Ron asked all the From the Warp members to send them a description or link to a post about the worst of our modeling/painting endeavors. I am doing the latter.
When I first started the hobby (not too long ago, admittedly. Bought my first box in March of 2007) I played an Angels of Absolution army (an off-shoot of the Dark Angels). Bone, as I quickly discovered, wasn't the easiest nor fastest thing to paint. At times I would be very patient and be able to add depth to models to make them at least half-way decent and at others I would just want to paint them and forget them. One such example is my old Company Master and Command Squad. Back then it didn't seem so bad, but looking at them in my figure case I always think to myself "What the hell was I thinking when I painted this squad?!"
And here that squad is:
It's kind of uplifting to look at these pictures because to think that in just a few short years I was able to up my skill from that squad to a something like my Khan model and my Golden Demon finalist Commissar!
Monday, November 30, 2009
Friday, November 27, 2009
Some Space Hulk WIPS
Wednesday, November 25, 2009
GW Intellectual Property Infringement
Hey everyone,
I just got home for my Thanksgiving break tonight and was browsing the interwebs when I came across this digg'd article (it was also on 4chan).
http://digg.com/comedy/Terrible_band_is_terrible_at_photoshop_steals_logo
Other than being a poor album cover in my opinion, the band took a copy righted IP of GW and mythic (Not the chaos star, but the eye of tzeentch).
I will not share my opinion on the issue until I see some more discussion on it in the comments, but I have a feeling the community feels strongly about this regardless.
Discuss!
I just got home for my Thanksgiving break tonight and was browsing the interwebs when I came across this digg'd article (it was also on 4chan).
http://digg.com/comedy/Terrible_band_is_terrible_at_photoshop_steals_logo
Other than being a poor album cover in my opinion, the band took a copy righted IP of GW and mythic (Not the chaos star, but the eye of tzeentch).
I will not share my opinion on the issue until I see some more discussion on it in the comments, but I have a feeling the community feels strongly about this regardless.
Discuss!
Sunday, November 22, 2009
Mojo List #2: Chaos Space Marines
First off, I apologize for the delay in this list. I had my finals this week plus I came back home for the short break I have PLUS one of my dad's best friends died of Lung Cancer last night (a non-smoker, believe it or not) so to say I've been busy would be an understatement. I've also been playing the game Dragon Age: Origins in the little free-time I've had (the story is great, but I'm not a fan of the gameplay. Not a huge RPG fan as it is though).
Anyways, I digress.
Here is list number two, the Spiky Marines... er, Chaos Space Marines :D
HQ
Demon Prince - 175
+Mark of Nurgle, Wings, Warptime
Troops
Chaos Space Marines x10 - 255
+ Icon of Nurgle, x2 Melta Guns
-Rhino
Chaos Space Marines x10 - 255
+ Icon of Nurgle, x2 Melta Guns
-Rhino
Plague Marines x10 - 290
+ x2 Melta Guns
-Rhino
Heavy Support
Chaos Defiler - 150
Chaos Defiler - 150
Obilterator Cult x3 - 225
Total = 1500pts
------------------------------------------------------------------
The basic premise of the list is rather easy to figure out at first glance. You have your Troops zoom forward in Rhinos with the Defilers using their Battle Cannons to pound the enemy from range. Given that there are two icons in your army, you can effectively have a 24" no scatter zone for your Obliterators, allowing ideal placement for maximum... obliteration. I'll be honest, throwing Obliterators into the list is still something I'm a bit iffy on, but they are very powerful, relatively resilient and rely on shooting out of deepstrike instead of assaulting. On top of that, they have a wide array of weapons to choose from each turn allowing for them to be a squad you can tailor each turn. My idea is that it will take care of the tanks that the Troops with Melta Guns could not. If any threatening armor is taken care of, they could deal with infantry rather easily.
The Troops themselves are just meant to be annoying. Thirty T5 guys with a total of 6 melta guns can ruin anyone's day. But what do you shoot? Do you target the Plague Marines? Well they're harder to kill because of FNP. Do you target the regular troops? They are the easiest to kill thing in the entire army. But if you focus on them, what about the Defilers, Obliterators and the nasty Demon Prince breathing down your neck? No matter what you choose you will always be in a tough situation. This helps the CSM player since his battlefield plan is far more malleable than most. You have resilient troops that can easily hold objectives, a Demon Prince that can make short work of any squad you through at it, Obliterators that, while vulnerable to Instant Death, can destroy tanks or infantry without even a thought and finally two Defilers that are nasty at range and assault.
However, the biggest weakness of this list is that it relies on getting close to the enemy fast. If the three Rhinos are immobilized or, Khorne forbid, destroyed then the Obliterators will be in a difficult position when they become available as they will have inadequate support on the front line and your Demon Prince will be all alone, yet still providing a juicy target that may draw fire away from your precious troops.
Of course, the biggest strengths are that it can deal with Mech lists and MEQ lists quite easily as well as being a great list to hold objectives and unyielding on Kill Points (T5 is nothing to scoff at).
So what do you guys think of it? I especially would like to hear your thoughts on Obliterators as I am not 100% on them in this list, but definitely see potential. Whenever I have faced this unit on the table, I've seen mixed results.
Anyways, I digress.
Here is list number two, the Spiky Marines... er, Chaos Space Marines :D
HQ
Demon Prince - 175
+Mark of Nurgle, Wings, Warptime
Troops
Chaos Space Marines x10 - 255
+ Icon of Nurgle, x2 Melta Guns
-Rhino
Chaos Space Marines x10 - 255
+ Icon of Nurgle, x2 Melta Guns
-Rhino
Plague Marines x10 - 290
+ x2 Melta Guns
-Rhino
Heavy Support
Chaos Defiler - 150
Chaos Defiler - 150
Obilterator Cult x3 - 225
Total = 1500pts
------------------------------------------------------------------
The basic premise of the list is rather easy to figure out at first glance. You have your Troops zoom forward in Rhinos with the Defilers using their Battle Cannons to pound the enemy from range. Given that there are two icons in your army, you can effectively have a 24" no scatter zone for your Obliterators, allowing ideal placement for maximum... obliteration. I'll be honest, throwing Obliterators into the list is still something I'm a bit iffy on, but they are very powerful, relatively resilient and rely on shooting out of deepstrike instead of assaulting. On top of that, they have a wide array of weapons to choose from each turn allowing for them to be a squad you can tailor each turn. My idea is that it will take care of the tanks that the Troops with Melta Guns could not. If any threatening armor is taken care of, they could deal with infantry rather easily.
