Lost and the Damned Tactica – Slaanesh Daemon Engines

Slaanesh

Slaanesh

 

Welcome back to the last post in this Lost and the Damned tactica series. I know it has taken ages (over a year!) to finally complete it but we are here now and I think we have covered everything.

 

Last up, but certainly not least, are the Slaaneshi Daemon Engines. Fast, lithe, and generally rather fragile, Slaaneshi units in EPIC mirror their 40k cousins. Oddly, Slaaneshi aligned units in EPIC do not have a clear bias towards either shooting or close combat, with each unit, although specialised towards one or the other, offering a broad god-aligned choice. This balancing is much more noticeable than with Khorne (close combat), Tzeentch (shooting), or even Nurgle, who is generally considered the other all-rounder god.

Slaanesh has three aligned units in the Lost and the Damned list – the smaller Daemon Knights and the two larger, warhound titan sized, Questor and Subjugator titans.

Helscourge Daemon Knights

Helscourge Daemon Knights

Daemon Knights: Daemon Knights are a fast, shooty, armoured walker which gives the Lost and the Damned army some much needed speed and quality firepower. Moving 30cm, with a 4+ armour save, and a 4+ firefight score makes them excellent for initiating supporting fire and engagements, especially in combination with their Invulnerable Save special rule. In addition to this, each Knight is armed with a Castigator Cannon (45cm, 3x AP3+/AT5+) which gives them some serious firepower – being longer range than most of the rest of the Lost and the Damned army and being of a higher quality. Given that they come in a formation of four for 275pts, twelve AP3+ shots is a very good output and can be especially nasty if their speed is used to claim cross-fire. All of this is topped off with two very important special rules – Fearless and Scout. Being Fearless means that the Knights are likely to stick around for alot longer than otherwise, and that they can use any withdrawal moves to set up advantageous rally positions. Scout helps to screen some of the bigger, more unwieldy LatD formations, while also meaning these things can garrison in deployment. This puts them right up in the face of the enemy, which is good because it allows them to play a part in the battle almost instantly, but can see them attracting ALOT of firepower early on, so try and use cover (walker remember!) to keep them hidden.

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Titans: Just a quick look at the stats both share before moving onto their particularities. Both titans are warhound equivalents, being 3 DC war engines with 2 void shields. Both move 35cm and both have a 5+ Reinforced Armour save. Both have the special rules Fearless and Walker. They both come in a freely mixed formation of 1 – 2 at 225pts for a Subjugator and 275pts for a Questor. All of this makes them broadly analogous to loyalist warhounds, and they fulfil the same kind of role in the list as warhounds do in Imperial lists. Their speed and resilience make them stand out, as does the fact they are the only things in the whole list which have Void Shields.

Questor

Questor

Questor: The Questor takes the warhound chassis and gears it towards shooting. Sporting two Castigator cannons (45cm, 3x AP3+/AT5+) and two battlecannons (75cm AP4+/AT4+), the Questor boasts quite  abit of good quality firepower at a decent range. This makes it somethign of a standout in the context of the list, and when placed on a speedy platform eight shots can proves pretty fearsome. Still at 275pts, it is the more expensive of the pair, and when compared to the Daemon Knights above, lacks comparable firepower. The slightly longer range and slight resilience boost offsets this to some degree, but in terms of raw firepower, I feel it is a little lacking. However, with a 3+ FF and two Void Shields, the Questor can be a very efficient engagement enabler allowing for bigger formations to provide supporting fire.

Subjugator

Subjugator

Subjugator: The Subjugator takes the opposite direction, gearing itself almost entirely for close combat. Although it does mount a single battle cannon (75cm AP4+/AT4+), the real weapons are the pair of Hellblades it carries. Each provides two extra attacks in close combat which are TK(D3), meaning that each titan is attacking with 4 TK(D3) and 3 regular attacks all of which hit on a 3+. On a lucky day that means that a single Subjugator could eat an Emperor titan – certainly something to be scared of for only 225pts! However, the major downside of the Subjugator is that it appears in an army with a strategy rating of only 2. This means it is highly likely that the Subjugator will be destroyed before being able to engage its target. Although this can be offset by having lots of them, or having lots of bubble-wrapping formations for them, the Subjugator seems to me to be much more worthwhile in lists like the Emperors Children (strategy rating 4) where at 250pts each they seem an absolute bargain.

 

That brings us to the end of the Lost and the Damned Tactica. Please give me a shout / comment if there is anything you still want me to talk about / have not covered, or let me know which army you would like to see done in the future!

 

Thanks guys

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Gothicomp 2014

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Hi guys,

Just a heads up, Gothicomp 2014 is coming towards its end and could do with some more entries.

