Sunday, April 24, 2011

Kokomo/Gamer's DMZ tournament BatRep rd 3

Rd 3 was going to be a fun round.
As this was a W/L tourney, and I had lost rd 2, I was just in it to have fun.
I started kind of off as my head cold was starting to move into my chest, and my early start was wearing. Once the dice started falling though, I was right back into the game!

Table Quarters/Spearhead

Opponent,
Joel Williams (from memory, as I can't find the darned list he gave me).
Prime (bonesword/whip and d-spitter?)

2x zoanthropes (in pod)
2x Hive Guard
2x Hive Guard

5x Warriors (deathspitters, can't remember CC build)
20 Hormogaunts
18 Termagants
Tervigon (catalyst)
10x Genestealers

Trygon
Biovore
Biovore

I won the roll for choice, and chose to go first.
The table was less terrain dense than the other two I'd played on, and I took the most open corner. It was populated with alot of craters, but little actual terrain. This gave him a small building just on his side of the center objective marker. I put Belial in the center of my dep quarter, with command. Two squads to his right and two to his left. I kept the bikes off table (normal reserves, not outflanking).

He deployed across his corner, threatening both far quarters. His tervigon was to my right (set to spawn into that corner, to feed VPs into it) backed by a pair of HiveGuard and the big brood of 'gants.
He deployed the Warriors to my left, threatening that neutral corner, backed by the CC elements of 'stealers and Hormies (the warriors were joined by the prime). The other HG unit was toward his center, but weighted to go toward the warriors...and the Biovores were behind these lines.
He left the podded Zoies and Trygon in DS reserve.

Turn 1;
I looked at the field, and made my choices.
I moved both left Termie units into my upper neutral quarter, toward some craters.
I moved the right two squads into firing positions that would deny cover to his Tervigon (and place them into/almost into my right neutral corner). I shuffled the command termies to draw LOS to the Tervigon (but through cover).
I fired.
I put 4 wounds on the Tervi and Killed a warrior.
He went, spawning 8 'gants first (no doubles). He brought his HG in front of the Tervi to provide cover, and shuffled that backfield. Everything he had to my left boiled into that neutral quarter, but did not run effectively. Biovore and HG fire netted two dead termies, but not in the same squad.

Turn 2;
I capitalized on him not burying the Tervigon behind the one blocking piece of terrain, and popped it. That shut down his spawning, and cut his whole flank out of synapse. I also popped another warrior and put a wound on the prime. This was all after I shuffled further into neutral corners and put units that might be in assault range into craters.
He failed to get the reserves.
He advanced further into my left neutral quarter, and lurked with everything to his right. HG fire netted another termie, while biovores hit but failed to kill. No assault range.

Turn 3;
I got everybody to my left into craters, as they would likely be assaulted this turn. Bikes came on, and I just brought them into the center. I shot, and killed another warrior and put another wound on the prime...and braced for impact.
He got the charge off on my central/left termies. A full squad of Hormagaunts hit them. Fortunately, due to the 'Nid dex getting the 'grenade' nerf, I got all my TH attacks. I lost 4 termies, he lost a great deal of Hormies.

Turn 4;
With the assault from the Hormogaunts, his Warriors had a gap in their cover. I ran the bikes up, and with Cyclone+Melta fire, I popped them AND his Prime...and there went his synapse (on table at this stage). I also had positioned the bikes such that they were closest to his Hormogaunts, so when they killed the lone termie I could pull them out of the crater and into the center (with 'feed' as their inst behavior, and the loss of synapse).
His reserve Zoies came in, and he podded them into the backfield block (two units of 'gants, biovores and HG). Synapse returns!
He advances the 'stealers toward my furthest left-quarter squad (in the crater) and fleeted them. The hormogaunts came out after the bikes. Fire netted him no kills. He wiped the bikes. The 'stealers assaulted the THSS guys in the crater, lost by four, and fled. They were 'escorted' off table the next turn.

Turn 5;
I knew he had the Trygon coming out this turn, but knew he couldn't 'break' the table quarters with it, only tie them (my right quarter) and hope for the best. If it ended with quarters tied I would win by 2nd tiebreaker (KP's). I pounced the center Hormogaunts with termies (wiping them) after shooting the zoies to no effect.
His Trygon came in, and did what I expected...contesting my right-neutral quarter.
He then shot, and killed a terminator.

Turn 6;
I put 3 wounds on the Trygon, and settled in for the results. If he charged with the trygon, it would die.
He shuffled to contest quarters...and the game ended.

We tied on quarters,
We tied on objectives,
I won by KPs...alot of them. (he'd only killed two units, I had killed something like 6?)

It was a fun game, but a little static.
Unfortunately, for Joel, I've been playing 'Nids since 2nd ed...I know them, and my army was advantaged from the start vs them.
Missile launchers hurt bugs, and mobile missile launchers on THSS platforms just SCARE them.
The table did not help him either, as there was little cover that didn't also negate his assault advantages (initiative etc).

Still, it was fun, and he was pleasant right till the end...regardless of the uphill struggle. :)

Kokomo/Gamer's DMZ tournament BatRep rd 2

Okay, rd two pairings are announced...
and who do I get?
Scott Kennedy...my opponent rd 6 from last years Ard Boyz. And he beat me soundly then.

His list;
Vulkan He'stan
Librarian (null zone/GOI)

9x THSS termies (surprise face!) ;)

10x Tac squad (MM/Melta/CombiMelta/Pfist)
Drop Pod
10x Tac squad (MM/Melta/CombiMelta)
Drop Pod
10x Tac squad (MM/Melta/CombiFlamer/Pwpn)
Drop Pod
5x Scouts (CombiMelta/Shotguns/MeltaBombs)

Land Speeder Storm (multi melta)

Mission is Pitched Battle/Objectives
I win the roll to choose first, and defer (again). I wish to see what he deploys, and he has not the long range/AP fire to punish me for deferring.
He deploys the Termies with Libby in his center (on the 12" mark). He then deploys one of the Tacs on his right (my far left) objective, and all else stays in reserve.
I deploy across the center with Belial and his command termies in the center, two termie squads left of center, and one right of center (effectively corner-opposite his Vulkan/Tac deployment). I reserve (for DS) two termie squads, and place my bikes across-opposite his deployed tacs.
I then scout the bikes forward.

