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At the weekend I was cutting up some guitar wire to make some personal touches to my Vindicators or Sonicators as I call them. I was using a pair of sharp scissors to cut through the wire and instead cut my finger.Not only am I a noob for doing this school boy slice and dice error, I am actually an ultra noob as I have cut myself three times! The third I didn’t realise until today when I removed the plaster. I’m like Edward Scissorhands or something! Has anyone else got any hobby injuiries? Spill the beans and share, I don’t want to feel like a total hobby noob on my own!
Want to know the best units in the Chaos Daemons codex? Then take a butchers below. * These units are not ranked in any particular order 1. Bloodthirster The Bloodthirster is the ultimate bad ass and taker of names. The big red dude rocks with a typical monstrous creature profile and brings a mighty WS10, BS10, W5, I9 and A6 – this dude is seriously laying down the hurt. The Bloodthirster comes with a 3+ armour save, lash of khorne (S6 AP2 pistol) and axe of khorne (wound of 6+ is instagib). As the ‘Thirster is a daemon of khorne it gets furious charge, S7 smashy. Bloodthirster has options of daemonic rewards; best taking a couple of greater rewards as they give survivable buffs. If you take the normal greater reward, which is the blade of blood, then the Bloodthirster gets the rampage special rule (+D3 attacks if out numbered in close combat) and would get
The Tau review kicked off with the HQ in the last post, you can find that here:
In the Chaos Daemons codex there are two units which really give me a boner; Flesh Hounds and Seekers. Ok I lie about the Seekers, I do not think they are that interesting. I think they are ok so don’t get me wrong, just I see the internet saying how awesome they are and not a lot of people seem to give the Flesh Hounds a second thought. I think it is time for a deep look, return of the X vs Y! Flesh Hounds The humble Flesh Hound costs the same points as a normal Tactical Marine, you get a profile almost the same except WS5, W2, A2, LD7 and a might 6+ save. The Flesh Hound is also unit type beasts and beasts are pretty damn awesome in 6th ed. Naturally the Flesh Hounds have the daemon special rule so they get a 5+ invulnerable save and also have the fear special rule – also has the daemonic instability rule which means auto pass pinning, morale and fear tests, and if the Daemons lose combat the unit suffers one wound (no saves allowed) for every point failed leadership by. Do not forget roll a double 1 and all models return but roll a double 6 and the shit will really hit the fan. Flesh Hound is a Daemon of Khorne and has the furious charge rule and has hatred (Daemons of Slaanesh). Flesh Hounds also have the scout special rule Only wargear Flesh Hounds get is the Collar of Khorne which gives
I’ve successfully assembled almost 35 Zombies/Cultists, and that got me thinking. I have wanted to try some CSM lists with Huron Blackheart, but I want to bring my Nurgle contingent along. I have come up with a list that includes a sprinkling of my Death Guard (ok its a Sorcerer and 30 Cultists) to go along with Huron and my Red Corsairs. The idea is 2 blobs, one fearless from Blackheart, the other caddying the nurgle Sorcerer (note, I might shave 15 points and give him a spell familiar), 4 Rhinos full of Marines, 2 squads of Havocs, and then some Heldrakes. Type Unit Cost HQ Huron Blackheart 160 HQ Sorcerer 60 Nurgle 15 Force Axe 0 Mastery Level 3 50 Sigil of Corruption 25 Palanquin of Nurgle 40 Troops Cultists 30 Cultists 130 3 Heavy Stubbers 15 Troops Cultists 30 Cultists 130 3 Flamers 15 Troops Chaos Space Marines 140 10 Marines Power Axe 15 Gift of Mutation 10 2 Melta Guns 20 Rhino 35 Troops Chaos Space Marines 10 Marines 140 Lightning Claw 15 Plasma Pistol 15 Gift of Mutation 10 2 Plasma Guns 30 Rhino 35 Troops Chaos Space Marines 5 Marines 75 Power Sword 15 Gift of Mutation 10 Plasma Gun 15 Rhino 35 Havoc Launcher 12 Troops Chaos Space Marines 5 Marines 75 Power Maul 15 Gift of Mutation 10 Plasma Gun 15 Rhino 35 Havoc Launcher 12 Fast Attack Heldrake 170 Baleflamer Fast Attack Heldrake 170 Baleflamer Heavy Support Havocs 5 Havocs 75 4 Autocannons 40 Heavy Support Havocs 5 Havocs 75 4 Autocannons 40 This is admittedly more take two, move on than I like, particularly in lacking a big threat. I can infiltrate the Rhino with the 10 man melta squad, allowing me to be reactive and aggressive against heavy unit deployment. If I get 1-2 more infiltrates, i can get my other rhinos even closer to my opponent, fulfilling their purpose faster and placing them better. Two squads of Havocs sit in back along with the Sorcerer and his blob in cover, Lord and his blob deploy more aggressively, depending on the mission. 2 min size CSM squads, not likely to kill all that much, but can tie up a unit in combat (I take ccw/bp on the normal guys).
