Just some quick pics from a recent game I played in a GW store (shhhhhh don’t tell anyone!) which was a 6k game (I think) against my buddy Tom’s Orks. Click the pictures for a better look!
I don’t know if you know, but I am the Army Champion for the NetEA Ghallamore Incursion Daemonworld list, a new armylist we are developing that aims to represent the forces of a Daemonic incursion into realspace in EPIC.
It is still in pretty early stages, but we have just put together an update over on the Tactical Command Forums, so either check it out here Ghallamore Incursion 3.1, or pop over there and help the development.
Sorry it has been so long since my last post, things haven’t been great and there has been a lot of change in the amount of free time I have so wargaming has basically died for me.
Still, I recently found a load of pictures from a game I played back last year with a friend of mine in London – an EPIC throwdown between my Dark Angels and his Ork force. This friend basically got me into EPIC and was my first regular opponent so it was great to play him again.
We chose to play the Breakout scenario from the EPIC rulebook for a bit of a change, which involved my Dark Angels being caught in an ambush by the sneaky Orks. I grabbed a few pictures and here they are.
First post of the restart here and I’m back with a Dark Angels Dreadnought that I decided to paint up as a Venerable Dreadnought.
As I said in the last post on the Dark Angels I love the little Dreadnought models but find them a little tricky to use in game due to the way they interact with formations in the Space Marine army list.
For this model I decided to do something a little different and paint him up as a member of the Deathwing. The Deathwing are the elite veterans of the Dark Angels, privy to their secret hunt for the fallen and looking kind of snazzy in their bone coloured armour. I thought this would help him stand out from the other dreadnoughts in the army and tied in nicely with my desire to give at least one dreadnought a back banner.
This involved a little delicate freehand but I am pretty happy with how the somewhat podgy angel figure turned out on there. In game his veteran status doesn’t really mean anything, with no ability to select Venerable Dreadnoughts in Epic due to granularity, but one of the nice things about Epic is the ability to add characters to almost any unit – so I could add a Captain or Chaplain character to this model to give him a little distinction. Possible not the wisest course of action in game terms, but inspiring or commander would be a cool way of representing such a veteran warrior!
This post is the time for the Dreadnoughts to make an appearance. I love the little dinky EPIC Dreadnought models, they are so characterful and look so cute! Sadly this attraction does not really follow through to Dreadnoughts in the game – they are a somewhat awkward combination of rules and availability. As a 15cm speed Armoured Vehicle they restrict any formation they are attached to to walking speed, which means that they cannot feasibly be using their free Rhinos, but it means stands in contact with them will be able to claim cover. They then have CC4+, FF4+, and a 4+ save along with the special rule Walker.
They also have some respectable weaponry packing either a Missile Launcher (45cm, AP5+/AT6+) and a Twin Linked Lascannon (45cm AT4+) OR a Power Fist (+1 MW CC attack) and an Assault Cannon (30cm, AP5+/AT5+).
These stats, for me, tend to lend themselves to one particular role – that of adding extra firepower and survivability to a drop-podding Devastator formation. Adding two Dreadnoughts to a Devastator formation with a Librarian comes to 400pts, which isnt bad for a Marine formation. It gives you additional firepower, especially AT firepower if you go with the ML/LC dreadnought, and it gives your Devastators the ability to claim a cover bonus from the AV Dreadnoughts. If there is cover nearby, then Walker allows you to safely dig in, while causing a real nuisance if you are near an objective. Combined with the fire from the Deathwind Drop Pods, this formation can cause a good amount of damage on the drop, and stick around long enough to really cause an issue.
The problem with using Dreadnoughts elsewhere in the list is that they tend to pose awkward issues with regard to transport. Marines as a list, because of their small size, need to have mobility and the ability to concentrate their forces effectively which requires their Rhinos. Dreadnoughts cannot keep up with formations in Rhinos, and although you could add them to a Tactical formation as an objective guard, this gets expensive very quickly. In addition, this leaves the Dreadnoughts as the only AV in the formation and easily snipe-able. The same is true of adding them to Terminators, or anywhere else in the army list.
So, dreadnoughts. Lovely models, awkward little buggers when it comes to list building!
