Sunday, January 29, 2012

The Return of the Megarachnid

Some of you will probably remember an entry that I made last April about a concept army that I was working on. In that time frame I have slowly been building it up and now I want you guys to see what kind of Army book I have for them - the book is a group effort between me and about 3 other guys that I hang out with at my local Games Workshop store. While this will never be a viable army book it'll be nice to finally play the army (at least in my local store) - If you look in my archives for April you will see how some of my finished models look like. I shall post some more pictures of my other models as they become available. but until that time, look over the army list and maybe even put in some suggestions about some of the entries, It would be greatly appreciated.


Megarachnid Army list

These entries would be good base stats for the entire army.

1. Although not beast’s in the literal since - All Megarachnid count as beasts for the purpose of movement.
2.Venom spit - a short range shooting attack possibly 12” (see stats below)
3.Acid Spit - (Squad Upgrade) - Up to 2 from each unit may replace their Venom spit for +10 pts each (treat as a Meltagun.)
4. Hit and Run, Ignores terrain, Must autobreak from combat, Auto face and direction at end of flee, Auto rally, may move, charge, shoot etc
5. Cornered Spiders - Megarachnids do NOT get +1 attack for charging but instead will get +1 attack when they are charged to represent them preparing to meet the charge - (kinda like Counter attack from Space wolves)
6. Toughness being higher due to being part machine - Attacks being higher due to having 4 attacking arms.
7. All squad leaders (+15 points) are given +1 Weapon Skill and +1 Attack
8. Webbing (Squad Upgrade +2 pts per model) - Every unit type may take this upgrade. (Webbing activates on the roll of a 3+)(Roll at beginning of the round for each unit in combat)
-Webbing Upgrades for unit types- (Any Ideas would be great)
HQ's -
Elites -
Troops - Enemies at -1 WS
Fast Attack - Enfeebling Webs - Enemies are at -1 Str
Heavy Support - Acid Webbing - Lowers enemy armour value by 2


(Any Ideas would be great for the next entries)

Megarachnid Warriors (Basic Troops) 15 p.p.m
WS3, BS3, S3, T4, W1, I4, A2 Sv 5+ LD9
Unit size 10+

Trapdoor Spiders (Ambushing Predators-Troops) 20 p.p.m
WS:4, BS:3, Str:4, T:4, W:1, I:4, A:2, Sv:5+, LD:9
Unit size 5-10
1. Fortification - Special rule enabling them to fortify a terrain piece with webs (Roll D3 for results)
D3 results
1-2 -- 2+ cover save
3-5 -- (Some kind of defensive grenades?)
6 - Enemies lose their charge bonus while fighting enemies inside of the terrain

2. Ambush (+2pts per model) - Nominate 1 terrain piece per unit of Trapdoor spiders and roll 2D6 for affected area - roll 1D6 when enemies run over them to see what happens.
-1D6 Results-
1-2 - No affect (Spiders may emerge from the nearest table edge)
3-5 - The spiders emerge and charge the enemy that triggered the trap
6 - The Trap is sprung!!! - All enemy models within a Large blast template take 1 STR 3 hit per 1D3 roll (no armour saves but Look out Sir rolls allowed) as 1D3 spiders self-destruct - Any remaining spiders autocharge the enemy unit.
(ex. you roll a 6 on 1D3 so your enemies take 3 STR 3 hits - one for each spider that explodes)

Winged Clades (Flying troops-Fast Attack) 18 p.p.m
WS:3, BS:3, S:3, T:4, W:1, I:5, A:2*, Sv:4+, LD:8
Overdrive Clade:
WS: 4 BS: 3 S:3 T:4 W:2 I:5 SV:3+ LD: 9
Winged Clades may take the following:
Extra combat arm: 10pts (+1 attack)
One clade may be upgraded to an Overdrive clade: 15pts
Maximum Unit 5
*Special attacks enabling them to lift enemies and throw them out of combat - roll 2D6 and Scatter die for direction and distance
(treat each attempt as a normal attack (WS vs WS , STR vs T)


Spider Guardian (Attached Bodyguard-Elites) 50 p.p.m
WS:4, BS:3, Str:5, T:5, W:3, I:4, A:3, SV:4+, LD:9
Unit size 1-3
1. Cannot move more than 12” from the unit they are guarding
2. Void Shields - Grants the unit they are guarding Feel No Pain
- Able to spawn Baby Spiders (Roll 1D6 for each attempt - any roll of a 1 while attempting causes a wound on the guardian)

