tag:blogger.com,1999:blog-79848246881153307342024-03-13T12:17:01.479-04:00The Ends Justify the MeansRead the Skinny first!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.comBlogger172125tag:blogger.com,1999:blog-7984824688115330734.post-3195169884441126562013-10-20T20:16:00.001-04:002013-10-20T20:16:08.902-04:00A little rejuvenat, and reflection...So, I've been very...negative...of late.<br />
I had to take a step back, for a while.<br />
Upon reading another's blog, I discovered part of my ennui has less to do with the game I play (though I am still not fond of the current 'sandbox') and more to do with me.<br />
More to the point, though she is a gift beyond measure...my lovely little 2 year old daughter has made both my ability to game, and hobby, very difficult at best.<br />
<br />
I read an article today, after a string of clicks off a single BoLS article, and found hope at the end of this myopic tunnel.<br />
I am going to link to that article, and hope the writer has no issue with this (I'll ask, of course, but I think it should be shared...so will risk being told to take it down after the fact).<br />
It may seem simple of me, but it really makes me think positively of the future of my hobby (and let's be honest, I'm aging...so it is a finite future at best. 45 was awfully late to have a new spawn).<br />
<br />
<a href="http://womenwithdice.blogspot.com/2013/09/tips-tricks-to-painting-with-kids.html" target="_blank">http://womenwithdice.blogspot.com/2013/09/tips-tricks-to-painting-with-kids.html</a><br />
<br />
I'm going to start following up soon, with some earnest hobby work I have done lately.<br />
I nearly finished my Nurgle Daemon army in 6 weeks, and have taken my Pre-Heresy DG up to around 3500pts...with nary a pic of either posted.<br />
I'm going to miss the next local club event, but it is what it is...life has intruded a bit.<br />
I'll make it a point to chase one soon, just to dust off some fun plastic 'doods' (as a friend's 3+ year old calls his plastic addiction).<br />
<br />
Thanks, Jen...for a small ray of hope in such a simple article.Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com0tag:blogger.com,1999:blog-7984824688115330734.post-82236656148817372342013-04-29T17:40:00.003-04:002013-04-29T18:12:19.785-04:00GW fan blogs DMCA Hate?(may be a rumour reaction, looking for confirmation first...not taking down original post though)<br />
<br />
<br />
GW DMCA takedown of BoLS and Faeit?<br />
<br />
Really guys?<br />
<br />
These sites support you and your community...un-good.<br />
Double-Plus Un-good.<br />
<br />
makes my ennui more pronounced.<br />
<br />
<br />
<b><i>appears</i></b> confirmed:<br />
http://chillingeffects.org/dmca512c/notice.cgi?NoticeID=928410<br />
<br />
found also repeated on the BoLS lounge (which is still accessible) Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com5tag:blogger.com,1999:blog-7984824688115330734.post-15387807652707115842013-04-10T18:05:00.002-04:002013-04-10T18:05:34.805-04:0040k 6e RANTOMATIC!<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent">(something I posted on a facebook group I belong to...it needs a bit of expounding, but is much an acknowledgement of WHY i have been so quiet of late. NOTHING is motivating me toward the game anymore. I am changing toward a hobby based dynamic though, and will begin once again to wax poetic...okay ramble incessantly...about my hobby. there just may be a bit more grump for a while :-) ) </span></span></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"> </span></span></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"> </span></span></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<i><span class="messageBody" data-ft="{"type":3}"><span class="userContent">Other than the fact it is my favorite genre/universe to wargame in, I have come to a conclusion...<br /> <br /> I have NOTHING positive to say (and would hesitate to go so far as to say 'am growing to detest') 6th edition 40k.<br /> <br />
The current trends, direction and choices are frankly MORE jarring than
the transition from 2nd to 3rd...more pervasively underhanded than 4th
to 5th and have the potential to create a game more unbalanced (and
ultimately more bland and unrewarding) as 4th ed.<br /><span class="text_exposed_show">
This is the most ill-thought out and delivered edition/transition ever
instituted by GW...and that is coming from a player who has stuck
through this game, the price hikes and shennanigans that have been
pulled on/over us since RT.<br /> <br /> I can honestly say I felt MORE
likely to have a rewarding and manageable/fair/balanced tournament
experience at hobby geared 4e GT's than I do with the abomination under
which we now play.</span></span></span></i></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<i><span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show"></span></span></span></i></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show"><i>...that is all.</i><br /> </span></span></span></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show"><br /> </span></span></span></h5>
<h5 class="uiStreamMessage userContentWrapper" data-ft="{"type":1,"tn":"K"}">
<span class="messageBody" data-ft="{"type":3}"><span class="userContent"><span class="text_exposed_show">I am trying to 'be back', for those few who actually paid attention...but the 'spawn' has also been consuming my soul slowly.<br /> </span></span></span></h5>
Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com9tag:blogger.com,1999:blog-7984824688115330734.post-33234283777462028142012-10-19T19:12:00.002-04:002012-10-19T19:12:48.920-04:00CSM FAQ is up...and it's anemic...buuut<br />
<br />
35 man Plague Zombies are a go (duh).<br />
The Axe of Blind Fury is a go for DPs.<br />
Anything that is MoK restricted can also be taken by Daemons w/MoK as well.<br />
Hellbrute's 5 pts cheaper.<br />
<br />
important little (and big) things.<br />
Oh, and terminators are FIXED! :-)Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com1tag:blogger.com,1999:blog-7984824688115330734.post-5131852952470573792012-10-19T12:45:00.000-04:002012-10-19T12:45:21.653-04:00Random 40k grump of the day...<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.army-technology.com/projects/mlrs/images/mlrs1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="http://www.army-technology.com/projects/mlrs/images/mlrs1.jpg" width="320" /></a></div>
<br />
<br />
Does anyone else find it bothersome that a Terminator Cyclone gets two shots, and a Dreadnought Missile Launcher only gets one?<br />
<br />Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com7tag:blogger.com,1999:blog-7984824688115330734.post-37177859248865698062012-10-16T10:00:00.001-04:002012-10-16T11:01:16.512-04:00Horus Heresy Book I; Betrayal. A curmudgeon's review.<div class="separator" style="clear: both; text-align: center;">
<a href="http://wh40k.lexicanum.com/mediawiki/images/thumb/d/dd/Horus_vs_The_Emperor.jpg/250px-Horus_vs_The_Emperor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://wh40k.lexicanum.com/mediawiki/images/thumb/d/dd/Horus_vs_The_Emperor.jpg/250px-Horus_vs_The_Emperor.jpg" /></a></div>
Okay, to start I have become jaded. Maybe I've been playing with my toy soldiers too long, maybe I'm too old or maybe a year of infant/toddler induced sleep deprivation has brought an even greater level of curmudgeon-itude to the fore, but this last year has brought me only a little GW joy.<br />
I keep looking for that next 'thing' to bring me back into the fold, bring me a new joy in the sandbox I like to play.<br />
I have become pessimistic in my assessments, more negative than ever in my 'anticipation' of releases and utterly unforgiving in my final analysis'.<br />
<br />
I think no more. It may just have taken Forge World to fix what ails me!<br />
<br />
<a name='more'></a><u><b>The Good (fluff);</b></u><br />
-It is a cornucopia of background. It boils down years of collected pre-Heresy/Imperial 'history' into a tome that delivers some of the most comprehensive information I have ever had in a single reference.<br />
-It gives a sense of the Istvaan III massacre, events leading up to it and the state of the Imperium, all in one go...while sacrificing none of the 'tone' of the novels/WD articles and musings we could reference to date.<br />
-The book delivers a comprehensive history of each Primarch, their Legions and the impact their coming together had. It also shows the divisiveness within the Legions, as the disparate philosophies and strategies (for some) of the Terran and Homeworld Astartes are brought together into singular fighting forces...foreshadowing what was to come. <br />
In the Legion sections alone, I was reminded of far more than I realized and introduced to newer elements that have either never been revealed, or I was never exposed to.<br />
-It gives us a more comprehensive buildup, prosecution and disintegration of the great crusade than any one source (that I have read) can deliver in a single sitting. <br />
-This Book delivers a rich history and background that ANY player, or hobbyist, can thoroughly enjoy.<br />
The Good (rules);<br />
-Quite simply, 'Betrayal' gives us the Legions. All the rules fit.<br />
Some things, as with all new rules sets, don't seem to initially be canon(as much as you can call a fiction based game canon)...but as you begin to read further, and see how application of units, HQ rules and 'archaeotech' begin to create a unique flavor that meshes with the Horusy Heresy novels and genre.<br />
-Primarchs work. Fear of 'overpowered' or 'nerfed' characters, representing these paragons of the legions, have stayed the hand of many GW designer in the past. Not wishing to offend the masses, or create something so unplayable as to never see the table top (or sell a miniature) kept them 'off the books' as much as any drive to preserve the mystery of these figures from the past.<br />
Forge World managed to do it. They have delivered (at least in the first four examples) Primarchs that are both believable, exceptionally potent, yet not excessively undercosted.<br />
Again, as with so much else in these books...they 'fit'.<br />
-Legion character is maintained. The feel of the Legion era is there. Vast hordes of Astartes, specialist formations, the faint hints of the Codex to come...all these things can be found here, and more. You can make a 'swarm' of basic bolter-marines, you can simulate modern tactical squads and you can field specialist units that make sense in an organization much larger than the standard chapters of today.<br />
Yet with all these elements, they took care to balance things carefully. Sure, legion 'blobs' are cheap...but they get no special/hvy options, do not have ATSKNF, and many of the other abilities that reflect modern doctrine in the Codex Astartes.<br />
Heavy options, and mission specific weapons (etc) are focused more into their specialist units as is appropriate.<br />
Overall, I can't think of much that I would have personally included in the Legion rules.<br />
-Lords Of War/Apoc light. What can I say? For those that want to play your primarchs, here's how you do it. A special FOC choice that allows you to throw in a number of elements. It's optional, it's nasty and it allows Super Heavies (one choice per detachment).<br />
In addition to allowing you to field your Primarch, it allows for an 'Apoc Light'. It is almost that step that makes 'Apoc only' elements playable in regular (not tourney, but pickup) games. The book itself incorporates these choices in such a fashion that you can play with that fellblade, or thunderhawk (etc), yet at the same time have a far more structured game than the furball Apocalypse frequent devolves into.<br />
It is a simple solution, that allows for even more variety than 6e already introduces.<br />
-Balance. Though I have not looked at it outside a vacuum yet, I think it may even be balanced for regular 40k interaction. Not tourney (maybe, we'll see how newer 6e codices develop over time), but regular game days etc. this will require me to experiment, though.<br />
-Value. See my wife's quote in the next section! I am biased, it's great. <br />
<br />
For the good, I say more along the lines of 'GREAT'!<br />
<br />
<u><b>The Bad (price);</b></u><br />
-Okay, $112-ish (exchange rate dependent) is a bit pricey for a book that will (for the nonce) require permission/pre-planning to use.<br />
That being said, when you see it you will NOT be disappointed with your expenditure.<br />
(to quote my Spouse, when she came home from work and saw me perusing my copy upon arrival, "now THAT is what I would expect from a $100 game book...hell, any $100 book").<br />
-That's the only 'Bad'.<br />
<br />
<u><b>The Ugly (flaws);</b></u><br />
-Okay, I really don't want to beat up on this book...my personal take is that I wasted NO money in purchasing it and will continue to collect the books (and Primarchs etc)....BUT, truth time.<br />
-The cover art picture, while quite lovely, is an insert. Well rendered, on quality poster-like print etc...and it is print-glued into an embossed recess in the 'leather' (edit; bonded leather, or a type of faux-leather incorporating leather fibers) cover...and glued poorly.<br />
Mine has begun to curl off (now 1/3 separated), in response to environmental factors (such as fluctuating humidity or some such) or an initial print-run that will point out correctable errors in the future I'm not certain. I have not gone internet searching for other related complaints, and I hope that I am an isolated incident, but be warned.<br />
-Editing is poor. Not egregious, but there are enough misspellings and bad syntax (etc) for me to notice that someone relied a bit too heavily on 'spellcheck'. With something of this magnitude, and years of anticipation, it should have been proofread by EVERY member on the developmental staff, and at least one 'out of hobby' editor...and it is clear it was not.<br />
<br />
These are the only two things I can honestly say take it down out of its price/quality range.<br />
<br />
<br />
In conclusion, while there are some flaws in the physical book itself...I see nothing in the execution of the rules, fluff or tone that makes me question my purchase.<br />
I am more than pleased, and considering my ennui toward GW/FW of late, that is saying a lot.<br />
I have been a huge fan of the 40(&30)k Universe since my 'indoctrination' back in the old Rogue Trader days, and the potential for disappointment/rage was high.<br />
<br />
I couldn't have asked for a better culmination to my hopes and gaming desires for the 'Grim-Dark' haunted past to come to life.<br />
This Curmudgeon is quite pleased!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com4tag:blogger.com,1999:blog-7984824688115330734.post-78917563203294707312012-09-17T15:01:00.002-04:002012-09-17T15:01:41.476-04:00And my Forgeworld joy continues...<a href="http://www.forgeworld.co.uk/Events/UK_Games_Day_2012.htm" target="_blank">http://www.forgeworld.co.uk/Events/UK_Games_Day_2012.htm</a><br />
<br />
My per-heresy Deathguard are comin out ta playyyy!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-61809926496974470862012-09-16T21:33:00.002-04:002012-09-16T21:36:16.479-04:00Batrep Synopsis Bookery RTT 8.18.2012 (first 6e tourney)<div> (yeah, it's late...just totally forgot to post the damned thing!)</div><div></div><div>Batrep 8.18.2012<br />
<br />
The tourney was 1850pts, with nearly all the 6e rules in effect. <br />
Only random terrain and random objective rules were omitted.<br />
Forgeworld 40k approved stamp allowed.<br />
My list<br />
Belial<br />
Terminator command squad (cyclone/THSS’s/etc)<br />
Terminator squad(cyclone/THSS’s/etc)<br />
Terminator squad(cyclone/THSS’s/etc)<br />
Terminator squad(cyclone/THSS’s/etc)<br />
Terminator squad(cyclone/THSS’s/etc)<br />
Caestus Assault Ram<br />
Land Raider Godhammer<br />
<br />
<a name='more'></a><br />
<br />
<br />
Each scenario had a primary(7pts), secondary(5pts) and tertiary(3pts) objective.<br />
In addition, bonus points were accrued based on;<br />
Objectives taken<br />
Linebreaker<br />
Slay the Warlord<br />
First Blood<br />
(objectives were always center of table, and one in center of each quarter)<br />
<br />
++Scenario 1++<br />
+Dawn of War<br />
+Objectives<br />
Primary- Objectives<br />
Secondary-Kill Points<br />
Tertiary-Eliminate all FA (note;FA scoring)<br />
Special rules, nightfight for the first three game turns.<br />
<br />
Opposing Army (didn’t get list, and forgot his name…sorry, so from memory)<br />
IG<br />
-CCS (plasma, MoF, Astropath and commissar)<br />
-PCS(plasma)<br />
-Marbo<br />
-PBS (chimera)<br />
-Blob(2 squads with specials, commissar, autocannon)<br />
-4(?)x vets (melta/melta/plasma/flamer)<br />
All in chimera<br />
Vendetta<br />
Vendetta<br />
Basilisk<br />
Leman Russ<br />
Manticore<br />
Aegis line with quad-gun<br />
<br />
Warlord for him, acute senses.<br />
Warlord for me, move through cover.<br />
<br />
He won the roll, chose first. The tables were even across, so he just chose a side and deployed. This was a vast cityfight style ruin table, lots of terrain but roads to create firelanes and movement options.<br />
He deployed the Manticore deep on his right, basilisk on the left and Russ in the center. He flanked into his left (I assume hoping I would shift opposite, into his Manticore and Quad gun) with his Vets/chimmys+PBS/chimmy and basilisk+blob(in a building). He placed a blob(maybe HW team I missed?) with AC and his CCS(commissar manning quad-gun) to reinforce his right flank. Both Vendettas in reserve, with a Plas-Vet squad on one.<br />
