tag:blogger.com,1999:blog-21600474770569873022024-03-13T20:35:37.675-08:0008ak1Warhammer 40,000, 40k, Imperial Guard, Alaska, Daemonhunters, Video Games, Anchorage08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.comBlogger38125tag:blogger.com,1999:blog-2160047477056987302.post-67162095063510659492010-10-26T11:08:00.002-08:002010-10-26T11:22:15.121-08:0040k Combat Patrol: WrapupWell the Combat Patrol has come and gone, i wrestled my way to a 3rd place spot overall and managed to come away with Best appearance trophy which was a nice surprise given that while i'm not a terrible painter i would call myself a "looks for any loophole" painter.....that is to say i don't go the extra mile unless it's 100% worth it, and black wash is myfreind =)<br />
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Overall i had a great time at the tournie for sure, everyone was chill as usual with only a few exceptions that weren't that big a deal. My list is below and i'll go ahead and give some post tournie thoughts on their performance, followed by a quick and dirty of the 6 games.<br />
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List:<br />
<b><span class="Apple-style-span" style="color: blue;">5 Man Grey Hunters w/Flamer </span></b><br />
<b><span class="Apple-style-span" style="color: blue;">5 Man Grey Hunters w/Flamer</span></b><br />
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These guys did what they were supposed to do, better then average space marines in close combat and at medium to close range. Given that most of my army was much more threatening they didn't get shot at much overall.<br />
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<b><span class="Apple-style-span" style="color: blue;">Lone Wolf W/Fenrisian wolf</span></b><br />
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Wolf and son were a good combo, in the first two games i'm fairly certain the wolf did more damage then the lone wolf....but thats a dice anomaly. Overall worth their points but still rather ineffective because of the huge amount of armor i ended up facing. Had i played against someone with infantry they would have done better im sure.<br />
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<b><span class="Apple-style-span" style="color: blue;">Lone Wolf W/powerfist</span></b><br />
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This guy was upgraded in response to Nob biker lists and Bloodcrusher lists i had faced pre-tournie, the Nobs weren't there though due to time constraints and i never faced the crushers. But he did good overall, a huge amount of vehicles in the games meant the enemy was putting fire on this guy to keep their stuff safe, and any time fire is put on a lone wolf instead of elsewhere it's a good thing.<br />
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<b><span class="Apple-style-span" style="color: blue;">Land Speeder Typhoon W/Heavy Flamer</span></b><br />
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So i brought the heavy flamer for infantry, but i faced next to none of it....so it ended up firing maybe 2-3 times to little effect against other light vehicles or like a power armored marine or two. I still think it was the right choice, as it would have been hell for an Ork mob army or IG blob army. Otherwise the Typhoon did pretty good, it was certainly a valuable asset in every game. It's only problem of course was as soon as the enemy sneezed on it it died, every penetrating hit it took killed it, and only a couple of glances came its way. Overall worth its points, but i do wish it could have survived a little better.<br />
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<b><span class="Apple-style-span" style="color: blue;">ThunderWolf Caverly W/Wolf claw</span></b><br />
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This guy did well in a couple games, earning back his points for sure. He proved badass but very killable if the enemy got a chance to shoot at him. Backing him up with another squad mate would have been a great help to both spread wounds (thus keeping both models around longer) and ensuring they won combat and stayed in combat through multi charges. The wolf claw was a good choice, i missed the extra str a few times while fighint the tons of vehicles, but it wasn't that big a deal compared to the reliability of the claw's rerolls.<br />
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<b><span class="Apple-style-span" style="color: blue;">5 Long Fangs w/4 Missile Launchers</span></b><br />
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Devastators are just great, the long fang fire splitting is ok at this point level, but often it's more important to send them all at one target to ensure it dies, worth every point and then some. more importantly at NO POINT during the tournament did they run off the board......thank god<br />
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So on to the games, gonna keep it brief. Head over to Rob's blog for pictures of each army, just reference the name i use: <a href="http://www.warhammer39999.com/2010/10/500-point-tournament-recap/">http://www.warhammer39999.com/2010/10/500-point-tournament-recap/</a><br />
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Game 1 Vs. Kurt's Space Wolves......<br />
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Wolf and wolf action to start! Kurt was all about the infantry, he brought 3 six man squads of grey hunters each led by a wolf guard with some sort of power weapon/fist, along with a long fangs unit. We played on a table that is...lets say...notorious with local gamers. It includes hedges, hedges that completely block line of site for a marine sized model. These hedges created a multi part maze of sorts in the middle of the table, the end result of which was that both our long fangs were pointless. Pretty much only my land speeder could see over the hedges. So in the end our troops clashed through the hedges in the middle, i got my long fangs all the way to his deployment zone and was mopping up his long fangs and 2nd of the the three grey hunter squads when time was called during our 4th turn. Because of that both of his units lived so my grey hunters couldn't make the 1 inch they needed to be "wholly within his deployment zone", so we tied the primary objective, he won the secondary objective because again his units were still there, 1 lone wolf was still alive(and in combat with 4 grey hunters alone) and so he won 3Kp's to 1.<br />
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Game 2 Vs. Jeff's Tau<br />
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City terrain is my favorite, we setup 3 objectives down the middle of a road and went at it. Jeff brought 2 suits with missiles, 2 with plasma ect., a pirhana, an apc with pathfinders and some troops. My long fangs did a number on his units from afar and the thunderwolf did a good job against the suits, it was a bad matchup for Jeff and i won hands down.<br />
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Game 3 Vs. Eric1's Eldar<br />
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I have so little experience with Eldar, his force was basically 4 warwalkers with tons of shooting, some jetbikers, striking scorpions with exarch, and some dire avengers. He declared his scorps were in reserve and deployed the rest, i deployed way out in the middle for first turn and then he stole the initiative. I did really well wiping out his units on the board slowly but surely, waiting for those scorps to come in and counter attack. When they did though he rolled for outflank and they came in an inch away from my long fangs in the back which was the primary objective of the game. I was a bit annoyed because he had said reserved not outflank, and i had played the game waiting for them to walk on his board edge, had i realized they were in fact outflanking i would certainly have not left the unit he needed to kill to win at the boards edge all game. He apologized for the miss communications and showed me that he had purchased wargear for them that allowed them to outflank so it was his intention.. at this point my inner power gamer decided to take a break. I know Eric and i dont believe he was trying to deceive me, despite the fact that he had nothing else on the table and that his scorps plus exarch would simply win the game right then i decided not to turn it into an argument and basically conceded the game through that decision. Perhaps if i knew more of the Eldar rules i would have double checked with him that he meant outflank not normal reserve, but oh well. Total loss as nearly everything bonus point and otherwise revolved around my long fangs living and his scorps dieing.<br />
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Game 4 Vs. Tony's Blood Angels<br />
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Tony brought 3 attack bikes with multi meltas, a devastator squad, and an assault squad in an assault cannon Rhino with a Sanguinary priest. We had a good game, i held down a forest out in the middle while we exchanged ranged fire, eventually his rhino made it's way to my force and my thunderwolf ran out and said hello, after that my lone wolves had to clean up the rest and all of his units except the remnants of the long fangs were wiped out. A good victory for me, though tense after he blew my long fangs off their hill reducing my ranged options to natta, fortunately he only had 2 rockets at range so if he wanted to win he would have to come play with the wolves he wouldn't be able to shoot me down all the way.<br />
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Game 5 Vs. Tony2's Eldar<br />
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Another Warwalker list, but this one was completely devoted to it. 5 War walkers this time, 2 Vypers with double cannons, and 2 jetbiker squads with 1 cannon each. It meant he had 15 cannons with 3 str 6 shots a piece on mobile platforms. We played on a map with some grey blocks that could sorta block line of site to a marine but the objective was get to the middle and stay there for 2 turns... The end result is he opened up with a torrent of fire on whatever he pleased each turn. On turn 1 he blew away the thunderwolf with no problem, a couple long fangs went down, and a wound was given to the power fist lone wolf... a very bad way to start for me. My long fangs returned the fire with all three hitting with krak missile, then all three rolled 1's to penetrate (they need a 2 to glance and at least stop them from shooting....). My speeder managed to destroy a weapon on one vyper with it's double Krak, and everyone else advanced, at this point im pretty much done....if i roll great armor saves it might be ok i tell myself.... His turn see's the long fangs down to a single model, speeder gone, couple random marines dead. The long wolf with power fist was the only one rollin good and he survived a decent amount of fire. In my turn i did 3 glances to his vyper in melee with like 8 grey hunters and the normal lone wolf, all of which just shook it despite it being open topped...the Power fist lone wolf assaulted a 2 war walker squad and died to their attacks before he could strike..... a couple turns later i was wiped out. If i had some terrain that blocked line of site this would have really helped, sure my army got cover saves thanks to all the random terrain on the board but who cares because i got armor saves that are better, instead he had unrestrained access to shoot at any target he wanted each turn, which with his army make up was just killer. I did manage to keep him from winning the primary objective though, so it wasn't a total loss.<br />
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Game 6 Vs. Jared's Space Marines<br />
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Jared brought a sniper scout squad with rocket, 2 tactical squads one with a rhino the other with a razorback. We had a humerous objective which was to cross 48 inches of terrain to get a scoring unit into the other player deployment zone which was a tiny triangle of the corner. My Grey hunters spent the first 4 turns running straight at them, while my ranged elements dealt with his army slowly but surely, the thunderwolf and speeder held off the razorback with combat squad, and scout squad on my left flank alone. Overall it was kinda fun to run headlong at them, in the end i won.08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com2tag:blogger.com,1999:blog-2160047477056987302.post-58419749740506852952010-10-22T13:44:00.000-08:002010-10-22T13:44:26.708-08:0040k Combat Patrol: Ready2DropI am finished with all prep work for this Saturday's Combat Patrol Tournie. After a lot of consideration i finally settled on the list below, i also discovered upon entering it in Excel that i in fact had 10 points to spare.....not sure how that came about but i tripled checked all my numbers and in deed i had a dime to spend. More about the changes after the list.<br />
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Feel free to click the pics for some seriously big versions.<br />
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Troops:<br />
Pack Alpha<br />
5 <b>Grey Hunters</b> W/Flamer<br />
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Pack Bravo<br />
5 <b>Grey Hunter</b>s W/Flamer<br />
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Elites:<br />
<b>Lone Wolf</b> W/Fenrisian Wolf<br />
<b>Lone Wolf</b> W/Power Fist<br />
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Fast Attack:<br />
<b>Land Speeder Typhoon</b> W/Heavy Flamer<br />
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<b>ThunderWolf Rider </b>W/Wolf Claw<br />
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Heavy Support:<br />
<b>Long Fang Pack</b> W/4 Missile Launchers<br />
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So that's that, from my previous list i removed one of the vanilla lone wolves as planned. I then changed the Thunderwolf from a Frost Weapon to a Wolf Claw for another few points. Using these points i bought a power fist for one of my lone wolves to give me a major threat to heavy melee units which had given me trouble in a few games.<br />
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Then as mentioned i discovered i had 10 points to play with.....i toiled as ever over where they should be spent, a couple of good options were available:<br />
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<ol><li>Upgrade the Thunderwolf back to a frost blade, and maybe give out a melta gun instead of a flamer to a Grey hunter pack.</li>
<li>Give a Fenrisian Wolf to a lone wolf.</li>
<li>Upgrade a Flamer to a Plasma Gun in one of the Grey Hunter packs</li>
<li>Add a Wolf Standard to a Grey Hunter pack.</li>
</ol><div>However one major problem loomed, i was nearly done with everything when i discovered my extra points...and so any changes would require frantic painting of something to get it ready for tommorrow.... </div><div><br />
</div><div>Option 1 was good, it meant no one would give me naughty eyes for my "wolf claw" on my Thunderwolf, which to my defense he is carrying a pole arm which is no defined by any rules in their book and can thus represent any reasonable melee weapon i choose.... Not to mention this brings him back to strength 6 in melee with an extra attack. However i had come to really like the idea of his increased reliability through the wolf claw given his ability to fail in the past. That and as before a melta gun would mean either ripping a flamer from a marine or painting a new marine....so no thanks.</div><div><br />
</div><div>Option 2 was a fluffy idea i like a lot, sure i would have to green stuff and paint a wolf, but wolves are super easy to paint so whatever. It gets me another model on the table too, though an easyish to kill one.</div><div><br />
</div><div>Option 3 was an ok idea, a little more bang in my ranged firepower, plus i have a plasma gunner already painted....don't like to see my marines kill themselves though when i have so few.</div><div><br />
</div><div>Option 4 was a good idea because it can really really help that unit in one assault, however i would have to model and paint a standard at the least, and a marine holding it at the most....</div><div><br />
</div><div>In the end i really wanted to get a Fenrisian wolf in there because it sounded fun, i don't believe it is at all the best tactical choice....i also should have given the wolf to the power fist lone wolf to help him survive shooting, but the other wolf was so jealous of all his upgrades...so F it he got the pet so he didn't have to feel so vanilla =)</div><div><br />
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</div><div>On another note i decided to study my Japanese while playing, so each model has a word written on his base....it's their unofficial names, although they're very poor names lol.</div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/TMIENwuzVfI/AAAAAAAAAVE/Et_Tjytm-dI/s1600/vocab2.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/TMIENwuzVfI/AAAAAAAAAVE/Et_Tjytm-dI/s400/vocab2.JPG" width="400" /></a></div><div><br />
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</div><div>from left to right: Hidari(left), Demo(but), Migi(right), Mae(front)</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com5tag:blogger.com,1999:blog-2160047477056987302.post-46526148714378140072010-10-11T21:34:00.000-08:002010-10-11T21:34:08.549-08:00Mulling it over: 40k Combat Patrol<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_7YtR2SocUqI/TLPzGUxXwFI/AAAAAAAAAUU/EN0GH1vyKeA/s1600/minime.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/_7YtR2SocUqI/TLPzGUxXwFI/AAAAAAAAAUU/EN0GH1vyKeA/s320/minime.jpg" width="216" /></a></div><br />
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Life's been pretty hellishly busy lately with college, work, pregnant wife, and of course...3 year old. What little time i have had for gaming iv spent either on Halo or Warmachine, so with a combat patrol tournament just 2 weeks away im well behind the curve.<br />
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Traditionally i like to get lots of practice with a force and fine tune it the way i want, but so far iv only played a measly 4 games with the force i drew up nearly a month ago. Firstly for those who are wondering what a combat patrol tournament is, check out Adepticon's website for the rules:<br />
<a href="http://www.adepticon.org/?page_id=680">http://www.adepticon.org/?page_id=680</a><br />
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Please if you dont know the restrictions in place for this go read them, they're quite extensive.<br />
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One exception is we are playing 500 points instead of 400. I also recently went looking for feedback on this years combat patrol tournie hosted by adepticon themselves, only to find it's this weekend, and they don't appear to be using the same exact rules. They add in a 0-1 restriction for everything except troop choices, no monstrous creatures, and no vehicles with an armor facing of more then 11 that isn't a Dedicated transport none of which is in the pdf from them...<br />
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While the 400-500 point change is negotiable in it's effect, these other changes i think are actually quite important to making this tournament into what it's supposed to be. Obviously the 0-1 would change my list quite a bit, but i know it would also make big changes to some of the other lists i've seen floating around my community. The Monstrous creatures would effect at least one player who i've heard plans to spam 5 or something tomb spiders(and will be using all the exploits they have in 5th ed), and the armor facing invalidates things like IG Hydra's which i used last year in my IG list. <br />
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After playing in this tournie last year im not real psyched for it, the game was not meant to be played at this point level and while the restrictions attempt to make it work they end up being either ineffective or too restrictive(just ask a Nid player). Many other players i've spoken with share that opinion and don't bother with this tournie, they feel like it's too much of a who can bring the most broken mini 'Ard boyz tournie. I think ill give it another shot this year, but wouldn't be all that heart broken if i missed it.<br />
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So on to my current list:<br />
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<b>Elite</b><br />
Lone Wolf<br />
Lone Wolf<br />
Lone Wolf<br />
(these guys are base line no upgrades, i love the unit's fluff and have wanted to use them for some time now. Theyre not very killy without upgrades and are more liken to a tarpit unit really, it's a little spammy for my taste but i doubt they will be game changers)<br />
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<b>Troops</b><br />
5 Grey Hunters W/flamer<br />
5 Grey Hunters W/flamer<br />
(i need troops to capture and Space wolves have some of the best baseline troops. They have some great options available to them like wulfen and wolf banners, but both need larger packs to really survive so im going with base line squads.)<br />
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<b>Fast Attack</b><br />
1 ThunderWolf Cavalry W/Frost Blade<br />
(this guys a cruise missile of destruction...well he's supposed to be, so far he must have been hitting the pub a little hard before my battles...)<br />
1 Land Speeder Typhoon W/Heavy Flamer<br />
(i think the typhoon is going to be great, and if i were going to spam game winning units they would be a good start)<br />
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<b>Heavy Support</b><br />
5 Long Fangs W/4 Missile Launchers<br />
