Friday, 31 December 2010

A year in Statistics...

So this year I kept a tally of the games of 40k and fantasy I played. I wasn't particularly planning to do anything with it, it was out of idle curiosity. As we've come to the years end, I decided just to sort through and tot up some totals for the interest of myself and some friends. It's looking at it like this that makes the whole rigmarole worthwhile throughout the year! :oP

So, basics. I played 75 games of 40k or fantasy last year. Some were competitive, most were friendly. Some were apocalyptic, and some mere combat patrols. Most were with my own army, but I occassionally borrowed someone elses, and in an interesting fun tourney came up with a dreamteam comprising Orks, Guard and Nids! It's been an interesting year I'll give it that!

Of those 75, I've won 41, drawn 12 and lost 22. After so many years of being the poor guy in the corner who, bless him, brought GUARD of all things week in week out, and duly got his backside kicked - well, suffice to say this win record is unprecedented for me, and I am somewhat proud of it! I even managed a 16 game undefeated streak, and an 11 game winning streak!

Breaking it down into 40k and fantasy, I find where I have more talent/luck/bribe money* (delete as applicable) I played only 19 games of fantasy, yet just over half of them (10) were losses, along with 4 draws and a mere 5 wins. This of course did leave the 40k stats looking all the better. Of 56 games, I had 36 wins, 8 draws, and 12 losses. And yes, that is where the 16 game undefeated streak came from by the looks of it!

Looking deeper and comparing my two main armies of Guard and Orks, I discovered a shocking and indeed troubling fact - I got in more games with my orks than guard this year! However, given at the start of the year the Orks were being built up as part of a Tale of Four Gamers and were then part of a campaign and taken to a tournament, I suppose I can forgive them. This year I have already planned to do Guard for tale of four gamers, ready in time for a tournament, so they should get some more love. This decision was made before this discovery was made I will say now though! :oP

I did have more success with the Orks, winning 19 of 28, whilst suffering only 5 losses and 4 draws. They established an undefeated streak of 17 games! The guard managed to win 13 of 23, drawing 4 and losing 6. They didn't get up much of a streak though, only managing to remain undefeated for 6 games at most!

Oh, and in case you're wondering why I didn't mention the undefeated streak for fantasy, it's cos it's a measly three... which matched my losing streak for fantasy! So not a good year for the swords and shields!

And finally on to personal friends. Chris went from being my nemesis last year (whose plague marines I just could not touch, in every sense of the word) to being a bit of a whipping boy this year as he switched to guard. My knowledge of that army allowed me to pick him apart on 6 out of 7 occassions, with him clinging to some pride with a solitary victory to deny me inflicting pool-hall rules punishment on him. Ken and I also played 7 games, and he seems to have slipped from being a permanent annoyance into being someone more manageable, with 5 wins out of 7 (1 loss and 1 draw accounting for the other results.) I've played far less games against Nige than I realised this year, only facing him 4 times. I scored 2 victories a loss and a draw there. Have to get more games in against him next year. And then there's Rich. He complains that he has bad luck against me, that I always cause him problems... well the statistics tell the lie of that! Of 14 games I won a mere 3! And no, we aren't well matched opponents who regularly draw - there were no draws. He beat me 11 times out of 14! And some of them were rather irritating ones, such as the recent Tau that managed to pass 4 armour saves to hold my squad in combat away from the objective, gifting Rich the game. It's not like I can look for ways to raise my game against him, he just seems to be my nemesis - whether it's my Stompa refusing to turn up and face him, or a man who can survive getting run over by a deff rolla 5 times, or genestealers that break from Ld10, run through dangerous terrain and lose enough of their numbers not to rally... my point is something uncanny always seems to happen in his games against me to bely the odds. I don't see that ending any time soon!

Anyway, this post is a little dry, so will hopefully replace it with something better soon. But it may be of interest to the people mentioned, so I'll post it anyway :oP

Hope your 2010 was as good as mine, hope your 2011 looks better than mine does :oP

Sunday, 26 December 2010

How much is too much?

I've just added up my guard army for a mega apocalypse battle. Now normally against my usually opponents I'll have about 5k to play with and I'll carefully pick and choose what I want to take. This time I have been invited to play down the local workshop, and they said they were trying to set a record for how big a game they can play. I said I might pop down with my baneblades, to which the staff member inquired "Plural?" to which I gently reply "eight"

His eyes sort of boggled, a feat I've only ever seen in rats before.

"P-p-p-please come"

So having totted up every thing i have (with the exception of a few unbuilt bits and plenty of special weapon options - I have more special options than I can use so I can use the same basic troopers but vary the squad loadout with ease) I've come to about 17,000 points. This is such a total that I am actually assembling a team of wargamers to assist me with this army, to take control of some of the force to speed up gameplay. These guys either haven't got 40k armies of their own anymore or are down visiting family in the area and have not brought it with them. Or just don't want to pack up all their models for the trip, who knows.

Now most of these forces are old models that I'm not particularly fond of anymore (paint scheme wise) and will only bring out to bolster forces where necessary. I do plan to do some updated units so I can play my Catachans to my current painting standard, but that is a work in progress. I also want to build a 3k or so Aircav army for those Catachans (of which I have about 1k of the flyers so far, included in the above total) I am also about to start a special themed guard army for an October tournament as part of a tale of four gamers style campaign. So within the next couple of years I "hope" to have somewhere in the region of 22,000 points. And given a few thousand of that will be stuff that wasn't available in the last guard codex, who knows what I may add the next time they release the codex and bring out a new toy as awesome as the valkyrie/vendetta. And heavy forbid what is coming for the imperials in this so called "summer of flyers."

But seriously, how much is too much? I like nothing better than to see this mass force forging it's way across the battlefield, though I think this will be the first time I've seen this since my very first game of apocalypse (my baneblade collection was much smaller back then) I do have to admit, whilst I rarely get to see the force in full, the ability to chop and change my army as I see fit is very enjoyable - my opponents never know if I'm going to bring an armoured company or foot guard, even in apocalypse! This has earned me a reputation as the most unpredictable guard player anyone has ever met, to the extent that one of my friends once said playing a game like me was stressful for anybody, as a hive tyrant could march towards me, and I will charge it, and the hive tyrant will die at the sheer shock of the situation! This reputation pleases me, as there are far worse reputations for gamers to develop :oP

Thursday, 23 December 2010

Tis the season and all that...

I'm more of a bah humbug person myself, but thought I'd share this regardless.

Tuesday, 21 December 2010

It's that time again... time for a tale!

Yes, I've decided to run another Tale of X Gamers campaign for my friends and I. I've done Tale of Four Gamers before, but as yet I haven't got an exact number and it exceeds 4 in any case, so for now it's just X gamers :oP

My planned rules for it are written below. This is a collection of the various posts made throughout last years campaign, with updated dates and clarifications.

Even better, I'm planning to use this to get my Escalation 11 army ready and painted.

Anyway, the rules are below.

Tale of X Gamers

Starts Monday January 31st.
Phase 1 lasts till last Monday of March
Phase 2 lasts till last Monday of May
Phase 3 lasts till last Monday of July
Phase 4 lasts till last Monday of September
Phase 5 will last an as yet undetermined time...

Phase 1 - 500 points. 5 points for on time, 3 for late (painted by first Monday of April) , 0 for unpainted. Bonus 1 point available for getting a combat patrol game in. (not necessarily a ToFG competitor, anyone will do. Get a couple of pics if possible.)

Phase 2 - 500 points. 5 points for on time, 3 for late (painted by first Monday of June), 0 for unpainted. Bonus 3 points available for getting a test game against someone (not necessarily a ToFG competitor, anyone will do. Get a couple of pics if possible.)

