Both work and inertia have conspired against me to make the April Challenge goal truly a challenge! With only 7 full days and a single (packed) weekend left, it's going to be tough to get it all done! Last night, I flocked and primed my Command squad, Sternguard and Pedro Kantor. One amazing thing about using gesso is the speed with which I can prime my models. Before, when I used to spray-prime, I'd force myself to wait until I had 30+models or lots of vehicles to spray…it made crawling out onto the (apartment) fire escape and angering the wife worth it. Now I can prime as soon as the flock is dry! If only it were this easy to get the painting done.
I have a game coming up this Saturday against Falgrim's DIY marines, "The Sigmar's Pride." They are modeled after the Space Wolves (instead using lions) but are using the SM:Codex at the moment. So it'll be a straight SM v SM codex fight @ 1750 points.
Here's the list I'm planning (and it makes me so happy they are all painted…if not quite WYSIWYG!) @ exactly 1750 points:
HQ: Captain in Termie Armor
Elites: 5 Tactical Terminators w/ Assault Cannon
Elites: 1 Dreadnaught w/ Drop Pod, Locator Beacon
Elites: 1 Dreadnaught w/ Drop Pod, Locator Beacon
Troops: 10 Tacticals, Melta, LasCan, Power Fist, Rhino
Troops: 10 Tacticals, Melta, LasCan, Power Fist, Rhino
Fst Att: 5 Vanguard Marines w/ Jump Packs, 2 Power Wpns, 2 Plas Pistols, Relic Blade
Hvy Sup: Land Raider Crusader
Hvy Sup: 5 Devastators w/ 2 PlasCan
The dreadnaughts, LRC and Rhinos w/ Tacticals make up the fast moving bulk of my attack force. Since 1 dread can deep strike in the first turn, the hope is that I can land, pop something large in the rear armor (like a vindicator or land raider with the MM) and then divert some marines to deal with him (though dreads do pop easy!). My LRC w/ termies will advance on any objective/easy kp supported by the tacticals in rhinos…in case any speeders or bikes with meltas show up. The Devs are there to (hopefully) pop rhinos or break up marine formations (plasma is nasty!). Finally the Vanguard can work as either an anti-assault force or a final objective contester. With the 2 locator beacons, I'm hoping that a Heroic Intervention isn't impossible. Being able to deep strike and then charge would be awesome (though I haven't had much luck with the Vanguard so far…costs as much as termies…die much faster! Nifty models though!).
Any thoughts? I don't have much time to build any new models, but I have a vindicator, razorback, command squad and the SG/Kantor models primed. Also a lot of Dark Angels…since I don't mind fielding a mixed list as long as they are all marines. Any suggestions?
Depending on how I do, this is probably my last game with the Crimson Fists for a little while. I've been meaning to get back into my Tau and with an apocalypse game planned for July, I think now is the best time! Expect more posts on the Apocalypse planning in May once the April Challenge is up. I also plan on starting up a May Challenge as well!
1 comment:
If you're going to drop down in the center of him, you might also want to add some scouts to outflank with CC weapons. It worked last time! Falgrim always has a dev squad, so the scouts could keep them tied up.
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