Sunday review 270414, way late again!

Had another great week in wargaming. A few bits got painted and had a stunning game at club. Also got to play an intro game to 2 people new to this hobby.

Painting
As you may know my painting stack is oversized for me and I am working hard to reduce it! This weeks project has been to finish the sternguard squad and finally have a full 10 man squad. After they are done, it’s going to be tactical 4. Tac4 is a cool looking squad, all converted with a leg swap, the are all running. (I used a mix of assault legs and vanguard legs. They are armed to be a relatively cheap tac squad, but I changed my mind on the special weapon and gave them a grav gun.

The sternguard that need to be done are a mix of combi weapons and a bolter. I am still not 100% happy with the white, but this is we’ll known for being a pain! I want to prefect this before I paint my next term squad, The converted/kit bashed assault terms. I aim to finish these sternguard be Tuesday and move on to the project. I really want to clear the painting Stack as I don’t want to buy any more models till I have halved the current stock pile.

Gaming
Wow, what a league game on Thursday! I was taking on a black Templar army, 1500 pts, using my ultramarines. The game was played dawn of war for the relic.

My list was written to include 2 newish units that I wanted to try out, the knight (errant) and the Lascannon toting stormraven. My basic list

Captian in artificer armour with a power sword
6 sternguard
2 tactical ( 10 man squads, both with missile launchers w/flakk, 1 with a flamer, 1 grav)
2 talons with sky hammer
Raven w/Lascannon and melta
Knight errant

The Templar list from memory
Captain on bike with thunder hammer and storm shield,
5 sternguard in a pod. 2 melta combi, grav combi, in a drop pod.
4 5 man tactical with plasma guns
Raven w/Lascannon, melta and hurricane bolters
5 bikes
Stalker
Techmarine and thunderfire cannon

The game was a relaxed, fun game with lots new stuff getting it’s first airing. The thunderfire was new to dan, my opponent and we got a bit turned around on the rules to start with. However, it was fun to see this model getting used, long and short of this is that yes, I want 1! It proved quite useful. Dan also used a deathwind launcher on the pod and again this proved very useful. The s5 large blast dis whittle a combat squad down.

The big star of the game should have been the knight and to be fair, it stomped across the table, on the right hand flank, leaving broken bodies from the enemy strewn all over the place, but it was the raven/talon mix that won it for me. The delivery of the sternguard and captain on to the relic, killing 2 tactical squads in the process claimed the vp’s to win the game.

We had 2 great moments in this fun game. 1st up was the brave techmarine surviving 2 turns if combat with the knight, tying it up for one of my movement turns. And the death of his badly mauled raven. Thought the game he dodged about 7 penetrating hits, passing his jink saves, by the end of turn 3 it had taken 2 glancing blows, one from a grav (thus locking it’s vector). In turn 4 the multi melta from the raven finally took it out, immobilising it yet again, this took off the last hull point and the stricken transport plummeted to earth. see rolled for distance and direction and the resultant impact just caught the wounded black Templar captain, who promptly failled his 3++ save, killing him! the raven and the 5 marines still stuck inside the flyer! Not bad for a single melta shot? The game ended in a 5-0 victory for the ultramarines and I only lost a fair few tactical marines. The fliers and knight all survived virtually un scratched, the knight having lost a single hull point.

I was asked to give a demo game to 2 potential new club members and it was great fun to share this hobby that I love so much with new people. It took me back to the days when I worked at gw leamington and my role As a red shirt, playing intro games. I used really enjoy this part of the job and we didn’t have the pressures that they seem to heap on the staff these days.

Well, that’s me for the week. Next week should see some new tactical marines getting some paint. I am not at club, so no games but I might get plenty of painting done. Let’s see if I can get a whole combat squad done!

Sunday review

Well, that was a week!

It was the final of the outlanders open and I got to help a new player with a game. I even fitted in some painting

Paint competition
I had 2 models that had won their categories and that meant that I had 2 entries in the final. This is a simple vote off. The entry with the most votes of the 4 get the prise, a trophy and a battleforce/battalion. (No more than £70 in value) which is quite a prize for a small club. My Inq corteze and bugman models both won the catagory. Along side borders ‘hordes’ model and Ellis’s aracnork. The voting was strong with a good turn out

We had our vote, but agonisingly next week will be the prize giving!

painting
I managed to get my latest sternguard finished and I have based up the 1st 6. They got used this week and I am quite pleased with the results. I have made a start on the next model, an ironclad dreadnought. It was fun to build and I am hoping to use this in conjunction with the centurions. Next week it’s back to painting green skins for a while. I have a few to finish off and send to a friend.

