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Showing posts with label Militarum Tempestus. Show all posts
Showing posts with label Militarum Tempestus. Show all posts

Tuesday, 15 October 2024

Scion drop troops

A little late to the party but never mind. The new Tempestus Aquilons are here and they look stunning. 


All ten of the models have lots of character and poses are really nice and dynamic.


They have all the classic kill team operatives, from special weapons gunners and sniper (marksman) above, to fighters, gun slingers and demolitions at the bottom.



 And in kill team these guys have some very cool.rules and abilities, not least being able to drop in around the board over various turns rather than having to.start in your deployment zone. This gives you options to get in to positions you wouldn't have been able to and to pressure your opponent in all sorts of new ways. However, as much as I love kill team, and I'm genuinely excited to see what the new edition brings (hopefully less complicated cover and obscurity rules!), I'm a 40k player at heart and that's were things start to go a bit wrong for me.


There were three things that jumped out at me about the data sheet when I first read it, those being; movement, assault and special weapons. There were a few other bits that I noticed or were pointed out while watching various YouTube videos but we'll start with those three. Firstly the good point, assault. This means that they can be faster moving and still shoot, with the advance roll being an average of three and a max of six, that can be quite a boost to their movement, plus these are, as far as I know the only assault weapons in the whole of the guard codex. And that's the end of the good news. 
Movement is an issue for me, I was hoping that these would be fast moving troops, with a proper fast profile, ie 12 inch movement. Yes, I know they are drop pack \ grab chutes, but I was still hoping for something, as we don't really have many fast infantry options outside of the rough riders. Combine this with the shorter range of the weapons, 18 inch for the lascarbines, and the actual threat range is 24 to 30 inches (average 27 inches), where as the standard scions have a threat range of 30 inches.
Granted you'll have less shots at that range, a max of 20 for the Aquilons compared to just 10 for the scions, however, you could have better firepower as well, in the form of plasma, grenade launchers and volley guns. This is as big an issue as the movement, the lack of special weapons. Being able to take four special weapons in a 10 man squad of scions against just one in the Aquilons is a huge advantage. If you could take more in the Aquilons it would make a huge difference, dropping in three inches away (more on that later) and dropping two melta guns and two krak grenades in to a vehicle would be very useful. 
There are some other positive and negatives to.mention as well, firstly the positives.
The servo-sentry is a very useful model and goes some way to making up the lost firepower, with some good weapon profiles and the ability to shoot on the drop. It could make a huge difference on that initial drop, even at BS 4+. Secondly, the three inch drop. This could be huge for snatching objectives or victory points, getting around screening units and such. This could very easily become a major game play tactic. The long-las is another good point, even if it's only one shot at S4. If it does punch through, it's going to do damage. Lastly points, at only 90 points, less than the equivalent Scion unit, they are cheap for what they can do. 
However, there are some minor issues still to mention. The biggest here being that they are locked to a 10 man squad. 10 bases is a lot to squeeze in to the enemy deployment zone or to try and crowd out an objective. The second minor issue is the weapon options. Now I've mentioned the lack of special weapons but there is the other options, like taking twin pistols or swapping two lascarbines for pistols and a knife. I get that these are really set with kill team in mind and they have only done 40k rules to (try and) keep people happy but still, why would you drop carbines for pistols? The last negative is no unsurprising, the last of leader options. This is understandable as there are no drop troop characters or command squads but it does dent there utility and versatility so what.
 The last bit to mention is that these are still T3, 1W, 4+Sv, 7+LD, as they should be amd so you are going to have to be very careful where you drop them, as even a 10 man unit can disappear very quickly.

Over all I was really excited by these guys, now however I'm not in a hurry to pick up any and will see what happens with the next codex. 

Tuesday, 21 March 2023

Dagr Ormr play style

Despite all the changes to the Dagr Ormr list, the army still functions if a very similar way, a sort of hammer and anvil approach, with the scions being the hammer to the guard units anvil. 

