Sunday 28 June 2020

On the Table- Battlefleet Heresy, Necromunda, Avengers

Hi again all! Thought I'd put up another hobby post with what I've been working on lately and talk about how I've been hobbying. 
A couple weeks ago I finished up my Delaque gang for Necromunda. I haven't played it yet, but I'm hoping to set some things up once I can make it to a local club meet and give these guys a try. I really love the sneaky cloaked aesthetics of the gang and their fluff as information brokers and spies, so I had to pick them up (and add some Forge World weapons to them as well). 
More recently I've been working on a Battlefleet Heresy fleet for the Dark Angels. The Dark Angels have always been my favourite Legion, they're what I have for 40k as well (updates on that soon) and before I sold them off I had them for 30k as well. With the rules online and a few people locally building up fleets, I decided to expand into a 2nd BFG fleet and build up the Dark Angels. I've got my hands on a metal Desolator and have converted it up by removing Chaos stars and adding Dark Angel symbols (thanks 40k bitz!) to act as the Invincible Reason as my flagship, and am now waiting on the rest of the fleet before I start painting. The different playstyle alone is something I'm looking forward to compared to Eldar, and there's going to be a lot of gaming to be had once I get the fleet up and ready. 
My latest paint project has been the old Knight Models set of Avengers, plus the Hulk. While these are a fully playable list for the Marvel/DCU game they're mainly being painted to sit on my shelf and finish off my Marvel collection. 

That's been my last month of hobby, next up is more Bushido!

Tuesday 23 June 2020

Warcry- Gloomspite Gits

My second post for Warcry continuing off my Untamed Beasts, today I'm talking about my Gloomspite Gits. This one is a bit different because I'll be talking about my own warband and talking a bit less about specific options, focusing instead on building a warband out of the Zarbag's Gits box from Warhammer Underworlds. I might not have the most super competitive list but it's something I've enjoyed playing and it still stands up in my games so I'm sticking with it. 

Faction Abilities
Backstabbing Mob as a generic double is ok but not really amazing, adding 1 to strength and attacks if you have another model within 1" of the fighter using the ability. It's very positioning dependent though and in most cases I'm not a huge fan. 
Barbed Net is a double for a 45 point model, and it's excellent. 3" range and on a 3+ to stop models moving or disengaging is amazing, especially if they aren't in range to attack anything to begin with. 
Boing! Boing! Boing! is the first triple on the list and is used by all Squig mounted models (but not the Squigs themselves). Similar to Pounce in the Untamed Beasts, it lets you allocate damage equal to the ability when you move within 1" of an enemy model. I like this a lot and use it often as a way to get out extra damage to whittle things down that little bit more. 
Stab 'Em Good is a leader triple, and a pretty good one at that. It adds 1 attack to every attack made by friendly models made within 6", provided those attacks are less than 3" range. Being goblins they won't be enabling huge amounts of damage in most cases, but what it does affect will be able to put out some hurt and it's basically an Onslaught bubble for just one extra dice. 
Go Dat Way! is a triple for the Squig Herder only, and it lets you make a friendly Beast within 4" take a move action. Good way to speed up your Squigs but that's about it- it is on a 45 point model though so it isn't really taking away from the rest of the list by existing, just adds an option should you choose it. 
Sneaky Stab as a quad is excellent, and can change even the most diminutive goblin fighter into a damaging powerhouse. It gives a bonus move and then a bonus attack, but also adds the value of the ability to damage allocated provided the target is within 1". This puts even regular goblins at great levels of damage, but the higher strength ones will almost certainly tear through whatever they touch when this is active (and then have 2 more actions to have more output). 
Boingrot Boss is my favourite leader option as even though he is the most expensive at 265 points, he is super tanky and is very hard hitting. Move 8 with Fly makes them quick, and 24 wounds at toughness 5 makes them hard to kill. Range 2 is great for threat range as well (and hitting without being able to be hit) at 2/5 damage with strength 5 and 4 dice you can deal out a lot of damage, which is only made worse by adding any of the abilities that affect the Boss. 
Cave Squig are the "tanky" options that you aren't paying a super high premium for. Toughness 4 and 15 wounds is pretty average but in Gits is high, and their damage output is really good. Strength 5 lets you wound things pretty damn easily in most cases, and 4 dice at 2/4 damage does the job quickly enough. They won't be tearing down champions super quickly, but pair them with a Herder and they work. 
Squig Herder and Stabba with Barbed Net are both really cheap and have good abilities unique to them, but are also both very weak profiles. Toughness 3, move 4 and 8 wounds means they are middling speed but really fragile, and their melee profile is the weakest in the entire game. They do make up for it in their abilities and just being cheap enough to fill out lists and take objectives, so I am a fan of taking one of each (although an extra net is good, it's not financially smart)
Shootas have the same profile as the 2 mentioned previously, but trade access to abilities for a bow and are 20 points more. The bow makes up for the bad profile as it lets you plink away damage a bit more while you can keep yourself safe (screening with goblins is doable too) 