The Troops themselves are just meant to be annoying. Thirty T5 guys with a total of 6 melta guns can ruin anyone's day. But what do you shoot? Do you target the Plague Marines? Well they're harder to kill because of FNP. Do you target the regular troops? They are the easiest to kill thing in the entire army. But if you focus on them, what about the Defilers, Obliterators and the nasty Demon Prince breathing down your neck? No matter what you choose you will always be in a tough situation. This helps the CSM player since his battlefield plan is far more malleable than most. You have resilient troops that can easily hold objectives, a Demon Prince that can make short work of any squad you through at it, Obliterators that, while vulnerable to Instant Death, can destroy tanks or infantry without even a thought and finally two Defilers that are nasty at range and assault.
However, the biggest weakness of this list is that it relies on getting close to the enemy fast. If the three Rhinos are immobilized or, Khorne forbid, destroyed then the Obliterators will be in a difficult position when they become available as they will have inadequate support on the front line and your Demon Prince will be all alone, yet still providing a juicy target that may draw fire away from your precious troops.
Of course, the biggest strengths are that it can deal with Mech lists and MEQ lists quite easily as well as being a great list to hold objectives and unyielding on Kill Points (T5 is nothing to scoff at).
So what do you guys think of it? I especially would like to hear your thoughts on Obliterators as I am not 100% on them in this list, but definitely see potential. Whenever I have faced this unit on the table, I've seen mixed results.
Monday, November 16, 2009
Mojo List #1: Witch Hunters
I lied! today is only Monday, but I finished the first list (while studying for my Calc exam that's in about an hour and a half, naturally). Well, the first Army List for my Mojo series is here! I was utterly surprised, and somewhat excited, to see that Witch Hunters took the top spot. This is an army I know very little about (since I face them the least) and it was incredibly fun reading through their codex and creating a, what I consider, good list using my general "Army Mojo" principles. I decided to set a point limit at 1500 for all lists, as it really forces you to think about every choice and isn't entirely conducive to downright unit spam. So here is the list, and after I will describe why I picked the units the way I did.
HQ
Canoness - 139
+ Bolt Pistol, Eviscerator, Frag/Krak Grenades, Rosarius, Jump pack
Elites
Repentias - 210
Troops
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Fast Attack
Dominion Squad - 221
+ x2 Flamers, x2 Melta Guns, Frag Grenades
+ Rhino Transport (Smoke Launchers)
Seraphim Squad - 227
+ Hand Flamer, Inferno Pistol, Frag Grenades, Krak Grenades
+ Veteran Sister Superior with Bolt Pistol and Eviscerator
Heavy Support
Exorcist - 135
Total = 1499pts
------------------------------------------------------------------
So the basic idea behind this list is to be able to get up close quickly. Every unit is capable of moving 12" in a given movement phase, only the Repentias are limited to 6" (and even then, if the roll a 1 or 2 they will move 6+D6"). It is a fast list. For obvious reasons, the jump-pack Canoness will be attached to the Seraphim squad allowing for a pretty potent close-combat squad as there are two Strength 6 Power Weapons in that squad, plus twin-linked flame pistols and twin-linked inferno pistols (Strength 8, AP 2). The Repentias are also very good in close-combat since each of them have Eviscerators and the Repentia Mistress as a Power Weapon that adds one to her initiative.
Now each Battle Sister squad has a flamer and melta gun. As I mentioned in my Space Marines, Jacked post, is something I am fond of. It allows tactical flexibility on a unit scale rather than on an army scale. Personally, I find it more fun and useful but that comes down to my style of play, though I highly recommend trying it out. Anyways, each Sister squad is capable of taking down hordes or tanks given the situation. Not only that, but using the Rhinos, you can effectively create walls that bottleneck enemy troops, allowing you to pick them off much easier.
The Dominion squad was chosen with the same idea behind the Battle Sister squads, but I get double the special weapons. They will be most useful in a situation where I need more anti-horde power or more anti-tank power so, effectively, they play a support role (in that they'd be supporting the Sister Squads in a situation).
The Seraphim and Repentia squads are there to keep the Sister squads alive as they whittle down the enemy with fire (quite literally) and to take down threatening long-range units or to tie up threatening close-combat units. Either way, I feel that they would do very well on the battle field.
The Exorcist has the simplest role, it is to provide long-range anti-tank (or anti-high toughness) support.
Now I have played against Witch Hunters a handful of times, and never a "pure" force (there were always Guardsmen, Grey Knights, etc. in their lists). I am interested to here your thoughts on this list, especially those who play against Witch Hunters more often or play with them occasionally! Is this a good/decent list? Is it total crap? Let me know why- the more knowledge we can pack into these lists the better!
COMMENTER NOTES- From Blaine: Exorcists aren't the best choice because one weapon destroyed result puts them out of the game, while Immolators still have what's inside. [About Repentia Squads] I 1? T 3? a 4+ save and 20 points per models does not make for something that will live very long at all. In CC everything will go before you, if you even make it there. Imagine what a AC/HB Predator would do to this squad, or a Devastator Squad full of Heavy Bolters...
HQ
Canoness - 139
+ Bolt Pistol, Eviscerator, Frag/Krak Grenades, Rosarius, Jump pack
Elites
Repentias - 210
Troops
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Battle Sisters Squad - 179
+ Flamer, Melta Gun
+ Rhino Transport (Smoke Launchers)
Fast Attack
Dominion Squad - 221
+ x2 Flamers, x2 Melta Guns, Frag Grenades
+ Rhino Transport (Smoke Launchers)
Seraphim Squad - 227
+ Hand Flamer, Inferno Pistol, Frag Grenades, Krak Grenades
+ Veteran Sister Superior with Bolt Pistol and Eviscerator
Heavy Support
Exorcist - 135
Total = 1499pts
------------------------------------------------------------------
So the basic idea behind this list is to be able to get up close quickly. Every unit is capable of moving 12" in a given movement phase, only the Repentias are limited to 6" (and even then, if the roll a 1 or 2 they will move 6+D6"). It is a fast list. For obvious reasons, the jump-pack Canoness will be attached to the Seraphim squad allowing for a pretty potent close-combat squad as there are two Strength 6 Power Weapons in that squad, plus twin-linked flame pistols and twin-linked inferno pistols (Strength 8, AP 2). The Repentias are also very good in close-combat since each of them have Eviscerators and the Repentia Mistress as a Power Weapon that adds one to her initiative.
