Well good morning folks.
I've had a busy last week so sorry for no updates. My wife and I will be moving to a new apartment next month and so things have been busy at IKEA (getting model kits for grownups) and desperately working every extra shift at starbucks to help save up.
Good news though:
- The Krylon primer I got went on a dream and I really like it.
- I've been painting a whole bunch in my free time and the pile of 'to-do' miniatures is slowly shrinking
- All of my orders from Ramshackle Games have arrived (yay Curtis) and I have loads of new models to play with.
- I managed to get free tickets to a Muse concert last night and the show was incredible. You have to love working at a radio station!
Anyway, the point of the post is about using a Deathstar unit as I'm playing Old Shatter Hands tonight. For those who don't know, a Deathstar is a unit that is incredibly powerful, hard-hitting and usually very expensive. It works by forcing the opponent to concentrate on it entirely because left unchecked, it can usually smash apart their forces and swing the battle. Examples include:
- Marine maxed out TH/SS assault terminators led by a chaplain, in a Land Raider. This will hurt when it hits you and takes so much to kill.
- Ork Nob bikers kitted out to abuse wound allocation with a painbody to add FNP. This moves fast, eats almost anything and has to take a huge number of wounds before even one dies.
- Eldar Jetbike Seer Council. Fast moving unit that hits so hard and can benefit from all sorts of deadly farseer powers.
There are many others but that all share the same principles of focusing your opponent's attention and forcing them to react to you rather than follow their own plan.
Now I don't go for the big power plays (like above) but I do want to try out a nasty assaulting unit since I'm normally a shooty kinda guy. Luckily I got two boxes of Grey Knights when I was making my army (loved the Ben Counter Grey Knight novels) and so a lightbulb went off.
I'm planning to run the following:
- Captain with a powerfist.
- 10 Grey Knights with Justicar, 2 have incinerators.
- Land Raider
Now mine don't look quite this good but you get the idea :-)
Having a squad like this that can put out 16 storm bolter shots and 2 heavy flamer equivalents per turn is nasty. They can keep moving and firing too which is great in the current game setup. Then when they charge into combat you have 14 S6 attacks, 4 S4 attacks, 3 S6 power weapon hits and 4 S8 powerfist attacks. Given that all but the captain will strike at initiative, that is some pain right there. Vehicles will largely go down against this many high strength attacks as well (they are basically krak grenades) and the captain allows for some real hitting strength. Bringing them up the Land Raider stops them getting shot so much and allows me to control line of sight to them via an AV14 mobile bunker. Any real threats to the GK will face lascannons from the LR too.
Still, this is an expensive unit at ~670 points as I have it kitted out, but I'm hoping that OSH's Tau will not be able to deal with it in time to prevent their lines getting overwhelmed by scary assaulting marines. They are fearless too, which helps me to avoid morale checks or pinning. Of coures, I'd need to detach the captain for that but they can still charge the same target if need be.
What are people's thoughts? Deathstar units any good?