Showing posts with label Space Marines. Show all posts
Showing posts with label Space Marines. Show all posts

Thursday, 14 November 2013

40K GT 2013 - Day 1



I’ve been struggling to make tournaments this year so it was with great excitement that I set out on a cold Saturday morning last weekend to attend Heat 3 of the 40K Indie GT up in Warrington. The venue was fantastic with loads of room around every table so you could easily play Hammer and Anvil, and in fact it made playing every game that little bit easier. The tournament was well run and pretty much ran to time without incident. The food was pretty good to!

It was also a weekend of exceptional gaming, at least, I think it was. For the most part it was going on around me and a very long way away from the tables I was on (no offence to my opponents, they were all rather good). I however stunk up the joint, and for once I’m not talking about bad gas!

As some of you will know from my recent posts, my practice has been limited and I’d been really struggling to settle on a list I was happy with. Over the course of the weekend I really learnt a lot about the Marine codex and why the list I’d taken was really quite poor. But I’m getting ahead of myself, Here’s my list and here’s a run-down for the games on Day 1



Codex Space Marines.

HQ
Tigurius

ELITE
Sternguard (5) – 3x Combi-Melta; Drop Pod
Sternguard (5) – 3x Combi-Melta; Drop Pod

TROOP
Tactical Squad (10) – Plasma, Heavy Bolter, Combi-Plasma; Drop Pod
Tactical Squad (10) – Lascannon
Scout Squad (10) – 5x Bolt Pistol & Combat Weapon, 5x Sniper Rifle

HEAVY SUPPORT
Thunderfire Cannon
Devastator Centurions (3) – 3x Grav-Cannon & Grav Amps, 3x Missile Launcher
Land Raider

Game 1 vs. Necrons with Tau Allies; Hammer & Anvil deployment playing Crusade

Friday, 8 November 2013

GT Heat 3 - The Final Countdown

Here we are again, less than two days until a tournament and I’ve not really decided on the list I’m taking and some of the core units I know I will be taking are still unpainted. This weekend is going to be all about trying not to lose too badly … again!

As far as the list goes I’m settled on a core I just can’t stop fiddling with the “edges”. Here’s my current flavour-of-the-minute list:

Primary Detachment : Codex Space Marines

HQ
Tigurius

TROOPS
Tactical Squad (10): Meltagun, Multi-Melta, Combi-Melta; Drop Pod
Tactical Squad (10): Flamer, Lascannon; Rhino

HEAVY SUPPORT
Thunderfire Cannon
Devastator Centurions (3): 3x Grav-Cannon & Grav-Amp, 3x Missile Launcher
Land Raider

Allied Detachment: Codex Blood Angels

HQ
Mephiston

TROOPS
Assault Squad (10): 2x Flamer

Wow! When I write it down like this it look incredibly light on models!

The Primary Detachment is set up to provide durable scoring, my Centurion/Tigurius/Land Raider unit (Bullet Magnet) and a Thunderfire for flavour. Since my game against Alex I’ve been really trying to work Mephiston into the list … because he’s amazing; and a lot of what’s on the table these days, he is almost designed to bully. I also love the scoring Assault Squad from a manoeuvrability point of view and the double flamer can be placed to do maximum damage to some tucked away scoring unit.

The glaring weakness of this list is that if I come up against Tripple Heldrakes, it’s toast – literally. The omission of anything which can take out a flier is entirely intentional. At this point level I have struggled to add in an air threat without seriously crippling what I can do on the ground so I’ll just accept the fact that I’m completely boned if I come up against Heldrakes.

And in typically “me-style”, while I’ve been sitting here typing this I’ve come up with something else to share with you which packs in more bodies and possibly has more punch:

Codex Space Marines

HQ
Tigurius

ELITE
Sternguard (5): 3x Combi-Melta; Drop Pod
Sternguard (5): 3x Combi-Melta; Drop Pod

TROOP
Tactical Squad (10): Meltagun, Multi-Melta, Combi-Melta; Drop Pod
Tactical Squad (10): Flamer, Lascannon
Scouts (10): Bolt Pistol, Close Combat Weapon; Land Speeder Storm: Heavy Flamer

HEAVY SUPPORT
Thunderfire Cannon
Devastator Centurions (3): 3x Grav-Cannon & Grav-Amp, 3x Missile Launcher
Stormraven Gunship: TL Multi-Melta, TL Lascannon

And even as I write this I’m thinking I could trade the LS Storm and the Stormraven and get a Landraider back in the list! Oh dear.

Anyway, I like this list from the alpha-strike Sternguard point of view (though it’s been done to death and is reasonably easily countered) and it has air defence in the form of the Stormraven.

Maybe I should just flip a coin!

Anyway, I’ll just finish off with some pics of the Work-in-Progress on my Centurions and Tigurius.

Friday, 25 October 2013

Reality Check: Tau Edition.

Errrggghhh! Tau!

After being lulled into a false sense of security at Blog Wars earlier this year, I think I have finally experienced the full power of the new Tau Codex and I have definitely been underestimating it.

Alex of the fantastic From the Fang blog and organiser of the above-mentioned Blog Wars tournaments (and my opponent in the game I was referring to), came down to Warhammer World this past Thursday for some list practice. In our first game we played his 1850 Tau list for Blog Wars against my 2055pt “I-really-should-check-my-list-before-I-deploy-my minis” Space Marine list. I won’t go into details but the extra Tactical Squad I had in my list made little difference and he beat me handily.

