About My Blog

Ave Omnissiah!

Image result for adeptus mechanicus symbol

My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

Featured Post

Retrospective: Imperial Knights

Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...

Saturday, January 23, 2016

Space Hulk: Deathwing

Speaking of Warhammer 40K computer games (I know I mentioned Battlefleet Gothic: Armada before), there's been another game I am tracking. It's Space Hulk: Deathwing, which is a co-op shooter that puts you in the shoes of a Deathwing Librarian leading a squad of Terminators to fight genestealers aboard a Space Hulk.

For more than 6 months I thought the developers quit and the project went dead - you know, in games there's always this thing called development hell, cancellation, etc. After a bunch of screenshots in June last year, the developers fell silent. There was no news, no updates, no post, no comment, absolultely nothing. I got worried, because to be honest I was looking forward to this game more than Battlefleet Gothic: Armada. My favorite genre is still shooter games (speaking of which, I should write a post on Doom, which is slated for a release in Spring this year), I like shooting a lot more than strategy games, so it pained me when I realized Space Hulk: Deathwing was in danger of being scrapped.

And lo and behold...they came and pasted a bunch of screenshots in their Facebook page and website today. You can check out their Facebook page here, or go over to their main wesbite/forum to check out the mammoth environments. Let's see if I can paste their screenshots here.

Image
Um, wow?
Image
That's huge, all right.
Image
This must be the Adeptus Mechanicus ship they're talking about.
Image
Black Templar, maybe?

Description:

Space Hulk: Deathwing, the first-person shooter by Streum On Studio set in Games Workshop's famous Warhammer 40,000 universe, showcases a few of its mammoth ship interiors with a batch of atmospheric new screenshots. 

From a large battle-barge belonging to the Black Templars, to a vessel from the Adeptus Mechanicus, explore and fight inside huge derelict Warhammer 40,000 vessels, oozing with atmosphere and authenticity. You play as a Librarian accompanied by a Terminator squad - either cooperatively with friends, or in solo - fending off Genestealer advances and recovering ancient relics in the mangled ships and asteroids composing the Space Hulk, drifting along the currents of the Warp. 


The game features a full story campaign, and all of the weapons from the Space Hulk board game (including the famous Storm Bolter, Assault Cannon, Lightning Claws, and Thunder Hammer). Wielding these relics of war you will fight through the cargo bays of the Adeptus Mechanicus, ancient chapels of a Black Templar warship, and the gigantic engine rooms of derelict ships. 

Space Hulk: Deathwing releases in 2016. 

I can't wait! What about you guys?

Wednesday, January 20, 2016

Cult Mechanicus Painting Guide: Crusaders of the Machine God

All right, as I said yesterday, I was going to write a post on the fluff inside the Cult Mechanicus Painting Guide: Crusaders of the Machine God. It contains 3 stories about 3 different characters and their forge worlds, which I will summarize and talk about below. As I can't find any articles written about them in the Warhammer 40K wiki or even 1d4chan, I will write a post regarding them for anyone who wants more information. I doubt anyone will use this post for the wiki articles, but hey. At least this entry will show up on Google when anyone wants to search for who Magos Emperygen Kryptaesrex, Magos Hexterramere Vorght and the evil Magos Ozermadus Phal are. Oh, and the lovable Furator 9-Dhul too.

The Emperygenic Congregation

This story is about Emperygen Kryptaesrex, a Tech-priest Dominus from Mars. Basically, the story begins when a Stygian explorator fleet scavenges on a swamp planet called Exhubris II and raid the ancient tombs a la Tomb Raider (just without Lara Croft), only to disturb the Eldar of Craftworld Ulthwe. The annoying xenos pour out of the webway to get in the way of our inquisitive and intellectual tech-priests for no reason other than because they're xenos scum, and basically shit hits the fan. The Stygian Explorator forces are quickly overwhelmed, the Skitarii warriors bravely holding the last line, and the Magos in charge sends SOS into the void.

Emperygen Kryptaesrex, a Tech-priest Dominus from Mars (I suspect he's ranked Archmagos at least, but they want to force the dude in line with the codex rules), receives it, and instead of thinking, "we should help our Adeptus Mechanicus Brothers for the Greater Good!", is more interested in the webways the Eldar are opening. He's like, "hell, yeah! Screw the dudes from Stygies, let's go raid the Eldar tombs and steal xenos technology!" The Eldar tech he's particularly invested in is the webways because he's already a master of the Warp engines and geller fields - an Immaterium Mechanist, so to speak. But he's curious on how the Eldar manage to jump up and down between worlds and disppear like the ninja ripoffs they were, and he knew it has something to do with the webways. The fact that the webways protect the Eldar from the baleful energies of the Warp is an added bonus.