Turn 1;
He drops the two full tacs into the front of my left flank, disembarking one 10 man in front of Belial's squad and CS's the other 10 man to threaten both of my other left flank squads. He moves out the assault termies, runs them 6" and then kicks off Null Zone. he shuffles the tacs to my left to try for melta/double tap range on the bikes and then starts shooting. His fire nets the CFist, a THSS in the command termie squad (damned NZ) and a THSS in the left squad. I also lose a single bike to the fire from the obj camping backfield squad.
I go, moving 3 termie squads to close in on the tacs. I DW assault one (out of assault range, barely) off the bike teleport homers to threaten his obj parkers and I move the right termies onto my right objective and well out of range of his assault termies. I also bring the bikes back to threaten one of the CS'd squads (w/out power weapon) with fire and assault.
I look at the field, look at what he has (and needs to do turn two)...and I realize I may have won. With the three ass termie squads in position to wipe out most of his scorers in one or two cc phases, and a termie squad threatening his backfield, I am confident.
I shoot, and charge (around the two Drop Pods, ignoring them in favor of trying to wipe his scoring units).
I wipe ONE Combat squad...that's it. I nearly lost assault with Belial's squad. Belial killed a whopping ONE marine in the 10 man tac squad. His attendant THSS terminators (with 12 THSS attacks) netted TWO. He killed one in return. I moved on to the bike assault, and drew that one. I kill the left CS BARELY. I look at the board, think, and realize that (barring a repeat of my terribad rolls) I still have this one solid, as his assault termies cannot make it on his turn. I'm still confident (if a little distressed) after my bad rolling phase.

Turn 2;
He moves up the Assault termies further, fails to get his reserve scouts on speeder, and doesn't get the empty pod. Runs termies, and kicks off NullZone
He shuffles his backfield Tacs with Vulkan, for double-tap range (and hopefully melta range). He fails to get melta in range, but does get a pistol and bolter in range. He shoots. Hits once to no effect. We got to assault. Bikers first, and they die (killing one). 4 basic marines, two dead bikers. :(
We go to Belial vs 7 marines. Belial kills ONE. Tacs kill nothing. THSSs hit thrice, and kill ONE. He falls back. If I consolidate forward, I should kill the tacs, but die to his AssTermies. It's worth it, as he loses a scoring unit (as the other 5man CS will die to my other 4man THSS coming round a pod). I do so, and position well.
I get no reserves either (lone DW squad waiting in the wings). I pounce. My outriders termies make assault with his backfield tacs. Belial+bozos assaults the wounded CS Tacs while the 4 man assault termies hit his (now devastated) Tac squad.
I devote all my attacks into the bacfield squad (after Vulkan kills a single CFist).
This turn should break his back, and make the game a mop up for me...
I start rolling in binary.
1's everywhere. I killed a total of 2 tacticals in the Command squad assault. They fall back toward the central objective, and I'm ass-out in front of 9x assault MasterCrafted THSS termies.
The 4 man CS manages to have the Sgt survive after 12 Thunder Hammer attacks, and they actually killed a termie.
The backfield squad lost half their number, but stuck due to Vukan. This bodes ill...at the top of the turn, my opponent had a fearful/concerned look on his face.
his assessment seemed to be the same as mine.
At the bottom of turn 2, he had a flabbergasted look...as ones and twos flew out of my hand. He just couldn't believe it. I switched dice after the close of the turn.

Turns 3-5
I'm not going to do this one blow by blow, as it went VERY fast and VERY poorly. My rolls continued, as I lost unit after unit to silliness, and failed to kill nearly anything.

Highlights,
8 crack missile HITS to bring down a landspeeder storm.
a full shooting phase to kill a LONE and out in the open Tactical Sgt.
4 crack missile shots failing to kill the other lone Space Marine.
etc...etc.

I conceded at the bottom of 5, as his untouched Assault terminators gated within range of my reserve unit (which had dropped atop the furthest objective turn 4) and ran 6" (oh, every time they ran, it was a 5 or a 6...I think his dice were just sucking the high numbers out of mine) :o

It was a very good game, and really showed that you don't give up early from a single mistake...you just hope something goes wrong for your opponent!

Scott felt that the initial drop on his Tacs were a mistake.
I felt it was more like a gamble, in the hopes that his opponent would make a mistake in response (or have bad dice). If I had rolled average, the game would have been mine at the end of turn 3/top of turn 4.
Instead, my dice punished my early optimism by proving the fates hate us all!!! :)

Scott was great, and after the game was over we went outside, smoked and laughed our asses off about dice-hate and toy soldiers. He was wholly with me, in the assessment that the game was lost...until the dice turned on me.
He was just as gracious this game as he was at Ard Boyz.

I have a hatred for Vulkan, though, one that he is perpetuating!
Next Time...oh yeah, Scott...NEXT TIME! :)

Kokomo/Gamer's DMZ tournament BatRep-age rd 1.

Okay, I'm going to TRY to do this today...as my head-cold is getting worse, and moving down into my chest. Last time this happened, it turned into 2 weeks of borderline bronchitis...and I won't have the energy to pursue this. Bear with me, as I am tirrred...yesterday was long!

Edge and I got on the road around 6:45 in the am...after my wife was kind enough to cook us a nice, big breakfast. The ride up did take 3 hours (yay GPS, boo Google who lied to me by 30 min).
The last time I drove like that for an event was Ard Boyz 2010 semi-finals.
We almost got lost, at the very end...but managed to settle in just before 10. Found out the first round wasn't going to get started until noon-ish...so sat back to bullshit with new and familiar faces (a few people we'd met and/or faced at last years Ard Boyz no less...though at a new venue). I ran into my nemesis from last year (Scott-the-Vulkan) who toppled my run in round 6. The BS-ing increased!

I had seen the NOVA format pack (a year ago), but didn't examine it wholly in depth until I got to the event. I picked up the pack, and saw the order of the scenarios.
I'm not going to iterate them in their entirety here, but provide url(http://novaopen.com/wp-content/uploads/2011/02/Primer-2011-GT-Missions-v3.pdf).

My list consisted of (Dark Angels sorta doublewing);
Belial
Terminator Squad (4x THSS/Chainfist SB/Apothecary/Cyclone)
Terminator Squad (4x THSS/CF+SB/Cyclone)
Terminator Squad (5x THSS/Cyclone)
Terminator Squad (5x THSS/Cyclone)
Terminator Squad (5x THSS/Cyclone)
Ravenwing Biker Squad (3 man w/2x Meltagun/Sgt+Meltabombs)

Round 1 was, indeed, scenario 1 from the pack; DOW/KP with tiebreakers.

I pulled an IG opponent who was playing (from memory, as I didn't manage to keep a copy of his list).
Luke Alexander
CCS melta squad
Chimera
Primaris Psyker

PCS melta squad
Chimera
Platoon w/3x squads (melta/AC)
each squad with Chimera
Banewolf (hull MM)
Banewolf (hull MM)
Vendetta

LR Executioner (hull HF)
LR (hull HF)

I won the roll to choose first, and deferred to 2nd (as it was Dawn of War the 1st turn night fight was going to gimp our first shooting phases, and I wanted to go last in case I couldn't get the 3kp spread and needed to contest last objectives etc etc).