Ally Options
To top up this warband using Zarbag's Gits and to use Zarbag himself, I play with an ally option from the Monsters and Mercenaries book. 
Fungoid Cave-Shaman and Loonboss are both 140 points with the same statline, they just have different abilities and weapons. Move 4 and toughness 4 is pretty standard fare in Gits, but their 20 wounds is very good for the cost. The Loonboss has 2" range and 4 strength 4 attacks with 2/4 damage which isn't quite Squig level but it's good regardless, while the Shaman is a purely ranged model and throws out 2 strength 3 dice doing 3/6 damage at 3-7" range. The Shaman has far more obvious weaknesses here as it can't attack in melee and is low strength and attacks, but it can still put out 12 damage on a double crit which is impressive. As for abilities, the Loonboss can add an absurd amount of melee attacks to every model within 6" of itself depending on the value of the ability, but it's on a quad and thus expensive and competing with Sneaky Stab (although in most cases the extra dice will be flat out better because it's a bubble). Anything over a 3+ is insane value on even the lowly Stabba, and exponentially better on good damaging models. As for the Shaman, it has a damage aura of 3" on a triple, which does a single damage point on a 3-4 and on a 5+ damage equal to the ability. If you're able to use this he isn't able to shoot, and as such is struggling so I would skip it and just use him as a shooting piece. In general the Loonboss is the far stronger option, but as Zarbag is actually a Shaman in the fluff I have been trying to make that work as well. 

With these my usual list is covered, but the Gits have a few more options to note.

Boingrot Bounder- almost an identical profile to the boss, just lacking the leader runemark and a few less stats. 4 attacks becomes 3 and 24 wounds is down to 18, but loses 45 points (a net) in the process. In all they're good options but for non-leaders on Squigs I would lean towards the Hoppers for cheaper. 

Squig Hopper and Boss are up there for some of the best objective grabbers in the game, but they've got a really steep points cost because of it. Move 10 with Fly so they can get anywhere on the table in 1 activation, toughness 4 and 16 wounds (22 on the Boss) makes for a tough fighter to threaten objectives. Their fighting is pretty good too with strength 5 and 2/4 damage, the Boss having 5 attacks and the regular ones 4. In all for 200/250 points they're both good options but I would never take more than 2 (one of which is a Boss)

Stabba, Pokin' Spear and Moonclan Boss- all 3 of these have very similar profiles, with toughness 4, movement 4 and 8 wounds (being the leader, the Boss gets 16). Both 70 point options are strength 3, with the spear having extra range and the regular Stabba having 3 dice instead of 2. The spear is slightly better despite the lower output IMO because the range can be very important with how fragile they are, and they have 1 higher damage on a crit. The Boss is ok but I would almost always lose a model and take a boss on a Squig because the versatility it gives is far higher. 

Sunday 14 June 2020

Game Day! Battlefleet Gothic- Eldar Corsairs vs Ultramarines

Hi all! Got out of the house today for a couple games of Battlefleet Gothic, getting back into my Eldar Corsair fleet. Played 2 games both using the Cruiser Clash scenario but with full rosters, first at 1000 points and then 1500. These won't be full battle reports but I'll try and say as much as possible what happens 
My fleet is fully 3d printed as should be somewhat obvious given the stepping on them (which I am a fan of for Eldar because it looks like Holofield blurring). The scheme is inspired by Craftworld Mymeara's blue/green look. I have a Void Stalker Battleship, 2 Eclipse Cruisers, a Solaris Light Cruiser, 2 Hellebore and 4 Hemlock Escorts. Also not pictured is a Shadow Cruiser as an extra option, but that doesn't go into the 1500 point list with the rest. 
First game I deployed behind the planet and used it to hide for a few turns moving back and forth doing hit and run attacks against the marines. One crippled strike cruiser from the first wave but after that dice got worse and I had to start running. I lost a few ships before disengaging though and ended up losing because I couldn't manage to damage enough. 
The second game was 1500 points, and it went a lot more badly. I made some mistakes with my early movement (the conga line you can see above) so I got trapped by the marines and very quickly disintegrated. I went on some suicidal attack runs to take out as much as I could (turns out crippled and braced ships don't do too much, who would've thought?) and in the end only a Hellebore managed to escape unscathed. 

All in all it was good to play again, it's been about a year since I last played BFG, and I'm remembering a lot of the tricks with Eldar. Also putting together a 30k Dark Angels fleet soon so I'm looking forward to that as well, should be a big difference in both aesthetic and playstyle.