Phase 3 - 500 points. 5 points for on time, 3 for late (painted by first Monday of August), 0 for unpainted. Also, will play a mini-league with each competitor playing each other competitor. League rankings will determine bonus points. This will take place early August (date TBD) We will look to book the club for a Sunday to get the games in.

Phase 4 - 500 points. 5 points for on time, 3 points for late (painted by first Monday of October), 0 for unpainted. Bonus 2 points for modelling an objective marker. Further bonus 1 point for a further objective marker.

Phase 5 - As much extra as you wish for Apoc. Legendary Units, Super Heavies, whatever you like. Deadline is the day of the apoc game, probably late October or early November (date TBD). There will be no points available for painting, but simply put if it isn't painted you can't use it. Any units dropped from earlier 500 point blocks can be put back in here. All forces will join our standing 2000 point armies. The sides will be determined by the challenge organiser along the best lines he sees fit. Hopefully we’ll have some clear “goodies” and “baddies” that can team up, neutrals being assigned as needed... however if there are no clear easy sides to draw we will find another method, at random if necessary. Any difference in points will be covered by additional strategic assets for the poorer party. Scoring for this month will be 5 points for each person on the winning team. There will be an additional 5 points for the "Champion" of each team. This will be decided by completing a secret personal objective (so secret even their team mates aren't allowed to know!)

Additional Rules and Clarifications

The 500 points is the target. Give or take a few points that can be made up or dropped with wargear this is fine. Of course, in your test games you must have a legal army and the correct army value so bear that in mind when planning your forces. Your 1500 point army for the mini tournament will be made up of what you have painted thus far.

If anyone chooses to paint extra throughout the challenge that is their prerogative. However you can’t hold it off against next month. If you present 650 points in phase 1 you still have to present 500 in phase 2. The advantages for doing extra are more tactical flexibility when planning for the phase 3 tournament and more forces ready for the final apocalypse game.

Imperial armour books are acceptable sources for miniatures, unit entries and army lists. Anything found within those pages shall be allowed to be entered as part of the contest and used in games therein (though obviously apoc only formations can’t be used till the apoc game) The person wishing to do this however MUST possess (or have access to) the Imperial Armour books required.

If anyone wishes to use this as an exercise to add more models to an army that already has the core forces painted then this can be arranged, do ask for more details if this is relevant to you. I have a working solution in mind but I’m an idealist, I won’t go into it unless I have to :oP

When it comes to games, weapons on models and anything that would normally be represented needs to be. Wargear that doesn't need to be represented can be varied.

If you go to the effort of making your weapons alterable, through magnets or whatever, you can make use of this flexibility. The conversion work and painting the extra guns is the price you pay. Note though that in the mini tournament you must stick to one weapon loadout throughout.

Finally, while wargear can be changed, when it comes to the mini tournament we will each submit a list. That is what we play to for ALL games.

Apocalyptic Finale

To finish our Tale of X Gamers we're having an apocalyptic showdown, and I thought I'd give fair warning of the rules we are using for this one.

For starters, all models MUST be painted. It is a painting challenge we've just finished after all. It doesn't matter when you painted them, or whether you're missing something you should have finished earlier, if it's painted you can use it, if it isn't then it doesn't exist as far as we're concerned.

Second, scoring. Imperial Armour apocalypse rules will be used here. I will reproduce them below...

"The following model types are NOT able to claim objectives:

Independant Characters
Immobilised Vehicles or immobile models
Flyers (including those using Hover Mode to act as skimmers)
Units which are fleeing or pinned

Other than this all other units and models can both claim and contest objectives unless stated within the mission rules.

To claim or contest an objective, a model must be within 5 inches of the edge of the objective marker. No model or unit may claim or contest more than one objective regardless of size. Owning player picks if this becomes a factor.

Objectives themselves are counted as impassable terrain but do not block line of sight at all. It is not permissable for vehicles or walkers to 'park' on top of objectives for any reason.

Note also that owing to these modified rules the strategic asset Hold At All Costs is no longer relevant as listed and should not be used"

There will be a couple of additional objectives, again taking inspiration from IAA2.

Kill Score.
Kill points will be added up for any unit destroyed. Gargantuan creatures are worth 3 kill points, super heavy vehicles are worth as many as their starting structure points. Keep track of the kill points, whichever army holds most at the end counts as holding an additional objective.

In addition to this, we'll be using the Lord Of War rule. This makes the commander of the army worth 3 kill points instead of 1. For this, we will be using the characters that have been with us through thick and thin. These will be determined during the campaign by the mutual loathing of the enemy commanders, and will be made clear before the showdown. To give fair warning though, this will not necessarily be your BEST character - it wasn’t mine last time. It’ll be the one who’s built up the best “rapport” shall we say with your opponents. Opinions will be taken into account but the organisers judgement is final. The points for killing this Lord of War will be added to our kill points score to decide the additional objective. If it is a tie neither side gains the advantage.

For fun, I'm including the rule for crashing flyers from IAA2. I don't think there'll be many of these, but it could be a bit of fun to spice things up.

The basic rules will be for a standard apoc game, though we will have personal missions. These will be written in advance and will be secret (even from our teammates) Revealing the mission before the end of the game means your mission is void. You will have the choice of three.

Claim most objectives in the enemy deployment zone.
Kill the highest value enemy independant character.
Destroy the highest value enemy legendary formation.

In the kill/destroy ones, the person who takes the last wound takes the prize, as keeping track of who did what damage is far too much work. If both players on a team complete their mission, whoever did the harder mission is named that sides champion.

The winning team will get 5 points each. The champion of each team will get 5 points each. Thus each player can score 0, 5, or 10. Only one player will score 10.

Anyway, gamers, let me know your thoughts or queries on these rules. I've tried to keep things fluffy, balanced, and to use some input from Imperial Armour Apocalypse 2 to make it work with 5th edition and still be fun and quite a lot of carnage.

Anyway, let me know either here or on the club forum who's definitely up for it and what army you wish to do. I'll need answers by... mid january say, to give me a couple of weeks to finalise details. I'll be running the campaign through here again, with rules and queries cross posted to the club forum.

Good Luck

Tuesday, 14 December 2010

Tenacious Tau!

Last night at my club I played against a Tau player. It was Sieze ground, spearhead deployment. My army was entirely in reserve, as I wanted to try something different. Two vendettas, a valkyrie, a couple of outflanking penal legion, Harker leading a squad of vets round the flank, marbo appearing... whereever he damn well pleases, and storm troopers deep striking in for the fun of it. I was struggling to make up the points without putting something on the table (and with only that to fire at for the first turn I figured anything I put down would DIE) so ended up chucking yarrick into my straken command. Sure it's pverkill, but it finished off my points...

The game was really close, though a few things annoyed me. I don't know whether to blame my rolling or the disruption pods, but you'd think that over the course of 5 turns shooting a total of 9 twin linked lascannon shots at a hammerhead I'd do more than shake it once. At the end of turn 5 I wasn't in position (my army had turned up in 2 halves, despite the +1 to reserves the astropath gives) and Rich was winning one nil. Turn 6 comes, and I'm poised to sieze the draw. All I need is for my veteran squad to beat up one tau and consolidate onto the objective for the draw. They wound him four times... he passes all four armour saves. Drawn combat. We roll for the turn - it's over, Rich wins. Gah!

We played a turn seven out of idle curiosity and the veterans did eventually finish off the tau to claim the objective, and yarrick managed to get in and contest another one, giving me a one nil victory if there'd been a seventh turn. But bloody irritating that I have to chalk that one up as a loss cos he managed to pass FOUR 4+ armour saves. I suppose it calls for equipping sergeants with power swords, but to do that across the army would be a bit of a waste to me for how rarely combat matters to guard.