Now each Battle Sister squad has a flamer and melta gun. As I mentioned in my Space Marines, Jacked post, is something I am fond of. It allows tactical flexibility on a unit scale rather than on an army scale. Personally, I find it more fun and useful but that comes down to my style of play, though I highly recommend trying it out. Anyways, each Sister squad is capable of taking down hordes or tanks given the situation. Not only that, but using the Rhinos, you can effectively create walls that bottleneck enemy troops, allowing you to pick them off much easier.
The Dominion squad was chosen with the same idea behind the Battle Sister squads, but I get double the special weapons. They will be most useful in a situation where I need more anti-horde power or more anti-tank power so, effectively, they play a support role (in that they'd be supporting the Sister Squads in a situation).
The Seraphim and Repentia squads are there to keep the Sister squads alive as they whittle down the enemy with fire (quite literally) and to take down threatening long-range units or to tie up threatening close-combat units. Either way, I feel that they would do very well on the battle field.
The Exorcist has the simplest role, it is to provide long-range anti-tank (or anti-high toughness) support.
Now I have played against Witch Hunters a handful of times, and never a "pure" force (there were always Guardsmen, Grey Knights, etc. in their lists). I am interested to here your thoughts on this list, especially those who play against Witch Hunters more often or play with them occasionally! Is this a good/decent list? Is it total crap? Let me know why- the more knowledge we can pack into these lists the better!
COMMENTER NOTES- From Blaine: Exorcists aren't the best choice because one weapon destroyed result puts them out of the game, while Immolators still have what's inside. [About Repentia Squads] I 1? T 3? a 4+ save and 20 points per models does not make for something that will live very long at all. In CC everything will go before you, if you even make it there. Imagine what a AC/HB Predator would do to this squad, or a Devastator Squad full of Heavy Bolters...
Sunday, November 15, 2009
List Lineup
Well, poll is closed and removed (taking up too much space). So here is the lineup with how many votes they received in parenthesis (for ties I choose the order)
1) Witch Hunters (12)
2) Chaos Space Marines (12)
3) Imperial Guard (11)
4) Tau (9)
5) Chaos Demons (8)
6) Black Templars (8)
7) Space Wolves (8)
8) Eldar (forgot to add them into poll, so they'll go here)
9) Space Marines (8)
10) Demon Hunters (7)
11) Tyranids (7)
12) Dark Angels (6)
13) Orks (5)
14) Dark Eldar (3)
15) Necrons (2)
16) Blood Angels (2)
I will try to post one every two to four days, but it depends on my schedule. I may push Tyranids back a bit just because they'll be getting a new codex in January, but it depends on whether or not I'll be able to get my hands on the codex. We'll see.
Anyways, expect the first list on Tuesday!
1) Witch Hunters (12)
2) Chaos Space Marines (12)
3) Imperial Guard (11)
4) Tau (9)
5) Chaos Demons (8)
6) Black Templars (8)
7) Space Wolves (8)
8) Eldar (forgot to add them into poll, so they'll go here)
9) Space Marines (8)
10) Demon Hunters (7)
11) Tyranids (7)
12) Dark Angels (6)
13) Orks (5)
14) Dark Eldar (3)
15) Necrons (2)
16) Blood Angels (2)
I will try to post one every two to four days, but it depends on my schedule. I may push Tyranids back a bit just because they'll be getting a new codex in January, but it depends on whether or not I'll be able to get my hands on the codex. We'll see.
Anyways, expect the first list on Tuesday!
Thursday, November 12, 2009
Chaos Rising Video and Army List Poll
First, the poll...
So for those of you that have been following the Army Mojo posts, this may be old news...
I will be creating an army list for every playable race in 40k. There is a poll to the left that will close Saturday night- just pick the four you want me to write a list about first and those will be it. If there's a tie, I get to pick the order of the winners :)
Now as some of you may have noticed, in my haste I forgot to include Eldar... whoops! I will add them in about middle of the road when I'm posting the lists and my many apologies to you Eldar players!
And now the Chaos Rising Video, posted on Gamespot yesterday. I can't freaking wait for this game (March '10!)
So for those of you that have been following the Army Mojo posts, this may be old news...
I will be creating an army list for every playable race in 40k. There is a poll to the left that will close Saturday night- just pick the four you want me to write a list about first and those will be it. If there's a tie, I get to pick the order of the winners :)
Now as some of you may have noticed, in my haste I forgot to include Eldar... whoops! I will add them in about middle of the road when I'm posting the lists and my many apologies to you Eldar players!
And now the Chaos Rising Video, posted on Gamespot yesterday. I can't freaking wait for this game (March '10!)
Wednesday, November 11, 2009
Army Mojo: Heavy Support
And the last installment of the Army Mojo series… kind of. In the coming weeks I will be posting an army list for EVERY playable army using the general ideas that have been posted in this Army Mojo series. It should be fun for me to do but more importantly it should serve as a great example for how you can use these ideas and apply them to a list. Without further adieu, here’s the Heavy Support article…
Heavy Support tends to, obviously, be your support element in an army. Whether they’re tanks, powerful shooting units, ordnance or what have you, they help to put the hurt on an enemy at long range. Without long-range and steady support, your fast-paced army will get rocked by some pill-box tank sitting in a well-protected corner. It is crucial to have some long-range support element in your army to provide a softening “first-punch” before your fast and elite portions of your army get up close and most of the time this element will come from the Heavy Support slot.
Ordnance is incredibly useful on a battlefield (ask any Imperial Guard player) and if you have a viable option, it tends to be very wise to take it. Even if it isn’t all that powerful (Space Marine Whirlwind, for example) it can still dish out the hurt and force your opponent to spread his troops out which could potentially deny cover saves if you position your other troops correctly. Just the knowledge that your opponent has a tank that dishes out a 5” pie-plate is an advantage against most players. Plus, if this tank can dish out Strength 8 and above and AP 3 and below, expect a lot of mayhem to be had! Of course there are also the pill-box type tanks like Space Marine Predators. Not exactly the strongest tank in the bunch, but they can certainly hold their own positioned correctly and can dish out some nice damage. Infantry-wise, it all depends on your list and if you are comfortable playing with them. Heavy Support infantry can be tough to use in some lists since most of the times they’ll be the only infantry unit you have sitting back and shooting and thus they’re vulnerable. However, in the right hands they can be very useful, it’s just necessary to know the weaknesses of the unit even more than the strengths so you can keep them alive.