Long story short, Magos Kryptaesrex lands on Exhubris II, thrashed the Eldar trash infesting the place with his Kataphron Destroyers and Kastelan robots, captures the webway after his Kastelan robots pummel an insolent Wraithlord into messy wraithbone pieces, and proceeds to study it. As usual, Warhammer 40K leaves the thing open-ended, but we all know Magos Kryptaesrex finally has a webway in his hands, which means he'll be able to recreate the energies that power the webway and begin to build his own versions for the Imperium. All hail the Omnissiah! WOOHOO! Adeptus Mechanicus forces and Skitarii pouring out of webways and then disappearing as mysteriously as the Eldar! I would like to see that! We don't need those Flesh Tearer drop pods anymore!

The Xenophagist Expedition

Uh, what? A Xenophagest (what the hell does Xenophagest/Xenophagist mean? And why two different spellings? Is it an e or an i? Make up your mind, Games Workshop) named Hexterramere Vorght (don't you just love their naming sense) is seeeking out the Orks' homeworld, which the Adeptus Mechanicus has dubbed Orkadia. For some reason, Vorght is obsessed with the Orks' geno-form because he believes it has clues as to where their homeworld is. I'm no biologist, but I'm pretty sure studying the genetic code of an alien will not bring clues to which planet it came from. Then again, I'm out of my depth, so whatever. Anyway, Magos Vorght goes around wrecking xenos shit, destroying Orks on Ryza, then flies out of Ryza because he thinks he can find Orkadia, and ends up in a skirmish with Eldar Corsairs, only to crush them under the treads of his Kataphron Destroyers and metallic feet of his Kastelan robots. Yippee.

For some reason, Hexterramere Vorght (why can't he Mechanicus just stick to simple names?) thinks that by locating the Ork's homeworld, he will be able to eradicate them. Uh...no? I don't know how that works, but even if you destroy Orkadia, it's not as if all the Orks throughout the galaxy will spontaneously combust or something. Such convenient miracles don't fit into the grimdark realism of the Warhammer 40K universe. Anyway, his obsession leads him to leave his planet Ryza even though it's being besieged by Orks, and goes to the stars in search of the homeworld...even though he could just create a gene-bomb that targets Orks' genes with all that genetic information he gleaned off dissections and stuff. Argh.

A special guest appearance by the Kastelan robot named Furator 9-Dhul, because for some reason Games Workshop think a Kastelan robot would be important. Anyway, this poor guy hails from the now severely depleted Dhul X Cyberkastel Cohort, who has fought Daemons from the Warp, then Eldar pirates, and then Orks. Oh, and laser-clawed alien constructs ibn the Ghoul Stars (what? Never heard of them). It used to have 24 robots before the Age of Strife, but they were down to 10 after the numerous skirmishes with Eldar pirates. Don't be a pirate, and don't pirate Games Workshop products, faithful servants, uh, customers of the Imperium! By the time the disastrous Ghoul Stars expedition was over, only 6 Kastelan robots returned to Ryza. And then the Orks came and they wrecked 4 more, and only 2 were left. Furator almost died, but Magos Vorght saved him by welding the spare parts of his destroyed brothers into his frame. Way to go, Vorght!

In the end...they still haven't found Orkadia, and they're still searching for it. Dude...just come home. Ryza needs you.

The Bioextinction Congregation

This is about a douche called Ozmerhadus Phal, a Magos from Metalica, who seeks to eradicate flesh and all biological life-forms from the galaxy to achieve his machine perfection. Hey! Respected the revered fields of your colleagues, the Magos Biologis! Anyway, this asshole goes around destroying planets and rendering their atmospheres sterile and unliveable, eradicating entire ecosystems and scouring worlds of life.Notable worlds include Vortex XII, where he murdered fellow Mechanicus Magi by launching a cycolnic torpedo into its unstable core and triggering an implosion that destroyed the planet completely. What an asshole.

The jerk didn't stop at that. When he's supposed to save the Adepta Sororitas on Nightlock Prime, who had rallied in their cathedral in Saintwall against Chaos forces, he up and left them all because he found a species of silicoid life in the soil of Saintwall. Bloody bastard.

He even pissed off the Knights of House Raven with his brutal and inhumane measures, and one couldn't bear the douchebag he just left and became a Freeblade called Strident Ghost, aiming to get in the way of Magos Ozmerhadus Phal and his plans of extinction. By the way, House Raven almost came to blows with him on Tylos Deep and the Lastholm Worlds. Don't blame them, I'm going to send my Skitarii and Knights after him.