1390203133802

 

1390250824438 1390250635553

I also spent some time on the Ironclad dreadnought. its still got a way to go, but its looking ok so far. this is quite a odd model for me. The dread is not a Favourite of mine and I am yet to see one survive a battle. However, the Cent/Ironclad/Raven mix might just do it. I also need 3 for a full battle company, so this the 2nd and the 3rd will be Ven Dred. I do like the Forgeword dreads and I migh have to add both a Chaplin dread (count as a Ven dread) and the Ultramarine Ven dread.

Gaming

Big thanks to young Dylan for our game. It was my first game against the new tyranid codex and it was fun game. It was his first competitive game, so I was deliberately soft. The new codex is ok. In the right hands it would be cool. The list for the game is on previous blog. The centurions did well. They all died, after being charged the tyrant. Man that’s a still a bugger in combat. However, they did a serious damage into his horde. I killed 6 gene stealers, 6 warriors, 12 gaunts. Not bad for 4 turns. The fire out put they produced was outstanding. The sternguard did a bang up job. Not only did the 6 man squad take the left flank, but they took no casualties in and the other squad helped to hold the center.

My casualties were light in the face of such a huge hord. The right flank was crumbling on my side, however, my airpower was still up and he had nothing that could hurt them. The end result was an easy win, but that was not the point. The game was a training session and I hope the was ok for him. He learnt the basics and he is now a league member. Following our game he challenged Norbert, our resident dark eldar player ( and boy, can he play dark eldar!) that’s. Brave move for our young player!

20140122_214738 20140122_203410 20140122_201630 20140122_193445 20140121_203856

Well, as I said, that was quite a week. I am of for a lay down and till next week, see you across the battle table.

Meeting the great deavourer-first game vs the new nid codex

This weeks club game will be against a young tyranid player. I am using my ultramarines and I hope to learn something about the new codex while teaching the new guy about the game.

When planning a new list, I usually start with a plan of what I want to do. I then build this up to a full list. For this game, however, it’s just about taking new stuff. So here is my new list.

HQ
Space Marine Captain (140) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+
Iron Halo; artificer armour; frag grenades; krak grenades; melee/ranged weapons (power weapon; storm sheild); special issue equipment. And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character.

Elites
3 Centurion Assault Squad (200) WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
two siege drills; 3× hurricane bolters; 3× Twin Linked flamers. Relentless, Chapter Tactics (ultramarines), And They Shall Know No Fear, Move Through Cover.
centurion sergeant WS4·BS4·S5·T5·W2·I4·A1·Ld8·Sv2+
omniscope.

5 Sternguard Veterans (145) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power fist; boltgun. And They Shall Know No Fear; Combat Squads; Combat Tactics.

6 Sternguard Veterans (169) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
combi-melta; power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades; special/ heavy weapons list (Heavy flamer). And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv3+
power armour; special issue ammunition; frag grenades; krak grenades; power weapon; boltgun. And They Shall Know No Fear; Combat Squads; Combat Tactics.
• Drop Pod Mk 2 (35) BS4·FA12·SA12·RA12·HP3
storm bolter. Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault.

Troops
10 Tactical Marines (185) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher; Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Veteran space marine sergeant WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+
power weapon; bolt pistol.

10 Tactical Marines (170) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; power weapon; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

Fast Attack 250
Stormtalon Gunship (125) BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating. Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic.

Stormtalon Gunship (125) BS4·FA11·SA11·RA11·HP2
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating. Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic.

Heavy Support
10 Devastators (205) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; heavy weapons list (2× heavy bolter; 2× las cannon). And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
storm bolter; chainsword; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

The big thing for this game are the centurions. I have not yet used these and it hard to find a positive blog about the assault variant. The Gav/amp lay out is popular, but I loved the look of the siege drills. As they are walking, I am not expecting much. The plan for these in the full list is to deploy them in a raven with an ironclad dread. The assault variant of these is a short ranged beast and foot slogging into a tyranid horde is not going to be fun. The sternguard will be an effective couple of units, again this is just to try them out. My big hitters in the list is are the 2 flyers. I love the storm talons, no only they are a great unit, but nids suffer from a chronic lack of AA. I hope they will continue their winning ways and I am sure they will take out any flying tyrant. The big uncertainty for me is the deavastator squad. I have never had much luck with these. I hope they can bag themselves a big beastly! The mixed layout of 2 lc and 2 HB gives me a clear devise for the combat squading. One will go for the big stuff, the squad will go for horde elements. With the deavastator doctrine I look forward to moving and firing! I never used this doctrine yet, so let’s see how it goes.