(the rules for this tournie mean missile launchers are gravy train for what i can face, now if i can just get them to F'ing shoot....)<br />
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my 4 games went like this:<br />
Game 1 Vs. Rob from <a href="http://www.warhammer39999.com/">http://www.warhammer39999.com/</a><br />
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Rob brought 3 Land speeder Storms, with 3 scout squads with powerfists and combi-melta's. I was going first so he reserved it all. My force pretty easily dismantled the first scout squad that came in, though they did ravage all 4 of my long fang ML's. The other two fell in their own time, overall a bad matchup i think for Rob's army.<br />
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Game 2 Vs. Jeff's Orks<br />
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Jeff had a squad of grots, a squad of 6 lootas, and unit of nob bikers with painboy, power claw, banner thingy, the works basically. We got dawn of war so only my grey hunters could deploy, he had 1st turn so he turbo-boosted his bikers to mid field. My army moved on in the corner as far as they could, and the thunder wolf assaulted the bikers. The Thunderwolf managed to miss 5 of 6 attacks..and didn't wound with the one that hit. The bikers wounded him once and he of course fled the battle. Jeff moved up the bikers and shot at my long fangs in the back, they killed 2 and the long fangs decided to flee the battle.......... i put gobs of wounds on the bikers and assaulted them with what i had left, the end result of all this ? 1 wound....i however failed most of my saves and we moved on. End result i got tabled.<br />
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I have mixed feelings about this battle, obviously the Nob biker squad is a notoriously troublesome unit and without a wargear limit in this years version of combat patrol they became viable, but good lord a couple of key areas could have really changed the outcome. It's hard to troubleshoot the battle, because space marines failing LD checks all over isn't normal, a model with 6 str 6 power attacks should have done something, and with the number of wounds i put on those orcs more should have died even through a 4+ 4+ save. I think in the end of the game i had done 3 wounds total to the unit. Obviously dawn of war helped too...<br />
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Game 3 Vs. Charles Daemons<br />
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Charles brought 2 units of bloodcrushers, a unit of horrors, and a unit of daemonettes. I'v faced charles a lot, and bloodcrushers really are a hard target in this tournie format but theyre not as bad as nob bikers. In the end we Tied, i was able to wipe out 1 unit of Crushers, reduce the other to 2 models(of 4), and nearly wipe out the horrors. An interesting note, AGAIN in this game my long fangs took 2 casualties on turn 1, and ran off the table without firing a shot..... I managed to tie him as he was unable to deal with my Land speeder.<br />
<br />
Game 4 Vs. Charles Daemons<br />
<br />
This time Charles brought a unit of 6 fiends instead of 4 crushers, this game was much different...for one thing my long fangs actually got to shoot lol!!! In the end i wiped out his army for the win. The game was in essence what i wanted my army to do, the lone wolves engaged the enemy first after shooting and stayed with them until death took them. Meanwhile my shooting elements dealt with the rest of the enemy that wasn't engaged.<br />
<br />
<br />
So now the good stuff, what could i change to help the short comings of the list? Right now i feel like i need a little more close support for these disgusting units like nob bikers and bloodcrushers. I'm not 100% that i do need it though as my luck was pretty terrible on the two games i essentially lost so i want to be sure im not over reacting.<br />
<br />
Option 1:<br />
<span class="Apple-style-span" style="color: blue;">-lose a Lone Wolf</span><br />
<span class="Apple-style-span" style="color: blue;">-change the Thunderwolf's frost blade to a power weapon</span><br />
<span class="Apple-style-span" style="color: red;">+give a power weapon to a lone wolf</span><br />
<span class="Apple-style-span" style="color: red;">+give mark of the wulfen to the other</span><br />
<span class="Apple-style-span" style="color: #cc0000;"><br />
</span><br />
This option loses a model, but makes the other 2 more killy. The Wulfen is a somewhat random but possibly great model as it is both good at clearing crowds and with rending can cause unreliable armor pen/no Feel no pain attacks. With their WS 5 the lone wolves are more apt to hit things with the power weapon, where the thunder wolf is only WS 4 and ST 5 already, giving him the +1 strength does help the attacks that do hit wound, but perhaps it isn't needed.<br />
<br />
Option 2:<br />
<span class="Apple-style-span" style="color: blue;">-lose a Lone Wolf</span><br />
<span class="Apple-style-span" style="color: red;">+give a power weapon to a lone wolf</span><br />
<span class="Apple-style-span" style="color: red;">+upgrade a flamer to a melta gun in a grey hunter pack</span><br />
<span class="Apple-style-span" style="color: red;"><br />
</span><br />
Again i lose a lone wolf, but i make another more killy. I get an extra strength 8 shot at opponents in my face as well.<br />
<br />
Option 3:<br />
<span class="Apple-style-span" style="color: blue;">-lose a Lone Wolf</span><br />
<span class="Apple-style-span" style="color: red;">+Add another member to the long fangs armed with a Heavy Bolter</span><br />
<span class="Apple-style-span" style="color: red;"><br />
</span><br />
Sensing a trend on where i feel i could get points from =), in this example i trade a model for another model. I'm not to sure on this one but having an extra 3 str 5 shots going out at long range would be generally useful(assuming they dont you know....run away on turn 1).<br />
<br />
Option 4:<br />
No change, chalk the bad battles up to bad luck and lack of practice...<br />
<br />
What do you think, support an option or purpose another.08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com3tag:blogger.com,1999:blog-2160047477056987302.post-20047534711828672522010-09-14T01:48:00.000-08:002010-09-14T01:48:40.727-08:00My own little NightmareContinuing my explanation of my new experience with Warmachine, this time we'll go over my force.<br />
<br />
In Warmachine there are 5 Factions, and 1 "merc" faction.<br />
<br />
<ol><li>Cygnar, blue guys, they're the good guys with the best tech. Think America...their armies tend to be all about staying away from you and causing lots of little damage either at range or in mass. One very cool mechanic they often sport is Lightning based weaponry, when many of these weapons attack they arc lightning to the next closest model from the target, doing another hit to them(friend of foe...though many of their units are also immune to lightning damage).</li>
<li>Khador, Russians.....They sport serious armor and serious damage. In exchange they tend to be slower, tend to be easier to hit for the enemy. If you want an army where your models are not likely to go down easily this one's for you. initially this is the army i wanted to play, but i got my Wife into Warmachine as well and she said she liked them. Being very eager to get her involved i bowed out, after buying the first part of my force she decided Cygnar was cooler.....</li>
<li>Menoth, Church Cult if you will, they really like lighting people on fire...a lot. They tend to have a mixture of very cheap and likewise ineffective units that are then made worthwhile through proper tactics and synergy, and a few very good units. They also tend to follow a denial path, preventing the enemy from doing things or being able to use things on them. Did i mention they can light people on fire, shoot they can make you explode and light your freinds near by on fire....</li>
<li>Retribution, Elves, think space marines. Most of their units tend to be effective in all things, but expensive points wise. They also have a good number of ways to move you around... theyre the new guys in the new edition of the game.</li>
<li>Mercenaries, it's an entire book of "allies" each one has certain other factions he/they/it will work for, so for instance not every Merc will hire on with your cygnar army. You can also simply field an army of them, theyre all over the map so it's not easy to sum up what they do. </li>
<li>Cryx, the Undead pirate nation/corporation. This is my army, they're glass cannons. They hit hardish, they're fast across the board, they tend to be hard to hit and good at hitting you. They also tend to not play a straight forward game, using odd tricks or assassination attempts to win. My units can't take a hit though, well one can, but the rest can't.</li>
</ol><div>It's also worth noting that Hordes, the sister game to Warmachine, is 100% compatible to play with/against. Hordes has some changes to the way the armies work, but all the core mechanics are the same and they are balanced on each other. Warmachine represents the major city states of the world, where Hordes represents the Barbarian areas not yet fully civilized.</div><div><br />
</div><div>So on to my force. First my list, click any picture for a huge version to see my terrible paint job up close!</div><div><br />
</div><div>First is my Warcaster:</div><div> <span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">Skarre, Queen of the Pirate Coast.</span></b></span></div><div><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/TI8-IbzV3_I/AAAAAAAAASw/z_F-3-iVAzI/s1600/DSCN3804.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_7YtR2SocUqI/TI8-IbzV3_I/AAAAAAAAASw/z_F-3-iVAzI/s320/DSCN3804.JPG" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_7YtR2SocUqI/TI8-LcNwbKI/AAAAAAAAAS4/bn-Iy710bp8/s1600/DSCN3803.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_7YtR2SocUqI/TI8-LcNwbKI/AAAAAAAAAS4/bn-Iy710bp8/s320/DSCN3803.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;">Skarre actually has two versions of her available to play, both have different rules and models. Rules wise they are Similar only to an extent, this is actually very common and the idea is that my Skarre is the new version of her as the Story line has progressed and she has changed during it. Unlike 40k, Warmachine's story is happening now which i must admit....i like a lot.</div><div class="separator" style="clear: both; text-align: left;"></div><a name='more'></a><br />
<div class="separator" style="clear: both; text-align: left;">Points are very similar in Warmachine, each unit has a cost just like 40k. The Warcaster is free, but comes with some bonus points you can only spend on Warjacks. These points are different depending on the Warcaster though, my Skarre comes with 6 bonus Jack points.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So i have a 35 point list, this is the staple value for most tournaments and 2 hour games. 50 points is also reasonably common, but anything else is quite rare.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Warjacks:</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">Seether</span></b></span></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/TI8_3P3AM0I/AAAAAAAAATE/ghwexGXHgpM/s1600/DSCN3798.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_7YtR2SocUqI/TI8_3P3AM0I/AAAAAAAAATE/ghwexGXHgpM/s320/DSCN3798.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/TI8_6rI5sxI/AAAAAAAAATM/EVO_zluyHRY/s1600/DSCN3799.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_7YtR2SocUqI/TI8_6rI5sxI/AAAAAAAAATM/EVO_zluyHRY/s320/DSCN3799.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Seether is very mobile and pissed off, he enjoy's beating face and long walks on the beach.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">DeathJack</span></b></span></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9APvknxkI/AAAAAAAAATU/Vzh1WTcImss/s1600/DSCN3784.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9APvknxkI/AAAAAAAAATU/Vzh1WTcImss/s320/DSCN3784.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/TI9ATAaYYAI/AAAAAAAAATc/x0FOysVWL_w/s1600/DSCN3785.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_7YtR2SocUqI/TI9ATAaYYAI/AAAAAAAAATc/x0FOysVWL_w/s320/DSCN3785.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">aka "DeathJerk" This jack is the most expensive jack in the Cryx book, and is every bit worth it. They didn't actually build him, he was found wondering around the woods murding people, towns, kittens, if it had a yummy soul he was all over it. Cryx managed to subdue it and bend it to their will, though many of the techs aren't real sure it should be "trusted". He's a huge jack and really has a nasty gambit of abilities, including but not limited to the ability to suck up any living things soul that dies nearby then use that soul to heal or later to "boost" it'self, his skulls on his shoulder appear to be in control giving him magic of his own and a 360' field of vision(a big deal), and he hits you really hard.....</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Units(aka squads of stuff that isn't good enough to be alone)</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">Satyxis Raiders</span></b></span></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/TI9Bhyp555I/AAAAAAAAATo/2G8ks-QehVQ/s1600/DSCN3802.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_7YtR2SocUqI/TI9Bhyp555I/AAAAAAAAATo/2G8ks-QehVQ/s320/DSCN3802.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">i have a full squad of 10, i also purchased a "unit attachment" which is the sea witch in front with the trident. These chicks are super fast and have a large melee range with their chain weapons. They also hurt casters if they hurt the casters jacks which is neat, and can knock things down. They are VERY easy to kill however if you can hit them, this is made doubly hard for ranged attacks by adding that Sea Witch, along with a few other bonuses she gives.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Solo's </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">Necro Surgeon and her pups.</span></b></span></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9CP-7-wEI/AAAAAAAAATw/SwEFKFtcGak/s1600/DSCN3797.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9CP-7-wEI/AAAAAAAAATw/SwEFKFtcGak/s320/DSCN3797.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Did i mention Skarre(my Warcaster in case you already forgot) is super emo? She cuts her self a lot, which is cool.... but to counter this a bit i bring the surgeon to bandage her up so she doesn't get to low. She can actually do other things if i were to bring some other units, but alas no room in the list.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><b><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">War Witch Siren </span></span></b></div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/TI9CxFHHm9I/AAAAAAAAAT4/Q0BY-GU8DCE/s1600/DSCN3795.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_7YtR2SocUqI/TI9CxFHHm9I/AAAAAAAAAT4/Q0BY-GU8DCE/s320/DSCN3795.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">A cool toolbox with the ability to do random things of worth, including her sword which binds you in place if she hits you. I like to use this combined with her large melee range to help keep enemies from running away =) she also has some very helpful spells available and is nearly impossible to kill at range.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><b><span class="Apple-style-span" style="font-size: x-large;">Skarlock</span></b></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/TI9DXVnec2I/AAAAAAAAAUA/Fpq4dE3dgmE/s1600/DSCN3796.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_7YtR2SocUqI/TI9DXVnec2I/AAAAAAAAAUA/Fpq4dE3dgmE/s320/DSCN3796.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">A generic attachment for a warcaster, it can cast one of Skarres spells for free each turn along with the ability to collect souls ect. very helpful overall if some what simple in design.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><b><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">Darragh Wriath</span></span></b></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9DxGOVHWI/AAAAAAAAAUI/O1QGiV8yWfc/s1600/DSCN3786.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_7YtR2SocUqI/TI9DxGOVHWI/AAAAAAAAAUI/O1QGiV8yWfc/s320/DSCN3786.JPG" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Darragh is a cool light cavalry solo, he is a battle wizard dragoon...what this means is he can cast a few of his own spells all of which are pretty good, he can also choose to attack things and if he kill something he can cast a spell for free. The Dragoon part means once he has taken 10 damage he will dismount and become less mobile and less armored(you get both a mounted and dismount model as well), but still around and ready to keep going. He's a utility problem solver really, and a very cool model.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Well thats my 35 point force, hope you enjoyed the pics. Cya next time for a battle report to help illustrate the game play a little better.</div><div><br />
</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com0tag:blogger.com,1999:blog-2160047477056987302.post-83586179508512157192010-09-07T14:23:00.002-08:002010-09-07T14:29:40.267-08:00Machine of WarOver the last month i have been knee deep in Warmachine, so with my interest peaked i thought i would use this blog for what it's meant for....a place for me to rant about what i am into at the moment. So on that note i will be putting together a group of articles to bring my friends from Hammer of War into at least a decent understanding of the fundamentals of Machine of War. Including a run down of my personal force.<br />
<div><br />
</div><div><br />
</div><div><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">Step 1: Basic's of the Game, i.e. what makes it different from Warhammer?</span></span></div><div><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"></span></span><br />
<span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"></span></span><br />
<span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"></span></span><br />
<span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"><a name='more'></a></span></span></div><div><b><u>Size Difference</u></b></div><div><br />
</div><div> So the first thing you should know about Warmachine, is that it's generally played as a skirmish game, it does have rules for much much larger games but like 40k's apoc they arent something you will play often in most gaming groups. Warhammer has slowly built up the number of models players generally expect to use to the point now where it truly is a war game. It used to be that a single marine was an important model, and taking Plasma pistols ect. were completely worth it for killing MEQ's (Marine Equivalents), but now Melta is king as the game has further broken it's boundaries and encouraged not just loads and loads more models but now vehicles o plenty. This isn't a bad thing, but it is very different from WarMachine.</div><div> In WarMachine my current army has 17 models, most armies i have played against have had less then this though some armies will have more. One of the fundamentals changes here is the importance of each model on the field of battle, with so few units out there i need everyone of them to perform or things will go badly. You can of course play a friendly game with an army that's just thrown together, but generally speaking an army list of a vetern player will have a large amount of thought put into each and every choice within it. It will have a unifying purpose and each unit will have its role to play in the plan. Warhammer achieves this same thing, but on a much larger scale which leads to the elements within it being less and less important to the whole for most units.</div><div><br />
</div><div>To put it another way, it's generally accepted that in the scale of tactics Warhammer Fantasy is more tactical and strategic then 40k, if you accept that then know this, Warmachine is more tactical then Fantasy. Size is only one reason.</div><div><br />
</div><div><b><u>Personality</u></b></div><div><b><u><br />
</u></b></div><div> In Warhammer you have no personal stake in your army, by this i mean while you have an HQ choice it's really just another unit in your army. It doesn't change much if it dies in a game, it doesn't make a huge difference on your force typically. With a few noteable exceptions, it's generally just a bad ass dude.</div><div> In Warmachine the first choice you make when setting up a list is your Warcaster, it's "free" as far as point level is concerned as all the Warcasters are considered balanced even though they are all radically different. Your Warcaster is what shapes your force, it's spells, abilities, and traits unlock viscous combo's with other units in the force books, they allow you to setup maneuvers and tactics not available to other warcasters. They even provide restrictive army lists that allow you build a force that is "fluff" correct for each warcaster, while giving you bonuses for accepting the limits of such a list if you choose it.</div><div> The big difference is that nearly every game of Warmachine you ever play comes with the victory condition "if at the end of your turn you are the only player with a warcaster you win" This means kill their Warcaster and you win...there are objectives, there are scenario's, but keeping your caster alive is priority 1. This gives Warmachine an almost Chess like feel to it, you can lose on turn 1, you will lose on turn 2 at some point, you can be completely wiping your opponent from the field...but if you leave him the chance he can pull out an assassination in a heartbeat from an angle you didn't anticipate.</div><div><br />