I deployed the LR at 12”(DW squad mounted) and a DW squad. I placed directly across from his Chimera/basi/Blob wall. I failed to seize.<br />
<br />
Turn 1;<br />
He shuffled, and nightfight prevented a good amount of fire. What he did get dropped my exposed Cyclone (remembering closest resolution, gah).<br />
I dropped two DW squads (DW assault) right in his grill. Punched the LR forward max. Snapfired a lascannon pair and stunned a chimera. <br />
Turn 2;<br />
Vendettas both come in.<br />
He advanced, dropped my initial DW squad down to one. <br />
Marbo popped, and missed. Took a Hull Point off of the LR(vendettas). Dropped another DW.<br />
I punched out with my LR mounted unit, while my Caestus came barreling on. The Caestus rammed a Chimera into smoking ruin (making its 5++ against the return strike). Lascannon fire dropped another Chimera. Assaults devastated exposed/advanced Vets.<br />
Turn 3;<br />
His fire nets a Hullpoint off the Caestus, and a DW terminator. Assault sees off the remaining locked Vets, running not dead. <br />
Caestus drops into hover, unloads Belial and Command. They rock into further targets, LR mounted unit gets into the blob, and a ram smokes a 2nd Chimera. <br />
Snapfire lascannon Vector-Locks the mounted-up Vendetta.<br />
Assaults fly, Terminators lumber…mass carnage ensues.<br />
Turn 4/5;<br />
The grind continues. Stubborn keeps his blob going for most of both turns, but they finally run off the table. <br />
He begins to fire the Manticore finally, but only manages to remove another hullpoint from the LR, and force a few(successful) saves on DW.<br />
Caestus rams another vehicle into dust.<br />
Turn 5 sees positioning for objectives as DW squads bubble wrap the middle and I own the two on my right flank.<br />
+++Game ends with me winning,<br />
Primary(me)<br />
Secondary(me)<br />
Tertiary(draw)<br />
Bonus points predominantly go to me.<br />
<br />
++Scenario 2++<br />
+Hammer and Anvil<br />
+Objectives<br />
Primary- Eliminate all opposing HS(from primary detach,note;HS scoring)<br />
Secondary-Objectives<br />
Tertiary-Kill Points<br />
Special rules, NO nightfight all game.<br />
<br />
Opposing Army (didn’t get list, and forgot his name…sorry, so from memory)<br />
Orks<br />
<br />
Ghazgkull Mag Uruk Thraka<br />
BigMek (klaw/KFF)<br />
Lootas(12)<br />
Tankbustas(12)<br />
ShootaBoyz(19)<br />
ShootaBoyz(30)<br />
ShootaBoyz(30)<br />
Dakka Jet<br />
Deffkoptas(5)<br />
Battlewagon (Deffrolla, ArmourPlates, Grot Riggers, 4x Big Shootas…some other stuff)<br />
<br />
Warlord for both, I forget.<br />
<br />
He wins roll for first, deploys 24” forward with Wagon and slightly behind with shoota mobs. Lootas atop a skyshield (for terrain, not the rules). 19 boyz+KFF on wagon. Deffkoptas and Dakkajet in reserve, Koptas outflanking.<br />
I deploy back from main line, toward my left. Reserve 3 squads (belial+std Terminators on Caestus). LR+mounted squad, and foot squad, amidst terrain slightly left (opposite of Ghazzy).<br />
I fail to seize.<br />
<br />
Turn 1;<br />
He advances up the center, pushes the wagon forward. Lootas and shootas (and Wagon shootas) engage my exposed termies, eliminating the cyclone and another shmoe.<br />
I swing closer to center, pop shots into the Wagon and manage to net a Hullpoint(and shaken, I believe).<br />
I also DW assault into his backfield with command termies and standard squad. Rear cyclone shots immobilize the Wagon.<br />
Turn 2; <br />
Deffkoptas come in behind my LR, Wagon fails repair, including shaking itself in the process. Dakkajet still in reserves. Koptas do nothing to the LR. Fire damages both DW squads in his backfield, but their drop does what I want…pulling both his big blobs back, along with the Tank Hunters.<br />
My Caestus comes in. Ram on the Wagon (gets another HP, and a dead Big Shoota). Assault into his Koptas from the foot-squad in my backfield nets two, they run. Assault into his Tankhuntas from his backfield wipes them. I disembark the LR mounted termies, to further engage the wagon from side-armour…no more HP lost.<br />
Turn 3/5;<br />
Dakkajet comes in, Waagh shooting knocks out all but one of the termies from the freshly dismounted unit…but ultimately that’s all the Dakkajet does in the game. My Caestus flies off, as my LR puts down the last HP from the wagon (primary secure). Furball on the center objective, plus shooting and such, really grinds the game out…I finally secure the central objective, with Gazzy and crowd too far back.<br />
+++Game ends,<br />
Primary(me)<br />
Secondary(me)<br />
Tertiary(me)<br />
Bonus Pts(first blood to me, that’s it)<br />
<br />
<br />
++Scenario 3++<br />
+Emperor’s Will<br />
+Objectives<br />
Primary- Objectives<br />
Secondary-<br />
Tertiary-Kill Points<br />
Special rules, NO nightfight all game.<br />
<br />
Opposing Army Necron Wraithwing(just to piss him off, he hates that term).<br />
Eric Miller(list from memory).<br />
<br />
Destroyer Lord (orb, sempiternal, scythe, mindshackle)<br />
Destroyer Lord (orb, sempiternal, scythe, mindshackle)<br />
5x Praetorian Guard(Particle Caster/Voidblade)<br />
5x Warriors<br />
5x Warriors<br />
5x Warriors<br />
6x Wraiths (2x Whipcoils)<br />
6x Wraiths (2x Whipcoils)<br />
6x Wraiths (2x Whipcoils)<br />
Monolith<br />
Annihilation Barge<br />
Canoptek Spyder (gloom prism)<br />
<br />
Warlord for him, Furious Charge<br />
Warlord for me, Move through Cover<br />
<br />
He wins roll for first, deploys wraiths line across maximum frontage. His DLords join his left and center Wraith units. Praetorians back up his left-center. Anni-barge takes center about 8” back from the Wraith-wall. One warrior unit hides behind a hill right off his corner objective, while the Monolith supports his left flank. Two foot warriors in reserve.<br />
I know the visuals are for a ‘weaker’ right flank, but the speed of the wraiths make that moot. What it DOES do is give me a wraith unit unsupported by Lords for wound soaking…so, I take his right flank anyway. I deploy EVERYTHING but the Caestus and Belial (on board said flyer) to bead on his wraith unit.<br />
I then seize (which was funny. I am across from Edge so often last round of tourney that I rolled while he was at the end of the table…and Eric was over adjusting a fan. Edge wasn’t even looking, but I just saw him and rolled. Fortunately, Eric’s nice and took my word for it).<br />
<br />
Turn 1;<br />
I shuffle…a little, more to just make certain of lining up shots. I fire. Even with snake eyes on one of the cyclones, I managed to drop my target unit of Wraiths down to one, and stun the Anni-barge.<br />
He advances quickly, and runs what he can. The two DLords join the central wraith unit. No shooting. Between run rolls and speed, his central Wraiths are right in my breadbasket…which I expected.<br />
Turn2;<br />
The Caestus comes on. With the Anni-barge wounded, the only serious target for my flyer was the Mono. I measured it out, and decided against the ram. Instead I flew into double D6 range with the MagnaMelta.<br />
I position for assault (this confused ‘Monger later, but the intent was to lock his central Wraith-star down for a few turns…and deny him charge bonuses). I shoot. Every weapon in my army EXCEPT my leftmost Terminator unit, my Caestus and a snapfired lascannon (into his Anni-barge) fires at the Wraithstar. Positioning really made nearly all that fire pour into the Wraiths (only one of the Cyclones has to hit a Lord). The Terminator unit that fired into his solo Wraith did its job, wiping it out. The lasconnon finished the wounded Anni. Everything else whiffed. Between misses, and a complete lack of failed saves…he lost one wraith and a flux arc on the Mono. Ok, this is NOT what I bargained for…well, assault time! I charge. My setup should have allowed one unit to engage virtually nothing but Wraiths, while the other engaged the pair of lords. Statistically, I should have netted a Lord and 3 Wraiths…Well, a failed charge(rolled a 4, at 5” distant) isolated the one unit against his paired lords. I should be happy they survived the experience (with two left). Should be. <br />
His reserve warriors come in. He brings them out along his long edge, one behind the Mono for cover, one to engage the Caestus. The third Wraith unit comes over the central terrain piece to engage another backfield Termie unit. Shootings gets him nothing, and then the assault phase. He hits a Terminator unit in the backfield, and grinds the middle squad down to 2, with no CC losses at all (every wound saved). The praetorians are now positioned to jump into the middle if needed.<br />
Turn3/4;<br />
I look at the field, and decide I wish to melta the Mono. None of his Wraith units will be able to assault it this turn, so I go into hover mode vs to engage it. My only mistake of the game(?)…looking at the Praetorians and SEEING (in my mind) Lychguard. Whiff goes the melta…mistake-news at 11. My only real CHEAT of the event?...I shot at his exposed warriors with my Firefury battery same turn. I’ve grown so accustomed to LR’s, I just started operating with PotMS in my cabeza(sorry about that, ‘Monger…won’t happen again. Didn’t even think about it ‘til writing this damned thing).<br />
I pounce onto the Wraiths in my backfield with my second unengaged Termie unit in that quarter. My other two forward squads position for assaults (one on the Canoptek Spyder that had been positioning for support), while the last unengaged backfield unit positions for support on the other. I successfully assault his Wraithstar with the fresh squad. I actually make a LDR roll vs Mindshackle…I kill A Wraith (whiffing on my part, coupled with his continued inability to fail saves), though I only lost one terminator in each squad. I kill the Spyder without losses. Backfield fight? Original Termie squad down to 2, for NO losses of Wraiths (after average wounding)…he cannot fail saves.<br />
His turn goes pretty much straight to assault. Well, now it’s 11…mistake-news (if you didn’t see it coming, shame shame). He hops over with Praetorians and assaults the Caestus. As soon as he hopped, I realized what I had ‘seen’ in my head and why I did it…and what it just cost me. Dead Caestus. <br />
He finishes the loner, takes the final charge (after whittling the other squad down to 2) and continues to fail no saves (even in the backfield).<br />
Turn 5;<br />
Belial is pissed. He kills the Praetorians. The LR has nothing to shoot at, it backs up a bit (hoping to pick up a squad that breaks loose). Assault…he loses nothing.<br />
His assault, Finishes the light squad in the middle…reduces the other to 3, for the loss of one Wraith. Backfield Wraiths finally lose 2.<br />
Okay, at this point I actually have Primary (barely) and secondary while he has tertiary! C’MON DICE! <br />
Awwwwwwwwwww….a damned 6!<br />
Turn6; Just assaults at this stage, though he positions his Mono to telly a Warrior unit onto the central objective, securing two for him.<br />
Assault finally breaks loose the center fight, during my turn…what’s left of the Wraithstar goes and kills Belial while I get his Wraith unit in my backfield down to 1.<br />
Now we’re drawn on Primary, I have secondary, he has tertiary…<br />
C’MON MONGER’S DICE!<br />
Awwwwwwwwwww…a 5………ruh roh raggy.<br />
Turn7;<br />
Right, let’s just not discuss that! (tabled)<br />
<br />
+++Game ends,<br />
Primary(Eric)<br />
Secondary(Eric)<br />
Tertiary(Eric)<br />
Bonus Pts(first blood to me, that’s it)<br />
<br />
Game should have been a seesaw match.<br />
His army has speed, mine has 2+ spam. Our core ‘threat’ units have the same levels of resilience vs ‘standard’ lists/armies(though that term is changing with the new Edition, and with newer codices written for them coming up).<br />
Frankly, I saw this matchup as slightly-advantaged to me…only VERY slightly. The quantity of ID weaponry I have (vs his true threats) effectively nullifies the 2wd advantage he gets vs other types of opponents. Though his speed compensated for a lack of scoring, and his resilience could keep my army off his 'squishy-bitz' longer than most other opponents. <br />
This does me NO good when he’s rolling like he has 2++, not 3!!! <img alt="Razz" longdesc="9" src="http://illiweb.com/fa/i/smiles/icon_razz.gif" /> <br />
The fact that he needed to engage me in CC in order to take full advantage of his army SHOULD have tipped that.<br />
Failing a charge on Turn 2 (set up to cost him at least half his Wraiths, while also killing a Lord and locking the other), instead created a slow-feed issue in the middle that favored him…with no way to compensate.<br />
My real error was so annoyingly a non-issue, in the context of what else transpired, while at the same time being SOOO costly…but by that time his saves had just kept piling, adding insult to injury. Losing the Caestus cost me 2KP I could have just kept in effective Limbo for the game, but even with that I would have lost by 1KP (with the game having gone to turn 7).<br />
<br />
A great deal of little things came out of this for me, though no real shocks to the system.<br />
Amongst them;<br />
I can continue to ‘force’ the issue of my Deathwing, or just accept their downward spiral into ignominy.<br />
I can give up, and accept I am going to actually NEED allies in this edition.<br />
I can just say ‘to hell with it’, and go back to Star Fleet Battles.<br />
<br />
One big thing, which actually would not have mattered in the last round, is torrent. Always a weakness with this army, it was something I could almost compensate for in 5e. <br />
Not in 6e, I think.<br />
And that will require allies (until such a time as they re-vamp my Dark Angels ‘dex, and make other elements in it actually worth my while).<br />
So, allies it is…the great bogeyman.<br />
<br />
So it begins.</div>Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-21565416774908463392012-09-03T10:38:00.002-04:002012-09-03T10:49:24.116-04:00Is it appropriate to teach......when you are playing in a Tournament?<br />
<br />
Got into this discussion on another blog. Stelek, over at <a href="http://yesthetruthhurts.com/2012/08/game-two-analysis/#comments" target="_blank">YTTH</a> , chose to correct an opponent error made at the beginning of his 2nd round NOVA game.<br />
In the comments relating to that game, he was taken to task for 'giving' the game to his opponent. (looking at other factors, I agree it may have contributed to his loss...but may not have actually lost him the game on its own).<br />
<br />
When I chimed in, there were a myriad of opinions (and responses to my comment) relating to teaching <i>during </i>your round.<br />
<br />
<a name='more'></a><br />
<br />
Honestly, I see it as an obligation.<br />
<br />
As experienced players, we can recognize a basic error quickly...and gauge relative levels of skill from that.<br />
Are we obligated to 'help' under those circumstances?<br />
<br />
I agree that a tourney is competitive, and that it seems to fly in the face of competition to do so...<br />
BUT,<br />
This is no normal game/competitive environment.<br />
This is a hobby, one that is resource intensive in ALL its aspects.<br />
Most demanding, IMHO, is the preparatory stages (both the build/hobby AND practice/play).<br />
Second, is maintaining the depth of the hobby itself. By that, I mean the player pool we all draw from (both for fun, and competition). Anything we can do to encourage, grow and teach, is a tool to insure the continued existence of our hobby.<br />
Finally (again IMHO) is that actual application in tourney.<br />
<br />
Nothing can be so disheartening to a newer player than to NEVER feel like they are in the game. <br />
Little is more disheartening than to make a basic error, due to lack of experience, and know...beyond a shadow of a doubt...that simple error took them out of contention.<br />
Even fewer things are more frustrating than feeling taken advantage of due to lack of encompassing knowledge, when pressed from all sides by a savvy veteran.<br />
When these things happen frequently, we run the risk of losing these players from our regular pool of opponents...and the greater pool of GT's/RTT's(etc). Tournaments ARE the driving force behind local players traveling, and newer players growing. <br />
Even adults reconsider their choices based on constant frustration, and we cannot control the frustrations of price/hobby intensity...we CAN control the frustration levels for everyone (ourselves included) when we are AT the table. <br />
<br />
Every step we can take to help those that are learning feel like they are part of something larger, goes quite far to keeping those same players a part of our wonderful/draining hobby.<br />
<br />
I do not like the trends we see monetarily in our hobby, as well as the constant growth of instant gratification alternatives.<br />
Each of these (and myriad other) factors threaten our 'slice' of the game/hobby industry.<br />
<br />
I guess I just see it as our obligation to leave a legacy for others, and a pool for all the up-and-comers to continue to draw from...and teach themselves.<br />
<br />
Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com5tag:blogger.com,1999:blog-7984824688115330734.post-13512330710888005472012-07-07T06:38:00.000-04:002012-07-07T06:38:50.455-04:00Happy Happy, Joy Joy???<a href="http://natfka.blogspot.com/2012/07/forgeworld-models-to-be-allowed-in.html" target="_blank">http://natfka.blogspot.com/2012/07/forgeworld-models-to-be-allowed-in.html</a><br />