Next post in the Dark Angels series, this is the Dark Angels 3rd Company, made up of two Tactical formations, and one Devastator and Assault formation. This follows the codex layout of a battle company with six Tactical squads, two Assault squads, and two Devastator squads. I also have a painted up command squad to substitute into on of the Tactical formations when I want to add a Captain character upgrade, and have a Librarian and Chaplain in the Devastator and Assault formations respectively.
Normally when I write up a Marine list for EPIC, I generally try and include a full battle company, including two Tactical formations. The Tactical formation comprises six stands of Marines (4+ armour, 4+ CC, 4+FF, 15cm move, with And They Shall Know No Fear and one Missile Launcher shot per stand) at 300pts. They aren’t bad, but they aren’t great – and generally taking two formations worth is a bit over the top for a 3k list. They are a pretty good place for the Supreme Commander to sit in, and with an added Hunter to compliment the Rhino transports, they can make a pretty decent mid-field objective holder. Note the Lascannon and Heavy Botler Marines in amongst the formations.
Then we have the attached Devastator and Assault formations that go with the Tacticals to form the full company. The Devastators (four stands of 4+ armour, 5+ CC, 3+ FF, 15cm move, with And They Shall Know No Fear, and two Missile Launcher shots per stand) normally have a Librarian character upgrade to make the most of his FF MW attack. There are generally two ways of running them – either in Rhinos with an added Hunter at 375pts as a speedy objective holder / engagement supporter, or with Drop Pods and a Dreadnought or two to pod down onto an objective and provide support fire. For the Assault Marines (four stands of 4+ armour, 3+ CC, 5+ FF, 30cm move, with And They Shall Know No Fear and Jump Packs), they get a Chaplain upgrade as they want to be in assault where his Inspiring special rule will be useful. Generally I find Assault Marines rather mediocre, struggling to pick things to engage against which they will do well given their small size and small number of dice to be rolling. Still at 175pts (225pt with Chaplain) they are cheap and quite maneuverable, so they can do somee good as objective grabbers, particularly for the victory conditions of Blitzkrieg and They Shall Not Pass.
Click through to the pics to have a look and let me know what you think!
So I put some whole army pictures of my Dark Angels up last week, and they seemed to go down pretty well. I also have some more detailed pictures of the various formations that make up the army so they will be going up here too along with a little bit of tactical exposition for each formation.
This post is the turn of the mighty Land Raiders. You get four in a formation for the totally unbargain basement price of 400pts (350pts in EpicUK and still no one takes them…)
They each have two twinlinked Lascannons (45cm AT4+) and a heavy bolter. The Lascannons can be pretty useful for ranged AT shots in a Marine army, but they are pretty mediocre for the points. The other good point in Land Raider’s favour is the 4+ Reinforced Armour which makes them pretty damn difficult to shift, especially when combined with And They Shall Know No Fear. You can either take them as a seperate formation, or add them as transports to eithr Devastator formations or Terminator formations. I can kind of see the benefit of adding two to a Devastator formation (adds AT shots, gives them protective transports) thought it makes them 450pts minimum, but adding them to Terminators just does not make any sense. There is no benefit to armour save, no synergy with their weapons, and the total price comes to a truly eye watering 725pts…
In the Dark Angels chapter, most of the Land Raiders are used as transports by the Deathwing, the veteran first company of the chapter. They have a pretty distincitve colour scheme of bone white and this is something I have carried through into their Land Raiders. A nice wash brings out the detail and the red gives a good strong contrast colour.
I hope you all approve!
As some of you may know I have been painting up my Epic Dark Angels off and on for ages now. I painted a fair amount (mostly infantry) about two years ago, then slid away and stopped for ages. I recently picked them up again and painted some more for the Into the Breach tournament I went to, and that gave me the impetus to finally get them finished (3.5 years after I bought them…).
So, I am rather proud to present the fully painted army for you all. That’s 7,500pts of Dark Angels, made up of the full 3rd and 5th Tactical Companies with support from the 1st Company Deathwing, the 2nd Company Ravenwing, and various tanks from the chapter Ironwing. It has pretty much got everything a Marine army can have, only missing a Thunderhawk Transporter from the available formations (hard to get hold of, not such a nice model imho, and I’m tactically unsure about it), and gives me the option to run a variety of different 3k or 4k lists.