Shadowsun is about to make my day even worse.

Saturday, 19 October 2013

UK GT Heat 3 – Prep and List Building



With the UK 40K Indie GT on the horizon I really need to get off my butt and put in some practice. I’ve been doing a lot of thinking about lists recently and am still undecided as to whether to go with Space Marines or Tyranids. Here are the two lists I’m stuck between:

Tyranids – 1650pts
Hive Tyrant – 2x Devourers w. Brainleech Worms, Hive Commander, Wings
Hive Tyrant – 2x Devourers w. Brainleech Worms, Wings

Doom of Malan’tai – Mycetic Spore

15 Termagants
15 Termagants – Devourers
Tervigon – 2 Powers, Toxin Sacs
Tervigon – 2 Powers, Toxin Sacs

2 Carnifexes – 2x Devourers with Brainleech Worms each

Space Marines – 1650pts
Tigurius

10 Tactical Marines – Meltagun, Multi-Melta, Rhino
10 Tactical Marines – Flamer, Lascannon, Rhino
5 Tactical Marines – Lascannon

Stormtalon Gunship – Skyhammer Missiles
Stormtalon Gunship – Skyhammer Missiles

Thunderfire Cannon
3 Devastator Centurions – 3x Grav-cannons and Grav-amps, 3 Missile Launchers, Land Raider Redeemer
5 Devastator Marines – 4x Missile Launchers

Monday, 2 September 2013

GW Includes Roster Creation in Codex: Space Marines iBook?

As I was pre-ordering the new Codex: Space Marines iBook for my iPad I was scrolling along the preview images and the last image certainly seems to imply there will be some sort of Army List creation "app" built in.

Take a look here and tell me what you think.

If this is what I think it is then I just got even more excited about this release than I was 5 minutes ago!

Friday, 22 March 2013

Request for Players -' In the Veiled Region' Campaign Weekend



Over the Easter weekend (30-31 March) Animisity are running the 'In The Veiled Region' campaign. It's open to all players and races and comprises 6 games. Game 1 is a specially comped mission (1000pts, minimum 50% flyers / skimmers /jump infantry / winged), whilst the remaining 5 games are standard 2000pts missions - see full details, below. 

You can still grab your tickets here

You can ignore the imperial/Ork designations now as its open to all races and army lists.
Animosity - In the Veiled Region, March 30th and 31st

- Game 1 Blitzkrieg-

Tuesday, 5 February 2013

Battle Brothers - Game 5

... and balance is restored.


After another very delicious lunch we faced off against a couple of guys who had travelled down from Aberdeen with the guys we'd played that morning. I was less optimistic after looking at this list featuring a couple of Vendettas, a blob and Wolves. This may be an inauspicious end to the Tournament!

Lord Commissar
30ish-man blob w. 3 Autocannons
Vendetta
Vendetta
Logan Grimnar
4x Wolfguard in Term Armour Wolf Claws, Thunder Hammer Storm Shield, Power Sword & Power Axe in a Drop Pod
5 Thunderwolves

Big Guns Never Tire and a Dawn of War Deployment.

Monday, 4 February 2013

Battle Brothers - Game 4


Climbing a great height may lead to a rapid descent

After a rather spectacular Day 1 where we'd picked up pretty much maximum VPs, we were feeling unusually confident about Day 2. We felt we had a fairly effective list and that we were playing it well. However we also knew that the dice had been kind to us and that sort of luck is not something that tends to stick with either of us for long.

So it was with cautious optimism that I reviewed the army list handed to me by our very friendly opponents. Nothing immediately jumped out at me as being particularly threatening except possibly the Helldrake, but surely we could handle that right?

"Khan!!!!"
Chaos Marines x10 Lascannon and Melta gun
Chaos Marines x10 2x Plasma gun
Chaos Marines x10 2x Plasma gun
Hemonculus
Kabalite Warriors x10, Blaster, Raider w. Splinter Racks
Kabalite Warriors x10, Dark Lance, Raider w. Splinter Racks
Ravager

3 objectives with Hammer & Anvil Deployment

Wednesday, 30 January 2013

Battle Brothers - Game 3



Two games down and two wins, we were certainly feeling flattered by our luck and the fact that the lists we had faced had generally been good match-ups for us. Up next though was a very nicely painted Ork army with two Dakka Jets, Zogwart (or "Lysander's Bane") and a squad of Nob bikers lead by a Warboss. I felt a little better when I found out that only 4 of the bikers were Nob bikers but with the two huge Shoota boys squads as well I felt this was not a particularly good match-up for us.

Warboss, Bike, Power Klaw, Attacks Squig, Boss Pole
Old Zogwart
Nob Bikers x4, inc Painboy
30 Shoota Boyz inc Nob w. Klaw & Boss Pole
28 Shoota Boyz inc Nob w. Klaw &Boss Pole
Biker Boyz x7 inc. Nob w. Power Klaw
Dakka Jet
Dakka Jet

Mission: The Relic, Vanguard Strike deployment.

Tuesday, 29 January 2013

Battle Brothers - Game 2

This doesn't feel right ...

Buoyed by our success in game 1 we felt pretty good about facing off against Tyranids in game 2; and when our opponents said they were sticking with the book psychic powers rather than taking Biomancy I have to say I thought we were probably going to be able to take this one.