<br />
<a href="http://natfka.blogspot.com/2012/07/rumors-at-midnight-forgeworld.html" target="_blank">http://natfka.blogspot.com/2012/07/rumors-at-midnight-forgeworld.html</a><br />
<br />
Well...here's hoping for some serious (or at least a grain) of truth?<br />
<br />
Depending on the direction GT's (and local events) take, this could end up being only GW events (whenever we start having those again outside Game's Days)...<br />
<br />
But I'm excited.<br />
<br />
Especially at the prospect of a Warhammer 30k (series) of codices! :-)Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com5tag:blogger.com,1999:blog-7984824688115330734.post-69056248765491632402012-07-04T09:25:00.001-04:002012-07-04T09:26:42.656-04:006e ramblings and ruminations...Forgeworld and YOU!!!-Okay, a thread I started (in my sleep-addled teething-baby induced haze) in my local club's forum.<br />
Regardless of the sleep deprivation making it less than 'professional' in tone, I've been thinking in these terms for upwards of a week+ (around when the rumours really began to consolidate/confirm things).<br />
Nothing has changed my mind, yet.<br />
<br />
<div><i>Okay, I'm about to go off the rail here (and TOTALLY against my prior personal opine, but that was 5e)...<br />
<br />
<br />
I am of the opinion (currently) that Forgeworld should be </i><i>considered for </i><u><b>[tournament]</b></u><i> play.<br />
*holds hands up defensively about the head* "not the face, not the face...it's how I makes mah money!"<br />
<br />
Seriously, though...there are a few considerations.<br />
</i><br />
<a name='more'></a><i><br />
A) with some of the 'shenannigans' available now (via allies, dbl FOC @ 2k+[which I don't like], etc) I don't think FW is really unbalancing anymore.<br />
B) the 'super' vehicles (achilles, anyone) are significantly mitigated/brought into parity with the newer rules interactions.<br />
C) it allows some armies the ability to bring their own elements of aircraft/anti-air to the table without being FORCED to add allies (sometimes, you just wanna play pure armies...not always allied for gap-filling).<br />
D) with the advent of the formal 'authorization' stamp AND the way the rules have been written/tweaked, it seems (IMHO) to be a design intent. designed to make more money, sure, but still designed with some of these things in mind.<br />
<br />
With everything I have seen looked at and read,<br />
some of the (current) racial gaps,<br />
and vehicular balancing tweaks,<br />
I think this may very well be the time to start to consider crossing the FW line?<br />
<br />
I expect to see the (currently solidly rumoured/confirmed?) Aeronautic Imperialis:Apocalypse(not sure on the title, but pretty much something like that) to formally 'stamp' a larger number of the Xenos/Naval aircraft and ADA, PDQ.<br />
<br />
Just some meanderings.<br />
<br />
I know that in personal games (for the nonce), I am actually going to start asking permission to use my FW with regularity...and unless specifically testing something out for balance/viability in a tourney that doesn't (or I am unsure of) I will not say no to those that ask the same.</i></div><br />
<br />
-and my response to the only Nay-Sayer on the thread thus far (noting that he didn't disagree in principle...just felt it needed more thought/some testing/some nerfing),<br />
<br />
<i>I don't agree...not anymore.<br />
<br />
I always thought, up til now, that was the case...actually, I just thought it was a bad idea.<br />
Last years BB didn't change my mind.<br />
<br />
This is a new era, and with all that is in 6e...I now feel that, if "it's got the stamp, it ain't a tramp!"<br />
<br />
ok, a little simplistic yes...but it is my gut feeling.<br />
GW has given us the effective green-light. <br />
The fail-safes are disengaged.<br />
Chaos reigns, and no sacred cow has not been shattered!<br />
<br />
Many of the concepts with reserves, application of flyers (etc, etc, etc) were tuned in via FW.<br />
Hell, some of the newest FW elements were written specifically with 6e rules in mind (tomb stalker!).<br />
The new rules mitigate some of the bad-asses of the FW bad-asses...while at the same time elevating their 'standard-rule' counterparts.<br />
<br />
Look at the forced 'gaps' in basic ADA for most Xenos armies (truthfully, </i><i>being filled a bit here and there).<br />
Those gaps are there to be filled.<br />
In the BRB they are filled by fortifications (that still only have Imp equivalent models) or allies.<br />
OR<br />
Forgeworld.<br />
<br />
Fortifications are 'optional' IIRC?<br />
Allies force you to;<br />
a)violate the 'purity' of a force (sometimes good, sometimes not...depends on how attached you are to effective army design vs your perceived army fluff),<br />
b)spend as much (or more) money to generate the equivalent effect of a FW purchase and,<br />
c)....(well, I don't know C...it just always feels better to have a 'C' when writing something like this.)<br />
<br />
I am not railing at the Allies rule, not by a long shot...I am railing (a little) about fortifications, but not much.<br />
<br />
I just think we may have entered an era where FW is(should be) as much a part of our TO&E as anything else.<br />
<br />
<br />
(and, as always, I reserve the right to disavow any of my statements in this thread as the ravings of a sleep-deprived, teething-baby inflicted, lunatic...should this current opinion prove to be utter stupidity in the course of our endeavors)</i>Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com0tag:blogger.com,1999:blog-7984824688115330734.post-49470480803037880732012-07-02T21:32:00.000-04:002012-07-02T21:32:59.970-04:00Well...part deux<a href="http://natfka.blogspot.com/2012/07/problems-getting-rulebook.html" target="_blank">http://natfka.blogspot.com/2012/07/problems-getting-rulebook.html</a><br />
<br />
<br />
I don't know if I'm happy to know it wasn't just me...or utterly disgusted at the magnitude of the SNAFU.<br />
<br />
My $.02 addition to his thread follows...<br />
<br />
<i>"Take your 'Second Email',<br />
add a dash of TWO hangups, 40(ish) minute wait on the second...and the fact I ordered minutes after they went live on the website (and express shipping).<br />
Yes, I am a little torqued.<br />
<br />
I find the lack of attention to detail here...surprising. Regardless of all the complaints that can be leveled at GW for many things, getting the product into your hands (especially a benchmark release like a new ed, or C:SM, release) is not normally one.<br />
<br />
I can buy into the 'product incomplete' excuse for the Gamer's Editions, but that should have had NO impact on the Collector's.<br />
I find the complete lack of pro-active correction (assuming truth with the FedEx truck size)very distressing. An order of this magnitude should have had an IMMEDIATE correction (out of contract with UPS/USPS if necessary, and FedEx could not respond)called in.<br />
As these issues arose PRIOR to the barrage of calls they have been receiving today, I also find it amazing that no pre-emptive action was taken to head off the ire that is(has/was/will?) building. <br />
<br />
Damage control should have been priority ONE in the Memphis this last weekend, with a plan to handle it that reached out...not reacted.<br />
<br />
Canned responses aside, my rep was at least sympathetic. I started out telling him I knew (by both how long I was on hold...twice...and the rumours already flowing) that I wasn't going to rage, I just needed to know 'the deal', and whether I was 'arse out in the wind' with regards to getting the Gamer's Edition(they having run out by the early afternoon on the 23rd). <br />
The relief in his voice at that tone was a confirmation that he'd been through the ringer.<br />
<br />
I'll call and actually be 'angry' when the furor dies down, as he could offer me nothing else to assuage my irritation beyond an offer to refund the 16$ for express shipping...after I receive the order.<br />
<br />
I go to great lengths to reward my hobby companies, and FLGS's...I never order from online discounters.<br />
With regard's to GW product, I likely will change that pattern now (if I am unable to secure my product from the local haunt).<br />
<br />
I know, TLDNR...forgive me my rant. :-)"</i><br />
<br />
Pretty much sums up my current attitude toward the whole shebang. <i><br />
</i>Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-45366682383223650982012-06-30T15:42:00.001-04:002012-06-30T15:43:57.339-04:00Well...I'm a little pissed.<br />
Wife gave me a GW online voucher for Father's Day...so that I could order the Gamer's Edition that I really wanted as soon as it was available online.<br />
She was really excited, getting me something fun for my hobby so close to the new edition.<br />
The edition I've been looking forward to a GREAT deal. <br />
<br />
Got the confirmation it was shipped on Tuesday.<br />
<br />
Mail just got delivered, still nothing.<br />
<br />
Looks like I got screwed outta 'release-day' fun!<br />
<br />
Shit. I think I'm <i><b>really</b></i> pissed.<br />
I know the wife is.Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com5tag:blogger.com,1999:blog-7984824688115330734.post-54200268565358675312012-06-19T18:11:00.004-04:002012-06-19T21:52:37.163-04:00Grey Knights...the fixOk, ruminations.<br />
It may be moot, we have yet to see what 6th brings, but these are the thoughts that rattle around in my melon on occasion.<br />
It may also be done to death by others, everywhere (or at least whined to death about), but when I want to write, I will no matter how timely it may be. <br />
<br />
I shelved my GK after my (2nd?) tourney with them.<br />
I credited my performance, in the first event I played them, to lack of my opponents' familiarity with them. It was clear they were efficient, and potent, but I have to see something in action before I truly make a judgement...and made it I did...<br />
<br />
<a name='more'></a>these guys SUCKED the fun out of the game (for both player and victim). <br />
<br />
Mistakes, sure...I can make em...and you still have to fight me, uphill all the way...because no matter what you're playing, my book is simply more forgiving. I'm playing one of the most efficient armies in the game.<br />
<br />
I said, to some friends here and there, various things I thought would 'fix' them (and by fix, I mean create a more diverse representation of them on the various battlefields). I was thinking about it more yesterday, and these thoughts came down to a few minor things...in this order of importance. (note; the first one would take them down far enough to not be obscene right off the bat...the others bring them further into parity with other books AND encourage more diverse representation in the meta).<br />
<br />
<u>Numero Uno-</u><br />
<b><i>Be Rid of the Rifleman!</i></b><br />
I didn't say 'Psi'fleman, I said Rifleman. The 'Psi' part of the equation is for later.<br />
The Rifleman configuration corrects EVERY inherent disadvantage a 'pure' GK army <i>should </i>suffer. Yes, should.<br />
By fluff, and function, the Grey Knights are a close, volume, firefight army. They get into 24" and rain holy (s)hell down upon you! They should march (or teleport) into your grill, with faith in the God Emperor guiding them, whilst peppering you with bolter fire every step of the way...then strike you down with the psychic fire in their blades! <br />
Modern GK sit in their cans and rain un-holy 'magical' autocannon fire on you until you can't move, then run up and steal your tokens...I mean, seize the tactically important ground in this particular battle (or just count up the number of 'ports they've killed, and tell their Grandmaster how awesomsauce they are).<br />
Forcing the Grey Knights to operate with more traditional Dreadnought variants would push players into a more thoughtful engagement process, learn how to maneuver and THINK beyond the first few turns of crippling a foe before skulking forward to occupy the field.<br />
What would fit the GK 'feel', would be to include a dual-DCCW option. If nothing else, it would give GK players a really good option to mount up in a Stormraven (beyond the infantry unit on board, if you're into those kinda builds). <br />
The entire dynamic of many competitive builds would change right off.<br />
<br />
<u>Number Two-</u><br />
<i><b>Psi-bolt ammo</b></i> needs to be point scaled to the units they are applied based on their efficacy. We already know GW is relatively arbitrary with their points assignation, so this could follow a simple formula...or just actually be properly play-tested (snicker).<br />
Infantry could be charged per 5 models, not a flat fee.<br />
Vehicles based on what they gain (perceived or otherwise).<br />
For instance, the aforementioned Rifleman (assuming it would be staying in). For what it brings to the GK list, I feel that, at minimum, it is worth a 20pt upgrade on that dread (or, to follow the infantry example, 10pts per autocannon if you don't take both). A weapon's platform that is basically a mobile Devastator team that can simply ignore stunned and shaken results with impunity <i>and</i> fill the GK range gap so cheaply...yeah, it's worth 20pts more. With Venerable status? 15pts per AC may seem a little steep, but still...<br />
An LRC, on the other hand, may seem to benefit greatly, but the attendant loss of volume fire (the hurricane bolters losing defensive status) to gain the Psi-bump makes it (IMHO) only worth about 10pts on that platform.<br />
And the psiback. Why would a Heavy Bolter Psiback pay the same as Storm Bolter rhino for this kicker?<br />
(Land Raiders all being the same Psibolt cost)...ad nauseum, you get the picture.<br />
Yet, in Mr Ward's infinite wisdom he chose to flatline the costs per unit (or vehicle) for the most part, without regard to the imbalances this would impart.<br />
Simply very poor projection.<br />
If psiflemen stayed in, but bumped in points as I suggested, far fewer people would be playing with 3 or 4 (or even more) of them with so many builds.<br />
Again, diversity.<br />
<br />
<u>Number Three-</u><br />
<b>Coteaz. </b><br />
Yeah, I went there.<br />
I love him, love the concept...but c'mon.<br />
With the ability to make any unit in the army scoring (via Grandmaster's Grand Strategy) why wouldn't you take minimally survivable, cheap throwaway (and scoring, FOC satisfying...etc) Chimera delivery systems?<br />
Just back them with super units that score regardless of FOC, and go to town...or spam the hell out of them, and produce units that cannot be ignored elsewhere so that your cheap dink units live to grab objectives! <br />
Simple fixes.<br />
Minimal Squad size of, well anything reasonable (3? REALLY?).<br />
Do NOT satisfy FOC mins,<br />
or don't count them as scoring (forcing people to take Grandmasters for the GS, or Strike Squads in greater numbers).<br />
Simple, really. My personal favorite is that they don't score.<br />
<br />
<u>Number 4-</u><br />
<i><b>Fortitude</b></i><br />
Honestly, with earlier fixes this particular issue is far less of one. Psibacks have a tendency to live or die on AV-11. As often as not, when I took a hit with them they were either rendered impotent or destroyed. On the occasions they were stunned or shaken, it was glorious.<br />
But the Psiflemen...yeah, they're kings of Fortitude.<br />
Simple solutions involve; <br />
the simple removal of the rule,<br />
reducing the Ldr for their tests to typical Sgt leadership 9,<br />
or <br />
make them vulnerable to other forms of P-Defense beyond hood-blocking.<br />
I'm a fan of treating them as psykers in ALL respects, but I'm a Dark Eldar player too so that just brings me giggles.<br />
Easiest to implement, drop their leadership to 9. It may not seem huge, but ask any Dark Angels player who tries to use Librarians...it's HUGE!<br />
<br />
<u>Number 5-</u><br />
<i><b>Draigo neutering.</b></i><br />
I'm not all that frightened of Draigo-stars, but Draigo-Wing can be a PITA in KP missions, or thick terrain seize ground.<br />
I'm not a Draigo hater, but I'm addressing this one for the peeps that seem to hate him.<br />
Simple solution? Paladins don't become troops, just automatically become scoring.<br />
This forces a player to field something other than pure paladin forces.<br />
This restores little bit of balance,<br />
a little bit of common sense (really, rarest of the rarest of the absolute rarest, comprising an ENTIRE army on the field...it's like fluff doesn't matter anymore...put down the pipe, Matt).<br />
Again, a step that introduces a bit more diversity in the GK spread. <br />
<br />
<br />
Those are my big 5.<br />
<br />
The biggest is the first, and they really were in order. You could just take the first two, and that would make the codex far more entertaining to engage from across the field, and far more challenging to defeat a foe with!<br />
Everything else is just sauce for the goose!<br />
<br />
The Grey Knight codex is quite a diverse and rich army waiting to be played...but a complete lack of foresight created a tournament beast that was winnowed down to a few archetypical builds very quickly, and those seem to have dominated the GK scene.<br />
Where are the Dreadknights? (a few, yes).<br />
