BFG: Re-painted Dark Angels Strike Cruisers

Hi guys,

Quick filler post as I am off to London for a bit tomorrow, with some Strike Cruiser I have recently re-painted to fit in with my EPIC Dark Angels army. These were originally painted quite bright blue as an Ultramarines fleet but have had a bit of a tone down and become the BFG fleet of my Dark Angels army. I went for a more utilitarian gray colour scheme with only the odd speck of dark green / cream / ice blue to perk things up.

The fleet is now bang-on a thousand points, with a Battle Barge still to be shown here.

MoFleet                                          50
RRoll                                         25
Battlebarge                                  425
SCruiser w/ ashield, lance     180
SCruiser w/ ashield                  160
SCruiser w/ ashield                  160
1000

 

Top-down view

Top-down view

Two re-painted Strike Cruisers

Two re-painted Strike Cruisers

One new one given to me by a friend

One new one given to me by a friend

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Lost and the Damned Tactica – Nurgle Daemon Engines

Nurgle

Nurgle

Hi guys,

The next post in this ongoing series is for the Nurgle Daemon Engines in the Lost and the Damned list – the Plague Tower and the Contagion Engines. Nurgle in EPIC continues the same kind of game themes seen in 40k – resilience, decent FF and CC capabilities, slow speed – but also adds in a flavour of cover ignoring barrages and anti-infantry firepower to expand Nurgle’s role a little bit.

Sweet 40k Plague Tower

Sweet 40k Plague Tower

The Lost and the Damned list has two options for Nurgle Daemon Engines – either the artillery type Contagion Engines or the larger Plague Tower war engine. Unlike the Lord of Battles / Lord of Skulls, neither of these have made their way over to mainstream 40k, although there have been a number of very cool Plague Tower conversions.

Contagion Engines

Contagion Engines

Contagion Engines: Contagion Engines are big catapults that throw gobs of nurgle-y stuff at the enemy – pretty straight forward! Stat-wise, the Engines are a formation of four for 325pts (the same price as a Basilisk formation, discussed here) and are an armoured vehicle with 15cm move, 5+ Armour, 5+ CC, and 5+ FF. This makes them slightly slower than the comparable Basilisks, but with a better CC score. Both pretty much irrelevant stats when it comes to artillery pieces! Weapon-wise, the Contagion has an indirect firing 45cm 1BP weapon with Disrupt, and a 30cm AP4+/AT6+ weapon with Disrupt. This means that the formation can throw out two templates with Disrupt to a range of 90cm, along with some token short range firepower, making the additional blast markers give by Disrupt a trade off for the Basilisks increased range.

Plague Tower

Plague Tower

Plague Tower: Next up is the Plague Tower, a filth-filled monstrosity that unleashes barrages of slime across the battlefield while transporting the followers of Nurgle. Being a DC6 war engine, the Plague Tower is the equal biggest thing in the Lost and the Damned with the Lord of Battles, and with its 4+ Reinforced Armour save and Invulnerable Save it is equally resilient – although like the Lord of Battles it also lacks any kind of Void shielding, making it more susceptible to anti-titan weaponry than comparable war engines from other armies. Coming in a formation of 1-3 Plague Towers at 325pts each, they are not cheap (a formation of three being a whopping 975pts!) but each individual Tower is roughly equivalent to either the Contagion Engine formation, or the Traitor Artillery Battery formation. They also fill kind of the same role as these two other formations, with one interesting tactical addition, with their armament being broadly in the same category – a 60cm 3+D3BP Disrupt Plague Mortar (note no Indirect Fire, which seems strange for a mortar…), two 75cm AP/AT 4+ Battlecannons, and one 90cm AP3+/AT5+ Ignore Cover Rot Cannon. This gives them comparable to better levels of firepower to the two alternative formations (3+D3BP vs. 4BP, plus all the long range secondary weapons), while also being much more resilient and approaching decent in FF and CC.

One of my favourite Nurgle pictures

One of my favourite Nurgle pictures

The other interesting aspect of the Plague Tower is that each one has a transport capacity of 16 stands – meaning, as it is a war engine, that it can transport units outside of its formation. This means that you can easily load up each Plague Tower with a Cultist Coven, keeping them safe behind the 4+ Reinforced Armour save. However, while this might give you the idea of using them like heretic Gorgons, the 15cm move of the Plague Tower gives them no extra mobility over being on foot. For this reason, I think the best use of a Plague Tower is probably as a replacement for either a Contagion Engine or Traitor Artillery formation. While the range on their barrage may be shorter, it is on a far more reliable platform and produces more firepower than either of the alternatives.