ADDENDUM: From Silent_P on the Astronomican Forums:
Artillery is designed to do two things. First it is utilized to soften up your opponent. Dishing out templates and blowing holes in the opposition's line will give your army the flexibility and room it requires to maneuver. Second, your artillery has the ability to help control the pace of the battle. By pinning enemy units you are allowing your own army to move that much faster. Converse to that, by shelling your opponent as he comes marching towards you forces him to speed up his movement. He can't pause to shoot at your own line because he knows the next round a pie-plate is going to be landing on his unit. In my opinion half of the battle is already won when you begin taking elements of control out of your enemy's hands. The biggest trick of the matter is keeping your heavy artillery alive while sneaky enemy units attempt to neutralize them.
Choosing Heavy Support units comes down to, you guessed it, what role they’ll play in the army. This MUST, MUST, MUST be determined while making your list, otherwise I can guarantee the tank will be in the wrong place at the wrong time. Now if you make the tank versatile, just be sure you play it correctly. You need to know what is more of a threat to you and what you will have a better chance killing. If there’s a Land Raider in front of your Autocannon/Las Cannon sponsons Predator and a Dreadnought next to it, be damned sure you’re shooting that Dreadnought as you have far better chances of killing it than a Land Raider even if that is more of a threat at the moment. With versatile units it is incredibly important to understand the difference between immediate threats and real threats, but that’s a different article for a different time.
The thought process for Heavy Support is very similar to Elites. It all comes down to play style, unit preference, skill and how that unit will be a cohesive element within your army.
Well that's it for the article portion- now to put it to the test! Besides wanting to hear your thoughts on comments on this list, I want to know what army you think I should make a list for first so make sure you vote for your four army choices on the left hand side of the page!
Heavy Support tends to, obviously, be your support element in an army. Whether they’re tanks, powerful shooting units, ordnance or what have you, they help to put the hurt on an enemy at long range. Without long-range and steady support, your fast-paced army will get rocked by some pill-box tank sitting in a well-protected corner. It is crucial to have some long-range support element in your army to provide a softening “first-punch” before your fast and elite portions of your army get up close and most of the time this element will come from the Heavy Support slot.
Ordnance is incredibly useful on a battlefield (ask any Imperial Guard player) and if you have a viable option, it tends to be very wise to take it. Even if it isn’t all that powerful (Space Marine Whirlwind, for example) it can still dish out the hurt and force your opponent to spread his troops out which could potentially deny cover saves if you position your other troops correctly. Just the knowledge that your opponent has a tank that dishes out a 5” pie-plate is an advantage against most players. Plus, if this tank can dish out Strength 8 and above and AP 3 and below, expect a lot of mayhem to be had! Of course there are also the pill-box type tanks like Space Marine Predators. Not exactly the strongest tank in the bunch, but they can certainly hold their own positioned correctly and can dish out some nice damage. Infantry-wise, it all depends on your list and if you are comfortable playing with them. Heavy Support infantry can be tough to use in some lists since most of the times they’ll be the only infantry unit you have sitting back and shooting and thus they’re vulnerable. However, in the right hands they can be very useful, it’s just necessary to know the weaknesses of the unit even more than the strengths so you can keep them alive.
ADDENDUM: From Silent_P on the Astronomican Forums:
Artillery is designed to do two things. First it is utilized to soften up your opponent. Dishing out templates and blowing holes in the opposition's line will give your army the flexibility and room it requires to maneuver. Second, your artillery has the ability to help control the pace of the battle. By pinning enemy units you are allowing your own army to move that much faster. Converse to that, by shelling your opponent as he comes marching towards you forces him to speed up his movement. He can't pause to shoot at your own line because he knows the next round a pie-plate is going to be landing on his unit. In my opinion half of the battle is already won when you begin taking elements of control out of your enemy's hands. The biggest trick of the matter is keeping your heavy artillery alive while sneaky enemy units attempt to neutralize them.
Choosing Heavy Support units comes down to, you guessed it, what role they’ll play in the army. This MUST, MUST, MUST be determined while making your list, otherwise I can guarantee the tank will be in the wrong place at the wrong time. Now if you make the tank versatile, just be sure you play it correctly. You need to know what is more of a threat to you and what you will have a better chance killing. If there’s a Land Raider in front of your Autocannon/Las Cannon sponsons Predator and a Dreadnought next to it, be damned sure you’re shooting that Dreadnought as you have far better chances of killing it than a Land Raider even if that is more of a threat at the moment. With versatile units it is incredibly important to understand the difference between immediate threats and real threats, but that’s a different article for a different time.
The thought process for Heavy Support is very similar to Elites. It all comes down to play style, unit preference, skill and how that unit will be a cohesive element within your army.
Well that's it for the article portion- now to put it to the test! Besides wanting to hear your thoughts on comments on this list, I want to know what army you think I should make a list for first so make sure you vote for your four army choices on the left hand side of the page!
Monday, November 9, 2009
Army Mojo: Fast Attack
Fast Attack happens to be a FOC slot that many armies either take full advantage of, or they don’t even tough it. This has everything to do with what your list looks like and how you plan to play said list. Fast Attack units usually can be separated into two sections: close combat and guerrillas. In reality, you kind of want to think of all (well, nearly all) Fast Attack choices as guerrilla units. They excel at attacking swiftly, and then finding protection or attacking swiftly and hope they did enough damage that they don’t die next turn. I’ll separate these off and talk about both.
Close Combat
This, generally, is where you see the bulk of Fast Attack choices on the table falling under. For obvious reasons, their specialty is close-combat. However, these units are also generally less powerful in hand-to-hand than an Elites choice that would be chosen for the same purpose. However, what they lack in power they make up for in speed. A Fast Attack infantry unit will, in most cases, have an 18” assault range (either 12” or 6” for movement and 6” or 12” assault). This enables them to get into combat earlier, and thus neutralize a potential key unit on the enemy team. A good example of where this is useful is if you are a Space Marine player with an Assault Squad. Your enemy is playing as Eldar and they have a Dark Reaper team hidden in some cover. Attempting to out-shoot these units to death can be costly since you are sacrificing shots that could be used to take down assault units such as Howling Banshees and you have a very low chance of killing them as you are against a 3+ armor save plus a probable 4+ cover save if you happen to be shooting with AP2 or less weaponry. However, if you are able to Assault these Dark Reapers, you neutralize their strength (killing marines with their AP3 guns o’ death) and simultaneously take advantage of their weakness which is close combat. This idea can be applied to many more similar situations and is how you tend to see Fast Attack close combat units played.