Unfortunately, lore-wise, the madman's still loose in the galaxy, seeking to purge more life from the universe. The good news is that the Fabricator General of Metalica and the Lord of House Raven have sent him in the direction of the Empire of Charadon to fight against Orks. Let's hope he dies painfully at the hands of Orks, the guy needs to get dissected by Painboyz. I can't believe I'm supporting the Orks to kill a fellow Magos. What Heresy.

I think that's it for the three stories of the Adeptus Mechanicus fluff. I'll purchase the Skitarii Painting Guide: Legions of the Omnissiah one day and see what I can do. If it has more fluff in it, I'll write about it!

For the Omnissiah!

Tuesday, January 19, 2016

Cadian/Draconian Battle Group update

I've been searching around the Internet and I can't find any battle reports of Cadian Battle Group, except one on Youtube that for some reason isn't available in my region (why?!). Weird. Anyway, I'll try to build a Cadian Battle Group, which is actually a Draconian Battle Group according to my own personal fluff, and write a battle report to test it out.

My Emperor's Fist Armored Company is complete, so that's my Core done, and I do have a Company Command Squad in a Chimera for my Battle Group Command. I even have a single Stormsword for my super-heavy element (if I want to, I can change it into a Shadowsword) as an Auxiliary. So the bare minimum of my Cadian/Draconian Battle Group is done, so to speak. That's basically about 1,575 points though, so if I want to play a 1,850 or 2,000-point game, I need a few more models in the form of another Auxiliary.

Currently, I'm planning on buying a Militarum Tempestus Storm Scions box set to complete my Draconian Battle Group - these stormtroopers serve as the Draconian Armored Regiment's famed Kamikaze Troopers because they always carry out near-suicidal missions and live to tell the tale. Um, most of the times, anyway. That will net me another Vendetta (I'm going to convert the Valkyrie), so I can swap the Stormsword for an Emperor's Spear Aerial Company, or play a 2,500-point game. Yippee. I can only buy this next month because I'm waiting to receive my salary. I don't use credit cards and I don't believe in borrowing and spending what I don't have. So waiting for salary it is. If all goes according to plan, I should theoretically be able to play a game and write a Cadian (Draconian) Battle Group battle report by the end of February. Fingers crossed, of course.

On another note, I lost the volkite blaster for my Tech-priest Dominus. I need to buy a new one, but bits and kits UK has sold out...if anyone has a spare volkite blaster bit, please let me know. I'm willing to buy it from you. Thanks.

Oh, and one last thing. I bought Cult Mechanicus Painting Guide: Crusaders of the Machine God. No, not for the paint schemes. I bought it for the fluff. I'll be writing a post on the fluff inside Crusaders of the Machine God tomorrow. It's pretty interesting, and I think I can add to the online Warhammer 40K canon if it hasn't been added already. I hope. I should look into buying Skitarii Painting Guide: Legions of the Omnissiah. That might have even more fluff! Yay!

As a bonus, I'll leave this poorly taken photograph for you guys to enjoy.

Cadian Artwork - apparently only 250 of these exist in the world!

Um, I found a better picture of it off the Internet. Whoops. Should have used this instead.


Sunday, January 17, 2016

White Dwarf Miniature of the Year 2015

Oh, right, some news for you guys.

White Dwarf has opened a feedback form asking for our favorite miniatures of the year 2015. So you can list the top 5, but remember to include an explanation why number 1 is your favorite miniature of the year!

The survey is open until 6 February, Saturday, so make sure to send your list to team@whitedwarf.co.uk before it closes! Basically, the rules are for you to choose your favorite Citadel miniature that was released in 2015. Not Forge World models, but Citadel, meaning the plastic ones. So you can use stuff from Horus Heresy: Betrayal at Calth, or from Age of Sigmar, or like me, throw out the Knight Crusader and Skitarii and Adeptus Mechanicus models released in 2015. An example is something like below:

Name: Tobias Fong

Your five favorite miniatures of the year (in order, favorite first)

1: Tech-priest Dominus

Why is this your favorite miniature of the year? Tell us what you love about it.

Because it's awesome (don't use my example, elaborate more).

2: Knight Crusader

3: Onager Dunecrawler

4: Tech-priest Enginseer (in Leman Russ Tech Command)

5: Contemptor Dreadnought

Something like that. Send the list to White Dwarf's email address that I listed above, and remember, the deadline is 6 February, 2016, Saturday! So you have about less than 3 weeks to decide!

For the Omnissiah!

Speaking of which, Winters SEO has just released an awesome new battle report, Adeptus Mechanicus versus Orks, so if you're interested, please watch it! It's evidence that you can still win against an army with a super-heavy or Gargantuan Creature even without one of your own! And as always, Winters SEO's videos are fun to watch! "This is the way the world ends..."

