Showing posts with label imperial guard. Show all posts
Showing posts with label imperial guard. Show all posts

Sunday, July 14, 2019

Horus Heresy Review: Ruinstorm Possessed

Background. 
The background text makes clear the differentiation between the possessed, as described here, and the Gal Vorbak. Whereas the latter is a fusion of two willing partners in crime, these possessed are created from the shells of men who can barely hold weapons, and the weak willed. They are wholly controlled by chaos entities and not in any kind of symbiotic relationship with a warp entity.

Strengths.
The possessed come in two different "flavours": one for legionaries, and one for auxiliary (i.e. base line human / Imperial Guard stat line).

They lack the generic daemon ruinstorm rules though, which means that they must set up on the board as regular troops do. This in turn means that one of their strengths can be to defend warp rifts that are placed on the table. Beyond that, they really are just marines or imperial guard.

Additionally, they are not subject to the ides of the warp like the rest of the army is, hence they are much more reliable throughout the game (in terms of not going down in S and T that is).

Weaknesses. 
They are fundamentally support units, and they can never be joined by an independent character from this particular army. Equally, no victory points are ever going to be lost due to their deaths which is good.

Builds.
Unlike the rest of the army where I have given explicit suggestions according to dominion, here I'm just going to focus on the unit itself without any particular chaos god associated with it. This is because there is no particular need (or even ability) to build this unit in this way.

20 Auxilia, 4 grenade launchers (140 points).
Dirt cheap, with ranged threat (of sorts), and likely to die quickly. This is a screening unit basically. A meat shield, and little else. For more of a mobile meat shield, swap out the launchers for flamers.

10 Auxilia, 2 plasma guns (80 points).
A bit hilarious since if an enemy ignore this unit, it can really hurt most enemies thanks to the plasma. Swap out for melta if you like.

10 Legionaries, 2 melta guns, 1 with thunder hammer (150 points).
The base line possessed space marine entry. Take bolt guns or bolt pistols, as preferred.

20 Legionaries, 4 plasma guns, 1 with power fist (275 points).
This is another nice load out with plasma to cause some strong damage at mid range.

Tuesday, July 4, 2017

Wargames Gallery: Tau Assault the Big Guns that Never Tire

Truly, the big guns never tired in this game between the Death Korps of Krieg and Tau in our Goodbye to 7th Tournament a few weeks ago!


Thursday, February 2, 2017

Armoured Sentinel with Plasma Cannon

I picked up an armoured sentinel to add to the kill team for the Genestealer Cults that will be one of the forces playing in our upcoming tournament. I doubt that I will have time to paint this one before the tournament begins though!

The sentinel is a fairly standard piece of kit these days for Imperial Guard players. In the Genestealer Cults codex, it provides a good way in which to get some heavier weapons deployed on to the board, with some stability as well (at least in terms of a kill team). The rules we are adhering to mean that only one tank or vehicle with an armour value can be taken per team, and the sum of the front+side+rear armour must be 33 or less. This particular sentinel fulfils that criteria nicely. On top of this, it is armed with a plasma cannon. The choice of the plasma cannon is very deliberate. Not only does the blast nature of the weapon offset the low ballistic skill of the walker, but it provides a way in which to bring a heavy weapon in to play that is manoeuvrable for the kill team, without slowing up their advance in any significant way. 


The only thing I might have changed about the assembly would have been to not bother putting the pilot on his seat. Yeah, I know. Silly given that I've now glued the enclosure in to place and there's no way to see him! Oh well!


Monday, February 8, 2016

Warhammer World: Downed Craft

In this Warhammer World diorama, an imperial craft has crash landed … in the middle of an Ork held town. The Imperial Army are on its way to help out. But there are a whole heap of Orks who are interested as well!








Thursday, January 7, 2016

Warhammer World: Parade Grounds

The Galaxy is a large place. On some worlds, an Imperial muster is bound to take place, and it seems that this exhibit demonstrates that on a very grand scale. This diorama is of a parade ground for the Imperial Guard (or Astra Militarum as they're now known). 

The mighty Hammer of the Emperor marching and rolling forth is being overseen by a combination of senior ranking officers of the army, as well as the Imperial Fists chapter of the Space Marines. If you look closely in the pictures, you will even see an Imperial Fists rhino parked at something of an odd angle to the side of these proceedings. I like this touch in particular -- the presence of the Sons of Dorn shows some connection to the Imperial Army that I'm not quite sure of (are they being subservient to the Army, or are they in command of the Army? I could not make up my mind on which way around the chain of command went from just looking at the display - so let me know if you have an opinion). 

