Showing posts with label 6th Edition. Show all posts
Showing posts with label 6th Edition. Show all posts

Monday, 17 June 2013

Themed armies.

Warning: This post will meander and may not even come to a conclusion!

I had my first game with the new Eldar codex on Thursday and lost to a Necron list. I can't remember the exact list but it was Imotekh/Immortals/Night Scythes/Annihilator barges. It was a bad mission for me, bad deployment, I went second and I forgot a bunch of things including the fact that War Walkers have a 5+ invulnerable save now!

However, I've rejigged my list since and it's now much tougher. I dropped some stuff that was better in the old codex such as my Wraithlords and Dire Avengers but I've ended up with a much better but incredibly bland list. There is no theme to it, just a bunch of units thrown together.

I play an Alaitoc themed army, so that is the best place to look for inspiration. So what would an Alaitoc army normally consist of?:

Autarch/Avatar/Farseer/Pheonix Lords
Rangers/Pathfinders
Striking Scorpions
War Walkers
Harlequins
Warp Spiders
Jetbikes
Crimson Hunters/Vypers (I think so anyway)

These are all units that infiltrate, outflank, sneak around or use tricks to stay alive. Of course, all Eldar craftworlds have Wave Serpents, Falcons, Guardians and all the other units in the codex too, but that is to fill out not define its personality.


The thing that strikes me is how fragile the troops will be, especially with Heldrakes flying around crisping everything up. So I was thinking I could bring some Wave Serpents to pick up endangered rangers - but they can't have dedicated transports. Guardians can however...but if I take Guardians then I have this irrepressible urge to take the avatar to keep an eye on them.

And Harlequins - now there is a conundrum. They are fairly killy, although which numpty decided veil of tears should be a pyschic power?! Rending/I6/WS5/fusion guns are as good as ever, if a little expensive points wise in comparison to other units now. If I field them I will need something to support them.

I'm going to be bashing together some lists to try some combinations out until I find an army that suits my play style and has a theme I can relate to. Hopefully without losing too often in the process!

Monday, 3 June 2013

Eldar army photos, just because.

I've dug my Eldar out and blown off the cobwebs. I've taken a handful of photos for posterity so they are here. Unfortunately I took absolutely no notice of Andrew's very good article on here about photography, so I apologise now for the poor quality! :-)

It's mainly a Beil-Tan force, you may notice some obvious things missing. No Autarch, Farseers or walkers, that is because I never got round to painting them! No Guardians of any variety. No Falcons/Fire Prisms/Vypers/Night Spinners. Finally, no support batteries, Wraithguard or Harlequins. So plenty of scope to expand it in the next couple of months.

I wanted to post the pictures simply because I was going to sell them but actually I'm really liking how they are painted - they shall be staying!






Friday, 31 May 2013

Oh, beautiful Eldar

To say I'm excited about the new Eldar codex is an understatement. There are two things that attracted me (back) to 40K: Chaos and Eldar. Both have great imagery, although I've always thought that Chaos could be so much more - rather than spiky marines, let's have more like the possessed and Hellbrute models. I want something truly daemonic - not just really-annoyed-with-daddy-marines.

Where was I? Oh yes.

The new Eldar codex is out to buy tomorrow, although of course there has been the usual leaks of models and rules in the last couple of weeks. It seems GW is sticking to their recent policy on codex updates, less new models, more an overhaul to bring them up to 6th edition rules. I'm very happy with this as it should mean all armies are on an equal(ish) footing, not like the insanity with 3rd edition and 5th edition books together.

I think Eldar has perfect aesthetics - they look distinguished, fragile, egotistical, agile and deadly at the same time. Some of the models are a little old now such as Warp Spiders, but they still look good even if the scale is a little off.

I currently have a Biel-Tan inspired army, although I have repainted it in Alaitoc colours and it looks a lot better for it. I dug it out last weekend and although I think the models look good, they're not as good as I can do now. So I've decided to start up a new Eldar army, playing my existing one until it's done.

My existing army is aspect warriors, wave serpents with some wraithlords and rangers. I have no vypers, fire prisms, support weapons, guardians or jetbikes.

I'm thinking one of these might be fun:

1. Saim-hann themed - jetbikes/vypers/fire prisms/possibly a wave serpent or two/wraithfighters/crimson hunters.
2. Static/hammer and anvil - wraithlords/wraithknight/guardians with weapons platforms/support batteries/rangers/dark reapers. Maybe even an Avatar. I could then have a hammer of the new wraith guard backed up with scorpions, walkers and maybe even harlequins.

Whatever I decide to do I want to paint them pink. Not baby pink, more like a fuchsia. I'm thinking Emperor's Children Pink on a Screamer Pink base. Normally green complements pink, but I tried this before and it looked awful, so I reckon some sort of bone colour instead. If this doesn't work I might go more for a scarlet.

Oh, one final thing. The internet is alive with people complaining that the new codex looks uncompetitive or difficult to play. Eldar have ALWAYS been hard to play, it's what makes them such fun, every game feels like a dance - where everything comes together at the end.

Sunday, 14 April 2013

The burning question.

I had a great game against Grazer yesterday at Warhammer World. Dave (Smokey D) was also there having a great time playing  a 200pts Kill Team campaign, but I'm sure he'll want to talk about that himself!

I lost my game, but it was an interesting test of my daemons. This time I played a 80/20 Tzeentch/Khorne list to try some combinations out. I won to go first, so I plonked my army down ready to do fly all the big stuff 24" and everything else between 12"-18". As we had rolled Hammer & Anvil this would have put my right in Grazer's face ready to do some big monstrous creature punching of his tanks.

However, he stole the initiative and so he proceeded to hurl ordnance and a mass of Str 5-7 weaponry at me. I lost a Soul Grinder and took a collection of wounds but most of my big stuff stayed in the air through my 'magic' dice. He had vendettas in reserve which scared me more.

On my turn I got a lot closer to him and fired a reasonable amount of (mostly psychic) shooting at him. I took at least one chimera down, but more importantly I would be within range for next turn. Also, my troops started to deep strike now and were in good positions.

Turn 2 was a turning point for me. Most of Grazer's shooting was ineffective although a couple of my big dudes were down to one wound now. This helped even out the battle somewhat, and over the next few turns I started to work my way through his tanks and infantry. I took his vendettas down on turn 5/6 if I remember right.

I didn't however win though. I grabbed the relic on turn 4, but he hauled up a Chimera and unloaded a squad which overwhelmed the 3 horrors defending. On turn 6 I blasted them off it again, leaving the relic undefended. In fact at the end of turn 6 Grazer had a solitary Storm-Trooper Squat left, I had about 10 troops, some flamers, an immobilised Soul Grinder and a Tzeentch chariot remaining.

But I lost on points in the end, a good game though and I'm really starting to get a handle on my army now.

I discussed with Grazer the possibility of a house rule on my Burning Chariot of Tzeentch. If you search the interwebz, you'll know all about the controversy surrounding the heavy weapons on the rider. It means you can't move and fire. Normally as a fast skimmer it would be able to fire 12" and fire both weapons, but I think the intention is that it can move 12" and fire ONE weapon. Until this is FAQ'ed I'm going to suggest that we play it where it can move 6" and fire ONE weapon or move flat-out and fire none. This seems a reasonable compromise between RAW and RAI.

Other than that, I'm loving Kairos. He (it?!) isn't as powerful as before, but he's a LOT more fun to play!