Rookie Battle Report

Rookie Battle Report: Adeptus Mechanicus War Convocation versus Space Marines (Imperial Fists)

Before I begin, let me inform all Warhammer 40K fans in Singapore (citizen, tourist, permanent resident, visitor, otherwise) that a new gaming shop has opened in Bugis+, and has already been open for a while now. Battle Bunker has a new shop in the 3rd floor of Bugis+, just go behind the giant Gong Cha sign and you'll see a shop with more tables than the outlet in Funan IT Mall, which will sadly close in June. Oh well. Anyway, check it out if you have the time, and there's always someone eager to play Warhammer 40K with you!

Adeptus Mechanicus War Convocation deployment
That's what happened ot me today. I was moving my army from Funan IT Mall to Bugis+, hoping for a game, and I got one. It was a bit unexpected, though, because my opponents (yes, plural) were a couple of very young kids. Fortunately, one of the kids' dads is a veteran, and he helped me out a lot. I offered to have a match with them to show them how Warhammer 40K works (admittedly, the veteran's son a ready knows how to play, so the introduction was more for his friend).

However, kids being kids, they're easily distracted, and they have...um, curfews. So we could only play one match. Kind of sad, but hey, that's how life is. Anyway, we decided to play 2,250 points because one of them wanted to bring 3 Terminator squads, so I was like, all right, I'll bring my usual Adeptus Mechanicus War Convocation list, I'll just add 2 Kastelan Robots. It was 2v1, the fan already having a sizeable Space Marine army, with 3 tactical squads, 3 Terminator squads, a Chapter Master and a Devastator squad. His friend borrowed his models and also had a Chapter Master, a scout squad, a tactical squad, 2 Dreadnaughts and 1 Predator with lascannon.

Well, it was only one turn, so...I guess I don't have to worry about dividing the report. Anyway, I let them deploy first (actually, the kids got too eager and deloyed first before I could roll, but whatever). It's a teaching session, meant to be relaxed, so it's fine if we make mistakes. I bought the rulebook because I guess I needed it to explain better, sigh. I'm not buying starter sets for the rulebook because I don't need those models. I need the templates though. Argh.

Anyway, after teaching the friend about rules and the 4 phases (thankfully we decided not to play Psyker, so it was easier to teach the other 3 phases), I started off by moving my Kataphron Destroyers with plasma culverins forward so that they can get within range. Apparently the veteran's son wanted to play siege, so he grabbed a bunch of terrain, turned them into a fortress, and hid all his models under cover. I was all right with that, the emphasis was to show his friend how the game works, how to roll dice, the sequence of actions, etc.

I scouted my Vanguard and Ruststalkers into the center ruins, and infiltrated my Infiltrators not far behind. Then I moved the Ruststalkers and Infiltrators forward as well as the Kataphron Destroyers (sorry for repeating myself, I'm tired). I think that's basically all I moved.

My Ironstrider Ballistarius again did absolutely nothing. I had used the Protector Imperative Doctrina to increase my Skitarii's BS by 3, though their WS was reduced, so most of my shots missed, and the guy had twin-linked. However, he still rolled a freaking 2 for his lascannon when I fired at the Dreadnaught...useless bugger. My Rangers fared little better, their arc rifles being out of range of the Dreadnaughts. Their galvanic rifles and arc rifles just bounced off the tactical squad's armor and cover. Oh well.

Vanguard did well, they ripped apart a Tactical squad in cover through sheer number of plasma caliver shots. The Infiltrators were impressive as usual, murdering a squad of scouts with flechette blasters alone. The rest did subpar...while the Onager Dunecrawlers killed 3 Devastators with their neutron lasers, the last Devastator and his Sergeant lived. The Imperial Knight failed to rend the Dreadnaught with his Avenger Gatling cannon, even though I scored quite a lot of hits, I didn't even get a single 6. I had a glance with the Stormspear rocket pod, but the Dreadnaught made his cover save. Argh. My Kataphron Destroyers continued attacking the Devastators, but bad rolling meant I scattered 5 out of my 6 plasma culverin shots and had 3 hits...I think I killed the Sergeant. The heavy grav Kataphron Destroyers had better luck, I think wiping out another tactical squad, but the Imperial Knight's rapid-fire battle cannon, due to one scattering pretty badly, took out only 3 from another. That was my shooting in a nutshell, with 3 squads dead, I scored First Blood and 3 kill points.

The friend had left when I fired the first shot because his mother came. So I only taught him the basics. Oh well.