All around the diorama are the impressive vehicles and walkers of the Army. Of course, there is also the Imperial Guard themselves. If you scour the pictures carefully, you'll see that they are for the main part marching in exacting lock-step with each other. This is an impressive bit of posing guardsmen on a very large scale that takes the breath away. 

In the background to all of this are large scale weapons that are pointed at the skies. Such macro cannons are indicative of a very fortified world (like Cadia!) that I was particularly pleased to see. I think my only criticism is some of the plain steel walls at the back of the diorama -- they've simply attached some cogs and pillars to the front of these, but I might have liked to have seen some segmentation on the chrome-looking pieces. 

There are plenty of other "Easter Egg" style things in the pictures as well. For instance the hanging flags are particularly good and (to me) even scarily reminiscent of war reports that I have seen on television in our own world. 

Very impressed with this diorama -- full marks for layout and execution. And bonus points for being intimidating and reminiscent of real musters. 





Wednesday, August 7, 2013

Power Weapons: Are your Warriors using the right Weapons?

Hi all, Eldrad Vect here. Ah, the humble Power Weapon, the tool of champions and no name squad leaders, however in 6th edition they released the new rules on the different types of Power Weapons, this was awesome and I think one of the greatest things in the new rulebook (I love 6th Edition so much). It does beg the question though, what weapon should I use? well I'm here to give you the run down on what I think are the best choices for each race.

Space Marines/Chaos Space Marines (and Codex Chapters)
Power Sword and Power Axe:
Starting with the most popular race in Warhammer, Space Marines and their evil counterparts excel when using all weapon types but are particularly effective with these two. Since their base Strength is 4, the Power Sword is exceptionally useful, it's AP3 at full Initiative means in the hands of a Space Marine, can pull apart xenos and MEQs with equal ease. The Power Axe is also a great weapon for Marines but should be used defensively, i.e. if you have a Devestator (or Havoc) squad leader with a Power Weapon make it a Power Axe. The reason behind this is that the Power Axe's +1 to Strength and AP2 gives it sundering power unmatched, so it is effective at holding off attackers as it mean you won't lose combat and may even sweep your attackers since the upped Strength give you an greater chance to wound your foe.

Dark Eldar
Power Sword and Power Lance:
Dark Eldar need speed above all else and the Power Axe is too clunky for Dark Eldar and is also unnecessary because almost every Dark Eldar unit has access to AP2, whether it be shooting or CC, not only that but they have access to one the best Power Weapons in Warhammer, the Agoniser which always wounds on a +4 and is AP3 which can carve through Infantry and Monstrous Creatures. The Agoniser also makes the Power Maul useless too. Power Sword is for your shooty units to give them continuous AP3 to help even the Combat Resolution and maybe prolong combat so a more aggressive unit can help, where as the Power Lance is for your attacking squads, the +1 Strength on the charge is very handy for Dark Eldar. Personally, I typically use Agonisers but I do use Swords and Lances sometimes since they are cheaper than the Agoniser.

Imperial Guard
Power Maul:
Imperial Guard Sergeants should only ever wield Power Mauls, for them, the +2 to Strength allows them a chance to pummel even Marines in combat. No other Power Weapon is worth it, in my opinion the Sword is too weak, the Axe not needed and the Lance is pointless because IG don't often charge into combat, (well, I do).  

Sisters of Battle
Power Maul and Power Axe:
Sisters are weak, sad to say it but its true, S3 is not very good and unlike Eldar and Dark Eldar, these chicks ain't fast, with I3 they have the same problem as Guard. The Power Maul and Power Axe buff the Sisters to new levels, if your going to strike last anyway may as well do it with an AP2 Axe and take some foes out with you.

Eldar
Power Sword, Power Lance and Power Axe:
The Triforce of Power Weapons used by the Eldar all work well, Swords and Lances keep the Eldar's high Initiative whilst killing Infantry easy, even Terminators or other 2+ Armour save units if the Jinx Psychic Power is in play, however you may be wondering why I have the Power Axe on this list. Eldar Aspect Warrior Exarchs have good armour and WS, this means a good Power Axe doesn't go to waste, however I only use this on units that is makes sense to, an example of this is one of my Dire Avenger Exarch, I always play Power Weapon and Shimmershield but the Diresword is AP2 and in order to give the unit a +5 Invuln. Save I have to sacrifice the AP2... well, not really, I simply give my Exarch a Power Axe, this gives him both a lovely Strength bonus that makes him quite a good Marine killer and the AP of 2 that he was missing out on. So while it all depends on your squad and what you like to use.