Friday, 5 April 2013

AoA Khorne List – 1st Play-Test


Grazer offered to give me a game this Thursday and was happy for me to proxy my little heart out to try out a Khorne CSM/Daemons list I’d been thinking about for the Age of Armies project. So, I’ll just dive straight into the list (and the proxies!):

Chaos Space Marines (Primary)

HQ
Chaos Lord (Mark of Khorne, Axe of Blind Fury, Juggernaught) (Carnifex)

TROOP
Khorne Bezerkers (x8 w. Rhino) (Assault Marines & Rhino)
Khorne Bezerkers (x8 w. Rhino) (Assault Marines & Rhino)
Cultists (x15, Sgt w. Shotgun) (Grazer’s own Squats!)

FAST ATTACK
Helldrake (Baleflamer) (Winged Hive Tyrant)
Helldrake (Baleflamer) (Winged Hive Tyrant)
Chaos Spawn (x5, Mark of Khorne) (Raveners)

HEAVY SUPPORT
Maulerfiend (Tervigon)

Chaos Daemons (Ally)

HQ
Bloodthirster (Swarmlord)

TROOP
Bloodletters (x10) (Genestealers)

FAST ATTACK
Flesh Hounds (x8) (Various 40mm Nids)

HEAVY SUPPORT
Soul Grinder (Trygon)

Monday, 1 April 2013

Allies

So, I've been thinking of alterations to my daemons list having suffered a crushing defeat at the hands of Grazer's squats - in fact it was almost exactly like the scene from Enemy at the Gates when the Soviet conscripts run towards the Nazi guns and get mowed down almost to a man.

By the end of turn 1 I'd lost my Lord of Change and most of my screamers. My Daemon Prince had come crashing to the ground but had around half its wounds remaining though. Everything else including my Burning Chariot of Tzeentch was out of range and likely to get blasted to pieces by the massed armour facing them. My soul grinder was a shining beacon of hope due to most of Grazer's weaponry being fairly low strength and it put up a valiant effort but was ultimately fruitless.

Here is my list:

HQ - Lord of Change w/2 x greater rewards
HQ - Tzeentch Daemon Prince w/daemonic flight, Psyker level 2, staff of change, 2 x greater rewards
TR - 16 Horrors
TR - 16 Horrors
EL - 9 Flamers
FA - 3 Screamers
FA - 3 Screamers
HVY - Burning Chariot of Tzeentch
HVY - Soul Grinder

I know what the 'internet' reckons are good and bad units but it's an army that feels cohesive if a little lacking in punch. I've had some thoughts about changes to this:

  1. Run some heralds of Tzeentch, probably on discs (I love the models). These can run with the Horrors of leap forward with the Flamers as required.
  2. Give the Horrors icons and deep strike a good chunk of the army. A little like daemons of old. With almost everything having some shooting ability, it's not a bad strategy.
  3. This was admittedly a 1500 point list and I prefer to play around 1750/1850. At this point I would have another Soul Grinder and some more screamers. This would help.
  4. I've ran pair of Soul Grinders in the past with the S10/AP1 shot. Normally one of them would successfully hit and do some damage against AV11/AV12. With the updated codex this is more viable as it means moving and firing the Harvester Cannon and Warp Gaze. With fleet not being what it once was this isn't a bad idea.
  5. Run a mixed god list. Not very likely...
Allies

Another option is allies. Daemons can ally as follows:
  1. CSM - fluffy and practical. Top choice really. I like the idea of a Tzeentch Sorcerer Lord summoning daemons with cultists playing a large part.
  2. Eldar - now this doesn't make a great deal of sense, BUT I do have around 3K points of Eldar.
  3. IG - Hmm, chaos renegades anyone? I like this one, some nice modelling potential.
  4. Orks - Again, I have a large Ork army. This sort of makes sense, the Orks will ally with anyone if there is potential for krumpin' sum 'eadz.
  5. Tau - Not an obvious combination, but there is some new Tau models out VERY soon. Also a great looking army and big guns will work well with the daemons.
I'm going to try and play Eldar and Orks as allies first and see where it leads me.

Any thoughts?

Saturday, 30 March 2013

Day One Results of the 'Veiled Region' Campaign Weekend

Just a quick update after day one of the campaign weekend... 

Game 1 - 1000pts (minimum 50% flyers):
Lost (twice!) on VP's against pre-heresy World Eaters from the Betrayal book. The list included a Whirlwind, 2 x Lightnings & ten assault Marines. 

Game 2 - 2000pts:
 Win - I claimed two out of three objectives, and managed to table my opponent! I was playing against Chaos Marines with Fabius Bile, terminators in a Land Raider, some possessed Marines, two Hellblade flyers and a Storm Eagle flyer carrying twenty cultists.  

Game 3 - 2000pts: 
Win - ten victory points vs five. This was a kill points mission against a Killa Kan Ork list featuring a lifta-droppa, six Killa Kans, a couple of Deffgun Dredds (I think), a Flak-Trukk, Wazdakka, some bikers and some Trukkin' Boyz. 

So, four games today, two wins and two losses. Let's see how day two goes tomorrow! ' 

Sunday, 24 March 2013

Silver & Gold and Other Army Lists


The 40kUK Podcast are currently instigating a hobby event called “Age of Armies”, you can find out more about it here. But suffice to say it’s an army building challenge requiring you to build and paint a new army over the course of the year with a view to bringing it to a tournament at the end of the year, possibly the Autumn Throne of Skulls.

I’ve always wanted to do one of these events but they’ve always seemed to fall at times that weren’t convenient for one reason or another but this time, I’ve just finished my Tyranids, my Marines are just expanding into 6th edition and my Orks may never surface again ... so I quite fancy doing something new. The premise is that you acquire the equivalent of £50 worth of models for your army each month which is pretty achievable I think but what I really like about this is the intention for everyone involved to attend a tournament together at the end of the challenge. This sounds like a lot of fun.

The big question though, is what army should I do? I’ve been really tempted to do a Chaos Marines (Khorne) Primary with Ork Allies army because I have always loved the Chaos Marines from a fluff perspective and it would give my Orks a focus again. However I pretty much have all the Ork models I’d need painted up so that’s probably a no-go from the point of view of this challenge.

The list I’d considered at 1850pts was:

Tuesday, 11 December 2012

Tweaking the Parasite


After a bit of a fail a couple of weeks ago with a list featuring The Parasite of Mortrex (read about it here), I think it would be a bit hasty to just discard him as my failure was more to do with me than him, or any unit in that army. So lets have a think about what it is I can do with an army featuring the Parasite, how can I build something that I could use successfully around him.

Firstly he needs a retinue, you can't expect a T4, 3+ save unit to just wander across the board into whatever combat it likes. The obvious choice is Gargoyles because they're jump infantry too, I've been using Raveners because I have the models. However, there's no question that Gargoyles are far better value for points both in terms of wounds and offensive capability against stock infantry, and it's against stock infantry that the Parasite should be applied. It's worth noting that the Parasite is something of a bully unit, he's really not that good against anything with a half decent save and his S6 lets him wound most infantry on a 2+, with 5 attacks on the charge you can't rely on rending to win you a fight when charging a unit of terminators, or even regular Marines. His high strength does mean that he's good against vehicles and you might think that Raveners make more sense if that's how you're going to use him, but Gargoyles with Adrenal Glands (I would always give them Toxin Sacs) are still better value.

Right, so you've got the Parasite and a chunky unit of Gargoyles to hide him in, but I don't think this dictates a play-style. It would seem an obvious choice to try and build a list that races across the table to engage the enemy as soon as possible, however I'm really not sure that's going to be particularly effective. I think with the right tactics, the Parasite and his Gargoyles can be an effective distraction/harassment unit with limited support or a counter attacker with next to no support. What I'm going to do instead is build a mid-table gun-line style army which is pretty easy to do with 'nids.