Guerrillas
This particular division of Fast Attacks, while still applying to the Close Combat division somewhat, takes the most advantage of the biggest strength these units have: speed. No matter what your Fast Attack choice, if you are not darting around the field every turn, you’re doing something wrong. This applies even more for Guerrilla units as their mission is to get in, put the hurt on, get out. It’s a cat-and-mouse like game where you are the mouse that’s toying with the cat, but hiding just well enough so the cat can’t get you back. It’s all about positioning both your unit and the rest of your army. Guerrilla units never (or, well, rarely) succeed on their own. They rely on other units providing just enough distraction to the enemy to make him question what is more effective to destroy, the guerrilla unit or the other dangerous elements of your army? Not only that, but the other units often provide passive protection for the guerrilla. How? Well if you are able to position your unit correctly, the enemy will be in a lose-lose situation. If he kills the guerrilla he will end up getting shot to pieces or eaten up in close combat by another unit, however if he kills those units the guerrilla will be free to roam and wreak havoc elsewhere. It is a very frustrating situation for your opponent, and one that will be advantageous to you no matter what he chooses.
In closing, Fast Attack units have one general strength, and that’s speed. If you are not constantly taking advantage of this or your list isn’t able to provide enough protection and support for these units you need to either re-think your list or just ignore Fast Attack altogether. After all, they’re not for everyone.
Only one more section to go, Heavy Support! What are your thought not only on this section, but all of the rest? Is this shaping up to be a useful article series?
Close Combat
This, generally, is where you see the bulk of Fast Attack choices on the table falling under. For obvious reasons, their specialty is close-combat. However, these units are also generally less powerful in hand-to-hand than an Elites choice that would be chosen for the same purpose. However, what they lack in power they make up for in speed. A Fast Attack infantry unit will, in most cases, have an 18” assault range (either 12” or 6” for movement and 6” or 12” assault). This enables them to get into combat earlier, and thus neutralize a potential key unit on the enemy team. A good example of where this is useful is if you are a Space Marine player with an Assault Squad. Your enemy is playing as Eldar and they have a Dark Reaper team hidden in some cover. Attempting to out-shoot these units to death can be costly since you are sacrificing shots that could be used to take down assault units such as Howling Banshees and you have a very low chance of killing them as you are against a 3+ armor save plus a probable 4+ cover save if you happen to be shooting with AP2 or less weaponry. However, if you are able to Assault these Dark Reapers, you neutralize their strength (killing marines with their AP3 guns o’ death) and simultaneously take advantage of their weakness which is close combat. This idea can be applied to many more similar situations and is how you tend to see Fast Attack close combat units played.
Guerrillas
This particular division of Fast Attacks, while still applying to the Close Combat division somewhat, takes the most advantage of the biggest strength these units have: speed. No matter what your Fast Attack choice, if you are not darting around the field every turn, you’re doing something wrong. This applies even more for Guerrilla units as their mission is to get in, put the hurt on, get out. It’s a cat-and-mouse like game where you are the mouse that’s toying with the cat, but hiding just well enough so the cat can’t get you back. It’s all about positioning both your unit and the rest of your army. Guerrilla units never (or, well, rarely) succeed on their own. They rely on other units providing just enough distraction to the enemy to make him question what is more effective to destroy, the guerrilla unit or the other dangerous elements of your army? Not only that, but the other units often provide passive protection for the guerrilla. How? Well if you are able to position your unit correctly, the enemy will be in a lose-lose situation. If he kills the guerrilla he will end up getting shot to pieces or eaten up in close combat by another unit, however if he kills those units the guerrilla will be free to roam and wreak havoc elsewhere. It is a very frustrating situation for your opponent, and one that will be advantageous to you no matter what he chooses.
In closing, Fast Attack units have one general strength, and that’s speed. If you are not constantly taking advantage of this or your list isn’t able to provide enough protection and support for these units you need to either re-think your list or just ignore Fast Attack altogether. After all, they’re not for everyone.
Only one more section to go, Heavy Support! What are your thought not only on this section, but all of the rest? Is this shaping up to be a useful article series?
Saturday, November 7, 2009
Army Mojo: Troops
Ah, troops. The centerpiece of every army (thanks to the FOC). Most of the time people will choose troops that are cheap and fit in their list just so they can add more Hammer units (as mentioned in the Elites Mojo post) to pound the ever-living crap out of the other army. While this tactic can be great (not so much for the opponent though) giving thought to what Troops you are choosing can be even more valuable. Fifth Edition, as we all know, pushed the emphasis on Troops more than ever because only they can capture objectives. When the rulebook first came out many lists just started to Troop-spam which, as they found out, wasn’t a great idea. When you take too many troops (this is not true for some armies but is an apt generalization) you tend to weaken the potential of your list. When you take too few troops you risk doing the exact same thing. Well, then, where’s the balance? That’s not a question that has a single answer. Like everything in your list it depends on the purpose and how the troops will be cohesive with your army. If you haven’t noticed yet, cohesiveness is a MASSIVE part of list building and the more you recognize how one unit performs alongside another, the sooner you will be able to create a perfect list for your needs (remember, though, list building is only a small part of playing games. Experience and generally good tactics are far more important, but a good list helps compliment those two things).
Most basic troops are pretty mediocre. They don’t have the muscle that Elites do, they don’t have the speed the Fast Attack units do and they don’t have the fire power that Heavy Support has. Why on Earth would you ever take troops? Well they are the backbone of your army. Sure, they may not be as powerful as Unit X or Unit Y, but their skill lies in their versatility. For example, I can make a Guard squad anti-tank by giving them a Melta gun. Boom goes the dynamite. Obviously that’s a simple example. Now something I like to do with my lists (that many people will cringe at) is throwing an anti-tank and anti-infantry weapon into each of my Tactical Squads. Sure, I kind of go against the “what is the purpose of this unit” rule but it allows for massive tactical flexibility on the table so every squad can fill any role that’s needed based on the situation. This is something that I feel Troops choices excel at. They have a great ability to be flexible on the unit-based level so depending on what type of game you’re playing and what type of list it is, you can always fill a needed role. What some people will claim is that if I have a Melta Gun and a Heavy Bolter in my squad and I’m shooting a tank, that Heavy Bolter is going to waste. They’re right. But so do the eight other Bolter shots. And if I had a Multi-Melta, sure I’d have more of a chance to kill the vehicle but what if I’m against a horde Ork list? The Meltas are useless and I sure would be wishing I had that Heavy Bolter back. This of course is just my play style and not something everyone should follow, just an idea worth tossing around while thinking up a list. Some armies simply don’t work like that, but others, Space Marine especially, can do very well this way.
