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Showing posts with label Arborian. Show all posts
Showing posts with label Arborian. Show all posts

Monday, July 23, 2012

1500pts: 1st Arborian Rangers Vs. Thousand Sons


Turn 1: Infantry Squad Seizes Statue Objective
This week, Brandon (Head of GMM Studios) fought a 1500 point battle at his office. We fought on urban terrain and had a great time. This was my second 6th Edition game, and the first one which was played to completion. I brought a three Vendetta list, one full infantry platoon (55 troops plus a Lascannon HWS), Harker's Veteran Squad, Straken's as my Warlord, a Lord Commissar, and Marbo.

Turn 2: Valkryies arrive, Marbo arrives and misses with Demo Charge

Turn 3: Platoon Command Squad deploys via grav-chute insertion;
fails to kill  any traitors with  Heavy Flamer & Flamer. 

Turn 3: Forces converge on the central objective. 

Turn 3: Epic Battle between Marbo and Sorcerer continues.
Marbo won and then got wiped out by Terminators.

Turn 4: Marbo gets wiped out by Terminators :)
Turn 6: Last Charge of Col. Straken
End result was two objectives (one barely ;)) in the hands of the Thousand Sons, and one objective in the hands of the Arborian 1st. A loss, but a well fought one which could have easily gone either way with a few different rolls of the dice.

Impressions of 6th Edition:
-Massed Psykers are a credible defense against Flyers. I lost all three during the battle. I did put two of them in Hover mode in order to deliver mass firepower on to the Terminator squads, which did the pilots no favors. Also, I forgot to take Deny the Witch rolls when my Vendettas were targeted.

-It took over three hours to play a 1500 point game :/. Of course, we were looking up rules frequently.

-Move & Shoot games are so much more fun than any previous edition of 40k: Rapid Fire, Overwatch, and Snapshot make the game so much better.

Overall Tactics:
-I should have kept my infantry all on foot, instead of keeping 25 of them in reserve aboard the Vendettas. One Vendetta got taken out before the troops had a chance to deploy, the Platoon Command Squad miffed their one chance at glory by failing to kill a small Thousand Son squad, leaving only one Infantry Squad to hold the central objective.

-Vendettas should NEVER get placed into Hover Mode. They will die. /endstorybro

Friday, March 2, 2012

2000 Point Arborian List





Revised 3/17/2012: Thanks to Kirby at 3++ for the feedback on my list, quoted in his favorite color, and my responses, in Arborian Green
The most obvious thing to say is: needs Chimeras :P but this will probably deter from your theme. Adding Chimeras would give this list a lot more available options in terms of how to manuever and handle the board as most of your firepower (outside of Vendettas) is pretty static. Add in the Vendettas are the only armor you have on the field and they will go down pretty quickly which also leaves all that S6+ firepower to go into your HWTs which will see them bite the dust quicker than you might like. So chimeras, if you can stand to fit them within your theme :P.
Unfortunately, Chimeras are right-out, this being a "Light Infantry" list. I fully understand and comprehend the disadvantages that a no-Chimera list carries. 

Otherwise, drop the Ratlings and Camo Cloaks - not needed.The SWS should really be running meltas + Demo rather than flamers and I wouldn't bother with the Power Weapons on the Platoon Command Squads though without mounting up, Grenade Launchers can work. You're also running two large blobs which is leaving you with only two targets - can't really do much about that without swapping a lot of things around but just bear that in mind - perhaps you'll want to run it so you have three squads of 20 + commissars rather than two squads of 30+. 
I've retooled the infantry squads into three 20-man blobs, each with a Commissar. This means that I've had to drop down to one priest, who I've given an eviscerator and placed in Straken's squad so that his S7 attacks aren't wasted. Dropping the ratlings gave me the points for another Platoon Command squad with 4 grenade launchers, and all three platoon command squads have their power weapons dropped. 

I'll keep the flamers in the SWS for now, as they will 1) most likely be out of range of Straken's Bring It Down order and 2) will cause more damage to their intended targets (small troops units in cover claiming backfield objectives such as Devastators, Long Fangs, Heavy Weapons Squads) than meltas because of their ability to IGNORE COVER SAVES. 