Winged Hive Tyrant, 2x TL Devourers
Venomthrope
Venomthrope
Zoanthrope
Genestealers x6 inc a Broodlord
Genestealers x6 inc a Broodlord
Termagants x10
Tervigon w. Crushing Claws
Raveners x3 w. Deathspitters
Carnifex x2

Mission was Emperor's Will with Dawn of War deployment

Monday, 28 January 2013

Battle Brothers - Game 1



Game 1 of the Warhammer World Battle Brothers Tournament. Gav and I were representing Claws and Fists and given the amount of play-testing we'd gone through, and my recent experiences on the tournament scene in 6th Ed. expectations were low.

Our first game was against a couple of friendly chaps playing a BA and IG list that looked something like this:

BA Captain w. Jump Pack, Infernus Pistol & Thunder Hammer
Assault Squad x5 with Flamer & 2x Hand Flamer
Death Company x10 Thunder Hammer, Power Fist 2x Infernus Pistols, Drop Pod
Death Company Dread with Blood Talons.
Baal Predator w. Flamestorm and Heavy Flamer
Storm Raven w. Plasma Cannon & Multi-Melta

Lord Commissar w. Powerfist
Marbo
Infantry Platoon
PCS w. Plasma Gun & Plasma Pistol
20x Guardsmen w 2x Autocannon

Aegis Defense Line w. Quad-Gun

The mission was Purge the Alien with Hammer and Anvil deployment.

Sunday, 27 January 2013

Battle Brothers - Decision TIme

A Quick Decision is not Always the Best Decision.
Man! It took us a couple of weeks (maybe months) finally settled on the following list for the Battle Brothers Tournament two days before-hand! It's a slight tweak on the list we play-tested against Grazer earlier that week:

HQ
Lysander
Librarian w. Force Axe, Null Zone and Gate of Infinity

ELITE
Sternguard x10 w. 3x Meltaguns in a Drop Pod
Assault Terminators x5 with Thunder Hammers & Storm Shields

TROOPS
Tactical Squad x10 w. Meltagun, Multi-Melta in a Drop Pod
Tactical Squad x10 w. Plasmagun, Heavy Bolter in a Drop Pod
Scout Squad x5 w. Sniper Rifles

HEAVY SUPPORT
Thunderfire Cannon

FORTIFICATION
Aegis Defense Line w. Quad-Gun

For better or worse this is what we're taking, it feels familiar and comfortable to me and as long as we can stay away from Murderous Hurricane I'm hoping that Lysander will be able to make it to the end of a couple of games this time!

Monday, 21 January 2013

Brothers in Arms



B.A.S.M. ... Kinky?
Games Workshop’s, Winter, “Battle Brothers” Doubles Tournament is nearly upon us and, in typical style, Gav and I only managed to sit down and agree on a list last weekend. While we were both completely sober in this endeavor we have had exactly no practice and I have the majority of 6th Edition experience with less than 15 games played (over 1000pts). Oh, and add to that the fact that we’ll be using a Space Marines/Blood Angels list which neither of us have any experience playing (it’s been all Tyranids for me and Gav is Mr Space Wolves), and I think you can understand why expectations for success will be set rather low ... for a change!
When I said we had “agreed” on a list, what I meant to say is that we had agreed on 95% of a list but there is still a little discussion going on over fine details so without further ado here’s what we’re currently mulling over:

Monday, 30 July 2012

Codex Space Marines in 6th - First Impressions


6th Ed - I'm in a happy place.


After a weekend at Tim’s Summer Skirmish, a 500pt 6th Ed. Tournament involving 10 singles games and 3 doubles games, I feel ready to give a first impression of the new 40K.

Firstly what does 6th mean to my army?

The majority of my experience has been with Codex: Space Marines (13/14 games) and I think I’m going to stick with them for the short – medium term. I don’t think much has changed in terms of how best to employ them strategically, they are still a durable, gun-line style army with the ability to withstand assault from all but the most dedicated of combat troops. As before they do not fare well in protracted assaults though, unless you’re talking about Assault Terminators! The change to Rapid Fire and the introduction of Snap Fire are both massive benefits to Vanilla Marines considering the nerf that vehicles took; now you are as effective while mobile on foot as you are standing still, Heavy Weapons excepting – but that’s a small price to pay for not being totally reliant on vehicles to re-deploy. Mobility is king at the moment and while Marines are not particularly fast, they can move and still be very effective which is all you need to be as a gun-line army.

Space Marines trade off all-out shooting power for the durability of T4 and a 3+ save so they’re never going to be as good at shooting as armies like Imperial Guard. In the past I’ve used this fact as an excuse to try to build my Marine lists to be able to assault armies which they “cannot” out-shoot. However I will now be building my Marine lists to be as shooty as possible while also playing to their strength in durability.

Lastly, assault. With the way wounds are now allocated, the reduction in the general quality of cover saves and the introduction of Overwatch I feel weight of numbers king for assaulting units but needs to be used in conjunction with speed and positioning. Marines cannot do weight of numbers in the traditional sense but their increased durability over typical, assault-centric units acts as something of a trade-off. Unfortunately, as I stated above, they are not fast and if you’re trying to assault a shooty army (which is probably the only time you would consider an assault to be tactically viable) chances are that they are going to be able to put out enough shooting to ensure you never make it into contact – if you are foot-slogging it from your deployment zone. So unless you want to include assault vehicles or jump troops I would forget assault as a strategy in all but the most desperate circumstances.