I could have perhaps helped myself if I'd learned the rules for Harker properly. It was only turn 6 I realised he gave his squad stealth, so they would have been +1 cover for half the game. And it was only as I was putting the models away I realised he gave them move through cover. Given that I moved on 6, then tried to move into the building on a 1 + 2 three turns in a row, knowing that ability sooner may have been useful for getting to the objective. Or, I'd have rolled 1 + 1 + 2. Who knows.

Anyway, a good close game, but irritating to chalk it up as a loss when I feel I should have got a turn 6 draw turn 7 victory.

Monday, 13 December 2010

Painting Contest

I wasn't gonna post the finished picture of this till after the contest but the "judge" popped by my house and saw it anyway, so I might as well.

This is my conversion of a tzeentch herald on chariot of tzeentch. I'm hoping to get some better pictures done at some point, but for now i'm happy with the result. The horror wasn't too bad, but getting the tails to stick on those screamers was a real chore. In the end I had to flesh them out with green stuff to a) keep them in place and b) cover the gap where the two parts didn't quite meet. At 20 quid for 3 you somehow expect better, especially when the plastics are so top notch.

Sunday, 12 December 2010

Let's go round again...

Looks like my Winds of War 10 force will get another outing!

My local GW are hosting a small tournament a week tomorrow, and having a fair amount of free time at the moment I've decided I'll pop along to it. I decided to take my 500 point combat patrol from last years winds of war out for a spin. However, this time it's 600 points... so I have 100 (technically 105 cos winds of war 10 I had 495 points) to spend.

Now I was wondering what I could put in that would still fit the theme of my force when I learned that it's not using combat patrol rules... So technically someone could turn up with a land raider. I have nothing in my force that could do more than tickle that, so that kinda forces my hand with those last few points. Especially as I now have to follow a standard FOC - I need an HQ choice.

As it is I've squeazed in a command squad with melta guns and a power fist, and transferred the storm troopers chimera to them. Their job will be to deal with any tanks the rest of my fluffy force can't handle. This also only gives me 5 figures to paint in the next week. I can manage that!

With a bit more time, and maybe a slightly higher points allowance (750 perhaps) I'd have loved to put a valkyrie in this force... heavily converted naturally, with the wings bent upwards and rocket pods on the wing tips - something like this really.

Maybe I will expand this force in the future to include a valkyrie, but I know I was struggling to stretch the ideas to 500 points in the first place (hence borrowing penal legion, effectively from Alien 3, to bolster my forces) so think I will only do that if a specific 750 point tournament comes up.

Monday, 6 December 2010

Armoured Might

So been doing some more painting recently, and finally picked up this lot that have been sat base coated for oh 18 months or more...

A basilisk, 4 chimera and a chimera with a raised roof for ogryns. Still got a bunch more tanks that are either unpainted or in the wrong colour scheme (second hand) but this bulks out the amount of vehicles in the right colour scheme giving my army somewhat more consistency. Which is good.

Sunday, 5 December 2010

Bitz Box Bonanza

Had a reorganise of my bitzbox and found I had more sentinal bitz than I thought I had (namely two complete cabs) so I took a stab at making heli-sentinals. I've seen a few similar things around the blogosphere, so can't really give credit for this one, i'll just admit this one was inspired by others rather than myself.

I think these things will fit in nicely with my guard air cav army I mentioned in my last post. I hadn't intended to include sentinals, I wanted it to be entirely airborne, but these should fit in nicely.

Just letting the green stuff dry, and then I've got to find a way to mount them on flying bases. That should be "fun" :-S

Thursday, 2 December 2010

First valkyrie...

Finally finished this little beauty. It's my first so won't be my best, as I made a couple of assembly mistakes (meaning one of the rocket pods is wonky and the cockpit window doesn't sit perfectly) but overall i'm happy. So, the first of my aircav is ready to fly - now got another valkyrie, 2 vendettas and 2 vultures to paint, before buying the rest of the wing... :-S

Monday, 29 November 2010

Spartans! What is your profession?

I bring my quiet interlude to an end with a post relating to this little project - an update in fact. As for why I have been absent, well a double dose of illness has kept me fairly quiet of late (viral flu like infection, and just as I was getting better, tonsilitis decided to kick me while I was down) but hopefully the blog will see a bit more activity over the next few weeks in the run up to THAT EVENT WHICH SHALL NOT BE NAMED (until about 3 days before it, which I think is probably the acceptable date for shops to start selling IT, though of course they don't listen to me, they start in August... I digress)

I have painted the two counts as land speeders, and have also done the marine squad, sanguinary priest and chaplain. All I have left to do is paint the counts as razorback, and model a power sword/crozius for the squad sergeant and the chaplain respectively. Hoping to get it done before THE EVENT which would be way ahead of schedule, given the target tournament I'm painting for is late Jan early Feb. It just means I have time to give my team mate a ribbing for not having done his yet (though I do believe he has now finished his army list... :oS)

Anyway, a few pics for your perusal.

Hope you enjoyed those, keep an eye out for my counts as razorback... my teammate and I did have something in mind for this, but he may have just found something else he wants to use instead - which is slightly annoying but if it looks better I'll be happier in the long run.

Anyway, tonight I go to my club for my second ever game of spearhead... let's hope it goes better than my first (Ork army bangs it's collective head against unkillable Baneblade while Stompa turns up on turn 5...)

Thursday, 11 November 2010

Anyone else..?

Having seen the pic of the Stormraven on bols... does anyone else think it's ugly as sin :oS

Tuesday, 2 November 2010

The FIrst heretic - Spoiler Alert

I am not going to say much about this book, despite the warning above. Like most Heresey books it fleshes out the background of the Great Crusade, and I was utterly absorbed throughout. It is a thoroughly enjoyable read and hard to put down. I would recommend it to any Horus Heresy fan.

Now, that spoiler...

Just in case you're ignoring the warnings and reading this anyway, I am still going to be vague. But in this book the author takes a character through a series of visions. It is a vision of the scattering of the primarchs. It is a vision of ten of those primarchs coming to rest on their home worlds. The character did not know why he wasn't shown the fate of all the pods, merely ten of them - though as the reader you are free to assume the ones that chaos has their tenacious claws in are being shown. The ones that will fall to chaos. But no, there were only nine traitor legions I hear you say, so my theory must be false.

Well, from the vague descriptions given of each resting place and the contents of the pod, it is fairly clear that the primarchs revealed are, in no particular order; Horus, Lorgar, Angron, Konrad Curze, Magnus the Red, Alpharius and Omegon, Fulgrim, Mortarion, Perturabo and Lion El Jonson. Yet again that old debate about the loyalty of the Dark Angels will be fired up among my crowd. I'm firmly on the side that the Lion was at best waiting to see who won so he could join their side, and at worst was a secret traitor, waylaid by his own loyalists, but successfully covered it up. I am so very eagerly awaiting the final part of the Dark Angels part of the Horus Heresy series.

Anyway, overall a good book and well worth reading.

Sunday, 24 October 2010

I hate resin!

So with several elastic bands holding the tail booms in place, I have no idea if they've stuck well, though the resin weapon mounts I put on the wings seemed to stick fine. No where it does not seem to want to work is anywhere I have to stick resin to resin. There I can think it's holding, I can leave it a couple hours to be sure, I come back later and move the model slightly... And bits fall off!

Trying my hand at pinning one bit now. Was gonna pin the bigger parts anyway but right now it looks like if I want a tail fin to stay in place i'm gonna have to pin it, which seems a bit excessive! Any tips anyone?

Wednesday, 20 October 2010

Pit of Shades vs Steam Tank

I've seen this question on a few forums, and here are my own thoughts...

