New Edition, New Additions
This always happens…
Every single time a new edition or Codex or supplement comes out, either a new unit is available, or an old unit or option becomes more viable. For example, in 7th edition, the humble Storm Bolter was outshined by other options like Combi-weapons. The Salamanders found Combi-Meltas and Combi-flamers extremely useful in 7th. Now? Those old Storm Bolters are fantastic additions to a list, especially when combined with a Chainsword.
So, 8th comes with new options such as Primaris. I’m holding off on purchasing Primaris until my background can catch up with Gathering Storm. But there are a lot of other options I can explore.
…and luckily I have a boatload of options! Lexington, out of the goodness of his heart, gave me the remnants of his abandoned Aurora Chapter, and with my bits box and a few strategic bits orders, I have a bunch of new metaphorical clubs in my metaphorical golf bag!
So without further ado, here’s what I’ve been working on!
First, a Company Ancient with a Bolter-Melta. Perfect for holding the line, or assisting in a drop pod assault!
Next, a Lieutennant with a Bolter-Melta and Power Fist, perfect for multiple situations.
Next up some new Sergeant options. First, Bolter-Plasmas for some dedicated anti-heavy infantry or anti-light armor.
Some Storm Bolters, complete with Chainswords…
Combi-Gravs for Necrons and Primaris…
…and finally some new Devastators to complete my collection, giving me four of every single weapon! First, the Multi-Meltas…
…and some Grav Cannons with Grav Amps.
Well, that about wraps it up… yep… lotta new options…
…ok fine, just one more!
Behold, Captain Khalil of the 7th Company in his new version, on a bike, with the Shield Eternal, and a Thunder Hammer, making him incredibly lethal and hard to kill!
Khalil’s right leg was sawed apart at the foot, the knee, and the hip. Then, re-positioned with new green stuff sheathing. The Bike was pinned onto the base, but not glued. A piece of green stuff was placed on the back of the base, then smeared with the tire to make a skid mark. The arm was re-posed and more sheathing was added. Two Assault Marine storm shields were puttied onto the bike’s front faring. The hammer arm was pinned at the wrist to pose it in mid-swing.
Now I’m ready to rock for 8th! Be on the lookout for some new painting updates, as well as these models in future lists!
2000 pts. Azure Flames vs. Imperial Guard, Brigade on Brigade action!
After colds, family crises and impromptu Magic tournaments eating up my opponents, I finally got in another game. Nathan, longtime opponent on fourstrands, brought a Brigade of Cadians! Not to be outdone, I crammed a brigade into 2000 points. Here are the results!
———————————-
Mission: No Mercy.
Destroyed units give one victory point.
Additional victory points for Slay the Warlord, First Blood, and Linebreaker
Setup: Dawn of War (long table edges, 12″ deployment)
———————————-
Bozeman – Azure Flames (Salamanders)
Brigade Detachment
- Captain, Combi-Melta, Power Fist, The Salamander’s Mantle, Warlord Trait: Iron Resolve
- Librarian, Force Staff
- Lieutenant, Bolter, Power Fist
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Combi-Flamer, Power Fist, Flamer
- Tactical Squad x5, Combi-Flamer, Power Fist, Flamer
- Tactical Squad x5, Combi-Melta, Power Fist, Lascannon
- Tactical Squad x5, Combi-Melta, Power Fist, Lascannon
- Apothecary
- Chapter Ancient, Power Sword, Standard of the Emperor Ascendant
- Dreadnought, Assault Cannon, Heavy Flamer
- Attack Bike, Multi-Melta
- Attack Bike, Multi-Melta
- Attack Bike, Multi-Melta
- Devastator Squad x5, Lascannon x4, Armourium Cherub
- Devastator Squad x5, Missile Launcher x4, Armourium Cherub
- Thunderfire Cannon
Nathan – Cadians
Brigade Detatchments
- Company Commander
- Primaris Psyker
- Primaris Psyker
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Commander
- Astropath
- Command Squad
- Tech Priest Enginseer
- Devil Dog x2
- Armoured Sentinel
- Armoured Sentinel
- Armoured Sentinel
- Heavy Weapons Squad
- Heavy Weapons Squad
- Leman Russ x3
- Manticore
- Chimera
- Chimera
- Chimera
———————————-
Setup
———————————-
Pre-Game: Nathan spent 2CP to activate a preliminary bombardment! An Armourium Cherub bites the dust, the Chapter Ancient and a Rhino take a wound apiece.
