Imperial Armour 12 – A Review

Thanks for posting this! I follow it with a blog on new kits soon.

SILO41

For this post I’m handing over the reigns to #warmonger and Twitter favourite Paul Collett aka @Ozrax to review Imperial Armour 12. Enjoy.

IA12_cover

I have never bought an Imperial Armour (IA) book, always feeling that they were stupidly overpriced and as a tight fisted git, I would not spend that much on a book. So what changed my mind? Well, I am building a Necron army and I really fancied some Forgeworld kits in my force. The new Tesseract ark and the Nightshroud bomber looked great and the rumored Tomb Sentinel sounded very scary. To use these I needed the rules, so I caved in and bought the Fall of Orpheus. I hope to talk you through the book and to answer the question is it worth spending a tad under £50 for a glorified codex?

The fall of Orpheus is the 12th book in the Imperial Armour series…

View original post 1,189 more words

Advertisements

Bring out the Great Green Steamroller!

It’s league game time again, and  I am facing the might of the imperial guard. Controlled by Matt. This is a reasonable army, but he is currently 12th in the league. He deserves to higher as he is good opponent. We have meet recently, but it was my necrons that defeated him. This time around he has challenged my Orks. This is a new challenge for me as I have not used them in a smaller game for over 8 months!

I have not blogged about my Orks much, but while they are an older army, they are still a great force to game with. They are a speed freak army based a rouge group of evilsuns. The whole force is mounted on one form of transport or another. I don’t use walkers, or big gunz. The core of the army are my bikes. 7 warbikes and 6 nob bikers, led by the red Barun, a warboss on a bike. I have around 4,000 points with 4 trukks and 2 battlewagons. One of the big things missing from the force are flyers. I have a plan for a dakkajet, but like many of my projects, it may never happen. I hope that I will get one soon, but the necrons are my current force and I have forgeworld units coming soon, so I think this might take awhile.

My plan.

I only know one way to play Orks. Fast and brutal! I set up as close to the front line as possible. Turn one is flat out, that should put me 6″ from the opponents deployment zone, as long as they survive the shooting in return, turn 2, declare a waargh, then it is everyone out of the transports and now the whole army is now in the opponents deployment zone and blasting/charging away. The warbikes, will be charging and if possible so will the boys. Any surviving vehicles then support with big shootas. It is not a subtle plan, but effective. I forgo all shots in turn one and this can be hard for me as the necron force is all about shooting.

My list for this game is as follows.

Da Broken Clutch V1 (Orks) – 1,502 points

HQ
Warboss (115) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
warbike; attack squig; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Warboss (95) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
power klaw; twin-linked shoota; ‘eavy armour; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Troops
6 Big Boss’s Nobz (350) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
3× choppa; 2× big choppa; power klaw; 6× slugga; Waaagh! banner; warbikes. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.

12 Ork Boyz (127) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+
shootas; big shoota. Furious Charge; Mob Rule; Waaagh!.
Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
slugga; big choppa.
• Trukk BS2·FA10·SA10·RA10·HP3
big shoota. Vehicle (fast, open-topped); Transport Capacity: 12 models, models in mega armour count as 2 models; Ramshackle.

Da Foot Nobz (10 Big Boss’s Nobz) (470) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
6× choppa; big choppa; 3× power klaw; 10× slugga; Waaagh! banner. Furious Charge; Mob Rule; Waaagh!.
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.
• Battlewagon BS2·FA14·SA12·RA10·HP4 lobba; 3× big shoota; red paint job; deff rolla. Vehicle (tank, open-topped); Transport Capacity: 20 models, models in mega armour count as 2 models.

Fast Attack
7 Warbikers (210) WS4·BS2·S3·T4(5)·W1·I2·A2·Ld7·Sv4+
sluggas; choppas; warbikes; twin-linked dakkaguns. Furious Charge; Mob Rule; Exhaust Cloud.
Nob WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+
power klaw; slugga; warbike; twin-linked dakkagun.

3 Deffkoptas (135) WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+ 3× twin-linked rokkit launcha; choppas; deffkoptas. Furious Charge; Mob Rule; Scouts; Hit and Run.