He deployed his one Troop, blobbing his IG platoon with joined primaris (he blobbed for KP mitigation) nearly on top the center objective, and their Chimera behind the central terrain block. He reserved nothing, choosing to bring everything on his board edge turn 1.
Wanting to see where he went, I reserved my Ravenwing(to protect a soft KP) and chose to put nothing on table until I walked on bottom of turn 1.

Turn 1;
He brought the Leman Russes in behind a chimera wall center, with slight weighting toward my right flank. He moved his IG blob onto the center. Vendetta came in to my left. He ran the blob, to secure their shooting avenues and possession of the center.
I brought everything on behind/into the building in the right of my deployment. Running everything forward or into the ruins. I was setting up for transport sniping/easy KPs on turn two, but trying to manipulate his fire with LOS blocking and perceived cover.
KPs 0-0

Turn 2;
He shifted toward my right, and began to shoot. The Vendetta, and Executioner opened up on Belial and the Command Terminators (executioner was out of range). I lost a single termie. The chimeras opened up. I lost nothing. The Leman Russ fired...hit a single terminator...and I rolled a 1. (this would repeat EVERY time the battlecannon fired. Every single terminator hit with a Battlecannon round rolled a 1 on its save) :-o
I shifted up the right flank, and right board edge. I fired. I fired 10 crack missiles, at the banewolves. I shook/stunned the SNOT out of them...and did nothing else. This does not bode well.
KPs 0-0

Turn 3;
He moved the Leman Russes 6" toward my right (along his backfield). Shuffled a bit with the Chimeras and Banewolves to provide maximum cover to Chimera, and began shooting. I lost a Command Terminator to the Executioner, a standard Termie to the Leman Russ Battlecannon, and made the rest of my saves vs Lascannon etc. Okay, a little whittling but nothing egregious.
My reserve bikes came in, from my left side. I chose to threaten his furthest left chimera. My hope was a kill on the transport, and to draw fire off my terminators (as his best shooting bets there was a chimera, the blob, and the vendetta). I managed to kill his far Chimera. I knew the likelihood was it would be a 1 for 1 exchange...I just had to hope for the split fire to mitigate what he did on his turn.
My fire managed to kill a banewolf (finally) and strip the guns off the other one. I also killed a Chimera.
KP's now 3-0

Turn 4;
My bike gambit paid off. He brought a pair of Chimera AND the Vendetta around to deal with the bikes. They went poof, but it took all three units to do so. His Leman Russ/Executioner fire went wide and only forced a save vs one plasma shot...that I made. Chimera fire yielded 1 dead termie from my far right squad (which was now down to 3 termies). The weight of fire lost to dealing with bikes saved that squad.
I detached Belial from the command squad, and had him join the building squad (to prevent a concentrated fire round from possibly netting 2kp). I shuffled, and moved the furthest right squad into the far right table quarter. I fired. 10 crack missiles yielded...2 shaken chimeras, a shaken vendetta, and a shaken banewolf. This is getting tedious, as without a KP this round I'm suddenly out of the KP win window, and not holding enough objectives if things crash quickly.
KPs 3-1

Turn5;
He shuffles, and fires. I lose another terminator in the furthest squad (now down to 2, from that damned battlecannon again) and two terminators from an unwounded squad in my backfield.
I fire. I kill a chimera. I stun the banewolf (argh). I shake the vendetta. I shake my head. I only have another turn to create the buffer to win by KP, and he shoots next.
KPs 3-1

Turn 6;
He shuffles and fires...again. He does deploy (and then run) the squad in the vendetta (ccs? can't remember for sure). onto the far left objective. He sees what I see, that I may not be able to stop him from keeping the KP gap too close, and objectives is the 1st tiebreaker. I've been playing too conservatively, and not compensating for my lack of kills quickly enough. I may be in trouble. He now has 2 objectives to my 1, I can't shift his blob with an assault in time to break the center (with only 1 Termie squad that can reach at this point). Fortunately, his fire only takes out another termie from the far right squad (lone cyclone/THSS is now closing in on that obj, but is in range of EVERYTHING).
I push a 4 man termie into the far right quarter, backing loner boy. I shift my left/backfield squad forward to at least threaten the center (too little to late there, but I can hope it prompts a fire response) and shoot...and pray. I kill the vendetta and stun the banewolf. Thank Gawd, now I just need the game to end...and it doesn't, on to turn 7.
KPs 4-1

Turn 7;
I have the spread, and he knows it. Unfortunately, right now, he has BOTH tiebreakers...and just needs to close the KP spread. He fires...alot. I lose loner boy in the far right. Gap closed. I lose no other units (1 termie from backfield squad is all). It ends after my turn, but if I can't make a kill (which has been my game the whole way) I lose.
I've lost a cyclone, my fire is reduced...I move forward with the remaining right squad, closing in on the banewolf and an objective. I fire. I kill NOTHING. I stunned nearly every chimera left on the field, and the banewolf again...and kill nothing. I pray I'm close enough...I call a charge on the banewolf with the far squad...and make it with a 1/4" to spare. I pray again, and roll penetrations...the chainfist pays off...and I win.
WHEW!
Close one.
Luke was grand, and we smiled the whole way down the pipe.
On to round two.

(which will be it's own entry as well)

NOVA format ruminations

So,
I traveled out of state for a tourney yesterday (with my friend Edge).
I had a blast.
I didn't win, but I had an absolute blast.
Met some new people, was exposed to a new meta and saw some interesting models.

But I would NOT have had fun were it not for 3 things, in order...

A TO who was genuinely excited and engaged,
my opponents and their attitudes,
and the NOVA format/missions.

The TO (uberdark from http://theback40k.blogspot.com/) will get his own nod when I do my BatReps...but after my experiences in last years 'Ard Boyz semi-finals, I was going in with a bias/pre-disposition to be unforgiving. He dispelled my prejudice in spades.
My opponents, the same treatment. I was able to walk away from an event with no complaints and fun games.

The NOVA format, on the other hand, was a pleasant and welcome surprise.

I've been developing missions, running events and trying to make tournaments competitive (without a bunch of TFG play/attitude) for upwards of 15+ years.
I've tweaked scenarios and scoring methods towards that end from the beginnings of the old RTT scoring/scenario methods to the newest GT interpretations of the same.
I adapted to 5e (over the first two years) by trying to create scenarios that mitigated the point and shoot/charge play encouraged by basic scenarios with a single goal, since my second tourney after 5e came out.

