Ages since I have done much hobby related, trying to bring down the tory parties cheerleading section takes up too much time.
The Caledonian uprising is upon is and today was the dead line for army lists (which I almost forgot) so here is mine, just really increased the lascannons in the army to deal with Paladins and Grey Knight and Necron armour a little bit more consistently.
Mick Simpson (93) - Space Wolves
HQ1: Rune priest: living lightning, Murderous Hurricane, chooser of the slain, wolf tail talisman [115]
HQ1: Rune priest: living lightning, jaws of the world wolf, chooser of the slain [110]
Elite 1: Wolf Guard Pack: 3 Wolf Guard, 3 Power Fists, 3 Combi Meltas [129]+ TRANSPORT1
Elite 2: Dreadnought, 2 Twin linked Autocannons [125]
TROOP 1: Grey Hunters Pack: 7 grey hunters: meltagun, mark of the wulfen, wolf standard [135] + TRANSPORT 2
TROOP 2: Grey Hunters Pack: 7 grey hunters: meltagun, mark of the wulfen, wolf standard [135] + TRANSPORT 3
TROOP 3: Grey Hunters Pack: 7 grey hunters: meltagun, mark of the wulfen, wolf standard [135] + TRANSPORT 4
TROOP 4: Grey Hunters Pack: 6 grey hunters: flamer, mark of the wulfen [105] + TRANSPORT 5
FAST 1: Landspeeder Sqn: 1 Landspeeder: Multimelta, heavy flamer [70]
FAST 2: Landspeeder Sqn: 1 Landspeeder: Multimelta, heavy flamer [70]
HEAVY 1: Long Fangs Pack: 5 long fangs+1 Squad Leader, 4 missile launchers, 1 lascannon [155]
HEAVY 1: Long Fangs Pack: 5 long fangs+1 Squad Leader, 4 missile launchers, 1 lascannon [155]
HEAVY 1: Long Fangs Pack: 5 long fangs+1 Squad Leader, 4 missile launchers, 1 lascannon [155]
TRANSPORT 1: Razorback: lascannon + twin linked plasmaguns [75] [Elite 1]
TRANSPORT 2: Rhino [35] [Troop 1]
TRANSPORT 3: Rhino [35] [Troop 2]
TRANSPORT 4: Rhino [35] [Troop 3]
TRANSPORT 5: Razorback: lascannon + twin linked plasmaguns [75] [Troops 4]
Had thoughts about dropping the Dakka dread but it was so succesful for me at Open War that I couldn't do it. Hope Santa brings everyone lots of hobby related goodies. Have a good one all and thanks for supporting the blog this year.
Thursday, 22 December 2011
Wednesday, 14 December 2011
Revealed (NotW-Style Expose)! The Truth About the Lost 2nd & 11th Legions
So, everybody knows that the first rule of Astartes-Club is that you don't talk about 'those' Legions (just like those members of the family that never get mentioned at Christmas time. 'Long holiday', yeah right).
Anyway, I was browsing the internet this evening and found what I consider to be a perfectly plausible explanation for the mysterious disappearance of two whole Space Marine Legions, the 2nd and 11th. Here it is:
http://sonsoftaurus.blogspot.com/2010/11/secrets-of-lost-space-marine-legions.html
The only other explanation I can come up with for two missing Legions is printed on the side of the now-legendary Space Marines box RTB01 (one such box currently resides in my conservatory, storing cardboard scenery pieces for a very old Alternative Armies game, Firefight). I can summarise the reason for the two missing Legions in four short words:
Space Sharks.
Rainbow Warriors.
Really, I know 40k was a fledgling game back in the eighties and not every idea was going to be a winner, but surely they could have come up with something a bit better?! No wonder the modern fluff-writers have gone to such lengths to mask these two less-than-spectacular Legions!
Anyway, I was browsing the internet this evening and found what I consider to be a perfectly plausible explanation for the mysterious disappearance of two whole Space Marine Legions, the 2nd and 11th. Here it is:
http://sonsoftaurus.blogspot.com/2010/11/secrets-of-lost-space-marine-legions.html
The only other explanation I can come up with for two missing Legions is printed on the side of the now-legendary Space Marines box RTB01 (one such box currently resides in my conservatory, storing cardboard scenery pieces for a very old Alternative Armies game, Firefight). I can summarise the reason for the two missing Legions in four short words:
Space Sharks.
Rainbow Warriors.
Really, I know 40k was a fledgling game back in the eighties and not every idea was going to be a winner, but surely they could have come up with something a bit better?! No wonder the modern fluff-writers have gone to such lengths to mask these two less-than-spectacular Legions!