I have gone heavy on the nobs this time out and I am running 2 warbosses. This is not my normal list, but I hope to scare the b’jesus out of him. These will kill any of his many tanks. I know he likes his leman Russ tank squadrons, so these are my answer to that. The nob bikers are always great, but I using my 10 nobs in a battle wagon. It’s deffrolla will make a mess of any tanks and I hope to ram this unit straight into his lines. With 3 power klaws they will be my can openers, but will crush any puny ‘umans. It also allows me to have both squads as troop choices. This gives me 3 scoring units. My core worry is his Valkyrie. I have little that can kill it. I need to get my bikes behind it. The S5 assault 3 twin linked should make a real mess of it. My 3 defkoptta should help and that why I took the rokkit lunchas. The twin linked will help, but it could mess up my whole plan. If it drops a troop choice and takes an objective in my deployment zone, that’s 4 vp. A hard thing to solve. My bikes might sort it, but by turn 3 they will have taken some major casualties.

His army
Matt brought a whole new list. Still tank heavy, but using new units and a different plan. As far as I know, this was the core of his list.

HQ

Company Command Squad (115) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
vox-caster; carapace armour; lasguns or laspistols; close combat weapons; frag grenades.
Company Commander WS4·BS4·S3·T3·W3·I3·A3·Ld9·Sv5+
laspistol; close combat weapon; refractor field; frag grenades; krak grenades. Senior Officer.
Master of Ordnance WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
laspistol; close combat weapon; frag grenades. Artillery Bombardment.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades.

Primaris Psyker (70) WS4·BS4·S3·T3·W2·I3·A3·Ld9·Sv5+ Lightning Arc; Nightshroud; flak armour; laspistol; force weapon; frag grenades; refractor field. Independent Character; Psyker (Mastery Level 1); It’s For Your Own Good.

Elites
Guardsman Marbo (65) WS5·BS5·S3·T3·W2·I5·A4·Ld7·Sv5+
flak armour; ripper pistol; envenomed blade; frag grenades; melta bombs; demolition charge. Fearless; Stealth; Move Through Cover; Hit and Run; Fleet; Loner; He’s Behind You.

9 Sanctioned Psykers (110) WS2·BS3·S2·T3·W1·I3·A1·Ld9·Sv5+ Weaken Resolve; Soulstorm; laspistols; close combat weapons; flak armour. Psyker; Psychic Choir; Ultimate Sanction.
Overseer WS3·BS3·S3·T3·W1·I3·A2·Ld9·Sv5+

Troops
Veteran Squad (165) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
2× meltagun; heavy flamer; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3
heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Veteran Squad (150) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
plasma gun; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3 heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Fast Attack
1 Scout Sentinel (60) WS3·BS3·S5·FA10·SA10·RA10·I3·A1·HP2
lascannon; hunter-killer missile. Vehicle (walker, open-topped); Scouts; Move Through Cover.

1 Valkyrie Assault Carrier (155) BS3·FA12·SA12·RA10·HP3 lascannon; 2 multiple rocket pods; sponson heavy bolters; searchlights; extra armour. Vehicle (flyer, hover); Deep Strike; Scout; Grav Chute Insertion.

Heavy Support
1 Leman Russ Squadron (435).
• Leman Russ Exterminator BS3·FA14·SA13·RA10·HP3
Exterminator autocannon; heavy bolter; sponson heavy bolters; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.
Commander Pask BS4 Leman Russ Tank Ace; Crack Shot.
• Leman Russ Demolisher BS3·FA14·SA13·RA11·HP3
Demolisher siege cannon; heavy bolter; sponson heavy bolters; hunter-killer missile; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.

1 Hydra Flak Tank (75) BS3·FA12·SA10·RA10·HP3 2 twin-linked Hydra autocannons; searchlights; smoke launchers; auto-targeting systems; heavy bolter. Vehicle (tank).

As is often the case, I did not see his core plan in the list, but it’s variety and width suggested a great game was going to happen.

Mission and set up
We rolled for game and set up. Playing purge the alien over a dawn of war set up. Rolling for warlords, I got master of the vanguard and Matt got Conquer of cities. I got the first turn and set up first.