Turn 1 – Azure Flames
First Blood as a Leman Russ explodes, damaging several units nearby! Several guardsmen are blasted by the Thunderfire’s arcing shots from teh safety of the ruins, and the squad is finished off by Heavy Bolters. Attack Bikes move up with one of the Rhinos carrying a flamer squad on the right side of the board.
Turn 1 – Cadians
Tanks and Sentinels firing plasma on high power wipe out the lascannon squad and do a few wounds to squads here and there. Chimera units move up to where they can do some good. Manticore fires a rocket at the Thunderfire Cannon, doing two wounds. Turn not pictured.
Turn 2 – Azure Flames
Two Attack Bikes fire on a sentinel, obliterating it, then charge a Chimera. Some bad rolls do some serious damage to Leman Russes, but cause no casualties. Dreadnought moves up. Rhino moves up on the left side, popping smoke and hiding behind a stone formation. Other Rhino on the right side advances.
Turn 2 – Cadians
Devils Dogs move up and severely damage the Rhino and kill the Dreadnought. More fire damages the Missile Devastators. The Chimera disengages from one Attack Bike, but not another to tie it up. The newly unengaged bike is mowed down by several Guard Squads. Guardsmen assault one of the remaining Attack Bikes and the Rhino on the right, doing one wound to the Attack Bike. Turn not pictured.
Turn 3 – Azure Flames
Flamer squad disembarks, fails dismally to shoot the Primaris Psyker in the ruins, but charge and kill him in close combat! They consolidate into the abandoned Chimera. The other Flamer squad disembarks their injured Rhino, bakes half a squad, and charges the Devil Dog, killing it.
Turn 3 – Cadians
Fire reduces the Flamer squad on the left to the Sergeant. He is charged by the Primaris Psyker and the Techpriest Enginseer, who both miss spectacularly. He kills the Primaris Psyker, leaving him in combat with the Techpriest. A wave of fire blasts the remaining two Missile launchers, leaving one lucky survivor. The Tactical squad continues their rampage on the right side of the board as the Infantry squad puts two more wounds on the Attack bike, losing several more of their numbers!
Turn 4 – Azure Flames
Apothecary, after trying and failing all game, resurrects a Tactical marine with a Lascannon, and he wreaks holy vengeance on a Leman Russ, doing 6 wounds! Sergeant finishes off the Techpriest. Fight with the Attack Bike, Rhino, and Cadian squad continues without casualties.
Turn 4 – Cadians
Another huge wave of fire is aimed squarely at the lone missile devatator, who shrugs it off like nothing! A stray shot takes out the nrely resurrected Lascannon marine, who takes a parting shot thanks to the Standard of the Emperor Ascendant! His final shot kills the tank that killed him! Chimera pulls away from the Tactical marines assaulting it before it can be destroyed. Turn not pictured.
Turn 5 – Azure Flames
Captain and Librarian put the hurt on a stray Chimera. The squad inside loses 4 people when it is destroyed. The Attack Bike and Rhino fall back from the Cadians, as the Tactical Squad approaches from behind, giving them a fiery death!
Turn 5 – Cadians
Fire puts 3 total wounds on the Captain. The squad in the Chimera charges him, dies to the Sergeant, who flees! The Manticore and Chimera Charge, to no avail. Game ends.
———————————-
Final score:
Azure Flames: 14 plus First Blood and Linebreaker = 16
Cadians: 9
———————————-
For most of this game I was taking it on the chin. Indeed, during the first turn, I completely forgot the Standard of the Emperor Ascendant, depriving me of several free lascannon shots! Ultimately, both players did a lot of damage, leaving little alive on either side. How did I win?
I took a Brigade, which is a minimum of 18 units, plus I took 2 Rhinos, and the Thunderfire counts as two for a total of 21 targets. Nathan took 18 plus another Heavy Support, Devil dogs, Three Leman Russes, three Chimeras, and another Elite slot for 26. Nathan’s targets are a bit… softer, especially medium vehicles like Chimeras and Sentinels. Lascannons and Smite took care of several of these vehicles, and the Thunderfire Cannon took out some of the softer targets. In the end, the toughness of the Space Marines, combined with some tactically timed armour save re-rolls kept a few key units alive. Several of my units had one wound or model left, and had they died earlier they wouldn’t have made the differences they had.