Where are the Mixed force Coteaz builds (that don't involve just DCA and some throw away hench-doods...maybe with melta).<br />
For Gawdssake, where are the damned terminators that <i>don't</i> represent the entirety of the absolute (2wd/FNP) best in the galaxy?<br />
And when did Grey Knight ancients suddenly cease to remember how fight their hated enemies in glorious close assault?<br />
<br />
Sorry, my little rant for the week...about a codex I couldn't wait for, was quickly put off by, and then shelved (until I built and painted my Mordrak+Ghost Knights, mixed interceptors and Dreadknights!).<br />
<br />
Thanks for listening!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-67777478334493660132012-06-17T14:02:00.003-04:002012-06-17T20:16:11.132-04:00Batrep Synopsis Bookery RTT 6.16I went to the RTT at Bookery Fantasy yesterday.<br />
It was a 'farewell to 5th Edition' event, so I chose something outside my recent paradigm.<br />
I went back to the army I played in my last RTT in 4th edition. A little different, as I had Assault cannons aplenty (as well as more Lightning Claws, and regular terminators) back then...but it cost the same, with the same model count/units.<br />
Belial and the Deathwing return!<br />
<br />
-Belial <br />
-Command Terminators (Narthecium, 3x THSS, LC, Chainfist, Cyclone)<br />
-Terminators (5x THSS, Cyclone)<br />
-Terminators (5x THSS, Cyclone)<br />
-Terminators (4x THSS, Cyclone, Chainfist)<br />
-Terminators (4x THSS, Cyclone, Chainfist)<br />
-Land Raider, Crusader pattern.<br />
-Land Raider, Godhammer patter.<br />
<br />
Again, like a fool, I didn't take notes or pix...so the lists and specific turn accuracy is likely not precise. Anyone reading, PLEASE note corrections if you feel so inclined.<br />
<br />
<br />
<b><i>+++Astropathic channel open: 07 042 696.M41+++</i></b><br />
<i>++Chapter Master Azrael, from Deathwing Master Belial++ </i><br />
<i>+investigation into Consecrators' distress beacon begin+</i><br />
<i>Upon entry into uncharted system ZZ9 Plural Z Alpha. Strike cruiser 'Unyielding Blade' (transport; Consecrators' Ravenwing support detachment) found devastated. Brief clashes with xenos automaton aboard. Investigation provided little data. Possible Necrontyr world orbiting dying star. Adeptus Mechanicum expeditionary force</i><i> may be</i><i> below. Imperial units may be under xenos influence. Further investigation necessary...rumours of Fallen possibly bait for Consecrators. Hulk of 'Unyielding Blade' cleansed with magma warheads. Bringing BattleBarge 'Sword of Caliban' into orbit under minimum power. Passive Augers activated from orbit.</i><br />
<i> +</i><i>to yield to panic is to abandon The Lion+</i><br />
<b><i>+++Astopathic channel closed+++</i></b><br />
<br />
<a name='more'></a><br />
<br />
It was a 3 round RTT with variant scenarios.<br />
Each round had a Primary, Secondary and Tertiary.<br />
Each objective scored, in order, 7/5/3.<br />
Total points determined scenario winner.<br />
Overall winner, in the case of W/L tie, used VCs taken to break ties (for pairings as well).<br />
VPs were used for final tiebreakers in all cases.<br />
<br />
<i>+++Vox Transmission; Master Belial to Sword of Caliban+++</i><br />
<i>+enemy engaged+</i><br />
<i>Imperial Guard has turned traitor. Possible xenos mind-control. Physical contact with potential allies was attempted. Vox transmissions ignored. Fire directed toward us upon sight. Engaging.</i><br />
<i> +bring Illumination to the darkness+</i><br />
<i>+++Vox Transmission End+++</i><br />
<br />
Round 1<br />
Dep: Pitched Battle<br />
Miss: Seize Ground (modified; 4 objective markers, player 1 places first obj)<br />
-Primary; Have more units wholly in enemy dep zone than he/she has in yours.<br />
-Secondary; Kill Points.<br />
-Tertiary; Objective Markers.<br />
<br />
Opponent (name Russel?)<br />
IG:<br />
CCS (bare) <br />
CCS (bare) <br />
5x Vet Squads (mixes of plas and melta squads)<br />
Chimeras on all (mostly Multi/Hvy flamer)<br />
2x Hvy Weapon Squads (3x Lascannon each, buffed by bring it down commands with CCS's) <br />
Vendetta<br />
Squadron of 2x Collosi<br />
Vanquisher (pask)<br />
Squadron of 2x Executioners<br />
(crap, executioner vs terminators...)<br />
He wins the roll for first, we place objectives. He deploys with pask and the Executioners offset to his right, Hvy Weapons teams center and Collosi to his left. Chimmys flanking Hw Teams, and CCS's in terrain backing the Hw teams.<br />
I refuse flank deep behind terrain in my right corner (as far from Pask and the Executioners as possible), reserving three DW squads (two for DS, one for walking on) and Deploy Belial plus Termie Command in the Crusader, and a 5 man in the Godhammer. The terrain center provides maximum cover+BLoS<br />
I fail to seize.<br />
<br />
1st Turn;<br />
-He advances vehicles, trying to bring Executioners from his right corner closer to the middle, and get the Vanquisher shots into the Godhammer he can barely see. Chimmys stay put for this turn. Fire from the Vendetta and Vanquisher net a shaken Crusader and nothing to the Godhammer. Fire from the lead Hw team nets a shaken Godhammer. Bad placement on Hw team 2 blocks line of sight to all but one of the Lascannon. 'Bring it Down' nets a hit from the single cannon. a '6' followed by a '4', and the Godhammer is a brick in my corner. <br />
-Flustered, I DS one squad of termies into a small building at mid-table on his left flank, out of LoS to the Executioners. I punch the Crusader forward max, putting a building cleanly between pask and the Crusader. I don't bother with smoke, as I've also managed to garner cover vs the forward Hw team, and if he brings the vendetta to clear LoS to the Crusader, it will be exposed to any fire I have available (tall building, the center one is). The Godhammer mounted termies dismount, and run forward. Shooting from the backfield GH lascannon nets nothing on the Colossi, and the PotMS HB shots into one of his CCS's kills nothing. I brace for impact.<br />
<br />
Turns 2-3;<br />
-He advances, and fires. All he manages, somehow, is a terminator and shaken results on the Crusader turn 2. He fired a full volley from a plasma-vet squad into my lead termie unit. One overheat death, and 4 wounds...I made all SS saves. His CCS lasgun fire, on the other hand, spears a termie right through the optics. This turn my 2nd DS unit also comes in, supporting my drive into his dep zone right flank.<br />
My fire drops his Vendetta and stuns two Chimmys turn 3(right after they drop one of my fresh termie squads to 3), and my final unit comes in central for my dep zone. The Crusader blocks the only open avenue for Executioner fire and, unless Pask can blow it, relegates them to scrambling for primary scoring...and possibly whacking my backfield squad that arrived. This movement delivers two Terminator squads into assault, and my fire ends his remaining mobile Chimmys...thus begins the end.<br />
<br />
Turns 4-5;<br />
- He fires, and fires...and fires...on the Crusader, with his diminishing resources (by the end of 5, all he has left that can have an effect is Pask). He was hitting. Other than immobilizing it and blowing off the Asscannon, he never was able to do much.<br />
I then get greedy, and bring my backfield termies out 'just' enough to bead on a foot squad he's driving toward my dep-zone. Two templates, two dead Vets. His Executioners, on the other hand, get gleeful...they can see something! Advancing them further, he draws a bead on the one Terminator they can see (the hapless cyclone toting DW was, however briefly, happy for his waste-recyclers). Fire fails to hit with all shots...unfortunately, 3 of them drift just right and he nets 15 hits on the unit. After the smoke clears, a pair of boots and a single functioning Storm Shield rests in the scorched crater.<br />
Assault pretty much clears his entire Dep-Zone, and now the race is on.<br />
<br />
Turn 6;<br />
Not much happens.<br />
He gets the Vanquisher, the Squadron of Execs and two foot Vet squads into my Deployment Zone. I split Belial off from his command, which put 4 Terminator squads (one is down to one Termie) and Belial in.<br />
I score 5, he scores 4. He had made the mistake of thinking that the squadron counted as two...so that tie wasn't.<br />
I had two objectives secured, he had none.<br />
He had one KP, I had all but 4 of his.<br />
<br />
Victory, Mine.<br />
All VC<br />
All bonus<br />
800(ish) VPs<br />
<br />
<i>+++Vox Transmission; Master Belial to Sword of Caliban+++</i><br />
<i>+Drop Zone unsecure+</i><br />
<i>We have encountered the true enemy. Active Augery blocking zone is a vast storm. Lighting being drawn to the hulls of our Land Raiders. Loss of one Thunderhawk Transporter at Dustoff. Teleport in reserves immediately. Xenos sighted, engaging.</i><br />
<i> +Purge the Unclean+</i><br />
<i>+++Vox Transmission End+++</i><br />
Round 2<br />
Dep: Spearhead<br />
Miss: Seize Ground (5 Objectives, 2nd player places 1st objective)<br />
-Primary; Objectives<br />
-Secondary; Kill all opposing HQ, while keeping at least one alive.<br />
-Tertiary; Table quarters.<br />
<br />
Opponent (name forgotten, I'm sorry?)<br />
Necrons:<br />
Imotekh<br />
Zandrek<br />
Court (5x lords, all Sempiternal and Mindshackles, many with Warschythes)<br />
Court (1x ShadowTek with Flamer Template of doom) <br />
7x Deathmarks <br />
7x Warriors<br />
Ghost Ark <br />
7x Warriors <br />
7x Warriors<br />
6x Warriors<br />
5x Scarabs<br />
5x Scarabs <br />
Annihilation Barge (gauss cannon)<br />
Annihilation Barge (gauss cannon)<br />
Annihilation Barge (gauss cannon) <br />
<br />
He won roll for first, I placed first objective.<br />
He deploys opposite of the central building (not LoS blocking, but being alot of night fight it won't really matter). His deathstar parks behind the Ghost Ark in the center, Warrior units in a semicircle behind them. Annihilation barges right behind them, and the Scarabs positioned on the flanks but with cover.<br />
I place opposite, with one foot squad out. Belial + Command in the Crusader, Standard Termies in Godhammer. 1 Squad reserved for standard reserve DS, the other for walking.<br />
<br />
Turns 1/2;<br />
He mounts the Deathstar up and begins a counter clockwise rotation around the central building. I follow his rotation opposite. No lightning hits round one. He brings his left flank Scarabs into threat for turn 2.<br />
His turn two reserves gets the Deathmarks early, which attempt to jump my foot terminators. He keeps up the storm. He shuffles further around, hugging my table edge with a warrior squad, anni-barge, and Ghost Ark. Lightning immobilizes my Godhammer (WTF?). He sets up a charge for the scarabs (that I had managed to rid of a base turn 1). His fire from the 'marks (and Tek) yield 6 ap-2 wounds, and 3 standard, on my Terminators. I make every save. They 'marks whimper (and the Tek tries to figure out why he forgot his Veil).<br />
He attempts a charge on the immobilized Godhammer, for the auto-hits, which prompts a DT roll for the scarabs (due to a hedge between us). 7 inches away...and he rolls a pair of '2's. This sets a tone for him. <br />
I advance my LRC into the central building. I pile onto a rightside objective with my DS reserve squad (in terrain, but no '1's). <br />
I fail to get any nightfight shots off, and just barrel into assault with the unit from the Godhammer. Scarabs, gone. I barrel into the Deathmarks with the other unit, and they evaporate.<br />
<br />
Turns 3/4;<br />
He maintains Storm (which doesn't shut down til turn 6). He comes up my table edge completely, ready for a next turn assault into my foot termies with the deathstar. My consolidation move maxed last turn, so he couldn't this one. Anni-barge follows for fire support, other anni-barges shift counter clockwise as well...prepping for fire one various exposed targets. Warriors have now followed center, and behind the deathstar, positioning for objectives/quarters turns 5/6. His fire is wasted, as his own night-fight screws him...EXCEPT, the damned lightning...which immobilizes the LRC (ARRRGH!).<br />
My final reserve comes in, walks it on, and manages to multi-assault the Ghost Ark, Anni-Barge and a Warrior unit. No hits on the barge (both the ark, and barge, moved 12)...but one glorious chainfist hit on the Ghost Ark and BOOM! Thunder hammers wiped the Warriors. On the other flank, Belial's unit managed to secure an objective in the center.<br />
His turn ends the hurt coming from the lightning. No '6's. Difficult terrain continues to punish him, as the deathstar rolls snake-eyes, and remains trapped in the crater. Shooting from a barge nets a termie, and the squad that just hit his flank is wiped in assault by scarabs...LOTS of '1's on my part.<br />
Assault from belial's squad begins to chew into his scoring units, though...coupled with the loss of a barges Tesla Destructor, and chasing off of units, he is down to one scoring.<br />
<br />
Turns 5/6;<br />
His real mistake. With Belial&Co in his center, he decides to change direction on his deathstar's movement. and rolls a pair of '2's. He's still in the crater. I have successfully dodged his Deathstar, and with only one scoring unit (that's in range of a charge from the HQ love) left, he's in a world of hurt...and he continues to pay for bad DT rolls. Turn 5, his deathstar finally breaks free of terrain but it's too little, too late. I have swept through everything in his backfield. I have a unit in every quarter, and I have 3 objectives to his one...and am far enough away to avoid being assaulted by the doom-unit. <br />
<br />
Victory, Mine.<br />
Two VC<br />
800(ish?) VP's<br />
<br />
<i>+++Log: Master Belial+++</i><br />
<i>+Cleansing+</i><br />
<i>Had to abandon venerable transports. When the storm abated, we encountered further xenos rising from the earth. Signals indicated inbound aircraft of alien design. Enemy HQ closing. Chose to preserve Gene-Seed, as these were no Fallen. Teleport order given. Recall teleporters on casualties saved geneseed. Prayers for the Machine-Spirits of our lost Chariots intoned, as site was obliterated by Magma Warheads. Later scouting revealed no sign of Enemy command. Nothing but waste for their minions. </i><br />
<i>Contact made with PDF contingent remaining planetside. Challenges not responded to with proper codes. Must assume either permanent taint, or still under sway of xenos-mind control. Must purge. We go to deliver the Emperor's Forgiveness.<br />
</i><br />
<i> +The honoured dead shall take their place at the right hand of the Emperor+</i><br />
<i>+++Log End+++</i><br />
Round 3<br />
Dep: Dawn of War (modified, with a Diagonal split instead of lateral...left closest corner to right furthest)<br />
Miss: Capture and Control (modified, only HQ's could control the Objectives, and to score you had to control the one in your OPPONENT'S dep zone. They could not be contested. Both players could score this one though Neither Obj could be placed within 12" of the center-line).<br />
<br />
-Primary; Objectives<br />
-Secondary; KP<br />
<br />
-Tertiary; Terrain Features (scoring units get a point for each terrain feature they control, just like Objective markers in most games).<br />
<br />
<br />
Opponent, Edge T<br />
IG<br />
CCS (4x Plasma)<br />
Chimera (multi/HF)<br />
CCS (4x Plasma)<br />
Chimera (multi/HF)<br />
Vets (2x Melta, 1x flamer)<br />
Chimera (multi/HF)<br />
Vets (2x Melta, 1x flamer)<br />
Chimera (multi/HF)<br />
Vets (2x Melta, 1x flamer)<br />
Chimera (multi/HF)<br />
Vets (2x Melta, 1x flamer)<br />
Chimera (HF/HF)<br />
Vets (2x Melta, 1x flamer)<br />
Chimera (multi/HF)<br />
Vendetta<br />
Vendetta<br />
Manticore<br />
Eradicator (lascannon & plasma sponsons)<br />
Eradicator (lascannon & plasma sponsons) <br />
<br />
<br />
He won roll for first, objectives placed.<br />
He deployed two foot squads of Vets covering maximum terrain, and threatening my objectives with melta and shotgun fire.<br />
I deployed nothing. Reserved for DS 3 squads, mounted up other two per previous games. Like an idiot, I attempted to seized...fortunately I didn't.<br />
<br />
Turns 1/2;<br />
He rolls on, with an Eradicator far right to threaten against a DS of DW to come up his rear. 3 chimmys threatening my target obj, manticore roughly center. Everything else came on threatening to bury his target objective.<br />
I bring on the Land Raiders, DS'ing two squads between the raiders and his line, right at his target objective. We both settle on "screw primary, let's gun for the other two VCs". I forget frikkin night-fight and go to shooting...and failed to see anything. Uh Oh.<br />
His 2nd turn shooting wipes a squad, and the manticore shakes the LRC. Only one shot from the Manti. I barrel forward and begin to open up. Fire drops both Vendettas, and stuns a chimmy. Last squad comes in, and with nowhere to hide on his right flank, I just drop them in the furball on his left.<br />
<br />
Turns 3/4;<br />
His manticore, and other fire, continues to fail him. I lose a terminator here and there, and suffer another stun on the LRC. I manage to make a vast majority of SS saves (when I am actually forced to take them), while saving like terminators actually should, which is a rarity for my Deathwing...sometimes I'm convinced I'm playing Orks. His Manticore fails to get more than one shot per rocket both turns, and those drift into uselessness. My shooting actually immobilizes some chimmys, and kills one...then the assaults begin. By the end of turn four, he has no HQs left to secure primary and has lost a few Chimmys plus his left flank Eradicator. I am now advantaged roughly 6-1 on KP. The only thing he has likely secured is Tertiary.<br />