Following this strategy, the next unit I'm going to add is two units but I think they are rather brilliant together; a Tyranid Prime with Lash Whip, Bone Sword and a Deathspitter and two Carnifexes with two Twin-Linked Brain-Leech Devourers. This is one highly durable, devastatingly shooty unit that also packs a mean punch in close combat. So far it has been the stand-out unit in all the 6th Ed games I've played so far and I don't think I'd feel particularly comfortable leaving it out. Besides being able to put a serious hurting on pretty much all infantry, heavy, elite or otherwise, it's also effective against light armoured vehicles and Flyers. I've changed the load-out of the Prime to include a Deathspitter to mean he's got something to add at range and the lash-whip means he can confidently charge into cover with the 'fexes should the need arise. With that in mind, adding frag spines to the Carnifexes may not be a terrible idea, as Necrons are so popular and going first against them, even in cover, is going to be a big advantage!

Shoring up the firepower at mid-range are two units of three Hive Guard. There's not a lot to say about these guys that has not been said already. T6 with two wounds gives them the durability factor and a gun with two S8 shots each that ignore cover (most of the time) gives them some undeniable firepower. In my previous list I ran two units of two Zoanthropes, there were to act as unit support to buff key bugs with Endurance or to debuff enemy units with Enfeeble. Lets just say that the whole random power thing did not work out for me and they ended up being 240pts of comparative uselessness! I can only think that 300pts of Hive Guard will significantly outperform my experiences with the Zoanthropes and at least be more consistently useful.

Lets move to the core of the army, Troops. No surprises here, I'm going with two units of ten Termagants and two Tervigons, I'm not totally convinced that it's is enough but it's a staple and I'm not going to make a significant change just yet. In terms if load-out, I'm dropping the Crushing Claws I have used previously to save 50pts. Other than that I'm still taking three powers, Toxin Sacs and Cluster Spines and running the Termagants as they come.

This leaves me with 270pts left to spend. I want a list that's shooty and I have high volume mid-range shooting pretty well covered, all of this shooting is relatively high strength and can handle most vehicles and infantry. Since the meta is typically troop focused at the moment, adding some long range anti infantry shooting would seem a reasonable addition and for 90 points 2 Biovores look to be good value. I like the large blast and the fact that you can try to snipe specific models out of units with it, the range is also significantly longer than anything else in the list so I like what that brings to the army.

180pts left and I'm coming back to the Parasite and what he and his unit bring to the Army. Sometimes you're going to be content to sit at midfield and shoot, waiting for the opportunity to counter attack. Sometimes, however, you want to be able to go on the offensive, even if it's a feint, and a single unit is not going to be a significant threat and will be too easy to focus firs down. So I think I'm looking for another unit to support an offensive or harassment tactic. First thought is to give the existing Gargoyles Adrenal Glands (I already give them Toxin Sacs) and then by a second 20-man unit with the same load-out. However, I think what I want is something different, which I can use differently, also 40 Gargoyles are going to be very hard to manoeuvre effectively because they are pretty damn bulky.

I might come back to the Gargoyles later but for the moment I'm going to try a Mawloc with Toxin Sacs. With his Terror from the Deep ability he can get across the board quickly and be a threat, he's pretty tough and hit and run lets him get away to burrow again if he gets into trouble. On his own he's not a big threat and pretty easy to deal with, but used in conjunction with the Parasite's unit I think it will make for an effective tag-team and may allow both units to pick the specific targets they need to engage in order to be effective.

So this represents the development of my Blog Wars 4 List, the Zoanthropes, Raveners and Trygon are gone and in their stead we have Gargoyles, Hive Guard, Biovores and a Mawloc. I'll let you know how I get on.

HQ
Parasite
Prime – Lash Whip & Bonesword, Deathspitter

ELITE
Hive Guard x3
Hive Guard x3

TROOPS
Termagant x10
Termagant x10
Tervigon – Cluster Spines, Toxin Sacs, 3 Powers
Tervigon – Cluster Spines, Toxin Sacs, 3 Powers

FAST ATTACK
Gargoyles x20 – Toxin Sacs

HEAVY SUPPORT
Carnifex x2 – 2x TL Devourers w. Brainleech Worms each
Mawloc – Toxin Sacs
Biovore x2

Friday, 7 December 2012

Rolling Less Than 10 on 3D6 and Other Stories


Parasite of Mortrex
A BLOG WARS 4 TALE

Strap yourselves in readers and grab some popcorn, this is a long one and it’s going to get emotional!

This weekend saw Blog Wars 4 take place at the Eye of the Storm venue in Mansfield (part of the Maunsfeld Games store). This is an event the Blog has always tried to support but, thanks to a poorly scheduled holiday, I’d not been able to attend the last one so I was really looking forward to making a come-back at the first one of 6th Edition!

I had promised that, as a penance for missing Blog Wars 3, I would re-double my efforts to get my Tyranids completed in time for this tournament and thanks to some late night painting sessions (concluding at 1:30am on Friday night) I managed to put the following list on the table (complete with 15 ripper bases – which never saw the light of day!)

Parasite of Mortrex
Tyranid Prime w. 2x Boneswords & Scything Talons
2x Zoanthropes
2x Zoanthropes
10x Termagants
10x Termagants
Tervigon w. Crushing Claws, Toxin Sacs, Adrenal Glands, 3 Powers
Tervigon w. Crushing Claws, Toxin Sacs, Adrenal Glands, 3 Powers
6x Raveners w. Rending Claws
2x Carnifexes w 2x Twin-Linked Devourers (w. Brainleech Worms) eachTrygon



A section of the Hive Fleet


Blog Wars requires you to field a unique or special character as it’s only list composition restriction, this is something I quite like and has previously seen my Ghazghull face off against Commissar Yarrick in an epic smack-down for all the marbles (on the bottom table). We were playing 3 games with the objectives and deployments pre-set as part of the rules pack. If you want to read all the details about the tournament you can have a look at the From the Fang blog (who organise the event) here.

So, on to the games and a day that would see 3D6 leadership tests loom large in my fortunes:

Game 1 vs Dark Eldar/Eldar - Greg Pikos
Crusade (5 objectives) / Vanguard Deployment

The Baron
Haemonculus
5x Wracks
5x Warriors w. Blaster in Venom w. 2x Splinter Cannons
5x Warriors w. Blaster in Venom w. 2x Splinter Cannons
13x Hellions w. Helliarch
6x Reavers w 2x Heat Lance
s6x Reavers w 2x Heat Lances
Ravager
Ravager
Voidraven Bomber

Aegis Defence Line w. Quad-gun

Farseer w. Runes of Warding & 1 Power
5x Rangers
3x War Walkers w 2x Scatter Lasers each


Greg's Circus themed Dark Eldar
OK, multiple objectives, I like that, I know where I am with objective missions; Dark Eldar with a Runes of Warding Farseer ally, not so good, lots of poison shots and table-wide psychic defense which is really going to put a damper on my day. 

I got to pick table edge and deploy 3 of the objectives but I lost first turn, not actually all that bad in an objective game but he would get the first opportunity to unleash all his dakka at me. I deployed fairly conservatively knowing that as we both had speed I could well get off a first turn charge with a bit of luck. 

