Friday, April 10, 2009

It's Not Easy Bein' Green...

I was able to get a game in against Rob's Mechanized Eldar earlier today - well most of a game - we called it early due to prevalence of funnel clouds amongst other things.

My list:

HQ:
-Big Mek(Burna,KFF)
-Warboss(Kombi-Skorcha,Powerklaw,Attack Squig,Heavy Armor, Cybork)

Troops:
-19 Slugga Boys (Nob:HA/BP/PK) X2

-30 Shoota Boys (Nob:BP/PK)

-12 Slugga Boys (Trukk, Nob: BP/PK/HA)X2

-19 Grots

Elites:
-10 Lootas x3

Heavy Support:
-Battlewagon (2 Big Shootas, Ram) X2

His list included the Seer Council of DOOM, several wave serpents, a couple falcons, a fire prism, Dire Avengers in the Serpent, and some small units of Fire Dragons (though I never actually saw them as they stayed tucked away in their transports)

We rolled up Capture and Control with Spearhead deployment, Rob got the first turn, and I failed to seize the initiative.

My two wagons (loaded with slugga boys, one with the Warboss, and the other with the Mek) were deployed in the front, trusting the durability of AV 14 with a 4+ cover save, and giving cover to the lootas behind them. The two trukks deployed around the wagons, within 6" to take advantage of the 4+ cover of the KFF. The lootas were deployed in an effort to get the best possible firing arcs while keeping cover, one in the back of the board behind the wagons, the other two of the flanks. My big mob of shootas stays in reserve for lack of space, and the hope to come from the table edge and get some juicy falcon-flank.

Turn 1 Highlights:

Grav-tanks hover about a bit then the shooting begins.
A twin-linked brightlance goes into the Big Mek's Wagon.
*BOOM* HEADSHOT!
It penetrates, I roll a one for my cover save, it wrecks.

Another brightlance hits the Warboss's wagon.
*BOOM* HEADSHOT!
It penetrates, I roll a two for my cover save, it explodes violently.

Trukk number 1 is similarly maimed: I roll a 3 for my cover save, and a 1 for my ramshackle roll.

Trukk number 2 is mercifully spared, merely getting a stunned result.

....Not auspicious....

Bottom of Turn 1:

Now the fun begins! The lootas are ready to unleash hell upon those damn girly-dress wearin' space elves and their funky flying tank-skimmer things.

Loota unit number one scores two penetrating hits and two glances against a wave serpent, and.....gets two shaken results and two stunned results.

It doesn't get any better after that....the two other units of lootas yield similar results, and come the end of the turn the eldar force is unscathed - other than a couple of shaken/stunned grav-tanks.

Other game highlights include:
The warboss burning a tightly knit group of dire avengers with his kombi-skorcha, scoring seven hits, he needed anything but ones to kill, and of course - I rolled four ones. (!!!)

I ended up conceding the game after that. The weather was getting pretty horrid with talk of tornadoes and such anyways, so it was probably for the best.

Otherwise it would have technically ended as a tactical draw since neither of us were anywhere near the opposing objective, but I was maimed pretty thoroughly in terms of kill points and victory points.

All things considered it was a good game.

The dice can't always been on your side I suppose.

Wednesday, April 8, 2009

Tuesday, April 7, 2009

Renegade Guard Progress Report

With the new Guard codex getting closer by the second I've been working feverishly on my Renegade Guard army. I've recently acquired several Leman Russes on the cheap through E-Bay and some local trades, and have actually about finished two of them. My first basilisk is done as well, but alas my camera's batteries are dead - so that will have to come later.

Now I just have to finish the other two Russes, the demolisher, three more chimeras, the hellhound, twelve or so heavy weapon teams, and eighty or so guardsmen.

And of course the two or three Valkyries which will be in my possession come May...

Hooray for progress!

I also have to get around to converting a bunch of sanctioned psykers, as it looks like they will actually be viable this time around. I think I'm going to use the Empire Flagellant bodies from the WHFB range, with some Catachan arms for the Laspistol + CCW, and the helmetless CSM heads. I already have two or three that I put together intending to use as Stormtroopers/Vets - but I think they'll be more appropriate as psykers.