In terms of specifics I like the Thunderfire Cannon even more than I used to, though it’s cover denial round is a little less useful because cover is less reliable. Tactical Terminators are great, lots of durable shooting, don’t leave home without a Cyclone. Attack Bikes are nice, not sure it I’m going to lean towards Melta or Heavy Bolters but initially I’ll be trying out Melta. After seeing flyers in action, I want a Stormtalon Gunship in my list. I think sniper scouts will be making a come-back into my list, just as a deck-chair unit though, cheep and cheerful, hoping for the occasional contribution. Lastly at the moment I’m very sold on combat tactics so I won’t be running any special characters as HQ unless it’s Calgar. Combat Tactics is surely going to be golden against very combat focussed armies and I want to try this out as much as possible in the early stages of 6th.

Secondly what do I think about the rule-set?

So far, so good to be honest. Assault is frustrating but I’m playing Marines and this is not their forte, perhaps the frustration will be lessened with more specialist scrappers! I think all the comments about the rules being clunky and slow in places have been greatly exaggerated, the game is pretty smooth and I found assault to flow quite well. The emphasis put on movement due to the way wounds are now allocated makes the game feel more tactical and the changes to rapid fire, and the ability to snap fire Heavy Weapons makes the movement phase more involved (for my Marines at least) – this is a great thing.

Shooting is very powerful, even more so than in 5th, because it’s the closest models that go down first you can keep a charging enemy at bay with concentrated firepower and a couple of lucky overwatch kills, if he is not positioned well. Also the reduction in the average cover save, combined with the ability to focus-fire means shooting will be more effective in general.

Changes to terrain are a mixed bag, I love the random tables for woods, ruins etc but some people won’t. The reduction of the standard cover save is a big deal for some armies and less so for others, I found myself avoiding terrain trying to get to the IG lines as quickly as possible on a few occasions because I felt the 5+ save wasn’t worth it, where in the past I would have hugged terrain very carefully. As it turns  out charging down-field is not something Marines do well (or have ever done well if I’m honest)

Vehicles are suffering at the moment because of peoples’ general perception that they won’t last 5 seconds looking down the barrel of a gauss-gun. Fair comment but I think Necrons (whilst powerful) will be less prevalent than Grey Knights were at the end of 5th and unless you are facing down a ton of rapid firing gauss, Vehicles are not dead in the water and do have an important part to play in 6th.

I’ll finish off with Flyers, I love them. I saw a lot of Vendettas this weekend and they were extremely effective. This will be tempered by the introduction of units with skyfire and related rules, but at the moment they are pretty amazing. If you have access to them in your codex, you need to seriously consider making room for them in in your next 6th Ed tournament list.

I finished the tournament with 6 wins and 3 losses in the singles games, placing second in the 2nd bracket (for the second year running!) and 0-3 in my doubles games, frankly we were out-classed and out-gunned, and I had a great time. In summary I think 6th is a great breath of fresh air for a system that had become somewhat stale, however for competitive tournament play it may ruffle a few feathers and how tournaments adapt to the changes remains to be seen. I am optimistic that 6th will remain an enjoyable game for the foreseeable future though and I plan to get a fair few games in between now and Christmas to get my Space Marine army down-pat.

Sunday, 11 March 2012

Completely Illogical!


hothothothothothot ...
With my plans for domination at the UK40K GT put on hold for another year by an unexpected visit from my Uncle (who currently lives in Russia), my attention has turned towards Open War which is scheduled for April 14th at Maelstrom. As you are probably aware by now I find it hard to take the same list to successive tournaments and even though I'm not going to be able to take the “horde BA” list to the GT my mind is already wandering elsewhere. Specifically back to my first love, Vanilla Marines and the staple that is Vulkan!

Here's the list:

HQ
Vulkan He'stan
Librarian: TDA, Storm Shield; Null Zone, Gate of Infinity

ELITE
Assault Terminators: 5x Thunder Hammer & Storm Shield
Dreadnought: 2x TL Autocannon
Dreadnought: 2x TL Autocannon

TROOPS
Tactical Squad: 5-man; Razorback w. TL Lascannon
Tactical Squad: 5-man; Razorback w. TL Lascannon
Tactical Squad: 10-man, Meltagun, Multimelta, Power Fist & Combi-Melta; Drop Pod

FAST ATTACK
Attack Bikes: 2-bikes 2x Multimelta
Attack Bikes: 2-bikes 2x Multimelta
Scout Bikes: 3-bikes, Cluster Mines, Combi-Melta & Meltabombs

HEAVY SUPPORT
Thunderfire Cannon

Total 1750pts

I feel pretty good about the amount, variety and reliability of the firepower in this list. Scoring-wise I'd call it adequate with 3-4 scoring units with reasonable mobility and a little extra hitting power in the Drop Tac Squad, Vulkan can join that unit to make it a little more threatening. My main concern is that the Librarian THSS Terminator unit is my main deterrent and it's mobility is some what unreliable and limited by the deep strike rules (GoI). Ideally they'd be in a Land Raider but I'm not sure I really want to drop anything from the list to accommodate one.