This is the list as it stands;

Militarum Tempestus Command Squad: Hot-shot Volley Gun, Plasma, Master-Vox, Medi-pack

Militarum Tempestus Command Squad: Flamer, Master-Vox, Medi-pack, Regimental Standard, Ogryn Bodyguard

Militarum Tempestus Command Squad: Plasma gun, Hot-shot Volley Gun, Master-Vox

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Plasma gun, Vox-caster (X2)

Tempestus Scions: 2x Grenade launcher, 2x Meltagun, Vox-caster (X2)

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Flamer, Vox-caster

Tempestus Scions: 2x Grenade launcher, 2x Flamer, Vox-caster

Platoon Command Squad, Platoon Commander, Medi-pack, Regimental Standard, Heavy flamer, Flamer

Platoon Command Squad: Heavy bolter, Heavy flamer, Grenade launcher

Primaris Psyker

Cadian Shock Troops: 2x Meltagun (X2)

Infantry Squad: Grenade launcher, Heavy bolter (X2)

Commissar

Ratlings

Regimental Preacher

Field Ordnance Battery: Heavy Lascannon

Heavy Weapons Squad: Mortar (X2)


There's a lot of different units to keep in mind here but it operates very simply. To start with there is the main firebase and castle that will form up on the home objectives which consists of the two mortar squads and the FoB lascannons, the two infantry squads with heavy bolters and the command squad with heavy bolters. As you can see there are a lot of heavy weapons here, all with the objective of putting out as much firepower as possible every turn. Also somewhere near by will be the ratings, positioned somewhere to give the maximum view for their sniper rifles. They are more of a distraction unit than anything else these days, as there is only 5 now, although they do have the capacity to do some decent damage over the course of a game.

There is also a second element to this anvil, a more mobile section, comprised of the other command squad and the two Cadian squads, who are now armed with a melta and grenade launcher, as per the new FAQ. These units will act as a mobile reserve and counter units, to deal with any enemy that get to close to the firebase, either by deep strike, transport or just running up the table. They are not necessarily there to kill the enemy, more act as a roadblock for the heavy weapons to have time to unload on to the enemy units. 

The last elements of this force are the characters, the psyker, preacher and commissar. These are not fixed to one section of the other but will sort of float around to where they are needed. They may stay with one part of the anvil for the whole game or they may jump back and forth wherever they are needed, it will change from game to game but they will always aim to be where they will give the most benefit.

So that's the anvil part of the list, formed of a castle and mobile reserve. While it contains the heavy firepower, it's not the main damage dealers, that's the hammer element, the scions.

The hammer element is really 3 hammers, which can act independently or as one, depending upon the nature of the battle and enemy. All 3 elements will be dropping out of deepstrike, if possible, I need to check what the latest rules for reserves are and how much you can put into reserves before a match. 

The first element is the main strike units, consisting of the plasma\Volley gun squads and the command squad with plasma\volley and medic. This group will spearhead any assault, going to the prime targets, such as an elite unit or HQ, hoping to cause as much damage as possible in as short a time as possible.

The next section is the third command squad and the two melta\grenade launcher equipped squads. These units will be dropping in to try and eliminate or at the very least cripple any heavy armour that maybe sitting in the enemy back field or even creating up the board.

Lastly we have the main command squad and the two remaining Scion squads. These units form a sort of close assault or counter strike force, with their close ranged flamers and ogryn bodyguard. Now, as far as I know despite the addition of the ogryn the command squad can still deep strike but I could be wrong. If I am then the ogryn will move to the guard command squad and perform much the same counter strike role there. 

So the scions basically will drop in to the back field, or at least as close as they can, and cause as much damage and chaos as possibly as quickly as possible before the inevitable punch back. There are several stratagems and orders that will come in to play for the scions to increase their damage potential but they are still a bit of a glass hammer. If the dice god's don't play ball they could find themselves out in the open without any hope of survival. 

This is probably going to be the most challenging of the three armies to play as it could very quickly go completely wrong but I really like the idea of the army. I have thought about adding some vehicles, maybe taurox's to add a ground mobile element but for the moment I will leave things as they are.









