Monday, May 11, 2009

After Action Report - 2000 points vs. Blood Angels

This past Saturday I gave the new codex a spin, pitting 2000 points of the Mordian 7th Regiment against a friend's Blood Angels. This won't be a blow-by-blow battle report, we didn't document the game quite that thoroughly. I figured I'd be slowing the game down enough constantly referencing the new rules, statlines, etc. that I'd just take pictures of the highlights.

I went with the army list from the previous post, and that morning pulled out all the figs - I have to say, it's always edifying when the first words out of one's opponent's mouth are "Holy crap".



My particular terrain setup runs exclusively to the urban persuasion, and generally I try to set it up with a mix of density to portray the outskirts of a ruined city. For this game however, I thought it would be fun to do a table representing a more inner-city feel.



My friend brought his heavily assault-themed Blood Angels army, which has savaged my guardsmen on a number of occasions. The usual pre-battle smack talk ensued - I had taunted him earlier in the week that "He'd better bring the big guns to deal with all the tanks". Little did I realize he'd follow through with his counter-threat to build a Terminus Ultra. The name of the tank is a matter of some debate. He favored "Godhammer", whereas I was pretty sure "Le Tanque Du Fromage" had a nice ring to it...


We ended up playing the Dawn of War scenario, which had some odd repercussions on each of our lists - it forced his usual deep-striking HQ unit onto the table up front, invalidated my infiltrators, and posed an interesting question regarding the ordinarily-immobile Medusa Siege gun. We decided to go for it anyway, and see how things panned out. I set up first, and in turn 1 most of the army moved onto the board. The Medusa was towed into position by a chimera and spent the rest of the turn unlimbering to cover the road down the middle of the town.



The Blood Angels entered the fray, and the Terminus Ultra moved onto the table. The guardsmen decided that discretion was the greater part of valor, and fell back into cover. The Land Raider effortlessly destroyed the Leman Russ Executioner, which exploded quite spectacularly in turn two.



On the left flank, the hardened veteran squad sped towards the Land Raider, hoping to make it close enough to utilize their melta bombs. However, the first assault squad pounced on their Chimera - rolling forty-some-odd attacks, and tearing the turret from its collar. Only by virtue of the tank's speed the previous turn did it avoid utter destruction. To the marine's consternation, Thargadd's Thumpers managed to move within striking distance. With a roar, the Ogryns charged into combat as the chimera continued towards the Terminus Ultra, albeit slightly on fire.



I use the Ogryns as a "Tar Pit" unit against my opponents heavy close combat troops. In this instance, Thargadd and the lads held an entire Assault Squad led by a Chaplain with a power fist for three turns. When the dust settled, they had accounted for seven of the assault marines, and had prevented them from slaughtering the company command in the nearby building. 150 points well spent, I found.



After Thargadd took his last wound, the nearby infantry made short work of the remaining Assault marines via the judicious use of "First rank, FIRE! Second rank, FIRE!". The Chaplain ended up chasing a couple vehicles around for the rest of the game.


On the opposite flank things didn't go quite so smoothly. While the guardsmen managed to disable several of the Blood Angel landspeeders, they were assaulted and completely butchered by a second Assault squad. Several units were slaughtered to a man before they even had a chance to strike back.


We ended up calling the game at the end of turn four due to time constraints, though it looked to be a fearsome conflict brewing in the center of town.



We tallied up the losses, and he'd managed to destroy about half the Guard by the end of turn four, losing about a third of his points in return. Nevertheless, that's significantly better than the guard has fared in the past! The Assault squad was set to roll my flank in turn 5, though the HQ likely could have withstood a turn or two before collapsing. The ratling snipers spend the game running around the table rather than shooting from cover, so I didn't really get a feel for how they played. I enjoyed the Psyker Battle Squad, and will likely take them again - their leadership modifying capabilities in concert with ordnance barrage and pinning weapons could prove to be very effective. The terrain and mission worked to our disadvantage in certain ways on both sides of the table, though it was an entertaining scenario overall.

This coming week I hope to polish off the last of the orks as a brief change of pace before I dive into paining the next batch of guardsmen...