Any ideas from our always creative readers?

Monday, 30 January 2012

Know No Fear - The first ever review???



Well as my first proper post for Claws and Fists I thought I would review Know No Fear, the latest Horus Heresy book.  I picked this up at the Throne of Skulls Tournament which I didn’t attend but Andy and Mick did.  As I live about 10 minutes walk away I thought I’d go down, cheerlead for a bit (not that they needed it as you can see from the previous posts) and pick up the book.  By 3pm I was about 280 pages in.  I finished it off after the Ice Hockey game that evening (Nottingham Panthers 6 - Coventry Blaze 1).  As possibly one of the first people in the world to finish I thought I would honour that fact by reviewing it.  Just a quick warning this review will contain spoilers so consider yourself fairly warned – this particularly goes out to you Mick….

Still reading? Ok….

First of all this book is an action epic.  It grabbed my attention and did not let go of it.  Not only did it grab my attention but it made me reflect on the Horus Heresy series as a whole now that we are 19 books in and Dan Abnett manages to weave the works of the other Heresy novels into this seamlessly (Samus is here!)

Bit of background first Know No Fear is set in the opening years of the Heresy in particular the pre-emptive attack by the Word Bearers on the largest of the Loyalist Legions the Ultramarines, at Calth.  The Istvaan V massacre has been a fairly recent event but most importantly, due to Horus’ cryptic orders, the XIII Legion and its Primarch Robute Guilliman are unaware of this.  The book itself however covers the best part of 25 years… I’ll leave you to ponder that

The first part of the book is set before the Ultramarines even open fire on the Word Bearers and is split between Space and Planetside through multiple viewpoints and this works well.  You see through Guillimans perspective, a Contemptor-Dreadnought, multiple Ultramarines including a Sergeant marked for censure (Loving the touches on this Mr Abnett), and these show insight into the workings of the XIII Legion and its allies.  It also shows why the Ultramarines are one of, possibly the greatest Legion in the Imperium.  

Theoretical.  
Practical.

Now I will admit although I am a bit of a Space Marine fanboy I’ve never really liked the Ultramarines.  They’ve just always seemed a bit boring to me.  The Ultramarine books by Graham McNeil were great namely because for the first 4 books Uriel Ventris didn’t operate like the traditional view of an Ultramarine and then the mystery about the Newborn and large-scale warfare of the latest one distracted me from the hidebound way of the codex.  When I heard that Dan Abnett was writing Know No Fear, although I really like his work; Gaunts Ghosts, Ravenor, Eisenhorn, Legion, Horus Rising, Brothers of the Snake (think his 40k books are mostly covered there… Where’s my Bequin novels Dan!!!), I was a bit apprehensive because I was a bit disappointed with Prospero Burns.  To me Graham McNeil was the master of the boys in blue and Abnett seemed to go slightly off track with his depiction of the Space Wolves, although again on reflection is does make the Wolves better than Vikings in Space.  If any of those august individuals happen to read this let me say now an unreservedly I now owe you an apology for this apprehension.

I will be making a 2nd Founding Ultramarines Chapter at some point and using Calth as a reason why.  Most importantly because Abnett made me like Guilliman and that dear reader is impressive... 

When I read this novel it immediately occurred to me not only do I know what happens I know some specifics after it.  The Age of Darkness collection has a book which is set after Calth and this occurred to me before I even brought it.  Guilliman is Holmes-esque in his attention to detail and Dan has made the book so elegant that you can almost see the thoughts whirring behind him (Maybe I’ve been watching too much Sherlock but it does seem like that to me).  It also continues to build up Guilliman as the Emperors true successor and as the architect of the Imperium and not just as the man who wrote the Codex Astartes.  Abnett does this with great aplomb and continues to build on groundwork laid out by Aaron Debenski-Bowden in First Heretic, Aurellian and Savage Weapons and McNeil in Rules of Engagement (Imperium Secundus anyone) while opening up new threads which I hope other Heresy Authors will pick up and run with.  If you’re reading this ADB where have you guys sent Angron then!  I imagine Butchers Nails will tell us…

It was always a curiosity to me how the Word Bearers managed to ambush the Ultramarines as it has been established in the fluff for a long time that they did.  The Ultramarines were supposed to be led by arguably the greatest military mind in the Imperium yet they were ambushed and almost wiped out within 24 hours Guilliman and his Legion manage to turn it around and turn a massacre no-win scenario into a stalemate which allows the Imperium to eventually endure and recover from the wounds received in the Heresy. 

Highlights of particular note for me were as follows and I will try to leave them semi-cryptic:
  • Raptorus Rex (Fire Hawks starfort????)
  • A unexpected cameo appearance from someone in Legion (The wording of this is in itself is a subtle clue, serious kudos if you pick up on it or correct me if its wrong)
  • So he refuses my call for a ceasefire but I tell him to go and screw himself, he calls immediately.
  • Samus is here!
  • Vacuum? I don’t need a helmet, I’m a mother-funking Primarch, Bastard!
  • Oll Persson = Ollanius Pious - smart money?
  • Kor Phaeron - Darth Sidious
  • Why Ultramarine Veteran Sergeants have red helmets

As a conclusion this novel does now finally put a close on the prequels to the Heresy.  Its been a long journey but now we can get onto the road to the Siege of the Emperors Palace.   I think this has been coming for a while but it really does put Dan Abnett back on top of the pile of Black Library Authors.  A few years ago there was a joke going around that there was going to be a knife fight for the Siege of Terra between Abnett and McNeil in the Warhammer World carpark.  I think ADB can obviously be added into the fray now but I don’t want Dan to write it, I want him to write the aftermath and Guillimans ascendancy.