I missed the mark.
Humbling that, as I know I'm good...very good. That is not hubris (well, a little, but meh). It is feedback, direct and circumspect...both comments directly to me, from blogs, and the evidence of return players consistently popping up at my events (here and in Fla). The return of players that may not even like me on a personal level, or agree with some of my rules interpretations.

MVBrandt did it. With a simple, and subtle, set of rules...that captures the essence of ALL the basic rulebook missions in one go, in each mission.

I won't re-iterate them here, but just link it;

When I first read the missions (a while ago) they seemed overly simple. As I looked at them more, I saw the appeal. I incorporated some of the core concepts into a few missions/events I ran since last year's NOVA. I didn't run them straight, as I thought they really needed a pure W/L event (which requires more than just a 3rd RTT format to work properly). But I was lucky enough to finally PLAY in an event that utilized the format and scenarios. They were awesome.

Subtly applying the concepts of victory for all the core styles of play in 40k, and FORCING you to think on multiple levels of objective, the scenarios punish single-minded point&click armies/players and reward take-all-comers lists and well thought out play.
Creating multiple avenues of victory allows a good general to play to his strengths/opponents' weaknesses on multiple fronts...and MORE importantly, compensate for particularly bad RPS match-ups (with regards to both army bias AND scenario weakness).
Have MSU in a kill-point scenario? go for the tie and grab objectives...your opponent (if he's good) will see that coming and go for the next tie breaker...and you both might end up playing to the final tiebreaker as mayhem ensues. (same for low KP armies facing fast MSU in an objective mission...etc etc).
These missions represented TRUE balance,
and I shall wholly embrace them in any event I travel to that espouses their use as well.

For my own events, while I think the MISSIONS are grand...I don't want to use them to exclusion.
But I will use them for my next RTT (modified scoring for a 3rd RTT, but missions will be paramount).

I also, now, wish to run a GT to utilize the full NOVA experience.

I was quite QUITE pleased. Brandt has unearthed a gem!

Sunday, April 17, 2011

Hash Browns, and other wild accusations...

So, McDonald's has decided to sabotage my marriage.
I was tasked with producing a 'Big Breakfast, w/Hotcakes' [no sausage].
I drove, to satisfy the estrogenical cravings...one does NOT challenge the cravings of a mad woman (pregnancy qualifies, I promise).
I purchased the contraband.
I looked in said bag, confirming (through the now convenient 'see through lid') that indeed, there was no vile sausage (on, near OR even within the same bag, would pollute the fluffy goodness of pre-steamed fake-cakes).
I even saw the butt end of a Hash-Brown pocket, and evidence of my sausage McMuffin's existence (yes, the irony of prior admonishments followed by my own pork-laden perfidy, did not escape me).
I returned home...gleeful that I could chalk up a 'mission-accomplished' for husbandly-nicities (this being necessary, as a man must bank as much equity as possible to bring up during labor...or he shan't survive the experience).
Wife unpacks bag, begins grumbling, and then turns...shaking an utterly empty Hash-Brown packet at me...accusations abound.
Even with the evidence of NO grease inside the pocket, I am incapable of proving innocence.
There is no smell of hash-brown in the bag, in the car or on my breath.
It doesn't matter, as the empty package is laid in front of my place-mat...accusingly...maddeningly.

I can hear it's rustle, the crinkle of waxed paper...
I buried it, you see, beneath a napkin...
yet I hear it's tell-tale crinkling
Louder, Louder, LOUDER...

Yet truly, I AM innocent...but she doesn't believe.

Saturday, April 16, 2011

Deathwing vs Daemons Batrep

Okay,
so a friend was wanting to borrow Daemons for an RTT (change of pace for him with this group) and I wished to see how my Deathwing might hold up vs an all power weapon army...seeing the rising quantities of Grey Knights and all.
Thus, a mutual test was born!

His list (from memory)[italicized unit his preferred first half drop];
Skarbrand
Skulltaker (on 'crusher)
Herald (on 'crusher w/might and all that jazz)
Bloodcrushers (x5, fully kitted)

Bloodletters (x10, kitted)
Bloodletters (x10, kitted)
Bloodletters (x5)
Daemon Prince (doomy Khornate type with all that jazz)
Daemon Prince (doomy Khornate type with all that jazz)
Soulgrinder (shooty mc-shoot pants)

Mine;
Belial
Int Chaplain Termie
5x DW Termies (full upgrade squad, 5x THSS/Cyclone)
5x DW Termies (5x THSS/Cyclone) [5 of these squads]
Ravenwing Squad (sgt w/meltabomb, 2x melta, 1x MM Attk Bike)

Deployment; Spearhead
Mission;
1 objective, center of table.
Primary Victory, center objective
Secondary Victory, Table Quarters (any unit scoring this)
Tertiary Victory, KPs

I won the roll to determine 1st turn/Dep zones. Normally, against daemons, I go second...in order to not lose 1st turn shooting...but I wanted to try an-anti daemon tactic with this list, so chose to go first.

I deployed with two DW units central right and central left of my DZ. I also reserved (Deathwing assault for 1) 3 units of Deathwing.
I then deployed across all fronts of my DZ boundary, and scouted bikes outward 12"...the attack bike into the center of the table, one squad to the leftmost quarter and one toward the right.





Turn1;
With my first turn movement, and DW drops, I had created 2 'safe' zones for him to drop. One in the back corner of his deployment zone, one in a 'pocket' inside mine. All other points on the field were now close to table edges.
The far corner would put his walking daemons in the pickle of multiple shooting turns to approach the central objective. Taking the 'pocket' should garner me at least one, if not more, Deep Strike Mishaps...and hopefully a dead unit with little effort.
Deathwing assault placed the command unit (w/characters) surrounding the central objective, turbo boosting bikers and squad movement (+running) set up my defensive strategy.
Woe is the person who counts on scatter. Four units dropped (his preferred half), 3 units hit...and the Bloodcrusher-star (with attached Skulltaker/Herald) scattered precisely 3 inches...two more, and he would have mishapped on terrain. :(
(oh well, best laid plans..blah blah).

Turn 2;
With the drops to my upper right, and center, I folded back into Dep zone. I brought a Deathwing squad into the upper right quarter to engage the winged Daemon Prince there, folded two toward the 'Crusher-star, and brought the DW squad on to the building (BARELY) the the ground floor to engage the bloodletters. Crack missiles put two wounds on the Daemon Prince, and killed a 'crusher. My assault led to another dead crusher (champ I believe) and wounds for everyone but Skulltaker. I saw to the end of the winged Daemon Prince, and reduced the Bloodletter squad in the building to 3. The bloodletters managed to reduce their foes to 2 models, though. (During movement, I had also cordoned off Skarbrand with a sacrificial bike squadron...to prevent him from engaging the combat involving 'crushers on his turn).