In the Empire FAQ it says "Does the spell Pit of Shades affect the Steam Tank? - No" This is pretty clear cut and simple, but a lot of people are saying it's a hangover from when spells without a given strength value couldn't effect the steam tank. I think this unlikely. For starters, that line of text has survived two FAQ revisions since 8th edition, and STILL it remains. So I think it's meant to be there.

As for the explanation as to WHY it should still be there...

From a fluff point of view, Pit of Shades is a bunch of spectral hands reaching up trying to drag your soul to hell. If you don't pass an initiative test to dodge their grasping fingers, you die. Now the steam tank isn't exactly great at dodging it has to be said, but while those spectral hands may be able to grasp it easily - so what? It's a massive lump of metal! They're not exactly going to do much to stop that! They're not going to drag the steam tanks immortal soul down to a place of eternal torment... so the tank has good reason to be immune.

From a game mechanics point of view, if Pit of Shades effected the steam tank it would be devastating to it. Most spell lores have a super spell at number 6 that can really put the hurt on opponents. Purple Sun is a good example - that would, and will, annihalate a steam tank. But it's a tough spell to get off. If Pit of Shades was as strong as Purple sun (and what's more without the risk of Purple Sun of rolling a misfire) then that puts a level 5 spell as better than a level 6 - which kinda defeats the point. That's why I think Pit doesn't affectt eh steam tank - to keep it from being just TOO good a spell!

Anyway, as long as that's on the FAQ I have written backup for my point of view regardless of any arguments :oP but I'm more than happy to hear your opinions... after all, if they do change it next time they redo the FAQs you get to say "I told you so..." but only if your comment is written here first - no belatedly claiming you "thought so" ;oP

Sunday, 17 October 2010

Escalation 2010 - How did it go?

Well, it was a good day all in all, and good fun, so that's the most important thing down. A few of the scenarios were a bit odd, but I'm planning to go next year, so obviously not THAT bad :oP

For those of you who are interested in the details, here's what I got :oP

First off I was curious if my friends dire prediction of Space Wolves and Blood Angels players everywhere held true. I checked around. Out of 24 gamers, there were 4 Space Wolves and 2 Blood Angels - so a quarter had the armies he expected. And the MEQ total was about half. But there was still quite a good spread. Orks were also popular with 4, Eldar surprised me with 3 (one being an absolute thing of beauty, which richly deserved it's Best army award... and it's Fergus award... and he presumably deserved his Woodenspoon too. I'm shocked anyone had the heart to kill models that beautiful! But I digress...) Guard only had 2, Chaos Space Marines likewise. Then there was representative each from the following; Dark Angel, Tyranids, Black Templars, Imperial Armour Chaos Zombie List, Dark Eldar, Vanilla Marines and Tau. So quite a nice spread of armies really.

Game One

The first game was set out like the night fight mission from the battle mission book, with units placed in random sectors. My opponent had a squad of Khorne bezerkers ina rhino, and a plague marine squad (again in rhino) He deployed one near each objective. My Lootas were then well placed to engage his plague rhino (assuming the game lasting night fight didn't stop them) I had the grots in cover for a late game objective grab, the burnas poised to assault the contents of either rhino, and my boyz mob utterly surrounding the beserkers rhino. Sure he could tank shock his way out, but I was fearless and would just step out of the way. He then would not be able to assault if he disembarked, giving me the opportunity to assault him on my turn. As it is, I siezed the initiative... and my opponent conceded. He'd been worried enough about how deployment had gone and the bag he was going to have to fight out of if I was hitting his rhino on 6s... but being able to charge it from all sides, auto hit - emergency disembark would see to most of the beserkers - so he conceded defeat without a shot being fired. A bit of a cheap win, but a win is a win in a tournament, and while I was disappointed not to get a game, I took it in stride. Result - Win

Game Two

My second game was against an Eldar army for kill points. I went straight down the throaght, sweeping Wazzdakka around to the right flank. In his first turn he put 2 wounds on Wazzdakka. Never fear, I have a 3++ save I said. Promptly failed both. Wazzdakka then looked decidedly unhealthy. Kept driving right for the enemy, and it was very close. But Wazzdakka got dragged down (JUST - skin of teeth stuff) by the fire dragons and farseer - if he'd started that combat with full compliment of wounds, or even one, he'd have kept that unit busy for longer. Instead they were free to turn around and assist with the fusilade of fire against my mob that was within spitting distance of his lines, having resoundingly wiped out a guardian squad the turn before. He took them down. With the enemy having more kill points, and me down to my grots and lootas, it didn't work too well, and I spent the last couple turns just trying to accumulate victory points. Result - Loss.

Game Three

Green met green in game three, in a mission again inspired by battle missions. I believe it is an ork mission. Spearhead deployment, objective in the centre and each empty quarter. Only fast attacks can deploy. Well, that'll be nothing for me then. My opponent also held off his FA choices. However, the rules stated everything else was in reserve. So we couldn't even roll in from turn 1. So turn 1 nothing happened. Turn 2 a couple of my units turned up and advanced towards the middle. Opponent - half his army turned up. Turn 3 a couple more units turned up, the lootas running to get into a position where they can do something. My battlewagon rolled in and dropped off a mob, wiping out the kommandos on my right flank. My opponents turn, the rest of his army shows. Including an annoying couple of deffkoptas that manage to rout the lootas! A big scrap meanwhile kicks off in the centre as we start assaulting each other. In orks vs orks, generally whoever charges wins, and this proved to be the case here. Turn 4 a couple more things turned up for me, but STILL not Wazzdakka and his cohorts (meaning a third of my army are still not in the game!) Turn 5 they finally turn up, and things are looking desperate. I turbo boost them into the centre, recklessly, knowing they can be assaulted but hoping the armour save will hold them steady. Meanwhile my big mob assaults the opponents bikers and stormboys simultaneously, and wipes them all out. The opponent charged wazzdakka and co, but lead with his warboss. They were the only two involved (narrow access) and it was simulateous, hit on 4 wound on 2 instant death. 5 attacks against 4. My opponent fluffed his attacks. Wazzdakka got one through. The mob stayed, but they were in trouble. By the end of turn 6 I was holding the centre objective, and was well positioned to contest his sides objective while hopefully getting rid of the deff dread contesting the objective on my side. But the dice failed me - there was no turn 7!
Result - Draw

I was really irritated by this game, as given the first turn was none existant and the second we'd just about trundled on and looked at each other, it felt like only a 4 turn game. I reckon I would have won it if there'd been a turn 7 (read 5) OR better yet if Wazzdakka and co had arrived even one turn earlier. As such I plan to convert a new warbiker, wearing top hat and rabbit ears and carrying a rather large pocket watch, to try to encourage them (from sheer embarrassment) not to do that to me again! :oP

Game Four

The final game of the day drew me against Ken. He had the lead in victory points thus far, though the fact that we were drawn against each other shows we were doing similarly well. It was Dawn of War style deployment (without the night fight) on the most open battlefield in the room. I gulped. I fretted some more as Ken won the roll off, and on turn 1 set up a massive firing line to deal with me. I decided my best option was to try to use the cheap truks as cover for my battlewaggons, and do a refused flank to minimise the amount of shots he could throw at me. At first I didn't think it was working too well as Ken built up several points of a lead in this kill point mission. Then the boyz broke against his lines, and I surged into a few points lead of my own. Disciplined fire pulled it back level, and then we tentatively edged forward from then on, to get a 10-9 finish... in MY favour! Admittedly, if one of those penetrating hits on my battle wagons had rolled a 3 or better it may have been different... 3 times Ken rolled a 1 for that critical roll. And I have to admit my lootas did stupendously this mission, kicking out an insane amount of shots (clearly they had all the ammo for the last mission to use up as well!) It was a very close game, and I just about edged it. We were running out of time at the end so declared the game at turn 6 instead of rolling for it, but by that point both armies were battered and bruised. He could have turned round and shot at my burnas and tried to even the score (though I'd have gone to ground and rolled 3+ cover for all I was worth) but then my lootas would have picked off the last fire warrior of one squad to take the lead again. The remnants of the two armies were mostly seperated by a vast killing field, and there were very few victory points between us either.
Result - Win.