</div><div>To sum it up, in Warmachine your Warcaster is a huge choice, and protecting it while getting the most from it is a large part of the game.</div><div><br />
</div><div><b><u>Luck vs Skill</u></b></div><div><br />
</div><div> In Warhammer we all have those tales of terrible luck, the day you rolled all one's on your Terminators armor saves against grots, ect. ect. In Warhammer most things are done on a table basis, ie. a Marine has a 3+ to shoot it, doesn't matter what it is. A Marine has a 3+ to save against it, or nothing, again doesn't matter what it is. The main benefit of this system is speed, which means it isn't necessarily bad but it also means that armies who throw buckets of dice on the table are better off in the long run as their averages will even out and bad luck won't usually be able to lose the game for them.</div><div> In Warmachine nearly everything important is done on two dice, and is usually referencing two different numbers against each other not a table. For example, to shoot at someone you take your models shooting ability number, which usually low like a 5, and roll two dice adding them together. Let's say we roll a 7, this gives us a 12, then we look at our opponents ability to defend it's self if that number is a 12 or less we hit! if it's a 13 or more it succeeded in evading our attack, we missed, whatever. Armor is the same, except the amount that surpasses our armor is what is dealt in damage so no matter what armor is helping you.</div><div> So while two dice, and no table means the ability for luck to screw is diminished it certainly still there (ask me about snake eyes). In Warmachine you have a resource called Focus, essentially your Warcaster is psychically connected with your Warjacks(large steam golems) and can spend it's time focusing it's power through the jack each turn. The more Focus you spend on your jack the better it's abilities. For instance, if you know you really need your Jack to hit someone, you can spend a focus point on it to "boost" the before mentioned attack roll. So now instead of 2 dice, plus your shooting skill, you get 3 dice plus the shooting skill! You can boost nearly any roll, though your Focus points are quite limited and are required for all kinds of special actions. You can also get boosts from other methods/sources, like Souls in the case of my army (nom nom nom).</div><div><br />
</div><div>To summarize, In Warmachine Luck is still present, it can still screw up your plans royaly, but thanks to low model count and the games mechanics of not relying upon charts and allowing you to spend resources to increase your needed actions, the affect of luck is lessened.</div><div><br />
</div><div><b><u>Balance</u></b></div><div><br />
</div><div> In Warhammer the designers don't have a real clear vision of the purpose of the game, they start by telling you just have fun no matter what which is fine, they take this notion into most things they do like their "FAQ's" online that actually state "this is how we play it, but it's not an official ruling", or for another example they recently put up 2 army books online in pdf format after taking the time to edit them quite a bit removing many of the issues those books cause in the game due to their age and ability to interact with brand new books, they then say "use whichever version you want"..... After all this it seems clear this is just DnD with minatures and space right? Wrong, we have Ard' boyz a GW sponsored tournament for "hard core who's da best", we have a brand new tournament circuit being brought back to life by GW, we have huge tournaments held all the time for Warhammer. Army books escalate in power every book generally speaking, the number of models fielded by new armies is staggering compared to older books. It's not super broken, the system works in it's own way, but anyone really into it will tell you warhammer is not balanced and needs quite a bit of love to get it there, but GW seems unwilling to give it said love.</div><div> Warmachine however is much closer, it's not perfect either, but the message is clear, this game is meant to be played to win. When the new edition came out they updated every unit in the game without exception. New units were not necessarily better then old and "official" ruling are made all the time on their own forums. They still provide fluff based scenario's, unbalanced event games, loads of fluff on each unit and even as mentioned earlier the ability to take an army list that is correct fluff wise based on your caster. As mentioned before though even the fluff based list provides in game bonuses for accepting it's limitations to help make sure it can at least be competitive. All in all it's just nice to know that their is direction in game design.<br />
<br />
<u><b>Hobby</b></u><br />
<br />
I will start this area off by saying GW models are better then Warmachine models, art design and personal taste aside, the quality of GW minatures is leagues above Privateer Press. The recent kits from GW are all super amazing in Quality, Customization options, and Duality. One thing does Erk me about Warhammer though in the hobby aspect, because the new system relies upon true line of site and things like 50% of the model for cover, you can be punished for overly dramatic or enlarged custom jobs. On the same token a serious power gamer may go the other route and have say his Wraithlord squating down to create a much smaller model than intended...<br />
Now all that said the PP minatures are not bad at all, their pewter kits tend to be of better quality with much less flash and junk to remove, their plastic kits also are kinda neat in that they don't come on sprues...all the bits are in bags and ready to be assembled more or less. As PP moves more into plastics i hope this subsides, they are doing the right thing releasing Jack boxes that contain parts for multiple jacks, but the number of these kits is very low right now and you should be prepared to field mostly pewter models. On the second point Warmachine has no issue, there is no TLOS in warmachine, in fact the models are entirely for show, instead all things like cover and los are based entirely on a unit's base size not the actual physical model size. This also leads to fun bits like the "extremes" available from PP's online store, they are "extreme" re-sculpts of popular units that tend to be much larger then the normal model.<br />
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Example:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://privateerpress.com/files/images/JuggernautComparison.preview.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="230" src="http://privateerpress.com/files/images/JuggernautComparison.preview.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Lastly from a painter's perspective is that Warmachine has far fewer models required in each army, thus allowing you to lavish more time on each or have a fully painted force in much less time then your average Warhammer army.</div><br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;">That's it for this post, cya next time!</div></div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com2tag:blogger.com,1999:blog-2160047477056987302.post-36375094470395313182010-07-29T11:59:00.003-08:002010-07-29T12:53:40.363-08:00Bug's, T-Fex Vs Carni<div class="separator" style="clear: both; text-align: center;"><a href="http://t3.gstatic.com/images?q=tbn:ANd9GcT3q3T3B0gywDZR_miZdNLMluZI2ZxQpn-qvBgyqxu0G5y_6t8&t=1&usg=__Wbl6iR-Sl0k-P0BuAgcN9mVU44A=" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="238" src="http://t3.gstatic.com/images?q=tbn:ANd9GcT3q3T3B0gywDZR_miZdNLMluZI2ZxQpn-qvBgyqxu0G5y_6t8&t=1&usg=__Wbl6iR-Sl0k-P0BuAgcN9mVU44A=" width="320" /></a><a href="http://t3.gstatic.com/images?q=tbn:ANd9GcRjaJzIPOqv7-LQ2wzwJK4z_ClvnFk7HPPBYgF4srSOkZR4AD4&t=1&usg=__VqcbZRH3T12vSr6_NFSsDtNT6Cc=" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://t3.gstatic.com/images?q=tbn:ANd9GcRjaJzIPOqv7-LQ2wzwJK4z_ClvnFk7HPPBYgF4srSOkZR4AD4&t=1&usg=__VqcbZRH3T12vSr6_NFSsDtNT6Cc=" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So the question i am wondering is....TyranoFex or CarniFex for Tyranid Heavy Support/Heavy Tank busting? I would bring 1 Trygon already, but would rather not spam them even though i think they're pretty awesome for the points. Mawlocs don't impress me much, Old one eye is poop, and Biovore's are good but probably not something i want for lots of little reasons. So two HS slots are open......</div><div class="separator" style="clear: both; text-align: left;"></div><a name='more'></a><br />
<div class="separator" style="clear: both; text-align: left;">First we'll start with the Carni:</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Pro's</div><div class="separator" style="clear: both; text-align: left;"></div><ol><li>Modest starting point cost, for a Monstrous Creature anyway.</li>
<li>Strength 9 makes him the best unit in the codex for Melee Tank busting</li>
<li>Living Ram makes it possible for the Carni to attack against Powerfists ect. first if it gets the charge.</li>
<li>The ranged options for the Carni are numerous and mostly good, some are considered better then others like the "DakkaFex" which includes 2 sets of Twinlinked Devourers.</li>
<li>When taking a good ranged weapon, you have a Versatile unit capable of melee and ranged support.</li>
</ol><div>Con's</div><div><ol><li>4 Wounds honestly feels low to me, the Carni is supposed to be the original living tank i think 1 more or at least the option to purchase 1 more should be present. That or perhaps a Toughness of 7, the point is the Carni is easy for many armies to put down in a single turn if it's caught out of cover, i should know....i'v done it many times =)</li>
<li>4 Attacks also feels low when combined with a low weapon skill. The Crushing Claw upgrade needs to be a guaranteed number of attacks or a larger amount for it to be worth it's hefty point cost and detriment to your Initiative(i mean it essentially removes the Carni's one Unique special rule). The Carni really needs to keep Scything Talons to be effective in melee at it's point cost, without them its basically a Chainfist Terminator.</li>
<li>No Inv Save, sure its basically a con of 90% of the nids....but at this point cost it's a big Con.</li>
<li>Ranged Weapon options while good, weaken Melee ability, and force the Carni to walk slowly each turn without a Tervigon's assistance. It's the common case of utility vs excellence, you can make him good at it all but it removes his ability to be amazing at either.</li>
<li>Initiative 1 means Space Wolf players will be trying to get you to fall down a crack, all rune priests are priority 1 for death.</li>
</ol><div>Some builds i would consider:</div></div><div><br />
</div><div>"DakkaFex"</div><div>2x Twin-Linked Devourers with brainleech worms</div><div>Adrenal Glands</div><div><br />
</div><div>Clocking in at a straight 200 points, this Carni is a mid range support unit thats decent in melee but pretty fantastic on lightly armored infantry or light vehicles. The adrenal glands let it strike with Space Marines on the charge, and give it str 10 against vehicles and units of Toughness 5 models that i would rather instant death. The problem here is melee support, your getting 4-5 attacks on WS 3, that means you should miss 2, leaving you with 2 hits. While individuals and the aforementioned Toughness 5's will be scared of him, units of models need not fear as he just doesn't have the attacks to win combat against most foes. </div><div><br />
</div><div>"Screamer Killer"</div><div>2x Scything Talons</div><div>Adrenal Glands</div><div>Frag Spines</div><div>Bio-Plasma</div><div><br />
</div><div>At 195 points he's a tad cheaper, and is clearly better at melee. The Scything Talons give you a much better chance to put out the attacks in the to hit roll and his str 9/10 makes sure they hurt once they hit. Frag Spines lets you assault anyone you want, and adrenal glands again puts you on par with marines and into instant death range for toughness 5. Bio-plasma is the oddity here, in one corner it adds versatility to the Carni allowing him a useful shooting attack with a low AP, something most nid weapons lack. However, its also short range and is mounted on something that really wants to close distance first and assault asap to earn its keep. If the plasma had something special that made it scatter less or made it ordnance so it was more reliable then i would be happy, but atm i'm not sure its worth its points for short ranged plasma cannon that lets me keep my CC weapons. Removing Bio-Plasma however makes him the cheapest option.</div><div><br />
</div><div>"Cannoneer"</div><div>Scything Talons</div><div>Heavy Venom Cannon</div><div>Adrenal Glands</div><div><br />
</div><div>at 195 points this Carni is tooled to be the Versatile slow moving unit, it's HVC allows it to provide much needed long range Str 9 blasts to the front, opening up vehicles for others to attack whatever s within, and it keeps a single set of Scything talons so that it's a bit more dependable in Melee. It's problem then stems from being not all that good at either ranged or melee, and having a gun to shoot means its gonna be walking each turn so it wont be assaulting anything quickly unless its foolish enough to come to the Carni.</div><div><br />
</div><div><br />
</div><div>So on to the TyranoFex option:</div><div><br />
</div><div>Pro's</div><div><ol><li>Best Ranged Anti-Tank in the Codex, hell its great anti-tank by anyone's terms.</li>
<li>6 Wounds, i guess it's in the "bigger MC" category, with 50% more wounds then a Carni it's survivable and will likely never die in a single turn.</li>
<li>it's save of 2+ is Amazing, especially when combined with the 6 wounds....it really will survive unless focus fired, and again even then your hard pressed to bring it down in one turn.</li>
<li>No official model means it's up to you, we know its big based on the stat line so use that to make a large LOS blocking cover granting beasty for your others to hide behind, with the above mentioned survivable traits he works well here.</li>
<li>Guns guns and more guns, sure the Rupture cannon is the highlight here, but packing the ability to fire it, a str 5 large blast, and a poison 2+ template all in one turn and this guy can bring serious serious pain to anyone that gets close.</li>
<li>Regeneration while the most expensive on this unit might actually be worth the points here.....</li>
</ol><div>Con's</div></div><div><ol><li>Expensive as can be in the codex, this unit isn't something your likely to see spammed...then again Land Raiders are spammed so who knows.</li>
<li>Like the Tervigon and Mawloc, it's not great by Tyranid MC standards in melee. WS 3 and only 3 attacks mean its not gonna clear units out on it own. It's not terrible overall but devoted assault units may be something you try to avoid or at least don't send it into assault un supported.</li>
<li>BS 3 means you will average a single hit with the rupture cannon each time you fire, i actually don't have a big problem with this as you have a 75% chance to get a single hit, a 12.5% chance to miss entirely, and a 12.5% chance to hit twice. I call that dependable, with burst/fail potential, unfortunaly your bringing this unit to shoot and those odds while fine are not fine when the point cost is considered.</li>
<li>The weapons carried are not a good combination when you take the Rupture cannon, the cannon is super ranged while the other weapons are all short range...chances are you wont be firing the short ranged weapons until late game, which means their point cost is most likely a waste overall. If it could maybe choose two targets to shoot at this would fix the issue, making the short ranged weapons at least capable of defending the T-Fex from pesky fast attack units ect.</li>
<li>Imitative 1 like before, but worse here because this is more points going down a crack.....</li>
<li>Again no Inv save, not as much of an issue for the T-fex as its got basically everything else going for it survival wise but still a con none the less.</li>
</ol><div><br />
</div></div><div>The only build i really consider here is below, Regeneration would be nice on this unit but it pains me to sink those points into the unit with it's already huge price tag of 265....i am guessing my opponent s will ignore it mostly and its armor save and stat line will see it through most battles. No need to explain the build, as its explanation is rooted in the pro/con above.</div><div><br />
</div><div>"Tanka"TyranoFex</div><div>Rupture Cannon</div><div>Desccator larvae</div><div>Cluster Spines</div><div><br />
</div><div><br />
</div><div>Thoughts on the two units, experiences with them, builds i haven't considered and why?</div><div><br />
</div><br />
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<div class="separator" style="clear: both; text-align: center;"></div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com9tag:blogger.com,1999:blog-2160047477056987302.post-34505583140449887542010-07-12T11:53:00.000-08:002010-07-12T11:53:16.102-08:00Status Update, PuppiesAfter a brief obsession over the monster hunter game i have recently been back at work with my wolves.<br />
<br />
I set out to paint up my 15 terminators, and would call myself about 60% done. Basecoating is done, the whole model received a blackwash, the shoulder pads got their final yellow color and the runes have been filled in. I still need to do all of their armor the right color, i need to retouch everything with a ruin as their so small theirs plenty of excess paint spilled from their sides, some other details like gems and eyes and transfer, and once those steps are done comes highlighting then basing which i do last.<br />
<br />
Their bases now have random stuff on them, but what they dont have is the mix of black/grey pebble material, smattering of tan grass, and snow that will basically cover them only showing the items on their now a bit.<br />
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</div><div class="separator" style="clear: both; text-align: left;">I had also bought a Canis model and redone it up as a wolf lord, because while im not about to spam them there is no doubt they rock....and he has rocked in just about every game i bring him.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Right now i use him with this setup:</div><div class="separator" style="clear: both; text-align: left;"><b>Wolf Lord +</b></div><div class="separator" style="clear: both; text-align: left;">ThunderWolf Mount</div><div class="separator" style="clear: both; text-align: left;">Frost Pole Axe</div><div class="separator" style="clear: both; text-align: left;">Runic Armor</div><div class="separator" style="clear: both; text-align: left;">Storm Shield</div><div class="separator" style="clear: both; text-align: left;">Wolftooth talisman</div><div class="separator" style="clear: both; text-align: left;">Wolftail necklace</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">For awhile i used Saga of the Warrior Born, because it is an amazing ability and when combined with this unit's power and mobility even more amazing...in theory. In practice it was a good bit less amazing, sure he got extra attacks from time to time when he was able to slay multiple baddies and get in combat the next turn, but overall the points cost became something i was willing to give on if i needed it. If i have the points Saga of the Beastslayer will probably be a very decently priced alternative, but as i use a Frost weapon for Str 6 Ini 5 attacks sending him against big stuff isn't usually the plan.... Saga of the Bear is a fine one as well, but expensive, and i have not once had him sweat being insta-deathed with his toughness 5.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I also used him with some wolves for a bit, a retinue of 2, and a pack of 8. The idea was that the enemy had 3 units to spread their attacks on, confusing them into hopefully being less effective or at least having attacks wasted. It would also allow me to multi assault over a large area and keep the wolf lord engaged in assault as much as possible. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">However in practice there are two downfalls, the first i knew about, that casualties from shooting causing moral checks on my wolf lord when the feeble wolves are killed. This is bad news, as the whole unit can fall back 3d6 making it possible for them to just fall off the table turn 1 with a little luck from the enemy. The second was the same basic thing, but in assault. Sure the wolves attack in mass, they're ok overall as they're basically space marines with an extra attack, but they lack armor....which means a smart enemy will send his attacks at them instead of the super tough wolf lord. this meant that i would often lose or tie or not win by much in assault because of the wolves dieing to basic attacks.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So for now the wolves are out, though i may try adding them back in and giving the lord Saga of the Wolfkin, perhaps giving the wolves Ini 5 will assist them in carrying their weight in assault more then they do now but it could also lead to allowing my enemy to stack the nasty wolf lord wounds as they'll be taken with the mass of basic wolf wounds.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Anyway, heres the model, its a light conversion but took some effort to get just right. I felt he needed a longer reach then a normal weapon had because he was on this massive wolf, so i chopped up a thunder hammer and added a Sentinel Chainsaw to the end, then finished it out with the end of a chaos daemons standard i had laying around. The shield arm is nothing remarkable, but getting it to fit correctly was fun as the Canis model has his cloak partialy hiding his shoulder pad, so i had to carve out the new shoulder pad in just the same manner to get it to fit flush. You can't see it to well because it's all primed black, but the wolf is holding the head of a Daemonette with the rest of said daemonette scattered about the base, i liked this better then the wolf looking like he was prancing like a pretty pony.....</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com1tag:blogger.com,1999:blog-2160047477056987302.post-13356137212540261172010-06-30T09:40:00.001-08:002010-06-30T22:02:26.368-08:00Nid Angel FAQ's outI'm sure most of you already know that the Nid and Blood Angel FAQ's are out, but sense i have been SUPER lazy with putting anything up i'll take the chance to throw out a post on what is pretty significant about them.<br />
