Friday, 28 November 2014

Inquisition army list

Well, again this list is mostly theory, having never played with any of it. I have MathHammered it several times, and although I'm not a big fan of MathHammer, the list does stand up well.

The list

Inquisitor 1 - 53
(Tullus) Power armour, Rad grenades, Psychotroke Grenades

Inquisitor 2 - 73
(Adrien) Power armour, Combi-bolter, Psyker ML1

Henchmen 1 - 108
12x acolyte, flak armour, boltgun

Henchmen 2 - 185
5x crusader, 5x death cult assassin, preist, psyker

Henchmen 3 - 185
5x crusader, 5x death cult assassin, preist, psyker

I will also have the option to replace 3 acolytes in the first squad with plasma cannon servitors, bringing the cost up to 204. Henchmen squads 2 and 3 will also have the option of including a second preist at the expense of a crusader, bring the total cost to 195.

In addition I'm still considering the usefulness of Jokearo's and power mauls on the preists. All will add points, but will they be useful points?

The idea for this force, will be to take Adrien with the first henchmen squad and blast away at range, while Tullus and the other squads close and engage in CC, using the crusaders to tank wounds both in the charge and combat, using the DCA to kill whatever the squads charge, hopefully with a little help from the priest and the Inquisitors grenades. If all goes to plan, rerolling 20 attacks, with 17 hits, causing over 15 wounds at AP3, equals one dead marine squad, and that's only with the DCA.

Tuesday, 25 November 2014

The Inquisition

So what ties all of these forces together? Who else but the Inquisition! At present the 15th company of the Emperors Disciples, the 56th Dagr Ormr MT, and the Hjaltland Yeomanry battle group are under the direct control of the Inquisition, requisitioned from their respective forces by two inquisitors, Inquisitor Marcas Tullus and  his junior Inquisitor Tamhas Adrien.

Inquisitor Marcas Tullus, is an aging inquisitor, in the twilight of his career, and as such has taken a young inquisitor by the name of Tamhas Adrien under his wing. Tullus has travel the length and breadth of the imperium in search of answers, and is a member of the Xanthism, a radical faction of the Inquisition who believe in studying and understanding the power of chaos, and turning it to constructive purposes. While this is at odd with many an Inquisitor, especially the more puritan aspects of the organisation, it is seen by the members of the faction as the only way to ensure the survival of man.

Tullus has repeatedly been drawn to the Segmentum Pacificus by the turbulent nature of the segmentum and the events that have unfolded there in recent history, including the night of a thousand rebellions.  With the instability and the unusually high level of chaos taint within the area, the chances for study are almost limitless. Horatius Adrien, although a relatively young inquisitor, has already shown remarkable zeal for the Xanthism cause. It is for this reason that the older inquisitor has taken the young man as an apprentice, to guide him and teach him, so that he may continue the work tullus has started. It is also to ensure that he does not stray too far from the path of righteousness in to the darkness.

The view of many of the Xanthities does not meld well with other parts of the Ordos Xenos, and also with the Deathwatch, this has led to many forming alliances of their own. As a result of these differences, it has been necessary to maintain a small force of loyal servants to act as both a bodyguard and also a strike force should the need arise. Tullus has over the years amassed a number of servants from a variety of different backgrounds to act in such a manor. Due to the fact that the inquisitors' work brings them in to contact with many forces of chaos, including the possibility of chaos marines, Tullus has recruited those most skilled with both blade and shield. Those who have shown exceptional skill with a blade have been armed with power swords and those who have shown extreme stubbornness have been given shields, so that when combined these units can defend the inquisitors from even the most skilled and determined foes. In addition to these units, a smaller number of men, who are skilled with a rifle have also been recruited and armed to take on foes less determined. All of the servants in Tullus’ service own both their lives and loyalty to Tullus for many of these warriors, especially those whom skill lies with sword and shield have been recruited from within chaos cults, and in exchange for their lives that have sworn an oath to protect and serve Tullus. The exceptions to this are those who were recruited for their prowess with a rifle, for many of these were recruited from the ranks of the imperial guard and various PDF's.