Friday, May 8, 2009

2000 Points vs. Blood Angels Army List

I'm going to be giving the new codex a go this weekend against a friend's Blood Angels army list. While I'm routinely butchered by his assault-themed army, the games are always highly entertaining. I'll take pictures of the game and post a battle report once the game is finished. After a bit of pondering, here's the list I'm planning on taking:

HQ:
  • Company Commander Evin Eldro and HQ squad (Plasma Pistol, Meltagun, Medic, Vox, Autocannon Chimera): 180 pts
  • Lord Commissar Fidel Arden (Bolt Pistol, Power Sword): 80pts
Elites:
  • Thargadd's Thumpers (6 Ogryns): 150pts
  • Dunno's Deadeyes (5 Ratling Snipers): 50pts
  • Morrin Dannel's Psyker Battle Squad (6 psykers, 1 Overseer, Autocannon Chimera): 150pts
Troops:
  • 1st Platoon HQ Squad (Plasma Pistol, Medic, Vox, Standard, Meltagun, Wyvern Command Chimera, Commissar w/ Power Fist): 222 pts
  • 1st Platoon, 1st Squad (Grenade Launcher, Autocannon): 71pts
  • 1st Platoon, 2nd Squad (Grenade Launcher, Autocannon): 71pts
  • 1st Platoon, Heavy Weapons Squad (Lascannons): 105pts
  • 2nd Platoon HQ Squad (Bolt Pistol, Power Sword, Medic, Vox, Standard, Meltagun, Wyvern Command Chimera, Commissar w/Plasma Pistol & Power Sword): 227pts
  • 2nd Platoon, 3rd Squad (Grenade Launcher, Autocannon): 71pts
  • 2nd Platoon, 4th Squad (Grenade Launcher, Autocannon): 71pts

  • 3rd Platoon, 1st Veteran Assault Squad (Missile Launcher, Grenade Launcher, Melta, Plasma, Demolitions, Chimera): 235 points
Fast Attack:
  • Armored Sentinel Squadron (3 x Armored Crew Compartment, Lascannons): 210pts
Heavy Support:
  • King Russ Executioner (Heavy Bolter, Extra Armor, Camo Netting, Massive (proxy dozer blade effect)): 235pts
  • Medusa Siege Gun Emplacement: 100pts
Total: 2001pts

A few changes from prior lists - the inclusion of the ratling snipers and the psyker battle squad as I've never fielded either and they sound like fun. Other than that the list is fairly similar to what I've used in the past so I'm fairly familiar with their strengths and weaknesses. On the other hand, there have been a lot of little changes to statlines and equipment since the last codex as well as the inclusion of a lot of new rules, so the army may play entirely different than I'm used to. We'll see how it goes, I suppose!

Thursday, May 7, 2009

'Ere we go, 'ere we go, 'ere we go...


While the Mordian 7th is my favorite army and has been slowly growing over the years, I do enjoy doing smaller 'boutique' armies to keep myself entertained and give me a chance to try new styles of modeling and painting. The most recent army was a small Bad Moons-themed army also known as Waaagh Nazdakka. Definitely an amusing army to build and paint, although I did get pretty burned out painting all that yellow and green. That prompted the inclusion of some Evil Sunz warbikers and the Dragsta, just for a change of palatte!



There are still some ork stragglers lurking on the shelves that I really need to finish up, including some deffkoptas and a unit of burna boys, but I definitely get 'army painter's fatigue' after a while and it becomes difficult to get excited about painting more orks. So for now the rest of 'da lads' languish in a primered state awaiting a paintbrush.

No forward motion on the guard this week, too many other demands on my time. Hopefully next week will be a bit more conducive to modeling - I'm itching to build my first of two Valkyries!

Monday, May 4, 2009

Red ones do, in point of fact, "go fasta".


No real progress will be done on the guard this week I'm afraid - Real Life(tm) will be keeping me very busy. Nevertheless, I thought I'd share one of my favorite conversions from my most recent Ork army (after all, the Mordian 7th was suppressing an Ork uprising on Flotis III). Again drawing on the most excellent codexes created by the fine folks over at Tempus Fugitives, I decided to build a Mekboy Dragsta. The Damocles Gulf Crusade campaign pack for the Orks has several Dragsta options from the old Epic versions, including the Lifta Droppa and Bubblechukka, but I decided to go with the 'vanilla' version with twin-linked Kustom Megablastas.


Roughly 90% of the conversion is comprised of bits from the Ork Trukk sprue. There were a few random parts from my bits box to create the Kustom Force Field generator, but any good mekboy surely has some appropriate gubbinz to make their own 'speshul vershun". I started by center-mounting the drivers seat at the down-sloping section of the frame, stuck the engine on behind him and used a couple of the side armor plates to form the bonnet.