Speaking of luck, Greg forgot to cast Prescience so his War Walkers were not as devastating as they could have been. His Reavers jockeyed for position and the Baron led his Hellions forward with a couple of cheeky pain tokens and ran for cover in a ruin in the middle of the building. I advanced and took out a Venom with a volley from the Carnifex unit (1st Blood) and typically one of my Tervigons bunged up after spawning only 5 ‘gants. The Hellions looked threatening and would certainly get a charge off in the next turn so I decided to risk attempting a pre-emptive charge against them with the Parasite and his Raveners. A roll of 11 got me in comfortably but I’d be striking last thanks to the lack of grenades. At this point luck was clearly on my side because his entire unit (with the extra attack combat drugs) managed to kill off only 1 Ravener and one of those wounds was caused by overwatch fire, I should also mention that I made five 5+ saves on the Raveners. My return flurry accounted for 4 hellions and the Baron (Warlord) who managed to fail his very first Shadow-field save. I win by 4 But the Hellions hold firm thanks to a nice low leadership roll!

After all that Greg looked somewhat deflated, perhaps he had forgotten about the monumental amount of firepower he still had at his disposal, and this turn those War Walkers would be Twin-Linked! The opening salvo vapourised my Trygon with wounds to spare and he also managed to knock a couple of wounds of the Tervigon on my left flank, those Reavers were also getting worryingly close. We then returned to the epic combat in the centre this time it was much closer but I still managed to win combat by two wounds and that proved to the boo much for the Hellions who ran and were cut down by the Parasite and his 4 remaining Raveners who had a bone to pick with a Farseer.

My turn saw the last Venom over-killed by the Carnifex Unit and a slow advance by the rest of the Horde. I forgot to mention that in turn one I only got two psychic powers off and put wounds on 3 Zoanthropes and a Tervigon thanks to Perils from the Runes of Warding so I had decided not to risk casting anything in Turn 2 as I was very pleased to be well within strike range of the Farseer and his unit of Racks behind their Aegis Defence Line with the Parasite and his rampaging Raveners. The combat was short and sweet the Eldar broke, ran and were cut down, but that left me vulnerable out in the open and at the mercy of Rangers, warriors and the Quad Gun (the War Walkers could also be brought to bear if necessary).

As expected, Greg made short work of the Parasite and his squad and, now that I’d also lost the Trygon as well (who took two squads of gants with him), that really took the punch out of my army. The wounded Tervigon on the left flank fell to Hellion fire and the one in the centre was brought down to its last wound by the War Walkers. I was very much back on the back-foot and trying to figure out how I was going to salvage a draw out of this.

I was able to swamp an objective at the back of the board with my remaining ‘gants but his Reavers were able to assault into the unit to contest (need to work on my placement). Greg was able to take an objective behind his defence line, uncontested, with the Rangers and also held an objective with a small warrior squad on my left flank. My remaining Tervigon was, however, within strike range of this, so I charged in and easily wiped the squad for what I thought was a solid draw. Unfortunately I had forgotten that his Reavers were still in combat with a single termagant very close to the same objective. If I’d have realised, I’d have charged my two remaining Zoanthropes into the combat, but as it was he easily took care of the Termagant and consolidated far enough to contest the objective.

The game ended in a 9-16 loss but it was an extremely enjoyable game which swung back and forth on almost every turn and really could have gone either way. Credit to Greg, he played a blinder and didn't let the early loss of his big Hellion unit get too him. 

Game 2 vs Necrons – Michael Towers
The Relic / Hammer & Anvil Deployment

Imotekh the Stormlord 
Overlord w res orb 
Royal Court: Harbinger of Eternity w. Chronometron; Harbinger of Despair w. Veil; Lord w. Mindshackle Scarabs & Warscythe 
Royal Court: Harbinger of Eternity w. Chronometron; Harbinger of Despair w. Veil; Lord w. Mindschackle Scarabs & Warscythe 
20x Warriors 
20 x Warriors 
5x Warriors w. Night Scythe 
5x Warriors w. Night Scythe 
5x Warriors w. Night Scythe 
5x Warriors w. Night Scythe 

I’ve got to admit that I felt pretty confident about this one. Michael and I had played recently, in game 1 of the last Open War, and I was keen for revenge. I felt this list was less difficult to deal with because the Spyders, Scarabs and Wraiths that he’d brought to Open War were no more, also I managed to get first turn so I knew I had a great chance of getting to the relic with some spawned ‘gants on turn one and putting myself in a strong position early. As it turns out I was not prepared for the trixy-ness and down-right shooty-ness of this list.


Turn 1 - Lookin Good!
As planned I moved up on turn 1, putting my ‘gants in easy strike range of the Relic with the rest of the army in support and the Raveners with the Parasite partially in front to provide a screen. Michael had placed both of his blob squads right at the back of the board, well out of my range. However on his turn he Veiled right behind my lines and decimated the two back-most ‘gant units (First Blood). This, combined with a particularly devastating round of lightning strikes from Imotekh (including 6 hits on the Parasite’s squad – I took my chances saving 4 on the Parasite and passing the other two to Raveners who couldn’t make their 5+) lead to a pretty successful turn for Michael.

Fortunately his veil shenanigans had put both units in range of most of my army so I levelled all available guns at the squad with the least cover and took it down to a manageable size for my Poison/Furious Charge ‘gants and a Tervigon to charge. The combat was a great success and the unit was wiped but the Lord stood back up.

On Michael’s turn two he got 3 of his Croissants (Night Scythes) on to the board and they took no time in focussing down the ‘gant squad on the Relic and taking a couple of wounds off a Tervigon. Imotekh’s lightning storm put another 6 strength 8 hits on the Parasite’s unit wiping it. Bad times but to make matters even worse he also put 4 wounds on my Trygon which was finished off by the left over Night Scythe shooting. This was starting to look bad. The solo Lord charged back into the Tervigon who passed his Mindshackle test and put the Lord back down, only for him to stand back up! Most annoying!

Turn 3 started off with my Tervigon in the centre spawning another 10 ‘gants onto the Relic, and this time I could get it to the one at the back giving me the chance to at least move it towards my swarm next turn. Next I decided that Imotekh had done quite enough damage so I levelled as much firepower as I could at his squad but his 2+ save combined with amazing we’ll be back rolls saw only a handful of warriors dead, on the up-side I did manage to get his Chronometron Cryptek who did not get back up – bonus!

The death of the Trygon meant that I only had a unit of 10 ‘gants in charge range of Imotekh’s squad but I wanted to at least tie them up for the big fellah’s who would be in range next turn. Those brave Termagants made the charge but the combination of withering overwatch fire and Warscythes put a swift end to their efforts and Imotekh was free to reposition next turn. The same could not be said of the solo Lord who was swamped under ‘gants who were less than effective but ensured that he could not charge the Tervigon next turn.

Thankfully Night Fight ended on this turn so no more evil lightning. I’d smugly positioned so that the Night Scythes could not get another volley off ... so instead they dropped off their Warrior units, this combined with the 4th Night Scythe turning up to lend some firepower, and Imotekh’s squad (he’d veiled back to the edge of his deployment zone) saw my Termagant squad with the Relic wiped again!

I was running a bit short of troops now and I’d lost a fair amount of punch from the army. However all of his troop units (bar the one in the newly arrived Night Scythe) were in the open and I gambled to try and wipe all of the 5-man units and put a hurting on Imotekh. My Prime detatched from the Carnifexes and charged the unit on my right flank (wiping them), my Carnifexes overkilled the rear-most unit and I put a unit of ‘gants in tenuous charge range of the nearest (which they failed). The Tervigon in the center fired his Cluster spines at Imotekh’s squad and did enough wounds to knock over the Veil Cryptek who failed to get up – nice! Sadly though a fair number of the warriors did get up which meant that Imotekh still had about 8 warriors with him and the other Lord, quite a daunting prospect. At the back of my deployment zone the solo Lord was still alive and kicking so my Warp Speed buffed (+1) Tervigon piled into him and in an epic simultaneous combat they both fell ... and neither got back up. Probably not worth the sacrifice of a Tervigon given my current position and lack of troops but it did feel good to see that 2 come up on the dice!