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<a name='more'></a><br />
Nid:<br />
<a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdf">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdf</a><br />
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<ul><li>Creatures outside Synapse at the start of the movement phase must test for instincts, regardless of whether a Synapse creature comes into range that turn. So you can't move a synpase unit into range before moving a unit outside of range to prevent them testing.</li>
<li>Hive Tyrants and Swarmlord are NOT independent characters when joined to a Tyrant guard unit, and so can not be singled out in close combat nor do they need to be base to base to contribute. Being a huge fan of Tyrants and the Lord i think this is pretty awesome.</li>
<li>Harpies/Tyrants with wings can Deep strike! It kinda sucks the other units with wings weren't included...</li>
<li>Zoanthropes seem to be breaking the unit of multiple wound identical models rule when a wound comes from a perils of the warp.</li>
<li>Mawloc rules are explained a little more, doesn't change much overall but helps with stubborn people.</li>
<li>Myctic spores are immobile, but can be moved by other rules specifically the mawlocs attack. For me this folds over to other units in the same situation like immobile vehicles.</li>
<li>Shadow of the warp doesn't affect psykers in vehicles....weird but ok.</li>
<li>Doom of Malanti is sorted out, cover saves allowed and units in vehicles are immune.</li>
<li>Lash Whips reduce you to Ini. 1, then you can add any bonus's to that like furious charge or "i strike first" stuff.</li>
</ul><div>Overall the nids FAQ is what i expected, nothing really jumped out as a major change or WTF. I also think they did a pretty good job overall being clear.</div><div><br />
</div><div>Blood Angels:</div><div><a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdf">http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdf</a></div><div><ul><li>Oddly they say your model only gets Furious charge bonuses if within range of the Sang. Priest when it makes its attacks in melee...thats strange i would play it as the unit must have been in range before it charged but this is indicating not only later application, but model specific application instead of unit.</li>
<li>Baal Predators can use Smoke launchers in their scout moves! Pretty awesome for preventing alpha strikes when your going second.</li>
<li>Decent of Angels only works with jump packs, so your out of luck with that land raider or drop pod. Being a non-Blood angel player that makes me happy.</li>
<li>Corbulo wont let you re-roll your first turn or deployment zone dice...which is weird.</li>
</ul><div>Overall the Angels didn't get as many good questions answered, mostly a lot of clarification of things RAW lawyers were pushin.</div></div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com3tag:blogger.com,1999:blog-2160047477056987302.post-91335052376356048122010-05-18T11:14:00.002-08:002010-05-18T11:24:56.818-08:00Mulling it over: 'Ard Boyz listSo first off here is the exact result of our 'Ard Boyz, huge grats to Jeff and his Orks! He had played exactly one game with Orks before stepping into 'Ard Boyz.<br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif; font-size: small; line-height: 16px;">1st: Cole (Space Wolves): 60<br />
2nd: Dan (IG): 57<br />
3rd: Ron(IG): 50<br />
4th: Tim(Eldar): 48<br />
5th: Jeff(Orks!): 39<br />
6th: Chris B(Dark Eldar): 38<br />
7th: Andy(SM): 33<br />
8th: Drew(Chaos): 27<br />
9th: Chris M(IG): 25<br />
10th: Tyson(Dark Angels): 22<br />
11th: Danny(Chaos): 19<br />
12th: Jeb(Tau): 4</span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif; font-size: small; line-height: 16px;">So i have been mulling over some possible changes to my list.</span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif; font-size: small; line-height: 16px;">current list:</span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif; font-size: small; line-height: 16px;"><span class="Apple-style-span" style="font-family: 'Trebuchet MS', Verdana, Arial, sans-serif; font-size: 13px; line-height: 18px;">Logan Grimnar<br />
Njal StormCaller<br />
Rune Priest<br />
Wolf Priest<br />
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5 Man Terminator Wolf Guard<br />
4 Man terminator Wolf Guard (Njal's Bodyguard)<br />
6 Man Power Armored Wolf Guard, 1 Termie<br />
5 Man Power Armored Wolf Guard (Rune Priests Bodyguard)<br />
8 Man Grey Hunter unit (W/WG)<br />
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5 Man Wolf Scouts (W/WG)<br />
5 Man Wolf Scouts<br />
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6 Man Long Fangs (W/WG, 5 Multi Melta)<br />
6 Man Long fangs (W/WG, 3 Missiles, 2 Heavy Bolters)</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><b>Njal --> Rune Priest with Terminator Armor, chooser, Combi/melta/plasma</b></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">Njal is a great character for use in normal games, he has the fun storm ability and the equipment and abilities to be useful against most every army. The thing that gets me about him is that he is what i would call an "all rounder" that being he has the ability to be useful in every game, but its only against certain armies that he will be truly worth his exceedingly high point cost of 270. Now all rounders are a good thing in most cases, but when they cost that much and are 1 model with only 2 wounds and no eternal warrior you may want to rethink it. He will be truly amazing against psyker heavy lists, which i admit are popular on the internet.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">-Blood Angels seem to have a lot of lists built around their librarians.</span></span><br />
<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">-Eldrad lists seem quite common elsewhere, just not here in Anchorage.</span></span><br />
<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">-Tyranid Lists are in many cases packed full of psyker's, Zoans, Tervigons, Tyrants, ect.</span></span><br />
<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">-Space Wolves often have multiple Rune Priests, like me =)</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">so the point is he offers a very solid defense against those units and abilities that are often the cornerstone of the above armies...of course he has to be within 24 inches of the psyker and he has to be alive still... Normal Rune priests still offer good defense as well, a 4+ instead of a 3+. So it's not like removing Njal means im defenseless but given the power of most psychic abilities its a worthwhile bonus to get the 3+.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">It's also worth noting that he has all the psychic abilities. The funny thing here is that it's not so much that he can choose some of the other less commonly used abilities, its that it allows me to bring two models with both Living Lightning and Jaws of the World Wolf. If Njal is replaced by a Rune Priest, i can't give both Rune Priests the same two spells so one of them will lose one of these two spells.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;"> LL is the all rounder spell, it provides a very solid skill that affect nearly anything you want, and in my army of close range fighters having an Unlimited range assault d6 AutoCannon that hits on 2's is pretty helpful.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">Jaws is a foe specific spell, against Tyranids running lots of expensive low Ini Monsters its amazing. Against very hard to wound/kill models its also amazing, for instance even if the mob will only fail on a 6(all models fail on a 6 despite a high Ini value) it can be better to make your opponent roll and hope for the 6. Fateweaver is a good example of this, rolling it off between useing LL and Jaws, your more likely to kill him first with Jaws then LL having two Jaws available increases your ability to remove nasty things 100%. It also allows you to snipe, so if that huge ork mob has a pain boy, just run the line on through to hit him and hope he fails his test....problem solved. On the flip side, against Mech armies its pretty useless, against high Ini armies or even marine ini armies it's effectiveness goes down a ton.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="font-size: small; line-height: 16px;">Lastly is Njal's storm, easily his highest profile ability. The problem is it doesn't seem to do a whole lot honestly.... Njal is drop poding in, and GW FAQ says he doesn't get it that turn, so 1 turn wasted by default. GW FAQ says if im going second the first two results on the storm table have no effect.... After that you have some decent abilities, but they are often either out of range or simply ineffective. Bottom line if this were the only reason to keep him, i wouldn't have typed all this.</span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><b>Long Fangs W/3 Missile Launchers, 2 Heavy Bolters, 1 Melta gun ---> 5 Man Wolf Guard Terminators w/ 2 Storm Shiels, 2 Combi-Melta's, Power Fist, Thunder Hammer, wolf claws, Cyclone Missile Launcher.</b></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">So the second long fang unit has a few purposes. It's there for Logan and wolf priest to swap too if i faced a horde list, that would mean they drop pod down and let fly 3 Frag missiles, 2 Heavy Bolters, storm bolter and bolt pistol into a horde mob hopefully decimating it, and one combi-melta into something else.</span></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">The other purpose is against an opponent who reserves it all, they can deploy with the initial wave of pods and get into a good fire position, being the only true long range fire power in my army.</span></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">The problem is that if either of those situations is not true, they're a rather ineffective unit. Yes i gave the squad leader a melta gun, so that he and the WG with combi melta can blast something when the unit comes down later in the game, but then they need to sit still to fire and at that point who knows what will be left.</span></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">The Terminator unit is essentially a copy of my current 5 man unit, except it has a Thunder hammer instead of a chainfist, and a Cyclone missile launcher instead of a Heavy flamer. This gives me a little of that long ranged love the long fangs had, but mobile and ready to go the turn it pods in. Not to mention they are a supreme threat in assault, and are harder to kill in Terminator armor, oh and their scoring. This also means the WG with combi-melta will be reassigned out, probably to the wolf scouts without one or he can be cannibalized into something else.</span></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">Overall this change i think is good, but the problem is it relies upon me changing Njal out as well for points.... I considered changing the wolf priest out instead, but his Fearless is pretty important to logan being ready to move on turn 2 and not pinned/broken whatever.</span></span></span><br />
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<span class="Apple-style-span" style="font-family: verdana, helvetica, serif;"><span class="Apple-style-span" style="line-height: 16px;"><span class="Apple-style-span" style="font-size: small;">What do you think?</span></span></span><br />
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</span></span>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com8tag:blogger.com,1999:blog-2160047477056987302.post-23240883045768947852010-05-16T16:36:00.003-08:002010-05-17T11:11:48.798-08:00'Ard Boyz aftermath'Ard Boyz was this weekend, and boy what a great time it was. Our local scene is pretty chill overall, but there were still some healthy 'Ard Boyz style lists to be seen.<br />
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The exact list will be out later this week, but for now the top three were:<br />
1. Me and my Space Wolves<br />
2. Dan and his Imperial Guard<br />
3. Ron and his Imperial Guard<br />
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Dan had a pretty standard guard list, focusing on Artillery with a mind numbing 3 Manticore's, accompanied by all the regular guard vet chimera spam, Inq. W/Mystics ect ect, with a few flavor units thrown in like a small 5 man stormtrooper squad and a sentinel squad.<br />
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Ron had a rather different'ish take on it, bringing double Medusa's and a Manticore, accompanied by a diversity of mostly normal guardsmen, some special weapons teams, and double HQ's in chimera's ect. And of course Inq W/Mystics, Psychic hood, ect.<br />
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I brought my Drop podding Wolves, while i for sure use a few tricks of the book and i surely spent a good amount of time changing my list about, i really wanted to stick to a fluffy theme for my force (Heresy for 'Ard Boyz i know...), i was more excited really about the high point's free tournament where i could come get trashed and learn tons about this new army i picked up last month.<br />
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So the Theme of my force was just a continuation of my normal points wolves lists i had built, Logan Grimnar leading an elite force drop podding in. So to keep this theme i made sure all my units could fit in, and so i had 7 drop pods in total, 4 Wolf Guard Packs, and every unit had a wolf guard with only a single exception. I pulled in two units of scouts, who not only would prove helpful but fluff wise were the "eyes on the ground" who called in the strike force, and it was one of the two scout squads that did not have a WG, as i reasoned the other squads WG was simple the one in charge of ground operations.<br />
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Here's the list:<br />
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Logan Grimnar<br />
Njal StormCaller<br />
Rune Priest<br />
Wolf Priest<br />
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5 Man Terminator Wolf Guard<br />
4 Man terminator Wolf Guard (Njal's Bodyguard)<br />
6 Man Power Armored Wolf Guard, 1 Termie<br />
5 Man Power Armored Wolf Guard (Rune Priests Bodyguard)<br />
8 Man Grey Hunter unit (W/WG)<br />
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5 Man Wolf Scouts (W/WG)<br />
5 Man Wolf Scouts<br />
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6 Man Long Fangs (W/WG, 5 Multi Melta)<br />
6 Man Long fangs (W/WG, 3 Missiles, 2 Heavy Bolters)<br />
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Theres lots of gear in there, and the WG squads are bigger then those numbers as i didnt include the one's sent to other units. Overall i tried to make every unit "Drop Pod" effective, that being that every unit had the ability to affect the battle field on the turn they came down. For the most part this worked out well, but Mystics really managed to Crump this strategy well.<br />
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The long fangs with missiles/HB didnt do much overall, and are easily the biggest unit that "could have been something else" though they did have a purpose, they were there for a horde army or if my opponent reserved it all. If i had faced massed orks or Tyranids, Logan and the wolf priest would swap from the Multi melta long fangs to them to deliver death to a large infantry unit. Or i have heard of Eldar useing a reserve it all strategy involving deniing a few turns of combat essentially then coming in and doing great damage without giving your opponent time to really respond. I might look into replacing them with another WG unit, maybe with a Cyclone to make up some of the firepower loss but im not sure.<br />
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Njal remains an oddity in my list, i had a few games back when i started where he was a star player...but sense then he has been very lack luster. His storm ability is often out of range or useless, for some reason he tends to overheat or fail his psyker test way more then statistically he should, and he's a bucket load of points. He was ok in my last game where he negated some psychic abilities, and really his 3+ to negate is the thing keeping him in the list...against Eldar it will be invaluable we just dont have many Eldar players around here.<br />
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Overall the best part of my army really was the large number of models, despite it being a VERY elite geared out army. Often my opponents would be capable of killing my men, but would end up not being able to completely wipe them out leaving a lot of 1 man units running about, still able to capture objectives and table quarters ect.<br />
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my opponents were very similar to last tournie....<br />
IG, Chaos, IG....it would be really nice to not play so many IG lists at whatever tournament comes next.<br />
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One thing i wonder too about the results of our tournament was whether it would have been someone else in second if Table 2 hadn't been Mech guard vs. Mech guard, which means neither is really at a disadvantage because of the crazy anti mech scoring for mission 3.<br />
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If you played in 'Ard Boyz, or know how your local tournie went, please indulge my curiosity in the new poll i set up!08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com3tag:blogger.com,1999:blog-2160047477056987302.post-46485526447609703152010-04-27T15:30:00.000-08:002010-04-27T15:30:28.330-08:00Emperor's Dilemma: MysticsWhen i started playing 40k again after a 5 year break i came back with a truck load of random space marine stuff, and a fully fledged Daemonhunters army. Complete with no less then 30 grey knights, 10 grey knight Terminators, 3 God hammer land raiders, 1 land raider crusader, 2 Inquisitors, loads of minions, and both Characters from the book.<br />
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So Naturally i took them up and played with them for a bit, added a few figures and even got second place in a local 1k tournament with them.<br />
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Eventually i played a cool version of them where i converted some of the minions into inquisitors with Psycannons, and played a force with 4 Inquistors with full blown pew pew squads and mystics ect.<br />
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This force proved fun ish, if ineffective against hard armor at range, and i educated a few folks around here about what an amazing unit the Mystics are. But then i got the urge to add some IG to them for more model support, which snow balled into an IG army, which led to me not really being interested in my Daemohunters anymore until they revamp them some day never(or soon, if every rumormill is to believed every month it seems)<br />
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Now to the point of the article, and poll, sense playing my IG i have not ONCE used mystics. I say this with pride because my stance on it is clear, Mystics are very very powerful for an IG force at this time. The IG of today is very good at being a gun line, they can outshoot any army with ease and little skill from the controlling general assuming he's not completely crap at list building. the best way to mess with them is to actually get your units into their line some how, at which point most guard armies begin to crumble or begin to show seriously lower ability to react to ranged threats while they attempt to remove the cancer. So Deepstriking units are your ticket, outflanking as well to a lesser degree.<br />
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Thanks to a 32 point investment on the part of the guard player however this is no longer an issue, instead the guard player relish's the opportunity to get in some extra shots on your army as it drops in near by. This is pretty wrong, more so when you consider then length of time between the two books.<br />
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What should happen? <br />
Should they be more points? Sure thats an option, a lot more for sure say in the 150+ range might help do the trick.<br />
Should they be changed to require first LOS from the Inquisitor and second some sort of leadership test as well? Probably.<br />
Should they be limited to only firing themselves, and not being able to relay the order to any other unit within 12 inches or perhaps not to other units not in the daemonhunter codex? Sounds very reasonable to me...<br />
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All good ideas for keeping the theme, but for now their out there and in use by many players who are looking for the best possible IG list for winning.<br />
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So what say you, is it fine to use them or is it a clear sign of a power gamer?08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com3tag:blogger.com,1999:blog-2160047477056987302.post-62460930708007401212010-04-22T00:50:00.000-08:002010-04-22T00:50:50.252-08:00Puppies ListHad my first loss today with the puppies, while i certainly look back and see a few choices made that could have helped, lady luck was most certainly against me.<br />