His reserves brought in the Soulgrinder (just in my DZ) and the 2nd full squad of 'letters right in the 'pocket' behind the 'crusher/terminator furball. Soulgrinder fire netted no kills. The new Bloodletter unit closes on the objective with a run.
During his assault phase, he baked the bike squadron with Skarbrand, and finished off the Terminators engaged with the 'crushers. At this point, he had lost another 'crusher.

Turn 3;
My turn, and no reserves...lonely DW squad waits in the wings!
Belial and the Chappy disengage from the Command Squad, who charge off to deal with the crippled crushers (the Characters then join a squad coming up from the left-flank). The terminators that had smashed the DP, close on Skarbrand (who's busy licking biker-blood off an axe)...while bikes boost 'round to get a melta shot(next turn) on the 'grinder.
Shooting puts down another crusher, and a wound on skulltaker, and what will be the ONLY wound delivered to Skarbrand...while crack missiles bounce harmlessly off the soulgrinder.
My assault finishes the small Bloodletter unit in the building, and puts down two more 'crushers for no lost termies. Unfortunately, the assault into Skarbrand nets me NO wounds on SB for 4 lost termies. At least he's stalled for next combat phase.




NO RESERVES FOR YOU! Okay, so he's not waiting for MUCH...but what he did have in the wings doesn't come in!

Turn 4;
NO RESERVES FOR ME! Well, we both sucked the reserve pipe...but no big. Not a lot of movement this turn, we're solidly tied up. I bring the left termies (with characters) into the middle, to challenge the 'letters...while we kind of mutually annihilate on the center (crushers/Skulltaker go poof to command terminators, then Skarbrand bathes in the offal of same squad moments later)...rolling into:

Turn 4/5 is where we stall...furballs everywhere...blood everywhere. Reserves for both come in (final DP, small 'letters and a DW squad for me) no really new assaults. Blood flies, dice fail me HORRIFICALLY...dice ROCK for him awesomely (not just exaggeration here, he hits and wounds with EVERY attack on a 9 'letter charge vs a terminator squad...it was bad...there were tears, and gnashing of teetth).
I finally kill the 'grinder. One golden moment for me, though...the new DP that came was down to 1 wound to 4 crack missiles and a melta gun! :)








Turn 5&6;
Okay, so the DP went down. The two remaining Terminators that STARTED in the building came down to get him, and were promptly slaughtered. He then died to final fire from the remaining squad across the table. They were, in turn, pounced by 5 lousy Bloodletters near the center...and wiped out...by FIVE LOUSY Bloodletters...dammit!!! :)

The Chaplain, who was the only remaining terminator on the table, finally succumbed to Skarbrand (after surviving Belial and a Terminator squad's demise around him through 3 CC phases) and the game ended turn 6.

it ended as the pictures show below...






Excellent and fun game! I was doubly happy to see my Daemons on the table, it's been too long since they were dusted off!

I don't think I made any errors, and neither did Edge.
It became a 'weight of dice' issue, and in CC the 'edge' went to the Khornate Daemons.

I did find a few things, amongst them;
-My initial movement/deployment tactic could have worked...but all plans can run amock in a dice-managed environment. As it is, it still shoe-horned him into a less-than-optimal deployment spread...I just failed to capitalize on it completely.

-I really should have started with a 4th unit on the table, tightening the 'pocket' to my upper right. Other than cramping the zone, it would have made little difference to my initial spread...but may have made it more difficult to dispose of the first DP.

-DW CAN manage a Power Weapon exclusive environment. It ain't fun, but I was there all the way to the final act (and considering bronzing that Chaplain model...he just wouldn't go down til the bitter end...appropriate for a Chappy!)

-The Bloodcrushers would probably have been better applied as 2 units of 3, with Skulltaker in one.

-My only 'error' was just a choice, and that was where my last DW squad deepstruck in. I should have brought them in opposite the Bloodletters, and another turn out of assault range of them, but still within run-contestation of center on turn 6.

Sunday, March 27, 2011

Grey Knights reserve manipulation (thoughts and queries)

Conundrum:

BRB FAQ:(units in reserves vs abilities)
Q: If a unit is in reserve, and it has an ability that occurs at
the start of a turn
can they use that ability on the turn they
arrive? (p94)
A: No. Unless specifically stated otherwise.

GK Psychic Communion(reserve manipulation)
...This power is used at the beginning of the Grey Knights Movement Phase. If the psychic test is successful, you can modify any reserve rolls made this phase by by +1 or -1...

Okay, now this (kind of) smacks of lawyering, and may be answered somewhere I am not seeing, BUT...I am finding nothing in the rules that would prevent a GK IC with this power from manipulating his(or other units) reserve rolls while he is in reserve.

Beat me up if I am missing something obvious, or has already been discussed to death, but am I wrong?

Friday, March 18, 2011

Bone Blending on the Possessed

Just a little more progress.
I'm going to wash the boltgun, then set them aside for more troop unit building.
This project is very fun for me, and gives me a brief break from the DeathWing/Grey Knights I've been working on.





Still haven't decided what color to make the flames coming from the claw-backpack guy's arm, but probably going to go green.

Gal Vorbak

The Gal Vorbak...

They begin. A few mistakes with base colour, otherwise the progress is definitely in the direction I want.

As this is a heresy-era army, the rest of the Word Bearers will be done in grey...so variation within the theme is acceptable.



Cats and Baby Training...

So, I think the 'delightful' feline has decided to give me her version of training-for-baby. She doesn't think in terms of my already rampant insomnia, she's just trying to do her part.

11pm, I slide off into slumber. Not fitfully, but a little tossing and turning. My norm for sleep. The wife, bless her pregnant little soul, twitches into sleep...further arresting my normal nocturnal rhythm.

1:30am; the cat decides she wishes to aid the east in its time of crisis. How, may you ask? Well she doesn't know either, though she does know she wants to get there...by digging her way through her litter box. Little comprehension of distance, she just 'knows' Japan is on the other side of the world, and that the world is under her litter box. She digs...and digs...and digs...sounding all the world like an earth mover breaking up concrete. Survival instinct kicks in (something I usually think she lacks), and she stops right around the time I achieve full consciousness and begin to contemplate her demise.