Orks, Necrons, Chaos Daemons, Tyranid, Tau, Grey Knights.
Sorry you guys, you either don't have access to conventional Power Weapons or have unique weapons that a similar but way better (i.e. Boneswords, Warscythes, Hellblades...) just keep doing what your doing and you'll be fine. I know that some of them do have Power Weapons but it is not as widespread as the others.

Whatever Power Weapons your troops wield just remember, it better than a Combat Knife.

Wednesday, July 10, 2013

Crazy Conversions: Lady Commissar

Hi All, Eldrad Vect here, this time with the most difficult, time consuming and amazing conversion I've ever done, my female Lord Commissar or otherwise known as Lady Commissar. It was ambitious but I just personally didn't like any other female commissar out there and had to build my own, also none of them had twin Plasma Pistols either.

A little fluff on her, since I love fluff and write my own sometimes. Lady Commissar Anastasia Shiranova of the 99th Vostroyan Veteran Regiment, famed for her reckless strategies and almost supernatural intuition. Found by her father upon his doorstep, the half-eldar girl was raised in the Imperial Guard, counting as the first-born of her father, her xenos background was only discovered when she entered her early 20s, the physical changes involved her growing the characteristic pointed ears of the Eldar. However at this time she was a full member of a veteran squad under the command of Sergeant Yuri Korsakov, who trusted her enough to not report her. By the time the Inquisition had discovered, she was a respected Commissar within the Imperium, her deeds to the Emperor far outweighed her Eldar heritage.
Thats as far as I shall go with her storyline, or else it may drag on.
Front shot of Anastasia
View of back and trenchcoat
The original Death Korps Commissar I used. Photo sourced from Forgeworld.

I used the body and the hat of a Death Korps of Krieg Commissar, carving out the chest and head with a hot knife, re-aligned the legs and arms to the pose they are in now. The chest and head are that of Lelith Hesperax, as I mentioned in one of my previous posts. The hair was the braided ponytail of a Dark Eldar Wych and the Plasma Pistols came from a Cadian and Catachan Command Squad. The rock on the base was from the beach and fastened on using Green Stuff, I also used Green Stuff to make the top of her corset and breastplate. What do you guys think, hot or not? Also, what do you think of my fluff?

Thursday, July 4, 2013

Crazy Converisons: Penal Legionnaires


Hello all, Eldrad Vect here with my Crazy Conversions. Now, those unfamiliar with the most under used units in the Imperial Guard Codex, the Penal Legion Squad is a group of the most dangerous and penitent criminals in the Imperium given a second chance at freedom in the Imperial Guard... by performing suicidally dangerous missions behind enemy lines. Their rules reflect the fluff perfectly, they have the Scout and Stubborn special rule as well as the rule Desperados, that gives them random bonus making the unit all that more interesting, however sadly this unit is not used all that often, since the other Troop choices in the IG codex (Infantry Platoons and Veteran Squads) are just that much more customizable and useful. However my Imperial Guard army is different using 4 Penal Legion Squads and a Veteran Squad in an 1000 point army list.
So, I present to you my first squad of Penal Legionnaires, though they aren't all finished yet I still need to apply a ball and chain here, handcuffs there, also there is one that is still a guardsmen, which will give you an insight on how they looked before. A long time ago, I purchased a squad of Cadian Guardsmen, over the years they turned from Cadians to Inqisitorial Stormtroopers, after I finished going through the Grey Knights phase, I just used them for proxys but now after a long wait and my green stuffing skills having had improved, they have found a home.
Group Shot
Before

After

I used spare Chaos Space Marine knives, Eldar guardian head, Dark Eldar Hellion bits and Blood Angel Death Company heads I had lying around and quite a bit of Green Stuff. The chains were from spare Dark Eldar kits I had around. No detail was spared as the broken handle, trigger and stock of the Lasguns were rebuilt and replaced by spare Dark Eldar Splinter Rifles and Space Marine Scout Snipers. I think they look quite impressive, though I'm quite bias, what do you guys think?

Sunday, December 16, 2012

Wargames Gallery: Space Wolves, Imperial Guard and other Space Marines traffic jam

An epic melee: the Space Wolves drop pod in to the lines of another space marine chapter that have teamed up with Imperial Guard allies who are hunkered down behind an Aegis Defence line.  The shot was taken a week ago from one of our league matches - I really like the composition of this one!  Enjoy!