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From Logan falling to 3 wounds his Inv. save just didn't like in the first round of combat before even getting to attack, to both terminators squads that were attempting to come help taking a full 2 turns to move 12 inchs through difficult terrain (thats 12 total including assaults, both units rolled 1's and 2's both turns for move and assault). My opponent on the other hand was on fire, with Dante making 6 inv. saves against power fist hits that would insta kill him in one turn and scattering a plasma cannon shot from its target into melee causing only hits on me....for examples, oh i could bitch on and on but lessons learned and i knew bad luck would be devastating on a small elite force.<br />
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It did get me motivated to actually draw up a good 2k force, instead of just throwing in Ragnar haphazardly. I also tried to streamline my 1750 force a bit more, so please take a look and let me know what you think. Again though my wolves are meant to be fun first, tournament math hammered second.<br />
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1750------<br />
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<ul><li>Logan Grimnar</li>
<li>Njal StormCaller W/Termie Armor</li>
<li>5 Man Wolf Guard in Termie armor</li>
<ul><li>2 Storm Shields</li>
<li>Power fist</li>
<li>Thunder Hammer</li>
<li>Combi-Melta</li>
<li>Double Claw</li>
<li>Claw</li>
</ul><li>4 Man Wolf Guard in Termie Armor</li>
<ul><li>1 Shield</li>
<li>Claw</li>
<li>Power Fist</li>
<li>Thunder Hammer</li>
</ul><li>7 Man Wolf Guard in Power Armor</li>
<ul><li>Thunder Hammer</li>
<li>Combi-Melta</li>
<ul><li>1 Termie armor W/Assault Cannon/Claw</li>
<li>1 W/Power fist being sent to Grey Hunters</li>
</ul></ul><li>5 Man Grey Hunter Squad</li>
<ul><li>Melta Gun</li>
</ul><li>6 Man Long Fangs</li>
<ul><li>5 Multi Melta's</li>
</ul><li>Dreadnought W/Multi-Melta/Heavy Flamer</li>
</ul><div>All Drop Poding, 6 pods total</div><div><br />
</div><div>The Main difference is the wolf guard, im leaving the Termie with assault cannon and claw in the unit, and adding a Thunder hammer. This gives them the ability to deal with everything instead of making them this wacky little anti bad armor saves guys. I have 5 points left over, which i can give out as melta bombs to some one.</div><div><br />
</div><div>For my 2k version i take all the above minus the random melta bombs, and add in.</div><div><ul><li>Rune Priest W/Chooser/Living Lighting/Jaws</li>
<li>5 Man Wolf Guard in Power armor</li>
<ul><li>Power Fist</li>
</ul></ul><div>They also have a drop pod.</div><div><br />
</div><div>This puts me at 7 Pods, im nearly done painting my first pod and trust me, this fact PAINS me....but 7 pods means i can drop 4 on turn 1 which is very cool and having one unit in a rhino was just bizarre. The Rune Priest goes with them, he provides both close combat help with his force weapon and ranged support with his powers, as well as another 24 inch bubble to challenge opponents psychic powers or to double challenge them if Njal is also near by. this also gives me 5 scoring units which is very nice.</div><div><br />
</div><div>Some Alternatives i had drawn up were</div><div><ul><li>Wolf Lord</li>
<ul><li>ThunderWolf Mount</li>
<li>Power Fist</li>
<li>Storm Shield</li>
<li>Saga of the Warrior Born</li>
<li>Runic Armor</li>
</ul></ul><div>This guy just sounds fun, he's a beast and while it would arguably better to give him Saga of the Bear, i really wanna get someone with Warrior Born in there somewhere. The other big bonus is his movement ability, as Cavalry he's able to move 6, fleet d6, and assault 12 meaning that he could very quickly assist where needed and could easily keep that Warrior Born Tally going. I was torn between a Frost weapon and the power fist, because the power fist wastes his I5....and would be Strength 6 on a wolf. The power fist though is Strength 10 on the wolf making it uber for insta killing things....at the exact same price.</div><div><br />
</div><div><ul><li>10 Man Wolf Guard in Power Armor</li>
<ul><li>Power Fist</li>
<li>Power weapon</li>
<li>Combi-Melta</li>
</ul></ul><div>Again in a drop pod, brining me to 7 pods. The appeal here is that its a large unit, something i dont have right now.</div><div><br />
</div><div>Lastly i thought about adding say Wolf Scouts or a Lone Wolf, both of which are very cool units and will eventually make their way into my armies in the future...</div></div></div><div><br />
</div><div>I worry that perhaps my squad sizes are too small and i should stop trying for more and focus on bulk. Certainly kill point missions will be interesting with all these units plus drop pods available, but i refuse to subscribe to the idea that my pods are free kill points. At Armor 12 even open topped isn't super easy to take down without the right weapons, and if those weapons are firing at drop pods their not shooting my troops. In a normal force where only a single unit is drop poding, i can understand this notion of free kill points, but in a force of nothing but drop pods my enemy can either waste time attacking the pods or focus on the wolves that are raining from the sky in their face.</div><div><br />
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</div><div>lord though....7 pods to paint...............sad face</div></div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com4tag:blogger.com,1999:blog-2160047477056987302.post-15698481032188323982010-04-17T15:26:00.000-08:002010-04-17T15:26:23.753-08:00Grey Hunters paintedSo i'v finished the paint job's on my grey hunter's. I choose them first because while cool i wanted more practice with the paint scheme before i moved on to the terminators and lastly my HQ's.<br />
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Overall i think it came out well, they look great from game distances (so like 2 feet away) and still look pretty darn good close up, though that depends on your personal taste i suppose. I favor a dirty well used look to my paint jobs, not only is it easier....which i won't lie is a big plus in my book, but for me anyone going to war isn't going to be sporting prestinly perfect armor. I'm no amazing painter, after all this time iv picked up a good few tricks and tips, but most of mine focus on getting the miniature playing quality quickly instead of being microscope quality.<br />
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Anyway take a look, click the pics for big versions.<br />
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I also managed to get another game in with them this week despite our local friday spot being closed, and man was it a fun one.<br />
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My list was the same as before, 1750 points so no Ragnar nonsense.<br />
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My opponent played Tyranids:<br />
HQ Tervigon w/ big crab claws and toxin, adrenalin ect. the works....<br />
Troop Tervigon w/same<br />
Troop Tervigon w/same<br />
20 Termigaunts (i think, might have been 24)<br />
20 Termigaunts<br />
3 Zoanathrope squad<br />
Doom of Malanti<br />
3 Hive Guard<br />
Mawloc<br />
Mawloc<br />
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He gave me 1st turn, we were playing table sides with 5 objectives that we placed in a plus sign of sorts on the table(sorry no pics).<br />
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So initially i was concerned....Mawlocs are gonna be brutal against my termies, Zoans are good against them, Malanti is good against them....even Tervigons can do some damage with all the upgrades they had. But i was glad to be fighting a challenging list none the less, and i knew my opponent was a skilled player too so it was gonna be fun for sure.<br />
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I deployed nothing, with one objective 12 inches from my board edge i figured i would capture it with my rhino squad at some point later and the rest is in drop pods. My opponent decided to deploy nothing as well....so here it was, the big gotcha of a drop pod list!<br />
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So turn 1, i had to drop 3 pods. I thought about dropping in my back field and shooting at them as they advanced....but really my shooting is quite weak at range as its mostly storm bolters and melta stuff and with so many tervigons pumping out babies on their way to me the horde situation could be bad. So i decided that Russ would be pissed if i did that, so i deployed Logan/long Fangs, the dreadnought, and Njal's unit about 12 inches from the nid board edge in the middle of the board.<br />
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his turn 1 was obviously non existent.<br />
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Turn 2 i got in both other pods but not the rhino, they came down with the termie wolf guard close to the nid board edge and the power armor near the middle of the map, so they could adjust and possibly take an objective if the nids broke through the termie wall too slowly. Logan left the long fangs and joined the Termies, giving them preferred enemy.<br />
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His Turn 2 a Troop Tervigon, a mass squad of Termigaunts, Doom of Malanti, his Hive Guard and both Mawlocs came on. His Mawlocs tried to deep strike onto the termies, and the long fangs, with only the long fangs taking a good hit and losing 3 of them and their leader. The rest came on in the middle ready to assault. Doom managed to get both Logan and Njal's unit in his range, but i passed both checks without issue so he shot in and killed nothing. The Termigaunts assaulted Njal's unit, given both Toxin Sacs and Adrenalin glands from the local Tervigon they were a force to be reckoned with. They tore down only one terminator though, and lost quite a few in return both to our attacks and the subsequent fearless resolution wounds. The Hive guard Managed to stun the dreadnought despite Njal's -1 BS storm raging.<br />
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My turn 3 Logan and his unit headed forward and threw a few bolter rounds into the hive guard, the rhino still stayed out. The long fangs threw a few shots into the mawloc that decimated them, and the wolf guard in power armor threw some random shots into the other one, i thought about assaulting it but my power armor wolf guard lack power weapons or power fists so they decided not to...i think i might change that. the Doom's pulse affected the same two units again, but again they both passed their tests. In Assault Logans unit assaulted the guard and included Doom as well, Logan smashed doom in with all power fist attacks and the termies took care of the hive guard. Njal and his unit finished off the termigaunts they were in combat with as well.<br />
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Nid turn 3 saw another troop choice Tervigon come in, the other mass Termigaunt squad, and the Zoanathropes, leaving only the HQ Tervigon still in reserve. The tervigon tried giving himself feel no pain, but Njal had his say and it didnt work. One of the Mawlocs went back underground while the other waited to finish what it started with the long fangs. the Zonathropes came in behind a building and did nothing. The intial Tervigon that came on made something like 7 babies and broke his baby maker, angry he charged Njal's unit and his babies joined the mass blob of termigaunts that just came in, as well as the new Tervigon in assaulting Logan's unit. It didnt look good for logan..so i trumpeted his horn of OMG DO BETTER and gave my units their +1 attack. Boy was it bloody....Logan himself smashed 7 gaunts into the ground, the Termies added another 6 with the power fist and thunder hammer being dragged down before being able to attack. In the end it was only logan left with only 1 wound left. But he still won the combat, so a whole ton of the gaunts died to fearless wounds and even the tervigon took a few wounds. Njal and his unit lost two Termies but managed to beat the Tervigon down to 1 wound, then it failed a save against its extra fearless wounds and died!<br />
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My turn 4, the rhino showed up and just drove up to park on the objective as planned. The mawloc that stayed had forgotten to assault so we shot it up a few times and managed a wound or two with various types of bolters. Njal moved over to assault the gaunt squad still swarming Logan and the dreadnought now unstunned move to assault the Tervigon in combat with Logan as well. In Assault logan smashed more gaunts, Njal and his boys did as well. The Termigaunts however pulled Logan down finally. The Tervigon and the dreadnought went at it, the dreadnought wounding it a couple times and the Tervigon managing some crappy armor pen rolls did nothing in return. Again we won combat by a lot and all but 3 of gaunts died to fearless rolls, but then the Tervigon succumbed to fearless wounds and died killing off the remaining guants in his death screams.<br />
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Nid turn 4 brought the mawloc back, but it scattered and only hit one termie in Njal's unit but killed it. The Zoan's shot at Njal but he negated 2 of their attacks and the third saved on a storm shield. In Assault the mawloc that had been loitering near the remains of my long fangs assaulted them, took a wound from the termie armored guard with wolf claw in the process but wiped them out. The last HQ Tervigon came on and assaulted Njal's unit, it killed a Termie and took a good 4 wounds itself, taking another to a failed fearless wound at the end.<br />
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In my turn 5 my Dice decided it was time for the game to be officially over, so the drop pods shot down the mawloc that killed the long fangs with storm bolters and a little help from the power armored wolf guard bolters. The remaining pods put two more wounds on the other mawloc leaving it with 2 left. The dreadnought moved over to the Zoan's and smashed one with a multi melta hit, he then assaulted them and managed nothing thanks to their saves. But in what was surely the craziest bit ever Njal's bird, took its S3 attacks against the Tervigon and pecked out its eye taking its last wound before anyone else struck!<br />
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I currently had 3 objectives, and my opponent had no troops and only a mawloc and the engaged zoan's (Which had no chance of ever winning against the dreadnought in melee) so we called it.<br />
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Man what a bloody battle this was, and i wished i had my camera...it was SUPER fun because it truly was back and forth at times. Luck was on my side for a good bit of it there at the end, and i was very pleased with my Terminators for surviving what they did and not going by their classic roll all 1's issue, even if only a single one survived to the end they did well overall.08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com5tag:blogger.com,1999:blog-2160047477056987302.post-22546365286886499422010-04-14T18:48:00.001-08:002010-04-14T22:49:50.876-08:00Angels Vs Puppies BatrepFinally got to take my wolves list for a spin today at the local comic shop, and low and behold i got to face off against blood angels!<br />
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My list was:<br />
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Logan<br />
Njal w/Termie armor<br />
5 Wolf Guard in Termie armor<br />
4 Wolf Guard in Termie armor (w/ Njal)<br />
6 Wolf Guard only 1 with Termie armor and Assault Cannon<br />
7 Grey Hunters (one of the power armored wolf guard above joined them, with a PF)<br />
6 Long Fangs<br />
Dreadnought W/MM and HF<br />
5 Drop pods, and 1 Rhino(grey hunters)<br />
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The Wolf guard had all kinds of random equipment, see one of my earlier posts for a more in depth list. Now my opponent had a 2k force he wanted to run, so i needed another 250 points...i didnt bring the models but i did have a couple extra...so i added Ragnar why not!<br />
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Blood angels:<br />
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Sanguinar<br />
25 Death Company W/jump packs, lots of power weapons and a few thunder hammers<br />
5 Death Company Dreadnoughts W/Blood talons and a single Magna Grapple<br />
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yeah...no scoring units, he said he wins by wiping you out. We naturally rolled a 5 objective mission =)<br />
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He gave me first turn and i deployed my Rhino w/ Grey hunters 12 inch's out in the middle with the rest in reserve.<br />
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</div><div class="separator" style="clear: both; text-align: left;">He deployed the death company blob in the west, 3 dreadnoughts in the middle, and 2 in the east.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">on first turn i brought in the long fangs, w/ Grimnar and Ragnar, Njal and his guard, and the 5 Guard termies. I brought them all down on the 2 lone dreadnoughts and put both into the ground in shooting. My Rhino pushed straight forward and toward the deathcompany and popped smoke.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">In his turn the 3 dreadnoughts in middle headed off toward my line but couldn't make assault range even with fleet. The death company were forced to follow my orders and Raged toward the rhino in the middle, sanguinar decided to follow along. (click the picture for a much bigger version, and YES i do not yet own drop pods so the soda/beer are their stand ins =()</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">On Turn 2 i got both my other drop pods in, Logan swapped over to the guard squad with the assault cannon and gave them tank hunter. I dropped 2 of the 3 dreadnoughts with the other making its cover saves. My Rhino made haste to the board edge and away from my formation being sure to keep it's self the closest target to the death company.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The one surviving dreadnought made all speed for my line and wiped out the long fangs easily in assault. My Trolling technique was working great and the death blob followed my rhino ever further away, they did assault but only managed to shake and immobolize the rhino.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">Turn 3 i brought the last dreadnought down and began preping for the death company to come my way. My grey hunters got out, killed a death company in shooting and assaulted them. I managed another kill before the squad was wiped out, but because i had assaulted them they were unable to attack the rhino.....</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">In his turn he had only the blob and Sanguinar, the blob had to stay and rage against my rhino so Sanguinar also stayed, they blew it up and lost 2 men to the explosion.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">Turn 4 was spent shooting a little at the death company and getting into position to attack them. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">His turn was spent moving toward me as well.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">Turn 5 i let ragnar break ranks and charge them even though i knew he wouldnt have assault range and would die.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">His Turn 5 he shot at and killed ragnar with bolt pistols....but that denied him the charge. He also lost a few men to Tempests wrath. He did manage to assault the non termie wolf guard unit with Sanguinar, Logan who was attached had given them preferred enemy. The end result was that he threw all attacks against logan and wounded him once(after saves), the wolf guard wounded him once, and Logan finished him off with power fist attacks.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S8Z9dkT3ADI/AAAAAAAAAQ0/HUSdt929GAA/s1600/DSCN3493.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S8Z9dkT3ADI/AAAAAAAAAQ0/HUSdt929GAA/s400/DSCN3493.JPG" width="400" /></a><br />
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</div><div class="separator" style="clear: both; text-align: left;">Turn 6 we shot up a few random men, then Logan sounded his horn and his unit plus the dreadnought assaulted. The end result was 2 wolf guard died and the death company were wiped out. With no remaining units he was tabled.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">I was very happy with my force, Ragnar was uneeded of course and sorta unplanned. I dont think i would take him again in this force, or maybe i would i did basically throw him away lol. The Angels all death company list was interesting but really easy to play around there really wasnt any point where i was sweating.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com3tag:blogger.com,1999:blog-2160047477056987302.post-80950912247652083892010-04-12T12:17:00.000-08:002010-04-12T12:17:46.123-08:00Apocalypse Rehashed<div class="separator" style="clear: both; text-align: center;"><a href="http://lh3.ggpht.com/_7YtR2SocUqI/S1i4kwojB6I/AAAAAAAAAEU/PMncUfmZugI/Untitled-1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="40" src="http://lh3.ggpht.com/_7YtR2SocUqI/S1i4kwojB6I/AAAAAAAAAEU/PMncUfmZugI/Untitled-1.jpg" width="400" /></a></div><br />
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So our recent Apoc game came and went this last weekend. Feel free to see the last post on my army comp ect. Otherwise ill just rehash how it went with some lovely pictures for your viewing pleasure.<br />
