BFg – Scratchbuild Ad-Mech Fleet 2

Hi guys,

Another delyed post I am afraid, but this time I am back with my converted Ad-mech fleet, built out of some horrible painted Imperial Cruisers I had laying around.


Sanguinem, Tyrant Class Cruiser

This time is the turn of the Saguineem, the Tyrant Class Cruiser in the fleet list. With the weapon battery upgrade available to the Adeptus Mechanicus, this ship, while expensive, does throw out  fair amount of firepower. Of course, it also has its free dorsal lance as well.


Sanguinem, Tyrant Class Cruiser

As you can see, the paint scheme is exactly the same as the previous ship, sticking to the black, dark gray, and dark red. The convrsion on this ship is pretty simple, using some of the old Titan arm connectors to build a bridge or docking arm from one section of the ship.

There are a couple more ships to come, but I still neeed to paint  up the battleship – hopefully soon!

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BFG – Scratchbuild Ad-Mech Fleet 1

Hi guys,

See I told you I wasn’t dead! >.<

More seriously, I am moving to London so all of my models and books etc are in storage and my hobby time has slowed down somewhat.

I did, however, have a couple of spare Imperial cruisers lying around and decided with a little bit of work they could make up a rough and ready Adeptus Mecahnicus fleet. They weren’t in great condition though, coated very thickly in paint and lacking some small bits and pieces. This meant I was quite limited in what I could achieve but given I wasnt terribly interested in the Adeptus Mechanicus and these cruisers were spares, I am not too fussed with the rough and ready outcome.


Ferrum Dei

The fleet is just going to be a little 1,500pt list, with a single battleship and a varied selection of cruisers.

Veneratus 9         100 RR                   50
Oberon BB w/ Augmented Weapons Relay    370

FERRUM DEI Dictator           255 Nova                20

SCIENTIA Lunar              215  W/B                10

SANGUINEM  Tyrant             220 W/B                10

DEUS INIMICIS Gothic             215 Special Torps       20

Just a nice straight forward and well rounded list that uses my four spare Imperial cruisers and an Ad-Mech Battleship I previously bought.


Ferrum Dei

As you can see, the Imperial Cruiser has been left relatively unscathed as I couldn’t do much with the thick paint covering. I added some “Ad-mech” style things (on the side fin, on the prow, the crane thing) and added on a Nova Cannon. Having both launch bays and the Nova means when I Reload Ornance both should be ready to go. I also added the extra lance turret on the dorsal spine – all Ad-Mech cruisers get a FP 1 60cm lance as part of their cost.

A rough drybrush with gray, then some dark red and silver as contrast colours. I chose to add some bright yellow (and orange on some ships) to highlight their more “industrial” look.

It is amazing what you can make out of some really rather rough cruisers!

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I’m not dead…

I’m not dead, I promise…

I have been stupendously busy recently and haven’t played a game of anything in months. Partly it is getting ready to move to London, and partly it is dropping out my local games club as people moved on to different games.

I have been painting a little and I am still reading lots of GW books (currently going back through the Gotrek & Felix omnibusses!) but most of my stuff is currently packed up and will be for the next month or so.

I will try and pick up posting again though and have been looking into a games club in London.

Thanks all!

Epic Eldar Tactica – Hit and Run


Hi guys,

Second post in the Epic Eldar Tactica series here – this time looking at the second of the two special rules that apply to the Eldar army. This special rules deals with just how fast and maneuverable the Eldar army is.

Hit and Run:


So, once again, there are two parts to this special rule which are both vitally important to remember if you want to be playing the army to its full potential. The first is quite interesting as it allows the player more choice than is normally the case. As I am sure you know, in Epic an Advance move allows a formation to move once and then shoot with no penalties, while a Double move allows a formation to move twice and then shoot with a -1 penalty to hit. The Hit and Run Tactics rule allows the Eldar play to choose when during the action to fire – meaning the formation could fire then move, or, with a double, move, fire, and move again.

This is really quite important – it means I could take a unit, like some Revenant titans, and move from out of cover and out of range, into the open and into range, fire on the enemy unit, and then hop back to my original position. This helps to protect my units from return fire, while making it very diffuclt for the enemy to pin me in place and land any shots on my formations.


Obviously some units benefit more than others from this rule, with those with high speeds and long range weaponry being the most benefited. Think of using your Fire Prisms to pop forward, shoot, and the pop back, or using your Cobras to fire and then scoot behind cover.

The second half of the special rule is, I think, the more important and more powerful half. Given what we discussed on the Farsight post here, the ability to move your full move distance after winnning an engagement is huge!

What this does is to makee the type of rolling engagements discussed in the last post even more powerful, by allowing you to use your full move distance to set up the next engagement with the first formation in support – effectively allowing you to use that formation twice in one turn.