The armored sidewalls from the bed of the Trukk formed the sides of the cockpit, and some CoD bits, a couple lengths of plastic tubing, and some whirly bits formed the rest of the engine and the Kustom Force Field. Parts from the front grill from the Trukk made up the front spoiler, and I added a skull from an ork biker for a little decoration.



Any speedsta worth its name should have stonking great rokkits sticking out the back, as far as I'm concerned.



The Kustom Megablastas are from an old box of "space rangers" I picked up eons ago. The heavy weapons from that set find their way into a number of my ork and adeptus mechanicus armies.

All in all a fun model both to build and field on the tabletop, it was the subject of many an amusing mishap as the mekboy driver careened about the battlefield!

Sunday, May 3, 2009

Get your motor runnin'...

One of my myriad plans is to convert all the rough riders for the Mordian 7th to ride Hornet motorcycles. To that end, I had converted a group of 5 from Dark Eldar jetbikes and various bits from the Cadian heavy weapons team sprues. While they turned out fairly decent, it was a very painstaking and thoroughly non cost effective project. I'd been poking around to see if I could find appropriately-scaled motorcycle models when I came across Ramshackle Games, who do a wide range of post-apocalyptic themed models - among which were not one, but two styles of 25mm bikes both with and without integral legs cast in resin. I thought they looked perfectly suited for my plans and as they were very modestly priced I placed an order for 10 bikes to see how they'd work. I got the package in the mail on friday and following a quick soak and scrub I brought them up to the hobby loft for cleanup and a test model:

My initial impressions of the models were extremely high - the bikes all came with separate handlebars, one set with integral hands and one set without. The integral hands are going to make the conversion process super easy - there's no shortage of appropriate cadian arms in my bits boxes just waiting to have their hands cut off and used for the riders. There was the shortest of delays in the order, but the owner was extremely communicative and kept me up to date every step of the way. In addition he threw in a couple extra models as well as a fantastic single-piece casting with a raider-themed rider built in. I'm thinking that with a few minor modifications it would make for a perfect proxy model for the Attilan rough rider special character who grants his unit all sorts of scary bonuses.

I did one test model to get a feel for how everything would fit together, and with just a couple blobs of greenstuff the torso and steering arm were complete. I took a bit of plastic rod, a spearhead and a couple small packs (to represent the explosive charges) and made up a hunting lance, though I still need to run a bit of wire down to the rider's hand and give the lance a proper pommel of some variety.


All in all I am extremely happy with these models as well as the professionalism of the company and I'm planning on ordering up another 20 to use for the other two squads I need to build...




Saturday, May 2, 2009

New builds for the Mordian 7th Regiment

A rainy saturday today - got a chance to fiddle around with some of the new sprues while I waited for the rain to stop.


I wanted to re-work the command squads to take advantage of the new box set's bits. I found one of the 1st edition commander torsos, so Evin Eldro ended up being a pastiche of old and new - appropriate for the army I thought. I love the new banner bearers that come with the command box as well - had to add one of those to the squad.


In addition to the upcoming advisors, the command squad is also allowed a pair of bodyguards who act as ablative wounds for the commander. I really enjoyed the fact that they brought back the "look out sir, aaargh!" rule.


As the bodyguards are there to take a hit for the commander, I figured it would be appropriate to model one of the bodyguards as he's being shot. Had some fun with this model, there's a grenade falling from his fingers, with the pin pulled and ready to explode. Though you can't really see it in this picture, his helmet is flying off as well.


Redid the 1st platoon HQ squad as well, adding a new officer, another of the new banner bearers, and adding a melta gunner in place of the old grenade launchers.


The new 4th platoon HQ squad will accompany the beastman attack sqads. I'm considering adding a sniper to the unit, but may swap it out for a melta-gunner instead.


Did up a couple test figs for the beastmen attack squads, just experimenting on a paint scheme before I build two full squads. They will use the Penal Battalion rules, proxying for units with the 'knife fighters' special rule, and foregoing their lasrifles - the original beastmen squads were armed with two close combat weapons, so that seems to be the best option.


Lastly, I used some bits from the command box as well as a few bits from the flagellant box to make up an Overseer fig for the Psyker Battle Squad. I plan on painting up his back banner with the symbol from the Adeptus Astra Telepathica, to allow the commanders to easily pick out the unit on the battlefield:


All in all, a fun day of gluing my fingers together! Tons more to build yet, I'm trying to decide if I should just paint what I've built so far, or just go to town and build out the rest of the units I have planned...

Friday, May 1, 2009

The new codex and the Mordian 7th Regiment

Apologies beforehand for the wall o' text!