That’s the plan. It’s a low pressure game with a young gamer. I hope to impart to him a sense of what a good game of 40k is like, but I really don’t know what he will bring, what his style or game knowledge is like. So, I can’t say how this one will go!

I am sure ill blog out the game result and what I learn, but until then, see you across the battle table.

Sunday up date 19/01/14

Sorry I missed last weeks update, but in my needless defence, I was painting! It’s been a mad couple of weeks, but the work progresses.

Outlanders painting competition.

Every year our club, the Rugby Outlanders, have a painting comp and I always enter. Timed to coincide with the end of the league games, it’s a 2 part competition. The 2 week of club each new year we all bring our entries. We have categories and each category win get a small glass trophy. These top 4 then are brought back the next week and we all vote again. The winner gets the big trophy and a battle force box set.

I enetered 2 categories, veteran sci fi and veteran fantasy. You can see all the entries here

20140114_192658 20140114_192708

I was lucky enough to Win both categories and I am in the final round on Wednesday!

The fantasy category was very tight and my piece, “bugmans rest” was up against it. I had won the model in last years killteam competition. I built the burned out pub around him and mounted it on an old base. This took me two weeks to complete, but it was so worth the effort.

While the voting was on, I also got to play a 1000 point game of 40k, vs a white scar force. As it was non league and a relaxed game, I took a list I’d not normally use. It’s not a nice list, but it’s moly for a fun game.

Ultramarines, 1,000 points

20140114_224900

HQ
Space Marine Captain (130) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+
Iron Halo; artificer armour; frag grenades; krak grenades; melee/ranged weapons (power weapon; bolt pistol); special issue equipment (auspex). And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character.

Troops
2nd Company Tactical 5 (10 Tactical Marines) (180)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+ power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Veteran space marine sergeant WS4·BS4·S4·T4·I4·W1·A2·ld9·Sv3+ bolt pistol ; power weapon.

2nd Company Tactical 1 (10 Tactical Marines) (185)
WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+ power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Flamer. And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines).
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+ bolt pistol; power weapon; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

Heavy Support

Stormeagle Gunship (285) BS4·FA12·SA12·RA12·HP4

twin-linked heavy bolter; ceramite plating; 2 twin linked lascannon. Vehicle (flyer); Aerial Assault; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Supersonic; Transport 20. vengeance launcher, Range 48″·s5·Ap4·heavy 2, Large blast,
Fireraptor Gunship (220) BS4·FA12·SA12·RA12·HP4 Vehicle (flyer); Strafing Run; Spirt Of The Machine, Relic Of Armoury.
Twin linked avenger cannon Range 36″·s7·Ap3·heavy 7,
auto cannon turret, Range 48″·S7·ap4·heavy 2 Twin Linked, Independent Turret Fire.
4 Hellstrike missiles Range 72″·S8·Ap3 Ordnance 1, One Shot Only.

Now, you notice that it has both of the big forgeworld flyers in the list. This is quite simply over kill in a 1000pts game. My opponent took something like this.

HQ
Kor’sarro Khan (160) WS6·BS5·S4·T4·W3·I5·A3·Ld10·Sv3+
Moonfang; Iron Halo; bolt pistol; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Tactics; Independent Character; Master of the Hunt; Chapter Tactics.

Elites
5 Terminators (200) WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+
Terminator armour; storm bolters. And They Shall Know No Fear; Combat Squads; Combat Tactics.
Terminator Sergeant WS4·BS4·S4·T4·W1·I4·A2·Ld9·Sv2+Terminator armour; storm bolter; power weapon. And They Shall Know No Fear; Combat Squads; Combat Tactics.

Dreadnought (100) WS4·BS4·S6·FA12·SA12·RA10·I4·A2·HP3
multi-melta; Dreadnought close combat weapon (built-in storm bolter); smoke launchers; searchlight. Vehicle (walker).
Troops

10 Tactical Marines (180) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Plasma gun. And They Shall Know No Fear; Combat Squads; Chapter Tactics.
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

10 Tactical Marines (170) WS4·BS4·S4·T4·W1·I4·A1·Ld8·Sv3+
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Plasma cannon; Plasma gun. And They Shall Know No Fear; Combat Squads; Chapter Tactics.
Space Marine Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld9·Sv3+
bolt pistol; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.