The Bracknell Forest Gamers website hasn't been updated yet, so I can't give accurate scores for everything. I know it was an eldar player that got second (the one that beat me!) and will update in the comments once I know the rest. But I was very pleased to get 7th overall. Ken had a respectable 11th (top half of the table in first solo tournament, can't complain!) Ken can also brag about being the best Tau player there ;oP though I am curios if I can make the same claim.

I was also pleased to have the second highest VP total on the day. In fact if I won that game I drew (and think a little better luck in reserves or one extra turn would have changed) then those couple extra Tourney Points, combined with my VP, would have seen me ascend to 4th! Lofty heights indeed. :oP I did later realise, if I hadn't failed those two 3++ saves in Wazzdakka, and that game against the Eldar player had gone my way... I'd have been tied with the other two top scorers in place of the Eldar player - and my VP total would have seen me come first! But still, saying that, if I'd won my first two games on the trot I'd have faced different opponents in later rounds, and who knows where fate may have led me. But tantalising to think about nonetheless :o)

Overall, I enjoyed this tournament and while I have my reservations about some of the scenarios (I just wanted to put down the majority of my army and play - having two missions where I couldn't deploy the vast majority of it, and one mission where I could but it was deployed randomly - I think strange deployments are interesting to break things up, but they should be different to the norm, and not the majority of deployments.) I do intend to return for winds of war 11, and Escalation 11 too. As regular readers will well know, I already have some interesting armies planned for both of them (though with my usual thing of going for fluff over effectiveness I've no idea how well I'll do!) :oP

Anyway, with the pressure of Escalation off I now have to sort out what I'm doing for the Hammer N Ales painting competition though I think I may do that one in secret and do the big unveil on judging day. Pictures will eventually follow :oP

In the meantime, I'm sure I'll come up with something to write about on this thing :oP

Tuesday, 5 October 2010

Santa Ork Is Coming To Waaaagh

Something for the Escalation tournament I'm going to in a couple weeks. I plan to use it as an objective marker, though may use it as a regular warboss in future games. Hell, if the stores all have their christmas stuff out already, no one can complain about me jumping on the band wagon...

Get your choppas out
Reload your gun
Give a grot a clout
We're gonna have us some fun
Santa Ork is coming to Waagh

He's making a list
And checking it twice
The boyz want some truks
And some burnas would be nice
Santa Ork is coming to Waagh

He sees you when you're sleeping
He knows when you're awake
Cos he's peering through your window
So stop before you go blind mate

O! Get your choppas out
Reload your gun
Give a grot a clout
We're gonna have us some fun
Santa Ork is coming to Waagh
Santa Ork is coming to Waaaaaaagh!

Saturday, 2 October 2010

How to Counter Teclis...

At our local gaming club we've been playing quite a lot of Fantasy lately, what with 8th ed coming out. One player has been having a run of success with his High Elves (not to mention a few jealous glances at the shiny new models he has to play with) and has been showing just how powerful a choice Teclis is now. He still get's his irresistable force trick, can ignore the first miscast, and is quite frankly a magical powerhouse. So it came to my turn to take him on...

Now I used to play a guy who used Teclis in his Elves (though he has since sold the army and moved on to Lizardmen) and I found the way I killed him most often was to hit him in the face with a cannonball. The first time it was a complete accident - I was aiming at a dragon, overshot and by fluke he failed his "look out sir" roll and died. That inspired me. Henceforth I just kept chucking cannon shots at him, reasoning that he had to fail his "look out sir" roll sooner or later. I used the same tactic for other characters I didn't want causing problems in my Empire lines (Skulltaker for instance)

So it comes to our game. I'd drawn up a gunline list to test out a few shooting principles with a mind to drawing up a list for a tournament a few weeks from now. I took Balthasar Gelt in this list - I'd not used metal magics yet, and while I didn't expect the wounding against armour save to be much good against lightly armoured elves I thought the other spells could yet prove handy. By taking several small units of missile troops rather than the hordes my opponent has been more regularly facing, the big spell Dwellers Below lacked the devastating effect it might normally have. But to be on the safe side I didn't let him get too many magic phases in. My opponent had manouvered his unit out of LOS of the first cannon, and the second cannon fell short... luckily this gunline list had three cannons, and the third shot nailed him! His comrades, if they saw his impending doom, didn't feel inclined to save him. Maybe he'd been bragging too much about how he'd won every game pretty much single handed up to that point and they'd had enough. Either way, Teclis was paste. From that point, I had absolute magical dominance, and wiped out half his largest unit by turning them into gold (taking his Battle Standard Bearer with it!) It didn't help his cause that of his remaining 4 units (all needing panic checks) three of them failed! My opponent conceded as we were starting the third turn - he'd lost half his army while I'd lost barely anything. I don't normally like such one sided games, but it's always fun to kill Teclis! It was also good to get one over one of the expected strong challengers in the upcoming tournament.

Of course, sods law when it comes to the actual tournament my cannon crew won't be able to hit a barn from inside it, though I have joked in the past about modeling a sniper sight onto my cannon barrels. Perhaps I should do this in time for the tournament, to try to inspire my troops.

In the meantime, I will admit "shoot him with a cannon and hope he rolls a 1" is fairly limited advice for dealing with Teclis, but in every game I've ever played against him, I can't recall killing him any other way. On the flip side, I seem to recall achieving it a disproportionate number of times... to the extent that we swear he's hard of hearing.

"Look out sir!"

"Huh?" SPLAT

For those who were hoping for some more tactical insights, an ogre player I know has a trinket that makes Teclis miscast more and roll on the ogre table (though he still ignores the first one) whilst the lizardman player has the ability to pass his own miscast on to someone else (and Teclis CAN'T ignore that one!) I think Feedback scroll isn't the best way (how often do you get the chance to dispell a Teclis spell, he IFs nearly everything) and of course if you could get the Ring of Hotek close enough that may cause a few problems. But beyond that, I'll keep to my guns ;oP

Sunday, 26 September 2010

Boombunnies of Khorne

A few of you will have seen this scenario already, but got into a conversation with another blogger about squig based scenarios and so am posting this for his benefit. It's a scenario I came up with a little while ago hoping to do an Easter weekend apocalypse game, but in the end I couldn't organise the game in time, so it went on the back burner (maybe next year :oP)

Anyway, to the scenario...

Apoc Scenario: Warp Rift Rabbits


War is raging on a world. The armies mass for titanic battles. The rage and hatred finds a weak spot, and tears a small hole in the fabric of reality through to a dimension of pure rage. A dimension of violence and hatred. A dimension, of the most vicious ill tempered rodents you ever heard of...

Battle is joined for the fate of the planet. But a deadly foe divides the forces. Can the armies control the warp rift and deny their enemies an exotic is somewhat risky biological weapon? Or will yet another land become overrun with...BOOMBUNNIES OF KHORNE!

Basic Rules

Apoc mission with some fifth edition modifications.

Use standard rules for which units count as scoring. Only units above half strength will count unless a strategic asset dictates otherwise.

Standard bidding procedure, however the losing side WILL have the opportunity to sieze the

Deployment will be standard apoc. The warp rift will be in the direct centre of the battlefield, and
will count as both neutral objectives. As such it is a vital objective (worth 2) and cannot be corrupted and despoiled.

Any psyker within 6” of the warp rift gains +3str to any str based psychic power, up to a maximum of 10. However, ANY roll of a double will trigger a perils of the warp attack. Any item that lets a psyker roll additional dice and discard/reroll can be used to avoid this fate.