Tuesday, 14 March 2023

Dagr Ormr

 The Dagr Ormr are my Militarum Tempestus based army with a supporting element of guard. This force is the only one that saw the purchase of new units in order to make the list legal. This army also saw a big reorganisation in order to bring it up to 2000 points. The biggest issue facing this list however is the looming of 10th and the Arks of Omen detachment restrictions. While it is possible to run this list under the AoO detachment, you have to run it all as one and can't split it. With the way the new codex works this isn't a major issue, it's just annoying.

Anyway the old list did not consist of max units, but rather was filled with available models, meaning that four of the squads were only 9 men strong with two special weapons a piece, and even the ten man squads only had 2 rather than 4 special weapons, as shown below;

Tempestor Prime (x2)

Militarum Tempestus Scions: 9x Scion, 2x HS Volley Gun

Militarum Tempestus Scions: 10x Scion, 2x Meltagun

Militarum Tempestus Scions: 9x Scion, 2x Plasma gun

Militarum Tempestus Scions: 10x Scion, 2x HS Volley Gun

Militarum Tempestus Scions: 9x Scion, 2x Meltagun

Militarum Tempestus Scions: 9x scions, 2x Plasma gun

Militarum Tempestus Command Squad: 3x Hot-shot Volley Gun, Vox-caster

Militarum Tempestus Command Squad: Flamer, Medi-pack, Platoon Standard, Vox-caster

Company Commander (x2)

Primaris Psyker

Command Squad: Heavy flamer, Medi-pack, Regimental Standard, Flamer

Commissar

Ogryn Bodyguard

Ratlings

Special Weapons Squad: 3x Grenade launcher

Veterans

Heavy Weapons Squad: Lascannon

Heavy Weapons Squad: Mortar (x2)


The army also relied of several units that no longer existed, such as mono weapon command squads, special weapon squads and veteran squads. The idea with this army was the guard elements would set up on the home objectives and sit there, not moving and just providing a base line, while the scions deepstrike in either on objectives or to target specific characters or vehicles. While this did work well in the few games I played (about 2 I think!) a lot had to change for the new list;


Militarum Tempestus Command Squad: Hot-shot Volley Gun, Plasma, Master-Vox, Medi-pack

Militarum Tempestus Command Squad: Flamer, Master-Vox, Medi-pack, Regimental Standard, Ogryn Bodyguard

Militarum Tempestus Command Squad: Plasma gun, Hot-shot Volley Gun, Master-Vox

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Plasma gun, Vox-caster (X2)

Tempestus Scions: 2x Grenade launcher, 2x Meltagun, Vox-caster (X2)

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Flamer, Vox-caster

Tempestus Scions: 2x Grenade launcher, 2x Flamer, Vox-caster

Platoon Command Squad, Platoon Commander, Medi-pack, Regimental Standard, Heavy flamer, Flamer

Platoon Command Squad: Heavy bolter, Heavy flamer, Grenade launcher

Primaris Psyker

Cadian Shock Troops: 2x Meltagun (X2)

Infantry Squad: Grenade launcher, Heavy bolter (X2)

Commissar

Ratlings

Regimental Preacher

Field Ordnance Battery: Heavy Lascannon

Heavy Weapons Squad: Mortar (X2)

As you can see, all the Scion squads have increased in size to ten men and have swapped some standard scions for special weapons. This was due to the change in rules that meant you had to have ten men in a unit to have two of the same weapons, which necessitate the purchase of a new box of Scion. This enable a third command squad to be built and also left a number of other scions, 12 to be precise, left over. These were mostly standard scions that had been booted out of squads for special weapons.

In addition to these extra scions, there are now a number of extra infantry squads. In the original list, there was just one vet squad, although I was planning on adding a second. Now there are 4 squads, two Cadian and two infantry, although you notice that the Cadian squads are both equipped with twin meltas, which are now a melta and plasma I believe. The need for twin meltas was a little bit of an overkill and the melta \ plasma mix is probably better for their role as counter units, especially when you consider the new heavy lascannon equipped Field ordnance battery, which should take care of vehicles no bother.