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Here's my army first of all:<br />
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I ended up deciding i would taste a little of what the dark side had to offer and was defected to the Evil team, which once the teams were settled seemed a good plan as our teams superheavies consisted of no less then:<br />
1. Emperor Class Titan (the 4000 point one...)<br />
1. Reaver Titan<br />
1. Warlord Titan<br />
2. Heirophant Bio-Titans<br />
3. BaneBlades<br />
1. Brass Scorpion<br />
1. Hellhammer<br />
1. Squigoth<br />
1. Super ZZZZAAAPP gun<br />
<br />
The good guys had:<br />
1. Paladin class titan (smaller then warhound?)<br />
1. Warhound titan<br />
3. Baneblades<br />
1. Hellhammer<br />
<br />
<br />
Given the above....things look good, if very unbalanced in the Strength D weaponry department.<br />
<br />
We were going second, and i had my choice of a rock maze that blocked all kinds of LOS for my Blades, or a wide open field. We decided to hold the field and my force was a sort of "defence" force for the emperor titan.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N48fele0I/AAAAAAAAAO4/W8Sz-aBISno/s1600/DSCN3455.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N48fele0I/AAAAAAAAAO4/W8Sz-aBISno/s400/DSCN3455.JPG" width="300" /></a></div><br />
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Some Highlights of the setup would be our Khorne Player knowing full well he was going second, but lining his marines up right at the gunline ready to rush forward if they lived.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S8N5JlteILI/AAAAAAAAAPA/Lqg9krGZjE8/s1600/DSCN3454.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S8N5JlteILI/AAAAAAAAAPA/Lqg9krGZjE8/s400/DSCN3454.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Eventually the battle disolved into a massive Cluster..... Here's some pictures of the mess.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Bugs in the city!</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S8N5k0DyrtI/AAAAAAAAAPI/4if7M8mj-UQ/s1600/DSCN3465.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S8N5k0DyrtI/AAAAAAAAAPI/4if7M8mj-UQ/s400/DSCN3465.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">A massive flank marching dreadnought legion meets genestealers.</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S8N5u6Y5TeI/AAAAAAAAAPQ/Q_9nPkOqOFQ/s1600/DSCN3462.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S8N5u6Y5TeI/AAAAAAAAAPQ/Q_9nPkOqOFQ/s400/DSCN3462.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">what was left over around turn 2 of a massive land raider block.</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/S8N6-uvlaXI/AAAAAAAAAPY/xvinHJMe7SA/s1600/DSCN3458.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://1.bp.blogspot.com/_7YtR2SocUqI/S8N6-uvlaXI/AAAAAAAAAPY/xvinHJMe7SA/s400/DSCN3458.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">there seemed to be a locator beacon buried behind my guys....the sentinels had great fun just dumping plasma into the spot though.</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N7Qf8pCoI/AAAAAAAAAPg/Lz92nPLwghA/s1600/DSCN3460.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N7Qf8pCoI/AAAAAAAAAPg/Lz92nPLwghA/s400/DSCN3460.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The wolf player was quite surprised when my penal legion managed 5 rending wounds on him....</div><div class="separator" style="clear: both; text-align: left;"><br />
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<a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N7vlMY3DI/AAAAAAAAAPo/LiGmdM9XHvk/s1600/DSCN3459.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S8N7vlMY3DI/AAAAAAAAAPo/LiGmdM9XHvk/s400/DSCN3459.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Da Ork's is Landed</div><div class="separator" style="clear: both; text-align: left;"><br />
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<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S8N9E7_qs_I/AAAAAAAAAPw/VpGdLR_5bwY/s1600/DSCN3461.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S8N9E7_qs_I/AAAAAAAAAPw/VpGdLR_5bwY/s400/DSCN3461.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;">Overall the game was fun, i only lost a single whole unit which was one baneblade that died to Hammerblow before the game really started.... I killed a good amount but ended up with most of my force being kinda blocking from either the massive LOS blocking clifs or the emperor's legs. The other half of my force, my IG assault Wing didnt do much of anything because the game ended on turn 3......it was there plan to drop to the ground turn 4 and assault that turn while holding an objective with the 2 units of vets so that was a big bummer.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">In the end we called it on turn 3 like i said, the good guys managed to hold a single objective after 3 of the marines made a 6+ go to ground save against my Baneblade. When you end on turn 3 its really hard to say anyone won, we simply had no time to deal with it. I dont really enjoy just dukeing it out for 3 turns and then being done, i like to fully resolve the narrative and at least give the units i had planned to use a chance to do their thing.</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com4tag:blogger.com,1999:blog-2160047477056987302.post-31871153286619541302010-04-08T13:59:00.000-08:002010-04-08T13:59:40.325-08:00Apocalypse<div class="separator" style="clear: both; text-align: center;"><a href="http://lh4.ggpht.com/_7YtR2SocUqI/S18pw1Bx14I/AAAAAAAAAFk/I-b4YLt36JA/Untitled-1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="40" src="http://lh4.ggpht.com/_7YtR2SocUqI/S18pw1Bx14I/AAAAAAAAAFk/I-b4YLt36JA/Untitled-1.jpg" width="400" /></a></div><br />
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<br />
<br />
This weekend we have an Apoc Game happening at our local warhammer group, something tells me its going to be crazy because our local forums have been buzzing with activity about it and seems like everyone is going.<br />
<br />
Not only this but there have been a large amount of home made data sheets up for community approval and lots of questions about "how many big nasty things can i bring?". Which leads me to the first part of my post subject which will be followed by my IG list ill bring to this game.<br />
<br />
<a name='more'></a><b>Big Nasties in Apoc.....</b><br />
<b><br />
</b><br />
I guess the question i would ask you first is what does Apoc mean to you, think about it for a second...................................<br />
<br />
<br />
Ok so for me it means massive battles, huge amounts of units taking up a ping pong table sized board or an entire living room floor. It means spending literally all day and evening plaything through the one game with your mates while consuming too much sugar, caffine, and pizza.<br />
<br />
My vision includes maybe 1 big nasty on each side, 1 beast that annihilates all the little stuff around it each turn. This 1 big nasty is resilient and around for lets say 4 out of 6 turns before its dragged down, while its around its very killy of course.<br />
<br />
The problem around here is thats not quite the way it works out, instead we have 3 out of 5 people who spend 80% of their points on one model, i.e. a titan. They then outfit it with only the best weapons, a notable example is a scratch built Chaos Reaver with 3 Laser Destructors. What then transpires is that the titans duke it out, taking turns knocking each other out in 1 turn's shooting while what "normal" units are around spend a little time pecking at each other and the whole things ends up feeling kinda lame.<br />
<br />
The problem is 2 fold.<br />
<br />
<ol><li>D weapons are too good</li>
<ol><li>They shouldn't cause instant death no matter toughness, instead they should just instant death toughness 5 or below like a strength 10 weapon or perhaps cause 2 wounds to models toughness 6 and above. This would make Tyranid monstrous creatures actually viable in Apoc....</li>
<li>They shouldn't ignore cover saves no matter what, maybe ignore area cover but the mechanics behind cover should still apply in general so that units without an inv. save can maybe stand a chance. Perhaps make units reroll successful cover saves if you want to make the rule change a little smaller.</li>
<li>Restrict the equipment on these units, or if you dont want to be restrictive, officially "suggest" players restrict the spam of D weapons where other weapon systems are available so that super liberal players dont feel they're going against the game by restricting them. This goes back to that reaver with triple laser destructor, Apoc is supposed to be a fun game it is so open for abuse you can't possibly step up to an Apoc game and expect a fair fight if players are just out to win. So whats more fun, the triple weapon titan, or a titan with 3 different weapons systems blasting apart different targets? well i guess that moves us on to big point 2....</li>
</ol><li>Players</li>
<ol><li>My stand point is come up with a good army that has some fun combo's for killing opponents in it but make sure the force at least partially represents the army and isnt full of cheese meant only to win.</li>
<ol><li>Apoc is the setting where you give out upgrades you wouldn't normally because the points are available and its not math hammer time. Give that IG sergeant a power sword, give the Russ's side sponsons, ect. Make your army characterful!</li>
<li>Come up with a theme, for my list against the Tyranids last apoc game i wanted to use a Steel Fury Formation, so i took that and then took my other IG units as sorta the force that protects the formation from assault. I recently took up Space Wolves, my plan is once i have them ready they will be doing what space marines do....drop podding into the enemy while my IG gun line pounds them from afar and slowly advances.</li>
<li>After you've made your force, step back and say..."does any of this seem cheesy to me, if i were to be playing against it" If you feel your force is sorta cheesy then adjust it, throw in some fun flavor units that might suck in Apoc...like Penal legion or an Infantry platoon with no heavy weapons....sure they might not be pivtol units but they add a flavor to the battle that when all players do the same is just so much fun. In my first Apoc game it was an infantry squad with a flamer that captured the last objective on top of a hill to win the game for our side, so you never know!</li>
<li>Try and stay in a single codex army, or at most 2. If you do go for 2 make sure the split makes sense, like IG and marines, or Marines and Daemohunters. If your playing xeno's i would simply recommend your two forces fight on different areas, so have your eldar attack from the west while the ork's they tricked into fighting with them attack in the south.</li>
</ol><li>Some players are in it to win it...</li>
<ol><li>if your not able to talk to your team days before the battle, try and listen to other players in the pregame huddle and decide if they're trying to have fun or stack the deck to win. If they offer up strategies like "guys if we dont get first turn lets reserve everything" speak out and say no that would super gay for an apoc game.... Dont be mean but remind your team that its about having fun first in apoc, winning second.</li>
<li>Don't abuse the rules or lack of rules in apoc, Yes you can bring a Harlequin squad with a dark elder archon, and a sanguinary priest escorting Marneus Calgar who are backup by Fateweaver.....but you shouldn't because people would be obligated to donkey punch you. Dont put your warlord titan in reserve so it can flank march and have your opponents go "oh didnt see that skyscraper sized titan back there...."</li>
</ol></ol></ol><div><br />
</div><div>I guess what it really comes down is playing with people in the right mind set, then coming up with house rules so that folks can be sure their mind set is on the same level as the groups. If a house rule steps on something someone wants to use bring it up with group and talk about it, if the whole group thinks its gay then just move on. If you can get someone willing, make a Game Master, an impartial third party responsible for reviewing the lists, resolving Apoc rules snafu's, and possibly even setting up a cool scenario and/or secret missions.</div><div><br />
</div><div>so enough with that rant.... here's the list im planning to bring for this weekend of apoc slaughter!</div><div><br />
</div><div>Company Command Squad</div><div>Straken</div><div>Medic</div><div>2x Bodyguard</div><div>2x Grenade Launcher</div><div>Sergeant Kell</div><div>Carapace Armor</div><div>Commissar Yarrick</div><div><br />
</div><div>* This is gonna be a super fun squad, in Apoc they're really not overpowering but it should be great fun to drop them off and watch them melee it up IG style!</div><div><br />
</div><div>Steel Eagle Valkryie</div><div><br />
</div><div>* He is going to carry Straken into the heart of the enemy!</div><div><br />
</div><div>Vet Squad </div><div>2x Melta</div><div>Grenade Launcher</div><div>Harker</div><div><br />
</div><div>Vendetta</div><div>HB sides</div><div><br />
</div><div>* This unit is going into the Vendetta and going with Straken into enemy lines.</div><div><br />
</div><div>Vet Squad </div><div>2x Melta</div><div>Grenade Launcher</div><div><br />
</div><div>Vendetta</div><div><br />
</div><div>* Same, so they are my 3 Valkryie Wing of IG assault awsome</div><div><br />
</div><div>Vet Squad</div><div>3x Melta</div><div>Chimera</div><div><br />
</div><div>Penal Legion Squad</div><div><br />
</div><div>Manticore</div><div><br />
</div><div>3x Armored Sentinels W/Plasma Cannons</div><div><br />
</div><div>Demolisher Russ</div><div><br />
</div><div>Leman Russ W/Lascannon</div><div><br />
</div><div>Pysker Battle Squad</div><div>Chimera</div><div><br />
</div><div>* So all this makes up my mainstay force, theyre going to be escorting my Steel Fury Formation below, the Legion will attempt to attack from the side as usual hopefully to assist Straken.</div><div><br />
</div><div>Steel Fury Formation</div><div>212 Arethusa</div><div>2x BaneBlades</div><div><br />
</div><div><br />
</div><div>So my plan is the Blade's push into the enemy with their bodyguards and Straken's force gets dropped off somewhere dangerous to melee it up. Should be super fun if my blades dont get eaten by D weapons turn 1.... =)</div><div><br />
</div><div>Dont have a clue what i want for a strategic Asset at the moment...shield generator would be cool for the blades but i want them moving and D weapons could care less about their "obscured" save. Ideas?</div><div><br />
</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com2tag:blogger.com,1999:blog-2160047477056987302.post-4355289944553103322010-04-05T21:03:00.005-08:002010-04-05T21:23:17.531-08:00Puppies Test runso on Friday night i picked up my 50 odd space wolves deal. The next morning i had plans to play again at the local comic shop, and that morning i decided i was going to play the wolves....<br />
<br />
Now i dont mind Proxy'ing, it really doesnt bother me. But that said i dislike doing it myself whenever possible and so i set out to make a 1750 list out of the models i had, that were assembled, despite what they might have or in my case not have..<br />
<br />
The end list was something like<br />
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<a name='more'></a><br />
<br />
Njal Stormcaller<br />
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10 man grey hunter<br />
W/ plasma, flamer, Rhino, Mark of Wolfin<br />
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<div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">10 man grey hunter</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ plasma, flamer, Rhino, Mark of Wolfin</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">10 man grey hunter</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ plasma, plasma, Rhino, Mark of Wolfin</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">10 man grey hunter</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ plasma, plasma, Rhino, Mark of Wolfin</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">dreadnought</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ Plasma cannon, Missile Launcher</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ven. Dreadnought</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ Multi Melta</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Wolf Scouts</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/2x Plasma Pistols, Melta Bombs, Mark of Wolfin</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">LandSpeeder Typhoon</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">W/ Multi Melta</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">I had most of the models for this, though 3 of the Rhino's were in fact Chimera.....</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">I fully expected this list to fail, but looking back it really wasnt all that bad and it proved to be just that.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">My first game was against Tau, and we rolled the "All around defence" space marine battle mission. The middle of the map half open and half a large cathedral, so i setup my mass of wolves mostly in the ruins. In the end we pretty well controlled the field, it might have been due to the piecemeal way the tau came in from reserves but overall i was quite surprised at how well the wolves dealt with the tau threats despite a subtle lack of anti armor (the speeder spent most of the game shaken or stunned)</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Next i played against some Daemons, playing the "Vanguard" space marine mission, which was kinda a joke because it was supposed to be me assaulting his lines....but he's daemons so there was no line. I wasn't sure how this game would work out as this just happened to be the force that took 2nd place at our recent tournament just behind my Guard army. He would later tell me that he loves playing space marine armies because its an easy win...</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">i setup (including my "free" first turn move thanks to daemons) very close to the board edge with about 6-8 inches between my units and the edge, despite the objectives being all the way across the board. My thought was to make Deep striking behind me appetizing and hope he would scatter off the board or into my units. It paid off too, as a unit of 3 flamers and a unit of 10 or something horrors did just that throughout the game...both rolling destroyed on their mishap!</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">The rest of the daemons poured into the midfield, with Fateweaver dropping super close to my lines. Having faced Fateweaver before i know he is the linchpin of the army, and i reject others advice of not wasting shooting on him...instead i focused everything i had on him from bolters to typhoon rockets, mangeing to wound him twice on turn 2. He survived the assault of my grey hunters that turn, and tried to turn Njal into a gibbering pile of flesh using his super cheapo spell, luckily Njal resisted it... A huge pack of bloodletters came to his aid in the melee and wiped out my grey hunters, but Njal furious with fateweavers attempted attack on him turned the elements on him and roasted the greater daemon with lightning. I sighed a great sigh of relief at this, but i still had a monstrous squad of blood crushers and 2 large squads of bloodletters to deal with...among other stuff.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">I staved off the bloodcrushers by allowing them to waste a charge on my now vacant rhino's, and in the next shooting phase whittled them down from 7 models to 3, Njal led the charge with his grey hunters and finished them off in melee though many hunters died as well. My Venerable dreadnought had been trying to kill things in melee all game, but his low number of attacks did not mesh will with the daemons inv. saves. One pack of grey hunters assisted him in wipeing out the large pack of horrors he had assaulted, only to be wiped out themselves by a large squad of bloodletters, we whittled down the other squad of bloodletters to only 4 and the last grey hunter squad finished them off in assault with minimal casualties.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">At this point my opponent had only a 2 man flamer squad and 2 3 man melta bomb ray things left and so he conceded.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Not only was i extremely proud of my wolves winning, but i learned a TON about daemons this fight... Way more then i have playing them as guard before. Easily the MVP of this game was Njal, his Baleful gale (-1 enemy BS) saved him from the first attempt at the cheapo turn into blob spell, it made the horrors shooting super crappy the turn they came down too. He maintained Tempest's wrath the entire game, and let me tell you....it killed nearly one model from every deepstriking unit, killed at least 3 of the melta bomb flying squad things as they moved around....just awsome. And it was his 2+ to wound attacks against the bloodcrushers that finished them off saving what remained of the grey hunters with him.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">overall i was super happy with their performance and can't wait to play them again. Having done more work on my list take a look below and give me any advice, its got less drop poding...a little less anyway. I had to include an assault cannon on a termie because the model is just awesome from the wolf guard kit! I plan on him coming in with the long fangs and logan, i figured this way the fangs have a little more firepower they can divy out and if assaulted (they are dropping into the thick of it) he will provide good close support. I still think i might just put the hunters in a pod too...they seem very odd ball with a rhino but i like the potential for them being reliable backup for whatever drops first turn instead of relying upon reserve rolls.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