At the start of the game there will be d6 Boombunnies deployed from the warp rift. An additional d3 Boombunnies will appear every player turn. The details for Boombunnies are given below.

Standard apoc scenario for game length, though estimate 4 turns per side.

Boombunnies of Khorne – cos even blood gods have a sense of humour.

Aeons ago a verdant world was full of happy smiling woodland creatures. It was like something from a disney movie, without the vomit inducing songs. One species rose to dominance at the expense of the others. The planet was overrun with a subspecies of rabbit. Of course, no sentient species lived there, so no one cared. Then the eye of terror erupted into existence, and swallowed the world.

Tzeentch looked upon the world, and decided he couldn’t make the creatures look any more
ridiculous than they already do. Coming from a god whose greater daemon tends to look like big bird, that’s saying something...

Slaneesh looked at the world, and decided that the idea of linking sex to rabbits was a bit of a

Nurgle looked upon the world, and saw much that he could corrupt among those white cotton clouds and white cotton tails...

Unfortunately he was beaten to it by Khorne, who didn’t go in for all this looking and thinking
malarkey... not when you could hurl yourself into battle with an axe in each hand and a bloodthirsty scream on your lips.

After the first couple of hours and million or so dead rabbits, Khorne paused. There were no worthy adversaries here. The creatures had very little blood to spill, and the fur soaked most of it up. They could also breed quicker than he could kill them. He’d be here for an eternity. Khrone then had an idea. It is believed it was his second. Ever. He took the harmless, timid, easily confused creatures, and imparted some of his rage to them. They were now occassionally timid, certainly easily confused and startled, but also extremely angry! Khorne gazed across the fields of his influence, as the little blighters got so irritated with each other, they fought, and would get so enraged they would swell up with sheer fury and pop. Khorne found this hilarious, and watched for quite a spell.

Boombunnies of Khorne – special rules

_5____0___4___4____1___9___D6__10___4+ inv

Boombunnies are Monstrous Creatures and are Fearless.

Every turn each Boombunny moves 2D6” in a random direction. Any unit it makes contact with it counts as having charged. This also applies to any unit contacted by an irritated boombunny reaction roll.

The soldiers quickly learned that these rabbits are not to be trifled with. When ordered to engage the creatures, unless the soldiers feel they are in iminent danger anyway, will tend to make only enough of an attempt to keep their superiors happy, whilst hoping not to attract the attention of the beast itself.

When shot from more than 12” away the creatures inv save becomes 2+ to reflect the fact that the soldiers are aiming in it’s general direction but actually hoping to miss.

The creature responds to loud noises, and can be unpredictable. Their reactions vary from trying to hide, or flee, to charging headlong at it’s percieved aggressors, right up to the extreme reaction of being so enraged as to physically explode!

Whenever a loud noise occurs within 12” the beast will react in an unpredictable manner. Loud
noise could be a unit opening fire or a vehicle driving past. If a beast wanders within range of a
vehicle, assume the engine is idling, and it will only attract the creatures attention if it moves or
fires. Weapons with the sniper rule do not attract the beasts attention, as they are presumed to be silenced.

Resolve the movement, or shooting, before making the beast reaction roll. If the beast has to make a save, add +1 to the result. If it has been wounded by a psychic attack, add an additional +1 to the result. (The khornate hatred of magics!) Assuming the beast hasn’t been killed in the attack, roll on the beast reaction table below.

2D6 - Reaction
2/3 - Cower. Digs down for a 2+ cover save.
4/5 - Panic. Runs 2D6 in a random direction.
6/8 - Charge. Charge 12” at source of irritation.
9 - Poof. Small blast centred on bunny. Str D
10 - Pop. Large blast centred on bunny. Str D
11 - Bang. 7” blast centred on bunny. Str D
12 - Boom. 10” blast centred on bunny. Str D

In death, the bunny is still a threat. Often the rage explodes from the bunny. If not that, the smell of the carcass is unbearable. Furthermore, they sometimes head back to the big bunny field in the warp... and that is not a place a mortal would wish to follow them to.

If a boombunny is killed, whether in combat or from shooting, roll on the following table and apply the result.

1 - The Boombunny goes back to boombunny heaven. Place a vortex grenade template where the bunny died. This follows the rules for vortexes from the next player turn.
2 - The bunny deflates, and releases a god-awful smell. Any unit in base contact must immediately retreat as if they’d failed a morale test, even if Fearless. The unit regroups automatically once the fallback move is complete.
3 - Apply the Poof result from the irritated bunny reaction table.
4 - Apply the Pop result from the irritated bunny reaction table.
5 - Apply the Bang result from the irritated bunny reaction table.
6 - Apply the Boom result from the irritated bunny reaction table.

Many forces have an interest in this world. Some for the side of good, some for disorder, whilst
others... well you never can tell can you?

Armies will be put on certain teams, and depending on how many players we get for each side,
the “neutrals” can be assigned to a team.

Forces of Good
Space Marines (and all variant chapters)
Imperial Guard


Forces of Disorder
Chaos Space Marine
Chaos Daemons
Dark Eldar*

*These armies will not be on the same side... if there is a dark eldar player then the eldar will help the imperium. If there isn’t a dark eldar player, the Eldar will aid whichever side happens to work out best in the long run for the Eldar...

Thursday, 23 September 2010

That Belated Tutorial - Halo Ghost

Ok, so I know I promised a soon to follow tutorial to make this a couple weeks back, but my 9yr old brother in law came to stay for the week, and he was a lot harder to deal with than I anticipated. Anyway, today he is gone, so today I bring you that much belated tutorial.

First off, preparation. For this model you will need one Tau Piranha and one Space Marine Bike. I also used an Imperial Guard Heavy Bolter, and a couple of IG Sentinal Missile Launchers. Neither of these are necessary, you can use the weapons provided by the piranha quite well, I just wanted different weapon systems for the build I'm doing.

Of course, you won't need all the bitz from the bike and Piranha, just the bitz shown below.

A few of these bits had to be trimmed/filed down some. The space marine legs had to be shaved back to be level with the knee (use the piranha body as a guide to how narrow they need to be) which looks a little odd but will be hidden by the model. I trim the parts off the bike designed to hold wheels (for obvious reasons) and I adapted the guns to hold the heavy bolter. I also have some magnets I got from ebay that I will use to make my missile launchers removable - again, this bit is entirely optional. I then proceeded to glue any obvious halves together (bike, space marine body, missile launchers...) I also shaved the tau iconography off the shoulder pads, and trimmed the marine backpack mounting from the marine rear body. The results are below.

I plan to glue the drones in place as part of the chassis, so was able to use them as my missile launcher mounts. With this in mind, I glued magnets in the hole normally reserved for the flying base.

With preparation complete, it was on to assembly. To start, I glued the sides and back piece to the piranha body.

Next came the tricky stage. I put the legs in from underneath, then hooked the saddle under them while bringing the bike in from above. I then put glue on the piranha floor piece, and brought it up from beneath. A little glue dribbled down the inside of the body where the legs are flush against it will hold your man in place quite well. I then glued the body and arms in place before the glue was dry on the legs, in case I needed to reposition them slightly. This is the tricky bit with any biker though, not just this project! :oP

I then took one of the heads bought especially for this project, from pig iron productions. This doesn't fit perfectly in the space marine collar, so a small dab of green stuff needs to go in for this to sit in. I then tidy the green stuff around the edges.

I added the Tau backpack and shoulder pads to the marine body. I plan to do the same thing for the rest of the marines (spartans) in this project :o)

I then secured my gun in place in it's mounting. I then dry fit the wings, as I would have to trim these just a little to get round the gun mounting. In the second image below, the wing on the right has already been trimmed - not much needs be removed.