So, in the end, a Salamander MSU gunline is a pretty mean thing, going toe to toe with one of the top tier lists in the game.
Coming up next: a special surprise!
Battlefleet Gothic Azure Flames – Spear Squadron Gladius Frigates (plus new case!)
It feels good to get a brush back in my hands. I started with the Armourium Cherubs for Big Game VI, but in the course of unearthing some old bitz for the Guard models I lent Scott, I found six Forgeworld Gladius cruisers. Seeing as how my Space Marine fleet is severely lacking when fighting… certain opponents… I decided to give them a go.
So, the latest addition to my Space Marine fleet: Spear Squadron. Complimentary to Sword Squadron, I can now field two full squadrons of Gladius Frigates. For… reasons…
Certainly not specifically to fight the Eldar. That would be a ridiculous speculation and I resent the very idea.
But it would work.
What doesn’t work is my current case for the Azure Flames for Gothic. Currently, they live in the same overly complicated tackle box with my Epic Armageddon Azure Flames. (Yes I own a representation of the same army three times. It saves on paint.) However that case is so jam packed I keep Epic scale Rhinos in the top compartments with no padding. There’s not room for one more escort, let alone six.
That’s why family is a wonderful thing.
Last Xmas, my cousin’s husband confided in me that his business had a rather unique by-product. He sets up audio rigs for small churches. A lucrative endeavor as new churches spring up all the time. His deft hands compile the necessities of an audio system into a convenient roiling cabinet. What’s left over is an empty microphone case. He had more than 100 empty padded cases.
I took about 16. I used one as a transport for my Guard to Big Game VI. And now…
…it holds the fleet. Granted, there is no room for me to expand further, but I see no need (unless twelve Gladius Frigates are insufficient for the Eldar…) so I consider the collection complete. The case has a makeshift padded interior left over from various pluck foam and matress pad endeavors. The top is padded with further foam.
It’s not pretty, but given that I did it with waste foam, a free microphone case, and my wife’s glue gun, it was practically free! It also gave me a chance to use something I’ve had for a while:
A custom luggage tag, to mark it out! I plan to have several more of these cases for other armies for Gothic, Epic, Necromunda, Blood Bowl, and so on. So, a while ago, I designed luggage tags to mark out the cases. This is the first one I’ve had a chance to use.
Next: more batreps, more painting, and more fiction!
Big Game VI – Battle Report
So, that happened.
If you check for yourself here, the pre-battle storyline for Big Game VI was finished the night before (at 10:57 PM to be precise), and I finished the Armourium Cherubs not long after that (11:21 PM). Then I tried to sleep but was awakened by warring cats.
After 6 hours of sleep, I took 400mg of caffeine and headed out for the MSU Union. Scott, Brian, and I arrived just before 8am, and Andy arrived with Joe and Miles, and we brought the boards up to the 3rd floor, Lake Huron Room.
After about an hour of board setup, everyone had arrived. Each Person brought 100 Power Level, except Matt T who brought 200. Here’s a brief roster of the players:
- Order Players
- Eric, Defense Force, Commander – Azure Flames Space Marines (Salamanders)
- Joe, Defense Force – Angels Sacrosanct (Blood Angels)
- Scott, Defense Force – Cadian 401st.
- Alex, Relief Force – Eldar
- Jake, Relief Force – Eldar
- Miles, Combined Ynnari, Eldar, Harlequins, and Dark Eldar
- Additional Forces – Knight Titan
- Disorder Players
- Brian, Commander – Sicarii (Chaos Space Marines Black Legion rules, Word Bearers style)
- Matt B – Chaos Space Marines Iron Warriors
- Matt T – Chaos Space Marine Renegades (200 PL)
- John – Tyranids (Hive Fleet Jormugandr rules)
- Andy – Necrons (Sautekh Dynasty)
- Additional Forces – Baneblade
If you want to see the rules, check this convenient post.