Shooting phase
The son continued on, with his father's help, and the counterattack was fierce. The 2 chapter masters rained down 2 S10 AP1 orbital bombardment pie plates, dealing a couple of wounds to my Kastelan Robots, who failed his invulnerable saves and Feel No Pain, and Instant Death killed all 3 of my heavy grav Kataphron Destroyers. Ouch. Oh, right. Because his mother called, the father suggested he deep striked his Terminators in the 1st turn for fun, and I agreed. I mean, it's for fun, and for learning, so it's fine with me! And I'm happy to obliged. So all 3 Terminator squads Deep Struck, 2 of them didn't scatter, but the 3rd one with storm shields and thunder hammers scattered right into my Infiltrators and Deep Strike Mishap. He rolled a 3, and I happily placed the Terminators deep inside his deployment zone, behind the buildings. They are going to take a long time to reach any of my units.

His Predator fired at my Ruststalkers from inside a building, and as they were right behind a wall, they had a cover save and made it. The 1st Dreadnaught came out and shot at them, but surprisingly he missed his multi-melta. He did cause a wound with a storm bolter. I think. The other Dreadnaught also fired, and while his multi-melta hit, I think he rolled bad and didn't wound. His storm bolters and combined fire from the tactical squads' boltgun fire killed 1 Ruststalker and wounded another. Ouch. That's so sad.

His 2 squads of Terminators fired upon my Kastelan robots and plasma culverin Kataphron Destroyers. All my Destroyers died to combined stormbolter and assault cannon fire. Ouch. So 2 kill points to my opponent. My Kastelan robot took a wound from the other assault cannon, but rolled a 6 for his Repulsor Grid, which meant I deflected a shot, only for me to roll another 6, so the Rending shot with AP2 killed the assault cannon Terminator. My Infiltrators, amazingly enough, made their armor and invulnerable saves from his Scouts' (combat squadded them) sniper rifles. His final tactical squad, coming from reserve, put a wound on one of my Infiltrators, but that's all he could do.

He charged his Dreadnaught into my Ruststalkers, killed one with hammer of wrath, and proceeded to mis-roll his hits. He did no damage to them, but with 4 attacks, I scored 2 hits and glanced 2 hull points with Haywire thanks to mindscrambler grenades. Not to mention, I already glanced him with overwatch. So the Dreadnaught died, giving me another kill point. Not bad!

The game pretty much ended here because the father and son had to leave when the mother came calling. Too bad. I was at an advantage, despite losing my anti-Terminator heavy grav cannon Kataphron Destroyer squad, having wrecked his Devastators, wiped out about half his army and stuff. I think I would have destroyed one Terminator squad in the open (no cover saves!) with my plasma caliver Vanguard, and the other one with combined fire from my neutron laser Onager Dunecrawlers (again, no cover saves because they Deep Strike into the open) and probably Knight Crusader, who will melee them with S10 AP2 Smash if I have to. The Ruststalkers were ready to tear apart either the tactical squad in cover, or the Predator (they have Haywire thanks to mindscrambler grenades and prehensible dataspike). The Infiltrators were ready to move up and charge into the newly arrived tactical squad from reserve. There wasn't much the guy had left to answer my threats, most of them have been nullified and were awaiting death in the open. Ha ha ha...it was a good thing the game ended on Turn 1, or it wouldn't have looked very pretty. Oh well. On the other hand, I might roll bad rolls, and I had already used up my Imperative Doctrina, so I probably wouldn't get as many hits. Not to mention he still had that Terminator squad with stormshield and a 2nd Dreadnaught (not much use, he would have died to my Ruststalkers sooner or later) hiding in the back. Now that I think about it, I shouldn't have brought the Knight Crusader, he had no answer to it at all. Then again, I need something to destroy his Terminators...actually, even with my heavy grav cannons gone, I still had my Vanguard, so I might still have the advantage. This is difficult.

End of game - only 1 turn, and so many potential moves, but kids will be kids.
Anyway, it was extremely fun, and I look forward to coaching and teaching more little kids in future!

Friday, January 8, 2016

New Leman Russ Tank

I've managed to get my 5th Leman Russ tank!


Leman Russ Battle Tank with Tech-Priest Enginseer
This time I built a Leman Russ Battle Tank, the standard one, along with a 2nd Tech-Priest Enginseer. This completes my Tank Commander squadron, both tanks will be visible with the aquila and antenna. Yay. The Battle Tank has a shorter cannon than the Leman Russ Vanquisher.