Next I glued the drones in place as missile launcher holders. Finally, I cut some plasticard to fill the back of the cockpit (where the second Tau would normally sit) You'll need to put a piece in the top and on the rear. I recommend doing the top first, as this lets you poke a file in the rear to help you get the positioning right (a mistake I made with the prototype, but managed to salvage well enough!)

The other mistake I made with the prototype was to glue the flying base stand piece to the ghost... BEFORE I undercoated it. So one of my ghosts will have a black tipped stand, but the other I will definitely do clear. Here's a final few shots of the model.

Tuesday, 14 September 2010

Winds of War - Land Speeder

Next year ken and I are attending Winds of War at Bracknell Forest Gamers. We plan to do a Halo theme, and this is the first model produced - one Ghost shaped Land Speeder. It's armed with Heavy Bolter, and while they aren't necessary for the tournament I also magnetised a pair of missile launchers.

I still have to make another one of these, and for that I will take step by step pictures and write up a tutorial, both for ken to follow and any other interested parties. More on this project to follow...

Sunday, 12 September 2010

Escalation Update

These little beautys are actually for escalation next year, but converted them today so thought i'd show them off. Got one more to convert, i'll do it tomorrow. As for this years escalation, i've painted the squad of boyz I needed, but as i've put plenty of ork pics up before I thought i'd put these up instead.

Monday, 6 September 2010

Escalation 2010

So, Ken twisted my arm a little and we now have tickets for Escalation 2010, an event held by Bracknell Forest Gamers My plan had been to do a guard army for this, though with getting married and moving house and what have you, there is no way I can complete this army in time. So, that's on the project board for next year - in the meantime I'm gonna take my Tale of Four Gamers Ork army for this year.

I'll be using mostly what I've already painted. I need to paint up a few more boyz, a few deffkoptas, and I WANT to paint up some different objectives for an amusing little theme for them, but more on that when I have some models to show. In the meantime, to the list!

Round 1
20 Boyz inc Nob with Power Klaw and Bosspole – 160
10 Lootas (1 Mek) – 150
10 Burnas – 150
10 Gretchin 1 Runtherd – 40

Some good firepower, a couple of scoring units, and burnas to draw my opponents attention from said scoring units.

Round 2

Wazzdakka Gutsmek – 180
10 Boyz inc Nob with Power Klaw and Bosspole – 100
Dedicated transport – Truk red paint, ram, boarding plank and armour plates – 60
10 Boyz inc Nob with Power Klaw and Bosspole – 100
Dedicated transport – Truk red paint, ram, boarding plank and armour plates – 60

Some mobility to the list along with a couple more scoring units. I tend to take mobs of 12 in truks but with trying to get exactly 500 points a time 12 boyz at 6 points each just provides a real headache! Wazzdakka will turbo boost around tank hunting for me, hoping his 3++ save and T6 will keep him safe.

Round 3

11 Warbikers inc Nob with Power Klaw and Bosspole – 315
Looted Wagon, ard case, red paint, grots, stikbombs and big shoota – 65
Battlewagon, ram, red paint, grots, stikbombs, 2 big shootas – 120

In round 3 Wazzdakkas mates turn up to give me a highly mobile and tough scoring unit. The looted Wagon can potentially take a unit where they need to be or hold aunit with slightly better protection on a home objective. And the battlewagon lets the boyz from round 1 finally mount up!

Round 4

20 Boyz inc Nob with Power Klaw and Bosspole – 160
Battlewagon, deffrolla, red paint, grots, stikbombs, 2 big shootas – 135
4 Deffkoptas, 4 twin linked rokkit launchas, 1 buzzsaw – 205

And finally in round 4 some more boyz come rolling in with their own wagon, and some deffoptas round out the points.

Anyway, that's my army. With less than 6 weeks to paint 12 boyz, 3 deffkoptas and a couple objectives, I should be able to manage it. Provided I don't get distracted by something shiny... like the stuff Ken and I are working on for Winds of War 11, also at BFG... I'd better not tell you about that yet, otherwise I'll end up working on that project instead! :oP

Wednesday, 1 September 2010

Murphys Law

Attended the club on Monday night, facing Nige with 2500 of Ogres against my Empire forces. Technically I won the first game - the roll of mission gave us the army breaking point one. For a game of this size your breaking point is three, your fortitude is two for the general plus one for every standard. If fortitude reaches breaking point you lose. Due to poor army design on Niges part, his fortitude at deployment was three... so, I won! :oP

I magnaminously challenged Nige to a rematch, and we rolled for the mission again. This time we rolled Dawn Attack. This is where you roll off for where the units from your army show up. I deployed first. I ended up with both cannons on my right flank (with a decent cross field shot) protected by a unit of swords with detachment of handgunners. I had my general, BSB and big unit of spears over on the left flank (typical) along with the other unit/det of swords/handgunners. The flagellents took the centre, and the two mortars and two hellblasters also took the centre. I had two Shadow wizards offering augment/hex support.

Nige ended up with his hobgoblins on his right, both units of leadbelchers on his left, and everything else coming straight down the middle.

Murphys Law - anything that can go wrong, will. This is pretty much what happened from turn two onwards.

I let my flagellents charge his massive unit of ogres (18 or so strong) knowing they would die, but hoping to take plenty down with me. I had my shadow wizards poised to (potentially) reduce his toughness by D3, reduce his strength by D3, or let my flaggellents use their LD for str (10) All I needed was say 5 or 6 power dice to get one of these spells off for sure. Not too much to ask for surely? Seems it was. I rolled 3 on the winds of magic. My wizards channelled nothing (depsite using four on the Arcane Ruins) I even used my power stone, and still couldn't get a spell off. The flaggellents were without support when they needed it most. Still, if they could make the 3+ required to get rerolls to wound it might still work out. Nope. Got a 1. So they have hatred... which they have anyway. Oh dear.

In return, Nige tried a spell that inflicted 2D6 str 2 hits (no armour save) on my swordsmen. I let this pass through. He rolled 8 hits. Needed 5s to wound, he'd get a couple I thought. 7 wounds later, we have a failed panic check, and the swordsmen run... taking both cannon crews with them! The leadbelchers merely rubbed salt in the wound, eliminating my right flank by turn 2.

My swordsmen on the left flank did manage to chase the hobgoblins away, and reform themselves ready to charge the flank of the Ogre unit. They then failed their charge from 8 inches away. Thus the ogre unit charged my spears. This is where I started to bull it back. Niges general issued a challenge. My general accepted. Thanks to the potion of swiftness he was I7. No vhs for me this time (that was on a random wizard) this time my general had the mace of Helstrum - allowing him to sacrifice his normal attacks and make a single S10 D6Wounds attack. Thank heavens the warrior preists get a reroll to hit - the ogre general was smashed to pieces. The ogres won this fight (by 1) but thanks to the BSB the unit stuck around. The next round the shadow wizard finally got the spells off to reduce the S and T of the ogre bulls, allowing the spearmen and late arriving swordsmen to beat the ogres in combat and chase them off in the final turn of the game. With the unit fleeing and counting as destroyed, there was a mere 25 point difference in victory points. A draw.

Overall, with how disasterous this game was (summed up best by my ten handgunners, needing 4s to hit, rolling 4 ones, 5 twos and a three) I am more than satisfied with a draw. I wouldn't change the list all that much to be honest, as it is a fairly decent balanced list. With a bit better luck from the winds of magic, I would have done better. I quite like using Shadow, as with the augments and hexes it is a good balanced lore (heavens being better against flying things, light against evil things, metal against armoured foes - Shadow doesn't really have a favourite opponent)

We'll see how next week goes.

Monday, 23 August 2010

Marbo...? polo!