<br />
Logan (drops with Long fangs)<br />
<br />
Njal/Termie (drops with 4 man Wolf guard)<br />
<br />
5 Man Wolf guard<br />
Termies<br />
PW/Shield<br />
Claw/Shield<br />
SB/TH<br />
Claw/Claw<br />
CombiMelta/PF<br />
Drop pod<br />
<br />
4 Man Wolf Guard<br />
Termies<br />
SB/Claw<br />
SB/PF<br />
PW/Shield<br />
CombiMelta/TH<br />
Drop pod<br />
<br />
6 Man Wolf Guard<br />
Termie/Assault Cannon/Claw (drops with Long fangs)<br />
1 W/Combi Melta<br />
Drop pod<br />
<br />
10 man Grey Hunters<br />
Flamer<br />
Plasma Gun<br />
Rhino<br />
<br />
6 Man Long fangs<br />
5 Multi Melta's<br />
Drop pod<br />
<br />
Dreadnought<br />
Multi Melta<br />
Heavy Flamer<br />
Drop pod<br />
<br />
For 2k point i would probably just bulk up my troops, maybe add some Razorback Wolf guard or grey hunter packs. It would for sure be using power armored models of some sort, maybe the speeder if i can find a base for it.</div><br />
<col style="mso-width-alt: 4973; mso-width-source: userset; width: 102pt;" width="136"></col>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com5tag:blogger.com,1999:blog-2160047477056987302.post-80553242116485003922010-04-01T13:50:00.001-08:002010-04-01T13:58:57.735-08:00Puppies win over Angels!<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UKS_81_vI/AAAAAAAAAM4/FmoIDFWAKrU/s1600/winnar.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="188" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UKS_81_vI/AAAAAAAAAM4/FmoIDFWAKrU/s400/winnar.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So after reviewing both codex's more i'v decided i'll go with Space Wolves.</div><div class="separator" style="clear: both; text-align: left;"></div><a name='more'></a><br />
<br />
<div class="separator" style="clear: both; text-align: left;">Couple reasons why....</div><div class="separator" style="clear: both; text-align: left;"></div><ol><li>Love the Paint scheme, it will be a pleasure to not paint red and black models...</li>
<li>I'v wanted to use Njal sense i read his rules, and while my list wont initially have him Ragnar seems powerful as well.</li>
<li>I love customizing characters, while my initial list doesn't have any beyond the wolf guard the army really lets you go to town and im sure i cant work them in later or at different point values.</li>
<li>Terminators are cool, but rarely cost effective. While im not about to say Wolf Termies are cost effective, because they can easily be far more points then a standard termie with similar equipment, the wolves make it easier to bring "some" termies without investing mad points necessarily. My intial force does have a lot of them though, but this is more for future lists.</li>
<li>While many of the wolf rules are copies of SM rules with different names, and some of their units are arguably worse then the SM counterpart, many of them are simply more focused on one thing or another and are less all rounders. For instance Skyclaws, they're worse at shooting their pistols, worse at hitting low WS combatants, but gain an extra attack on the charge which is arguably better then the two minuses put together.</li>
<li>I already have a good bit of space wolf models, as you'll see below. Including a now OOP wolf dreadnought.</li>
<li>A freind of mine has a paint Logan Grimnar i will be using, so no need to buy or paint him.</li>
<li>Another freind of mine has two battleforces worth of Grey Hunters, Scouts, and long fangs he doesnt want, on top of Njal....im getting it all for a mere 50 bucks....while i dont NEED the lot of it for my list Njal alone would be 20 bucks from GW and most of my models are not wolves entirely, many of them just have wolf bits. So for 30 more bucks how can i possibly pass that up?</li>
</ol><div><br />
</div><div>Here's some pics of my current reservoir of Marine models that some how made their way to me from various sources over the many years i played.</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOL_VFLPI/AAAAAAAAANE/Q8jZornND58/s1600/DSCN3412.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOL_VFLPI/AAAAAAAAANE/Q8jZornND58/s400/DSCN3412.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOQaVzEaI/AAAAAAAAANM/CBH7YTfigzU/s1600/DSCN3413.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOQaVzEaI/AAAAAAAAANM/CBH7YTfigzU/s400/DSCN3413.JPG" width="400" /></a><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">One of my freinds from back in the day had a great time tormenting his dark angels....im really not sure why...</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://1.bp.blogspot.com/_7YtR2SocUqI/S7UOk8bG-iI/AAAAAAAAANU/GHNyVmhAuLo/s1600/DSCN3414.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://1.bp.blogspot.com/_7YtR2SocUqI/S7UOk8bG-iI/AAAAAAAAANU/GHNyVmhAuLo/s400/DSCN3414.JPG" width="400" /></a><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">Here's the winner of "Most in need of Paint stripping"...though as you can see the competition was steep...</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOzbwveqI/AAAAAAAAANc/wz6uIZcqXIA/s1600/DSCN3415.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UOzbwveqI/AAAAAAAAANc/wz6uIZcqXIA/s400/DSCN3415.JPG" width="400" /></a><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">Here's the wolf dreadnought.</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UO-TtDKWI/AAAAAAAAANk/wfgPa7vl--Y/s1600/DSCN3409.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S7UO-TtDKWI/AAAAAAAAANk/wfgPa7vl--Y/s400/DSCN3409.JPG" width="400" /></a><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">Here's a single model i cleaned up and began practicing the Space Wolf paint scheme on, he's not done but im glad i could at least get the color right. I ended up using a 1 : 1 mix of Shadow Grey and Space Wolves grey, it gives the dark blue tint but then lightens it up a bunch. It will then be highlighted with pure space wolves grey.</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S7UPefr1yBI/AAAAAAAAANs/bZxV1lT7nvc/s1600/DSCN3406.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S7UPefr1yBI/AAAAAAAAANs/bZxV1lT7nvc/s400/DSCN3406.JPG" width="400" /></a><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">So lastly my list....i want to shoot for a 1750 list atm, i prefer 2000 battles but a lot of people still dont so 1750 is a good inbetween size that i find most people ready for...the problem now is that my original force idea didn't include the fact that you have to PAY 25 more points for Njal to wear Termie armor....so now i need to shave points or change things a lot.</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><b>HQ</b></div><div class="separator" style="clear: both; text-align: center;"></div><ul><li style="text-align: left;">Logan Grimnar</li>
<li style="text-align: left;">Njal StormCaller</li>
<ul><li style="text-align: left;">Termie Armor</li>
</ul></ul><div style="text-align: left;"><b>Elite</b></div><div style="text-align: left;"><ul><li>Dreadnought</li>
<ul><li>Multi Melta</li>
</ul>
<ul><li>Drop Pod</li>
</ul></ul><div><b>Troop</b></div><div><ul><li>Wolf Guard</li>
<ul><li>5 Members</li>
<li>Termie Armor</li>
<ul><li>PW/Shield</li>
<li>Claw/Shield</li>
<li>SB/TH</li>
<li>Claw/Claw</li>
<li>CombiMelta/Frost</li>
</ul>
<li>Drop Pod</li>
</ul>
<li>Wolf Guard</li>
<ul><li>4 Members</li>
<li>Termie Armor</li>
<ul><li>SB/PW</li>
<li>SB/PF</li>
<li>PW/Shield</li>
<li>TH/CombiMelta</li>
</ul>
<li>Drop Pod</li>
</ul>
<li>Grey Hunters</li>
<ul><li>10 Members</li>
<ul><li>Melta Gun</li>
<li>Plasma Gun</li>
</ul>
<li>Drop Pod</li>
</ul>
<li>Grey Hunters</li>
<ul><li>5 Members</li>
<ul><li>Melta Gun</li>
</ul>
<li>Drop Pod</li>
</ul>
<li>Grey Hunters</li>
<ul><li>5 Members</li>
<ul><li>Melta Gun</li>
</ul>
<li>Drop Pod</li>
</ul></ul><div><b>Heavy Support</b></div><div><ul><li>Long Fangs</li>
<ul><li>5 Long Fangs</li>
<ul><li>5 Multi Melta's</li>
</ul>
<li>1 Squad Leader</li>
<li>Drop Pod</li>
</ul></ul><div><br />
</div><div>So the General Idea is first turn this comes in:</div><div><ul><li>Logan W/ Long Fangs in pod, Logan gives them Relentless.</li>
<ul><li>Blasts two Vehicles</li>
<li>Logan provides protection with his 4+ Inv save and Eternal warrior</li>
<li>Logan can either break away on turn 2 and assault or join another unit or stay with them as needed.</li>
</ul>
<li>Wolf Guard 5 man unit</li>
<ul><li>Blasts a vehicle with the combi melta</li>
</ul>
<li>Wolf Guard 4 man unit W/ Njal Stormcaller</li>
<ul><li>Blasts a vehicle with combi melta and psychic ability depending on whats there</li>
<li>Njal provides all kinds of support with his Runic weapon and storm ability</li>
</ul>
<li>Dreadnought</li>
<ul><li>Blasts a vehicle</li>
</ul></ul><div>the storm bolters of the drop pods will pick at what they can, but otherwise all targeting preference will be on AP 2 weaponry like Demo cannons ect. I believe i have enough to ensure this stuff dies.</div><div><br />
</div><div>The 10 man grey hunters will probably support the front line when they come in, while the 2 5 man grey hunters will have their pods bound for objectives.</div><div><br />
</div><div><br />
</div><div>There are 2 MAJOR issues with the list.</div><div><ul><li>Enemies reserve their whole force</li>
<ul><li>in this case i would deploy the grey hunters on their targets, along with the dreadnought. Then i would pray the rest of my stuff comes in better then the enemies...overall this sucks and is really irritating as it crushes the whole theme of the list.</li>
</ul>
<li>Mystics</li>
<ul><li>I know nearly everyone complains about mystics, and rightly so as allies they are very over poweringly useful and can with skilled placement and backup literraly disable a list like mine. Overall im just not gonna care about them, ill do my best should this day come but using a Mystic allie is very power gamer so if you really need to win that bad fine but ill bring my guard next time =)</li>
</ul></ul><div><br />
</div><div>WHEW that was a long post, if your still reading give me some input on whatever...while i wont post up point values if you have a recommendation for shaving 25 points from my list i would greatly appreciate it to! Otherwise chances are the 10 man hunter squad will go to 8 man....</div></div></div></div></div></div><br />
<div class="separator" style="clear: both; text-align: center;"><br />
</div><div><br />
</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com5tag:blogger.com,1999:blog-2160047477056987302.post-23957001980172285752010-03-28T12:41:00.000-08:002010-03-28T12:41:19.105-08:00Puppies or Angels?So i have tons of extra marine models sitting around, literally around 50 standard marines, maybe 10-15 jump marines, couple bikes, speeder, rhino, 2-3 dreadnoughts.... loads of random.<br />
<br />
Because of this i'v always known i would start up a marine army, and i wanted it to be a CC army to provide a different playstyle from my Guard and to compliment them in Apoc games. Plus the price to start up a new force would be lessened by the amount of models i already had. I dont really intend on them being my tournament list, so im not keen about math hammering out the best possible list.....but i like winning too so its important whatever force i do build is at least capable against most opponents.<br />
<br />
<a name='more'></a><br />
<br />
But the question is what chapter, Wolves and Blood Angel came to mind and as of next week both have a new codex.<br />
<br />
Wolves:<br />
+ Awsome color scheme, love it<br />
+ Cool amount of character and customization<br />
+ Possibility to be VERY cheap money wise<br />
<br />
- Not the best rules.. many of their items are just renamed SM wargear<br />
- No CC dreadnought really annoys me, i love the ironclad<br />
- Overall they seem to be high cost with less overall gain then other codex's<br />
<br />
Blood Angels:<br />
+ Awsome rules so far as i've seen, lots of FNP and mobility are important to melee, theirs just loads of interesting things in there.<br />
+ Fantastic models, Wolves arent bad...but the Sanguinary Guard are pretty amazing<br />
+ Loads of Dreadnought options, even crazy stuff like Librarian and magna harpoon or whatever!<br />
<br />
- My guard are black clothing with red armor....i REALLY dont want to paint more red and black stuff<br />
- higher start up cost, i dont imagine my 40+ standard marines will get used much in a BA list<br />
<br />
<br />
Now i obviously have only looked at the BA codex in store, so if you have more info feel free to post about it. If you have cool ideas for Wolves that i might not have heard of post that too!08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com6tag:blogger.com,1999:blog-2160047477056987302.post-17707911911661773602010-03-25T15:35:00.000-08:002010-03-25T15:35:28.188-08:00Battle Missions: Double Battle ReportSo in a streak of crazy i managed to get Wed. afternoon off and attended my local comic shop to throw some dice down with the regulars.<br />
<br />
I ended up playing through 2 Battle missions.<br />
<br />
Game 1: VS Vanilla Marines<br />
We randomed off and pulled up the Battle mission "War of Attrition" for the IG. This meant it was table halves with deployment all the way to the middle line, and any troops destroyed could re-enter battle from reserves. Victory points decided the winner.<br />
<br />
<a name='more'></a><br />
<br />
The enemy got to deploy first, so he of course setup his entire force along the middle line to force me up against the edge and to get his units up close fast. I deployed along a semi extended front, but with the bulk of my force in the west opposite the bulk of his force. It was odd deploying second when i more or less knew i had first turn...<br />
<br />
The game went fast, after second turn was over my opponent had little to nothing left and we spent the next few turns mopping up. In the end the "unlimted reserves" never kicked in. It was a nice twist but again didnt make a huge difference in game play.<br />
<br />
Game 2: VS Tyranids<br />
We rolled the "First Contact" battle mission for this one, and let me tell you right now...This Sh&% is Banana's.<br />
<br />
So the table is divided into 6 squares, each has an objective dead center. The non-Tyranid player, thats me, rolls a dice for each of his units. That dice roll determines which square that unit deploys in. And no reserves are allowed.<br />
<br />
My Units deployed in an almost even randomness around the board, but wherever possible i kept them near the middle. The Nid's keep everything in reserver, or walking on first turn alla dawn of war. But everything that comes on has to roll just like me, and it then comes in from a board edge in that zone, or deep strikes into that zone.<br />
<br />
My opponent had his 3 Zoanthropes and a Biovore walk on turn 1, 2 Zoans and the biovore all managed to come in on the same zone, and right in front of my leman russ. The Zoan's manged to blast off the battle cannon and the Biovore manged to nuke my stormtroopers from 7 guys to 2. The other Zoan came in across the board and immobilized the Manticore. I wiped them all out in my turn.<br />
<br />
Next his Massive warrior squad with Prime came in, along with a large genestealer squad with lord. They came in on zones next to each other so they bunched up along the line. The warriors shot up a chimera causing some damage, then the genestealers assaulted it wrecking it. In my turn i managed to wipe out a good 60% of the warriors and all but 3 genestealers and their lord.<br />
<br />
Next his Tyrant and guard came on, along with a Carnifex. The Tyrant assaulted my Demolisher russ and blew it sky high, the Carnifex was across the board near nothing so it just moved toward an objective. The Genestealers assaulted the Vet's that were in the chimera and decimated them. The warriors shot up and killed the remaining two stormtroopers. In my turn i killed a tyrant guard and the last genestealers but not the damned lord, all but the warrior prime died as well.<br />
<br />
Lastly his final squad of Genestealers arrived from the opposite board edge, the Carnifex was pissed he was alone so he reverted to his base instincts and ran blindly after my prisoners instead of holding the objective. The Tyrant moved toward the new squad of genestealers and shoot at the prisoners pinning them in the woods. The new stealers squad managed to reach my Command Chimera and wreck it in assault. In my turn Straken was pissed about his ride getting blown up and ordered the force to focus all fire on the genestealers, killing all but 3 and the lord, who he then assaulted. The other Brood lord alone assaulted my Sentinels, and they would remain locked in mortal combat for the game. The Prime received a gift in the form of my last Manticore round, but didn't survive to thank me. Straken successfully killed the last 3 genestealers, leaving only him and the broodlord, which he now had to be in base contact with....<br />
<br />
the Tyrant joined up in assault against Straken and the Carnifex lumbered on fixed on the prisoners in the woods. Straken sadly dared look in the eyes of the Brood lord and was unable to attack...his squad took a few loses as a result and did nothing in return. In my turn i dropped squads off at 3 objectives, and my Vendetta's took care of the lumbering Carnifex with ease. The Prisoners ran at full speed toward the straken assault, as it was near an objective.<br />
<br />
The end result was that Straken spent the rest of his assault phases transfixed and unable to attack until finnally dieing (it took 4 rounds though...he even survived a bone sword hit). The Prisoners successfully stayed in the area though and contested the objective, leaving the score 3 objectives to 0 in my favor.<br />
<br />
Overall this was a BLAST it was super weird, and super fun. I think my opponents point heavy force needed more bulk and it would have more effective overall, but as it was i was forced to constantly react to monsters coming from random sides....08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com0tag:blogger.com,1999:blog-2160047477056987302.post-46969309731229418462010-03-22T10:46:00.001-08:002010-03-22T12:51:57.379-08:00Vehicle Squadron Cover SavesSo After this last tournament i noticed there was a lot of misconception about the way vehicle cover saves work and instead of continuing the discussion in comments i decided ill just throw up a post about it.<br />
<br />
so the BRB says<br />
<i>"use the rules for vehicles to determine if each squadron member is in cover(ignoring other members of the squadron, as if they were not there), and then the rules for normal units to work out if the entire squadron is in cover or not."</i><br />
<i><br />
</i><br />
So there is a two part process here.<br />
<br />
1. Determine if each member of the squadron is in cover, ignoring the other members of the squadron for this.<br />
2. Determine if overall, the unit is in cover or not.<br />
<br />
<a name='more'></a><br />
<br />
What i commonly see is that people follow only the first part, and ignore the second. This results is the thought that one member of a unit can get a cover save while others dont. The second part however negates that thought, it states we use unit rules. Unit rules state that if the majority of the unit is in cover the whole unit is in cover, if the majority is not in cover the whole unit is not in cover.<br />
<br />
in the below amazing msPaint examples, the green is a complete LOS blocking piece of whatever. Each rectangle is a model in the vehicle squadron, each has a % in it that describes how much of it is visible to the attacking arrow model.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S6e3QC51T2I/AAAAAAAAALs/sfB0NfBjpes/s1600-h/Vehicle+Cover+saves+in+Squadrons.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S6e3QC51T2I/AAAAAAAAALs/sfB0NfBjpes/s400/Vehicle+Cover+saves+in+Squadrons.jpg" width="328" /></a></div><div class="separator" style="clear: both; text-align: center;">So in this Example A: The Vehicle squadron does get a cover save on all attacks from the arrow, while the left model is 100% visible the other is 0% visible, so the unit is 50% visible.</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><br />
</div><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S6e4n2xRzYI/AAAAAAAAAMM/YrNJWncxCv0/s1600-h/Vehicle+Cover+saves+in+Squadrons+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S6e4n2xRzYI/AAAAAAAAAMM/YrNJWncxCv0/s400/Vehicle+Cover+saves+in+Squadrons+2.jpg" width="328" /></a><br />
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</div><div class="separator" style="clear: both; text-align: center;">Example B: In this example one model is 100% visible and the other is 50% visible, so one of the models out of 2 is in cover, therefor again the unit gets cover saves against all attacks from the arrow.</div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S6e5bfb8C1I/AAAAAAAAAMU/uXIRLHKi_JY/s1600-h/Vehicle+Cover+saves+in+Squadrons+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S6e5bfb8C1I/AAAAAAAAAMU/uXIRLHKi_JY/s400/Vehicle+Cover+saves+in+Squadrons+3.jpg" width="328" /></a><br />
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</div><div class="separator" style="clear: both; text-align: center;">Example C: In this example we have 3 models in the unit, the one on the left is 100% visible, the middle is 60% visible, and the right is 0% visible. So the left and middle are not in cover, so the entire unit receives no cover saves from all attacks from the arrow even if an attack is allocated to the 0% visible model.</div><div class="separator" style="clear: both; text-align: center;"><br />