Besides the ability to have unit-based flexibility, you can also craft specially-designed roles for them. Are they going to camp and objective? Give them some heavy fire power. Are they going to rush an objective to clean-up after the Hammer squad swept through? Give them a transport. Are they going to be a sacrificial unit that is shielding a more important squad (such as Heavy Weapons teams or Dark Reapers)? Give them some Close-Combat weapons. The possibilities are endless. You Troops will almost never be the most efficient unit at the job you give them, but they can definitely be incredible strategic assets if you use them in the right way in your lists and in game. They key to Troops selection, just like any unit you will take in an army list, is determining their general purpose. From there you can figure out what wargear to give them and then whether or not you want to make your squad malleable (the can perform wither Task A or Task B) or hardened to one specific purpose. Without Troops, even the strongest list can crumble.
Like always, I’d love to hear your thoughts! What do you guys do when you select Troops?
Most basic troops are pretty mediocre. They don’t have the muscle that Elites do, they don’t have the speed the Fast Attack units do and they don’t have the fire power that Heavy Support has. Why on Earth would you ever take troops? Well they are the backbone of your army. Sure, they may not be as powerful as Unit X or Unit Y, but their skill lies in their versatility. For example, I can make a Guard squad anti-tank by giving them a Melta gun. Boom goes the dynamite. Obviously that’s a simple example. Now something I like to do with my lists (that many people will cringe at) is throwing an anti-tank and anti-infantry weapon into each of my Tactical Squads. Sure, I kind of go against the “what is the purpose of this unit” rule but it allows for massive tactical flexibility on the table so every squad can fill any role that’s needed based on the situation. This is something that I feel Troops choices excel at. They have a great ability to be flexible on the unit-based level so depending on what type of game you’re playing and what type of list it is, you can always fill a needed role. What some people will claim is that if I have a Melta Gun and a Heavy Bolter in my squad and I’m shooting a tank, that Heavy Bolter is going to waste. They’re right. But so do the eight other Bolter shots. And if I had a Multi-Melta, sure I’d have more of a chance to kill the vehicle but what if I’m against a horde Ork list? The Meltas are useless and I sure would be wishing I had that Heavy Bolter back. This of course is just my play style and not something everyone should follow, just an idea worth tossing around while thinking up a list. Some armies simply don’t work like that, but others, Space Marine especially, can do very well this way.
Besides the ability to have unit-based flexibility, you can also craft specially-designed roles for them. Are they going to camp and objective? Give them some heavy fire power. Are they going to rush an objective to clean-up after the Hammer squad swept through? Give them a transport. Are they going to be a sacrificial unit that is shielding a more important squad (such as Heavy Weapons teams or Dark Reapers)? Give them some Close-Combat weapons. The possibilities are endless. You Troops will almost never be the most efficient unit at the job you give them, but they can definitely be incredible strategic assets if you use them in the right way in your lists and in game. They key to Troops selection, just like any unit you will take in an army list, is determining their general purpose. From there you can figure out what wargear to give them and then whether or not you want to make your squad malleable (the can perform wither Task A or Task B) or hardened to one specific purpose. Without Troops, even the strongest list can crumble.
Like always, I’d love to hear your thoughts! What do you guys do when you select Troops?
Thursday, November 5, 2009
Army Mojo: Elites
Elites are commonly looked upon as the Hammer of an army. Some lists rarely use them (I almost never see Elites selections in Imperial Guard armies, for example) and others use them extensively. A very common tactics in using Elites are to pound the crap out of the enemy and then use the rest of your army do the cleanup (stray squads, models or objectives). This, of course, means you’ll drop a lot of points and trust in those units but the advantages tend to outweigh the consequences in most lists.
It is incredibly important to know the strengths and weaknesses of your Elites units more than any other in your entire army. Not only that, but it is even more important to know what the purpose of the squad will be when you create your list. Other units, such as Troops, can have malleable purposes based on a situation. This is not a good idea with Elites. Why? A big reason is because they’re generally expensive. You never want to pay a butt-load of points for a unit without even knowing why said unit is in your army- it betrays logic. While building a list, a good way to figure out what Elites choice may work is to build a “core” force of Troops and other necessary units and then see where your list’s weaknesses are and fill those holes with your Elites choices. They are meant to be the sword of your army: useless on its own, but held by a skilled fighter, it can do a lot of damage.
Another necessary thing when determining what Elites choice to take is that you need to constantly weigh pros and cons such as how fragile they are, how powerful they are and what cohesive element do they add to your army. When you finally have found a good balance, you have to think about how they will work into your list- whether they’ll be tank-hunters, hammers, anti-infantry, or a shielding unit (in that they draw fire away from the rest of your army) all comes into play when you are deciding whether “unit x” is really worth more than “unit y”. A lot of this comes down to play-style and, even more importantly, play-testing.
Toy with new ideas, build new lists, but be sure you are looking at your Elites for what they are: Elite units meant to soften the enemy enough for the rest of your army to take care of them. With that very basic concept in mind, you can begin creating new tactics for your army to take advantage of and be able to accurately determine where Elites fit into your strategy.
Next up are Troops choices…
I’d love to hear your comments on this, so fire away!
It is incredibly important to know the strengths and weaknesses of your Elites units more than any other in your entire army. Not only that, but it is even more important to know what the purpose of the squad will be when you create your list. Other units, such as Troops, can have malleable purposes based on a situation. This is not a good idea with Elites. Why? A big reason is because they’re generally expensive. You never want to pay a butt-load of points for a unit without even knowing why said unit is in your army- it betrays logic. While building a list, a good way to figure out what Elites choice may work is to build a “core” force of Troops and other necessary units and then see where your list’s weaknesses are and fill those holes with your Elites choices. They are meant to be the sword of your army: useless on its own, but held by a skilled fighter, it can do a lot of damage.