<br />
Turns 5/6;<br />
Between LoS blocking with a Vendetta wreck, my LRC and terrain (plus poor rolls for lumbering) he just cannot get good shots with the remaining Eradicator. Scatter laser fire and melta fire net maybe two more termies total (taking my command down to the Apothecary and a random THSS, though Belial still lives). His last shot from the Manitcore is again only one rocket, that scatters poorly. My assaults press forward, chasing off or wiping out units. His left flank collapses utterly, though a wild shot from the Eradicator autocannon snipes a final Terminator cyclone holding terrain piece.<br />
My turn 6 moves grabs a fourth piece of terrain, when I jam the Godhammer into his backfield center and assault one of his initial deployment units. This pulls it off one terrain piece, and then wipes it out (scoring me that final piece).<br />
<br />
Victory, Mine.<br />
VCs 2<br />
VPs 1000+.<br />
<br />
Tournament Victory, mine. <br />
There were two undefeated players at the end, myself and an interesting GK build. He had one fewer VC objectives overall, so the tie was broken in my favor. <br />
<br />
<br />
<br />
<b><i>+++Astropathic channel open: </i></b><b><i>07 054 696.M41</i></b><b><i>+++</i></b><br />
<i>++Chapter Master Azrael, from Deathwing Master Belial++ <br />
</i><br />
<i>+investigation into Consecrators' distress beacon Complete+</i><br />
<i>Leaving planetary orbit of ZZ9 Plural Z Alpha</i><i>. Insufficient munitions for full 'Exterminatus'. All concentrations of structures, or electrical signals, have been bombarded. Coordinates marked for later attention. Bodies of our dead are all properly accounted for, gene-seed secure. No traitor left alive planetside. All Imperial equipment left behind deemed tainted, and destroyed. Proceeding to last known location of Consecrators' battle-fleet in attempt to contact, both to report the fall of the 'Unyielding Blade' and to request further support from their 2nd company.</i><br />
<i>Losses were low, but many in my command gave their lives in furtherance of the Lion's will. Field promotions from Tactical Reserves will replace 1st Co losses, while command elements will be shifted.</i><br />
<i>Astropathic channels will remain open for as long as possible, awaiting further command from 'the Rock'.<br />
</i><br />
<i> +</i><i>a moment of laxity spawns a lifetime of heresy+</i><br />
<b><i>+++Astopathic channel closed+++</i></b><br />
<br />
<br />
Well, I went into this one for fun...<br />
I got it.<br />
The only problem round was the last, and it was my fault.<br />
I was getting hot (see the venue review), and teething baby=sleep deprived Mikey.<br />
I saw the mission, and kinda gave up a little in my head. I saw the double HQ's, what I assumed was plenty of firepower to sweep me clean off, and assumed I'd be playing only for secondary if I was lucky. I had 'given up' on primary and tertiary. I asked him if the scoring with HQ's could be contested, and he said no...it's designed so that you have to get in there and kill or be killed.<br />
As the TO was a friend, I used my pessimism as an excuse to give him guff. As he'd run a great event, that was all I could bust his chops for!<br />
He pulled the 'Dad' mode out (yeah, he's actually older than me), and told me to 'shut up and stuff it down the middle' (with a smile, of course. he knew I was teasing, even with the pessimism).<br />
I looked at the board, and my opponent's army, and did just that. What I expected was to be crippled on his first turn.<br />
What happened humbled me greatly.<br />
I have a tendency to over-analyze, and not just 'play the game'. I was in 'gaming' mode, not 'play' mode...and I should have been seeing the fun to be had.<br />
Hrmph...glad there wasn't a sportsmanship score!<br />
Lesson learned, even when playing with friends...don't let your exhaustion/overheating/curmudgeonly nature come out when you're trying to be funny/tease. It might not be funny, and gets you into bad habits.<br />
Fortunately, Edge knows me to be very critical and fatalistic at times, and forgave me both my sour-puss-face...and the arse whoopin his own dice delivered him!<br />
<br />
<br />
What I learned?<br />
Well, 5e is coming to an end. I don't know that any of that really matters anymore.<br />
Some things do carryover to all things, though.<br />
<br />
NEVER GIVE UP HOPE!<br />
Sometimes the dice-Gawdz hate you, but every once in a great while (if they pick on you often enough) they WILL return the favor!<br />
<br />
<br />
(that, and it's good to play with friends or make new ones...otherwise there's no reason to play)<br />
<br />
<b><i><br />
</i></b>Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com3tag:blogger.com,1999:blog-7984824688115330734.post-64262291918593100512012-06-17T08:12:00.001-04:002012-06-17T08:13:19.455-04:00The Good, the Bad and the......no Ugly. (I gotta find somewhere to really gripe about, last couple of events I've gone to haven't granted me curmudgeonly fodder) <br />
<br />
<br />
So I went to a tournament at the Bookery Fantasy in Fairborn this weekend.<br />
It was billed as a 'Farewell to 5th' event. As this is likely to be my last tourney played in the current edition, and my spawn is likely to prevent me from playing a great deal from here until the 6e release, the name was entirely appropriate.<br />
I will be trying to make the Buckeye Battles GT in July, but that is an event that allows Forgeworld...and a hobby-centric event (NOT a dirty word, just a very different flavor), so I am not counting that one.<br />
As far as list ruminations and such, I will hold that off for the 'bat-rep synopses' and just focus on the event and venue.<br />
<br />
<a name='more'></a><br />
<br />
<u><b>Event;</b></u><br />
-GOOD: a 3 round RTT, 1850pts with variant scenarios each round. Pretty standard, and that can be a very good thing. Though I like 'surprises', I DON'T like extreme format variance completely tipping the boat and leaving veterans at a loss. Old standards are that for a reason, they work. <br />
-GREAT: I liked the scenarios. I will provide a link, but overall I enjoyed each one. Having been a TO for ages, I couldn't help but take a dig at him and gripe about the last mission...but that was from knowing him, and looking for any excuse to give him crap! He hadn't given me an excuse the whole day (and I looked, oh I did), beyond one thing, so I ran with what I could. How DARE he provide a missions that favored a two HQ army over mine! ;-)<br />
But I had a great deal of fun with each, and enjoyed the dance with my opponent's that they provided.<br />
(linky; <a href="http://mlmidwest.darkbb.com/t759-a-farewell-to-5th-june-16th" target="_blank">http://mlmidwest.darkbb.com/t759-a-farewell-to-5th-june-16th</a> ).<br />
-GOOD: timeliness. We started a little late, but that's about par for the course on many tourneys. The TO went to great lengths to make up the time at every juncture he could, and even with a full hour lunch the event managed to end a hair earlier than originally scheduled. From experience, keeping a diverse group of gamers on time-on target is a little like herding cats...and he did a grand job of it.<br />
-GREAT: opponents. I had fun with each, and with only two rules disagreements (not even really disagreements, just minor misunderstandings) my first round...which resulted in no acrimony...each game went quickly and smoothly. No games called for time, no hard feelings (that I'm aware of) and smooth play typified my games for the day. If it had been a sportsmanship scored event, I would have been handing out high scores like the dickens.<br />
-GOOD: terrain. 25%+ on each table, with near (or true) Land Raider-BLoS anchors on nigh all of them, and plenty of other cover for all model types not on a flight stand, one of my biggest gripes at many venues/events was handled. It was good. I have to say, the only thing that kept it from great? Aesthetic consistency. Some tables were visually thematic and consistent, but about 25% of them were a little visually hodge-podgey. Meh, you do what you can when you fill an RTT to capacity. It still played exceptionally regardless. Kudos to the TO for making sure it did.<br />
-GREAT: record keeping. Even though it was paperwork vs computer, the TO did it 'old school' with concise records that could be referenced by anyone and still make sense. Watching him work reminded me of the <u><i>olllld</i></u> RTT scoring sheets that were long and tedious. I didn't envy him that (having made a spreadsheet many moons ago to preserve my own sanity), but there was never any question as to where (or why) someone ranked.<br />
<br />
The TO was just great at doing what he did yesterday, and I have to thank him for the effort. I am very unforgiving of TO errors (having run events for as long, and as often, as I did in Fla) that cause confusion, consternation, or the confounding of transparency...and none of this issues arose.<br />
<br />
The only recommendations I can give;<br />
-slightly (30min) earlier start time (if it can be arranged)...helps to compensate for late arrivals, get everyone started on time and then allow late players to burn a bit into the 'lunch' break to get their 2hours. It will guarantee getting out on time without having to shorten later breaks. Also, a habit of starting on time will reduce later arrivals at future events.<br />
-spreadsheet. Will make referencing data faster, pairings easier and corrections far quicker. For posting on a forum, it helps to rank and sort by categories. It will also, quite simply, save you some headache. <br />
<br />
<u>-TO overall: Great </u><br />
<br />
<u><b>Venue;</b></u><br />
-GOOD: location. Close, easily accessible and plenty of parking. I can't really gripe about anything there. The only issue was food proximity. Downtown Fairborn doesn't really have anything quick and easy on 'main street', as silly as that seems. It sounds lazy, but I don't like having to travel to grab food...and will do nearly anything to avoid having to un-ass, drive to a restaurant, and worry about getting back in time or having models messed with. They compensate by having a well stocked cooler for soda and bottled water (plenty of water, gawd bless 'em), and snacks.<br />
-GOOD: tables. A hair low for me, but chairs abounded so no big. Good spacing between, ample space to stage army trays and sundries. No complaints.<br />
-BAD: basement. The minis gaming tables are in the store's basement. Aside from a liking of sunlight (yeah, I know, take away my geek-card), a basement has virtually nil for air-flow. This wouldn't have been a huge deal, but for the heat. It was a hot summer day, and the room was FULL of players. The AC was taxed, and that made for a steamy last few hours. I can see this being no real issue on casual days, and little issue outside of the dog-days of summer, but yesterday it was a little draining. It put me in a mildly irritable mood last round (fortunately, that game was against a regular buddy so my mood was both mitigated, and less detrimental as he is accustomed to my 'curmudgeon' mode). I don't do heat well, but now that I know...I will dress a little lighter next time. Fortunately, they had plenty of bottled water at reasonable prices and plenty cold.<br />
I also want to KILL the guy that crop-dusted the entire floor first round. Seriously? Do you NOT know the repercussions of cutting loose in an enclosed space with little airflow? Nurgle save us!<br />
-GOOD: attitude. They guys working the store were pleasant, opened almost an hour early to let us in and were responsive to all queries with a good attitude.<br />
I have to be honest, this was a pleasant surprise. When I first moved back up from Fla, I was checking the local establishments to find a 'home' base. I went to the Bookery, and found the comic shop (actually physically across the street from the Game shop) to be standoffish at best...and clique-ish. With that attitude having put me off a bit, the wife and I walked across the street to the game shop and seemed to be treated with a similar standoffish attitude. With a bit of time, I came to realize it was simply a busy shopkeep (game side) catching my prejudgement from the comics employees...but by then I had found my 'home-base' at the Krystal Keep, and never returned.<br />
That, now, will change. Very good experience this time 'round.<br />
<br />
<u>-VENUE overall: Good</u><br />
<br />
<br />
I had a blast, and it was a great way to say 'Goodbye' to 5th edition.<br />
Now I'm looking forward to a great welcoming bash for 6th!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com1tag:blogger.com,1999:blog-7984824688115330734.post-14139228447827937542012-04-22T07:53:00.003-04:002012-06-17T15:54:08.652-04:00And the winner is....NOT ME! :-)<br />
<br />
Well, things have devolved into bat/event-reps I see. <br />
Baby ate my brain, and it seems like every time I sit down to write speculatively/introspectively, I run out of energy (or lose the thoughts I have been mulling over through the week). <br />
Ah well, such is the life of a filthy procreator!<br />
<br />
I had the opportunity to go to an club-tourney this weekend, and as per the norm I had a blast with these guys!<br />
I've been doing what I can to play outside the box, of late...GK/SW bored me to tears, Necrons are lacking something for me(not the least of which are some models I really WANT) and after 'Ard Boyz(may ye rest in peace) last year I haven't had the motivation to dust off the pointy-eared fetish-freaks of doom but once or twice(I know, I shall be flogged...and Khaine willing, when we reach Commorrhag, I shall be flogged again).<br />
<br />
So, flitting about in my haze of 40k ennui, I've revisited a few past armies I seem to always enjoy...and started tweaking them a bit.<br />
For yesterday's tourney, I returned to my Blood Angels...or, my Blood Wing.<br />
<br />
<b></b><br />
<a name='more'></a><b><br />
2000pt BA list</b><br />
-Librarian (Jump Pack, FotD/Unleash Rage)<br />
-Sanguinary Priest(Jump Pack)<br />
-Sanguinary Priest(Terminator)<br />
-Sanguinary Priest(Terminator)<br />
-10x Terminators(2x Cyclone)<br />
-10x Terminators(2x Cyclone)<br />
-10x Assault Marines(Pfist, 2x Meltagun)<br />
-10x Assault Marines(Pfist, 2x Meltagun)<br />
-Rifleman Dreadnought<br />
-Rifleman Dreadnought<br />
Okay, so it's atypical at best. I LIKE terminators(always have, hence my Deathwing), I like Dreadnoughts(even the old uggo ones) and I like assault marines. Where in sam-hell can this list go wrong with me??? :-)<br />
<br />
The event ran three rounds, with each scenario being the same whilst shuffling through the Dep-Zones.<br />
There were 3 Victory Conditions each round predicated on winning each of the following;<br />
Seize Ground (4 tokens placed in the normal fashion)<br />
Capture and Control (2 additional tokens placed in the normal fashion)<br />
Annihilation<br />
You(or hopefully not, your opponent) could score 3 points for each VC achieved garnering up to a 9 pts per round, while VPs were tracked as a pairing metric/tiebreaker in the end.<br />
<br />
On with the show? (totally forgot notes and pics, this is more to just show list performance/opposing list performance...thus the 'batreps' will be truncated).<br />
<br />
<i><b>Round ONE:<br />
Deployment-Dawn of War<br />
Opponent, Brian<br />
Army, Daemons</b></i><br />
-Fateweaver<br />
-Bloodthirster<br />
-4x Bloodcrushers (full allocation kit)<br />
-4x Bloodcrushers (full allocation kit)<br />
-4x Bloodcrushers (full allocation kit)<br />
-5x Horrors (bolt/changeling)<br />
-5x Horrors (bolt)<br />
-5x Horrors (bolt)<br />
-5x Horrors (bolt)<br />
-Daemon Prince (MoT, shooty doom)<br />
-Daemon Prince (MoT, shooty doom)<br />
-Daemon Prince (MoT, shooty doom)<br />
<br />
He won the roll for first, we placed all objectives and he chose to go second. <br />
<br />
<b>Turn 1-2;</b><br />
I didn't bother deploying, walked all but one unit of RAS's(who would DS from reserves)onto the board my first turn. I didn't combat squad any units(for KP mitigation).<br />
His army dropped, but he was flipped and had front-loaded his preferred wave. He got in(only Icon was on the 'crushers at this drop);<br />
Bloodthirster<br />
1x Bloodcrushers<br />
3x Horrors(1 with Changeling)<br />
1x DP<br />
Due to Impassible terrain and a drop overlap, two of his horror units mishapped...though only one was destroyed, and I placed the other in the furthest corner from objective concentrations and the action.<br />
Fire from both turns netted me his Bloodthirster (yay riflemen+cyclones+SB's) and his DP. His turn two brought his remaining DP's (good drops)to my front left and another bloodcrusher unit right in my backfield. He brought the 1st Bloodcrusher unit forward into support of his DP's, threatening my front/covering a mid-left objective. His fire netted 2 terminators and an some(3?) assault marines.<br />
<b>Turns 3-4;</b><br />
Fire from everything killed a DP, scored a few wounds on the Bloodcrushers in my backfield. I tied up that 'crusher unit with a dreadnought, while my backup assault marines begain running/jumping through the mid-right to come round and start scooping objectives (after a brief detour to wipe that mishap horror unit).<br />