Sticking to my plan, the 3 defkopttas set up on the hill to left. Then the bikes, battle wagon, nob bikes with the warboss and trukk boys.

Matt caslted up on his right. Deploying the hydra, executioner, 1 unit of vet and the comm squad. the other vet squad in the chimera set up in the foreground of this block. In the center of the table he set out the demolisher and the psykers. On the far left he set up sentinel. Matt stole the first turn and we moved the scout units. The defkopttas raced ahead using the fortress for cover. The sentinel milled about, but stayed on the hill over looking the center of the table.

set up for the Imperial Guard vs Orks

set up for the Imperial Guard vs Orks

First turn
Matt went first and the central block advanced and then he opened up. He ‘cast’ weaken resolve on the deffkopttas. This was followed by him Basting away he killed 2 defkopttas. With ld 2, the last one fled. First blood to Matt! The rest of my army resisted his shooting. I got very worried when the Demolisher hit the battle wagon. But he failed to harm it.

Turn 1 orks vs Guard

Turn 1 orks vs Guard

In return I declared a waargh. The Orks raced ahead, with the battlewagon nobs jumping out. This left them 8″ away from the psykers chimera. The bikes ended 9″ away. The nob bikes and the trukk rushed full speed.

Shooting was brief. I killed 1 guardsman with my battle wagon. I then charged in. The nobs got 9″ on the charge, the bike got 4 and re rolled 5″!

Combat saw the chimera getting wrecked, but not exploding.

Turn 2

Turn 2 and marbo arrived! Placed near the heart of my army, his plan was clear. With little movement, Matt headed on the shooting phase. Again I braced my self for a torrent of imperial fire. Matt did not disappoint. The sentinel killed the trukk, it’s boys bailing out toward the walker, his tanks to right killed several nobs with both warbosses taking a wound. The psykers used weaken resolve on the nob bikes, leaving them with an ld of 2. He the used soul flayer. This cause 3d6-ld wounds on the target unit.. This could wipe the whole unit! No amour or cover saves, but FNP is still ok. I rolled ‘deny the witch’ and passed! Saving my 400+ unit! They were so gonna die in my next turn! he unloaded all his guns and it should have made a mess! I lost 7 of the Nobz, and I was lucky to hang in. The cover from the Fortress did protect the army.

Marbo Pops up!

Marbo Pops up!

In return I contiued to advance. The Warboss left the Nob Bikers, he headed towards the Psykers. The Nob bikers headed around them lining up on the command squad. The warbikes headed for the Demolisher the Warboss on Foot headed towards Marbo. On the right, the Boys headed up towards the lone sentinel. on to the shooting and i started by killing 2 Psykers, the Nob Bikers unloaded on the Command Squad, killing all but the Master of the Ordnance. The death of the company commander gave me ‘slay the warlord’. The Boys then shot at at and took a glancing hit on the sentinel. The Nobz killed Marbo. but not until he had killed one more of the ork Brutes. The Warboss on the Bike charged the Psykers, their overwatch causing a single wound. In combat he challenge the Primus Psyker. Striking first, the Psyker failed to harm the Warboss, but was smashed in return.  The Warbikes killed the Demolisher, the blast taking out more of the poor psykers. tHowever the brave psykers then rolled double 1 on the break test!

Turn 3

In some games the Dice gods smile at you,  in other they don’t. I would have to say that in turn 3 of this game, they sold their souls hook, line and sinker to me. Not just letting him down, but abandoning him wholesale! It was brutal and hash and didn’t think you can be that unlucky!

His Valk turned up and headed for the Boys. The last Chimera advanced and the Vet squad within disembarked. They lined up to shoot the Warbikes and the sentinel moved away from the rushing boyz.

The sentinel Vs the Boyz

The sentinel Vs the Boyz

Matt’s shooting in summary was as followed.

Vets-

6 Lasguns-No effect

2 plasma-1 hit, no wounds

6 Heavy bolters shots-3 hits, 1 wound, 1 saved.

Vets on the hill-

Master of the Ordance-Missed with the Barrage shot.

Autocannon-1 hit, no wounds.

Pask in the LMR-9 Heavy bolters shots, 4 Autocannon shoots, lots of hits, lots of saves, 1 wound!