Here’s the board setup:
Scott’s guard set up mostly on the west and north of the Citadel, occupying bunkers, while the Azure Flames secured the southwest corner, and the Angels Sacrosanct were to the east. The forces of disorder refused the entire western flank, with Sicarii and Iron Warriors to the south, and all other forces to the east. Andy’s Necrons set up farther east as a speedbump. The three Eldar players split between the far east and northeast.
Turn 1 – Order
Despite a wealth of weaponry, the Order Alpha Strike is somewhat ineffective. One Iron Warriors Rhino was destroyed, as well as a few Renegade Rhinos. The western Guard and the Knight move to reposition themselves. The Eldar aircraft swoop in and smash a few things. Eldar and Ynnari clash with Necrons. Azure Flames Thunderfire Cannon uses a Tremor Shell against a wall of 30 Hormagaunts, halving their movement and trapping the forces behind them.
Turn 1 – Disorder
The Necrons strike back against the Ynnari, which proves frustrating as they get free actions when you kill their units! Renegade Demon Princes move up and slay a few infiltrators. Chaos to the south moves up.
Turn 2 – Order
Eldar deep strikers arrive. The Visarch arrives in a raider with some Harlequins. Warp Spiders erase some poxwalkers guarding the Sicarii Dark Apostle. Eldar and Ynnari to the east continue to fight the Necrons. Striking Scorpions and Swooping Hawks harass the Tyranids. Hormagaunts are Tremor Shelled again. Eldar aircraft cripples Gorath’s Land Raider.
Turn 2 – Disorder
Sicarii Dark Apsotle charges the Warp Spiders. Fire kills the Ynnari Raider, allowing the Harlequins inside to charge! Massive fire from Tyranid Gaunts erase several Eldar units. The wall of Chaos and Nids in the east moves up. Mass Lascannons finish the Knight. Turn not pictured.
Turn 3 – Order
Warp Spiders jump away from the Dark Apostle, and the Azure Flames kill him, forcing him to drop his Virus Node! Blood Angel Librarian Dreadnought charges with Wings of Sangunius. Eldar continue to struggle with Necrons. Harlequins confound the Sicarii Dreadnought. The Eldar from the northeast pull up behind the Renegades, including the Avatar of Khaine! Azure Flames bikes charge Sicarii Plague Marines.
Turn 3 – Disorder
Gorath and some lascannons delete the Librarian Dreadnought. Tyranids arrive in the west, along with a few cultists. Nids charge some bunkers and the cultists charge a Blood Angels Dreadnought. Fighting continues as the Azure Flames bikes spill into the enemy deployment zone!
After turn 3, we had less than an hour to vacate the room, preventing another full game turn. Game ended in a draw.
What Worked
The Chase mechanic worked quite well. Eldar forces were well suited to the task of pursuing the enemy. Setup gave a huge amount of options for both sides, forcing them to be tactical. The rules were very explicit on how the Order players should construct their lists. Order was also able to bubble wrap the Citadel effectively.
What Didn’t
Disorder players seemed to have trouble breaking into the citadel. In playtests, the attackers would penetrate the Citadel from turn 3 onward. Logistically, the Disorder players would have arrived closer to turns 4 and 5. Disorder players were also discouraged from dedicating an entire player to being a speedbump, as Andy’s Necrons did with aplomb. This hurt them, as there were 3 fewer Nodes to get to the Citadel. There was also a stark disparity in the presence of Aircraft; Order had 4x the number of units that use the Flyer slot. Order also did not even use 1/2 of their points alloted to defenses, as we had no models other than bunkers!
Changes I’d Make
Less points for Order for defenses. Disorder should have the same number of Virus Nodes, but the Disorder Commander should allot them after setup, perhaps with limits on how many units/player can have them (perhaps 6 max per player?). Relief deployment zones should also be rebalanced to make the east side of the board less appealing. Disorder should have had a strategem that favored deploying in the open (dug in to gain cover?) and one to allow more turn one charges (which were surprisingly absent for the most part).
One other change I’d make would be some pre-games the previous day at a Local Game Store. Of the 11 players, 6 had played less than ten games of 8th edition, and Big Game VI was the first game of 8th Ed for FOUR PLAYERS! Some warmup games the day before would have made us play faster and get to know army strengths and weaknesses a bit better.
Next: Epilogue Stories for Big Game VI and some painting!