So if you have any BFG stuff you have painted and want to show off then please enter. Any painting quality gratefully received, if I can enter so can you. Rules / Submission guidelines here.

Thanks,

Gus

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Lost and the Damned Tactica – Tzeentch Daemon Engines

Tzeentch!

Tzeentch!

 

Hi guys,

Welcome back to the most recent post in the Lost and the Damned tactica series I am doing here. Yes, I know it has been a long time, but we are almost at the end now. Tzeentch in EPIC is the daemon that deals mostly with firepower, whether in the form of actual shooting or good firefight scores – often with the bonus of decent AT scores and / or Ignore Cover. This makes them particularly useful in the Lost and the Damned which tends to lack in decent quality firepower – see my previous article here on Daemons for more of an explanation.

Tzeentch Sorceror

Tzeentch Sorceror

Tzeentch Daemon engines are particularly unique because they are the only one that are flyers – either proper flyers or skimmers. Both the Doomwing and the Firelord are flyers, adding to the LatD Thunderbolts and Marauders covered here, while the Silver Towers are skimmers which mount long-range anti-tank firepower.

Doomwing

Doomwing

Doomwings: Doomwings come in formations of three at 150pts, with each Doomwing being a 6+ Armour Save (and Invulnerable Save) fighter armed with a Flame Cannon – an AP4+/AT5+/AA5+, Ignore Cover, Fixed Forward weapon. This makes them surprisingly good at anti-infantry work, with the AP4+ and the Ignore Cover syncing up well to target infantry formations hiding in cover. The AT5+ is decent, but nothing special, and I not quite sure how a flame-thrower works as an AA weapon.

The main let down for the Doomwing is the 15cm range on the weapon – this means that in order to shoot it has to get exceptionally close to the target. This means that the Doomwings will be exceptionally vulnerable to both active and passive AA, which, given they only have a 6+/6+ save, makes them very fragile.

Firelord: The Firelord is the bomber version of the Doomwing, being a 4+ save, Bomber type. It comes as a formation of 1 to 3, at 150pts each. This makes them pretty flexible. Each Firelord is armed with a Flame Cannon (15cm AP4+/AT5+/AA5+, Ignore Cover, FxF), Firestorm Bombs (15cm D3BP, Ignore Cover, FxF), and a Twin Lascannon (45cm AT4+/AA4+, FxF). This makes them pretty good as an anti-infantry bomber – throwing out between 1-3 BP plus the AP4+ from the Flame Cannon. The Lascannon does not really turn it into a viable AT attacker, but it does provide a little long range AA into the mix. Being able to change the formation size is a real bonus – pick one to fill in 150 spare points, or go balls-to-the-wall with a 450pt formation of three. That is 3D3 BP (average of 6) plus three Ap4+ Ignore cover shots, plus the three lascannons!

Silver Towers

Silver Towers

Silver Towers: Silver Towers are the only non-flyer Tzeentch Daemon engine – a 20cm skimmer, with a 4+ Armour Save, 6+ close combat, and 4+ firefight. They come in a formation of four and are armed with two weapons – Arcane Cannons (45cm 3x AP4+/AT4+) and  aBeam of Power (60cm MW5+). These are significantly different to any other firepower available to the Lost and the Damned list – long ranged, reliable, Macro Weapon. A full formation of four can kick out a huge amount of firepower, but they remain very fragile – best kept back, preferably behind cover, using Skimmer to pop up and fire.

Fly my birdies!

Fly my birdies!

 

In the context of the wider list, the Tzeentch Daemon Engines as a whole do not really fill a role that cannot be adequately filled elsewhere – Doomwings are generally worse than their Thunderbolt equivalents for the things I want my aircraft to do, while I feel Firelords lose out to the possibilities offered by artillery of the more conventional kind, even though they do have Ignore Cover on their bombs. Silver Towers I think offer the greatest benefit tot he Lost and the Damned army as they provide some decently fast, hard hitting firepower that can threaten armoured vehicles effectively from far enough away to remain safe.

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EPIC: Ghallamore Cleansing Daemon Incursion List

Mmmm daemon-ey!

Mmmm daemon-ey!

Hi guys,

Just a quick post – I have recently updated the NetEA list I have been working on, the Ghallamore Cleansing Daemon Incursion list. It aims to represent an EPIC army composed entirely of Daemons, without relying on Chaos Space Marines, Cultists, or Daemon Engines. It is still a long way from balanced or finished, but please have a read and let me know what you think.

Click here: Ghallamore Incursion 2.9

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I am not dead…

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Hi guys,

Apologies for the posting slow down, I have been pretty ill recently and work has been piling up massively as I come towards the end of my PhD. I am back home for the summer now, so expect blogging to pick up a little, with the Lost and the Damned tactica needing to be finished off and complete army pictures of my EPIC Imperial Guard to come.

