hitting heavy flamer and in close combat WS-1, S8, A3, AP-4, 2 damage with rerolls to hit and wound on 1s.. This unit is a killing machine that can take down Orks, Characters and vehicles with ease while weathering the storm of hate sent their way.

In behind them and or in support of them I like to have a squad of 5 Wolf Guard with Jump Packs.  I kit these wolves out with 2 of them having Combi-Meltas, Bolt Pistols and a Chainswords (1 being the Pack Leader = +1 Attack) and 3 with a pair of Wolf Claws and a Bolter.  These jump pack totting Wolf Guard can act as a counter charging unit and or help soften up vehicles, Characters and or Monsters with their Combi-Meltas.  Once again the Wolf Claw ones are pumping out S5, A4, AP-2, D1 with re-rolls to hit on 1s and flat out re-rolls to wound thank to their claws.  The Chainswords throw out S4, A4 (A5 for the Pack Leader), AP0, 1 damage with rerolls to hit and wound on 1s. This unit tends to go unnoticed as the Terminators scare the shit of most folks when they are barking on your doorstep like a rabid dog.  Vault them over the top and sync up a multi-charge for the win.  Just make sure to leave room for the Terminators as they will be hot on their heels.


These three units and Arjac all can deep strike which makes for one hell of an Alpha Striking unit and or Beta Striking unit.  Find a hole in the backfield and exploit the crap out of it with Arjac and his wrecking crew.  Yes it is fair amount if not a lot of points but it has been winning me games while wracking up a list of impressive Characters, Vehicles, Monsters and Units that they have taken down.  They have actually one me the game several times one turn 1 when I was able to take down my opponents HQs thus robbing them of their aura buffs.  I highly encourage all of you to give Arjac a try and if you do tell me what sort of entourage are you surrounding him with.  And if you see Logan Grimnar tell him to "SUCK IT!!!"

Monday, July 3, 2017

0 Monday Musings of a Mantic #11: Khorneflakes (2000pt List)


"Conan! What is best in life?" "To crush your enemies -- See them driven before you, and to hear the lamentation of their women!"

Conan is without a doubt my god dam hero.  He punches god dam camels right in their face and has no quads about it. Who the hell sicker punches a camel? Conan and followers of khorne that's who.

Over the years of being in this hobby I have let Games Workshop turn my nose into a bloody cherry pie on more than one occassion. I'm sure that's each of you have as well.  Pricing hikes, rule changes, obsolete units and other back alley shenanigans aside I have been able to throw a few counter punches over the years. Specifically I like to model my Space Marines as a specific chapter say Space Wolves and theN model then with a splash of Khorne.  This is the case for my Renegade Space Wolves The Ravenous.  I play them as both Space Wolves and Chaos Space Marine.  My Dark Angels I was able to backhand GW by fusing them with Nurgle.  BAM!!! A one two punch.

The list below is the implementation of The Ravenous in their Chaos form.  The list is focused o n shoving a fist of Khorne down my opponents throat.  With 2 winged Daemon Princes and a Heldrake that is easily achieved.  In behind them is the two rhinos of Khorne Berzerkers, the Chaos Lord on a Juggernaut, the two Heralds of Khorne on Juggernauts and the Bloodletters that are 20 strong.  The other two smaller Bloodletters squads are kept as reinforcements via demonic summoning.


Points = 2000
Power Level = 123
Detachments = Vanguard Detachment & Battalion Detachment
Command Points = 7

Vanguard Detachment: The Ravenous
HQ
180 = Daemon Prince of Chaos Khorne, Wings, Malefic Talons x 2
180 = Daemon Prince of Chaos: Khorne, Wings, Malefic Talons x 2 
139 = Chaos Lord on Juggernaut: Khorne, Power Maul, Bolt Pistol, Frag/Krak & Bladed Horn

Elites
204 = Berzerkers x 10: Icon of Wraith, Chain Swords x 9, Plasma Pistols x 2 and Berzerker Champ with Power Fist
204 = Berzerkers x 10: Icon of Wraith, Chain Swords x 9, Plasma Pistols x 2 and Berzerker Champ with Power Fist
172 = Helbrute: Khorne, Scourges, Helbrute Fist and Heavy Flamer

Fast 
215 = Heldrake: Khorne, Claws & Baleflamer

Dedicated Transport
072 = Chaos Rhino: Combi Bolter
072 = Chaos Rhino: Combi Bolter

Battalion Detachment: The Risen
HQ

100 = Herald of Khorne on Juggernaut
100 = Herald of Khorne on Juggernaut


Troops
180 = Bloodletters x 20
090 = Bloodletters x 10
090 = Bloodletters x 10


The Lord buffs the berzerkers along with the Daemon Princes.  The Princes buff all daemons which include the Heldrake while the Heralds buff the Bloodletters and Daemon Princes.  I've played enough games to realize that your auras cannot be ever where.  This list has enough redundancy to keep the synergy going even if I split the army up or if a Character gets heart punched.

One if the best buffs that this list delivers is the Heralds buffing the Daemon Princes from strength 7 to 8.  With this they are now able to wound T4 units on 2s and most vehicles (T7) on 3s.  If playing against T3 units the Bloodletters will also be wounding on 2s.  Once in close combat the sheer amount of attacks will make most opponents abandon their God and turn to the Blood God itself.

Thoughts, queries and counter punches are always welcome.  Come at me BRO!!!