Tuesday, October 30, 2012

Plague Zombie

What do you get if you mix plastic bits from Cadians, Plaguebearers and warhammer fantasy Zombies, with a touch of greenstuff?  Well, the title of this post is kind of a give-away really, isn't it?  Yes, its a Plague Zombie.  And the first conversion of many that I'm hoping to accomplish.

Creating plague zombies is pretty easy to achieve for even the casual miniature convertor.  The bits are straight forward to go together and the best part is that even if it doesn't look quite right (or indeed: physically plausible), then you can get away with it: arms and legs at odd angles and crooked necks are all part and parcel of being a plague zombie, so roll with it!  I'm dredging the bits box for a few other finds to see what else I can incorporate.  I was thinking that some fantasy ghouls might be a nice touch, but also Catachans, the old Chaos Mutation sprue, and even an odd Orky arm or armour might not go too much amiss to be honest. Heck, why should humans have all the fun: I'm sure Grandpa Nurgle would be only too happy to count Ork plague zombies amongst his flock.

This particular chap features the legs and chainsword arm of a Cadian sergeant, coupled with a zombie torso and right arm (notice the grenades being carried in the zombie arm as well), a zombie head inside a cracked Cadian helmet, a utility belt at the rear (just above the buttocks) and a cute nurgling tugging at the zombie's innards to pull him along in the right direction a bit faster!  I like the dynamism of this conversion, the humour of the nurgling, coupled with the menace of the chainsword and the un-realized potential of the grenades: does the zombie have enough brains left to pull the pins on them?  Or will the nurgling do the job itself eventually?

Monday, September 10, 2012

Imperial Guard Allies for Deepstrike Armies


Here's a concept that I've been thinking around over the past few weeks: an Imperial Guard Ally detachment for deepstriking armies.  

The idea is to use the Imperial Guard specifically as a way in which to augment a fully (or mostly) deepstriking armylist such as Death Wing, Daemons, and the like.  It revolves around manipulating the reserve roll: taking options like the astropath to improve early, rapid deployment.

Here's one option:

HQ
Company Command Squad, 1 Astropath, 1 Officer of the Fleet (110 points)

Troops:
1 Veteran Squad (70 points)

Fortifications:
Aegis Defence Line, 1 Communications Relay (70 points)

Total = 250 points.

Now, combine with your favourite (e.g.) daemons list and you have a 35 in 36 chance that all your units will be on the board on turn 2.  The Officer of the Fleet is there to oppose enemy deepstrikes so that your own army can take down the enemy piecemeal if they're employing a similar army.  Deploy somewhere out of sight (perhaps even add a Chimera) and behind the defence line to control communications array and keep them there until the start of turn 2.  Then redeploy and engage as required.

At 250 points, it might not be so worthwhile in a 1500 points total army, but at greater points, I think it would be invaluable.  

Friday, September 16, 2011

Head Swap: Helms on Guardsmen

Often, a simple head-swap can do wonders for the feel and aesthetic of a miniature.  I have a small number of guardsmen figures that I'm creating with a "mutated" feel to them just as a mini-side-project to keep me distracted.  The first head-swap effort was using a dryad tree head and I think that came out reasonably well.

This guy, instead of having an alien styled or totally mutated head simply has a helmet (from the chaos knights range).  Sure, its not a massive conversion.  But, I think it gives off an air of "sinister" and "chaos" nonetheless.  I intend to paint this one up in the same colours as the previous guardsman I painted so that they can form a small killteam unit of Tzeentch renegades perhaps.

Saturday, June 18, 2011

What Happened to Pvt. Smith? A simple guardsman conversion

This is a concept piece that underscores that even the most simple of conversions (a head swap) can dramatically alter the entire feel of a piece.  All that has been done here is to swap the head of a standard plastic Cadian Guardsman for a plastic warhammer fantasy Dryad.  Not only do the heads of the Dryads looks malevolent, but there's a distinct "daemon" feel to the guardsman now. 

The painting of the miniature is nothing particularly special: muted browns on the jacket and trousers with grey boots all washed down in brown and highlighted.  The carapace armour is ultramarine in approach: blues with light blue highlights around the edges.  The head is a vibrant yellow with brown lowlights and whiter highlights.  The eyes are dotted pure skull white with a steady hand and a triple zero brush.

In terms of what I'll use this unique piece for inside the game, I'm not too sure to be honest.  Perhaps as the result of a boon of mutation spell?
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