One other option I did consider, was using Catachan squads instead of Cadians, with their twin flamers, as a counter unit, as they could close and engage in close combat as well but their rubbish at it, so didn't bother. I really do wish that Catachans had received either an extra attack or S4 base, even better would have been +1A and +1S on the charge. That and a rule for the Sgt's big knife\sword.

Anyway, with the heavy weapons squads, the FoB and the infantry squads heavy weapons, there is now an even more formidable base line for the scions to strike from.


Friday, 17 February 2023

Dagr Ormr reinforcements

As I have mentioned a few times, with the new guard codex there have been a few changes to my armies, mostly just shuffling units around but the scions needed a little bit extra. As such a new box of models were purchased and a plan was hatched.

The reinforcements

So, a number of extra models were needed, most of which were special weapons or equipment, as I had all the basic riflemen that I needed.


First up were some new leaders, one of which will be a Tempestor Prime, even though they cannot take two weapons these days! One will definitely be a standard Tempestor as the primes can't take power fists!

Plasma!

Only two new plasma were needed, as I already have a number of plasma gunners. I quite like the plasma gun strapped to the back and how the coils are "cool" and dark, compared to the other gun being held and readied.

Hot Shot Volley Guns

There are also only a few hotshot volley guns needed, due to already having several spare from the old command squads.

Bio Titan!

The "new" kittens are very cute but also very inquisitive! He tried to sit down just after this was taken and took some persuasion to go and find somewhere else to sit!

Flamers

While flamers are useful and I like them, for scions they are a little bit subpar. They don't make use of the higher BS skill or the higher ap of their other weapons but I feel like some flamers are needed, especially if I come up against other guard, tau or similar T3 models.

Grenade launchers

The biggest group of weapons was the grenade launchers. There are 6 of these guys, who will be split across 3 squads to add some longer ranged light anti-armour or anti-light infantry. 

Modifications of the grenade launcher

One thing I found was that I didn't have enough grenade launchers for my ideas and after hunting around for bits, both in my boxes and online, as well as searching for alternatives I finally settled on the spare DKoK grenade launcher I had. Having only one gave a bit of a problem, however some green stuff and Blue molding material later, I had a number of launchers to pick from. Not wanting them to all have the same pose, I cut and spliced several to get a number of poses, from the original (just on the left above) to open but empty (middle) and closed ready to fire (on the right). I think these launchers are actually more suited to the scions than the big magazine'd versions that are standard across the guard.

A couple of specialists

 Lastly we have a couple of specialists, a second medic and a vox caster for a command squad. The medic is an almost exact copy of the current medic and the vox is using the DKoK vox set as it was the only non-catachan one I had spare. 

With all these models now complete, apart from there dip in quick shade, the scions are now complete for a second time!

Friday, 27 May 2022

Dagr Ormr Drop Force Photos


This force, while it might look quite significant is the smallest of my three guard forces, sitting at a whiskers under 1600 points. There is however a plan in motion that will see this force rise to around 2500 and very similar in points to the other two guard armies. 
 
The three commanders, Tempestor Prime Agnarr, Inquisitor Tamhas and General Conner, standing with their respective command units 

General Conner and the Hildasay PDF units

The 2ic, Tempestor Prime Muninn and Tempestor Prime Agnarr with their command squads

The Dagr Ormr forces

Inquisitor Tamhas and his attendant Ogryn Bodyguard

While I can't technically field all of this lot at once, it's nice to have options.

The Hildasay PDF in al their glory.

The Commissar, as yet unnamed but he definitely needs a name. #one of the best sculpts I own.


As I said this force is not quite complete, for that I need another 20 or so scions and 90 conscripts. So just a couple of additions!