Another Realm of Chaos cut-out

Another Realm of Chaos cut-out

In the context of the wider list, I just don’t see a place for the Contagion Engine as it seems to be outclassed by the Basilisk on range, and by the Plague Tower on firepower and survivability. While Disrupt is undoubtedly nice, I am not sure it makes up for the shorter range and relative fragility of the formation. The Plague Tower, however, seems to me to be a good alternative to an Artillery or Contagion Engine formation and seems to have two or three worthwhile roles. The first is as a straight forward artillery piece – 3+D3BP is more barrage firepower than either of the alternative for the same price, without including any of the shots from the Battlecannons and Rot Cannon. 60cm range might be a bit painful, but the second use of plonking a cheap Cultist Coven in it and moving it up in the first turn onto an objective to sit their protecting it makes this less of an issue. Thirdly, perhaps in combination with some faster mechanised covens, the Plague Tower could be used to grind forward transporting a CC orientated Coven (an additional 3 Big Mutants, or 2 Big Mutants and a Daemon Prince), to put pressure on the opponent and unload the Coven in an assault. Still the 15cm move of the Tower makes this tricky to make work, and I think either of the other two options is probably a better bet.

Next up Tzeentch Daemon Engines!

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Lost and the Damned Tactica – Khorne Daemon Engines

Blood for the Blood God!

Blood for the Blood God!

Hi guys,

Back again with the next installment of the ongoing Lost and the Damned Tactica, this time it is the turn of the Daemon Engines of Khorne. I know it has been a while since the last post of this series dealing with Air Support, but job hunting and thesis writing have been keeping me busy and sadly away from gaming. I should be moving down to London with my boyfriend toward the end of this summer, so hopefully gaming (and employment!) will pick up then.

Known throughout the 40k universe as bloodthirsty and obsessed with close combat, EPIC allows more of the nuances of Khorne to come out in the form of long-range and technologically superior war machines all designed to cause massive amounts of blood and carnage.While close combat is undoubtedly a significant part of the flavour of Khorne, any bloodshed, whether caused by a chain-axe or a mortar feeds Khornes appetite for death and destruction.

The Lost and the Damned list has two available formations dedicated to Khorne – the Lord of Battles  and Daemonic Assault Engines. The Hellfire Cannons are also often thought of as Khornate (stemming as they do from the old Cannons of Khorne and Doomblaster models) but they appear in the list as undivided and that is how they appear here. A word of warning before starting though – my Lost and the Damned army is themed as a Traitor Guard force, so makes little use of the more established Daemon Engines, and therefore I don’t have as much experience using them as I do with the guard elements of the list. Bear with me, and sling a comment my way if I miss something!

Lord of Battles

Lord of Battles

Lord of Battle: The Lord of Battles (recently kind of  re-envisioned in 40k as the Lord of Skulls) is a large, titan-sized war engine armed with a mix of close-combat and medium range weaponry. In EPIC it is a DC6 war engine with a 4+ Reinforced Armour save meaning it is one of the biggest things available to the Lost and the Damned, and is the equivalent in size to a Reaver Titan. Armament wise it wields a +3 Extra Attack Macro close combat weapon, 4 AT/AP 4+ shots at 45cm, and 2 AP/AT 4+ shots at 75cm, giving it a decent amount of firepower in the medium range band and 9 attacks in CC (6 DC + 3 Macro) all of which will hit on a 2+. Overall this is pretty respectable for 400pts (250pts cheaper than a Reaver, only 150pts more than a Warhound), but there are a couple of things that bring the Lord of Battles back down for me. The first is the lack of Void Shielding – something de rigeur war machines in other armies but completely unavailable to the LatD – which hampers the survivability of these war machines. While a Shadowsword is likely to have to fire once at a Warhound Titan before it even scratches the paint thanks to its two Void shields, with the Lord of Battle that first shot is likely to blow a pretty big chunk out of it. While the 4+ Reinforced armour save makes it resilient against normal firepower, any dedicated anti-titan weaponry (Shadowswords, Deathstrikes, Cobras, Scorpians etc) are likely to make pretty short work of it long before it reaches combat. Something making this problem worse is the lack of other good targets for this kind of firepower to fire at in a normal Lost and the Damned army – few other war machines or high-value targets – meaning that all of that type of firepower can be directed at the Lord of Battles, while the lack of reliable alpha-striking formations on the Lost and the Damned side make taking these kind of formations out before the fire unlikely.