Played a couple of away games this weekend, on a visit to my friend Ken. Took a list that was designed mainly to play with some newly painted sentinals. It had 9 scout sentinals, and a catachan flavoured list led by Straken. 4 squads vets in chimeras (2 squads melta, 2 plasma) a couple squads penal legion, and two 2 tank batteries of hydras. And of course, Marbo.

My opponent had a Farsight build Tau army. Lot's of suits, 3 squads of fire warriors, a broadside battery 2 devilfish and a hammerhead.

The first game was one objective each, spearhead deployment. This game went very well. Marbo devastated the broadsides with a well placed demolition charge. He then ducked to avoid the survivors instant killing fire. He was then assaulted by the broadside, knocking down the protecting dinner plates and chasing the broadside down. He made a thorough nuisance of himself! Meanwhile one penal legion squad held my objective, despite a late attempt to wrest control from me. By the end of turn 7, there were 2 weaponless immobilised devilfish, and one fire warrior squad hiding in a building. A solid win.

The second game had three objectives, dawn of war deployment. Having seen how much of my force could outflank my opponent castled up in the centre of his lines. He had the first turn and swiftly withdrew his forces back to his own area. I attacked along a refused flank, though with a bulk of chimeras and hydras in the middle as a firebase. This game the Tau had far more success in taking out my forces, my flanking attempts doing minimal damage before being swiftly dealt with. My opponent did do a fatal error though. He pulled his forces off the objective in his deployment zone (fearing the heavy flamer armed sentinal would get too close. He loaded them in a devilfish for more mobility, but a couple of rounds of shooting from a hydra kept stunning the tank, preventing it from moving. With a veteran squad holding my home objective I was in the lead, with several squads bearing down on the centre objective. The game ended on turn 5 with a 1-0 win for me, though I think on turn 6 I could have got rid of the immobilised and stripped hammerhead that was contesting the central objective. I think Ken would have needed a turn 7 to try to force the draw, despite finishing the game with far more intact forces.

All in all a couple of good wins, and good to be back with the guard after Waaaghing for so long!

Thursday, 12 August 2010

FIRE! I bid you to burn...

This is Arthur Brown. He lives in a crazy world. He's my freshly painted Empire Fire wizard.

Tuesday, 10 August 2010

Productive Weekend...

So, for those who may have noticed my painting points tally shooting up these past couple of days, I had a long weekend at work... and one of the benefits of my job is that while shift means I lose half my weekends, on the weekends I am in work, it's quiet enough for me to get some painting done in the idle hours between calls. Here is what I have managed to get painted over the last few days.

Above we have a Karl Franz on foot conversion I made a little while back, finally painted. I did him in his own cities colours, and while that will make him stand out like a sore thumb among my Hochland force, I think I'll only be bringing him out in the really big games anyway (now that we're back to percentages on characters)

Here I have a wizard of the Amethyst order. I'm really liking the Lores of Death and Shadow at the moment. It does help that I seem to be playing Lizards and Ogres, and these two lores punish low Initiative. If everyone starts playing Chaos Knights then Balthasar Gelt will look a lot more appealing! I need to get a shadow wizard, but for the Lore of Death I am very happy with this guy.

Some very simple old models, finally with a bit of paint on them. I got these about ten years ago now, so will admit to not putting much effort in, as to be honest I hate the models now. But they will make up numbers in my army, and regiments aren't cheap. So I'll give them some colour instead of grey plastic and learn to live with them a bit longer.

Here I have some of those crazed idiots, the flagellents. This is the first batch of ten, I'm halfway through the second batch, with a third to follow! But I do love these guys in game so it's about time I got them painted. I like the model too, though am deliberately giving them a grubby look (when the world is ending personal hygiene seems to go out of the window - ask any teenager! :oP

And finally, I finally got this little mob below done. Getting through all those parts of the Ork army I rarely use, may have a fully painted army one of these days. Only a looted vehicle, 10 Stormboyz, 20 Boyz, a skullhammer and about 30 deffkoptas to go now... :oS

Wednesday, 4 August 2010

Do You Know What Nemesis Means?

A righteous case of retribution, personified by an appropriate agent. In this case manifesting itself, as an orrible **** - ME!

Snatch quote aside, the book is a really good read, and another fantastic addition to the Horus Heresy series of novels. Like a couple of others (Mechanicum springs to mind) this book focuses less on the legions, and far more on the humans of the Imperium. Admittedly, assassins are quite extraordinary humans, but they are human nonetheless. This book gives the assassins a human side I'd never before considered - though this of course is in varying degrees - the Culexus doesn't come across as all that human, and has an autistic quality to their character. But given the background, this does make sense.

Obviously this book has the major drawback that it shares with the whole heresy series - we know who the bad guys are. We know which legions fall, we know who wins. We also know that, whatever happens, the assassins will fail to complete their mission of killing Horus. But like most Heresy novels it brushes this aside. We know the Alpha Legion fall - Legion told us how and was a fascinating book. In this, we know they do not suceed - but it is still an excellent story that had me gripped to the end.

Spoiler Alert

Speaking of the end, and please do not read any further if you have not yet read the book... or if you do so then don't blame me, I've given plenty warning! :oP

Anyway, at the end it was implied that Horus had been tipped off that the team was out to get him, and thus sent someone else to take his place. But who tipped him off? Not many people knew about the team. Is there a traitor among the leaders of the assassins? Personally I think not. My own opinion (and if you're going to disagree in the comments, please give the same spoiler warnings I have given here so people who skip this paragraph don't accidentally get the story from your riposte) is that the "traitor" if you will is none other than Rogal Dorn. He seemed so appalled by the idea of sneaky war, that while I do not think he would ever betray the Emperor or the Imperium, he may have tipped his brother off about the assassination attempt. Why, you ask? Partly because he thinks assassination is a dishonest way of making war. Mainly I think because he thinks Horus predictable and a preferable adversary to whoever would take the reigns of the crusade following his death. And possibly, despite it all, he wouldn't want to see one of his brothers meet such an ignoble end.

Anyway, those are my thoughts. All in all, an excellent book. I am eagerly awaiting the next installment of the Horus Heresy series.

Saturday, 31 July 2010

Quiet Day At The Office

I do enjoy those quiet saturdays at work where I manage to get some painting done... In todays case these beauties! Ironically my colleague whiled away the hours playing dawn of war on his laptop. He has no interest in the hobby, but does appreciate a good game.

Wednesday, 28 July 2010

Lego moves with the times

The policeman used to be helpful. Sometimes drove a rescue vehicle. Sometimes had a criminal in a cell. Nowadays? Some git with a speed camera!

Shh... sneaky sneaky...

Ok, slightly delayed by a PC failure, but here are my finished Kommandos. I did 18 in all to allow some variety, including two Burnas, two Rokkit Launchas, and a power Klaw Nob and a Snikrot conversion. This gives me two choice of squad leader and some flexibility in the special weapons I take. I like the effect the lichen has on them, but I have to admit it's proving unreliable at staying where I want it! These models will definitely need to be handled with care!

Monday, 26 July 2010


Cute. But destructive :-S

Sunday, 25 July 2010

My kingdom for a horse!

Well, actually, for a tub of PVA glue. Had finished my unit of ork commandos, varnished them - now just the basing and other scenic touches to finish them off before I go to work, so they'll be dry for photos when I get home tomorrow. What's this, no PVA? What else, the shops here don't have any and I haven't got time to go to one of the shops that would sell it, cos I have to leave in less than an hour. Doh!

In the meantime, here's one of my sneaky commandos who fills his base to the extent that I don't need to put any scenic touches on him. He'll have to whet your appetite for now...

Wednesday, 21 July 2010


Rolling out of bugrits workshop, a patched together vehicle from the salvage leftover after the apocalyptic ending to the tofg campaign.