Say I am planning on using my Farsight special rules to retain three times in a row. I activate my unit of jetbikes on a 2+ to advance to within 15cm of the enemy formation of Leman Russ, and shoot with a few of the Vyper’s weapons, killing nothing but laying two blastmarkers. I then retain with my Warlock Titan on a 1+ (would be 2+ because of the retain, but a Warlock has Farsight), move it 20cm, and engage the Leman Russ. Because of the blastmarkers I am already 2 up on them in Combat Resolution, and easily win aainst them as Leman Russes are pretty rubbish in engagements. I win, and the remaining few Leman Russ withdraw. I then use my 20cm consolidation move (full move because of Hit and Run Tactics) to move within 15cm of another enemy formation, say a Mechanised Infantry Company, preferably behind it or preferably a formation that already has blastmarkers. Then I use my triple retain (Farsight rule), to activate another of my formations, Aspect Warriors in Wave Serpents on a 2+ (usuallly 1+ but now takes the -1 for retaining) to engage the Mech Inf Coy. With the Warlock Titan in support (and possibly crossfire) and lending its Firefight dice to the combat, the Eldar should easily win the enagement again, wiping out a second enemy formation with no possibility of the enemy responding.

You can see in the example how the full move allows the Warlock titan to reposition itself, and effectively be recycled – being used fully in more thn one engagement per turn. This is far more difficult to pull off with only 5cm of movement after an engagement, but works wonders on speedy Eldar formations like jetbikes and titans.



So, hopefully these two posts have shown just how powerful the Eldar special rules are individually and how they work together to produce some truly amazing combinations. Honestly, learning to use these trick of maneuvre and planning, though it takes a while, turns the Eldar army from a mediocre one into a pretty formiddable foe.

Learn to use them, learn to plan for them, and learn to anticipate and build your strategies around them!

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EPIC Eldar Tactica – Farsight


Hi guys,

So to begin the EPIC Eldar review I want to take a look at the Eldar army’s two special rules. Now it is pretty hard to overstate just how important thse two rules are to playing the army – honestly, if you forget about them, or find yourself never using them, then you are playing the army at half-strength. These rules ARE the the Eldar army. The one I want to look at today is the Farsight special rule.



So, if we split this up into its two parts we can begin to see how this is a very powerful rule for the Eldar army. The first half, allowing you to retain without penalty when using a formation with a unit with the Farsight rule in it, is a big deal. It removes the penalty that you normally have to take when using the very powerful retain action – this means that you remove any extra risk when choosing to retain, which in turn allows you to either maneuvre twice, or to launch devastating combined assualts by prepping (laying blastmarkers on them by firing at them) and then engaging an enemy formation which is now at a disadvantage in the ensuing combat (-1 for having blastmarkers, and possible -1 for having more blastmarkers than your assualting formation).


Now there are only two units in the army that have the Farsight special rule – Farseer stands, included as characters in Guardian formations, and the Warlcok Titan. These play pretty wildly different roles in the army, and we will look at the way they work in more detail on their own posts, but both serve very well as the engaging formation, being big and tough enough to take on opposing formations as the second activation of a retain and win.

The second part of the special rule magnifies this focus on maneuvre, mobility, and the concentration of force. What it does is allow the Eldar player to retain the initiative twice in a row, once a turn. This means the Eldar player can perform three actions, in a row, with the opponent able to do nothing about it. That is huge! By now we should all know the importance of the classic EPIC maneuvre of moving a unit up within firefight range, prepping the opposing formation by firing on it, then retaining with a second formation to engage the prepped formation. This allows you to concentrate your force (two formations against one) and stack the odds in your favour (supporting fire and blastmarkers).


The other important thing to notice is that the two rules combine – that means that if the third activation chosen by the Eldar player is a formation that includes a model with the Farsight rule, then it does not take the penalty for attempting to retain. So lets think this through:

Activation 1: 1+ activation Dire Avengers in Wave Serpent double up to within 15cm of an enemy formation and the Wave serpents shoot at it, laying two blastmarkers.


Activation 2: 2+ activation (as it contains a Farseer) Guardian formation in Wave Serpents engages the enemy formation, with the Dire Avengers in support. With the 16 4+ FF attacks in supprt and being 2 up in combat resolution from the blastmarkers on their opponet, the Guardians are VERY likely to win. Using their Hit and Run special rule (to come!) they mount up and move a full 35cm to position themselves behind another enemy formation.


Activation 3: 1+ activation (due to farsight rule) of a Warlock Titan to engage the second enemy formation, with Guardians in Wave Serpents in supprt and providing cross fire. This will mince pretty much anything.
Now obviously these formations etc can be different, and the enemy is unlikely to play ball quite so much with you. However, hopefully it demonstrates the massive potential of the Eldar “triple retain” and the way in which this can totally change the face of a game for very little risk. With Eldar formations being a mix of 1+ and 2+ activations, you can chain together a number of very powerful actions with very little risk of failure.