Hydra-2 hits, 2 wounds (both on the Warbiker Nob) 2 saves!

Valk-2 rocket pods ‘hit’ 8 covered, 6 Wounds.

6 heavy bolter shots-All miss! (5 x 3’s and 1 x 2)

sentinel- Lascannon Missed.

The total casualty list was 1 warbiker and 6 Boyz!

Close combat saw the Psykers try to harm the Warboss, causing a wound and taking him to 1!, but 3 were killed in return and after a very brave attempt, they finally tried to flee. the Warboss caught and killed them.

Turn 3 from the Last of the Guard

Turn 3 from the Last of the Guard

The orks continued to push the advantage. moving towards the imperial troops, they wiped out both vet squads with shooting. the Nob squad hitting 11 out 18 shoots (needing 5+) to hit! the Battlewagon caused a glancing hit on the Valk and the Boyz wiped out the sentinel. with no targets to charge, the turn ended with out any orks in combat and the game ended. time was running out the result was fairly clear.

The end score was 11-3 to the orks.

My thoughts?

Matt, as always, was great opponent. His list was different and challenging and he loves to experiment.  This good example of this and it makes planning for his army difficult. Some things worked and other did not. Once he dials his plans in, he will wipe the floor with us all! I think he should focus on either long range blasting, or the mech’ advance, the split allowed me to dissect the central element of his force, then line up his tanks on the hill. This divided army lack the cohesion of the orks and my plan to steamroller him was helped by this approach.

His combined psykers where awesome, but needed a bubble wrap unit. The warboss just slaughtered them as a result.

My hopeless use of the Deffkoptta needs to improve. The deployment was poor and they got wiped out as a result, throwing away 2 VP early on. The game was good and I think that I had all the luck. Matt was unfortunate in the extreme in the 3rd turn of shooting, while I rolled high on all my saves. he should have killed a lot more and in Purge the alien, each unit kill is worth VP, he should have had got a better score.

Key learning points

-his Psykers are nasty as hell

-I need to learn to use the Deffkopttas!

-Deny the witch saved my Nob Bikers!

The Gravity Well

Now, I need to apologize to Matt Again! He had his Valk and his reserves on a chair next to the Table. While he went for a smoke, I went to see how the big game was getting on. I clipped the the chair with my heel and the result is shown below

this is damaged to Matts Valk when it fell off the chair

this is damaged to Matts Valk when it fell off the chair

I have never damaged a fellow gamer model before, being very careful with them, but I feel so bad that this happened! Once again Sorry Matt.

So, that’s it. I am still in the lead on the League, but the pressure is mounting. Next up? who knows, till then, see you across the battle table!

Showcase: Tau XV88 Broadsides

Awesome work! love the poses.

Tykens Rift

IMG_0511

Hello all

This weeks #MiniatureMonday are two Tau XV88 Broadsides. This first variant with the long barrel is holding a Twin-Linked Railgun and on its shoulder a Twin-Linked (anti-termi) Plasma Rifle. The second is carrying Twin-Linked fists of High-Yield Missile Pods and on its shoulder a Twin-Linked Smart Missile System – lots and lots of dakka!

IMG_0513IMG_0514IMG_0515IMG_0516IMG_0517  IMG_0519IMG_0520IMG_0521IMG_0522  IMG_0524IMG_0525IMG_0526

@Borkan_Ice

View original post

Big bank holiday bash at warhammer world.

may 6th was may Bank holiday here in the UK and it was a great time to get together with friends and have an apocalypse game! We headed up to Warhammer world, Nottingham for a club day out taking with us over 5000 pts worth of 40k! I blogged about the game last week, so here is my first ever apocalypse game report!

image

The forces.
I am not trying to write up this list as the forces are huge, here are the basics.

Disorder
Orks-adam and me
Stompa, 2 battle wagons, lots of bikes, lots of boyz, 3 wall bosses
Dark eldar-Norbert vect, lots of skimmers and 2 jet fighters.

Imperial
Matt and lee-imperial guard. lots of tanks, baneblade, hydra. I understand that Yarrick is in their somewhere.
Jamie-deathwing. Land raider 22 terminators, Including Belial.