Next Heresy Book review I imagine will be our favourite most dysfunctional family.....

The Primarchs!

Smokey D

Wednesday, 9 November 2011

10 Week Challenge - Week 1: Battle Report Space Wolves vs Space Marines

Svengril Icefang sat in the center of the circle, the Wolf Guard all intently watching him. He cast the Runes and then he cast them again. He cast them for a third time and then looked up at the chosen troops of his Wolf Lord, Rangnar Blackmane. "The Runes have spoken. I see the enemy arrayed in their splendour and I see where and when we must strike them" The Wolf Guard nodded as one and left to make preparation for the coming battle.

This is a 1750 point battle report between my Space Wolves and Dave's Marines which comprised a Captain, 2 10-man Tactical Squads, a 5-Man Scout Squad, 5 TH/SS Terminators in a Land Raider, a Venerable Dreadnought, a Dreadnought and 3 Vindicators. We were playing Capture & Control with Pitched Battle deployment. Dave won the roll off but passed first turn to me.

Deployment



Turn 1

With an ear-splitting roar, the Space Wolf Drop Pod descended through the atmosphere, landing right in front of the Marine Land Raider. The 4 Wolf Guard stepped out ready to try and turn the vehicle into molten slag. At the front of the Space Wolf lines the two lead Rhinos headed forward at full speed before popping smoke. Behind them, the transports containing the Rune Priests moved forward as well, but slower so that their passengers could shoot out of the top hatch. The shooting began with one of the Rune Priests using Living Lightning to wreck the Venerable Dreadnought. The second Priest and the two Long Fang Packs both opened fire on the Tactical Squad in the ruins nearest to the Marine Objective but they made good use of cover and only two died. On the far side of the battlefield the Wolf Guard hit the Land Raider 4 times and caused 3 penetrating hits, one of which caused the vehicle to explode. The 5 Terminators emerged from the wreckage looking very unimpressed.

In reply, most of the Space Marine remained stationery so that they could fire their heavy weapons. The only exceptions being the Dreadnought who moved to get a shot around cover and the Terminators who prepared to gain some revenge for the destruction of their vehicle. A Lascannon shot immobilised the Rhino on the Space Wolf right flank and an Assault Cannon shot meant that the leading left Rhino couldn't shoot but a combination of smoke and inaccuracy meant that the Demolisher shell and second Lascannon shot had no effect. The Terminators charged into the Wolf Guard and their Drop Pod transport, easily wiping out the 4 Space Wolves and causing the Pod to explode.

End of turn 1
Turn 2

The first pack of Wolf Scouts arrived on the Space Wolf right flank targeting one of the Vindicators behind the ruins. At the front of the Space Wolf column the Rhinos again moved at full speed before disgorging their occupants. On the right the pack got out of their immobilised vehicle, fearing a charge from the Terminators. One of the Grey Hunter packs targeted the Vindicator blowing off its Demolisher Cannon with a Meltagun shot. The second open fire at the Tactical Squad and along with the Long Fang packs managed to kill 7 Marines. The two Rune Priests turned their attention to the second Tactical Squad and managed to kill 2 more with Living Lightning. The Scouts charged in against the nearest Vindicator and managed to wreck it with Krak Grenades.

The Scouts victory would be shot lived however as the Terminators about turned to face them. Meanwhile on the Space Wolves' left flank the Space Marine Scouts arrived. The Captain left what was left of his squad and prepared to take on the nearest Grey Hunters while the Dreadnought moved around to take on the other squad. The surviving Tactical Marine managed to immobilised another Rhino with hit Lascannon while the Scouts were unable to harm the Long Fangs with their pistols. The Dreadnought killed the Wolf Guard attached to the Grey Hunter pack with its Assault Cannon and then charged into melee. The Space Marine Captain did likewise against the other disembarked squad of Grey Hunters as did the Terminators against the Wolf Scouts. However, the Marine Scouts were just short with their attempted assault through cover against the Long Fangs. The Dreadnought killed a Grey Hunter but the combat remained locked. The Captain merrily cut down Grey Hunters and managed to finish the squad off as he caught them in a sweeping advance. The Terminators also easily wiped out the Scouts for the loss of a single man.


End of turn 2
 
Turn 3

The second Wolf Scout pack turn up at the back of the Space Marine line. The squad in the third vanguard Rhino disembarked ready to try and take on the Space Marine Captain. Behind them, one of the Long Fang packs split their fire, killing 2 Scouts and the final Tactical Marine. The other pack, the 2 Priests and the Wolf Scouts opened fire at the Tactical Squad killing 2 Marines. The Grey Hunters in the centre opened fire at the Captain but couldn't wound him at all. He smiled as he planed to cut them down. The Wolf Scouts charged in, killing 2 Tactical Marines but losing 2 of their own number leaving the combat deadlocked. The Dreadnought killed another Grey Hunter but they managed to Stun the walker, leaving that combat locked as well.