The surviving Warriors took to their Night Scythes and fled the board, knowing they would be back next turn. Imotekh advanced and his unit and the remaining Night Scythe continued to pour fire into my remaining ‘gants leaving none alive.

The game was in the balance but with very few troops left I felt right on the back foot, despite having good table position I could not continue to take the firepower those Night Scythes could dish out. I buffed up my remaining Tervigon (with only 2 wounds left) with Endurance and Iron Arm (+3) and went for the Relic, I put everything I had left, the Carnifexes and the Tervigon’s Cluster Spines into Imotekh’s unit. Sadly 2+ saves combined with unerring we’ll be back rolls meant that this achieved exactly nothing and the Necrons just kept coming.

The Night Scythes returned but my T9 Tervigon laughed off their firepower without taking a wound so it was with a glimmer of hope that I accepted the charge of Imotekh’s squad. But this Tervigon was clearly convinced that these were not the Necrons he was looking for as he failed his Mind Shackle test and promptly killed himself.

So, end of turn 5, the Relic is unclaimed, Michael has First Blood so if it ends here, he has it by 1.


Erm, where'd everybody go?
We go to turn 6. One of Blog Wars special rules is that your Special Character is scoring, so as I have no other scoring units left, it’s up to the Tyranid Prime to show his quality. He jumps on the Relic and his trusty Carnifexes flank him boldly, again pouring an utterly ineffective 24 shots into Imotekh’s squad – they clearly have a destiny to fulfill! Michael disembarks everything and puts everything he has left into the fexes killing one and wounding the other, and so Imotekh’s unit charges. The overwatch is ineffective and a challenge is issued. Amazing I think, I decline forcing the Prime out of the combat and amazingly the Carnifex survives.

Again it comes down to another dice roll, I have the Relic so it’s 3-1 to me ... it’s a 5 so we go on! Damn!

This time the challenge is not issued so no hiding for the Prime, I pass my mind-shackle test but the Carnifex buys the farm leaving the Prime on his own for the last round of combat and all the marbles.

Sadly the Hive Mind has realised that Necrons do not make for good eating (not enough biomass to assimilate apparently) so the suddenly dull minded Prime fails his mind shackle test and removes his own last two wounds.

That’s the game, I’ve been tabled. It went from a game with only a few points in it either way to a 5-25 defeat and I’ve gotta be honest, that was pretty crushing and I had a somewhat frowny face on. I hope I wasn’t too outwardly grumpy because it was an epic game and Michael was a fantastic opponent who played a great strategy pretty much to perfection. He really knows his Necrons and is a lot of fun to play against, I hope I get a chance for revenge (again) in the next tournament we’re at! 

Game 3 vs Grey Knights – Nathaniel Gibbs (No Blog) 
Purge The Alien / Dawn of War Deployment 

Inquisitor Coteaz 
Grand Master w. MC Psycannon & Daemon Hammer, Psybolt Ammo 
10x Grey Knights w. 2x Psycannons, Psybolt Ammo, Rhino 
10x Terminators w. 2x Psycannnons, 3x Daemon Hammers, 7x Halberds, Psybolt Ammo
5x Interceptors w. Psycannons 
5x Interceptors w. Psycannons 
Dreadnought w. 2x Autocannon & Psybolt Ammo 
Dreadnought w. 2x Autocannon & Psybolt Ammo 
Nemesis Dreadknight w. Heavy Incinerator & Personal Teleporter 


These Grey Knights look somewhat "Custodeal"
No offence to Nathaniel (I know he’s a reader) but after the last game I was not in the best frame of mind for facing off against a gun-line with a huge, terrain-less kill zone in the middle. I took one look at his super-shooty Grey Knights and the table lay-out, briefly considered playing cagily around the terrain on the edges trying to deny kill points but then just thought f**k it I’ll clog his guns with my bodies and if I can get my Raveners into his Terminators I’ll take my chances.

Things did not start well when he gave me first turn and promptly stole the initiative without the need for Coteaz’s re-roll. A Zoanthrope unit vanished before they could send a distress signal to the mother ship (First Blood)! The rest of the bugs were left largely unscathed and he pushed his Terminators forward positively goading my Raveners to attempt a first turn charge.

And so the ‘nids charged like the Light Brigade into the waiting guns of some lovely gold Grey Knights.

I’ll not go blow-by-blow here because if you’ve made it this far you’re probably losing the will to live, but I will go through a few highlights. The Parasite and his crew made it into contact with the Terminators and managed to kill about 3 of them over two rounds of combat before getting punked by the Daemon Hammers.

The Carnifex unit was as reliable as ever, wiping out an Interceptor squad in a single volley and severely reducing the 10-man Strike Squad over two rounds of shooting before succumbing to combined weight of arms. The Prime was not present at that point however, as he had detached to try and sort out a Dreadknight who was tearing through the back field due to an inability to fail to activate his force weapon despite being in the Shadow of the Warp the whole time and so it was that he took down the Prime without the nid general being able to land a blow on the big fellah.

The rest is not worth the telling, suffice to say that it was all over by turn 4 as even the big bugs could not resist the weight of fire leveled at them. Another 5-25 defeat, this had not been a good day. But again Nathaniel was a great opponent, very likable chap who had the misfortune to catch me in a somewhat dispirited mood and not minded to put up much of a fight, hopefully I can give him a better game should we meet again. 

You’ll have read that Graham was battling away on the bottom table vying for another Wooden Spoon in a nip-and-tuck battle that attracted quite an audience towards the end. What he and everyone else in attendance didn't know was that me and my little rain cloud had quietly put the bottom of the table beyond doubt. So with two emphatic tablings to finish the day I took the dubious honour of the Wooden Spoon, the first certificate I’d laid my hands on at a tournament since picking up a Wooden Spoon for my very first tournament way back in 2009 at Open War 12.

What can I take away from this experience? Firstly it’s not as bad as it looks, my first game was excellent against an army list I really think was a bad match up for me on paper. Sure I got lucky to wipe the Hellions so easily and who knows what could have happened if I’d been a bit less cavalier with my Raveners after that. Also if I’d not missed that lone ’gant tied in with the Reavers I could have got a tie out of the game. Against the Necrons in game 2 the 5-25 scoreline does not do justice to how close the game was and but for a dice roll I’d have had it won (narrowly) at the end of turn 6. The Grey Knight game was a bit of a write-off but if I’d cared about the result I could have done a number of things differently, sorry again to Nathaniel – I’ll give you a better game next time.

I don’t know what you think but to my mind all of these opponents were pretty bad match-ups for me. I thought I had a good chance against the Necrons but they really surprised me with their resilience and sheer weight of fire-power, I need more practice against what is surely one of the more powerful Codices at this point in 6th.

I think the list is OK as it is, I’ll probably tweak it but it’s going to be hard to get rid of the Carnifexes because in 6 tournament games (Open War & Blog Wars) they have been nothing short of amazing. The Trygon was fantastic in Open War but did exactly nothing in any of these games also I think that Crushing Claws on the Tervigons is probably not worth the points. They can be fantastic but I really didn’t get the opportunity to use them enough for me to really think I’ll miss them to save 50pts.