Tullus and a number of other Xanthities that operate within the segmentum pacificus have formed an alliance with the Emperors Disciples, with who share similar ideas and opinions. As a result of this alliance, the two have fought many battles together and currently the 15h company of the Disciples along with a number of AM and MT forces are currently requisitioned by Tullus for the investigation of chaos taints across parts of the segmentum and in particular the areas of the sabbat worlds that are on the edge of the crusade that is occurring there.

Friday, 21 November 2014

Emperors Disciples 2000pts list

This is the 2000pts list for the 15th Company of the Emperors Disciples. This list differs from the previous list as I have not run any part of this list and it is based mostly on theory. Personally I believe that it is a decent list with lots of options and possibilities, but I wont know for sure until I get around from recovering the models from the loft and getting them on the table.

The list-

Chapter master - 165
(Company Master Marcellus), Artificer armour, power sword

Honour Guard - 165
4 Vets, Razorback

Librarian - 90

Terminators - 240
Assault cannon, 2x chainfists

Dreadnought - 100

Sternguard - 225
5x sternguard, Combi bolter, razorback

Tactical - 145
10x marines, flamer, heavy bolter

Tactical - 145
10x marines, flamer, heavy bolter

Tactical - 180
10x marines, Rhino with stormbolter

Tactical - 175
10x marines, Rhino

Devastator - 170
4x missile, 4xflakk

Devastator - 200
2x plasma cannon, 2x lascannon, 5x marines

A simple list that should be easy to use. The Chapter master and the Librarian will join the honour guard in the razorback and go with the sternguard to deal with any troublesome units, while the tactical marines move on to the objectives and eliminate any enemy soldiers. The squads with the heavy bolter will combat squad, leaving the heavy bolter sections behind for fire support. The devi squad with flakk becomes the main anti air, while the other devi squad combat squads in to the two plasma and two lascannons to deal with different threats, i.e. 2+ saves and vehicles respectively. The termies will deep strike in to the back field and cause as much chaos as possible.

Tuesday, 18 November 2014

The Emperors Disciples Space Marines

The Emperors Disciples space marine chapter were founded during the 13th 'Black' Founding and is a small fleet based chapter, that spends much of its time in the outer fringes of the Segmentum Pacificus, guarding the Imperium from enemies from beyond the Emperors reach. The chapter is entirely fleet based and claims no home world, nor dominion over any systems. Instead it roams at will, fighting as and when it sees fit.

Whilst the founding chapter is officially unknown, many, both within and without, believe that the chapter is a descendant of the Imperial Fists, and while the chapter follows the teachings and ideas of Dorn and also Guilliman, they maintain a very different chapter structure. This is due to the fact that the the chapter is a highly mobile fleet based chapter, where each company can operate in relative isolation for long periods of time from the rest of the chapter. As such each company contains a sternguard, a vanguard and a terminator squad, in addition to the 6 tactical, 3 devastator and a single assault squad. This composition reflects both the isolated nature of the companies and there tactical doctrine, preferring long range fire power over close combat, as such the assault squad spends much of its time deployed on the companies attack bikes and land speeders. In addition, the company master maintains a personal honour guard. In addition to the attack bikes and land speeders, each company also maintain a small force of rhinos, razorbacks and predators, with a few companies containing valuable dreadnoughts. 

As many of the veterans are contained within the individual chapters, the 1st company is relatively small, containing only the chapter master and his personal honour guard, as well as the Apothercarion, the Chaplaincy and the Librarius, as well as the chapters Techmarines. However, many of these spend there time with the various companies, usually only returning to the 1st company at the request of the chapter master. The 2nd company, unlike many chapters, contains the chapters recruits, and travels with the 1st company, upon the chapters only battle barge, the Emperors Gift. This mighty vessel is also home to the chapters few land raiders, whirlwinds and vindicators.

As the Emperors Disciples prefer the use of long range firepower over close quarters fighting, spending large amounts of time perfecting their marksman ship, they do not maintain a large number of vehicles. This also shows in the fact that they are specialists in small scale surgical strikes in support of larger Imperial forces. 