Combined with its speed of 25cm, and the ubiquity of anti-Titan weaponry in decent sized games of EPIC, I just see the Lord of Battles as being somewhat sub-par in the context of the Lost and the Damned list – although very effective at certain particular roles, I feel it will struggle to reliably get into combat before being shot up, and at 400pts (or 800 if you take a formation of two!) it is likely to be the BTS.

Khorne Daemon Engines

Khorne Daemon Engines

Daemon Assault Engines: These Assault Engines are essentially the little brothers of the Lord of Battles, being 25cm Speed, 4+ Reinforced Armour vehicles, with D3+1 close combat attacks hitting on 3′s, and two AP 4+ / AT 5+ 30cm shots each. They come in a pack of 4 for 300pts. So a fairly close combat centric vehicle with some token shooting and a good armour save (RA and an Invulnerable Save), they are just as fast as their big brother with the added benefit of being easier to hide, but lose out on resilience (4 vs. 6 DC) and macro attacks for a 100pt price drop. These stats mean they will be great at driving into hordes of lightly armoured troops and mincing them, but will struggle against more heavily armoured foes, while the armour save should keep them safe from incoming fire on the way in. Overall I quite like the look of the Daemon Assault Engines, but the comparison between them and Defilers with their Infiltrator and MW attacks is a close one.

Skulls!

Skulls!

In the context of a list both formations really dictate the way in which list can be built – both, I feel, need a saturation of targets to make them worthwhile and shore up their weaknesses.

With the Daemon Assault Engines, I would be tempted in 3000pts to try and take as many formations as possible to overwhelm the opponent and make up for the lousy strategy rating of the Lost and the Damned. Combined with a load of mechanised Cultist Covens with Daemon support it would rely on fast movement and giant assaults to throw the enemy off balance. Something like:

Coven (Khorne) w/ DPact, Demagogue, Land Transporters x 4

Coven (Khorne) w/ 3 Griffons

Khorne Assault Engines x 4

Thunderbolt flight

Daemon Pool w/ 7 Lesser, 1 Greater

Throw the eight main formations up in the first turn, using cover and praying that the enemy panics and shoots at the wrong things. Then in the second turn summon daemons (Bloodthirster to take on enemy hard targets if possible, otherwise Flesh Hounds) and launch assault after assault – even if some do not go well, you should have enough pressure on the enemy to break any kind of plan they have. Use the Griffon formation as cheap backfield artillery / Blitz guard to try and make the opponent spread out, while the Thunderbolts intercept to try and keep things like Nightwings from having a field day on your Assault Engines. Maybe not a terribly competitive list (it would struggle against air-assaults, lacks scouts, and would struggle against something like a Reaver or Warlord) but I imagine it would be very fun to play!

Of course the four formations of Assault engines could be replaced by three separate Lords of Battle – providing a pretty solid core to the army, but running into BTS issues (maybe one formation of 2 and one formation of 1 would be better), but not really presenting the same tidal wave of second turn pressure.

Cauldron of Blood - one of the Assault Engines

Cauldron of Blood – one of the Assault Engines

That is pretty much it for the vaunted Daemon Engines of Khorne – some good, but not stellar, options that require alot of thought / list building around them to get the best out of them. Still they give players a great opportunity to make up some really crazy and aggressive Lost and the Damned lists, and to rack up skulls for the skull throne!

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BFG Bakka – Dauntless and Enforcer Class Light Cruisers

Hi guys,

With their big brother

With their big brother

I have managed to get a little painting in – completing two light cruisers I have had for a while but were only partially painted in the wrong colour scheme. They are a Lance Dauntless and a converted Enforcer Class Light Cruiser – both useful little ships that form part of the bigger Bakka fleet above.

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The Lance Dauntless is a great little ship for nipping around the flanks of the enemy and picking off damaged enemy ships, while the Enforcer gives me a a couple more launch bays (desperately needed in the Bakka list) and some more lances to go with the Dauntless.