Best of all, I've kept my 130 model count (sans Commissars and Priest attachments)!

Company Command Squad: Straken, Medic, 3 Grenade Launchers, 2 Bodyguards                                                                                            
1 Priest (attached to Company Command Squad)

1 Platoon Command Squad: 
4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers 

                        
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon     
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon 

             
Heavy Weapons Squad: 3 Autocannons
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons                                                  

Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)

Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters

Total Infantry: 130 (plus 2 commissars and 2 priests)

Obviously the backfield for this army are the 5 autocannon equipped heavy weapons squads, which can dish out a ton of anti-transport firepower. They are also troops choices, which means that they can effectively hold objectives placed into cover, especially in pairs or trios, where their MSU (multiple small unit) nature makes them more survivable than opponents might expect from 6 GEQ models.

The front-field of this army are the three Vendettas carrying three special weapons squads, each with a demo-charge and 2 flamers. Intended to be the first troops to meet the enemy, they take full advantage of the Scout move of the Vendettas, then deploy close enough to make use of their close-range weapons. Being a troop unit, the enemy MUST eliminate them or risk them taking an objective. The Vendettas are the only long-range anti-AV14 in the army and will no doubt draw considerable fire as there are no other vehicles in my army list, but with 3 there should be enough redundancy to get the job (slagging AV14 vehicles) done.

The midfield for this army are two rock-solid power-weapon blob Combined Squads, each with a commissar to make them Stubborn, and a priest to re-roll attacks when the charge. Leading from the front is the venerable Colonel Straken, whose greatest contribution is Furious Charge to the power weapon blobs within 12". Melta-guns in the power weapon blobs help to keep tank-shocking tanks away, and grenade launchers in the three command squads are a 24" move and fire flexible weapon for supporting the infantry charge. 

Monday, February 27, 2012

Painting day!

This weekend I had an unforeseen opportunity to get some long-overdue painting in on my primary army, the Arborian Rangers Imperial Guard regiment. I have roughly 25% of my infantry models fully painted and based, enough for a full platoon (30 guardsmen, 3 meltaguns, and 3 sergeants with power weapons). Part of the reasoning for creating this blog was to encourage me to paint more frequently, and so when I found myself with a few extra hours this weekend, to the painting table I went. I tend to paint assembly line style, using Vallejo Paints, Reaper Brushes, and an old CD as a pallete. Colors go in the following order:
  1. Krylon Flat Black as a spray-on Primer
  2. Reflective Green basecoat on flak armor and capes
  3. Green Grey on the legs
  4. Brown Violet on the arms and tunics beneath the flak armor
  5. Charred Brown on boots, lasguns, belts, masks, and backpacks (quivers with the arrows clipped off during assembly)
  6. A layer of black on non-las weapons (grenade laucnhers, flamers, meltas, autocannons)
  7. A layer of Woodgrain on the lasguns
  8. Gunmetal Grey on the bayonets, belt buckles, and metallic furniture on weapons
  9. Flat Flesh on hands and faces
  10. Based with Charred Brown and a 50/50% mix of sand and green flock

As you can see it is quite an long process to get the Arborians exactly the way I want them, but the end result is totally worth the time and effort involved. I am by no estimation a great painter (see my friend at GMM Studios for that). I have thoroughly enjoyed the process of converting all these infantry, a project that began way back in 2008, before the current guard codex and when Stealth and Infiltrate could still be given to your entire army. To get an idea of what is involved to make the Arborians, here the bitz used:
  • Cadian Torsos
  • Cadian Lasguns, Special, and Heavy Weapons
  • Cadian Kneeling legs for HW troopers
  • Cadian Webbing and Grenades (not very visible, but necessary to make the capes look good)
  • Wood Elf Glade Guard Legs
  • Wood Elf Glade Guard Capes
  • Wood Elf Glade Guard Scout Heads (for the hoods)
  • Maxmini Beret Heads for Sergeants and Officers