Another necessary thing when determining what Elites choice to take is that you need to constantly weigh pros and cons such as how fragile they are, how powerful they are and what cohesive element do they add to your army. When you finally have found a good balance, you have to think about how they will work into your list- whether they’ll be tank-hunters, hammers, anti-infantry, or a shielding unit (in that they draw fire away from the rest of your army) all comes into play when you are deciding whether “unit x” is really worth more than “unit y”. A lot of this comes down to play-style and, even more importantly, play-testing.
Toy with new ideas, build new lists, but be sure you are looking at your Elites for what they are: Elite units meant to soften the enemy enough for the rest of your army to take care of them. With that very basic concept in mind, you can begin creating new tactics for your army to take advantage of and be able to accurately determine where Elites fit into your strategy.
Next up are Troops choices…
I’d love to hear your comments on this, so fire away!
Wednesday, November 4, 2009
Army Mojo: HQs
An army’s HQ choice is one of the most important you can make in an army list. They serve as a unit (usually only one model) that helps increase the effectiveness of the army as a whole. If the troops are the glue for your army, the HQ is the duct-tape you wrap around it to make it stronger… Ok, maybe not the best analogy, but you get my point, right? With every new codex, we are seeing a trend towards special characters that act as “keys” to an army allowing for different types of lists to be created that wouldn’t be as effective otherwise. A good example is adding Kor’Sarro Khan to a Space Marine list because you will tend to hold most of your army in reserve to capitalize on their new-found ability to outflank where otherwise that would be an impossible tactic. A lot of people choose HQs based on their army’s theme (referring to fluff here), but when you get into a competitive circuit, this type of thinking rarely succeeds. An HQ choice, to be most effective, must help the army as a whole in some way. It needs to be cohesive with other elements in your army to be effective.
The Tank
‘Tank’ HQs are the Characters or Units that are really just there to draw fire and dish out even more. A lot of times they are taken to just fill the mandatory FOC slot and other times they actually add an element to your army that wouldn’t be there otherwise (such as unlocking a unit in a new FOC slot or helping keep your weaker units alive). A great example for this is an Ork Warboss. He is tough, mean and will put the hurt on if you allow him to even touch your lines. Not to mention that if you see an Ork Warboss on the table, you’re almost guaranteed to see a unit of Nobz right behind him. These two units combined are tough, but even meaner than normal because the Nobz increase the Warboss’s survivability (there is no longer one target) and the Nobz can capture objective thanks to the Warboss (who allows them to be taken as Troops). However, as a rule of thumb, it is a good idea to avoid Tank HQs as they tend to be loners and not really help the army as a whole.
The Helping Hand
This tends to be my favorite type of HQ. It’s a unit that is not all that great on his own, but is able to dramatically increase the effectiveness of another squad. Space Marine Chaplains are a good example as on their own they are not the greatest, but with, say, an Assault Squad they prove to be worth far more than their cost as the Assault Squad gains the ability to re-roll failed rolls to hit when they charge into Close-Combat which usually results in far more deaths than what you’d see without the Chaplain. Now these ‘Helping Hand’ units may not increase the effectiveness of your army directly, but if you have a strategy in mind that uses a squad with this type of unit, your strategy is guaranteed to be far more effective (of course you also have to be an apt general, so we’ll assume that’s the case).
The Glue
Glue units are the ones you see in weaker armies like Imperial Guard or Tyranids (weaker as in their basic troops die more easily than other armies). They’re the HQs that hold an army together through, usually, some sort of special ability. For Tyranids this is ‘Synapse’ and for Imperial Guard it is ‘Orders’. These particular units have the ability to increase the effectiveness of multiple squads in one turn and, thus, be able to either survive longer or dish out more damage than what they normally would. While their effectiveness increase generally does not reach levels that “Helping Hand” HQs provide, the idea that it can be spread through multiple squads more than makes up for it. A lot of practice is needed for most ‘Glue’ HQs to really understand the “mojo” he brings to the army. As with everything, practice makes perfect and when you practice enough with ‘Glue’ HQs your metagame will get more perfect as well since you will start to develop an knack for thinking turns ahead of where you currently are.
The Key
I touched on this unit at the beginning of the post: they ‘unlock’ certain army attributes. Whether this is allowing a unit to be taken in a different FOC slot or giving certain weapons better stats, Keys can be great weapons to have at hand. The problem with them, however, is that people often overlook their weaknesses and focus in only on their strengths which can cause an otherwise great list to fracture easily at the mercy of a smart opponent. A quick (not necessarily good, but it gets to the point quickly) example is if a Space Marine army takes Vulkan He’Stan then all of their Melta and Flamer weaponry is twin-linked. However, in taken Vulkan you are paying more points than if you took a cheaper HQ and thus cannot have as many models or weapons in your army as usual. A sacrifice that could be made is a unit has one twin-linked Melta weapon with He’Stan rather than two normal Melta weapons if said Character was not taken. While a twin-linked weapon does sound great, statistically you will hit about 40% more with two Melta shots rather than one twin-linked one. On the same note, you are more likely to spread Flamer and Melta weaponry throughout the army so that sacrifice may be made up for in the end, but it depends on how you create your list. I should also note that many ‘Key’ HQs have a “coolness” factor about them that may not be the most tactically sound choice for your army, but be so cool you want to take them anyways (I have done it with Khan multiple times!). The problem is that on paper their abilities are absolutely amazing, but in game this ability tends to perform less-than-adequately. As I said before, ‘Keys’ can be very useful choice for an army, but there are just as many, if not more, non-useful ones and you must be careful when evaluating which one will help your army’s performance more.
Last Words
In closing, many HQs fall under more than one of these broad generalizations. It is crucial that when making a list you can recognize the pros and cons of each choice and determine which one will have the biggest positive impact on your army with the least sacrifice. Generally this will boil down to “Which does the most for the least amount of points”. HQ choices, obviously, depend on what type of list you’re building, what type of play style you have, and what you anticipate its role to be, but having a cohesive effect with your army is always one of the most important factors and should be looked at thoroughly when creating a list.
Next up on in the “mojo” series… Elites.
Feel free to put in your thoughts/additions. Any really good ideas and such I’ll add into this little article with your comment name. I’m hoping to create a really nice series that helps newcomers to the hobby build effective army-lists so anyone and everyone’s input is most welcome!