His fire plucked a few more odd models. I was pushing into mid-field with big terminator blocks, he was pushing back as Fateweaver dropped in and tried laying about him with unholy fire...and I made saves and 5++ saves left and right.<br />
<b>Turn 5;</b><br />
It ended bottom of 5, as my assault marines grabbed his C&C objective, one SG objective in his DepZone, and my Dreads/Termies had locked up crushers/Fateweaver in CC. <br />
I won all three VC, and netted 8 KP total.<br />
<br />
<i><b>Round 2:<br />
Deployment-Pitched Battle<br />
Opponent, Dickie<br />
Army, Space Wolves</b></i><br />
-Runepriest (LL/JotWW)<br />
-Runepriest (Storm/LL/Chooser)<br />
-Runepriest (LL/???/Chooser)<br />
-Runepriest (???/???)<br />
-3x Wolfguard (2 PW, 1 CF, 3 SS in Drop Pod)<br />
-Lone Wolf (C-Fist/Stormshield)<br />
-Lone Wolf (C-Fist/Stormshield)<br />
-Grey Hunters (melta w/runepriest in rhino)<br />
-Grey Hunters (melta w/runepriest in Rhino)<br />
-Grey Hunters (melta w/runepriest in Bolterback)<br />
-Grey Hunters (melta w/runepriest in Bolterback)<br />
-Grey Hunters (flamer in Bolterback)<br />
-4x Thunderwolves (pfist, all shields, kitted for allocation)<br />
-Land Speeder (dbl hvy bolter)<br />
-Predator (autolas)<br />
-Predator (autolas)<br />
<br />
we placed SG objectives (he won roll).<br />
He won roll for first.<br />
we placed C&C objectives.<br />
He deployed to cover all avenues, preds central to cover all fire avenues. I covered my objectives, he covered his.<br />
I reserved (no DS) one assault unit unit for counter/objective grabs...and the 'game' began.<br />
I failed to seize.<br />
<br />
<b>Turn 1-3;</b><br />
His fire from the two predators hit with all shots against the dreads. I had arranged terminators, and deployment behind terrain, to generate cover (half of which was amped up to 3+) on the dreads. He penetrated 3 times against each, and blew them off the map...thus the tone was set. Fortunately, the rest of his fire that turn one only netted 2 terminators (1 each unit)...unfortunately my cyclone fire for all three turns failed to kill a single rhino/rhino chassis. I managed to immobilize the single targeted rhino twice in 3 turns...yes twice, as he repaired it once.<br />
I did 'boo' off his T-Wulves for a turn, and killed two of the WG termies after drop...and then turn 4 happened.<br />
<b>Turn 4;</b><br />
It ends...really, top of 4. He nets barely over 25% casualties on my central Terminator squad(w/priest), and same on my reserve Assault marines(w/priest)that had come in on turn two and turtled an objective in cover. Two 10's on the ldrship rolls, and near max fallback rolls (thank you dice, for only rolling high on Morale this game)...and half my army walks off the table...With only two remaining units, one locked in CC(assault marines w/Libby) and about to be gang-banged by the incoming Lone Wolves+T-Wolves, I concede.<br />
Worst 'fun' game evah(no fault of opponent, he was fun)! We rolled it out, to make certain he scored all objectives...and see if I could avoid tabling...and that would be a yes, and no. :'(<br />
He wins all three VC, and nets all 10 of my KP.<br />
<br />
<i><b>Round 3:<br />
Deployment-Spearhead<br />
Opponent, Edge<br />
Army, 'Nilla mahreenz(with a dash of Vulkan)</b></i><br />
-Vulkan He'stan<br />
-Librarian (null zone/avenger)<br />
-7x Sternguard (2x Hvy Flamer, 5x Combi-Melta in Drop Pod)<br />
-7x Assault Terminators (THSS all)<br />
-10x Tactical (Combi Melta, Melta, MM in Drop Pod)<br />
-10x Tactical (Combi Melta, Melta, MM in Drop Pod)<br />
-10x Tactical (Combi Melta, Melta, MM in Drop Pod)<br />
-10x Tactical (Combi Melta, Melta, ML in Drop Pod)<br />
-10x Tactical (Combi Melta, Melta, ML in Drop Pod)<br />
-10x Tactical (Combi Flamer, Flamer, ML in Drop Pod)<br />
He won the roll to start placing objectives AND deployment (he chose second, obviously).<br />
I deployed to fill my entire deployment zone (no reserves), making it impossible to drop into my backfield (and thus onto 1 C&C obj, and 1 SG obj).<br />
He deployed two of the Missile Launcher squads on objectives in his Dep Zone, and placed the Terminators in front of the more exposed unit. <br />
He looked at the field, and tried to seize. He did not.<br />
<b>Turn 1;</b><br />
I advanced, and spread out. My terminators were (per the norm) deployed front to provide cover (in case of a seize, or just going second) for any deployed RAS's and Dreads (yes, placed correctly a Cyclone and termie or two can provide cover for a standard rifleman without providing cover to non-infantry targets).<br />
I left a few wee pockets after the advance, but none that would allow a pod to drop in and still be able to deploy a unit.<br />
I fired into the terminators with everything in range (alot of stormbolter fire, cyclones and the rifelmen)...they were reduced to 3.<br />
He dropped in with Vulkan/Libby/Sternguard to my left, and ringed me in totally with the 3 Melta/MM drop tacs. He opened fire, and I got lucky. Avenger/Sternguard HF+Vengeance rounds) netted him 2 assault marines (libby attached assault squad) and A terminator. One more terminator was lost to Melta fire...that was it.<br />
<b>Turn 2;</b><br />
I shifted right and up with my right flank, and punched into the middle with a terminator blob. Libby assault marines hopped into a mess of terrain and out of assault/flamey-death range of the Stern-Star. Fire netted me a great deal of marines, and another Assault terminator. Assault netted me the remainder of two tactical squads in the middle/right, and both pods they rode in on. I tried to 'BOO' the Stern-Star, but was hood-blocked.<br />
He came out with the Stern-Star, and backed the remaining tac-squad up into assault support range of them. An empty pod came in one one of 'my' SG objectives, which also slightly blocked my movement. He opened fire. I lost another assault marine, and another terminator while one of his backfield Missile Launchers blew up my closest Dreadnought.<br />
<b>Turn 3;</b><br />
let the furball begin.<br />
I shifted further around the blocking pod with my right 'block' (termies and assault marines with priest).<br />
I brought the damaged Termies up to engage the remaining tacticals (Vulkan be damned, those buggers are scoring) and backed them up with the libby-led assault marines (who were down to 7). Fire nets me the second to last assault termie, and a few tacs. Assault wipes the tacs and another pod. I consolidate my terminators to prevent the Stern-Star from assaulting with impunity into my libby-led ass-marines, and brace.<br />
<i>Turns 4/5;</i><br />
Some sniping from both sides results in a few dead marines, and the immobilization of my remaining dread (who is fortunately facing the enemy).<br />
Assault in the center bogs down the game significantly, as I lose all but the priest+cyclone from one termie squad, and the other is reduced to 6(plus priest). Null Zone hurts (duh), but with the assault breaking in my favor (all dead but Vulkan, who is fleeing and will be escorted off into ineffectiveness), and the termies+RAS's wiping his remaining podded unit out of my backfield (they came in end of 3 to little effect other than obj camp), I begin the long-stride toward the center and his backfield objectives...unfortunately, the strides are not long enough. Game ends turn 5 with me winning,<br />
Seize Ground (I win)<br />
Capture and Control (draw)<br />
KP (I win)<br />
<br />
He nets 2 KP (I think he killed my last dread at some point turn 5)<br />
I net 11 KP<br />
<br />
<br />
I scored well enough, with that ignoble loss in rd 2, to take 4th place. Had I been a little luckier, I could have swept him off his C&C objective and netted another KP, which would have moved me up to 2nd(If memory serves)...but I couldn't have taken first without at least scoring ONE of the Victory Conditions in round 2 as well, which couldn't happen when all my dudes were DEAD! :-D<br />
<br />
<br />
<br />
So, I'll take fourth place with a smile!<br />
<br />
<br />
Lessons?<br />
First, as stupid as it sounds, I have fun with 40k.<br />
I have been 'experimenting' for a bit, with builds/options/units that are not 'OP'...while at the same time, not making 'duff' lists that have no chance. It has given me the flexibility to get back into the 'I like...' builds/units/characters mindset more than the 'I need...' efficiency/efficacy/power, without a loss of wanting/being able to win.<br />
That being said, I had more fun round 3 than any of the others. Why? Because I wasn't in 'contention' for first, but I was still playing to 'place'. The most tense of competitive mindset was gone, but there was still a game that mattered with our scores. We had fun, while still trying to 'beat face'. <br />
<br />
Second, Hybrid.<br />
My Dreads don't work. I don't mean at face value. I mean at synergy. They DO provide a mobile 'devastator' effect. They produce a tarpit (for some units). <br />
Unfortunately, they DON'T provide synergy and DO provide an 'obvious' target. Without benefiting from FNP, without the ability to 'jump' and their requiring deployment adjustments to compensate for their difficulty to grant cover (or lend anything beyond what has been mentioned)...I think I need to find replacements.<br />
But WHAT??? <br />
Devs cost too much for a 1 for 1 exchange, attack bikes have to get too close and any other vehicle option suffers from a lack of FNP benefit/cover issues.<br />
Thinking, it hurts the brain...more play/tweaking required!<br />
<br />
Third, I have to 'get off the wall'.<br />
Partially fits in with the whole 'Dreads don't work'. I can't hover too close to the board edge, and with the Dreads as KP bait/assault(vs ded-assault units) bait I can't push to the center easily. <br />
I know I can't bank on losing a game to ill timed failed-morale all the time, but I CAN bank on it happening occasionally. Maybe only once every other event, but with so few scoring/shooting blocks I HAVE to think about it.<br />
<br />
<br />
Ah well, lessons may be slow in correcting....but they will provide even further fun IN the correcting!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-10431738135775672392012-04-08T08:53:00.004-04:002012-04-08T09:59:45.026-04:00Batrep from the Sunshine State!Okay, so I scrambled down to Florida to introduce the new 'spawn' to her mom's family.<br />
Just on the off chance I'd be able to break away, I grabbed a low-model count GK force to play. <br />
I managed to, and was able to get a game in with an old friend at my old store.<br />
We were both being experimental, playing lists neither of us had fleshed out.<br />
It was great to play a game that had NOTHING to do with the tourney mindset. With limited time resources, I've been getting too far away from those types of games in the recent past.<br />
So, on with the show(?).<br />
<br />
My list;<br />
-Mordrak<br />
(5x Ghost Knights: w/1x hammer, 2x halberds)<br />
-5x Paladins (psycannon, hammer[mc], 2x Halberd, Narthecium, NWS)<br />
-Venerable Dreadnought (2x Autocannon+psibolt)<br />
-5x GKSS (hammer[mc], psycannon)<br />
-5x GKSS (hammer[mc], psycannon)<br />
-10x Interceptors (hammer[mc], 2x psycannon, 2x halberd)<br />
-Dreadnought (2x autocannon+psibolt)<br />
-Nemesis Dreadknight (teleporter, hvy incinerator)<br />
-Nemesis Dreadknight (teleporter, hvy incinerator)<br />
(I wanted the list to be 'pure' GK, nothing but hoofin-it holy-rolling paladins of the 40k ooni-verse!)<br />
<br />
His list;(from memory...can't seem to not lose a list when someone gives it to me, dammit!)<br />
-Rune Priest (JOtWW,???)**<br />
-6x Wolf Guard Pack (one in PA[@@], the rest are terminators. at least one SS, a cyclone[##] and some combi-weapons).<br />
Drop Pod<br />
-9x Grey Hunters (PFist, Meltagun, Wolf Standard)**<br />
Drop Pod<br />
-10x Grey Hunters (PFist, 2xMeltagun, Wolf Standard)<br />
Drop Pod<br />
-10x Grey Hunters (PFist, 2xplasma gun, Wolf Standard)<br />
Drop Pod<br />
-15x Blood Claws (flamer, meltagun)@@<br />
-6x Long Fangs (5x Missile Launchers)##<br />
Razorback (twin-linked lascannon)<br />
Land Raider Crusader<br />
(note; attached elements are marked per **,##,@@)<br />
<br />
<br />
Mission, Capture and Control (despite people's complaints of 'auto-tie', I have grown enamored of this mission).<br />
Deployment, Spearhead (meh, deployment is...)<br />
<br />
He won the roll for first, and deferred.<br />
I chose the corner to my left as dep-zone. I rolled a '6' for Grand Strategy and made the interceptors, a Dreadknight and the Paladins scoring.<br />
My deployment was roughly this (after 1st turn movement, which wasn't much...reserving the interceptors).<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSBkDnJ3SU383GBI16HpkpJCS2ei_eRABt_fAVSIdoRkuhUAdo53a8Kj3J_PgiCyG0VwnSeBpHtzPH5kRuusL0ZlOSrGROHUXPcZQ-RYitB-gckY4yTe-LrKem8aztnsWwvdzeDATjxfl6/s1600/IMAG1065.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="191" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSBkDnJ3SU383GBI16HpkpJCS2ei_eRABt_fAVSIdoRkuhUAdo53a8Kj3J_PgiCyG0VwnSeBpHtzPH5kRuusL0ZlOSrGROHUXPcZQ-RYitB-gckY4yTe-LrKem8aztnsWwvdzeDATjxfl6/s320/IMAG1065.jpg" /></a></div><br />
<b>-Turn 1;</b><br />
I shuffled/'ported forward a bit, ducked into terrain with the GKSS's and warp-quaked.<br />
<br />
He then podded in central (with pods behind the building in center of the table) with 2 GH squads, pushing forward the Runepriest unit to JOtWW (both, it turns out) a Dreadknight and plasma it as well.<br />
Turns out, the +1 to the MC roll saved both of them (rolled a 5 on each). The lead DK took a wound from bolter fire.<br />
<br />
<b>-Turn 2;</b><br />
Warpquake again, failing with my leftmost unit.<br />
Interceptors arrive (dammit, wanted them turn 3/4). I combat squad them, putting the shooting unit (dbl psycannon) into my backfield for support and running the cc element (dbl halberd/hammer) up the right edge with a shunt, hoping to bait his incoming reserve assets.<br />
I hopped the lead dreadknight into assault range of the Runepriest and his unit, shifted my paladins and Psiflemen to the left (to open up on said target unit) and brought the other dreadknight up the center to shoot with/back up the lead DK. Mordrak+Knights, and a GKSS squad, came up on my right around the central building. <br />
after all the shooting was finished, he had 4 GH and the runepriest remaining. I figured that was safe to assault with the DK, and did so...wiping out the unit+priest (taking no wounds in return, PFist fail). I then consolidated behind his drop-pod.<br />
<br />
On his turn, EVERYTHING came in. Longfangs walked on central to his dep-zone for Cyclone shots, razorback came in to their right as a block/cover for them. Podded units dropped to engage the interceptors and lead DK (bait taken). Bloodclaws in LRC rolled up onto his objective AND to range in on interceptors. <br />
After his fire, my lead DK is down to one wound and my 'bait' unit is wiped...that's all folks!<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO0Z8jPeHvwZM8JroZijg5a-N_RHy1blnzvnqtA-Xdz6NRdliOd_XFe2NtksjqWCWoW-wHcfQjfRUAtt27tHfsAt0vszwqFZAiJf15_cq7Yz58MGZJfsVlJb45ddIeq1KULWXgMsDrp6XS/s1600/IMAG1068.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO0Z8jPeHvwZM8JroZijg5a-N_RHy1blnzvnqtA-Xdz6NRdliOd_XFe2NtksjqWCWoW-wHcfQjfRUAtt27tHfsAt0vszwqFZAiJf15_cq7Yz58MGZJfsVlJb45ddIeq1KULWXgMsDrp6XS/s320/IMAG1068.jpg" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEispgpX9tzFbKUtkipqAGc1aZaWT9GwPm6av7azIJWTAecv85trJYOYoE8FZw5vNdMiBSYfNpIvHVMMV3RIAplurjJePkUp3loMV4YFDgD8XfCGCsvng84KrUgcLhjRU0S0l7e_9une8-CX/s1600/IMAG1070.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEispgpX9tzFbKUtkipqAGc1aZaWT9GwPm6av7azIJWTAecv85trJYOYoE8FZw5vNdMiBSYfNpIvHVMMV3RIAplurjJePkUp3loMV4YFDgD8XfCGCsvng84KrUgcLhjRU0S0l7e_9une8-CX/s320/IMAG1070.jpg" /></a></div><br />
<b>Turn 3;</b><br />
I bring my paladins and dreads further up and away from my dep zone into his right flank. The lead DK hops forward toward his termies. My 'fresh' DK comes around my right side of the central building along with mordrak as my shooty interceptors join them. One GKSS squad secures my home objective, while the other gets set to storm the building's roof and set up a firebase.<br />
Shooting nets a terminator or two, and the Longfang squad-leader. His remaining 1st turn GH squad is wiped with Psycannon and Stormbolter fire (running offtable with the few remaining...leadership rolls will NOT be kind to him this game). Psiflemen manage to stun the Razor. <br />
I assault the termies with my wounded DK, taking them down to 2. His return swings send it packing.<br />
<br />
He braces with the 'fangs for fire, moves the GH squad that wiped my interceptors into their cover, and brings the LRC (with load) into his 'gap' (between drop pods) to block my easy-avenue to his home objective.<br />
His fire does little to my force, dropping an odd interceptor and reducing my remaining DK down to 1 wound (with bolter-fire again). No assaults this turn.<br />
<br />
<b>Turns 4,5 and 6;</b><br />