With my 5th Leman Russ done, that means I finally have the bare minimum for an Emperor's Fist Armored Company! 5 Tanks, 2 in Tank Commander Squadron and 3 Leman Russ squadrons of 1 tank each, with the necessary Tech-Priests Enginseer (I have 2, so 1 is a spare). So right now my Emperor's Fist Armored Company looks like this:

Tank Commander squadron
Tank Commander in Leman Russ Vanquisher with lascannon (and multi-melta sponsons if necessary, I'll just count them as broken and malfunctioning to save points)
Leman Russ Battle Tank with lascannon (and heavy flamers sponsons if necessary, as with above I'll count them as broken and malfunctioning to save points)

1st Leman Russ squadron
Leman Russ Punisher with 3 heavy bolters

2nd Leman Russ squadron
Leman Russ Executioner with plasma cannon sponsons and lascannon

3rd Leman Russ squadron
Leman Russ Executioner with plasma cannon sponsons and heavy bolter

Tech-priest Enginseer (2 if necessary)

With this completed, I have the Core choice for my Cadian Battle Group (or Draconian Battle Group that uses the Cadian Battle Group Detachment rules). So I shall present you the might of Imperial Armor!

The might of Imperial Armor
A formidable wall of steel, behind which human guts and hearts stand firm against the terrifying enemies of the Imperium. Yeah, tanks may suck in the current meta with all the haywire, melta and destroyer weapon spam, but a wall of AV14 is still a tough nut to crack. Usually. I hope.

So with my Emperor's Fist Armored Company done, and in effect the Core Choice of my Cadian Battle Group, I only have my Emperor's Spear Aerial Company left. I already have the Command Choice, the Battle Group Command, which composes of a Company Command Squad inside a Chimera. This means I can essentially play a 1,575-point game now. But I'll be wasting my Company Command Squad and the command benefits the Cadian Battle Group grants me if I just rely on my tanks. So what I'm going to do is...get a job, and once I get my pay, I'll purchase the Militarum Tempestus Storm Scions box set, which allows me to get a 3rd Vendetta (or Valkyrie, I just need to get the Vendetta conversion kit), plus much-needed infantry to make use of those amazing command benefits. Can you imagine Stormtroopers with Ignores Cover, or Tank Hunter/Monster Hunter, or even a group of 10 Stormtroopers firing their hellguns...uh...hot-shot lasguns three times with the First Rank, Fire! Second Rank, Fire! order? Even more so, I can order them to run after shooting when I drop the Company Command Squad and 2 Stormtrooper squads down from my Vendetta gunships after they make a low-altitude drop

So yeah, I'm so getting Militarum Tempestus Scions for my Cadian Battle Group. Right now I have no stormtroopers, and only 2 Vendetta gunships. I can always swap the Stormsword and Chimera for 3 Vendetta gunships and an extra Stormtrooper squad. Or I can play 2,500-point games, that would be fun.

For the Emperor!

Oh, right. And if you're asking me why there's Imperial Guard in an Adeptus Mechanicus blog, well, it's part of the fluff. The Forge World of Draconis IV manufactures countless tanks for the Imperial Guard armored regiment of Draconis III, so they have close ties and will support each other in times of xenos incursion and other threats. Makes sense, right? I mean, in Titanicus by Dan Abnett, there's an armored Planetary Defense Force that fights alongside the Skitarii and Titans against the traitor Titan legion. So why not Draconis III as well?

Sunday, January 3, 2016

Expanding your army: Skitarii

At last, the release of the new Warhammer 40K starter sets have been released! I have been waiting for their launch before writing about my next article which is on expanding your army. If you recall, the last post, Starting Warhammer 40K: Imperial Knight, was about recommending those who have no idea what they like to start the game with an Imperial Knight. In that post, I promised to write about expanding your Warhammer 40K army collection, and that's what this article is today. It's about expanding your Imperial Knight army with a collection of Skitarii!

And now is the best time to do it, what with the Start Collecting! Skitarii bundle being released by Games Workshop that will ship from January 9th onward. Awesome! It's a great deal, and I wish I had waited for this before getting my Skitarii army, but what's bought is bought. And I do like my army. Anyway, this isn't about the bundle or the Dominus Maniple rules (which I don't have at the moment, and I will write about it once I get my hands on it), it's about expanding your army.

Again, let me emphasize this. The best army to start with is the faction YOU like. You must love your faction, its fluff, its models, its units, etc. I mean, there's no point power-gaming and collecting a bunch of drop pod models just to be competitive if you don't like them - I'm not going for Drop Pod Skitarii or Drop Pod Adeptus Mechanicus War Convocation regardless of how powerful or competitive it is. I don't like Flesh Tearers or Space Marine models, so I won't get them. That's why I sold my Tau stuff, I didn't like them so there was no use holding on to them. Don't be stupid like me and avoid buying them in the first place, even if they have really cool rules. Similarly, don't get an Imperial Knight because I say so. Get it only if you like it, or if you have absolutely no idea what to get.