The Tank
‘Tank’ HQs are the Characters or Units that are really just there to draw fire and dish out even more. A lot of times they are taken to just fill the mandatory FOC slot and other times they actually add an element to your army that wouldn’t be there otherwise (such as unlocking a unit in a new FOC slot or helping keep your weaker units alive). A great example for this is an Ork Warboss. He is tough, mean and will put the hurt on if you allow him to even touch your lines. Not to mention that if you see an Ork Warboss on the table, you’re almost guaranteed to see a unit of Nobz right behind him. These two units combined are tough, but even meaner than normal because the Nobz increase the Warboss’s survivability (there is no longer one target) and the Nobz can capture objective thanks to the Warboss (who allows them to be taken as Troops). However, as a rule of thumb, it is a good idea to avoid Tank HQs as they tend to be loners and not really help the army as a whole.
The Helping Hand
This tends to be my favorite type of HQ. It’s a unit that is not all that great on his own, but is able to dramatically increase the effectiveness of another squad. Space Marine Chaplains are a good example as on their own they are not the greatest, but with, say, an Assault Squad they prove to be worth far more than their cost as the Assault Squad gains the ability to re-roll failed rolls to hit when they charge into Close-Combat which usually results in far more deaths than what you’d see without the Chaplain. Now these ‘Helping Hand’ units may not increase the effectiveness of your army directly, but if you have a strategy in mind that uses a squad with this type of unit, your strategy is guaranteed to be far more effective (of course you also have to be an apt general, so we’ll assume that’s the case).
The Glue
Glue units are the ones you see in weaker armies like Imperial Guard or Tyranids (weaker as in their basic troops die more easily than other armies). They’re the HQs that hold an army together through, usually, some sort of special ability. For Tyranids this is ‘Synapse’ and for Imperial Guard it is ‘Orders’. These particular units have the ability to increase the effectiveness of multiple squads in one turn and, thus, be able to either survive longer or dish out more damage than what they normally would. While their effectiveness increase generally does not reach levels that “Helping Hand” HQs provide, the idea that it can be spread through multiple squads more than makes up for it. A lot of practice is needed for most ‘Glue’ HQs to really understand the “mojo” he brings to the army. As with everything, practice makes perfect and when you practice enough with ‘Glue’ HQs your metagame will get more perfect as well since you will start to develop an knack for thinking turns ahead of where you currently are.
The Key
I touched on this unit at the beginning of the post: they ‘unlock’ certain army attributes. Whether this is allowing a unit to be taken in a different FOC slot or giving certain weapons better stats, Keys can be great weapons to have at hand. The problem with them, however, is that people often overlook their weaknesses and focus in only on their strengths which can cause an otherwise great list to fracture easily at the mercy of a smart opponent. A quick (not necessarily good, but it gets to the point quickly) example is if a Space Marine army takes Vulkan He’Stan then all of their Melta and Flamer weaponry is twin-linked. However, in taken Vulkan you are paying more points than if you took a cheaper HQ and thus cannot have as many models or weapons in your army as usual. A sacrifice that could be made is a unit has one twin-linked Melta weapon with He’Stan rather than two normal Melta weapons if said Character was not taken. While a twin-linked weapon does sound great, statistically you will hit about 40% more with two Melta shots rather than one twin-linked one. On the same note, you are more likely to spread Flamer and Melta weaponry throughout the army so that sacrifice may be made up for in the end, but it depends on how you create your list. I should also note that many ‘Key’ HQs have a “coolness” factor about them that may not be the most tactically sound choice for your army, but be so cool you want to take them anyways (I have done it with Khan multiple times!). The problem is that on paper their abilities are absolutely amazing, but in game this ability tends to perform less-than-adequately. As I said before, ‘Keys’ can be very useful choice for an army, but there are just as many, if not more, non-useful ones and you must be careful when evaluating which one will help your army’s performance more.
Last Words
In closing, many HQs fall under more than one of these broad generalizations. It is crucial that when making a list you can recognize the pros and cons of each choice and determine which one will have the biggest positive impact on your army with the least sacrifice. Generally this will boil down to “Which does the most for the least amount of points”. HQ choices, obviously, depend on what type of list you’re building, what type of play style you have, and what you anticipate its role to be, but having a cohesive effect with your army is always one of the most important factors and should be looked at thoroughly when creating a list.
Next up on in the “mojo” series… Elites.
Feel free to put in your thoughts/additions. Any really good ideas and such I’ll add into this little article with your comment name. I’m hoping to create a really nice series that helps newcomers to the hobby build effective army-lists so anyone and everyone’s input is most welcome!
Tuesday, November 3, 2009
He's Coming for You....
Before I paint up the treaded-dread (with the dreaded treads...) I decided I'd paint up my Assault Termy squad. Normally I paint in bulk, but that keeps wearing me out so I decided to just paint one guy at a time. Far less efficient, but I'm having more fun doing it so I'll stick with it for now. Here is guy number one of five named "Gaelen". Kudos to the first who gets the reference (and yes, I purposefully misspelled his name.. I'll do that for all five just because I want to make it at least look like they're from the far-future)
Now onto the pictures:
Also, as a note, I'm planning on redoing the bases, but I haven't come up with any good ideas so they're staying as is for now.
Now onto the pictures:
Also, as a note, I'm planning on redoing the bases, but I haven't come up with any good ideas so they're staying as is for now.
Sunday, November 1, 2009
Army Mojo and Lists
The Army Mojo series was created as an attempt to help people build fun and competitive army lists by offering new thoughts on the process. Along with general ideas for army lists, we created a list for every playable 40k army to give you less abstract examples of the Army Mojo series as well as helping those who may have limited experience against a certain army gain knowledge into why units are chosen out of their codex. If you have anything to add to the series, please email us at terranforge@gmail.com and we will add it (as long as it is helpful, of course)!
ARMY MOJO SERIES
HQ Units
Elites
Troops
Fast Attack
Heavy Support
MOJO LISTS (in progress)
Black Templars
Blood Angels
Chaos Demons
Chaos Space Marines
Dark Angels
Dark Eldar
Demon Hunters
Eldar
Imperial Guard
Necrons
Orks
Space Marines
Space Wolves
Tau [Next]
Tyranids
Witch Hunters
ARMY MOJO SERIES
HQ Units
Elites
Troops
Fast Attack
Heavy Support
MOJO LISTS (in progress)
Black Templars
Blood Angels
Chaos Demons
Chaos Space Marines
Dark Angels
Dark Eldar
Demon Hunters
Eldar
Imperial Guard
Necrons
Orks
Space Marines
Space Wolves
Tau [Next]
Tyranids
Witch Hunters
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