Deployment

We bidded for deployment.
Disorder 4 mins
Order 5
The bad guys go first!

We deployed 36″ in 2 block. The bikes and most of the boyz were on the road, with the Stompa, dark eldar and the lootaz on the left.

image

The imperials just filled the center with massive block of tanks. The lone land raider looking ominous mixed in with the guard.

image

Turn 1

The forces of disorder (FoD) started the long march to Fort Pain that was some 48″ away! the shooting phase was some what quite. with NOTHING in range!

The Imperials responded. The deathwing arrived in force. the smaller close combat squad teleported in behind the stompa, they scattered le, the straight into a crater. rolling on the Mishap table, and the FoD were allowed to postion them. We helpfully placed them right at the back! At least things Can’t any worse for the Dark angels? The Big Squad of the Vengeful angles turned up in the middle of the main road.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

standing bravely in front of nearly 2000 points worth of Orks. the Dark Angels teleport in.

The rest of the Imperials slowly advanced, with the Deathwing land raider leading the charge on the left. the Artillery opened up, with 2 massive blasts from the basilisk, killing a biker. Using a strategic asset, they called down an orbital strike killing another one. it was finally time for the Big gun to enter the fight.

The Baneblade fired its main gun. the S10, AP1, 10″ ordance shot sailed across the battle in a majestic arc. Sadley, it fell slightly short of the Orks, smashing into the poor Dark Angels! the resulting blast killed 7 of them, including the Master of the Deathwing. Today was not going to be a day of redemption for the Dark angels.

the baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

The Baneblade misfires, killing 7 Deathwing terms, softening them up for Orks.

Turn 2

Using the Blind Stratigic asset. We Blocked the whole front of the Fort. the bane blade was blined and the poor old deathwing were now isolated.The Fod advance, now with Targets in range! The Poor old Lootz, the only troops on foot ran again. at this rate they will be in range next week some time. the Bikers advanced towards the remaining terminators. the Stompa lined its self with the gate on the left with 3 tanks in line of sight. While it could not fire this turn, it was getting ready to fire. The Dark Eldar advanced towards the Death wing land raider, with enough Dark lances to kill the hulking tank. with the luck of the angles, they are doomed!

Norbet used his Strategic asset to bring his flyers and venom into the fray. the joined the battle on the Right, in the section held by Lees, Guard. Lees Hydra failed to harm the jet fight and in return the poor Basilisk died. on the left, the Land raider was saved by its armored hull.

In the Center, the bikes unloaded massed dakka into the 4 terminators. it was brief and Bloody. At the end of the turn, none survived. The Day of the Dark Angels kept going bad.

The Imps brought on the Valk, blasting at the Dark Eldar fighter. To the left the remaining Dark Angles advanced, killing a ravanger. Blocked by the Blind barrage, the tanks in the Fort lined up for a pop at the Orks next turn.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

the Nob bikerz and warbikez kill the last of the big Deathwing Squad.

The Valk arrives!

The Valk arrives!

The ‘relocated’ terminators moved across back of the fort towards the newly arrived Dark eldar, revenge in the dark hearts, the assault squad was too far way to charge, but getting ready to get them next turn. the 2 Orbital bombardment was aimed atr the big biker block, but it scattered off the board.

Turn 3

The mad race up the road reaches the beginning of the end. the Orks are starting to get into shooting range, but with out the Blind barrage, they now faced the Baneblade. Rolling for reserve, Zagsatug arrived, but was delayed due to a mishap. His Cunning Plan would have to wait.

Declaring a Wharrg, the Ork fighter lined up the Guard and the bikes advanced towards the Guard pouring through the breach in the wall. Off to the Left the Dark elder killed the Land Raider, killing more of the Terminators. On the Right the Dark Eldar killed off the Assault squad terminators. Only 4 Marines survived on the entire board.

The Guards took a pounding on the Right from the flyer. lots of shots hit the baneblade and it lost a few hull points, the Dark Eldar jet scoring some great hits. Yarrick showed himself and joined the fray on the right, with the Leman russ Squadron on holding the left. Yarrick took a pop at a venom, but then took a dakka jet o the face and went down.