3. Baby Spiders(Swarm) - WS2, BS1, S2, T2, W4, I3, A4, Sv5+, LD5
Baby Spiders do not block line of sight for shooting attacks

Spider Queen (HQ- Monstrous Creature) 150 p.p.m
WS5, BS4, S6, T5, W4, I5, A4, Sv4+ LD10
Unit Size 1
1.Queen of the Web - The Spider Queen may summon 1 of the following unit types per round - 6 Warriors - 3 Winged Clades - 2 Spider Guardians (Nominate 1 type of unit and roll either 1D6 for Warriors, 1D3 for Winged Clades, or 1D2 for Spider Guardians - The number rolled is the number of models received). Models spawned in this way may not move more than 12” from the Queen at any time while she is still alive. After each attempt - roll 2D6 - if you roll any doubles you may not attempt to summon again for the duration of the game
2. Disorienting Scream - (Flame Template - Psychic Attack) The Spider Queen unleashes a scream that causes any enemy affected to pass an Initiative test or suffer -2 WS for that round. (Entire unit affected if already in combat)
3. Commanding Presence - Any Megarachnid unit within 12” of any Spider Queen is at +1 WS while the Queen is still alive

(Giant Web-Walker - Monstrous Creature - Heavy Support) 175 p.p.m
WS5, BS4, S7, T6, W4, I4, A3, SV4+, LD9
Unit Size 1
Special rule that would tie in with the Winged Clades
1. Web Cannon (supersedes Venom Spit)-Shoots a large template shot (see stats below)(Any vehicles affected on the roll of a 4+)
(Any shots fired become a permanent sticky patch - all infantry models and vehicles must roll above the webs current Str to escape. Also any infantry that move over that patch treat as Difficult Terrain - The web degrades in Str by 1 per turn
-May add the following up to 100pts extra: -
Multi venom canon: 25 Pts.
Void coat: 35 pts (coats 1 allies vehicle with a powerful acid that ignores 1-2 on glancing affect on a roll of 4+) - (Apocalypse only)
Heavy acid gun: 40pts (replaces Web Cannon)
Ripping Arm: 40 pts - Treat as a Power Fist with 2D6 armour penetration

-Megarachnid Weapon Stats-
Venom spit: 12” str:5 ap:4 (assault 1)
Acid spit: 12” str: 8 ap: 1 ( Assault 1)
Web Cannon: 48” str: 5 (Large Template) (Roll 2D6 + Scatter Die)
Multi Venom Cannon: 36” str: 9 ap: 2 (ordinance small blast)
Heavy acid gun: 48” str: 10 ap: 1 (heavy 1)

As this is not the final version some things may change - Once we play-test the army I'll let you guys know how it went. I hope to post some pictures of my models soon - so until that time - Peace Out!!!

Sunday, August 21, 2011

Helms Deep Project Pic's - FINISHED PRODUCT!!!!

Ok as you guys can tell from the title - I am VERY excited about finishing this. This has been a tremendous undertaking for me and it has been a LOT of fun - as I have heard from quite a few of my friends (and of which I am really starting to believe as well) - That I have quite a talent for this kind of thing. With that said, I hope all of you enjoy this as much as I have enjoyed building it.

Ok, Now on to the pictures.

















These first 2 pictures shows the removable section of the Deeping Wall - I made it so a 5 man Fantasy tray could move through it easily without having to reform or remove any models.
















This section of wall was added so that we could extend the table later on if we wanted to.


















These 3 pictures show the changes we have done to the front of the keep - We have added a decorative strip along the front and have connected the secret door to the ramp (still leaving enough of a gap to warrant a jump test for LOTR games)





We decided to go with a set of stairs instead of a ramp to lead up onto the second story of the keep and we also decided to leave the possibility of an armoury for the possible future expansion.

Roughly the only thing left for us to build is the drop-gate directly above the doorway - I have a general idea for it but I hadnt been able to implement it yet.

Also one of my friends is going to be doing a video of the entire project today (hopefully) so I will post the link when he's able to upload it.

There are a minimum of 2 more projects that I have in mind that will probably start surfacing pretty soon. So,until that time - Peace Out and Happy Gaming!!!!