5 Scouts (55) WS3·BS3·S4·T4·W1·I4·A1·Ld8·Sv4+
scout armour; bolt pistols; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Chapter Tactics; Infiltrate; Move Through Cover; Scouts.
Space Marine Scout Sergeant WS4·BS4·S4·T4·W1·I4·A1.Ld8·Sv4+
bolt pistol; boltgun; power armour; frag grenades; krak grenades. And They Shall Know No Fear; Combat Squads; Combat Tactics.
• Land Speeder Storm (45) BS3·FA10·SA10·RA10·HP2
heavy bolter; jamming beacon; Cerberus launcher. Vehicle (fast; skimmer; open-topped); Deep Strike; Scouts.

Fast Attack
3 Space Marine Bikers (105) WS4·BS4·S4·T4(5)·W1·I4·A1·Ld8·Sv3+
plasma gun; power armour; bolt pistols; frag grenades; krak grenades; Space Marine bike. Bikes; And They Shall Know No Fear; Combat Squads; Combat Tactics.
Biker Sergeant WS4·BS4·S4·T4(5)·W1·I4·A2·Ld9·Sv3+
bolt pistol; power armour; frag grenades; krak grenades; Space Marine bike. And They Shall Know No Fear; Combat Squads; Combat Tactics.

The game lasted 5 turns, but the outcome was never really in doubt. I deployed my 1 tactical squad, split down behind 2 pieces of scenery, waited out turn one and the flyers came in on turn 2. His infantry heavy list had no real threats to my flyers. He just died. The raptor killed most his force, the eagle dumping the captain and the full 2nd squad, again split down, killed of the khan and moped up the survivors. It was a good natured game, but, I’d never play such a filthy list in a proper game. My opponent was aware that I was going to cheesy, so it was not power gaming. Honest. End result was he was tabled. I lost 5 marines.

20140115_202017 20140115_200239 20140115_200231 20140115_200225 20140115_194739 20140115_194733

Painting
As well as the massive amount painting for the comp, I have also finished my centurions. These are ready for the nids that I am facing this week. Next week it’s back on the sternguard and then some Orks.

Till next week, see you across the battle table.

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!

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.

Oh rats!

As I have said before,  I am proud member of the Rugby Outlanders.  We are a modest club, but we have a great group of like minded players. Surprisingly we have more warhammer players in the league than 40K. 

I recently managed to get some grant money from our local council to help fund our group. We got a ‘play grant’ to promote social activites for young people.  Normally this money goes to fund sports groups,   but due a good bid and a brave council, we got just under £600.00. With this money we will increase the playing surfaces with 2 RoB tables. We have bought a load of scenery sets for both games and the paint to sort it all out. With support form the local gw (Coventry) who gave us some old scenery as well we have a lots of terrain. I will post more about this in the future and on the 27th April we are having a day of building. The activity session should be a cool day of like minded people have fun, but with a clear objective in mind.

The core use of the funds was to promote the club and get new gamers playing. To support this we got both Isle of blood and dark vengeance.  As a group we agreed to paint up the new sets to a good standard.  Any new players will be able to get a game and be inspired to get involved.  The idea is that the first time people turn up we will guarantee a game, on good board with decent scenery.

I asked to paint the Skaven from the isle of blood.  They are as far away as possible from the Necron and marines that I normally paint as possible and they look a great challenge.  The downside is that there is a lot of them.

I have made a start with the clanrats with hand weapons.  I am Going for a neutral colour scheme and trying to keep them looking ragged.  The pallet is greys and browns with them all wearing grey rags. The skin colour is also darker than normal and this helps to speed up the blending into the fur.

For introduction models they are great and they should look like a manic horde in the end. I dont know who is painting the high elves,  but I hope to at least match them in quality.  The 2 should help get new player involved in fantasy warganming.

I am known as a 40K player and I have not played fantasy for years. I was an old school chaos player, having a mix of both warriors, deamon and beasts, that was sometime around 6th ed. I used to collect both high and dark elves. but all these are long gone. Painting these Skaven has rekindled the warhammer bug. A fellow club member has a job lot of the ratkin that he is giving me, along with army book. As a result a Skaven army will be comming soon!

I know a fair bit about the rats, who and what they are, the clan structure and so on. I remember the main characters, units and some of the war machines. I dont know what the army structure will be and I open to suggestions. I will keep same colours, but I will add more ‘decay’ I am tempted to focus on clan pestilence and get to do my other painting dream, a Nurgle army.

The plague monks look cool and census bearers, globers, plague catapult all could be fun, they have some cool characters too. All of this is way off in the future. Until then, I need to sort out the first lot and by then I will have a better plan.

So thats whats happening in my hobby mind for now. Until next time I will see you across the Battle table.