"his robes make him flammable!" ::as my friend fails two saves for chaplain...::
Keeping to my promise (somewhat atleast) i did actually get a handful of games at 500pts and though i was brutally beat ( i think 1 win out of 5 games) i did learn plenty of things about my army. First that mutants really cannot survive in 4th ed. without either burly (4+ sv) or leaping (calvary) upgrades! Because as i walked up to assault a unit of marines i was torn apart by those damn rapid fire bolters ::waves fist:: And though the whole squad was not wiped out, their effectiveness was severly cut. What i did like was that between the champion and mutant boss the casualties they cause are great for combat res! Now i'm trying to figure out what else to kit out my champion with as he is quite an imposing figure now (atleast me and my friends think) and should have more abilities. Oh yes i did say leader let me show you a pic or two.
Overall i was very happy on how he turned out, though i wanted to go for an "all human" type of army (subbing marine units for just souped up guard/traitors/mutants) after looking through my bits box i had lots more chaos marine bits than human.
Another observation i had while getting massacred was that my traitors low leadership really hurts. Though i managed to make the leadership checks throughout the game having to rely on getting a "6 or 7" was horrifying. So now i'm going to not even question adding an agitator to every squad of atleast 10 guys. I'm thinking of setting up small 5-6 man squads w/ heavy bolters/stubbers just for the annoying/shooty factor. Because if if they are sneezed at most will die anyway ::shrugs::.
Infiltration i recieved in most missions and since my previous army had little to no infiltration (orks) i wasn't sure how exactly to press my advantage in this area. It sort of makes my squads more mobile because they can pour enfilade fire from the flanks while hiding in terrain. But still i miss that mobile firepower.. so i figured it was time to build those sentinels...
They carry lascannons because they are supposed to be tankhunters, if i come against a horde i figure i can keep moving to stay out of heavy weapon reach and if it comes to an assualt tie up a unit that can't hurt me, i can stall for a turn or two, or straight into a powerfist and hope they blow the sentinels to bits... with the surrounding enemies engulfed in flames of course.
Now that our little group has a taste of battle everyone is excited again to be back into the gaming fold. Already i hear the clamor of everyone building up to 750pts thinking both what would look good and be effective. For me my list was more or less already laid out for me, i might tweak it some but nothing over the top. I already started painting the daemonettes because i needed to test out this color scheme
I've seen what these ladies can do to opposition be it guard, marine, or other they are excellent. I'm satisfied on how the skin turned out even if i had to mix colors every step of the way with slight variations. Though i didn't finish them i think within a day or two they should be ready for some combat fully painted.
We are up to the next month in the "recruiting a regiment..." but i've not yet decided what i could possibly want so for now ill save that for the next update or two. Till then though, stay cool
~Andy