The Stompa blasted at the tanks in the left door, damaging 3. using the Supa burna, they killed another Terminator.

The Stompa fires at the Tanks in the Fort

The Stompa fires at the Tanks in the For

The Imperials fired back, destroying lots of bikes. the baneblade killing a lot of them. a trukk blew as well, after crashing into back of the bikes. The Terminators killed more Dark Eldar. The Valk tried in vain to kill the Ork Jet.

Turn 4

The surviving bikes choose not fire, wanting to charge the Guard. Sadly they failed to reach the lucky Guardsmen.

After racing away for 3 turns, the Goal is in sight.

After racing away for 3 turns, the Goal is in sight.

Taking a surprising turn to the left the Stompa piled into the Breach. facing the Deathwing. blasting away with lots of shootas. The flyers in the center exchanged shoots, failing to harm one another.

Once more in the breach my green feinds.

Once more in the breach my green feinds.

The main event of turn 4 was the arrival of Zagstug. his cunning plan? To kill the the Baneblade! him and 5 Stormboyz arrived right in front of the fearsome tank. 2 died on arrival and then, the bad boss hurled his ‘surprise’ Vortex grenade. the blast took of more hull point, immobilizing the the tank. charging in he tore the tank apart scoring 2 hits. The tank blew killing the last of the Stormboys and Biker. The Gate was now open! the invasion of the fort was soon to be a reality. behind the walls, the dark Eldar and the Guard slugged it out.

Zagstrug, but no Baneblade

Zagstrug, but no Baneblade

The stompa tried to charge the last of the terminators, but failed. it did however pull the wrecked Land raider out of the way.

the faild charge of the Stompa.

the failed charge of the Stompa.

The imperial turn 4 was a feast of blasting. the rest of the Bikers on the road died. in revenge, they killed Zagstrug. Only the Warboss survived. The last of the Terminators charged and damaged the Stompa, taking 2 hull points and slowing the beast down. in return the Stompa wiped them out. the angels left the battle to the Guard with the complete loss of the allied force. in a show of bravado the Guard on the right charged the Warboss. They tried hard but got wiped out.

Turn 5

The advancing Orks finally breached the Fort. after marching 48″ the Lootaz finally reached the Fort. The Poor buggers sadly did not have a target. The Boyz on the hill advanced towards the Fort, with the Nobz still in their ride.

The stompa and the dark eldar shot up the guard and the Psyco Gattler fired it 36 shots killing 2 chimera, and a hand full of guard. the Dark eldar jet killed a demolisher and the Warboss killed the other.

By now the ranks were thinning on both sides, but the Fight carried on. the Guard blasted away. the Warboss on the bike lost 2 wounds, the Archon failed his first Shadow field save and took a wound. the Valk tried again to kill the Ork flyer. Again it failed.

the view on turn 5

the view on turn 5

Turn 6

Was brief with little left. the Warboss on the bike killed more guard. the returned Yarrick died again, stompa and dark eldar killed more Imperials. the Lootaz fired at the Valk, but failed to harm it.

The Imperials charged back, but died. Yarrick taking a lot of hits from dark eldar as he charged. He died for the second time. turn 6 ended, with yet again, a single Heavy weapon team survived as did a single Chimera.

The Survivors

The Survivors

The End of the Game

The final turn ended a great game. The story of the game flowed nicely. the race up the road was great and the board was epic for this. the destruction caused by the Baneblade was immense and its death was a real moment.

The dark angles had a torride game, but none of it was their fault. the Destruction of the big squad on turn 1 by their allies was just brilliant and i think we will be talking about this for months. the combat at the fort was intense and the Guard bravely fought on.

We have had a great day and as always the venue was great. we missed the food at the bar, but no one complained. the board was great and for such a big game, it made an epic back drop.

Gotta say a massive thanks to Jamie, Adam, lee, Norbert and Matt for one of the best games I have played in. Often with Apocalypse games you can lose sight of the game, but we had a really strong strong story, light hearted fun and such a fun game.

Can’t wait to play another game. Until then, see you across the battle table.

Big bank holiday bash!

So it’s a bank holiday here in the UK on Monday and its the Rugby Outlanders trip to Warhammer world. 8 of us are heading over and meeting some friends up there. We have 2 tables booked and the 40k players get to fight at fort pain.