Wednesday, 2 February 2022

Random post

 

With the release of the new combined Aeldari codex containing all 3 flavours of Eldar, we have also received a new way for fielding the force without breaking the updated detachment rules in chapter approved. I have seen some arguement as to whether the new rules mean that as long as you have the same overall faction keyword, such as imperial or Adeptus Astartes, you can have different sub factions in different detachments or if you need to have the same subfraction across all the army, such as ultramarine or Cadian. This rule would suggest that the former is true rather than the latter. However, its main purpose is to give you a work around and allow a certain amount of souping. A patrol detachment is not a bad option for a detachment, being able to bring a number of useful units. In terms of Quin's, it would be very easy to bring a 1000 plus points to the table in a patrol detachment. But why am I talking about Eldar? For the same reason I talked about Kroot, the possibilities for the future guard codex. Now I realise that trying to predict the patterns of future codices by looking at past codicies is a fruitless task, however its fun to speculate.

Now, most of this reasoning works only if they split off the Militarum Tempestus in to a separate subfraction again, something they may well do as it has separate subfraction rules, keywords, stratagems, relics and warlord traits these days. If they do split it off, within the same codex as with the Quin's in the Aeldari book, then it makes sense that they might add in a similar rule, meaning that you can take a patrol of scions in a full guard army. Now this works quite well as scions really only have HQ's, Troops and transports, and rely on the guard for everything else. Therefore having a patrol of deep striking scions with a large formation of guard is perfectly sensible. A partial detachment of scions maxes out just over a thousand points unless you want to go full silly sausage and then you could push it up closer to 1500.

So this sort of extra detachment could work quite well for guard and retain the sort of flexibility that we currently have. 

Tuesday, 2 March 2021

Dagr Ormr future plans



So, with the completion of the Dagr Ormr and the Hildasay PDF on the paint table, I have been thinking ahead a bit and how I can improve this list, as it's one of the few lists that can actually be improved. This is because most of the squads are short of men, with most of them being only 9 men strong and with only 2 special weapons each. Also, there are only 2 commanders and 2 command squads out of a max of three of each. The key question was, how do I expand the squads when Dreamforge Games stopped producing figures? Well, salvation came in the form of Wargames Atlantic and the re-release of the Dreamforge line

The only box currently available.

At present only the Eisenkern Stormtroopers are available, however, they have announced that the Eisenkern Panzerjagers (female warriors) are in the pipe line for release this year. As the boxes are 20 man boxes, just one box will be enough to expand our the special weapons, with 12 required, create a third command squad, with 4 models, and a commander, for a total of 17 models. The other 3 models can be used to add extra options for special weapons. Well I say 3 models but each 5 Man sprue in the stotroopers box, actually comes with 7 pairs of legs, so a total 28 legs. This means that I will need to find 8 bodies and packs, although at least 1 will be a vox caster, and I will have 11 spare bodies. Now currently there are no other options for the Militarum Tempestus in the Guard codex but I'm hopeful.we may get some extra options in the new version, maybe special weapons squads or maybe even sniper rifles. I would love heavy weapons and maybe even a fast option but I've gone over all that in other posts. So when the Panzerjagers are released, I will be getting a box to bulk out the force.

Another item I want to add to the force is transport and o don't really want the Taurox, not because I don't like it, even if it's is a bit of an odd design, it's more because I do t feel.that it fits the theme of my force. I have been looking around all.over the place to find a suitable replacement vehicle and I though I had found one with the Anvil Industries Taipan APC, but that project seems to have disappeared, and try as i.might, I can't find anything on it post 2017. So this has lead to a continued search that that lead to a few options but none have been either sensible in price, ie less than GW prices, and fit the aesthetic that I'm looking for. However, I came across this the other day and I think it has the potential to fit quite nicely, the Mantic Games Warpath Mule;

GCPS Mule 

 One addition benefit is that it comes in two forms, the GCPS Mule and also the Plague Mule, which is almost the same just a bit more battered and beaten on the front.

The plague mule version


The only issues are that it is open backed and armed with just a heavy weapon on top. In terms of size, well it's a pretty good fit for the Taurox, being a good fit in pretty much every direction. 