On to the pictures:



Sunday, April 5, 2009

"Dark Heresy: Creatures Anathema" Thoughts

I received my copy of Dark Heresy: Creatures Anathema in the mail yesterday, and finally got around to looking through it earlier today.

(Note: I ordered the core rulebook at the same time, but have not received it yet, so I am hindered some what by my lack of knowledge on the actual rules.)

For those who aren't familiar with it, Dark Heresy is a tabletop role-playing game set in the dark universe of Warhammer 40,000. Creatures Anathema does for Dark Heresy what the assorted "Monstrous Manuals" did for Dungeons and Dragons, it provides Game Masters and players with the means to incorporate new creatures, villians, xenos, and all manner of other varmints into their adventures. This volume includes information on mutations, "forbidden science," death worlds, vermin, xenos (including assorted orks, tyranids, and eldar among others), and the minions of chaos.

Let me start by saying: this book is beautiful. Fantasy Flight has done an amazing job on this and the other Dark Heresy books I've had the chance to flip through.
Are you taking notes Games Workshop? This is what your codices should look like.

The layout of the book is fantastic. The artwork is spectacular. The fluff is detailed and interesting (especially the "handwritten" journal of Inquisitor Felroth Gelt scattered throughout.) And the included "Adventure Seeds," could prove exceedingly useful for GMs looking for a bit of inspiration.

My only real gripe about the book so far is that it seems that while the quality of Fantasy Flight's publication is vastly superior to Games Workshop, they could use some help with their copy-editing. Now, I haven't actually looked through the book in detail yet, so perhaps the work as a whole is not so bad. However, I am likely biased due to the fact that the very first time I opened the book (to a random page) my delicate sensibilities were assailed by the phrase:

"...these weapons is not Unreliable in the hands of an Ork."


Fortunately, that foible is minor compared to the book's strengths. The only real drawback with this and the other Dark Heresy books is the price tag. They are great books, and Fantasy Flight knows it - but they're not too hard to find at a discount (Hint: AMAZON.)

Saturday, April 4, 2009

I Can Has Blog?

Okay, so - the primary focus of this blog is going to be Warhammer 40,000 so why not jump right in?

Right now I'm playing Orks, the one army that I own that is "finished." Well - sort of.
As finished as an Ork army can be I suppose. Here's my most recent list, a slight variant on the "Battlewagon Brigade" theme:

HQ:

Warboss (Kombi-Skorcha/Powerklaw/Heavy Armor/Attack Squig/Cybork)
Total: 120 pts

Big Mek (Kustom Force Field,Heavy Armor,Burna)
Total: 110 pts

TROOPS

12 Slugga Boyz
Nob(PK/BP/HA)
+Trukk(Ram)
Total: 157

12 Slugga Boyz
Nob(PK/BP/HA)
+Trukk(Ram)
Total: 157

19 Slugga Boys
Nob(PK/BP/HA)
Total: 159

19 Slugga Boys
Nob(PK/BP/HA)
Total: 159

30 Shoota Boyz(3 Rokkits)
Nob(BP/PK)
Total: 250 pts

19 Grots (Runtherd)
Total: 67 pts


ELITES

15 Lootas –225 pts

15 Lootas – 225 pts


HEAVY SUPPORT

Battlewagon(Red Paint,2 Big Shootas,Ram)
Total: 110 pts

Battlewagon (Red Paint,2 Big Shootas,Ram)
Total: 110 pts

Total: 1,849 points/147 Models/14 Kill points


-Typically, the boss and 19 boys ride in one wagon, and the KFF Mek and the other 19 boys ride in the other.
-The two trukks flank the wagons, taking advantage of the KFF's 4+ cover save.
-The Grots serve as cheap flower-picking objective sitters and a nice wide meat shield for my firebase when needed.
-The lootas....ruin something's day.

I was able to give it a test-run against Rob's mech-eldar this week, with great success. It was really his poor reserve rolls that swung the game though, so I might have to give it another run soon.

Overall though the list seems pretty solid, as it takes advantage of Orks' biggest strengths: loads of dakka and plenty of boys.