2:30am; Crinkle Balls (scientific name, I'm sure). Those foil balls that make noises a cat finds irresistible. Those toys that she loses, with great regularity, beneath the stove. Those toys she has lost all of in the last few days, and whined at us to find for her. We've learned to NOT find any for her near bed time. Apparently she has decided the entertainment of my crackling joints (and grunts of ire) were worth missing out on (sounds she enjoys thoroughly as I root around under said stove for her every morn) in the interest of my training. She has performed a feat worthy of great spite, and acquired one from the dusty depths of our kitchen cave, on her own. She seemed to have quietly, and with great malice-aforethought, carried it gently up the stairs...quietly deposited it upon the door jam and POUNCED...and POUNCED...and POUNCED. A sound, not unlike the crashing of glass to a sleep addled mind, exploded from the doorway. Adrenaline rush had me out of bed before I knew what'd hit me. She rocketed down the stairs and I, well I stumbled to the offending toy and hid it...hopefully I never remember where.

3(ish)am; Galloping. I don't know where this animal has acquired her desire to evince a sudden lack of lazy, but she HAS learned how to gallop. The downstairs sound like a Lipizzaner show.

4(ish)am; Suddenly feeling guilt at the slow growth of her waistline (winter weight you know), the cat decides to implement her excercise program. It's a stair routine. To my muddled mind, it sounds as though the Lipizzaners have moved to the stairwell... and as we all know, a cardio workout needs at LEAST 15 minutes to have an impact.

5(ish)am; My bladder summons me (though why now, and not at any of the myriad previous interruptions I don't know) and I answer its call. At the foot of the bed, the cat decides it is 'daddy play-time', and sets up in ambush. Great feet stride around the corner of the bed, as the cat's Goliath trudges near. I can envision, under the bed (now that I am up) the tail-twitch, the anticipation, the patience of the great hunter as her prey approaches...yet at 5am, all my mind is saying is 'bed...must get back to bed...sleep...must regain sleep'. I round the bottom of the bed, make my turn in preparation to crash back into a blissfull null-state, when sudden SHARPS penetrate the top of my foot...my calf...and my adrenal glands pump a quart of 'WAKE UP' into my bloodstream.
Again, the survival instinct (that I never knew existed) kicked in on the filthy feline, and she took off at Mach-5 for the downstairs. I am neither amused, nor awake enough to pursue.

6:30(ish)am; It is my day off. I have not set a single alarm. In an optimistic mindset (something that has been disabused at this juncture) the night prior, I looked forward to sleeping in until 7-8ish. I reveled in the thought.
CRASH...THUMP...CLAW...'mrowp'...the cat has leaped to the top of the dresser at the foot of MY side of the bed, and decided to claw her way through curtain, and glass, to get at the birds on the other side of the bedroom window. At this point, my body decides to override my mind's attempt to stay asleep. Adrenaline flows, once again, and I am up...hissing...and chasing feline before my brain can tell the rest of me to just 'shut up and go back to sleep'. The cat has managed, before my feet even touch the floor, to cover the length of the bedroom (without touching the floor) in the time it takes me to blink. I fall back into the tortuous teasing device called 'bed'.

6:35am; Dammit...I'm awake.

I stumble downstairs to make coffee in a desperate attempt to compensate for lack of sleep.
The cat follows me down the stairs (where the hell WAS she?). She looks up at me with desire, and follows me all the way...to the drawer...that contains her toys.

I consider killing her...

I begin to reach for her...

and then I see an empty food dish. Utterly empty. Not even dust.

I let her live.

You see, I gave her too much credit. I thought SHE was trying to train me for incoming infant insomnia...
but no,

It was her Mother, my Wife.

I stood there, contemplating going upstairs and smothering her with a pillow (as she never ONCE awoke last night, as I battled cats, rampaging Huns and horse shows)...

Sometime, in the next 18years, my wife needs to take our child out and buy it whatever it wants...to thank it for saving her life.

Wednesday, March 16, 2011

Grey Knights beginnings, with cheeze...and little GK

Okay, bear with me...as I am doing this from memory..but I think it serves closely enough for points.

Coteaz

2x Techamrines (orbital strike relay/2x servo skulls)

6x Inq Ret Sqads;
5x Psykers
2x Jakaero
Chimera

2x Rifleman Dreads (psybolts)

Should come out to JUST under 1750 (again correct me if I'm wrong) Leaving 100pts (to get to 1850-ish) and netting;
8 twin linked str 8 range 48 shots
6 S-7 Ap-2 large blasts range 36
12 S-9 Ap-2 range 48 shots (or MM, or Hvy Flm)
plus chimera fire
and 2x Orbital Bombardments...DS defense from the squad Coteaz is attached to, scout blocking, mobility and so on.

Extra 100pts can go into warriors with flamers or plasma (if you equip chimera with hvy flamers, reducing your midfield fire, you do help out the anti horde fun)

Now this is an exercise in extremis...seeing if the Codex can be abused significantly.
I would never play this in friendly games, but am thinking variations on this theme may/will be seen in tourney.

I know I'm going to try it out that way, but not sure I'm going to stick with it unless people figure out ways to manage it and make it fun to play.

Tuesday, March 15, 2011

Word Bearers...a start, and something more

So, after reading 'First Heretic' I have been motivated...
I haven't created an army just because I 'wanted to' in a very long time.
In fact, the last one was my pre-Heresy Istvaan III loyalists.
Everything I've done since has made concessions to competitiveness.

Three things pushed me into this, in reverse order;
The novel...it brought me back into the Horus Heresy universe, as the last two I read disappointed.
Tim Wright...watching him play, enjoy, and do well with a 'toolbox' Chaos Space Marine army at my last RTT (which will shortly have its own blog entry). He just ENJOYED himself too much for me to not re-evaluate excessive competitive builds to the exclusion of the original fun.
Ian V... 'nuff said.

So,
Argel Tal (and soon, the Gal Vorbak)

So he begins, with his 'mini-me'...



Slow progress...



Getting there...

Sunday, March 13, 2011

Passing

A friend passed Friday night.

A young friend.

Is it hypocritical to feel greater grief for youth? Isn't all life sacred?
I find myself lamenting his 'goodness' most. He was just nice...not enough of those people around...yet I keep coming back to his youth. Early 20's? That's too damned young.

Smiles, even in his frustration, I come back to the smiles. It seemed like he nearly always had a smile. Job stress...School stress...other stresses...and yet I always saw the smile. Quippy posts, esoteric or anachronistic, but always there bringing ME a smile...or a retrospective thought.

The pain in his closest friends' faces, when they shared the 'news' (so vile to say it that way, like it's a story on the local stations...but it was 'news' to us in the tragic way). That killed me a little inside. Wanting to be closer to them, to be able to offer more in the way of support...and knowing I couldn't...and shame at those feelings, because it felt as though I was making it about me inside.

Helplessness...that's where it all crashes in. Can't DO anything. Just feel.
Knowing that, no matter what, I cannot even imagine the level of helplessness felt by those that were actually present when it happened.
Knowing that, no matter what, the void for his closest friends and family cannot be filled.
Knowing that nothing can be said that can wash away the pain and loss...or come out, in some fashion, a bit trite.