The two remaining Vindicators were both on the move. The weaponless one rammed the immobilised Rhino, destroying the Rhino's Storm Bolter in the process. The other moved to get a shot at the Grey Hunters who had failed to kill the Captain. Meanwhile, the Terminators began their long march toward enemy lines. The Vindicator lined up its shot but it managed to deviate and catch the Captain as well as three Grey Hunters. 2 of the Space Wolves died and they made a tactical withdrawal and the Captain was instantly killed by the force of the blast, his Iron Halo not saving him this time. At the rear of the Space Wolf lines, the Scouts charged into the Long Fangs. The veteran Wolves killed two Scouts but lost one of their number in return and the combat stayed locked. The Dreadnought killed another Grey Hunter but they stayed in combat. The Wolf Scouts killed 2 more Tactical Marines for the loss of another Scout but that combat remained locked as well.


End of turn 3

Turn 4

On the Space Wolf right the Grey Hunter back disembarked again and prepared to fire at the Terminators. Unfortunately they were unable to get through the combination of Storm Shields and Tactical Dreadnought armour. In the centre the unengaged Long Fang Pack blew up the Vindicator that had killed its own Captain in the previous turn. In combat, the Long Fangs killed the Scout Sergeant before he could swing with his Power Fist and the Wolf Scouts finished off the Tactical Squad. The Dreadnought killed 2 more Grey Hunters, leaving just one, who remained steadfast and would not leave the combat.

The remaining Vindicator, having performed a successful ram, tried to do it again but couldn't build up the speed and so caused no damage. The Thunder Hammer Terminators charged into the impetuous Grey Hunters and killed 2 for no loss but couldn't sweeping advance when they fled from combat. The Dreadnought was unable to finish off the last Grey Hunter as he ducked under the swing of his Dreadnought close combat weapon.


End of turn 4

Turn 5

The Grey Hunters who had been sent scurrying by the Vindicator blast earlier took the opportunity to claim the Space Wolf Objective. Meanwhile the left Long Fang Pack fired into the rear of the Vindicator, blowing it up. The other pack and the Rune Priest who could see, fired at the Terminators, killing one and forcing them to flee. The Dreadnought once again failed to finish off the last Grey Hunter.

The Terminators sensing the end was near charged into the immobilised Rhino, wrecking it. Meanwhile the Dreadnought could still not kill the last Grey Hunter.


End of turn 5


He woke up from a nightmare of a metal monster towering over him, his pack brother dead at its feet. Even though he had been genetically altered to feel no fear, he could feel the cold sweat on his skin. And that was the thing; it wasn't from fear, it was from shame. The thing had badly injured him before it had fled the battlefield but he had lived where the rest of his pack had died. Erik the Red, the company's Wolf Priest had tended to his wounds and had praised his bravery for standing up to it alone. And yet, he still felt shame. The battle had been won with ease. And yet, he still felt shame. The chapter's skalds had sang his saga, about how close he had come to besting it in combat. And yet, he still felt shame. His closest friends were now in the Halls of Russ, where they would fight with the Allfather at the end of time. There was only one thing to do - he would have to petition Lord Blackmane for the chance to avenge his dead brothers. He would have to become a Lone Wolf...

Friday, 4 November 2011

In the Company of Marines


(Dave still cannot keep a straight face when he sees my pink 'n' purple Marines)
One of my fevered ideas, of which I have many, is to field a full company of one hundred Space Marines in a game of 40k. In a moment of weakness on Thursday, Gav (aka Claws & Fists, the head honcho around these parts) agreed to satisfy this most indulgent of requests and so, this coming Thursday, we will take to the table to fight out this Battle Royale.

In the Grey Corner...

...will be Gav's trusty Space Wolves - what else! Gav and I have played may games over the last two-and-a-bit years, since we both re-entered the hobby (originally unbeknownst to each other) and I struggle to recall a time when I have bested his wolfpelt-clad saviours of humanity.

In the Pink 'n' Purple Corner...

...will be my Chaos Space Marines, joined by about another seventy more Marines that I bought cheap from a mate of mine during the summer. These hundred power-armoured warriors will form the core of my Company of Marines for Thursday night's game, but my quandary is, which codex is best suited to fielding a full company of foot slogging Marines? The only requirement is that there are one hundred Space Marines on the table at the start of the game. They can be Scouts, regular Marines, Assault troops or even Terminators. I'm also happy to use a few Rhinos, as long as the points do not exceed 1,750pts.

My choices are:

 - Codex: Chaos Space Marines
 - Codex: Blood Angels
 - Codex: Space Wolves

The CSM book is my prefered option, as it allows me to field twenty-man strong Troops units which easily satisfies the purely numerical requirement of one hundred marines, however we all know that unless you play Plague Marines & Obliterators & Lash Prince, the CSM book is, umm, a little underwhelming, shall we say.

The BA book is a nice alternative, as the selection of a few Sanguinary Priests - with their 6" Feel No Pain bubble - will go a long way to keeping my infantry alive long enough to get into bolter range.

The third choice is to fight fire with fire. What better to fight Space Wolves with, but another army of Space Wolves? The real attraction here is the ability to field three full-strength units of Cheese-Fangs. As my foot-slogging army will be perilously under-powered in the big-gun department, the ability to fire Missile Launchers (and the odd Lascannon) at six different targets simultaneously is just to good to overlook.

So, it's over to you, the trusty crew of the good ship Claws & Fists. What do you think is the best way of fielding a full company of Marines?  