We are playing a 3 on 3 with each player bringing 1500pts each, with each team getting a super heavy. The imperial troops are a marine force with 2 guard detachments. They have access to a baneblade. For the ‘aliens’ two ork players and a dark eldar player. I finally get to use my ork stompa. My 1500 pts are listed below.

Stompa List (Orks) – 2,100 points

HQ
Warboss (108) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
shoota/rokkit kombi-weapon; warbike; ammo runt; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Warboss (105) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+ power klaw; twin-linked shoota; cybork body; ‘eavy armour; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Troops
6 Big Boss’s Nobz (355) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ 3× choppa; 2× big choppa; power klaw; 6× slugga; Waaagh! banner; warbikes. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ dok’s tools; ‘urty syringe; grot orderly.

12 Ork Boyz (117) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+ sluggas; choppas. Furious Charge; Mob Rule; Waaagh!

Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ slugga; choppa.
• Trukk BS2·FA10·SA10·RA10·HP3 big shoota. Vehicle (fast, open-topped); Transport Capacity: 12 models, models in mega armour count as 2 models; Ramshackle.

20 Ork Boyz (145) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+ sluggas; choppas; 2× big shoota. Furious Charge; Mob Rule; Waaagh!
Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ slugga; choppa; ‘eavy armour.

10 Big Boss’s Nobz (460) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ 3× big choppa; 3× power klaw. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+ dok’s tools; ‘urty syringe.
• Battlewagon BS2·FA14·SA12·RA10·HP4 lobba; 2× big shoota; red paint job; deff rolla. Vehicle (tank, open-topped); Transport Capacity: 20 models, models in mega armour count as 2 models.

Fast Attack
7 Warbikers (210) WS4·BS2·S3·T4(5)·W1·I2·A2·Ld7·Sv4+ sluggas; choppas; warbikes; twin-linked dakkaguns. Furious Charge; Mob Rule; Exhaust Cloud.
Nob WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+ power klaw; slugga; warbike; twin-linked dakkagun.

Other
Stompa (600) Ws4·bs2·s10·front13·side12·rear12·I1·A4 Titan combat weapon; deth cannon coaxial supa gatler; 3× supa rokkit; supa sorcha; 2× big shoot; twin-linked big shoota; big shoota (rear shoota).

The cunning plan

So the plan is simple. The 13 bikes charge forward with the trukk boys. They will advance with the dark eldar. The battlewagon with 2nd war boss and the nob squad Will make up the middle ground with the stompa providing covering fire. The mob of 20 boys will protect the back lines.

The game should be a great and the board is awesome. We are planning a whole day session. The club is a great and the 6 players should lead to a solid game. I am going to struggle with the Orks as I have not used them for ages.

1500pts Necron Vs Tyranids-The closest of mIsses!

I fought my friend Adam Crooke today at Shadow Games. It was a League game and I think. the First away game for the league. we did this way as my work has really got in the way recently.

I don’t have his full list but it was something like this.

Winged Tyrant

Trygon Prime

Zoanthrope

The Doom of M’aakli (in Spore pod)

3 Warriors

6 Genestealers with broodlord

6 Ymgarl Genestealer

2*10 Termagants

Carnifax (in Spore pod)

I may have got some bits wrong, but that’s the main thrust. my list is here.

It was 1500pts game and we rolled to play ‘Purge the Alien’ with a Hammer and Anvil. We rolled for warlord traits. and Promptly forgot both. (we did not need them.) his was ‘move through Ruin’ but the whole army has move through cover. I got immoveable object, which in hindsight would have helped!

He got the first turn and choose to deploy first. he only deployed the Tyrant, termagants, Zoanthrope and the 3 warriors.

I lined up  with 1 unit of Warriors, my Destroyers, the C’tan,  the A-Barge lined across the board. I then used the Grand illusion and pulled the 2 flyers out of reserve and add them to my left flank.

Image

I stole the 1st turn and the game was on. My main attack is the killer blow in the first turn and kill as much as possible. the Fliers do this well, but he had packed them in as you can see in the Picture. this was going to messy.