Tuesday, 6 December 2011
Blog Wars - Game 2
Game 2 was against a “friend of From
the Fang”, Dave Crawford, and his Blood Angel Army. He opened by
telling me all about how, he'd only just come back to 40k and that
he'd not won a game yet. Dangerous talk because my confidence level
shoots through the roof and I start to make mistakes. This time
however I had promised myself that I would play each game as though I
knew my opponent was the best person in the draw. So I had a look at
his list:
HQ
Dante
Honour Guard
(5) Blood Champion, Thunder Hammer, 2x
Infernus Pistols, Storm Shield, Power Sword, Chapter
Banner
ELITE
Sanguinary Priest
(2) 2x Power Swords
TROOP
Assault Squad
(10) 2x Meltaguns, Power Fist
Assault Squad
(10) 2x Meltaguns, Power Fist
Assault Squad
(10) 2x Meltaguns, Power Fist
Scouts
(5) 5xSniper Rifles, Camo Cloaks
HEAVY SUPPORT
Dreadnought
2x TL Autocannon
Dreadnought
2x TL Autocannon
… lots of troops.
The mission was spearhead deployment
and cleanse (table quarters), I lost the roll and Dave chose to go
first. He combat squaded everything giving himself 8 scoring units
(Special Characters count as scoring in this mission) deploying
roughly half his force on the left of his deployment zone and the
other half on the right. He placed his Dreads in the back corner and
held Dante and his Honour Guard in reserve, the Scouts infiltrated
into cover on his left flank.
I decided to split my force to send
Ghaz and a Battle Wagon full of Boyz off to take on the three combat
squads on the right, the Stormboys and the other Battle Wagon went
left after the other three combat squads and the two Trukks were set
up centrally, aiming for the back corner and the Dreadnought. The
Lootas were placed pretty centrally in my deployment zone with good
LoS to both flanks and I held the Gretchin in reserve (for a change).
Oh I forgot to mention the Deffkopta,
that's probably because I forgot to scout it and two rending shots
from the scouts later it was toast. Bit of a bummer really as I'd
planned for that to go and root out the scouts. This was to set the
scene for a roller-coaster of dice rolls that did not go my way,
Nuffle was clearly not pleased with me for some reason!
Dave advanced down both flanks
spreading my forces further apart, I pushed forward and at the top of
turn 2 he made a play for my Battle Wagons with his meltas.
Surprisingly the one with the KFF was destroyed while Ghaz's BW
emerged unscathed, I felt pretty good though because all of his
assault squads were now in charge range. I kept my Meganobs heading
towards the Dreads in their Trukk, everyone else piled out of their
vehicles keen to take on some crunchy marines, the 18 shoota and 12
sluggas went for the 10 marines who took out the BW and the 15
Stormboys went in on the remaining combat squad. Likewise the other
unit of shootas went for the Marines who'd failed to take out their
BW and Ghaz made a b-line for the last combat squad harbouring the
second priest. I have to say I was feeling pretty confident here, I
thought I'd wipe him out with Orks to spare to hunt for Dante when he
arrived. I was wrong.
The Stormboys failed spectacularly
losing combat and getting run down, the other combat on the left was
similarly unsuccessful with two 5-man combat squads running down the
30 boyz who piled into them. Fortunately the marines did suffer heavy
losses and they fell back into close proximity making an easy target.
Over on the right the Shoota Boyz were able to hold the two Assault
Squads they were engaged with and Ghaz made short work of the combat
squad he was aimed at, freeing him up to come back and support the
shootas.
The collapse of my left flank meant
that the Meganobs had to come back and mop up the remaining marines
there, while they managed this they suffered two losses thanks to a
remaining power fist. And headed off to settle the Dreadnought who
were contesting the back left quarter. While all this death and
destruction had been happening, Dante and his Honour Guard had turned
up and were happily tearing through my Lootas and the Gretchin who
had turned up only moments earlier. Not to worry I thought, they're
not Sanguinary Guard so Dante doesn't make them scoring (Face-Palm!)
So I moved the remaining shootas on my
right to threaten his Scouts and charged my Meganobs into the nearest
Dreadnought … and then the game ended. Draw I thought and then Dave
reminded me that while the Honour Guard were not scoring, Dante was
and I'd lost by a quarter. Kicking myself does not come close.
Aside from forgetting about Dante there
were a couple of things which lost the game for me, first was not
scouting my Deffkopta to get a cover save, I think he would have
comfortably had those scouts, as it was, they took him out
comfortably. Secondly was my complete failure on the left flank,
causing my Meganobs to have to come back to secure it and that
stopped them being able to clear the Dreadnoughts from the back
quarter.