The Zoanthropes were definitely a total bust, I can see the reason why some people like them but I had no luck getting them the powers they need to be force multipliers. In game 2, between the four of them I had Smite, Warp Speed, Iron Arm, Life Leech and a single Enfeeble, likewise in game 3 where one unit had Smite x2, Haemorage and Life Leech. The fact of the matter is that if you pull the less useful powers with the frequency that I seem to get them, you really start questioning why you are spending 240pts on two units of 2! In the future I’m going to drop them and rely on the Monstrous Psykers to buff themselves.

Lastly, the Parasite and the Raveners. I like both of these because you just don’t see them. I can’t deny that Gargoyles are simply better point for point than Raveners but I’m going to stick with them, at least until I’ve painted 20 Gargoyles! The Parasite’s problem is that I could have a Flying Hive Tyrant instead of him and I’m really struggling justifying not doing this to myself. I really like him in theory but I forgot about the toughness tests in the heat of battle so my 15 ripper bases stayed quietly in my case for the entire tournament. Though, to be honest the only game where this would have come significantly into play was game 1.

So, all in all expect a few small changes for the next tournament but by-and-large I am happy with the army and I’m not going to over-react to what was something of a “bad day at the office”! 

Roll on Blog Wars 5!

Monday, 5 November 2012

The Week That Was ...

I'm in a glass case of emotion!


26th October – 1st November

Chaos Win

Looks like I may have done well to avoid playing Mick’s Chaos list last week because I was roundly spanked by Gav’s Chaos Marines/Daemons list this Thursday. In fairness the list is something we’re working on together for the Battle Brothers tournament in January so Gav cannot be held wholly responsible for the giant slice of gorgonzola that he served up to me and, but for some poor dice and poor decision-making, I could have done a lot better. Before I spout off about the game here’s an overview of the lists:

1500pts - Purge the Alien/Vanguard

Marines/Daemons:
Huron
Great Unclean One of Nurgle
Flamers of Tzeentch (5)
2x Chaos Space Marine Squad (14) 2x Plasma, 1 Sgt w. Lightning Claw
Pink Horrors (5) w. The Changeling
Helldrake w. Baelflamer
Screamers of Tzeentch (5)
Obliterators (2) MoN

Tyranids
Prime w. 2x Boneswords & Deathspitter
2x Hive Guard (3)
2x Termagant (10)
2x Tervigon Crushing Claws, Cluster Spines, Adrenal Glands, Toxin Sacs, three 6th ed Powers
Raveners (5) Rending Claws
Carnifex Brood (2) 2x TL Devourers each

I went second but due to Huron’s Trait I was basically deploying blind as Gav rolled a 3 for his number of units able to infiltrate. I set up a fairly balanced front but with the ‘fex/Prime unit  on my left flank in cover but within reach of his Oblits, and the Raveners dead centre. I also held both units of Termagants in reserve. Gav infiltrated his two large Marine Squads in cover to my right with Huron’s unit more towards the centre.

The first turn began with Gav getting his preferred wave so down came the Screamers, right in front of my Raveners, and the Flamers, right between my Carnifexes and a unit of Hive Guard. The Screamers turbo-boosted over my Raveners causing about 3 wounds and the Flamers took two wounds off the Prime and one off a Carnifex. Could have been worse! In my first turn I poured the Carnifexes into the flamers reducing them to two models and the two Cluster Spines and Hive Guard into the Screamers, reducing them to two models as well.

Poor decision #1 I did not spawn any ‘gants because this is a VP scenario and I did not want to contribute more VPs to the pool. However if I’d had the units available I’d have been able to mop up the remaining models in each unit giving me 2 VPs for the kills and an extra one for first blood. The ‘gants would have been in a relatively safe position and able to react to the next wave of Daemons to drop.

Poor decision #2 I charged the remaining Flamers with my ‘fex/Prime unit. The overwatch fire caused 3 wounds killing off the wounded Carnifex and the resulting combat only succeeded in killing 2 of the remaining 3 Flamers. This was largely caused by my decision not to shoot the remaining Flamers with the nearest unit of Hive Guard though as they could probably have finished them off!

Poor decision #3 Charging Huron’s unit with my Raveners, through cover, at a distance of 9”. Obviously this was unsuccessful and the overwatch fire took the unit down to 3 models. Not good!

Sure enough Gav got the Great Unclean One and the Horrors next, blocking the progress of my ‘fex/Prime unit with the big fella and putting the Horrors in my backfield to give me another reason to think twice before advancing on his juicy units of Marines. His shooting was effective, finishing off the Raveners in the middle and taking a wound off the Tervigon on the extreme right flank. My shooting phase, however, was much more productive ... for Gav! I chose to spawn two units of ‘gants this time and one of the units in reserve came on, from here on in I think the rest of the turn can be summed up as follows:

Poor decision #4 I chose to shoot at the Pink Horrors! Sure enough the unit of Termagants failed their leadership and shot at the recently spawned unit of ‘gants killing a couple of models. Then (less stupidly – but no less unsuccessfully) my Tervigon failed his leadership test and plonked his pie-plate on top of the depleted ‘gant unit finishing them off.

Poor decision #5 After charging the Great Unclean One (who was Enfeebled I might add) with a bunch of poisoned ‘gants I also piled in my Carnifex and Prime. If I’d rolled better this would have been fine but as it was I got stuck in combat for another 2 player turns eventually losing the Prime to a challenge and everything else along the way. Only taking the Great Unclean One with me thanks to a Warp Speed buffed Tervigon charging in a turn later.

The rest of the game was rather academic since I lost all three secondary conditions and was behind on VPs even without those. I definitely could have played it better but at least I’m seeing what I’ve done wrong and hopefully I can correct this in the future.

I’m not putting it all down to my mistakes either, Gav played a blinder (clearly still sore about Space Hulk the previous week), but I think that if I’d kept my wits about be and not been quite such a knuckle-head I could have given him a bit more of a game!

If I could do it all again I would have spawned ‘gants in turn 1 and not allowed the Daemons in my back-field slow my advance. Also I should have just tar-pitted the Great Unclean One with poisoned ‘gants, they would have killed him eventually and I think my Monstrous Creatures would have had a good chance at wiping the Marine squads if they’d been able to get there!

I think that playing Tyranids, more than any army I’ve used before, requires you to have a rock solid plan going into a game and a number of factors (some of which may be out of your control) can quickly wreck that plan making recovering anything from the game very hard work. Not to mention that if you plan poorly or make silly mistakes during the game, any chance of being competitive can very quickly go out of the window. This is undoubtedly a lesson that applies to all armies and it’s a testament to my lack of success at tournaments that I have not been able to learn this lesson to date. Perhaps my experiences with Tyranids will make a better player out of me!

And in other news

Overpowered units. When 6th was brand spanking new, everyone was asking, “How are you going to deal with Flyers?”. I think that in most situations (even though this question still pops up more often than not) my answer is, “I’m just going to ignore them”. Admittedly it’s going to be very hard to ignore multiple Vendettas when playing a Monstrous Creature-heavy list, but in that case I will try to force them to Hover to make the most out of their Lascannons and at that point I need to be in position to jump on them with something killy! Perhaps this is a naive position but I’m going to drop shooting capability from my next test list and see how it goes.

Now the overpowered unit label seems to have been applied to those troublesome Screamers and Flamers from the Chaos Daemons Codex and I have to say that they certainly do worry me, particularly as I’m probably not going to be carrying any significant shooting in the next few test lists. However if you play a list with a suitable amount of shooting in it, and as this is 6th ed you really ought to be able to shoot, I can’t see these units being unmanageable. If you put fire-power into them they will crumble and then what has the list got? Probably some very poor scoring units with low survivability and a Monstrous Creature or two, this should be manageable. If a game is balanced you should not be able to win easily, it should be tough, it should be a challenge. And I really don’t qualify 27 Screamers and 27 Flamers as an “I Win Button”.