So, yes, Farsight is  vitally important rule for playing the Eldar army in EPIC and one of the ways I think the Eldar army really plays as it should – fast, reliable, maneuvreable, but delicate and precise. This feeling of “playing like the fluff” is something I really appreciate in EPIC and although other armies have that feel (space marines being incredibly elite. for example, or Orks being an unruly horde) none have it to the exent of the Eldar list.




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EPIC Eldar Tactica – Beginnings

Hi guys,


You may remember that a while back I talked about doing another tactica series to go with my Lost and the Damned Tactica which people seemend to enjoy and can be accessed through clikcing on the “Tactica” tab down at the bottom of the blog page.

You may also remember I ran a poll asking which army you wanted to see done next, which came out with the EPIC Eldar army being the most popular. I then promptly hit a crazily busy patch with work and forgot all about it…

Fear not, however, as I have some free time coming up while I visit my parents and plan on making some headway in writing up the EPIC Eldar tactica post starting this weekend. Give me a shout if there is anything in particular you want covered or focused on, but I plan on going through almost all of the list, just like I did for the Lost and the Damned.

Thanks and check back soon!


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BFG – Rogue Traders vs. Imperial Fleet


Hi guys,

Sorry it has been so long since the last post – I haven’t been gaming much and life has been rather busy to be honest. Still, I am back with a bumper post detailing a game of BFG I recently had with Andy from Miniature Miscellany.He is currently painting down at GW HQ and doing some really nice Age of Sigmar Chaos models, so go have a look.


The game was just a quickie, with small fleets, using the Convoy scenario as that seemed pretty thematic for the fleets we had chosen to play. Andy was using his Imperials, while I had chosen to bring out my Rogue Trader fleet. They are great for small games, with lots of choice, and work thematically for a number of the scenarios.

We set up the board with a scattering of asteroids and a planet (we were only using  4′ x 4′) and we were off.


My fleet consisted of a pair of Dauntless Light Cruisers (both with Lances) and a squadron of Cobra escorts. Along with these I had my convoy, six regular transports and one heavy transport ship. I moved cautiously onto the table, warhips taking the lead.

IMG_2213In response, Andy moved one of his Dauntlesses forward, screened by his own Cobras.

I loosed some shots, successfully blowing a few of Andy’s escorts up, while moving up with the rest of the fleet.


Andy had a much better turn than me. He swung the Dauntless to the side, opening up his broadsides and targetting my Dauntlss. Firing his Cobra’s torpedoes, he struck home on my Cobras, destroying three, and also managed to damage my othr Dauntless.


My return fire bouyed me up a littel – both Dauntlesses fired their lances at the Imperial Navy cruiser, striking home and knocking two DC off it. Lots of blast markes litter the starscape as the convoy surges forward.


Andy responds by flipping over some of his other contact markers, revealing some Firestorm Frigates and another Dauntless which move forward into engagement range.


Andy shifts forward, badly damaging my Dauntless, and closing in on the transport ships.


My fleet gets congested trying to avoid the asteroid field, pincered by Andy’s oncoming fleet, and the perfect target for some torpedoes! Them combined with th fire from the ships knocks out the first transport and puts damage on pretty much every ship I have.


In response, I curl one Dauntless around the back of the Imperial fleet, hoping to chase down the damaged cruiser and bracket the other vessels.

IMG_2231Andy pushes through my fleet, splitting the convoy, and laying down blast markers. His damaged dauntless cannot turn and drifts onwards.


Andy’s damaged Dauntless finally bites the dust, but his Firestorms make short work of some of my transports. I cant turn fast enough to defend them and I can feel the game slipping away from me.


Andy sneaks off a few more transports , and with both my Dauntlesses quite damaged, ekes out a win!

I hope you guys enjoyed that game report. We played another game and I have pics from it, so they should make their way up here eventually.

Thanks guys🙂

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BFG Tau Fleet – Fleet Pics & Roundup


Hi All,

This is the roundup of the Tau fleet I have been posting up about for the last couple of weeks – finally finished and painted! It comes to a nice round 1,500pts and contains a good variety of ships.



The flet contains two Explorer Class Battleships, two Hero Class Cruisers, three messengers, six Defenders, and six Orca Gunships. Here is the list:

Kor’O (Ld9)              80
+1RR                         25
Explorer                 230
Explorer                 230
Hero                       180
Hero                       180
3 x Messenger       150
6 x Defenders        270
6 x Orcas                150

This gives me a pretty good spread of ship types, ordnance, weapons batteries and lances at a load of range bands. Broadly the strategy with the fleet will be to hold back in the initial stages of the battle, using the ordnance from the Explorers to break up the enemy fleet and hopfully score some damage, befor driving forward with the Heroes and the escorts to mop up the remnants. How well this will work, I am unsure about – it is a not a stunningly ccomplex fleet with magical tricks etc and would probably really struggle against a well played Chaos fleet or something like Tyranids which could close and board.