I establish a firebase with my lead GKSS squad, adding to weight of fire. Paladins begin to lead the charge into the right flank of his dep-zone while Mordrak+Knights push into his left. Pressure forces his Bloodclaws and remaining GHs back. Fire forces his Longfangs to run off-table and wipes his remaining GHs out. Wolfguard Termies die to volume psycannon/Stormbolter fire. Razorback immobilized and gunless by Psifleman fire. By the end of turn 6, he's tucked into his corner with the LRC and Bloodclaws trying to park his objective.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhViKAL7UbcPij66-HfvZ1Y5wAukAlt2J22gLvijz1zIZsFUgj75q6SmWsbOVi3CXgTFq2CwaxV2cC9IhpJiPnyHNXHrszAx4HscKCSPE3ok75A61riKMf_JdQLqE-sRfC2zhO5pPKURs_T/s1600/IMAG1074.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhViKAL7UbcPij66-HfvZ1Y5wAukAlt2J22gLvijz1zIZsFUgj75q6SmWsbOVi3CXgTFq2CwaxV2cC9IhpJiPnyHNXHrszAx4HscKCSPE3ok75A61riKMf_JdQLqE-sRfC2zhO5pPKURs_T/s320/IMAG1074.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxFm18XY5jQKWd3rBr0HaMEbg1RcBnDaZfZVeiujyFko29OGcaXp6RfVGrAGBikQddv1GO4CEokUDVDRmQPRMlpHpTO03bu1c6cni6buXsF6M37g60jFiazIzHAg-XI8CDKm0FiGCekzoo/s1600/IMAG1075.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="191" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxFm18XY5jQKWd3rBr0HaMEbg1RcBnDaZfZVeiujyFko29OGcaXp6RfVGrAGBikQddv1GO4CEokUDVDRmQPRMlpHpTO03bu1c6cni6buXsF6M37g60jFiazIzHAg-XI8CDKm0FiGCekzoo/s320/IMAG1075.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibQyNHv0_z5Yr8O9cMlRHalOwDdCgHF6FoE1YXzo2FfIwt-6__3AxJ3MjzVXtsEOjxn64Sq56QEUPMnw8icNPkhyghxIVn9ZTSgWUX43vD6bF7VUZAKRcir0TWSpMMqQap84b37OBiw04U/s1600/IMAG1080.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibQyNHv0_z5Yr8O9cMlRHalOwDdCgHF6FoE1YXzo2FfIwt-6__3AxJ3MjzVXtsEOjxn64Sq56QEUPMnw8icNPkhyghxIVn9ZTSgWUX43vD6bF7VUZAKRcir0TWSpMMqQap84b37OBiw04U/s320/IMAG1080.jpg" /></a></div><br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhah6-tHNpIhSSUdv2Nt3Wesz5G_2YgAk6sDM4Mv6Zuuuq8MN-uHlz0gbQC-IGVOqKfjevInPeNvh_n1pHUMqTzC0aLx_XR1dHwWkFSHbwJoTHw8AFNh11p8j66ILcJOnAAGOKFHey0JhDX/s1600/IMAG1081.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhah6-tHNpIhSSUdv2Nt3Wesz5G_2YgAk6sDM4Mv6Zuuuq8MN-uHlz0gbQC-IGVOqKfjevInPeNvh_n1pHUMqTzC0aLx_XR1dHwWkFSHbwJoTHw8AFNh11p8j66ILcJOnAAGOKFHey0JhDX/s320/IMAG1081.jpg" /></a></div><br />
<br />
<br />
<b>Turn 7;</b><br />
He commited the sin bottom of turn 5, he disembarked to wipe my DK and Interceptors (who threatened to contest his home objective) with his Bloodclaws. Not only did that expose him to fire, but he failed to wipe them quickly enough. <br />
Top of 7, I unloaded on them...and they ran...11 inches, and off the table. And THAT was game!<br />
<br />
(the game was terribly one-sided with the die rolls, I must mention. He failed nearly every morale test he was forced to take, was only successful with one of his counter-attack ldr rolls AND my first two turns of die rolling was so hot that I switched dice sets to mitigate...and proceeded to still roll above average, though not as obscenely. My only poor rolling was basic Dreadknight saves vs bolterfire. Truly, the Emperor protects his chosen sons)<br />
<br />
<br />
<br />
<br />
7 turns of grand fun, though conditions didn't allow me to truly utilize Mordrak's abilities, AND I forgot psychic communion (which I could have used to attempt to delay my interceptors). <br />
Even with that error, things couldn't have gone much better.<br />
<br />
Neither of us were playing optimized lists by any stretch, nor was the terrain particularly thick, but it was fun and grinding regardless!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com4tag:blogger.com,1999:blog-7984824688115330734.post-52443205060137612322012-03-18T08:05:00.002-04:002012-03-18T08:05:45.698-04:00March 17th EGC RTT Result SynopsisOk, so I winged it…<br />
Had been waffling about going for the last week, and decided at the last minute (night before) to go.<br />
Finalized my list the morning of (with a quick shift of things 15 min before leaving).<br />
My list;<br />
1850<br />
-Overlord(Warscythe, Phase Shifter, Tachyon Arrow)<br />
Catacomb Command Barge<br />
-Overlord(Warscythe, Phase Shifter, Tachyon Arrow)<br />
Catacomb Command Barge<br />
-Court 1 (3 destruction-teks/1 pulse, Lord/Warscythe+Mindshackle)<br />
-Court 2 (3 destruction-teks/1 pulse, Lord/Warscythe+Mindshackle)<br />
<br />
-Warriors x7<br />
Ghost Ark<br />
-Warriors x7<br />
Ghost Ark<br />
-Tesla-mmortals x5<br />
Night Scythe<br />
-Tesla-mmortals x5<br />
Night Scythe<br />
<br />
-Annihilation Barge(Gauss Cannon)<br />
-Annihilation Barge(Gauss Cannon)<br />
(the point behind the list, test a number of units for viability WITHOUT any of the ‘tricksy’ stuff in the codex. Combos can be intentionally stymied, or simply run afoul of their counters…I needed to see holes that I ‘missed’, confirm issues I suspected and confirm viability of units ‘in a vacuum’)<br />
<br />
All missions were Adepticon missions.<br />
<br />
Round 1;<br />
My opponent…Necrons. (I hate civil wars).<br />
His list(from memory, he didn’t have a copy to share permanently).<br />
Overlord(Phaeron)<br />
Overlord(Phaeron)<br />
10x Warriors<br />
10x Warriors<br />
9x Warriors (Ghost Ark)<br />
9x Warriors (Ghost Ark)<br />
5x Destroyers (2x hvy)<br />
5x Scarabs<br />
5x Scarabs<br />
Annihilation Barge<br />
Annihilation Barge<br />
Annihilation Barge<br />
(turns out, he had the same things in mind. Yayyy for a game where both players are just plain refusing to die!!!)<br />
Mission; <br />
Kill points, Table Quarters, Table Center <br />
Deployment;<br />
Spearhead<br />
<br />
He won the roll to go first.<br />
-He ground forward, I pulsed first turn. Nothing was in range for him.<br />
I shifted left, fired. I dropped a standard destroyer with an Anni-barge.<br />
-He ground forward further on turn two, shifting to his two outlying quarters and took advantage of a ‘no-pulse’ turn but only managed a stunned A-barge and immobilized scythe.<br />
I returned fire (while further shifting to my left, after living metal let me ‘flee’ with the A-barge). I killed one of his A-barges and successfully stunned a Ghost Ark.<br />
-I pulsed on his turn three, forcing his Destoyers into close range to fire. Nothing else of his really had a chance to shoot. Destroyers successfully shook the other A-barge.<br />
I dropped his Destroyers to a man (after disembarking the Tesla-Mortals with tek+lord, from the immobile scythe).<br />
-Turn 4 stripped some broadsides from my lead Ghost ark, and then I went and started the ‘whack-a-mole’ game.<br />
-It went to turn 6, with me finishing off all his barges with ‘whackamole-lords’ and using the last mobile scythe to contest a quarter.<br />
<br />
I won KP, Quarters and Table Center…while netting a very minimal number of VP’s. Definitely a grinding game.<br />
Scythes gave me tempo control, but fired infrequently.<br />
Cat-Barges definitely let me feel more confident, but needed something…more?...against his army.<br />
<br />
<br />
-Round 2<br />
Opponent’s List (ML-Josh M) from memory-Blood Angels;<br />
Mephiston<br />
Sang Priest(JP)<br />
Sang Priest(JP)<br />
(5?)10 man RAS with dbl melta and Pfists or Pweapons<br />
Attk Bike(mm)<br />
Attk Bike(mm)<br />
(3) 5 man missile devs<br />
<br />
Mission; <br />
Kill points, Objective(5), Marked Unit <br />
Deployment;<br />
Pitched<br />
<br />
Okay, so I wussed out on this one.<br />
Glaring hole (that I missed) #1…massive MOBILE melta with FNP. <br />
The high number of MEQ backed by FNP, yeah…Tesla no-likey!!!<br />
He marked one of my Scythes (which, upon further reflection, he couldn’t do because of the ‘no ded-port’ restriction…but we both missed that, so meh!) <br />
I reserved it empty.<br />
I won roll, chose to go second.<br />
After his deployment, I castled in an opposite corner from his devastator-star (building that gave him maximum range+LOS), and then seized the initiative.<br />
We ‘played’ for 5 turns…and by played, I mean I hid like a little bi!@#…and he sniped. I got a KP right off (turn 2) from an attk bike, and was willing to settle in for a slight advantage. <br />
He was concerned enough about an unfamiliar enemy army, and underestimated the threat he posed to me. He didn’t jump into my face, but played the waiting game hoping for a mistake…no fear, I delivered one to him on a silver platter! :-D<br />
Turn 6, with both of us frustrated at no action (sometimes, conservative play may be smart…but can damned sure be dull…I blame my cowardly overlords), I stuck my nose out to contest objective count (hoping to eek out a slight win)…and barely underestimated a few range 6” breaks…and promptly had said ‘nose’ chopped off.<br />
<br />
Until that last turn, it was a dull game (still with a fun opponent).<br />
Last turn it wasn’t dull, but it was fun (for the filthy Chaos pla…I mean BA player!) ;-)<br />
<br />
Josh wins;<br />
KP, Objectives.<br />
With a solid victory though, he still only managed approx 300VP off of the army.<br />
<br />
<br />
-Round 3<br />
Opponent’s List (ML-Jason) from memory-Black Templars;<br />
Marshal (terminator/Storm Shield)<br />
Chaplain(terminator/Cenobite Servitors)<br />
Emp Champ<br />
Terminator Unit (dbl Cyclone)<br />
<br />
Big Blob unit (4x scouts, melta/pfist)<br />
Big Blob unit (4x scouts, melta/pfist)<br />
5x las/plas squad<br />
5x las/plas squad<br />
5x las/plas squad<br />
5x plasmacannon/melta squad<br />
5x plasmacannon/melta squad<br />
<br />
<br />
Mission; <br />
Kill points, Objective(6);<br />
2nd and 3rd victory conditions were based on placement of objectives in dep zones. 2nd VC was controlling more of the objectives in your opponent’s dep zone(3 of them), 3rd was controlling more of them in your own.<br />
Deployment; <br />
DoW (thank gawdz, never seem to see this one often enough).<br />
<br />
I won the roll, and deferred.<br />
He deployed one initiate blob, and the termies. We both forgot 1+1, and he had the ICs joined to the termies. No big, it happens…I just saw terminators, and wasn’t thinking. He was playing a wholly different list than he is accustomed to, and just deployed by reflex. I did not attempt to seize, and kept everything off table. His deployment put the blob, and termies, up the middle in order to drive toward my dep-zone objectives right off the bat. <br />
<br />
-He walked on his turn one, spreading out to maximize his Las/Plas squad’s fire windows. Terrain was sparse, so the spread (and 48” ranges) were going to give him maximum coverage. He hasn’t had much exposure to the new ‘crons, and wasn’t taking into consideration the Solar Pulses. He ran termies and blob-1 deeper into my dep-zone. <br />
I drove forward max-speed up my left table edge, hugging the ‘wall’ as tightly as possible. Flat-out on my CCBs.<br />
-His turn two, I pulsed…he cursed (with a smile). He managed to get off 3 shots. One was bounced by a flat-out save, two came up as penetrations (against the same Ghost Ark) that he then rolled 1’s on and I promptly living-metal saved away…but had to hide that Ghost Ark for the rest of the game. He ran blob-1 to within scoring range of one of my home objectives…run rolls were good for him!<br />
I flat out-ed the two CCBs over a las/plas 5 man, and took out two (including the Lascannon). Fire from ABarges further reduced the unit. I moved the Scythes flat out up the edge into his far corner.<br />
-His turn 3 I pulsed again, he cursed again. He managed range on a scythe, which he wrecked. I forgot the ‘back in reserves’ rule here, and deployed from the wreck. New mechanics got me…wish I’d remembered, it would have given me a contesting unit for later in the game. All other fire was either bounced off flat-out saves (CCBs), or glances that came up 1’s and were living-metal saved away.<br />
I played whack-a-mole across another unit, getting my CCBs into the center of his back edge (and netting another lascannon). Fire from Abarges annihilated the remnants of that unit, and fire from onboard Warriors/Scythe crippled another.<br />
-Turn 4 saw so much of his fire reduced, that I didn’t really miss the pulses. He secured two of my objectives, I cleared and secured all but one of his. <br />
-Turn 5 and 6 was cleanup. More fire that was bounced from him (never lost another vehicle, or Quantum Shielding), and more Whack-a-Mole with the CCBs. At the end (which was turn 6), I had re-contested one of my Dep-zone objectives, and scored all of his. <br />
Win;<br />
Me by KP and VC #1, he scored VC#2.<br />
<br />
<br />
Overall, I got what I wanted/needed.<br />
<br />
1st, 3 fun opponents/games.<br />
I’ve had little opportunity for such in the last few months. In fact, the last time I played was the January EGC. I have a tendency to forget the brotherhood that can be found on the tabletop, and needed the reconnection with my hobby and friends.<br />
2nd, playing outside the box. <br />
I needed to get away from the 3+ paradigm for a bit, and funky-xenos armies are usually my favorite route to go for that.<br />
3rd, finding my weak-points.<br />
I did that, in abundance.<br />
(with all my games ending on turn 6, I got what I consider the ‘ideal’ number of turns for testing each time)<br />
<br />
I found I built for the current Mech-meta out of reflex. I wasn’t thinking about it per-se, but when my second and third opponent’s had NO vehicles I found myself wondering ‘what the hell am I going to do with all these anti-vehicle toys???’ <br />
<br />
<br />
Glaring weaknesses and success stories.<br />
I am VERY glad I played against two MEQ foot lists, one very mobile with melta-spam. <br />
It pointed out some issues, not least amongst them is difficulty dealing with a T-4 base FNP. Tesla Destructors will deal with T-3 FNP all day, but once I hit that T-4 range, I was screwed…screwed enough to produce a very dull game for poor Josh M. Coupled with his lack of understanding of the innate advantage he had, my castling made game two almost not worth him un-assing all his models. Fortunately, though nearly bored into unconsciousness until turn 5/6, he pulled a win out…so it wasn’t a total waste! <br />
Melta is VERY punishing to AV-13 Open Top…VERY. I knew this going in, but sometimes you really need to see it in action to drive the point home. <br />
Bubble wrap…cripes, Necrons need it.<br />
Tricks. I intentionally went in with no ‘tricks’ (a pair of solar pulses were my only concession to the tricksy-crons…and that was only the pair that insures ‘crons don’t fold to an IG/GK/Krak-Fang alpha strike). I said it with the advent of the ‘dex, they are a warmahordes/MTG style army. They NEED tricks/combos/synergy more than most armies. Ok, cool. I now accept it on a fundamental level. It bothers me a bit, because I don’t like being forced (so to speak) to play certain styles/builds/units…but if I am going to choose to pick up the tool, I have to learn how to use it or quit whining (and boy, can I whine).<br />
Transports are expensive in this army, stoopeed expensive. Again, I knew this…but building lists for these guys just beats it over my head every time. BUT, this also gives me some further clues into 6e (assuming Necrons aren’t going to be the truly-gimped edition-crossover codex). I don’t think they are a waste, but it pushes the transport+unit paradigm in a different/new direction. This is GOOD for the meta, and the game as a whole…and with tuning, I think this may wind up being the best mech+foot hybrid army currently available.<br />
Scythes+Arks is NOT very synergistic (not a total fail yet, but not complimentary). Again, something I suspected going in…but application proves or disproves theory. I consistently found myself trying to figure out how to chase my scythes with non-fast Ark/Barge pairings, or protect my vulnerable scythes as they presented easier/softer targets than my Arks. NEVER present your opponent with an easy choice, and utilizing those vehicles together can/does.<br />
<br />
Catacomb Command barges. They can be stymied, but jeebus they pay out when they aren’t. <br />
Game 1, they accounted for my highest percentage of vehicle damage/kills. <br />
Game 2, they couldn’t get close enough to the melta-spam to pay out, but they threatened enough to manage movement a bit.<br />
Game 3, they crippled an armies ability to engage me at range…or keep the range open.<br />
I can see a singleton being nothing but a counter element, and don’t think it would be great in that role…but a pair of F#@^-Lords on barges playing whack-a-mole is very nice! Now to stop wasting points on;<br />
Tachyon arrows…grrr. Wanted to play with them, did, and regretted it almost from the git-go. Missed with EVERY shot all three games. Discard! To get use out of them, I would need to face a mech opponent…WITH decent tank(s)…and probably pair them with a Chrono-tek. Okay, not happening…NEXT!<br />
Courts. Not really much to say here, they rock…even without mechanized opponents in two of my games, I knew going in they were going to stay in my lists…and no change there.<br />
TESLAAAAAAA! Love the exploding d6 mechanic. Again, something I liked already…but confirmation of a positive bias is always nice. I am still iffy on Anni-Barges. Average first game, nearly useless game two, but exploderpated everything they even looked at game 3. Iffy in the sense that I don’t think they are a panacea, and likely won’t field 3 of them consistently, but 2 did the job when needed. Again, I had a problem with FNP T-4+ units, but really a threat to everything else a-foot…and HOPING that someday I manage to face an AV-11 mobile force to check their damage output there. I DID keep forgetting to check the whole d6 Arc rule (after game 1), so that may be skewing my perception a bit negatively.<br />
<br />
I have to bow to convention. I think I need either Scarabs or Wraiths. GAH, I hate that…I like choices, not choices to accept weakness. <br />
I am going to try a few other avenues first, though.<br />