For those who are on the fence and neutral to all factions, thus having no idea what to start with, I have already recommended an Imperial Knight. However, if you remember, I had advised readers to only begin with one or two. Partly because if you're a casual player looking for casual opponents wanting a good time and not highly competitive, plonking 3 or 4 Imperial Knights on the table is hardly going to earn you friends (unless your friends don't mind playing against them, which is great!). Sure, they can be easily countered with melta guns and stuff, but your opponent probably wants to bring his favorite list, not a list tailored to specifically destroy Imperial Knights. So just bring one, or maybe two.

However, as you play bigger games, you also realize that while they are awesome, Knights have weaknesses. They are few in number, they get easily meltagunned to death (or Haywired to death), they are a big fire magnet and the targets they shoot at are limited even if you can fire its 6 weapons at 6 different targets (and trust me, 2 heavy stubbers aren't going to do anything even if you fire both at the same target, which means 5 targets). Plus if you find out that you love the tabletop game and enjoy spending more time in longer matches, Knights wouldn't be a good army as they either win too quickly or die too fast.

So you need infantry to shield your Knights from meltaguns, you need more units to grab more objectives, and you want a lot more flexibility. That's where allies come in, and I would recommend Skitarii.

Again, I must reiterate here that this article and advise is only for those who have no idea what to do after they have gotten their Imperial Knights and have no favorite faction or clue what they like. If you want to pair your Knight with Eldar, do so. Throw in a Wraithknight alongside your Imperial Knight and bring a cup to collect your opponents' tears (just don't blame them if they refuse to play with you ever again). Or if you want Tau hiding behind your Knight and sending the guy in as a Distraction Carnfiex while your favorite Gundam-ish models shoot from the back, that's fine too. In fact, if you're a huge fan of Imperial Guard and their tanks, then by all means roll out an armored column of tanks and Knights with the new Cadian Armored Company, The Emperor's Fist. However, if you don't know what to like and have come against the wall while not being willing to buy another Knight because while one or two are cool, you find a whole army of four or five Knights boring, then I'll recommend the Skitarii or Mechanicus. One. because it's fluffy, and two, the two (or three) factions synergize very well together in an excellent formation.

In fact, I'm using the Adeptus Mechanicus War Convocation from White Dwarf Issue 69, released in 2015, which is a formation that makes use of a Cult Mechanicus Battle Congregation, a Skitarii Battle Maniple (take note it's the Battle Maniple formation that requires one of every unit except the Ironstrider Ballistarii and Sydonian Dragoon, which you choose either one), and an Imperial Knight Oathsworn Detachment. If you think that's too much for you, then ditch that (but it's a very powerful and fun formation - not overpowered, I've lost a lot more games than won with it, thanks to me being a newbie) and just get Skitarii.

Skitarii is awesome and very flexible, having an array of options to counter almost every threat. The Vanguard are equipped with radium carbines, standard, which can put a lot of wounds on your opponents if you roll enough sixes - and with a squad able to stock up to 10 men and each radium carbine pumping out 3 attacks, you'll probably get a lot of those. Furthermore, you can swap 2 (or 3 if you have 10 Vanguard) for plasma calivers, which throw out an equal number of shots (3 per gun) at S7 AP2, making them Terminator killers if you need to. Good for killing Monstrous Creatures too. Rangers have quite the range, and Precision Shot, but S4 AP4 without rad poisoning like the Vanguard does, and only 1 shot each, means they aren't going to do much. For Troops, I would prefer Vanguard, even with their inferior range, they pump out quite the dakka and put on lots of wounds. Plus plasma calivers are better on them because they have equal range to the radium carbines, and you are probably wasting them on your Rangers because they're meant to sit back and make use of their 30" range (and the armorbane sniper rifle thing). Both can use arc rifles for Haywire goodness, so keep in mind their great number of options.