This fleet has been built to go with my 1,500pt Demiurge fleet to make a 3,000pt Tau list and I have some joint fleet pictures to come. Thanks for sticking with me!




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BFG Tau Fleet – Messenger Class Starship


Hi guys,

Another post on the BFG Tau fleet showcase / tactica that has been running here, this time looking at the Messenger Class Starship, which is an odd little vessel. It is an escort sized ship, costs 50pts, and is very very minimally armed!



As you can see it has pretty normal escort stats for its speed, turns, shields, turrets, and armour. All very normal so far. Its weapons batteries may as well be non-existent at FP 1 @ 30cm, but the interesting things about the ship are contained in the little text box under its stats. The first thing to note is that it does not have to be bought or deployed in squadrons (though it may be), but the more important thing is that each Messenger has a Tracking System.


So that immediately suggests that Messengers should always be braced when facing incoming fire (it will have no effect on their 1 FP either notice) and they should be within 10cm of a ship which has batteries with a range greater than 45cm. That means it should be parked either near an Explorer, or the weapons battery heavy version of the Hero.


I have three of these in my fleet and I probably plan to have one hang out with my Hero’s and have the other two hang out with the two Explorer’s. this should hopefully improve their weapons battery fire, but also make them more resilint against enemy ordnance which means I can use mine more offensively to try and shut down the opponents ships. This should help my plan that I outlined in the post on the Explorer Class – use its ordnance to try and hammer the opponent in order to protect their fragility!

I hope everyone had a good holiday break and leave a commnt if you are interested guys.

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BFG Tau Fleet – Explorer Class Starship


Explorer Class Starship

Hi all,

Sorry for the delay in this post, things were a little bit crazy here for a time (floods and power cuts) but everything is back to normal and the posting can continue.

This post is to show off my Explorer class ships, the only battleship sized vessel in the fleet. The last post was on the only cruiser sized vessel, the Hero class, that appears in the fleet (yes, there is also the Merchant class, but that appears elsewhere!) so it sort of made sense to keep up the increase in size.


The Explorer is the backbone of the Tau Merchant fleet and is pretty critical to just about any strategy you can get going with them. However it is also the place where the “merchant” vibe of the fleet really makes itself known with substandard armour and weaponary coming to the fore.

The Explorer, like the Hero, comes in two differing configurations (GW sneakily giving players more options while only have to produce one model :O ) which again only differ in armnament. Each has 12 DC, a 15cm move, and 45 degree turns. That is pretty normal (though slow) for a battleship class – remember it will only take a single blastmarker to stop your ship from turning.

So far, decent. However this is where the problems start to show: each ship only has a single shield(!), and has 5+ armour all round, except on the rear which is a 4+. That is pretty shocking – a battleship with only one shield is unprecedented, while 4+ rear armour is pretty much only confined to Orks! So the ship is big, but incredibly fragile, even more fragile than the cruiser class beneath it.

stats 1stats 2

So as we can see from the stats the armnament is prety close on both configurations. The 45cm FP8 prow battery is decent, but nothing special, and the ability to take three Orcas is not super special (although Orcas are quite good). However, the 8 lanuch bays turn this ship into something quite good – 8 launch bays is a pretty fearsome amount, equivalent to an Imperial Emperor Class. Also, and this is important, each ship is only 230pts, that is less than an Overlord Battlecruiser, and and full 135pts cheaper than an Emperor Class!


The difference between the two configurations is actually pretty minimal, swapping out 4 launch bays for 8 torpedoes. In the context of the fleet, I think I would probably stick with the full 8 launch bays, especially with the torpedo spreads from the Hero class ships and escorts. While a volley of 8 guided torpedoes is nice, I think a wave of four Mantas is probably nicer!

My fleet has two of these big boys, who I plan on keep as safe as possible, probably hiding them behind the Hero class ships or terrain, while pumping out wave after wave of ordnance. They cannot tangle with opposing ships, so while they are a good addition to the fleet, it does place a heavier burden on the Hero ships to do th heavy lifting and take the brunt of the enemy fire. It is all a balancing act – can I put the enemy on the back foot enough with ordnance from the Explorers that my Hero’s won’t get blown to smithereens?

I hope everyone is enjoying this slightly more detailed look at the Tau merchant fleet, it has been a good exercise for me to put together and learn more about them too.

Leave a comment!

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