Thursday, September 26, 2013

Friday Fun day!!!

Yay - I made it throw another week.  Hooray!  I actually painted a lot of stuff too.  Didn't do as much art as I wanted too - but hey you do what you can right.  I have been slowly thinking of Marine armies and ways to make Deathstars.  I just love a crazy strong push unit that forces your opponent to turn, engage, and deal with.  It is a pain in the butt and one of the things that defines "my lists" that I always try to bring.

I don't get to play to much lately so I need something that fits in a style I am used too.  I am the hammer player and I need to smash my army into an opponent.  I think that is the key to playing is either know your army or know the style you need to play.  Everyone is different and I think finding that right style makes this game enjoyable for you.  Plus I am trying to figure out what the hell to do with my goats.

Deathstar # 1 - Marines - Iron Hands Main + Space Wolves side.

HQ: Chapter Master, Bike, Eternal Shield, Thunder Hammer, Artificier Armor - 250pts
HQ: Captain, Bike, Storm Shield, Thunder Hammer, Artificier Armor - 175pts
HQ: Wolf Lord, Bike, Runic Armor, Storm Shield, Thunder Hammer, Saga of the Bear - 250pts
HQ: Rune Priest, Bike, Runic Armor, Meltabombs, JaWs, Living Lightning - 160pts
HQ: Command Squad, Bikes, Grav Guns X 3, Apocathery - 195pts
HQ: Tech Marine, Bike, Lightning Claw - 85pts
HQ: Tech Marine, Bike, Lightning Claw - 85pts

Total = 1200pts

Eff... that is bonkers - but friggin hilarious.  Let's fill the rest out.

Troops: Scout Squad X 5 - 55pts
Troops: Scout Squad X 5 - 55pts
Troops: Scout Squad X 5 - 55pts
Troops: Scout Squad X 5 - 55pts
Troops: Grey Hunters X 5, Flamer, Razorback, TWL Lascannon - 150pts

Total = 370pts

Now we need some BS to cause problems.

Heavy: Thunderfire Cannon - 100pts
Heavy: Thunderfire Cannon - 100pts
Heavy: Stalker - 75pts

Total = 275pts


The idea is that this super death squad can move up - engage and just cause problems.  You turbo the first turn, and then break apart as needed.  The Tech Marines are there to ensure all your side has better cover saves for your jerks as well as being sacrificial units to eat over watch from some of the bigger over watch armies.  Plus you can break out, hit like 7 units if everything is alive.  That is great to remove those pesky Wave Serpents.

The Two Thunderfire cannons should be hitting anything on the board and removing those troops that like to hide out.  You drop he pain and just watch as people scramble to figure out how to remove them and this killer unit.  You could swap the Rune Priest for a Wolf Priest and the unit is fearless and a pain in the ass.

I have so many random scouts too haha.  It might be worth it to proxy it up and see if it even works.  I can it Fist Puncher 4000!

Models to look at.

Random D&D figure for Co-workers wife.

I need 6 Daemonettes for portal fun!

Zoom zoom more red Orks!
Got a tech marine built as well - figured if I wanted to do that stupid Marine plus DA army or just see if a client wants it.  Just an idea I wanted to put together.

Woot - just got a riptide left.

More art coming hopefully this weekend.  I have a concert to go to Saturday night (Black Crowes - wife loves em) and I hope to have time to finish the Riptide this weekend as well as some art.  Lots to do as usual for the Goatboy.  At least my feast list is built and painted.  Woohoo!  Will talk about it once it gets closer.


Kushial said...

The big issue that I see is that space marine tech marines can not take a bike as an option.

Thomas aka Goatboy said...

They can take them - they can't take jump packs but bikes are ok - under special issue wargear

Xaereth said...

Haha, love the 7 HQ list! Might even be better if you swapped out for White Scars rules, for Hit and Run and better cover rather than a 6+ FNP that your star doesn't even use (5+ FNP from medic).

Should be fun to see you in a couple weeks - maybe we'll get to play each other finally.