One of the ways I manage to keep myself engaged with hobby
games after well over half my lifetime is the variety of models that I get to
paint. I rarely stick with one army or faction, preferring to flit between one
system, or army, and another. That way, I get a different challenge each time I
paint; I get to paint different models, different scales, and different
colours. It keeps me interested, but it also means that I rarely have a
so-called ‘full-sized’ army.
This is something of an abstract concept, so for those of
you who don’t know: Each game has a ‘standard’ size, usually measured in points
or the system’s equivalent. With Warhammer 40K, that’s usually 1500 points.
With Warhammer, it’s 2000, though that has changed with the advent of Age of
Sigmar, not sure what the standard size is here. With Lord of the Rings, it’s
something like 700 points, and with Batman Miniatures Game I think it’s 300.
The Red Fury, in its full glory. |
So it’s no surprise to anybody who knows my approach to
hobby gaming that even though I’m well into my 17th year of doing
it, I’ve only managed to create a full-sized army 3 times.
This is the third: The
Red Fury.
An army of Khorne Bezerkers, why not? I came up with the
idea for the army around halfway through 2011, when I wanted to build up a
force to take to every Games Workshop in the country and play a game with it. I
intended to build it up a lot more quickly than I did, and it really was my
first army where I’d planned it out from the start; I knew where I was going
with it, what models I wanted, and what strategies I wanted the army to
achieve. Here’s the army list:
Components
|
Points
|
Total
Points
|
Total
Army
|
|
HQ
|
Chaos
Lord
|
65
|
130
|
1496
|
Aura of
Dark Glory
|
15
|
|||
Axe of
Blind Fury
|
35
|
|||
Veterans
of the Long War
|
5
|
|||
Mark of
Khorne
|
10
|
|||
Troops
|
Khorne
Bezerkers (8)
|
162
|
284
|
|
Chainaxe
(4)
|
12
|
|||
Gift of
Mutation
|
10
|
|||
Veterans
of the Long War
|
8
|
|||
Icon of
Wrath
|
15
|
|||
Power
Weapon
|
15
|
|||
Plasma
Pistol
|
15
|
|||
Chaos
Rhino
|
35
|
|||
Havoc
Launcher
|
12
|
|||
Khorne
Bezerkers (8)
|
162
|
284
|
||
Chainaxe
(4)
|
12
|
|||
Gift of
Mutation
|
10
|
|||
Veterans
of the Long War
|
8
|
|||
Icon of
Wrath
|
15
|
|||
Power
Weapon
|
15
|
|||
Plasma
Pistol
|
15
|
|||
Chaos
Rhino
|
35
|
|||
Havoc
Launcher
|
12
|
|||
Khorne
Bezerkers (8)
|
162
|
284
|
||
Chainaxe
(4)
|
12
|
|||
Gift of
Mutation
|
10
|
|||
Veterans
of the Long War
|
8
|
|||
Icon of
Wrath
|
15
|
|||
Power
Weapon
|
15
|
|||
Plasma
Pistol
|
15
|
|||
Chaos
Rhino
|
35
|
|||
Havoc
Launcher
|
12
|
|||
Heavy
Support
|
Chaos
Defiler
|
195
|
200
|
|
Havoc
Launcher
|
5
|
|||
Chaos
Vindicator
|
120
|
157
|
||
Siege Shield
|
10
|
|||
Havoc
Launcher
|
12
|
|||
Daemonic
Possession
|
15
|
|||
Chaos
Vindicator
|
120
|
157
|
||
Siege Shield
|
10
|
|||
Havoc
Launcher
|
12
|
|||
Daemonic
Possession
|
15
|
The heavy vehicles pound the enemy from a distance... |
So the concept was simple: Pound the opponent from a
distance with three 5-inch blast templates per turn, and destroy whatever was left
in close combat afterwards. The Rhinos add to the firepower with their Havoc
Launchers, and the Daemonic Possession on the tanks protected them from being
stun-locked out of combat.
Unfortunately, I designed the army while 5th
Edition 40K was still in full swing, and while upgrades to the Bezerkers sorted
out the discrepancy in points, I still completed it four years and two editions
after the fact. It’s got no way of dealing with Fliers, for example, and since
most armies these days have at least some form of flier it can cause problems.
With the introduction of Hull Points in 6th edition, tanks became
much easier to destroy. And of course the idea of relying on blast templates
and close combat weapons is something of a departure from the fact that the
most damage I ever do to anything in 40K is with small-arms fire.
While the Bezerkers wait to eviscerate anything that gets too close. |
Nonetheless, the Defilers and Vindicators do their jobs well
as destruction machines and are absolute magnets for bullets. Oddly for an army
that relies on close combat, I play a defensive game and allow the opponent to
take the fight to me. I enjoy hiding my Bezerkers in ruins, out of line of
sight. This forces my opponents to approach me if they want to win, because if
they don’t, I can use the tanks to blast them from a distance.
This isn’t a strong army, by any stretch of the imagination.
A hardcore tournament player would take me to pieces in moments. But it does
what it does well enough, and hopefully proves a beyond-beginner level of
challenge for most people. If Chaos are getting a new codex for 7th
edition, I’ll be interested to see what changes it will bring and how it will
affect the dynamic of an army like this. Until then, I’ll try and get some
games in, and see what happens when an unstoppable force whoops an immovable
object’s ass.
Lead by this beast of a warrior (Games Day 2009 model) |
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