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</div><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S6e3Wpdqi3I/AAAAAAAAAME/OepuVS48nCA/s1600-h/Vehicle+Cover+saves+in+Squadrons+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S6e3Wpdqi3I/AAAAAAAAAME/OepuVS48nCA/s400/Vehicle+Cover+saves+in+Squadrons+4.jpg" width="328" /></a><br />
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</div><div class="separator" style="clear: both; text-align: center;">Example D: In this last example we see part of the first bit of the rules, it would seem like the front model is blocking the second model, but because they're in a squadron you don't get cover from other models in the squadron. Therefor both models in the middle are 100% visible and not in cover, so 2 of the 3 models are not in cover and all attacks against the unit receive no cover saves even if an attack is allocated to the model that is 0% visible.</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com7tag:blogger.com,1999:blog-2160047477056987302.post-56033812044870600992010-03-20T23:59:00.001-08:002010-03-22T10:51:05.457-08:001750 Tournie WrapupWe had our 1750 Tournie today, had a great turn out of i believe 16 people. We played the 40k Championship scenario's you can find on Adepticon's website if your interested in the full details of each, ill sum each battle up below though.<br />
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<a href="http://www.adepticon.org/wpfiles/2010/201040KChampPrimer.pdf">http://www.adepticon.org/wpfiles/2010/201040KChampPrimer.pdf</a><br />
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My List, so you dont have to go back to other posts...<br />
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-Command Squad W/Straken, medic, 2 grenade launchers, astropath, bodyguard, Chimera<br />
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-Vet Squad W/ 2Melta, grenade launcher(in Vendetta)<br />
-Vet Squad W/ 2Melta, grenade launcher(in Vendetta)<br />
-Vet Squad W/ 3Melta, Chimera<br />
-Penal Legion Squad<br />
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-Marbo<br />
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-Vendetta W/ Heavy Bolter sides<br />
-Vendetta<br />
-3x Armored Sentinels, W/ Plasma Cannons<br />
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-Manticore<br />
-Leman Russ battle tank, W/ Lascannon front<br />
-Leman Russ Demolisher<br />
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Battle 1: VS Dan's Mech Guard<br />
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Dan had a mech guard list as well, he had something akin to 3 2Sentinel squads, 4 or so Chimera's with Vets, Chimera with HQ, triple Hydra squadron, Leman Russ Punisher W/ Pask, 2 Gryphon heavy mortar squadron and for the cherry a Rhino carrying an Inquisitor and Mystics.<br />
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I rolled first turn and deployed in a long spread across my board. Penal legion went psychopath as usual and outflanked with marbo somewhere out there. Dan spread his setup as well in response, with all sentinels on the left, hydras in the middle, and mortors plus russ on the right. <br />
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The first two turns had a lot of bloodshed, i poped his command out and destroyed 2 of the hydras. Dan immobilized both vendetta's, then killed one.<br />
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After that i managed to deal with each chimera Vet squad that raced into my lines within a single turns shooting, but other then that the rest of the board more or less shot each others bits off with little actually dieing. The Penal legion came in and tied up 2 squads of sentinels for 3 turns before finally dieing to a sweeping advance. Marbo showed up and threw Pask a Demo charge, sadly Pask caught it and chucked it back....Marbo ducked in time, but Pask used that time to back up and pour 23 Strength 5 shots into em....Marbo Almost survived and failed a mere 3 saves before continuing his uselessness in the box.<br />
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The end result was a hard fought slug fest, in the end i came out on top of KP's and managed to scrape together a 303 victory point lead, securing me the primary and Tertiary objectives.<br />
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Battle 2: VS Jeff's Tau<br />
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Jeff brought a Hammerhead, Skyray, two devilfish, a squadron of Paranah, 2 squads of stealth suits, a squad of crisis suits,a commander in crisis suit, and some pathfinders.<br />
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Jeff rolled first turn, but as it was a Dawn of war style battle had me take first turn instead. I deployed a Chimera and Vets eighteen inches out in the middle in the hope i could have it searchlight whatever the tau would have out.<br />
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Jeff deployed a Devilfish nearish the middle behind a wall, but close enough with a little luck i was able to race my chimera forward six inches and tag it with the multi laser and thus searchlight. My 2 vendetta's that skim'd on were then able to light it up from afar and managed to stun and immobilize it through their tau cover saves.<br />
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Jeff didnt manage much with night fight going on, but did shake the chimera with its bright light shining. I feel bad for Jeff though because our battles seem to be similar each time and i think the Tau just really need a new codex or something because Jeff is a good and thoughtful player. By that i mean on turn two i wiped out nearly all of his ranged serious anti tank, the skyray, the hammerhead and one pirahana went down hard. From there it was a sorta mop up operation from the left to right, though his stealth suits did an amazing job when they dropped in felling both Vendetta's, the Demolisher, and the Manticore which amounted to i believe the only things that i lost.<br />
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In the end Jeff controlled no terrain elements and i controlled many, i stomped his commander in close combat with Sentinels, and had vastly greater VP's in pocket. I also managed all of the bonus points, with a Vet squad holding the center point bunker, Straken still alive and beating ass in his deployment zone, and a 4 to 1 troop choice ratio.<br />
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Battle 3: VS Ron's Aerial Assault Guard<br />
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Another guard army >.<, though at least this one was pretty vastly different. Ron used a simple list on paper, a command squad and 7 vet squads with flamers and demolitions, mounted in a squadron of 3 Valkryie, and 2 squads of 2 Vendetta's.<br />
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Ron rolled first turn, but gave it to me. We had table quarters and i assumed he gave me first turn so he could deepstrike or outflank on me, so as the terrain was a ruined city with large multilevel ruins i choose to castle in my corner near the objectives which were out in what amounts to a sort of long large courtyard in the middle.<br />
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However Ron decided to deploy everything, he decided he could out range me i believe was his plan. So he deployed a vendetta squad and valkryie squad behind a couple buildings large enough to shield much of it from my castle, and the other vendetta squad went way in the back. We scout moved, i brought my Vendetta's out to get good fields of fire on his closest squadron, and he moved the far away squadron farther away and more to my side.<br />
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By the end of my turn 2's shooting, 1 valkryie was wrecked, and all 4 Vendetta's were as well. I wouldn't call it all luck(but luck helped im sure), Manticore's and Leman Russ blasts rarely miss when fired at huge models like the Valkryie...but then when you've got this many of them clumped up out there it gets nasty. The Squadron rules were definitely to blame as well, at least 2 of them wrecked from Immobilize results. Even Marbo managed to do something (shocking i know), in a somewhat climactic looking kill he appeared on a floor the same height as a vendetta and chucked his demo pack with all the fury of the rage quitter he is. Of course after this shining achievement he charged the FOUR remained guardsmen, killed one, and died to the other 3's attacks ........<br />
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It was another mop up operation from here, his other Valkryies made "death or glory" moves to the center of the map even attempting Grav-Chute insertions along the way, of which 1 squad went splat on the side of a russ after watching their command squad land beautifully. Eventually the guardsmen who had all been dismounted made their way to the center to die, i was grateful Ron wasn't one of those players that holds their stuff back in bunkers doing nothing more then denying their opponents the ability to kill them as i needed to win by 750+ VP's for my Tertiary and needed to kill off all but 3 units for a bonus point.<br />
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In the end i captured all the points, managed to kill all but the 3 guardsmen that killed marbo, and had a unit in every table quarter. Scoring me every point except the bonus for having a scoring unit in every table quarter, which i could have had too if my stupid prisoners didn't take nearly 5 turns to kill the vet squad they jumped.<br />
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End Result was a 1st place win for me overall, which is my first major Tournie win so i was very proud it was the last Brimfrost (and sad....) All of my opponents were great to play against, and even though my battle report might make them sound like sweeps at times every commander put up a great fight and things could easily have not gone my way.<br />
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Things i learned from this Tournie:<br />
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<ol><li>There is a significant amount of confusion amongst players about how vehicle squadron cover works. (edit)Check out a new post for a nice pictoral view on how it works if you think your shaky about it.</li>
<li>There is also a large issue with just determining cover for vehicles, i tend to play very conservatively and dont usually push for saves on my units unless i feel it is obvious. Most of the time if i feel i "might" have it, ill simply ask my opponent and if he believes (after checking from his units perspective of course) it does not get cover i go with it. However more and more i play players who take an aggressive cover stand and constantly argue covers that are borderline at best. As great as True Line of Sight is on paper, i believe it adds a dimension of opinion into the game more then maybe it should...i'm not a pushy player and i never want my opponent to feel im jerking the rules to my favor, but im also not gonna let bits that i see as obvious fly when they could be potentially game changing.</li>
<li>Im addicted to Marbo, and i need to quit because he's not worth it..</li>
<li>The Astropath could go, most of the time my units didn't need to come in ASAP, and i rerolled only 1 outflank, which promptly rolled the same result.</li>
<li>Grenade Launchers are awsome, i always discounted them as inferior in so many ways but their range firstly is fantastic for my infantry on the move and their krak grenades did very well overall.</li>
<li>I dislike playing two of the same army in one tournament, even more that they're my army >.< but oh well.</li>
</ol>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com7tag:blogger.com,1999:blog-2160047477056987302.post-20004070187433382872010-03-12T14:22:00.000-09:002010-03-12T14:22:06.217-09:00Sentinel Conversion Project Set 1 Complete!They are painted, they are based, the first squad of 3 Armored Sentinels is Complete!<br />
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Im no super pro painter, but i think they look pretty good. As before the pictures are huge if you click em.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S5rLv-EQ1mI/AAAAAAAAAKo/qybLupgj804/s1600-h/DSCN3364.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S5rLv-EQ1mI/AAAAAAAAAKo/qybLupgj804/s400/DSCN3364.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"></div><a name='more'></a><br />
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<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S5rL6dEtUvI/AAAAAAAAAK4/j3qUooOrNN4/s1600-h/DSCN3366.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S5rL6dEtUvI/AAAAAAAAAK4/j3qUooOrNN4/s400/DSCN3366.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
<a href="http://4.bp.blogspot.com/_7YtR2SocUqI/S5rMAHwHoHI/AAAAAAAAALA/9ZbXfOuYfFc/s1600-h/DSCN3367.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_7YtR2SocUqI/S5rMAHwHoHI/AAAAAAAAALA/9ZbXfOuYfFc/s400/DSCN3367.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
<a href="http://3.bp.blogspot.com/_7YtR2SocUqI/S5rMHT2hTiI/AAAAAAAAALI/__RSZsrhANI/s1600-h/DSCN3368.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://3.bp.blogspot.com/_7YtR2SocUqI/S5rMHT2hTiI/AAAAAAAAALI/__RSZsrhANI/s400/DSCN3368.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMLmUnoSI/AAAAAAAAALQ/Y_aDXjod9yo/s1600-h/DSCN3369.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMLmUnoSI/AAAAAAAAALQ/Y_aDXjod9yo/s400/DSCN3369.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMQDhpr0I/AAAAAAAAALY/TiZOOKnJ4gQ/s1600-h/DSCN3370.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMQDhpr0I/AAAAAAAAALY/TiZOOKnJ4gQ/s400/DSCN3370.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
<a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMT9qSJlI/AAAAAAAAALg/5VcLbvVpRCA/s1600-h/DSCN3371.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S5rMT9qSJlI/AAAAAAAAALg/5VcLbvVpRCA/s400/DSCN3371.JPG" width="400" /></a></div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com9tag:blogger.com,1999:blog-2160047477056987302.post-36250385119933769352010-03-09T11:28:00.000-09:002010-03-09T11:28:08.595-09:00Tournie PrepIn prep for the 1750 tournie iv run a few test games, and have been painting up all the mini's i need to fill out the list.<br />
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For the tournie i needed:<br />
a Penal Legion squad converted/painted<br />
4 grenade launcher guardsmen converted/painted<br />
1 astropath finished paint job<br />
3 Sentinels converted/painted<br />
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so far iv got it all done except the Sentinels, which are in the painting stage atm. That leaves me sitting pretty with the tournie not until the 20th.<br />
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The Grenade launcher guardsmen were easy to get done, i didn't have any and i didn't really want to buy another guardsmen box so thankfully many guard kits come with spare legs! I used the legs from the tank commander that comes with a Baneblade, the legs from one of the door gunners from a Valkyrie, the legs from a tank kit, and finally the last legs left over from the 10 man Catachan box i bought for the Penal legion squad (squad is 9 prisoners and an overseer).<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_7YtR2SocUqI/S5apkMENEvI/AAAAAAAAAKM/GKnaCjh92yU/s1600-h/Grenadiers.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="300" src="http://2.bp.blogspot.com/_7YtR2SocUqI/S5apkMENEvI/AAAAAAAAAKM/GKnaCjh92yU/s400/Grenadiers.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Next up i had to finish the Astropath, i had actually converted up 10 Empire Flaggelents(sp? dont care =) to be a psyker battle squad, and the models double as Astropaths/Primaris Psykers as needed. </div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/S5apoVHXzMI/AAAAAAAAAKU/33XTXBRU5OI/s1600-h/psyker.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://1.bp.blogspot.com/_7YtR2SocUqI/S5apoVHXzMI/AAAAAAAAAKU/33XTXBRU5OI/s400/psyker.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">and lastly i needed my penal legion squad, which is simply a catachan squad equipped with knives and random bits ect. its hard to be strictly WYSIWYG with them as you aren't sure what they'll have come battle, but i doubt anyone would really care and god help me i wasn't going to magnetize the turds.</div><div class="separator" style="clear: both; text-align: left;"><br />
<a href="http://1.bp.blogspot.com/_7YtR2SocUqI/S5apsts-pbI/AAAAAAAAAKc/FljVpgtRmv8/s1600-h/Penal+Legion.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://1.bp.blogspot.com/_7YtR2SocUqI/S5apsts-pbI/AAAAAAAAAKc/FljVpgtRmv8/s400/Penal+Legion.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">so far the Penal legion has seen three battles with me and overall i enjoy them even if their ability has been hit and miss.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The 1st battle was against nids/chaos in a 2v2. They rolled Gunslingers and outflanked over to eventually assault some shooty nid warriors. They i believe killed 1 warrior and tied the squad up for 2 turns before fleeing back to base and doing little else.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The 2nd battle was against Vanilla marines, they rolled Psychopaths and outflanked over to Multi Assault a devastator squad and Tactical squad (5 man combat squads of each, so not 20 marines but 10). They killed a good 5 or 6 marines before being dragged down by the initial two squads and a further 5 man squad that came to assist the melee. On top of the marine kills this helped tie up the marines for 2 and 1/2 turns which i believe really helped.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The 3rd battle was again against Vanilla marines, they rolled Psychopaths again and outflanked to assault another devastator squad, this one 7 men strong. Annoyingly they rolled terrible for reserves and didn't come in until turn 4, which proved very irritating because the devastators did quite well in that time. They assaulted turn 4 and killed 1 marine while losing no prisoners (2 successful flak armor saves ftw =) The marines stayed though, and in the marines turn won combat by 1 wound after killing another marine. I promptly failed my moral check, and rolled a 1 for my initiative run away check which is an insta death.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Overall like i said i enjoy the playstyle difference with them, they're kinda like a lame squad of Genestealers. I'm still not 100% that they're worth their place but they seem to at least be capable of distracting the enemy for a turn or two.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div>08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com5tag:blogger.com,1999:blog-2160047477056987302.post-34992392037251670632010-03-08T09:49:00.001-09:002010-03-08T09:51:29.508-09:00Battle Missions: IG MissionsBattle Missions is here finally, and overall im very happy with it.<br />
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I played this weekend and we Random'd on the table, pulling up the Tau Mission Vertical Envelopment. It was my IG vs. Vanilla marines and we rolled to see who was the enemy, which ended up being the marines. Essentially the mission was Annihilation but with slightly larger deployment halves, no reserves for the enemy, and "Tau" skimmer reserves were forced to come in on the enemy table edge. It would have been fun i guess to bring in my Vendettas as such, but in the end i need them on the table from turn 1 to put down armored threats so really the mission didn't really feel all that special for us. Im not saying it wasn't a neat idea or that the mission was bad, it just didn't end up shaking it up for our two forces.<br />
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I love the IG missions though... I wont copy em over but ill give a general overview.<br />
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1.Prep'd Assault<br />
Essentially its table halves, with one objective middle and the rest in the enemy zone so the guard player is assaulting instead of defending. No reserves, which i take to mean no normal reserves but you deepstrike/outflank if able. The guard player gets 2 pieces of 1/2 inch square paper to represent off table artillery supporting the guard, and the enemy gets one to represent how much our artillery suck at aiming. During any shooting phase the players may declare these shots coming in. They take their paper and hold it about 36 inches up and let it drop.....it flutters to the surface and summons a Battle cannon blast at that location!<br />
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I love the paper mechanic, and i cant wait to play this one i already enjoy assaulting with my guard more then acting as a defense line.<br />
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2. Attrition<br />
Table Halves again, but Victory points are counted for victory. The twist here is simple, no troop may be put in reserve but any troop fully destroyed on the battle field enters reserve at full strength but with no transport. They then come out on any table edge in your teams half, but they also offer their victory points up for grabs again (so you get their points for killing them, then you could kill them again and get the points a second time).<br />
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Simple, but sounds fun.<br />
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3. Trench War<br />
Table halves, with objectives. All units in open ground at the beginning of game though are given 4 up cover saves until they move that game, and each player gets to put out some razor wire and/or tank traps.<br />
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I actually like this one a lot, and it would be very fun for a large game between two shooty armies.08ak1http://www.blogger.com/profile/05078650389026630997noreply@blogger.com10