Grr, a frustrating loss thanks to some
bad dice, forgetting mission rules and playing an opponent who stuck
to his game plan. I was staring down the barrel of going win-less,
lets hope I could pull it together in game three which would be a
show down between Ghaz and Yarrick! Stay tuned.
Monday, 5 December 2011
Blog Wars - Game 1
| On-Fire Painting blog |
This weekend saw a motley crew of
Bloggers descend on Maelstrom Games to contest the coveted Blog Wars
trophy for the second time this year. Blog Wars is a tournament run
by Alex of the From the Fang blog and is intended to be a fun day out
for us bloggers to get together, chat, eat, drink and roll some dice.
Graham (Grazer) and I were there representing Claws and Fists and I
think it's safe to say we both had a great time and I'd like to say
that I think Alex runs a great tournament in the just the right
spirit for his target audience. I have thoroughly enjoyed the first
two tournaments and look forward to the two he's got planned for next
year.
My first game was against international
40k Podcast net-celebrity Dave Symcox of the 40kUK podcast and blog.
Now I've been a fan of the 40kUK podcast since it started and even
before that when Dave did a regular segment on the 11thCompany Podcast so, since we usually operate at opposite ends of the
draw in regular tournaments, it was great to face off against him
here.
Here's my list for your consideration:
HQ
Ghaz
Big Mek
Kustom Forcefield
ELITE
12 Lootas
TROOP
Meganobs
(4) Kombi-Rokitt, Kombi-Skorcha; Trukk
Ork Boys
(18) Shootas, inc Nob w. Power Klaw & Boss Pole
Ork Boys
(18) Shootas, inc Nob w. Power Klaw & Boss Pole
Ork Boys
(12) Slugga & Choppa, inc Nob w. Power Klaw & Boss Pole; Trukk
Gretchin
(11) inc Runtherd
FAST ATTACK
Deffkopta
Buzz-Saw, Twin-linked Rokkit Launcher
Stormboyz
(15) inc Nob w. Power Klaw & Boss Pole
HEAVY SUPPORT
Battlewagon
Deffrolla, Armour Plates, Red Paintjob, Big Shoota
Battlewagon
Deffrolla, Armour Plates, Red Paintjob, Big Shoota
Dave was playing a Space Wolf Army
which pretty much looked as follows:
HQ
Njal
ELITE
Wolf Scouts
(5) Meltagun
Wolf Guard
(5) 5x Combi-Melta & Power Fist
TROOP
4x Grey Hunters
(7) Meltagun, Wolf Standard; Rhino
Grey Hunters
(5) Meltagun, Wolf Standard
HEAVY SUPPORT
Long Fangs
(5) 4x Missile Launchers; Razorback w.
Lascannon & TL Plasmagun
Long Fangs
(5) 4x Missile Launchers; Razorback w.
Lascannon & TL Plasmagun
Long Fangs
(5) 4x Missile Launchers
(I can't remember the exact list but it
was very much along these lines)
I won the roll off and decided to go
second, I wanted Dave to deploy without knowing where my Battlewagons
were going. He spread out across the back of his table edge with Long
Fang packs on each flank and the third dead centre. The Grey Hunters
and their Rhinos were evenly distributed as well and he held the
5-man Grey Hunter Squad and the scout in reserve with the scouts
OBEL. Oh, and the Wolf Guard were split among the mechanised Grey
Hunters and the Scouts.
I deployed heavy right hoping to deny
two of his long fang packs side shots on my BWs and out-range the
other(Ghaz was deployed in one of the wagons). The two trukks were
tucked in behind the BWs and I deployed the Stormboyz and the
Deffkopta on the extreme edge of my right flank. The Lootas were
central, in cover with good LOS across the board and the gobbos were,
of course, in reserve! I scouted the Kopta down the right table edge
and after I failed to steal the initiative, Dave kicked off turn 1.
The Space Wolves fell back to the
centre of their deployment zone away from the bulk of the Ork force.
They were able to draw line of sight on both Trukks and the resulting
salvo blew one up and immobilised the other. Not a bad start as my
Meganobs would be walking! Never-the-less the Orks set off across the
field with the 12-man Slugga Boy unit racing to keep up with the
Stormboys down the right flank, the Deffkopta tucked in behind the
Long Fangs on the right and next to their Razorback. The BWs Angled
for the mass of Wolves in the centre and set off at full speed with
the Meganobs, trudging out of their stricken Trukk, in hot pursuit.