The flyer surged to the left, with the rest of the army advancing. shooting was the a brutal affair and when the green smoke cleared, only the Tyrant stood amongst the broken bodies. below is a pic of the dead at the end of turn one. it was around 33% of his entire army!

Image

His highlight was 5 wounds rolling 5 6 saves! Epic

Image

His First turn was less effective with his flying Tyrant causing 1 glancing hit to the Nightscythe. turn 2 was as close as you can get to a 1 turn tabling as its possible to get. I blasted away with everything at the Tyrant. the 2 flyers zoomed off the board and despite the blasting, the damn thing did not die.

Then he rolled for reserves. the lot turned up and man, it was brutal. with stealers on both flanks, the Ymgarl Genestealer in Chrage range of the Destroyers, the Doom in the center of my forces and the Trygon off to the Left. the shooting killed a hand full of Warrior. he charged in with the Ymgarl Genestealer and the Tyrant killing more of the Necrons. I also brought on my Deathmarks and I marked the Trygon for death.

Image

The fight had truly started!

Image

turn 3 was massive fight. The Flyers returned killing  a little but wounding the Carnifex and Trygon and the a-barge finally in range, causing another wound. the C’tan charge the Doom and the Lord charged the Tyrant. at the end of all the the Doom was down to 2 wound and the Tyrant died. By now I have both First blood and Slay the warlord.

Image

Image

Now his turn 3 was another building turn, he inflicted some serious damage. his shooting was limiting, but he made up with some fearsome combat. he charged his Trygon in the A-Barge. the massive creature tore the little skimmer to bits. This was the first time this had died and he killed it in style. He moved it away from the  Deathmarks and theYmgarl Genestealer wiped out the Destroyers. The other Genestealers and the Carnifex charged in to the overlord and warriors. Combat was a draw.  All in all the game was very close.

Image

Turn  4 continued in the same vain. death and destruction. I fried the Trygon, with the Deathray failing to wound,  but the Teslas, scoring 10 hits killing it. the Doom was finally killed and one of the pods died. The  Ymgarl Genestealer took a casualty, and combat continued for the overlord.

His turn saw the Overlord die, and the last of his warrior unit. and the remaining pod shot at the fliers. Sadly he failed to harm them. he also killed the C’tan, its death taking a Genestealer with it.

Image

turn 5 saw the flyers out of position and the deathmarks the only squad now in a possition fire. they caused a single wound on the ‘fex and in combat the newly reurected lord killed the last Ymgarl Genestealer. the barrelled the fex into the Deathmarks, killing 4. They ran and the game ended.

Final score was 12vp (necron) to either 6 or 7vp (tyranids) Why the 6 or 7 you ask? Well the Overlord died. (slay the Warlord?) but got back up (Didn’t slay the Warlord?) it did not make a difference in the end. the game was a Necron win, but I had to fight for it!

It was a great game and I really enjoyed the challenge  Adam is a great player. the game was technical, but not rules driven. his interpenetration of the rules is well balanced and it is good to fight a game were the game is central  but flexible in the use of rules. we both made rules errors, but we allowed them to fixed and if we could not sort it, the, the dice decided  I can’t wait to play him again and know it will be closer still. Shadow Games did us proud again and the coffee was OK.

So what did my first game against the Bugs teach me?

  1. Avoid them in Combat! (like I did not already know that!) he did a great job in maximising his list and getting the combat units in to combat. he did not waste time, he just charged on in with a single minded purpose. his Table craft was very high in this regard. 
  2. The Doom of M’aakli is a Pain. its 3++ save and its spirit Leach is a total bitch.  I need to think about how to handle it.
  3. Trygon vs A-barge is always going to be a bad Necron outcome.

I did ponder the use of the overlord and I think I should have stuck with my gut instinct and swapped the Overlord and Cryptek with a destroyer lord. I think I will do the next time, or add a command barge instead?  The rest of the force did well. I could drop a squad of Warriors for the Tougher immortals, but I don’t think it would make a huge difference. The flyers did ok, the A-barge did not, but I think it was an off day. It still has a place in all my lists.

So that was today’s game.  next up could be a big one, 4500pts in a 3 on 3 game with my Orks.

Till then, see you across the Table.