Let’s hear your thoughts, I’m sure you all have some!

Saturday, 27 October 2012

The week that was ...

I don't know how to say this, but I'm kind of a big deal!


19th -25th October 2012

Chaos fail

My first taste of the new Chaos Marine 'dex was postponed this week because, quite frankly, Mick had bigger fish to fry. I'd put together a not completely hopeless 500pt Tyranid list to face him though so I hope we can reprise our game this week.

In the absence of a game against them, I took a closer look at the codex and decided that actually the "Typhus/Plague Zombies/anything else you like really", list does look good, does look like something I want to play and does look very reasonable cost-wise thanks to Mantic's release of the Corporation Zombies deal. Not so good for Battle Brothers but very good for the wallet!

Rumors abound

For those of you that don't follow Faeit 212, and why the hell don't you - do it NOW, there have been lots of leaks surrounding the pre-christmas release schedule. Most notable, in my 40K biased opinion, are the Wall of Martyrs, The Space Marine and Necron Mega Forces. In the past the Mega Forces have been pretty damn good deals so keep an eye on them because if they are for armies you like/collect this is probably going to be a good investment.

In other news, the on-again/off-again, maestro of SEO - Adam from The Space Wolves Blog appears to be back on the scene again and is threatening to unite all the Blogs disgruntled with BoLS's treatment of the common Blogger and to pick up where FtW's blog roll left off but with even more pazzaz! Colour me apathetic but I'll leave you to make what you will of it (Ed - Andy's opinions do not necessarily represent the opinions of Claws and Fists)

In other media

Some of you may know I'm a big fan of Podcasts. I'm currently listening to The Independent Characters and the 11th Company (never missed an episode of either) and I've picked up again with The D6 Generation (not a 40K podcast but an excellent general gaming one).

Over the last two episodes the Independent Characters have been reviewing the first Book in the Horus Heresy series from Forgeworld, "Betrayal". If you are in any way on-the-fence about this book, I strongly urge you to listen to the last two episodes as they are a really superb, in-depth review of the content, both fluff and rules, by a couple of guys who have a great understanding and enthusiasm for the project. In addition to this the Podcast is very entertaining no matter what aspect of 40K they are talking about so why not subscribe while you are at it.

The 11th Company are still doing what they have been doing sublimely for the last 138 episodes most recently they have delivered some very interesting insights into the world of Tournament Organisers in the US and some early (typically cynical) opinions on the Chaos Marines Codex. Though credit where it's due Neil "he's not going to lie to you" Gilstrap has managed to maintain a cautiously optimistic take on the new codex. I think it's important to remember that when you listen to these guys they are coming from a position of playing for wins in a highly competitive setting but if you're not that type of player this really shouldn't put you off listening to the podcast, it consistently provides fantastic tactical insights into play-styles and list building that I have not found anywhere else on the internet ...

... at least not since 40KUK went AWOL, just a little note here that I miss you guys and I hope that you get a new episode out soon; and please, for the love of god, sort out your sound quality. The content is epically good but I found the last one almost impossible to listen to!

And finally

I'm a pretty keen computer gamer as well as doing the 40K stuff, and recently X-Com has had me poised over the "add to cart" button on Steam. I keep telling myself I can wait until the Winter sale, where it's bound to be 25% off, but I'm not sure I have the self restraint to follow through. Fortunately my buddy Tee has been keeping me distracted with games of Dawn of War 2, Orc Must Die 2 and Left 4 Dead 2 (I'm all about sequels). These games are all excellent, particularly in the co-op multiplayer stakes but I'm not sure how long the distraction will continue to be effective. And really, why am I punishing myself about this ;)

Anyone else out there a keen PC gamer? What have you been playing recently?

Monday, 22 October 2012

Blog Wars 4 - Tyranid Test List (1)



With a little over a month until Blog Wars 2 I'm about to test the next iteration of my Tyranid list containing the compulsory Special/Unique Character.

HQ
Tyranid Prime w. 2x Bone Swords, Deathspitter, Regeneration

ELITE
Doom of Malan'tai w. Spore Pod
3x Hive Guard
3x Hive Guard

TROOPS
10x Termagants
10x Termagants
Tervigon w. Crushing Claws, Cluster Spines, Adrenal Glands & 3 Powers
Tervigon w. Crushing Claws, Cluster Spines, Toxin Sacs & 3 Powers

FAST ATTACK
5x Raveners w. Rending Claws

Heavy Support
2x Carnifexes each w. 2x TL Devourers with Brainleech Worms
Trygon w. Adrenal Glands

I wanted to go for a Gargoyle list with the Parasite but I don't have the models and I have other things to be spending my money on this month so I've gone for an alternative route with the Doom, Raveners and a Trygon. The Trygon was one of the heroes of Open War for me so it's not a big stretch to get him in again here, I also feel that the Doom is a strong choice with the propensity for foot lists at the moment (he is a bit fragile though).

It's the Raveners which I'm not sure about; on paper they look very tasty being very fast (beasts) and with 4 attacks per model (in this case they are also rending ++) they should be pretty killy. On the down-side though despite the 3 wounds they have there are T4 and do not have Eternal Warrior so they're not too hard to kill from range, also they only have a 5+ save so they either need psychic buffing or they have to pick on units they can cope with comfortably.

For the purposes of trying them out though I'm pretty confident that the good could outweigh the bad so I'm approaching my first test game on Thursday with some optimism for them. I'll let you know how it goes!

Tuesday, 16 October 2012

Open War 18 - Flight of the Tyranids


Last weekend was the 1st Company Veterans Club's twice annual tournament - Open War. It's held in Maelstrom Games in Mansfield and this is the 6th consecutive one I've attended, but my first with Tyranids.

I took the following:

Flying Hive Tyrant w. 2x TL Devourers & Hive Commander
Tyranid Prime w. 2x Boneswords, Scything Talons & Regen

Zoanthrope
Zoanthrope

Tervigon w. Cluster Spines, Toxin Sacs & 2 Powers
Tervigon w. Crushing Claws, Cluster Spines, Toxin Sacs & 2 Powers
10 Termagants
10 Termagants

Mawloc
Trygon
2x Carnifexes w. 2x TL Devourers each

The plan was simple, throw it at the enemy and see what happens!

G1 vs. Necrons (Check out Towers' Blog here http://wingsofsanguinius.blogspot.com)


Destroyer Lord w. Warscythe, Weave and Mind-Shackle Scarabs

5 Necrons w. Ghost Ark
5 Necrons w. Doom Scythe
5 Necrons w. Doom Scythe
12 Necrons w. Doom Scythe

6 Wraiths w. 2x Whip Coils
9 Scarab Bases

3x 3 Tomb Spyders

The mission was Kill Points with Hammer and Anvil Deployment.

This was a list I’d heard a lot about but never faced and I felt it would be a tough match-up for me, his Wraith and Destroyer Lord unit would be difficult to keep away from and hard to deal with in assault. The sea of scarabs could potentially tie up a unit indefinitely which would severely hamper my killing power and he had more monstrous creatures than I did so in a straight-up fight I would be in trouble. All this coupled with the fact that this was only the second time I’d used the Tyranids in anger meant I was not entirely optimistic.

However, it started well with the Carnifexes significantly reducing his scarab population and the Tervigon on my right flank ploughing into his Ghost Ark and wrecking it, “1st Blood” to me! I’d also set up an assault where I could charge his Wraith unit with a pile of ‘gants and get my Trygon in on one side in an attempt to maximise his effectiveness and minimise his exposure to Wraiths and the Lord. I thought this looked a good option but it turns out I was wrong.