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BFG: Calixis Sector Campaign Turn 4 Pics!

Hi guys,

I know I said I had deleted all the pics of this campaign accidentally from my phone, but luckily one of the players (Tom L) had managed to snap a couple so here they are:

The Ork fleet goes for a pincer movement on the Chaos fleet, unluckily catching a solar flare at a critical moment

The Ork fleet goes for a pincer movement on the Chaos fleet, unluckily catching a solar flare at a critical moment

Ork pincer 2

Ork pincer 2

Sadly the laying of a blast marker on every ship stripped the Orks of their shields, leavign the left pincer weakened agaisnt a focused Chaos attack

Sadly the laying of a blast marker on every ship stripped the Orks of their shields, leaving the left pincer weakened against a focused Chaos attack

The Chaos fleet responds with a co-ordinated attack on the left Ork pincer, helped by a timely radiation burst causing some of the Orks to flee (reduced to Ld 1)

The Chaos fleet responds with a co-ordinated attack on the left Ork pincer, helped by a timely radiation burst causing some of the Orks to flee (reduced to Ld 1)

Meanwhile on the other board, Mike J's Hulk makes its first appearance in the campaign

Meanwhile on the other board, Mike J’s Hulk makes its first appearance in the campaign

The Imperials respond by deploying some Light Cruisers and a Battleship for the first time - Tom L was new to the game and eager to try out all the ship types available

The Imperials respond by deploying some Light Cruisers and a Battleship for the first time – Tom L was new to the game and eager to try out all the ship types available

The Imperial go for a pincer attack too

The Imperial go for a pincer attack too

Retribution Class Battleship

Retribution Class Battleship

The Hulk is surrounded in a nimbus of coruscating fire from three Imperial ships and is reduced to half its starting damage!

The Hulk is surrounded in a nimbus of coruscating fire from three Imperial ships and is reduced to half its starting damage!

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Check out – Gonzo History’s “The Weight of History in Warhammer 40,000″

Cathedrals in space!

Cathedrals in space!

Hi guys,

Just a signpost to a cool little article from Gonzo History blog about the “weight” of history in 40k, and its comparison to other sci-fi works

Go have a look here, and check out the rest of the blog while you are at it!

I have managed to grab some pictures of the last campaign week taken by a friend so those should be making an appearance soon too.

Thanks

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BFG: Calixis Sector Campaign Turn 4

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Nom nom nom

Unfortunately, all of the pictures I took of these two games were eaten by the ‘Nids that inhabit my camera…

Sorry guys!

It was a close fought pair of games with Tom L’s Imperials facing off against Mike J’s Ork Hulk ‘n’ Rok list – Tom managed to get the Hulk within one point of half damage and seemed to have fun trying out an Imperial battleship for the first time. One the other board, Ben B took adavantage of a lucky Solar Flare and Rad burst to dismember Mike B’s Orkish pincer movement.

The campaign seems to have been a success with two new players both picking the game up and seeming to enjoy it. I would like to run another in maybe six months or so and see if the games are just as good.

Thanks for following along guys!

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BFG: Calixis Sector Campaign Turn 3

Hi guys,

Turn 3

Turn 3

After a week break (I was at a conference) the BFG campaign at my local club kicks off again with two more complicated scenarios. The first, pitting the Ork Rok fleet against the Chaos fleet, was the simple matter of performing a lobotomy on the brain of William, the psychic void whale of Iocanthus, where players had to first find the beast before killing it, moving a transport into contact with it and then off the board, while the second was the childs play of threading their way through a web of asteroid belts and automated defences to escape through a rarely used warp jump point. Please click on the “Continue Reading” to catch the rest of the battle!

Table 1 with asteroid belts and automated defences

Table 1 with asteroid belts and automated defences

The Ork fleet

The Ork fleet

 

Continue reading

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Forgeworld and BFG Redux

Picard gets it...

Picard gets it…

Buried in a recent post on some 40k sized Forgeworld rumours posted here on BoLS, was this little nugget of information:

– FW would love to do BFG again…but its a long way off and definitely an if.

Just a thought:

If Forgeworld loved BFG so much, why on earth did they can it in the first place?

It is not as if it will have been taking up vast amounts of resources cranking out the few BFG models being ordered, not as if the few packs of BFG that would have needed to be in stock would have taken up huge amounts of warehouse space, and not as if the community were expecting or clamouring for vast swathes of new models either.

Annoyingly, all they have done is remove the very last vestige of support for an excellent game for no reason beyond neatness!

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