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BATREP – Thousand Sons vs. Maelstrom Beserkers Fleet 2

Welcome back to the third and last post of this BFG game between my Beserker fleet and Ben’s Thousand Sons fleet – a classic fluffy match up!

In response, I race the fleet forward, skirting the planet that had originally hidden Ben's fleet

In response, I race the fleet forward, skirting the planet that had originally hidden Ben’s fleet

I turn, following up behind Ben's fleet and hoping to run them down

I turn, following up behind Ben’s fleet and hoping to run them down

Ben continues try to turn and catch up with me, taking a few long range potshots as he out-ranges me

Ben continues try to turn and catch up with me, taking a few long range potshots as he out-ranges me

I catch up, slinging my light cruisers into the rear arc of the Repulsive

I catch up, slinging my light cruisers into the rear arc of the Repulsive

Ben fires back at short-ish range, while the light Cruisers keep up the harassment

Ben fires back at short-ish range, while the light Cruisers keep up the harassment

Springing the trap after riding out the storm of fire my cruisers pounce on Ben's ships unleashing torpedoes and boarding

Springing the trap after riding out the storm of fire my cruisers pounce on Ben’s ships unleashing torpedoes and boarding

One light cruiser goes for the damaged full cruiser while a Slaughter goes for the damaged Repulsive

One light cruiser goes for the damaged full cruiser while a Slaughter goes for the damaged Repulsive

Both are reduced to hulks (Mark of Khorne rocks!) and continue drifting away, effectively sealing the game for me

Both are reduced to hulks (Mark of Khorne rocks!) and continue drifting away, effectively sealing the game for me and Ben’s cruisers continue to move off

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BATREP – Thousand Sons vs. Maelstrom Beserkers Fleet 1

Ok, second post.

My fleet swiftly swings round the planet, aiming to quickly close on the lone Devastation

My fleet swiftly swings round the planet, aiming to quickly close on the lone Devastation

Ben responds by trying to turn his fleet to respond to my move

Ben responds by trying to turn his fleet to respond to my move

Two blue and gold Slaughter class cruisers

Two blue and gold Slaughter class cruisers

In my turn, the trap is sprung, with my fleet ganging up on the lone Devastation in a massive boarding action

In my turn, the trap is sprung, with my fleet ganging up on the lone Devastation in a massive boarding action

Reducing the Devastation to a hulk, the fleet sweeps past

Reducing the Devastation to a hulk, the fleet sweeps past

Repulsive Grand Cruiser

Repulsive Grand Cruiser

Having dealt with an enemy cruiser the fleet aims for a gap in the asteroid belt

Having dealt with an enemy cruiser the fleet aims for a gap in the asteroid belt

While Ben is still turning his fleet, avoiding the board edge, to try and catch my fleet in the rear

While Ben is still turning his fleet, avoiding the board edge, to try and catch my fleet in the rear

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BATREP – Thousand Sons vs. Maelstrom Beserkers Fleet

Hi guys,

First apologies, I have been bad and not been posting much. I know, I know, but real life has been turning the screws recently and thesis work has been ramping up.

Still, as an apology I offer you loads of pictures from my most recent game of BFG, possibly split across two posts. My friend Ben came over to play his newly painted / built Thousand Sons fleet, using the Chaos fleet list from the rulebook, while I decided to play with my new, but unpainted, Maelstrom fleet list. My fleet contained a Devastation (the Styx model stood in for it), two Slaughter Class Cruisers with Mark of Khorne, and three light cruisers from the Book of Nemesis – two Heretic class with Mark of Khorne and one Schismatic. The fleet relies on speed and manueverability to get in range to unleash firepower at close range before attempting to board the enemy.

The board lay-out

The board lay-out

My fleet - yes it is unpainted, and yes that is a Styx not a Devastation...