Like many of the 13th founding chapters, the Emperors Disciples have suffered a number of tragedies, with the loss of three whole companies to the warp and an additional 3 companies lost to chaos, either partly or wholly turning on the imperium. Two of these companies have been purged to the man, as is only right for a traitor to the Emperor. The chapter also differs from many chapters in how it deals with such losses, and as such the current companies number, 3, 4, 7, 10, 14 and 15, with the lost companies not being reformed, in addition to there being no 13th company.

The chapter  is fiercely loyal to the Emperor, and believes in the complete destruction of the enemies of man, and that it is only this result that matter, not the means and so are willing to use any and all options at their disposal. As such the chapter is more than happy to experiment with xenos weaponry and technology or even delve in the powers of chaos for any advantage. Although the chapter is willing to use chaos artifacts and even the power of chaos itself to defeat the enemies of man, it is careful not to repeat the mistakes of the Relictors or Soul Drinker and other similar chapters. This may have resulted in the turning of the tainted companies and has resulted in the chapter being threatened with Excommunicate Traitoris many times, but it is a risk considered to be worthwhile in the fight for man’s survival. This has however, lead to a number of run-ins with the inquisition and other marine chapters and while the disciples aim to avoid any conflict with other forces of the imperium, it cannot always be avoided due to the closed mindedness of many weaker servants. There has however been some who share the views of the Disciples, mainly those of the Xanthism Radical faction of the Inquisition. This has led to a close working relationship between the emperors’ disciples and several members of the inquisition who operate within the Segmentum Pacificus. This has meant that the chapter has had some protection from those who would see the chapter excommunicated.

The 15th (XV) Company

The 15th company is the newest company of the Emperors Disciples and is commanded by Company Master Marcellus. The company is based upon the Emperors Claw Vanguard Class Cruiser and established less than 50 years, after the loss of the 12th company to the warp nearly 200 years ago and it is keen to prove itself within the chapter. Due to the company’s recent creation, it has not fought in many battles, the largest and most important campaign was the battle of Hjaltland, where the company was deployed in its entirety for the first time in its history. The company is currently not at full compliment, standing at company master and honour guard, 5 man terminator squad, 5 man sternguard squad,  4 tactical squads, 2 devastator squads. The sole survivor of the 5th company, the dreadnought Emperors Courage, also resides with the 15th.

Emperors Disciple's Tactical Marine, notice the yellow helmet crest and hand, in honour of their founding chapter.

Friday, 14 November 2014

56th List(s)

This post will be slightly different from the previous lists that I've posted for two main reasons. Firstly this is more a of a WIP, as I currently only have some of the models and secondly, this will only ever form an allied detachment or formation, and not my main force. As such the list will be in two parts, what I have and what I am building towards.

Current models - 343

Command Squad - 120
Tempestor Prime with Bolt pistol, Vox-caster, 3x Hot-shot volley gun

Squad Red - 111
Tempestor with Bolt pistol, vox-caster, 7x Scions

Squad Blue - 111
Tempestor with Bolt pistol, vox-caster, 7x Scions

I will be adding some extra special weapons to the above squads (when I get the models), probably flames to compliment and also be interchangeable with the below squads.

The next list will for the ground attack formation, and is currently devoid of models

Ground Assault Formation - max 1010

Commissar - 25
With Bolt gun

Command Squad - 210
Tempestor Prime with Bolt pistol, Vox, 3x Melta guns
Taurox with Gatling cannon

Troop 1 - 245
Sgt with Bolt pistol, Vox, 9x Scions, 2x melta gun
Taurox with Gatling cannon

Troop 2 - 265
Sgt with Bolt pistol, Vox, 9x Scions, 2x Plasma gun
Taurox with missile launcher

Troop 3 - 265
Sgt with Bolt pistol, Vox, 9x Scions, 2x Plasma gun
Taurox with missile launcher

At present, the MT force at the top, is used as part time allies for either of the two AM lists, deep striking in behind the enemy or by a problem unit. The vox casters are there to ensure orders get through, as these are a key part of their effectiveness.  Most of the time, these units will be an either/or choice, rarely used together, but it's nice to have options.

When the formation is complete, the top list will form the vanguard while the formation rolls along behind. The formation can be adjusted as needs be as well, just taking minimal squads drops the price to around 790 or even at the most basic 600pts, although you don't get much for that.