A youth died this weekend.
A friend passed this weekend.

A genuinely GOOD human being has left us...and we are all just a little smaller for it.

Ian,
I wish I'd been a better friend, and I hope I can be a better friend to those you were closest to.
You are missed.

Thursday, March 10, 2011

Grey Knights intial reactions...brief impressions

So, a brief exposure and some perusal...and I am, disappointed?

Two things jump out at me. First, and dearest to my heart, my beloved 'Nids have received the final kick to the groin...and they don't even have nads.
This is not an 'oh noes, my army is the suxor' reaction (or 'or GK are sooo OP'). It's simply reality. Entire units wherein EVERY weapon has the FW ability combined with gear that can make the Instant Death effect go off automatically...combined with bonus attacks from the same gear. Yeah, it's bad.
Second, and more significant overall, an easily broken and spammed unit. The Inquisitorial Retinue.
For the meagre cost of a 100pt Special Character (Coteaz, who in and of himself is a good buy regardless) they become troops.
With 5 psykers, two Jakaero weaponsmiths and a Chimera, you produce obscene amounts of mid-range (or longer) strength 7/9 AP 2 fire...coupled with the fire off the Chimera itself. fewer than 200pts per unit of that build type, combined with other build types (storm bolter/storm shield toting dudes and melta/plas spam) and we're starting to see one of the strengths of the IG 'dex bleeding through.
With changes, yes, but still there in even more variable form. Transportable CC units, melta throwaway, and assigned FNP wound soaks.
The potential for abuse OUTSIDE the Grey Knights kind of disappoints me. The fact that competitive lists that are going to come out of this (for the near future, I think) may very well have FEW grey knights...well...is that really Codex Grey Knights?

Now, the pix look awesome. The GK units combine to produce fluffy, boosted, nasty elements that are going to have issues where they should and be strong where they should.
Overall I think that if you play GK you will have fun, fluffy, hardcore play.
If you go to tourney and see your opponent pull out a GK codex, you may just expect to see a great deal of chimera, stormraven and Techmarine spam.

My INITIAL impressions...

Sunday, February 27, 2011

De-Meching of 40k

So, a trend...one that I have embraced strongly...the DE-meching of 5th edition.

I think it's been subtle, Tyranids notwithstanding (as they've never had true vehicles, and won't, they really didn't lend weight..and they're codex failed to 'balance' a mech-heavy environ), but an omnipresent shift in the FAQ's and Codexes.

Space Wolves led the charge, with the advent of the Thunderwolf Cav and Logan-wing. An army that could compete with fewer and fewer (and even no) vehicles on the board.
Blood Angels, with their DOA and Flying Dreadnoughts.
Dark Eldar, with Beast-packs, webway and Foot-warrior/Wych spam(sometimes relying on disposable vehicles, sometimes not).
Then the FAQ for Dark Angels (making Deathwing and Doublewing very viable, if not top tier).

That last seemed (to me) at first merely a re-dress of a wrongfooted Marine 'dex (the GW gawds couldn't let MARINES languish in ignominy, seriously??)
But the more I think about it, the less I think that the recent FAQ shift (less the Templars, mostly the DA) for our lost Battle Brothers may have been a continuing attempt to re-balance a system that truly lost its footing with the advent of 5th Edition Imperial Guard.

Not for lack of wanting to sell vehicles, but a recognition that single play-style can hurt a system...significantly.

We saw that with 3rd ed...when assault became nearly all, and vehicles (when 3.5 killed assault out of vehicles) fell out of favor. 4th ed put the kibosh on vehicles, and GW compensated later with 5th. 5e SAVED the vehicle...and then IG killed nearly everything else.
Duality units, with cheap and aggressive vehicles toting either cheap, or very effective (sometimes both) units, began to dominate...not merely become potent, but utterly dominate. And melta weapons (and their safe/surprise delivery) became the penultimate weapons.

Now??? well, Melta is important...but I think, becoming a means and less an ends.

I enjoy my Mech, and was pleasantly rewarded with 5e when my Chimera and Rhino (and drop pod) spam suddenly became more vicious, but they then became less fun. I always enjoyed varied methods of play, and the constant 'tin-box' styles began to grate. With SW I began to field no-vehicle lists, and really enjoyed my bugs(hamstrung they may be) when that 'dex came out. BA really ran me up a pole with heavy mech again, but I loved the Baal Predator, and hybridized as well.

Then Deathwing...my poor, poor Deathwing... were dusted off, and brought me full-circle back to min-model count/no-mech FUN.

Grey Knights bring even more possibilities to powerhouse hybridization, if the rumours hold out....

The one thing coming out of this, more and more, is VARIATION. Variation in tourney, in casual play and in combinations that have no unique 'key' to unlock; forcing the need to field take-all-comers lists utilizating variation and mental acuity.
More, now than ever, I think 40k is becoming a thinking game...and less a point and click game.
It'll never be chess, but it is certainly looking less like checkers!

Friday, February 25, 2011

Neglect

Well,
I can see how professional writers find themselves in binds...blog writers too.
I've let this thing languish far too long, and when I do, I don't even want to confront it...soooo.

I'm going to force myself to contribute TO myself (so to speak) at least once a week.
I'm also going to force myself to contribute something NOT game related, as well as something hobby-esque.
Hopefully it will be the same week, but at least every other week for each subject.
(it's been difficult to find humour about the house, the cat's been her normal crappy self...nothing new, just stoopeed!) :)

First contribution to the non-game side....SINUS INFECTION FOR THE LOSS!!!
there! :D

Sunday, January 30, 2011

Deathwing Pseudo-BatReps

Okay, sorta batreps..more like result-reps. I'm collating (from memory) 3 games over the last 2 weeks.
Due to trying to reconstruct from memory, I cannot guarantee my opposite number's lists are represented with greater than 80% accuracy.

Game 1 vs 'Nilla Marines (1850)
2x rhinos
1x HB razor
2x Devs (4x HB/4x Lascannon)
4x Tacs (melta/?)
Vanguard Vets
Chappy

1850 pure DW (6 squads with Belial and Command termies)

Battle Missions (the Daemon mission that continues until all are dead)
My DW played the Daemon role, which was appropriate for the Deployment option.

It wound up going until turn 6, with the DW wiping him out.
His army was a diverse one, but not tournament optimized (was never built for that, so not a dink...just a fact). Was a fun matchup, with me losing an entire DW squad on my first half drop due to mishap. Scary moment, but was compensated for when my one non-standard squad (all p-fists and c-fists, no storm shields) made 6x crux saves in one shooting phase the next turn.
Average rolls for both players throughout the game showed the strength of the DW vs a non-optimized list. His V-Vets definitely put a LOT of pain into the termie command squad when they hit it, but not getting of the DS charge when they first came in let me position for last two turns without interference.