I have really tried to go to town with this army, trying to do justice to the beautiful forumware models and sticking to the background of the Dark Angels. This does partly explain why the army has taken me so long to complete, but also it gives me an army whose paintjob I am reallly quite proud of. Adding the little grass tufts was the last step and really sets off the darker palette of the bases and models, while I quite like the brighter tone of red that I used on them.
I think the time and attention has really paid off, and works well with the elite feel of Marine armies in EPIC. Just look at how few models make up 7,500pts, compared to say Orks or Imperial Guard, or even armies like Eldar. This highlights one of the reasons I love EPIC – the armies play and look like how they should do in the fluff. Marine armies are TINY in comparison to most other races, but still manage to throw their weight around!
A couple of things to add though – normally when playing Marines, you need some form of AA cover, provided by Thunderbolts. I already have a fair few painted Thunderbolts so these will sub in from my Imperial Guard army for now, though I would maybe consider trying to find some good Storm Talon or Xiphon Interceptor stand ins just to keep the Marine look. Another aspect is that most effective Marine army lists run with at least two Warhound Titans (they need the speed, firepower, and engagement triggering effectiveness of the the titans), and while I get kinda grumbly over this, I do eventually want to pick up two of the Forgeworld Warhound Titans to go with this army. Probably painted in a nice light gray and yellow Legio Gryphonicus scheme for contrast with the dark green and red marines.
I’ll be putting up some more posts in the near future showing some closer in pictures of the various formations, but if you click on these pics they do get bigger so go have a look. Otherwise I feel the army is done – all it needs now are a few more games to prove itself!
So as you might be aware I have not really been playing much of anything lately, having packed up my stuff a while ago and since moved to London. Since then I have been pretty busy trying to find a job and with some writing, but recently I found out that there was going to be an EPIC tournament called “Into the Breach” at Dark Sphere Gaming in London yesterday. I figured it was a good excuse to a) play some games b) meet new people and c) find out where I could continue to get games in London in the future. I just didn’t want to finish last…
Well I went yesterday, and I have to say it satisfied on all three counts! I played three games against a variety of lovely people, met even more nice people, and have found out where my best chances for getting some specialist gaming in the future are. I took my Dark Angles, playing them just as Codex Marines, with a full Battle Company and no Thunderhawk or Warhounds… So not exactly stellar, but fun to play.
My first game was against a lovely chap playing Steel Legion – four(?) Mech Infantry Companies on his side and two Warhounds drove me to a very convincing loss. I just couldn’t shift any of the infantry out of cover and mucked up a couple of decisions early on, but some last minute maneuvering maade it 3-0 rather than 5-0.
My second game was against a guy called Charles, playing Ulthwe Eldar with some Revenant titans and a lot of Guardians. His was a very nice army, that promptly steam-rollered one of my flanks, the Revenants basically deleting a Marine formation with every activation. My Terminators bounced off them in an engage and theere wasn’t much more I could do. Luckily I was able to push up on the other flank and hold it to a 2-1 loss. I was getting better!
My third game was against another army I had never faced – Knights! Played by the lovely Alun, they proved a really interesting list to face with plenty of firepower and resilience. I played much more aggressively in this game, slammming my Landspeeders and Scouts up into the Knight’s faces, which seemed to pay off as a number of formations were broken. I quickly learnt to try and knock them off while broken as they are not fearless and came incredibly close to killing off the BTS. Sadly, I kind of mistook the end of turn 2 for the end of turn three and was a little careless in going after things, which came back to bite me as we ended in a score draw.
Still, I had managed to avoid the ignominy of finishing last or losing all three games (just!) and had a total blast of a day. Sorry I didn’t manage to get any in game pics, next time I will. Otherwise hopefully some of the newly painted Dark Angels will do for now. Now all I need to do is crack on with painting up th last bits and pieces of my Dark Angels (Land Raiders, Predators, Vindicators, Thunderhawks, Bikes)!
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!