Tuesday, 11 November 2014

Militarum Tempestus strike force

The Moon of Nott is a small paradise world orbiting a gas giant, located within the Segmentum Pacificus near to the Sabbat Worlds. The planet is a beautiful green and vibrant place, full of lush green forests and rolling hill with flocks of brightly coloured birds and animals, none more dangerous than the average house pet. The worlds primary purpose is to provide recreational facilities for important servents of the imperium, but it is also the location of Schola Progenia. The world provides the perfect place to study the imperium and the art of war, offering both peace for study and, with the aid of the neighbouring world, practice for war.

The moon of Nott is one of three inhabited worlds within the system. Nott orbits the gas giant of Vindr, along side another inhabited moon, that of Sla. Sla is an airless moon, covered in sprawling factory complexes, processing the materials harvested from Vindr. Although the factories of Sla do not produce any finished products themselves they process and refine numerous raw material for exporting to the greater Imperium for further processing.

The final inhabited world within the system, and the only true planet, is Eyrr. Eyrr harsh unforgiving desert world where the inhabitants huddle together in great towering hive cities. Eyrr itself is generally considered to be a recruiting ground for the Imperial Navy.

Both of these planets provide training for the scions of Nott, and allow the cadets to experience a large number of battle fields, from jungle and woodland, to inhospitable and unforgiving deserts and the vacuum of space. The Factory complexes and hive cities also provide training grounds, not only for the practicing of urban operations but also for more realistic situations. For it is not uncommon for a unit of cadets when maneuvering through the under hives or basements of factories to come up against hostile forces, either in the form of gangs or cultists, and for many it provides the first taste of battle, and for some the last. It is for these reasons that the scions of Nott are specialists in close quarters fighting, especially within urban complexes. As a result, the Dagr Ormr as are also specialists in deep strike insertion techniques, rarely using their Taurox Primes or Valkyries.

The Militarium Tempestus forces on Nott are known as the Dagr Ormr, the Day Serpants. At present, it is the 56th Platoon that is fighting on Hjaltland. The 56th is led by the highly experienced and able Tempestor Prime Agnarr and formed of the platoons Daggri and Dagalien. These units have been assigned the task of mounting precision raids on to targets of high importance, including the elimination of any cult leaders that may still be alive and recovering any artifacts of importance to the inquisition. The strike force also has the task of verifying reports of the presence of Chaos Marines on the planet.

Friday, 7 November 2014

Bolt Action

Well, this will be my first non-40k post, there won't be many, as 40k is my main hobby and the main focus of my time and energy. There are however, a few other systems that have caught my attention over the years. The list isn't long, Bolt Action, A Very British Civil War (VBCW), and currently I'm looking at Firestorm Armada and Firestorm Planetfall.

Granted, there are other systems out there and they all have there advantages and disadvantages, Dystopian Wars, and the Legion and Armoured Clash counterparts, X Wing, Malifaux and Dropzone Commander are other systems that spring to mind, but for me, it's the astetics and the fluff side of things that real me in to a game.

The Firestorm games have caught my attention due to the similarities between both Battle Fleet Gothica and Epic, two games I have enjoyed in the past. I have seen several campaigns online that have both elements involved, or rather will do when Planetfall is more available, and the idea sounds good to me. You start off with a points limit, play various space battles, and as you loose ships, you loose resources for your ground troops and therefore how many ground units you can field. Now, I dont know if there is a proper mechanism for this in the rule books, but many of the fan made systems sound very workable. There are only a few factions that I like the look of, mostly the two human factions, the Directorate and the Terran Alliance, but I will have to have a game of two before I think of investing.