DW Win

2nd game v pseudo Logan-Wing (2000)
Logan
2x tooled PA runepriests
1x tooled PA wolfpriest
10x WG (2x Cyclone termies, 8x PA)
(3) 5x WG (1x Cyclone termie, 4x PA)
(2) 6x LF (2x Lascannon, 3x ML)
(1) 6x LF (3x MM, 2x HB)

My DW had been fixed since last game, with all squads (but command) std config (see DW list here: ( http://exitusactaprobat1.blogspot.com/2011/01/deathwing.html ) With the addition of a RW attack squadron (7 models, 2x melta, 1x MM Attk Bike, 1x Pfist).

Mission Capture/Control, Pitched Battle.

I just couldn't manage the central/mobile LoganFang squad + the 4x super characters. It went to t-6, and not until t-4 was it conclusively a loss, but it emphasizes the OP of Space Wolves. DW may have answers for IG, but I don't think we'll see an answer to SW until another codex or two. (my die rolling did not help, I spent a Saturday with dice hate...they REALLY hated me. failing to wound with 5 TH hits on t-4 was just barely worse than the norm for this or the next game. against Loganwing, that is NOT an option.)
No mistakes on either side. The bikes did precisely what I wanted them to, delivering DW assault where I wanted it right off. Was actually a good game, regardless of my frustration (which expressed itself in me getting pissy...I hate games like that, but when I'm playing with a friend I have a tendency to let my barriers down).

Loganwing Win

Game 3 v Witch hunters (1500)
Inq Lord (scourging, gear, 3x plas 1x mystic retinue,Chimera [SL/HF])
Inq (scourging + some gear)
Inq (scourging + some gear)
Callidus Assassin
(4) IST (2;2x plas/2;2x melta) each w/Chimera (SL/HF)
3x Excorcist

My list (roughly) 5x aforementioned DW units+Grey Knight GM(w/TeleH and SS).

Mission Seize Ground/Spearhead (5 obj)

Dice hate abounds, but still managed a draw. had it ended turn 5 he would have won by 1 obj. I managed to steal the initiative, and with my 1st turn of shooting I neutered virtually all his non-excorcist shooting, and lost only 2 terminators.
I advanced, sniping Chimeras and generally trying to create mayhem.
Then the dice hate began, and I started losing terminators to stupid shite...like assaulting ISTs etc.
I managed to hold two objectives with my single remaining 4 man DW squad, while he held 2 with a 3 man squad that refused to break (or be successfully assaulted) and a single backfield unit that never was shot at.
In the end he had 2 IST units(one down to 3 men), 2x excorcists, a free roaming INQ lord and an immobilized chimera.
I had the 4 man termies.

I made some (intentional) errors in the beginning, specifically to see if I could walk into the Excorcists across the board. Had my rolling been average late-midgame, I could have. Run and DT rolls were poor, as were FNP and std saves. Unlike the very first game, also my standard crux saves failed me. Was a good see-saw game with a lot of tension midfield/late game. Would love to do that one all over again with more aggressive drops.
I think more aggressive drops could have cracked this one much faster, will go at it again. I DID miss the drops off the Ravenwing though.

DRAW


Upon reflection,
JEEBUS I'm happy!
I haven't been satisfied with a Deathwing(or DoubleWing) game since 5e and the advent of the 5e Space Marine codex.
I am happy that Dark Angels have become somewhat viable again. I am also VERY happy to see that they are not a point-click win (not that I really believe in those per-se) army, but require real focus and application while still being somewhat competitive.
I see, other than the obvious low model-count issues, their biggest weakness will be piss-poor psyker defense. When the new Grey Knights 'dex comes out, the loss of a GK hero for Ldr-10 p-hood is going to be a kick. Having used a std DA libby-terminator in the 2nd game, I know that ldr-9 sucks for p-hoods. I think I stopped ONE Runepriest power in 6 game turns.
Their 2nd biggest weakness is also one of their greatest strengths. Fearless. Though this may not have a HUGE impact on the Terminators, if using a DoubleWing config, it can finish off a Bike squadron in CC lickity split (and an additional wound from resolution, though unlikely, into a small terminator squad can really put you in a bind). Just give me stubborn ldr-10 instead of fearless, I'll be happy then! ;)

Overally, I approve of this FAQ!!! :)

Saturday, January 29, 2011

Deathwing Sabotaged!!!

When one declares an army finished,
one should NOT leave them accessible to a jealous animal...
(I was painting instead of giving her a warm lap she kept demanding the last few days. She gets ornery when cold. LOVING and ornery, but her lap must be supplied.)

The cat has absconded with one of my THSS terminators...I think I shall have to prime and paint her as a stand in until found.

Wednesday, January 26, 2011

Deathwing








annnnndd...finsished.

Kinda easy, considering I had them before and just had to tweak a bit of painting, but my painting time is limited.
approx;
Belial
Terminator Libby
1ea; Terminator squad(3x THSS/1xApothecary/1x Chainfist/1x banner/1x Cyclone)
5ea; Terminator squad(3x THSS/1x LC/1x Chainfist/1x Cyclone)

the Libby is for P-Defense, as the GK equivalent is going to be right-out soon.

aiming for 1850(points here are actually, 1780)

I have the Ravenwing to bring it up (and dbl-wing it) just need to play a bit more to figure out configurations.

Gatecrashers FTW.

Wednesday, January 5, 2011

DE 2k after the Orks...

2000pts

-Haemonculus w/Webway Portal.
-Haemonculus w/Webway Portal.

-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon
-Trueborn (x3) w/Blaster x3
Venom w/xtra Splinter Cannon

-Warriors (x6)
Raider w/Dark Lance; Shock Prow
-Warriors (x5)
Raider w/Dark Lance; Shock Prow
-Warriors (x5)
Raider w/Dark Lance
-Warriors (x5)
Raider w/Dark Lance
-Wyches (x10) w/Hekatrix(agonizer);S-net&Impaler; Hydra G
-Wyches (x10) w/Hekatrix(agonizer);S-net&Impaler; Hydra G

-Beastmasters w/5x BM; 6x Khymera; 6x Razorwing
-Beastmasters w/5x BM; 6x Khymera; 6x Razorwing

-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield
-Ravager w/3x Dark Lance; Flickerfield

Addresses some issues AND ups the anti-troop a bit.
has the added advantage of being precisely 2k, so no wasted points (so to speak).

Beginning to toy with the idea of re-incorporating Reavers.