Sunday, August 14, 2011

Helms Deep project part 5

Man I am worn out from this round - I went to Games Workshop yesterday to maybe work on my project for 5-6 hours and hang out for the rest. I made it there at about 1:15 and started about 1:30 and only took 2 breaks from start to finish - I only stopped when I heard that it was close to 9:00 - So forgive me if I keep the Information short - But apart from that the project is coming along a LOT faster now because we are almost DONE!!!

Well I wont bore you with too much dialog today so please enjoy these pictures
















We are slightly modifying the original design to allow room for expansion later on if we want too - this area would be a possible armory.
















This gives an aerial view of the work that I was able to accomplish yesterday. We have also added an additional ramp to the walkway that will surround the keep
















I apologize that this picture is a little fuzzy. we will be putting the ramp to the top of the keep over here.

I will be trying to finish this on Wednesday so my friends will be able to enjoy it before the weekend. Until that time Peace out!!!

Wednesday, August 10, 2011

Helms Deep project part 4

Ok guys - Im actually running out of time tonight so I'm just gonna keep this post short. I'll post the new information as soon as I can
Oh and yes you will see LOTR models in the pictures to help give you an idea of how tall it actually is
Front view















































The Towers to the sides of the ramp will be built so that we can connect the secret door to the ramp it should be pretty nice by the time were done with them
























I have started to map out the walkway inside the keep as you can see from this picture.















































Inside and outside view of the stairway leading into the keep from the Deeping Wall
























this large block is going to be our basing for the Keep - As you know we are slightly modifying the way it looks to make it a bit more functional. We will be adding another ramp to the other end of the keep so defenders can access the keep from either side.

Well thats about it for now - we will be picking up 2 boxes this saturday to help finish it off so after that we should be able to start basing the hardboard. So until next time - Peace Out!!!

Helms Deep project part 4 Coming Soon

I will be posting the pictures later today - This phase has seen a LOT of things happen that I feel have made this project worthwhile for me - When I started this project I had NO CLUE how this was going to turn out. but seeing it come together the way it has has been AWESOME. We haven't even started the basing for it yet and I already feel this is going to be my greatest achievement yet. Its coming out so well I have even started thinking about my next project. So I hope that you guys will keep up the encouragement. It has definitely made a BIG difference!!!

Thursday, August 4, 2011

Helms Deep Project Pics part 3

Hey guys, As you will see from the next set of pictures I have been really busy this last week. I was basically able to do this next set of building on Sunday with some help from some of my friends. I have finally found out how I am going to do the Keep so this next round of pictures will be quite impressive.

Ok, for those of you who have just joined us and you guys who have been following my progress faithfully, I wish to give you guys a big Thank You. If I didn't know that anyone was waiting to see how this was going. I dont think I'd have made it this far. I hope that this project has sparked some ideas in your own heads. If it has, all I can say is - Go for it!!! You are only limited by your own imagination.

Ok enough of my rambling........
















Ok once I completed the main wall in the front we added in the large walkway on the top and the supports for the walkway and the balcony. I like the way these came out.
















Opposite view of last picture.
















This view of the large walkway shows the cutout section for the wall that the defenders can open to drop rocks onto the attackers trying to beat the door open. This section should be quite interesting to build. If you guys have any idea on how this can be done please let me know.
















Rear view of the wall surrounding the keep. This section will be built up to be the same height as the walkway and the keep will go directly into the middle while still leaving enough room to allow fantasy movement trays to reach the keep. This should be done in the next set of pictures.

Well, thats it for now - Im going to be picking up at least 2 more boxes of the bricks tomorrow so I'll probably have a huge chunk of this thing finished by next week. Until Then, Peace Out!!!

Friday, July 29, 2011

Helms Deep Project Pics part 2 - The Battle Continues

Hey Guys,
Ok for this set I have mapped out what Im going to be doing with the rest of the project except the for main keep - so far I have used 2 boxes of the bricks and 1-1/2 bags of glue sticks and I dont see using less than 4 boxes of the bricks but we'll see what happens....
















This first picture shows the entire project from a side view to get the best of it

















This next one is a view of the ramp going up into the keep and the first tower off to the left

















Side view of the ramp

















This view is going to be the interior ramps going into the castle

Ok, this is all i have so far - I hope to pick up a new box of the bricks after work today so I'll be able to work on it more soon-until then - Peace Out!!!