Bolt Action on the other hand is a game I have played several times. It's a simple easy game with a very simple system, easy to learn with a great activation system, one I'm planning on trying in 40k. I have had several opportunities to get in to the system, and while I have always wanted to try, several things have put me off in the past. time and money to put in to the hobby being one, although not nearly as expensive as 40k, it's still not free! The other reason has been opponents, not a lack off, more of a difference in attitude. Some would refer to them as rivet counters, you may know them by other name. Now don't get me wrong, I have nothing against these types of players, for them it's integral to the game and I see their point, it is, after all, a historical war game. But for me it's about the game not the history, after all I watched a game of Russians Vs British last weekend, and a very enjoyable game it was too. Which leads me to the fact that I think I've solved most of the issues, I've found opponents in my local club who have a similar attitude to me in regards for the fun of the game, and secondly, I've been looking at minitures from The Plastic Soldier Company. Now there not very customisable being mostly one part minitures and there not as highly detailed as some of the warlord or perry minitures, but they are cheap, and they will do the job, enabling me to get close to 1000pts of soviet forces on the field for around £50. This includes about 6 squads, two artillery pieces, mortars, machine guns and AT rifles, plus officers and medics and even a FOO. Maybe not the best, most rounded force in the world, but one I can play with and have fun with.

This brings me on the VBCW, I fun game set in 1938 and base on civil war in the UK. Pretty much anything goes as long as it was around prior to 1939. I played many games against Russians, Scottish separatist, local Militia, armeds shop keepers and even local cricket teams! My initial plan was to use the same Russians for both BA Russians and VBCW Norwegians, with the story that they had been sent over by the Norwegian monarchy to assist the British monarchy to re-establish control over Scotland, as that's where I was playing my games at the time. It's a great game, with lots of options, as the game doesn't really have any specific game mechanics, just a lot of fluff and back story.

At the end of the day, war gaming is all about having fun, whatever you do.

Thursday, 6 November 2014

Forge World Militarum Tempestus

Just a quick post to highlight some good news for MT players. Grumpy Guardsman over at Cadia's Creed has emailed FW to ask about the FW fliers, and got a response about all of the IA range.

You can find the post here.

Its certainly going to change my ideas for my MT force in the long run.

Tuesday, 4 November 2014

The 1313th 2000pts List

This list is a classic MecVet list, reliant on mobility rather than overwhelming numbers like the 851st list.

Company command - 287
Colonel Leith (Stracken), 4x Plasma, Master of Ordinance, Carapace, Krak Grenades.

Tank Command Squad - 530
Major Turvous (Pask) in Leman Russ Punisher with Heavy Bolter Sponsons,
2x Leman Russ Battle Tanks

Non FoC HQ - 225
2x Priest
2x Primaris Psykers, ML2

Troop 1 - 136
3x Melta, Sgt with Bolt Pistol, Demolitions and Grenadiers doctrines

Troop 2 - 195
3x plasma, Chimera with Extra Armour, Grenadiers doctrine

Troop 3 - 161
Sgt with bolter, Krak grenades, Chimera with Extra Armour, Grenadiers doctrine

Troop 4 - 161
Sgt with bolt Pistol, Krak grenades, Chimera with Extra Armour, Grenadiers doctrine

Fast attack - 170
Imperial Navy Vendetta

Fast attack - 135
Imperial Navy Valkyrie with MRP's

In addition I also have a Hellhound which I can run as a Devil Dog replacing Troop 1 or as a Hellhound/Banewolf replacing Troop 4, giving some extra flexibility to this list.

How does this list run, well simply it requires getting stuck in early. The Company Command goes in the Vendetta and Troop 1 or Troop 2 goes in the Valkyrie, depending upon who I'm playing. An armour heavy enemy and Troop 1 would go in or for a Heavy Inf strong enemy it would be Troop 2. The LRBT's trundle forward destroying everything that they can, popping transports where possible for the Vets in the Chimeras to close in and finish them off. When the Vendetta comes in it will take out any enemy fliers that maybe around or failing that go for any heavy AV14 vehicles, dropping off the command squad any where its needed to deal with problem units. the Valkyrie comes on and starts shooting up the infantry, dropping off its units where needed, either to deal with important vehicles or heavy inf units, dependant on what its carrying.

One unit that was mentioned but is not present yet is the Rough Riders, they are a work in progress and I'm waiting on all the bits before I can start to build them. When there built they will replace one of the troops, either 3 or 4.

Sunday, 2 November 2014

Victoria minitures

Just a very quick post, but just seen the wheel conversion for the Taurox on victoria minitures. Very very cool, just made the taurox's a lot lot cooler in my books. Anyway here's the link.