My fleet – yes it is unpainted, and yes that is a Styx not a Devastation…

Ben's fleet - I will try and get a list from him soon

Ben’s fleet – I will try and get a list from him soon

I get first turn and use it to bring my fleet towards the large yellow planet, planning on swinging round it and flanking Ben

I get first turn and use it to bring my fleet towards the large yellow planet, planning on swinging round it and flanking Ben

Two Slaughters in Ben's fleet

Two Slaughters in Ben’s fleet

Keeping my ships deliberately close to better utilise the short ranged batteries and to protect the weaker light cruisers

Keeping my ships deliberately close to better utilise the short ranged batteries and to protect the weaker light cruisers

Ben's first turn - he turns most of his fleet away from mine and towards the board edge, possibly to try and use his longer range

Ben’s first turn – he turns most of his fleet away from mine and towards the board edge, possibly to try and use his longer range

He also moves his Devastation off by itself hoping to set up some kind of crossfire - but to the hungry hungry beserkers of my fleet it looks like easy prey...

He also moves his Devastation off by itself hoping to set up some kind of crossfire – but to the hungry hungry beserkers of my fleet it looks like easy prey…

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MWIH – My Week in Hobby 7

Ok guys,

Immolator

Immolator

Confession time – I have done almost no hobbying in the last week. No building of figures, no painting, and only a quick Kill Team game on Wednesday.

I took a Dominion Squad from the old Witch Hunters book as my Kill Team – a Veteran Superior with Bolt Pistol and CCW, Sister with Bolter, two sisters with Flamers, and two sisters with Melta Guns. Dominions have to be mounted in either a Rhino or an Immolator, so I chose a Heavy Flamer Immolator as their ride.

Sisters!

Sisters!

The game was a three player game between my Sisters, some Orks, and some Gray Knights. I drove my Sisters straight toward the Orks and unloaded with the templates, before being mostly shot off the board. High point was my Veteran Superior duking it out for three turns with the opposing Nob, despite having no decent wargear at all.

Next week I am thinking of maybe using a Seraphim squad, or going a bit wacky with an Inquisitorial Retinue.

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Dark Angels 3rd Company Command Squad

The full 3rd Company of the Dark Angels

The full 3rd Company of the Dark Angels

Hi guys,

I have now painted up the full third company of the Dark Angels (20 Assault Marines, 20 Devastators, 60 Tactical, Chaplain, Librarian, Command Squad). The full army, when painted, will be the 3rd and 4th Companies with support from the 1st (Deathwing) and 2nd (Ravenwing) companies, along with armoured support.I am really happy with how these miniatures are turning out and the paint scheme, even if they are taking a very long time to come together.

Command Squad

Command Squad – Captain with Power Fist, 2 Marines, Missile Launcher, and Standard

Third Company Banner

Third Company Banner

I am particularly proud of the freehand on the banner – very nerve wracking to do and less splotchy in real life – but I think it has come out clear enough. I am slightly worried that the 4th Company banner is going to be even more difficult as it includes a black and white check at the top along with a cream background…

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MWIH – My week in Hobby 6

Hi again guys,

I hope everyone is well, and getting the most out of the hobby!

Sadly, the rules for this game are quite tricky to get hold of these days

Sadly, the rules for this game are quite tricky to get hold of these days

This week, I played in another multi-player game of Legends of the Old West, a GW historicals game dealing with the Wild West, the US-Mexico Wars, the Indian Wars etc. Overall a good game with interesting movement and shooting possibilities, sadly let down by an abysmal combat system. I had a terrible game last month, and lost two of the four members of my US Cavalry posse, so my involvement in the game this month was limited to taking a couple of pot shots at the rapidly escaping bad guys.

Lieutenant

US Cavalry Lieutenant

I have yet to roll up the advancements / results from the game, but hopefully I should earn enough dollars to hire another couple of troopers and get me back up to four models!

Tactical Marines

Tactical Marines

In other news I have painted up some more of my Dark Angels (are you as sick of them as I am yet?) now completing another Tactical Marine formation which gives me a full company worth of marines. These guys are armed with a mix of Missile Launchers and Special Weapons  – one Melta Gun, one Plasma Gun, and one Flamer.

Melta

Melta

Plasma Gun

Plasma Gun

 

 

 

 

 

 

Otherwise, my local club is starting up a kill team campaign thing this week and I am taking my Sisters of Battle along for the ride. Hoping that the combination of a bunch of Melta and Flamer toting Dominions in an Immolator will prove fearsome enough to carry me through.

I still have the command stand for the Dark Angels company to paint up, which will happen soon, and I might have a crack at starting on some of the vehicles / bikes in the army in the next week or so.

I hope everyone is well and that their gaming is plentiful,

Gus

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