[40k] A Tale of RGMW Gamers

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>I guess I'll put my month 2 stuff here, since the threads seem to be
>exploding everywhere.

It's going to be a nightmare to collate them for month 3. :-(

Lost and the Damned army, month 2:

>Arch Heretic w/ Mark of Nurgle, Bolter, Plague Sword, Nurgle's Rot -
87pts
>Big Mutants x3, with 1 Hvy Stubber - 140pts
>-- Big Boss Mutant w/ Hvy Stubber
>Allied Plague Marines (elite)x5, w/ Bolters, 1 PG - 105 pts
>Traitor Troops (compulsory ) x14, w/ Lasguns, 1 GL, 1 ML team -
170pts
>--Agitator w/ Power Fist, laspistol
>Traitor Troops x14, w/ Lasguns, 1 GL, 1 AC team - 170pts
>--Agitator w/ Power Fist, laspistol
>Traitor Troops x14, w/ Lasguns, 1 GL, 1 Mortar team - 165pts
>--Agitator w/ Power Weapon, laspistol
>Plague Zombies x18 - 162pts
>999 pts, 73 models + 2 "spare" zombies

>From a force selection point of view, I've taken the very un-WD view
of
>trying to expand from a 500 point skirmish force to a larger,
sorta-balanced
>1000 point army. Since the whole point of this army is to be a giant
horde
>of traitors and shambling plague-carriers, I figured to go with more
>Traitors.

Well, it was that or more Shambling Plague-Carriers...

> I bought a single heavy weapons box, and with components I saved
>from month 1 and parts from the second Cadian Shock Troop box I
purchased
>this turn, I should be able to construct 3 acceptable-looking heavy
weapons
>teams, one for each Traitor unit. The Agitators with their PWs or
PFs might
>not wind up being all that useful, but I felt they were thematic, and
I
>guess having some h2h hidden in these 15-strong units couldn't hurt.
I
>added Nurgle's Rot to the Arch-Heretic because it's _very_ thematic
>(implying that his connection to Granddaddy Nurgle is growing), makes
him a
>bit more unpleasant to be around,

You know the nastiness of 40k has been toned down when someone with
Nurgle's Rot is described as being "a bit more unpleasant to be
around"...

>The two main choices I'm looking at for Month 3 will make a big
impact on
>how the army develops, but since current feedback seems to indicate
there's
>no good cheap way to field "normal" looking Rough Riders from GW
plastics, I
>may very well be taking an extreme step and making up my own mutated
RR
>stand-ins.

Cold Ones? A bit more expensive than horses, though.

> As a pure thought experiment this is an uncontroversial step,
>but my problem is that I find this army is growing more and more
interesting
>to me, and I'm currently in the fortunate position of being able to
consider
>actually buying the army I'm planning out here.

Wish I could say the same. The idea of making some of my conversions
(Kourzan especially) appeals and I would like to get hold of the
Manflayers. On the other hand I'd also like to expand my Lizardmen
army and maybe get some HE heroes, and what's that about Epic Eldar
and 40k Tau?

When month 3 arrives, I'll
>let you all know what the decision is and how I think I'll implement
it (if
>any of you are consumed by curiosity and can't wait, I discuss it in
my
>recent thread about converting RRs).
>
>This whole thing is pretty fun, although I might not be appreciating
all of
>it since I don't read White Dwarf. From everyone's comments and
Philip's WD
>reviews, it sounds like the guiding principle behind the "official"
Tale of
>Four Gamers way to grow an army is to buy undersized, overcosted (in
either
>points or cash) units that don't work well together, then spend most
of the
>following months' budgets on bitz to trick out a relatively useless
special
>character. Is that the case?

Mostly, though there's usually one army that shows how things should
be done - don't remember which it was first time round (Wood Elves or
Brets, I'm thinking - I remember the other two started with big
monsters, Verminlord and Minotaur Lord respectively). This time it
seems to be Tomb Kings.

Philip Bowles
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

Philip Bowles wrote:
>> I guess I'll put my month 2 stuff here, since the threads seem to be
>> exploding everywhere.
>
> It's going to be a nightmare to collate them for month 3. :-(

I wish I had a good suggestion to help out this month, other than to
volunteer to help collect them "in the wild" as it were, then e-mail the
lists to you for collation into a standard format. Maybe for Month 3 you
should make two threads clearly titled "[40k or WFB] post Tale of RGMW
Gamers Month 3 lists here" or something.

>
> Lost and the Damned army, month 2:

<snip my list>

>> From a force selection point of view, I've taken the very un-WD view
>> of trying to expand from a 500 point skirmish force to a larger,
>> sorta-balanced 1000 point army. Since the whole point of this army
>> is to be a giant horde of traitors and shambling plague-carriers, I
>> figured to go with more Traitors.
>
> Well, it was that or more Shambling Plague-Carriers...

Oddly, I have the army semi-planned out several months in advance now, and
there are no more plague zombies on the immediate horizon. I am doing more
stuff with Mutants though, so I guess thematically I'm safe.

>> I bought a single heavy weapons box, and with components I saved
>> from month 1 and parts from the second Cadian Shock Troop box I
>> purchased this turn, I should be able to construct 3
>> acceptable-looking heavy weapons teams, one for each Traitor unit.
>> The Agitators with their PWs or PFs might not wind up being all that
>> useful, but I felt they were thematic, and I guess having some h2h
>> hidden in these 15-strong units couldn't hurt. I added Nurgle's Rot
>> to the Arch-Heretic because it's _very_ thematic (implying that his
>> connection to Granddaddy Nurgle is growing), makes him a bit more
>> unpleasant to be around,
>
> You know the nastiness of 40k has been toned down when someone with
> Nurgle's Rot is described as being "a bit more unpleasant to be
> around"...

Heh... I was saving all the Black Library style purple prose for that
in-depth article about the army fluff I'm (very slowly) working on.

>> The two main choices I'm looking at for Month 3 will make a big
>> impact on how the army develops, but since current feedback seems to
>> indicate there's no good cheap way to field "normal" looking Rough
>> Riders from GW plastics, I may very well be taking an extreme step
>> and making up my own mutated RR stand-ins.
>
> Cold Ones? A bit more expensive than horses, though.

Well, I was actually thinking of ugly mutant centaurs, made by joining
Cadian torsos to the plainest GW plastic horse body with green stuff. I'd
use the paint job and some green stuff sores and blisters on the horse part
to emphasize the essential unwholesomeness of the whole procedure. And in
case that kind of mutation is more a Tzeentch deal than Nurgle, I was
considering making the green-stuff joint between human and horse look like
they were crudely stitched together, a la Frankenstein.

<snip>

>> This whole thing is pretty fun, although I might not be appreciating
>> all of it since I don't read White Dwarf. From everyone's comments
>> and Philip's WD reviews, it sounds like the guiding principle behind
>> the "official" Tale of Four Gamers way to grow an army is to buy
>> undersized, overcosted (in either points or cash) units that don't
>> work well together, then spend most of the following months' budgets
>> on bitz to trick out a relatively useless special character. Is
>> that the case?
>
> Mostly, though there's usually one army that shows how things should
> be done - don't remember which it was first time round (Wood Elves or
> Brets, I'm thinking - I remember the other two started with big
> monsters, Verminlord and Minotaur Lord respectively). This time it
> seems to be Tomb Kings.

Ahh, that's a relief at least. I guess all us spoilsports here are doing
the "sensible" thing, with the exception of smithdoerr's spot-on Tyranid
Varnished Cricket list, right?

--
Ken Coble

Give me a woman who loves beer and I will conquer the world.
-Kaiser Wilhelm