<br />
<br />
Damn, yesterday was FUN!<br />
<br />
(oh, came in 7th even after that terrible game-2 showing…and still had a flarkin BLAST!)Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com1tag:blogger.com,1999:blog-7984824688115330734.post-80296372163549976522012-02-19T06:22:00.000-05:002012-02-19T06:22:29.009-05:00Confusing Interceptor?Ok,<br />
so I look at my interceptors (one finished unit, another just built) and I like the idea of more 'compact' weaponry. <br />
I know it's applying logic to a fantasy environment, but jump/teleport units seem to need something a bit more manageable. <br />
<br />
So I took the falchions, and utilized only one to represent NFW's on my sword-toting dudeages. <br />
I'm just curious to know if people think this would be too confusing on the table, or if having only the one hand wielding it (as opposed to the pair) would deliver the message while NOT violating (the majority of people's perception of) WYSIWYG?<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCNea4NhoF47VZbtwiDCxQbdN1_Kx3nVw5qd5QVIePs_BwxWOk0J8ceIB25T2gJDA_MDyTIW0BxnvG7AZbFlylzRBjId3Kbi6dexI7OGpQV0NeSkN4BgnIEN393yyPU743HF4R-c-atYFO/s1600/IMAG0879.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCNea4NhoF47VZbtwiDCxQbdN1_Kx3nVw5qd5QVIePs_BwxWOk0J8ceIB25T2gJDA_MDyTIW0BxnvG7AZbFlylzRBjId3Kbi6dexI7OGpQV0NeSkN4BgnIEN393yyPU743HF4R-c-atYFO/s320/IMAG0879.jpg" /></a></div><br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmy26u_IGcyBD7OZKBzqbFq6oBbPBtIg-AePrBWrAQ1LW309IENjK88tMGpIPKFKoGFcPz6zkxutJzgZqvNaCjJlNa2R-9HlY18ImxJdGDnJTVAMljYFmOOncLYXOL1JyUxpBQhGBeprfV/s1600/IMAG0880.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmy26u_IGcyBD7OZKBzqbFq6oBbPBtIg-AePrBWrAQ1LW309IENjK88tMGpIPKFKoGFcPz6zkxutJzgZqvNaCjJlNa2R-9HlY18ImxJdGDnJTVAMljYFmOOncLYXOL1JyUxpBQhGBeprfV/s320/IMAG0880.jpg" /></a></div><br />
<br />
(I also realized that I can also put a small magnet on a thigh and one of the sheathed combat blades from a LS Storm's scout bits sprue to turn these guys into dual purpose representations)<br />
<br />
If this works out (aesthetically, after painting) I'll have to grab a box or two for converting shorter halberds. No idea yet for the psycannon, but they're not wielding two weapons so that may be a logical wash. I'll leave the hammers 'as is'...the Sgt. should be a special type of bad-arse!Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2tag:blogger.com,1999:blog-7984824688115330734.post-8069502831103750312012-02-17T09:12:00.001-05:002012-02-17T09:13:23.803-05:00When good blogs go bad...So, <br />
when a Blog gets too big for its britches, tripe can occasionally come flowing out.<br />
<br />
Recently, an article appeared on a Blog nearly everyone knows referencing vehicle movement and how one writer doesn't...well... like the actual rules, apparently.<br />
<br />
It was an entire video on how an accepted movement convention was 'illegal'. <br />
The video, following article (and days worth of argumentative thread within said post) continued to support the position that anyone who supported this movement convention is 'cheating'.<br />
Though not spoken with every line, or argument against, the clear intent was there...and the word was bandied about more than once. <br />
CHEAT.<br />
<br />
That's a harsh word to throw out in print. Quite a bit of harsh, when referencing how (at least in my neck of the woods...which involves a tri-state area, some further traveling, and a larger pool of friends about the nation) everyone I know plays.<br />
Condescending when considering it is being stated in near absolutes with little room for disagreement, instead of discussion of how the writer feels the general public may be 'off the mark' and needs to discuss the possibility that the rules should be looked at with a fresh eye.<br />
<br />
The verbal meandering I have just finished has a point, of sorts...but also assumes the reader understands(has read) the post/article/video I am referring to. <br />
<br />
Suffice it to say, the argument arose from deployment tactics based on this rule;<br />
<b>BRB pg 57, last paragraph left column;<br />
<i>"Vehicles turn by pivoting on the spot about their centre-point, rather than 'wheeling' round. Turning does not reduce the vehicles move...."</i></b><br />
<br />
<b>You deploy, on the line (let's assume 'pitched battle') broadside. On your first turn, you pivot and charge. Simple, yes? For some units, this garners an additional few inches. For open topped transports, it forces your opponent to deploy a little shallower to avoid potential first turn charges.<br />
Honestly, it is a method to manage your opponent's deployment a little. Not immensely, but a little. Throughout the game, it also makes your opponent give a slightly wider birth to units...again, forcing greater thought about maneuver.</b><br />
<br />
It's been a VERY long time since I have even seen this argument come up (years). <br />
I really thought it was 'all cleared up' within the community.<br />
Yet here we are, in the twilight of 5e, and it's stirred up a shite-storm on one of the 'biggest' blogs out there,<br />
and that's having a ripple effect across other forums...and lending credence to 'arguments' from those that never really liked the fact that the rules functioned in a fashion that they disagree with (generally with a 'but it never worked/shouldn't work/RAI isn't' kind of flippancy).<br />
<br />
So, twofold query...for those that actually read me out here ;-)<br />
<br />
A) does anyone I know think that this is an illegal maneuver (the aforementioned deployment/pivot tactic)? I really want to know if it's just my 'pool' that accepts this with little/no misunderstanding <br />
<br />
B) if you are a '<i>Big online Light, Shining</i>' in the internet blogosphere, are you obligated to edit/manage your postings clearly in order to insure your larger reader base is not misled by less/incorrectly informed meanderings?<br />
<br />
well???Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com1tag:blogger.com,1999:blog-7984824688115330734.post-18511677378630421542012-02-05T08:36:00.005-05:002012-02-07T05:38:48.028-05:00Long time, no type!Okay, so wow...I thought I was busy before, but I haven't had a moment to sit down and type...until I looked at my blog(wasteland) and saw, NOTHING for January.<br />
I had a desire to get in something every week or two, and instead I missed a whole bloody month. <br />
The Baby rocks, but wow does time fly now.<br />
<br />
So, frustration abounds. <br />
I don't have time for pick-up/friendly games it seems, so I've been attending only tournaments (and not many at that, won't even be making one in Feb at all probably).<br />
I grew frustrated with the GK incarnation I had settled on sometime in Nov/Dec, after a tournament in Cincy...way too point-and-click, no thought.<br />
<br />
I went to another one in Jan, and brought a fun/competitive list (mixed Razor-BA). I had a blast, but realized I had missed the mark (too much of a blind-spot) and got rick-rolled by an Ork list. That frustrated me further. Not so much the loss, but the fact that it wasn't even close. I don't lose that egregiously, not very often if at all.<br />
<br />
So back to the drawing board, and back to my GK. <br />
<br />
I have these wonderful units/models, but eschewed their use in favor of more efficient units.<br />
I want to go back to these great models, but still field something with potency...<br />
enter;<br />
Mordrak and his Ghost Knights!<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1XCxa_1nVx9pLIS-xDE7Xpk8EXqooezL5TvMeqFzkWpyjpfmBMYRq_CZc1RCSEJ-SG50G4bE0PPfWjkS_axFoIGXFN4BVzMHOHGbeppsFNvCQ2ZjstN3l8kv26_MZWHzNXqjBV_8ihQFT/s1600/IMAG0677.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1XCxa_1nVx9pLIS-xDE7Xpk8EXqooezL5TvMeqFzkWpyjpfmBMYRq_CZc1RCSEJ-SG50G4bE0PPfWjkS_axFoIGXFN4BVzMHOHGbeppsFNvCQ2ZjstN3l8kv26_MZWHzNXqjBV_8ihQFT/s320/IMAG0677.jpg" /></a></div><br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4lsIN08qy9xpMSNkB51QrrMT-ihz3R4HG5J8x0dGx7DChtgTDVpV7DjPYecoMJtApuOf84fedNUrNMOSKyE_3Mz3vvqnCLivhgp3hU8pNH1fr6OvPwdXMRaVaBw5MRUctpmTKvMKLAS9/s1600/IMAG0679.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4lsIN08qy9xpMSNkB51QrrMT-ihz3R4HG5J8x0dGx7DChtgTDVpV7DjPYecoMJtApuOf84fedNUrNMOSKyE_3Mz3vvqnCLivhgp3hU8pNH1fr6OvPwdXMRaVaBw5MRUctpmTKvMKLAS9/s320/IMAG0679.jpg" /></a></div><br />
<br />
(yeah, I shouldn't have used the flash on this next one...but baby-meltdown has me using what I managed to take)<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1fhsy5S4MESq02mQ9g7HfmcfIDcYObB5Sfg4_6c8PZ1y5G467NUaumRkdbblDM9I4Kcj3Pgxb2m5Ux48W6ynUBqNbi8mA6XuLgQ7w0tXpFdop4v7yDCILWcVGw_XJFNHJ3GTth2H7blq4/s1600/IMAG0675.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="191" width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1fhsy5S4MESq02mQ9g7HfmcfIDcYObB5Sfg4_6c8PZ1y5G467NUaumRkdbblDM9I4Kcj3Pgxb2m5Ux48W6ynUBqNbi8mA6XuLgQ7w0tXpFdop4v7yDCILWcVGw_XJFNHJ3GTth2H7blq4/s320/IMAG0675.jpg" /></a></div><br />
<br />
The list is shaping up in this direction, with play in the points to go in different directions...and a likelihood of replacing some/all of the Henchmen units with GKSS for testing further down the pipe.<br />
<br />
-Mordrak<br />
5x Ghost Knights (3x NFH, 1x NDH, 1x NFW)<br />
-Coteaz<br />
-Venerable Psifleman<br />
-Vindicare<br />
-Henchmen (x3)<br />
Psiback<br />
-Henchmen (x3)<br />
Psiback<br />
-Henchmen (x3)<br />
Psiback<br />
-Henchmen (x3)<br />
Chimera(hvy flamer)<br />
-Henchmen (x3)<br />
Chimera(hvy flamer)<br />
-Henchmen (x3)<br />
Chimera(hvy flamer)<br />
-Nemesis Dreadknight<br />
(PT,Hvy Incinerator)<br />
-Nemesis Dreadknight<br />
(PT,Hvy Incinerator)<br />
-Psifleman<br />
(1850pts)<br />
<br />
The Vindicare is a filler, for now, as the tweaks I have put me precisely 145pts shy of 1850pts (he has been a hit-or-miss for me, but on games he hits...he HITS).<br />
<br />
<br />
Right now, it's a list to deliver my fun units and still (hopefully) put out a beat-down...but at the same time, not be so overwhelming (in the firepower department) that it seems less like a game and more like a desperate race to see how many dice I can throw down in one turn.Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com3tag:blogger.com,1999:blog-7984824688115330734.post-84401817363755639212011-12-25T08:45:00.000-05:002011-12-25T08:45:45.535-05:00Merry Christmas & Happy Holidays!To everyone,<br />
and to reflect on the sense of the season.<br />
<br />
I have been busy, and unproductive, of late...for various reasons, some of which are very good.<br />
<br />
Here's hoping 2012 gives us all the good fortune and peace we could hope for. (excepting on the tabletop, where we hope for a brief respite before returning to an eternity of war in the 41st millennium!)Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com0tag:blogger.com,1999:blog-7984824688115330734.post-45701932484372454472011-12-18T08:38:00.008-05:002011-12-18T11:07:42.978-05:00KrystalKeep Combat Patrol, and a fond farewell....So,<br />
this weekend marked the final yearly 'Combat Patrol' tournament at the KrystalKeep.<br />
As usual, Jim Williams ran a fast, furious and funtastic event full of much cursing, screaming and gnashing of tzeentch (and, of course, smiles).<br />
Many a brave soldier(xenos, infidel, traitor)died yesterday, only to rise again shortly thereafter to wage the war eternal in the 40k 'oonivers'.<br />
Final standings showed how strong, balanced and fair players and scenarios were, with a 4 way split for 1st!<br />
Edge T (TAU)<br />
John W (Orks)<br />
Stephen (?) (Orks)<br />
Nick S (Orks)<br />
<br />
I had a blast, as is usual for Jim's events (and events that have been run for years up at the Keep).<br />
But alas, this marks an end.<br />
<br />
December 30th, the store will be closing for the last time.<br />
<br />
Rick, Raj and the others who have contributed to the store, with their heart and souls, have finally had enough.<br />
The economy, coupled with other major, and minor, factors beyond their control have taken their toll.<br />
KrystalKeep has kept its doors open throughout the most trying of economic times, worse than any I have seen personally.<br />
<br />
Those times began, for me, over 3 years ago in Fla. With the collapsing economy there, I found myself laid off (twice in two years), along with my wife. I moved to Ohio 3 years ago, fearing the loss of my hobby and friends due to a new environment.<br />
I should never have feared.<br />
I discovered the Keep quickly, and moved in...realizing that I had found a new 'home' in more ways than one.<br />
The staff became friends, the players became friends, and within 6 months I felt as though I had regained my old community, with all new faces and ideas! I could never replace the 'old' guard, but I could sure start with the 'new'...and it was a grand beginning.<br />
I fell in love with the community all over again.<br />
I wanted to share that particular anecdote, not to make the changes coming about me...but to emphasize the impact the Keep has had on a great deal of people.<br />
<br />
A club, a forum, an arena AND a place where 'everybody knows your name'.<br />
EVERYONE I know, who frequented the place (and there were many in my 3 years of attendance) saw KrystalKeep as a 'home away from home'. A place to leave behind the trials and tribulations of life, sit down with a mental 'pint', and just be.<br />
I have known few places with this sense of family attached to such a business, and doubt I will know many more.<br />
<br />
I know I'm going to miss all the weekends, all the events and all the 'BS' sessions over our little 'toy soldiers'.<br />
All these things that were made so much more satisfying due to the environment within which they were set.<br />
<br />
I want to wish the guys who ran our little home all the best luck in their future endeavors, thank them from the bottom of my heart for providing all the joy they did.<br />
I wish to thank all the players who accepted me from the git-go, and all the heart they put into their play, and their friendships.<br />
And I wish to thank all those who sacrificed their personal time, effort and heart to run the events that kept us all in the loop!<br />
<br />
a hearty salute to the end of an era, and now....<br />
<br />
<br />
"Dice Down, gentlemen...Dice Down"Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com0tag:blogger.com,1999:blog-7984824688115330734.post-4608900823124380422011-12-12T21:56:00.000-05:002011-12-12T21:56:23.458-05:00Wraiths Wraiths everywhere, and not a model to build!Okay, so whadda ya do?<br />
No, really...what do you do, when GW supplies you with a grand unit that you really can't get models for AND they tease you with artwork that appears to be model representative, and looks great?<br />
<br />
Well, I started hacking...<br />
it isn't a grand conversion, more a desperate kit-bash, to produce a Wraith for play...but,<br />
<br />
Taking parts from the seat assembly of an Annihilation Barge (don't like the pilots on the vehicle), sprinkle in Triarch Praetorian bits for a Torso, arms from the warriors that come with the Ark kits and add the repair feeder to same and voila, something VAGUELY passable...and 100% GW bitz boyz and gels!<br />
<br />
I started with a triarch, as it has all the 'techy' elements that would make them jump infantry. Just seemed to fit, somehow.<br />
<br />
This is a WIP, the first model in a unit of 4.<br />
I will obviously be cleaning up joints, getting rid of a few things that <i>seemed</i> a good idea at the time, as I progress through the unit.<br />
<br />
Any thoughts on improvement are always welcome!<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlyA0Rmlmv-eMvqp1MJVXXkieEEQFQvI_PLL1nf0mmRynJKyEeRuqf-3xMziQGr6AjfBilkXkYaU27OFac1QisQKP3KH4AiT0kEq5EoTNtpPUOQiKukIbD6vTuI8U_CeBk7yem07rd7dZu/s1600/IMAG0359.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlyA0Rmlmv-eMvqp1MJVXXkieEEQFQvI_PLL1nf0mmRynJKyEeRuqf-3xMziQGr6AjfBilkXkYaU27OFac1QisQKP3KH4AiT0kEq5EoTNtpPUOQiKukIbD6vTuI8U_CeBk7yem07rd7dZu/s320/IMAG0359.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMjeSlEEZFgmT-VDuSDAdTIH-xQImwPG1T9dzN0RLZc-lXKaK0_Mxa4Dwaug2kb40iCh31vYNz1Qn64_a_PbPcKiK53jVEEEtf0FlEgNORcT1oDk4JJKKtwlp0kkgPr9-7glWsRKicaOiA/s1600/IMAG0356.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMjeSlEEZFgmT-VDuSDAdTIH-xQImwPG1T9dzN0RLZc-lXKaK0_Mxa4Dwaug2kb40iCh31vYNz1Qn64_a_PbPcKiK53jVEEEtf0FlEgNORcT1oDk4JJKKtwlp0kkgPr9-7glWsRKicaOiA/s320/IMAG0356.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiUC4gybMrhhuED6LJGUz7NPM6jhHdXwry2tqoztz0T15qTv3o4Hm_if1fV2Jki7KpCarjrFWvDMQetBIV3twELmBcbYFjeJ9y7XujJ2u6kfPLKtCjF6chsRgmEgxqKrPPLfmvIeKcMu5U/s1600/IMAG0355.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiUC4gybMrhhuED6LJGUz7NPM6jhHdXwry2tqoztz0T15qTv3o4Hm_if1fV2Jki7KpCarjrFWvDMQetBIV3twELmBcbYFjeJ9y7XujJ2u6kfPLKtCjF6chsRgmEgxqKrPPLfmvIeKcMu5U/s320/IMAG0355.jpg" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4ikeEVk-HzT4f30VH5h-5kyoqrC7HocQbBydwfBbwHMID9bAyvMuXhqjyF33xBIQrFUntNYO8pzTIhC4V6H79EC8oxo4kKG2OH-eQqmUPFdiJtmJhD1Y39D4A8onunLYj0sAUQR3SxUKY/s1600/IMAG0360.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="320" width="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4ikeEVk-HzT4f30VH5h-5kyoqrC7HocQbBydwfBbwHMID9bAyvMuXhqjyF33xBIQrFUntNYO8pzTIhC4V6H79EC8oxo4kKG2OH-eQqmUPFdiJtmJhD1Y39D4A8onunLYj0sAUQR3SxUKY/s320/IMAG0360.jpg" /></a></div>Exitus Acta Probathttp://www.blogger.com/profile/07865243950078164530noreply@blogger.com2