The Soul Grinder is one of the units in the Chaos Daemons codex which can have skyfire. At the moment the internet is going bat shit crazy about how awesome the Soul Grinder is for smacking flyers out the sky. The Soul Grinder costs 135 points and is a BS3 13-13-11 walker. As standard it comes with the harvester cannon which is heavy 3 S7 AP4 and has the skyfire rule. The Grinder has a few others things too which it can get from wargear/daemonic gifts, though we will worry about them later as they are not the point of this article. On average the Soul Grinder will hit 1.5 times when firing the harvester. To make it easier I’ll round it up to 2. Here’s the figures for shooting against armour value: AV10 – 66% chance to damage – 1.32 causes damage AV11 – 50% chance to damage – 1 causes damage AV12 – 33% chance to damage – 0.66 causes damage I am not going to do any higher than AV12 as the article is about skyfire for the Soul Grinder and I do not think there are any flyers which are AV13 – if there are then please let me know and I’ll add. So a single Soul Grinder doesn’t have much odds against a single flyer
Rolling out with the Chaos Daemons fast attack today. If you missed the last part of the review you can find it here:
Before I delved into modeling my Astral Claws, I first needed to get grips on the story of my army. I knew going in that Lugft Huron was the Chapter Master of the Astral Claws, and that the Astral Claws had been the catalyst for a major conflict between the Administratum and the Warders of the Maelstrom. I knew that the fight was related to planetary tithes, and that the Tyrant of Badab considered himself to be acting in the Imperium’s interest. As I found out more, I quickly became quite enamored with my new chosen chapter. Prior to their service in the Maelstrom, the Astral Claws were a fleet based chapter, and their specific founding is not entirely clear. The records of their parent chapter have been lost, so they start with an air of mystery. The money bet for the chapter is sadly that they are Ultramarines, owing to their blue heraldry, Roman aesthetic, and codex adherence. Some link the chapter’s Lion heraldry to the Dark Angels, but since they have no inner circle and don’t pass on the story of the Unforgiven, it seems unlikely they were a successor as such. Whatever the source material, the Claws at some point spawned a few sucessor chapters, of which only one is named, the Tiger Claws. The current version of the Tiger Claws paint scheme The Tiger Claws are an interesting side portion of the story, their role perfectly fits into the fall from grace story
I’ve not had a great deal of opportunity to test out my Dark Angels but a combination of the couple of games I’ve had and general reading round on the internet has led me to think that I’m right in my wariness about fielding Deathwing. Don’t get me wrong I love terminators but every time I try to write a list with some I picture myself rolling a pile of 1s! I may find a way of getting them into a list but at the moment I think I’m just too excited about the idea of tons of bikes zipping around. Here’s my current effort: 1,847pts of Dark Angels Sammael Librarian on bike (Mastery 2) RW command squad (apothecary, champion, Standard of Devastation w/ grenade launcher) 5 Deathwing Knights 10-man Tactical Squad w/ plasma cannon, plasma gun & vet sergeant w/ chainsword 3x 6 RW bikes w/ plasma, melta, chainsword (for modelling purposes) 6 RW Black Knights w/ 2 grenade launchers Darkshroud I’ve dropped the flyer from my previous list because it’s well established to be more than a little shitty. I’ve ditched the 4-man RW bikes and the attack bikes too. The attack bikes are an easy First Blood for my opponents and aren’t much of a threat except for a flukey vehicle kill. The most obvious difference is that it’s no longer pure ravenwing. The tiny bit of “green” comes in the form of the tacticals. The tacticals just boost the number of bolters I’ve got for the banner and hopefully we be ignored because of all the bikes zipping around.
Maybe it’s just me, but when I see the Tyrant’s logo, I want to smash xenos scum. Last year, I had a moment of inspiration. I decided that I needed to either build a pre-heresy army, a new CSM force to use as my undivided army, or an additional powered armor army in addition to my CSM and Dark Angels. The reason I was only considering powered armour was that I had a few dozen marines worth of bits, so I had the core of the army already. Dopey the Lion isn't as inspiring