- Progress in each of the "categories" I use on my tracking spreadsheet, which are; "Imperial Guard", "Malifaux", "Grey Knights", "Ad hoc projects" and "Scenery".
- Get the Malifaux Collodi crew painted, if not based
- My friend's Herald of Tzeentch at least undercoated and ready for paint.
I did, however, manage to finish tidying my study, leading to me earning my 40K rulebook from Sim!
Gaming and some first thoughts on 6th Edition
Also, rather than have our local youngsters demand money with menaces from us on Halloween, Sim and I popped down to Darksphere for the casual 40K night.
I did not take photos. I fail as a blogger.
While my wife had the local cheese weasel (he'll be proud for me to call him that) show her the terrible things Grey Knight Henchmen can do at 500 points, I managed to grab a nice chap called Louis when he finished his game for a quick 1,000 match up.
Louis plays Raven Guard successors, using Space Wolf codex rules. He had a Rune Priest, a couple of Grey Hunter Squads (one in a drop pod), some Long Fangs, a Dreadnought and a Speeder. Tons of lovely kit bashing, which readers will know I'm a big fan of.
I took a trimmed back version of the normal list, with a small company command squad, a psyker, infantry platoon, Veterans in a Valkyrie, a Demolisher and a Hydra.
The mission was "Big Guns Never Tire", with standard deployment on a 4 x 4 board.
I was thoroughly schooled, with the opening turn being an absolutely canon perfect decapitation strike by the Drop Pod squad, coming in behind my lines to obliterate my Warlord and wipe out his squad with brutal short ranged shooting to earn Louis both First Blood and Slay the Warlord.
I won't bother with a blow by blow, but it ended with all my models on the table dead while the Valkyrie was off turning around. I learnt some useful lessons, however!
- The Imperial Pie Plate still scares the pants off anyone in power armour.
- Tanks can be more reliably taken down this edition, but can still be useful and dangerous
- Fliers are really useful, but Valkyries with MRPs are less good given the new flying rules - should focus more on using as a transport and less as a gunship. Also, may want to consider looking back at the standard one shots it comes with
- Hydras are dead good on skimmers and fliers, but at smaller point games may not make their money back
- Plan your flier movement from the start, so you have a good idea of where you're likely to go
- My current list still suffers from power projection issues - it doesn't put enough threat across the table fast enough
- Cover is still useful, even if its a lower number - your opponent has the same issue too
- Focus on objectives - while I was still wiped, I could have put a more credible threat out earlier on
And finally . . .
I have been selling bits and pieces on ebay, and thus had a little money to spend on bits on ebay too.
I realised a short while ago that my Imperial Beastman conversion was hamstrung by a lack of left arms (cursed lack of forward planning!) but a good mate mailed me more than I needed to complete the project in exchange for a couple of Cadian torsos for him to test out one of his projects.
I also picked up a couple of sprues of Glade Guard, which still had five hooded heads on! Woo! These are hard to find cheap. The remaining bits that don't fit guard have now been passed on for my wife's bits box.
I've also bought a few Dwarf Warriors to see if an easy Squat kitbash is at all feasible. I am somewhat doubtful. I'm still waiting for these to arrive, though.
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