What do points make? Prizes

Just get some better glasses Bruce, not bigger cards




One of the things Dave talks about a lot is a unit "making its points back". Now, this is a very easy way of evaluating a units performance in a game - if a unit cost 200 points, has it killed 200 points worth of stuff? If it's killed more than that, it's done well, if it's killed less than it hasn't.

However, we've talking the last couple of weeks about how it's a very narrow view of a unit's effectiveness. Anyway, here's a couple of examples of when it's not always a useful benchmark...

Wolf Scouts

As we all know, these guys can arrive late or in the wrong place entirely. It's also possible that even if they do turn up in the right place, they might not "make their points back". However, what they do is put that element of doubt in your opponent's mind when deploying. They also make your opponent want to keep moving their vehicles so that you don't get autohits on them in combat, thus lessening their firepower. Then, when they do arrive, they usually take out a critical unit (eg a squad sat on an Objective) or a dangerous unit that's difficult to take out at range (eg tanks) Plus, your opponent then has to deal with the Scouts since they can't risk having them run around in their backfield and anything focusing on the Scouts isn't focusing on the rest of your army.

Thunder Hammer/Storm Shield Terminators

This particular example if from a game two weeks ago between Dave's Space Marines and Keith's Grey Knights. Dave's Termies Deep Struck in right next to Keith's Purifiers whose Rhino had been immobilised the previous turn. The threat from the Terminators meant that Keith shot pretty much his entire army at them before charging in with the Purifiers. The Terminators were promptly wiped out. Clearly the Terminators hadn't "earned their points back" but they had saved the rest of the army from being shot and had also cost the Purifiers a turn of movement towards the rest of Dave's gunline.

Land Speeders

Yep, the Heavy Flamer is great and of course the Multi-Melta is brilliant. However, the best thing about Speeders is their ability to block enemy units. It's entirely possible that the Speeder won't actually kill anything during the course of a game but if it can slow down an assault for a turn or two then that can make all the difference.

Rhinos

For me, this is the absolute best example. When did you ever have a Rhino kill 35 points of stuff? Never. But its ability to move your army around quickly and safely is worth every one of those points. Even after it's disgorged its squad it can make a nuisance of itself by blocking the enemy and tank shocking.


Is there a better 'force multiplier' out there than the humble Rhino? Lower than a King? Aw, you get nothing for a pair; not in this game!

Saturday, 29 October 2011

Doubles - Day 2


So, after a tough Day 1, we decided to sack off the 40K themed pub quiz. Instead, Andy's wife, Janet, picked us up and then we grabbed my fiance and a take-away on the way back to theirs. We proved our rock 'n' roll credentials by all falling asleep on the settee watching Forest Gump!

Game 4 vs Blood Angels & Space Marines

Two Vindicators, 5 TH/SS Terminators, a Captain with a Relic Blade, a 10-man Tactical Squad and 5 Scouts in the SM half. Two big Jump Pack Assault Squads, some Death Company and a Baal Predator in the BA half.

Again, we got lucky in winning the roll-off to be the attackers. This meant that we managed to get a first turn charge off and wreck a Vindicator and take out the Captain and a Combat Squad.  In the end, we managed to wipe out Dave's half of the army but Steve's remained reasonably intact. This meant that he could claim one Objective and contest another. However, the Nobz just about managed to get back to their deployment zone carrying one of the other Objectives so we just about won.

Game 5 vs Eldar & Eldar

In this mission you had to get as much of your army off the opposite board edge as possible. So, what's the worst possible list to face? Mech Eldar! Plus they went first. They had Eldrad, a big Seer Council with him and lots and lots of flying vehicles.

Turn 1 saw them Fortune and Turbo-Boost. Turn 2 saw most of their army leave the board. Somehow we managed to bring down the Seer Council but that just allowed them to cut their way through the Ork hordes in search of their secondary mission which was to kill all of our troops. The game was over by the end of Turn 2 and the only highlight we really had was Ghaz killing Eldrad at the bottom of Turn 7.

Conclusions

In the end we finished joint 39th (out of 113) which we were pretty happy with. Plus, we manged to post a winning record, which was a first for either of us at a tournament. Some quick points:

Ghaz was a beast, chopping down the enemy left, right and centre and refusing to die. 

There weren't as many Marines as we expected. We only played 3 MEQ armies out of 10.

We should have practised a bit more (this was my fault since I'd not been around much due to work before the tournament) We only played one game and we didn't have the opportunity to iron out the list. For example the Kanz were a bit rubbish all the way through. We could also have done with playing through the missions as well.

Despite the ker-azy missions, it was a fun tournament. All of our opponents were great guys and it was very well ran by GW.

We're not as good as our 3-2 record suggests. The results were a bit odd. We got absolutely battered in the first and last game and there wasn't much we could have done about it. Game 2 was against two guys who were still quite new to the game and very new to their army and we just capitalised on their mistakes. Game 3, I don't think our opponents had read the mission that closely and practically handed us the victory by letting us go first. Which left game 4 as a proper, down the wire game.

Read the rules pack. We were supposed to have written some fluff as to why our two armies were fighting together. Erm, they're Orks! However, the extra point would have seen us finish joint 28th instead. Curses! Just to rub it in, I've knocked up something and scheduled it for tomorrow...

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