I managed to get a chance to read through the codex yesterday, and thought I'd share my initial impressions. There are a number of notable changes to rules, organization, and points costs, so I sat down and re-worked my entire army list accordingly. To make things easy I use an excel spreadsheet to track every unit that I have, which allows me to then pick and choose units to build army lists for games. As I went through the old master file to update all the units, I color coded the changes to help me figure out what's new the next few times I play. Suffice it to say, the list changed considerably and got REALLY colorful. There's lots of new stuff to keep track of the first few times I play the new list.

A few changes really stood out to me:

HQ:
Many units which used to be HQ detachments/advisors moved to the troops and fast attack headings. While I like the fact that I can now give a commissar to any of my infantry squads and platoon HQs, it seems odd that in order to get a commissar for the company HQ I must use a force organization slot, meaning that in a normal game, I'll not be able to take both Commissar Fidel Arden and Primaris Psyker Morrin Dannel. The loss of the "leadership bubbles" is unfortunate, though I do think it'll be more fluffy to have the guard units panicking and routing left and right, followed by the merry tune of the commissar's bolt pistol (though I AM irritated that roughly half of my commissars no longer carry valid weapons, grrr). The vox network is now used to reroll Orders, though I find the ranges for orders absurdly short for the Platoon HQs. I would think an 18-24" Company/12" Platoon range would be a bit more useful compared to the new 12"/6". Personally, I'm not a huge fan of using special characters in 'normal-sized' games, though the 5th ed codexes all seem to be going that route to give the army flavor. At the moment I don't intend to proxy in any of the special characters for use in my army - The only one who interested me so far was Pask, who I might use as a Tank Ace for the King Russ Vanquisher. Nevertheless, I did like that they added some new special characters, and the backgrounds and histories for the new characters were all very entertaining!

ELITES:
Ogryns got scary - +1T, +1A, Furious Charge and Stubborn? With Assault 3, Str 5 Ripper Guns? Yes, please! I've always been a fan of Ogryns, so many tacticas I've read tend to disregard them as underwhelming for their points, but they have always performed admirably for me, and they're just darn entertaining to field. Fluff over Mathhammer any day of the week for me! I really like the new Ratling sniper models, so I'll be fielding them and the Psyker Battle Squad seems like a nice fluffy unit. Overall, I'm happy to see the Imperial Psykers getting a little upgrade. They were more or less useless in the previous codex, which was a shame.

TROOPS:
Oodles of scoring units in the new army - there's 8 troops selections in the new Mordian 7th list. Overall there were no real surprises, cheaper infantry squads, slightly more expensive platoon HQs. Disappointed at the lack of Col. Schaeffer's Last Chancers, but the penal battalion isn't quite the letdown I'd feared. Not great, but okay. Hardened Veterans moved to Troops, which I like.

FAST ATTACK:
Not much changed here for me, though I'm disappointed that my custom rough riders are no longer appropriately armed. I have a whole new set of bikes on the way however which should alleviate this problem.

HEAVY SUPPORT:
Higher Side armor on Leman Russ MBTs is nice, as is the Lumbering Behemoth Rule. I'm especially pleased to see the Executioner became a bit more useful - shorter ranged, but it's now Heavy 3/AP 2, a definite Terminator killer!

After a fair bit of re-typing, cutting/pasting, and updates, I finally nailed down the final complete army list utilizing the new codex.

Mordian 7th Regiment, D Company (following the conclusion of the Flotis III campaign):

HQ:
  • Company Commander Evin Eldro & Command Squad - Vox, Medic, Standard, Melta, Wyvern Command Chimera: 180 pts.
  • Commissar Lord Fidel Arden: 80 pts.
  • Primaris Psyker Morrin Dannel: 70 pts.
  • 2 x Techpriest Enginseers - 2 Tech Servitors, 1 Heavy Bolter Servitor each: 220 pts.
ELITES:
  • Ratling Snipers - Dunno's Deadeyes (5 ratlings): 50 pts.
  • Psyker Battle Squad - 6 Psykers & 1 Overseer: 80 pts.
3rd Platoon (based on original army list naming conventions):
  • Ogryn Squad - Thargadd's Thumpers (6 ogryns): 150 pts.
TROOPS:

1st Platoon:
  • Platoon HQ - Vox, Medic, Standard, Melta, Wyvern Command Chimera: 220 pts.
  • 2 x Infantry Squads - Vox, Melta, Grenade Launcher, Autocannon: 71 pts. each
  • 2 x Armored Fist Squads - Vox, Melta, Grenade Launcher, Autocannon, Chimera: 156 pts. each
  • 2 x Anti-Tank Heavy Weapons Team - 3 x Lascannon: 105 pts. each
2nd Platoon (named as such in homage to the 1st ed. list):
  • Demolition Veterans Squad - Missile Launcher, Grenade Launcher, Plasma, Melta, Chimera, Demolitions upgrade: 235 pts.
  • Drop Veterans Squad (mounted in Valkyrie) - 3 x Melta guns: 105 pts.
  • Drop Veterans Squad (mounted in Valkyrie) - 3 x Plasma guns: 120 pts.
4th Platoon (again, original 1st ed. naming structure):
  • Beastman Attack Squad A - Knife Fighters, No Lasrifles (Proxy Penal Battalion): 80 pts.
  • Beastman Attack Squad B - Knife Fighters, No Lasrifles (Proxy Penal Battalion): 80 pts.
6th Platoon (ditto):
  • Penal Battalion: 80 pts.
Defense Line:
  • Turret Emplacements - 3 x Twin Linked Heavy Bolters: 210 pts.
FAST ATTACK:
  • Armored Sentinel Squadron - 3 x lascannons: 210 pts.
5th Platoon (more original list naming):
  • Rough Rider Squad A - 10 bikers, 2 x Melta Guns: 140 pts.
  • Rough Rider Squad B - 10 bikers, 2 x Melta Guns: 140 pts.
  • Rough Rider Squad C - 10 bikers, 2 x Melta Guns: 140 pts.
2nd Platoon, Continued (these carry the Drop Veterans):
  • 2 x Valkyrie Assault Carriers - Lascannons: 230 pts.
HEAVY SUPPORT:
  • Medusa Siege Gun: 100 pts.
  • Leman Russ - Lascannon, HK Missile: 185 pts.
  • 2 x King Russ - Lascannon, Heavy Bolter Sponsons, Extra Armor, Massive (Dozer Blade): 210 pts.
  • King Russ Vanquisher - Lascannon, Heavy Bolter Sponsons, Extra Armor, Massive (Dozer Blade): 215 pts.
  • King Russ Executioner - Heavy Bolter, Camo Netting, Extra Armor, Massive (Dozer Blade): 235 pts.
  • King Russ Eradicator - Heavy Bolter, Extra Armor, Massive (Dozer Blade): 215 pts.
  • Thunderbolt Fighter - 2 x Hellstrike Missiles: 200 pts.
  • Macharius - Heavy bolter sponsons: 345 pts.
  • Stormlord - Extra sponsons, heavy stubbers: 620 pts.
  • Stygies Pattern Leviathan: 1250 pts.
Total Points: 7694(!)

At the moment much of the army is complete and painted - however there are a number of units that still require assembly and/or painting (and in the case of the rough riders, purchasing):

Primaris Psyker
2 Veteran Squads (under construction)
2 Valkyries (under construction)
2 Beastmen Squads (test builds underway, pics to follow)
Penal Battalion Squad (using Catachans)
Re-arm 2 existing sentinels with lascannons
3 Mechanized Rough Rider Squads (5 old models being retired, 10 under construction, 20 bikes on order)
4 King Russ MBTs (under construction, 2 'vanilla', 1 Vanquisher, 1 Eradicator)
Leviathan (under construction)

Doesn't look too bad until I realize that's 80 more infantry/bikes and 7 vehicles (including the mobile building that is the Leviathan). Nevertheless, I'm looking forward to it! There are a couple things that I'm considering to bring the list in line with the original - there's supposed to be a human command squad that oversees the Beastmen attack squads, though the penal battalion rules that I'm using to proxy the Beastmen don't count towards the required Platoon units. I'm considering purchasing a second platoon HQ for the armored fist squads, then deploying them alongside the Beastmen. Fits the letter of the current rules, as I don't see that the platoon HQ must set up within a certain distance of their 'correctly associated' units, though they must be placed in reserve/deploy at the same time as said associated unit. Not a big problem as I see it, as my armored fist squads rarely start in reserve. In addition, I'm planning on replacing all the squad autocannons with Lascannons, as that's how the original list was armed, and these days all I ever seem to play against are Marines, where the autocannons come up lacking.

Overall I'm more pleased than not regarding the new codex. As is usually the case, GW has invalidated certain unit's equipment loadouts which means several models I had in the old army list are no longer viable under the new rules - Irritating, but par for the course. Overall however I think the army list is flavorful (even without the inclusion of the special characters), flexible, and hopefully fun to play with and against!