The Wraiths took everything I threw at them and pretty much laughed it off while dealing plenty of rending attacks back to my Trygon. Keeping endurance on him kept him in the fight longer than he deserved to be, sadly though while he was holding on the ‘gant screen was being comfortably eaten away and a unit of Spyders were now in range to charge the Trygon. So in a desperate attempt to turn the combat back in my favour I threw my Tyrant in there and challenged the Lord a flubbed Mind-Shackle roll later and I was down to 1 wound. This did not end well for me.

On the other flank the Carnifex and Prime unit had been charged by the scarab screen and while overwatch had thinned out their numbers again I was failing to roll 2+ to wound like it was going out of style. 6 rounds of combat later I was down to 1 Carnifex and on the last combat round of the game he failed to kill the last Scarab base needing only a 2+. That little event summed up the game for me.

I can’t put it all down to dice though, my opponent managed all of the above without his air support who stayed off the board until turn 4. His target priority and movement was excellent. He did exactly what he needed to to win the game 23-7

G2 vs. Black Templars w Dark Angels

Emperor’s Champion w. Abhor the Witch
Marshall w. Meltabombs
Chaplain
Dark Angels Chaplain

Assault Squad 5-man w. Powerfist

10 Initiates & 6 neophytes w. Power Sword & Flamer
10 Initiates & 6 neophytes w. Power Sword & Flamer
6 Initiates w. Missile Launcher & Meltagun in a Razorback w TL Heavy Bolters
5 Dark Angels Tactical Marines w Power Sword & Plasma Gun in a Rhino

5 Dark Angels Devastators w 2x Missile Launchers & 2x Plasma Cannons

Aegis Defence Line w. Quad Gun

The Mission was Big Guns Never Tire with a Vanguard Deployment.

I don’t think there has been a tournament that both Keith and I have attended where we haven’t ended up playing each-other and after losing to his Daemon Hunters in our first meeting I don’t think I’ve lost to him since. With my experience of being on the wrong side of a fair number Space Marine vs Tyranid encounters in the past and with his pretty combat oriented list I have to say I was feeling confident about my chances here again.

I got first turn and decided to start with my Tyrant on the board, outflanking a brood of ‘gants to hopefully take one of the objectives close to the edge of the board. My Tyrant flew foward and attempted to take down the quad gun early but only managed to cause a single wound, the Tervigon on the right pooped out 7 ‘gants and doubled out with two 2s and a 3! The one on the left however was a baby machine and didn’t stop all game effectively securing the two objectives on that side by himself.

In the centre the Trygon made short work of the Dev squad manning the Quad Gun with an audacious 11” 2nd turn charge. Again I made the frankly stupid decision to land my Tyrant and charge him into the Initiate squad with the Marshall on the centre hill. This guy is not equipped for combat and he was eventually laid low by a well placed Melta bomb, by that time however the Trygon was engaged with the same unit and their fate was sealed.

Over on the right was where it could have gone wrong but the bunged up Tervigon and the Carnifex-Prime unit saved the day taking on the other initiate squad which had the Chaplain and the Emperor’s champion in it. The Prime and Champion killed each other in an epic challenge leaving the ‘fexes to finish off the unit , which was not an easy task with a single wounded Carnifex remaining standing after a couple of rounds of combat. The hero for Keith’s Army was the Dark Angels Chaplain who refused to die and hung in against an Iron Arm powered Tervigon until the game ended. The result was 25-5 in my favour but Keith definitely had dice that made my 1st game dice look poor so that was a bit of a flattering score-line!

G3 vs Imperial Guard w. Daemons

Company Command Squad w. Heavy Bolter
The Masque

7 Flamers of Tzeentch

Platoon w Mortars & Autocannons
Veterans w Meltaguns & Chimera
5 Plaguebearers

Vendetta
Hellhound
Hellhound
7 Screamers of Tzeentch

Griffon
Demolisher

Bastion w. Quad Gun

The mission was Crusade with Dawn of War Deployment.

I’ll start by saying that I did not really enjoy this game despite the fact that my opponent was a nice enough guy to talk to, I just found his use of the rules exploitative when he was running a powerful enough list and was a good enough player not to really have to do what he did ... more on that later.

This game I rolled by far the worst lot of psychic powers of any game in the tournament – I don’t think effected the result but it did throw a spanner in the works and made my units feel a lot less powerful. I got first turn and decided to outflank the Tervigon who got Warp Speed (definitely not something I’m referring to in the previous sentence!) as I figured he could do a number on the inevitable back-line of vehicles. I started with the rest of my units on the board. Sensibly he only deployed long range shooty units which I did not have the firepower to deal with in turn 1 and possibly turn 2. So I walked into a gunline and my termagants were gone, typically the Tervigon on the board bunged up on turn 1 to the tune of about 9 ‘gants so I was not feeling confident about my chances of holding any objectives and I had conceded 1st Blood.

He got his non-preferred wave which saved me from the pain of the Screamers and Flamers arriving together but the Masque’s Pavane was allowing the Hellhounds to make short work of my units. Despite this I really had to just ignore her and get on with the task at hand, crossing the board! Thanks to the anti-aircraft fire on the board my Tyrant was a dead-man walking, he did manage to kill 3 of the 5 plague bearers before he bought it though ...

So I’d lost the left flank and the two objectives there so I focussed on the 3 objectives to the centre right of the board and here’s where I got a bit miffed. I was in range of charging his Bastion with my Carnifex unit (I bet some of you know what’s coming here) but my opponent pointed out to me the fact that the Bastion was technically unoccupied (his unit was on the battlements) and as it clearly says in the rulebook, I cannot target an unoccupied building. What made this worse was the fact that he’d positioned the Bastion so that the door was against his long table edge so I could not get into it to assault the unit on top. I didn’t argue this because the rule is clear and despite what I think I’m not the kind of guy to argue against Rules as Written on a point of fluff – that didn’t stop me for feeling pretty shitty about his use of what in any other game would probably be considered an “exploit” though.

It was really irrelevant though because the game was pretty much lost at this point. My bunged up Tervigon had experienced the exquisite pain of being charged by Screamers which was a total surprise to me having not seen them since the update. Needless to say my frustrated Carnifex unit rounded on them and vapourised them immediately after they’d finished with the Tervigon. Unfortunately for me he still had the flamers and they made quick work of the units I had left in the centre leaving me with a Trygon and the Tervigon who had outflanked, these guys were the heroes of my weekend!

The Trygon eventually succumbed to overwhelming focussed firepower but not before taking out a couple of units of guard and a vehicle. The Tervigon, however, would not die and would not stop pumping out ‘gants. He actually managed to spawn a big enough unit that I felt I could risk a charge with them against the remaining flamers. I gambled well and they made it in and were probably a only turn short of wiping the unit but sadly the game ended on turn 6 and I’d moved my Tyrgon off the Objective to be able to spawn the ‘gants within charge range of the Flamer, and forgotten to move him back. So I lost 25-5 to a far better opponent but despite the fact it really didn’t make a difference to the result I was just left with a bad feeling about the game because of the tactics with the Bastion, which is a shame because he seemed like a nice guy.

... although he was using those giant square “casino-style” dice which just don’t roll and I really don’t think are suitable for tabletop gaming use. But what do I care, I wasn’t there to win the thing just have a few games with a new army. I certainly got a lot out of it and I’m looking forward to putting the Tyranids back on the table-top very soon!

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