The Elites, Sicarian Ruststalkers and Sicarian Infiltrators, are pretty good melee units. Not as good as dedicated melee units like Necron Lychguard or Thunderwolves, as I found out to my chargrin (though the Ruststalkers did give the Thunderwolves quite the big fight despite being only a fraction of their total cost), but still pretty good. Their 2 wounds each make them pretty resilient, even with T3 - they shrugged off shooting from Tau Fire Warriors and wiped them out in shooting, never mind combat. Infiltrators are anti-horde units in addition to their nerf circle, aka Neurostatic Aura, which deducts 1 from WS, BS, Leadership and Initiative, so make use of that in conjunction with your Knight and other units! Their flechette blasters pump out a hell lot of shots, about 5 each at 12" range, which usually means I throw 25 shots at my opponents. Don't underestimate the S2 AP-. With that amount of dakka, and Shred which allows me to re-roll To Wound rolls, I usually deal a surprising amount of damage to my opponents (I told you I wiped out a squad of Fire Warriors with just the flechette blasters alone!). Their taser goads are also deadly in combat, with each roll of a 6 generating 2 additional hits! Sometimes I deal more wounds than the number of attacks my little guys have! Just 2 of them wiped out an entire biker squad on their own! HA HA HA HA! They also have a better Feel No Pain 5+ than their Troops counterparts, who only have Feel No Pain 6+, so keep in mind that makes them a lot more resilient. And don't forget the 6+ invulnerable save! That has saved me countless times.

Fast Attack is pretty good too, with the Sydonian Dragoon having the same taser lance that generates 2 extra attacks with rolls of 6. These 3 units, plus the Ironstrider Ballistarius, have Dunestrider, which adds 3 to their movement and charge, making them extremely fast and with Scout conferred to them by their Maniple bonuses, this usually negates the need for transport and stuff. The Dragoon also has Incense Cloud, which provides a 5+ cover save to your fragile AV11 all-round 2-Hull Point walker.

The Ironstrider Ballistarius, while useless in all my games, probably needs a lot more friends to be useful. Ouch. I gave him a lascannon, and twin-linked means he can shoot tanks and stuff without much difficulty. Usually my opponent makes the cover save though, or I failed to penetrate. Ouch. Anyway, they are useful in multiple model-units, same with the Sydnonian Dragoon. Take more of them in one unit, don't just take one each. Otherwise don't take them at all and spend your points on the awesome Infantry. Cognis means the Ironstrider Ballistarius can shoot at air though, but as I said, you probably want to have a lot more than just 1 guy in a squadron.

The Onager Dunecrawler is my favorite, and is the epitome of flexibility. If you need anti-air, this can be your guy, with his Icarus Array able to shoot down any flyer dumb enough to fly within his range. Otherwise you can give him a S10 AP1 neutron laser that would wreck both vehicles and Terminators reliably. My favorite tactic is to put 3 of them in a single unit because they improve each other's saves. One only has a 6+ invulnerable save, but 3 of them have 4+ (they get +1 for each other Onager Dunecrawler in the same squadron).

With this many options, you can reliably ally them with your Knight to get rid of a bunch of stuff that your opponent throws at you. The infantry are surprisingly resilient, tough and very shooty. They can grab objectives, hunker down and dish out a frightening amount of damage. So if you're worried of Terminators with Power Fists hammering your Knight to smithereens, fire radium carbine rounds and plasma caliver shots at them until they die! Land Raider annoying your Knight with its lascannons? Get your guys close enough to pump out 4-6 arc rifle Haywire rounds! Worried about tarpits? Throw your Sydonian Dragoons and Sicarian Infilitrators at the hordes and watch them melt to your taser attacks! Flyers bombarding you with multi-meltas? Throw in your Onager Dunecrawlers with Icarus Arrays and laugh as they get shot down the moment they fly into the table! With so many options and huge flexibility the Skitarii can cover the weaknesses of your Imperial Knights, bring a lot more bodies to the table, having great shooting and resilience, and have a countermeasure for just about everything! Best, they're cheaper than Space Marines, come with all sort of exotic gear, relics and awesome weapons (Space Marines have no taser weapons! Hah!), the best anti-air platform in the game, and Dunestrider makes them pretty fast!

So if you're wondering who to pair your Knights with, look no further than the militant arm of the Adeptus Mechanicus. Get maybe 10-20 Vanguards and Rangers (10 each, or 2 10-men squads of Vanguard, or 10 Vanguard and 5 Rangers, or 5 whatever, combination up to you). Get 1-3 Onager Dunecrawlers (I'll recommend 3 for that awesome 4+ invulnerable save and more dakka), then follow it up with Sicarian Infiltrators. Ruststalkers are useful sometimes with their Haywire and 2nd turn AP2 attacks in melee, but Infiltrators are better, so get them first, and then consider Ruststalkers after that. Syndonian Dragoons are great in large numbers, and Ironstrider Ballistarii are good anti-vehicle guys if you get 2-3 of them, so never get them by themselves or they'll be uesless like my single Ironstrider Ballistarius. Remember all these tips and you'll have a well-balanced army that while not top-tiered, should be fun to play with and has an answer to everything!

So that's it, guys! Ave Omnissiah! Have fun with your new Adeptus Mechanicus army!