The open rear can be dealt with easily enough, such as mini void shields or repulser fields. With scions having a 4+ save and Taurox having 3+ saves, it's not a stretch to think of the vehicle having something extra to boost the save of the passengers. I could form some sort of structure to the back with plastic but my modelling skill are not that good. In terms of turrets, there are several around on eBay and the like, so that's not a problem. The issue comes with mounting it to the vehicle, I think it could mount on the top, just in front of where the weapon mount is now. This will probably mean cutting in to the chassis or similar, either way I don't think it should be a problem. There are several options on eBay for mountings, so that's another option. 

Either way I want to add 3 or 4 transports to the force for some mobile firepower. Ultimately I'm really waiting for the new codex to see what shiny new toys the codex brings.


Friday, 19 February 2021

Project: Stormtrooper update part 2

 The second part of this update is very picture heavy! There's not much fluff here, that's on the Dagr Ormr page, which I'm hoping to get updates sometime soon. 

The commanders, the 2ic, Tempestor Prime Muninn and the company commander, Tempestor Prime Agnarr.

Command squad Ljos (or Light), the Assault command squad, these guys usually accompany the 2ic, launching themselves of the enemy.

Command squad Myrkr (or Dark), always accompany commander Agnarr in to battle. This squad has the standard, medic and vox plus some close support in the shape of a flamer. Now, the sharp eyed will notice there are 5 models, as there are 2 flamers here, one of which has dropped his gun (and hand). One of these will usually accompany one of the other squads to boost there numbers and firepower.

Squad purple, 9 plasma squad. As with all the squads, the Sgt is kneeling and there is a vox caster.


Squad Orange, 10 man hotshot volley gun. There are currently only 2 volley guns, I could have 2 more to max out the firepower.


Squad Red, the second hotshot volley gun squad.


Squad Blue, The second plasma squad.


Squad Green, one of the melta squads.


Squad Yellow, the second melta squad.


So there is the complete Dagr Ormr force, two commanders, two command squads and 6 Scion squads, totalling 67 models. There are plans to add to this force, adding more special weapons, to get it to 4 per squad, and also adding transports but I have a separate post planned for that. 

Tuesday, 16 February 2021

Project: stormtrooper update

 Surprisingly, I've already finished all the stormtroopers! Ok, so there not 100 percent finished, they need sealing and flocking but I'm not really able to do that right now. They are however, all painted and tabletop ready. 

The force consists of two Tempestor Primes, two command squads and 6 squads of Scions, making a battalion detachment, the largest detachment that can be formed of purely Militarum Tempestus forces. I could add another commander and command squad but that's a discussion for another post. This post will look at the overview of the force and a few of the stand out models for me, the next post will go through the various squads and characters.

The force in all its glory, Tempestor Primes to the fore ground.


2ic, Tempestor Prime Muninn and command squad Myrkr (dark) and the bulk of Daggri (dawn) platoon. Technically this is set up the wrong way around, as Myrkr should be accompanying the company commander rather than the 2ic. 

The company commander, Tempestor prime Agnarr with Dagalien (dusk) platoon and Ljos (light) command squad. Ljos with its hotshot lasguns, should be with the 2ic, as the offensive unit and Myrkr are the rear command squad with the company colours, medic and master vox-caster.

That's the overall company, as I mentioned above, I'm hoping to add to the force in the future but not until I have the new codex in hand.

Next are a few of the standout characters in the squads.

Company standard bearer, classic and simple standard, all business and no flashy bots, just like the regiment.

Above and below, a Scion with melts gun and token of a past kill. 


By now you've probably clocked that these aren't GW models, in fact they are from the now defunct Dreamforge Games, although the range has been picked up by Wargames Atlantic which is great. One of the things that I like these kits is the fact that there are male and female models, with subtle differences between the two. I'll apologise for the crappy pictures but I'm somewhat limited to where I can go around the house, broken leg, crutches and all that, so I'm using my phone, a sheet of paper and a couple of pillows to prop the whole lot up. 

It's hard to see but there are different face plates, with the male one being wider and flatter


Another difference is the legs, which are more streamlined on the female models, giving a lot sleeker look to them.

Next up, the squads and characters themselves.