The Lootas unleashed a hail of fire vaporising the lead Rhino in the
central formation and the Deffkopta was able to wreck the Razorback.
The Wolves reformed their lines but
most of their turn was about the shooting, the Long Fangs on my right
flank were unable to despatch the Deffkopta and didn't do much to the
advancing Slugga Boys thanks to some good cover saves. In the middle,
however, the Long Fangs managed to blow up the Big Mek's putting a
unit of 18 Shoota Boys out on foot. The Lootas took some fire but
didn't suffer significant losses and Ghaz's BW escaped without a
scratch! In my turn the Sluggas continued their advance towards the
Long Fangs on my right flank, ready to support the Deffkopta. The
Stormboys managed to engage a rhino and Ghaz's unit poured out of
their BW into the Grey Hunters who's been de-meched in turn 1, this
turn though, the Lootas could only stun Njal's Rhino. In assault the
Deffkopta managed to win combat against the Long Fangs taking only a
single wound, Ghaz and the Shoota Boys lost combat against the Grey
Hunter pack in the centre but thanks to Ghaz's Waaggh, they stayed in
it. The Stormboyz also made it to their target and managed to wreck
the rhino but they were starting to look pretty thin on the ground
thanks to a few deaths to Murderous Hurricane terrain rolls.
Now obviously Ghaz was a concern for
the Wolves, right in the heart of their lines, locked in combat and
already with a taste for Wolf. Njal sprang into action and lined up a
Jaws attempt aimed at the BW behind but conveniently tracing a line
through Ghaz. The roll was a tense one but Ghaz passed comfortably
with a three! More fire directed at the Lootas was ineffective, the
Long Fangs were able to finish off the Deffkopta and the unit who
were de-meched by the Stormboyz returned the favour and wiped them
out. In the middle a second Grey Hunter Pack had piled into Combat
with Ghaz and the remains of the Shoota Boys; despite the Shootas
getting finished off, Ghaz held firm and was comfortably chomping his
way through the Wolves. In the Orc turn the Sluggas finally made it
into combat with the Long Fangs on my right and the remaining shoota
boy mob was heading towards the melee in the centre. The Lootas took
out the last Razorback and Ghaz continued to much his way through the
Grey Hunters finally finishing off the first unit he engaged! It
should also be noted that the Goblins arrived this turn, choosing to
hunker down behind a wall towards the left edge of my deployment
zone.
Turn 4 was the turning point, the Wolf
scouts turned up in charge range of my Gretchin, finishing them off
easily, Njal was able to Jaws Ghaz (the roll of a 5 sealing his
fate). Somehow, the BW in the centre of the table was still working
and the Meganobs had finally reached it! They chose to board hoping
to be able to launch some sort of game-saving multi-charge in turn 5.
The Shootas continued to close in on the centre but the depleted Wolf
units were going to be able to keep them at a safe distance for at
least a turn or two.
Turn 5 saw the Wolfs manoeuvring to
deny as many kill points as possible but Njal was till a possibility
but it was a bit of a long shot, I would need to pop his rhino with
my Lootas and then cause enough wounds on his unit with my Meganobs
to force a Klaw wound onto him. As it transpired the Lootas could not
pop the Rhino and the Meganobs had to console themselves with popping
the Rhino themselves in the hope that there would be a turn 6.
Unfortunately that's all she wrote and the Wolves came away
victorious.
I have to say that, particularly given
my recent attitude towards 40k, it was a very enjoyable game. I felt
I made a number of mistakes, in particular giving away first turn,
and then in not properly covering my Trukks but other than that I
think I played pretty well. I didn't experience any huge dice slumps
and could only put the loss down to my own mistakes and my opponent's
superior play. I do think that if Ghaz had survived that second Jaws
attempt the game would have looked a lot different come turn 5
though. Never-the-less my confidence in the Orks was re-affermed and
I was looking forwards to game 2.
Labels:
Army Lists,
Battle Report,
Blogging,
Orks,
Space Wolves,
Tournament
Tuesday, 15 November 2011
Da Bolts - A Blood Bowl Update
Well, it's been a while since my last
post and even longer since I last posted about my Blood Bowl season.
A lot's happened, my Orc team, Da Orkanapolis Bolts have completed
the 12 games of the pre-season tournament and are now in the
perpetual league proper. Their final record stood at 4 wins, 6 losses
and 2 draws anchoring me firmly to the middle of the table. Not great
but it's not all about the winning, it's also about staying alive and
developing your players!
I have two Blitzers with 5 skills
between them, one's a pure hitter, the other is a safety, another is
on the path of the bash with mighty blow and the fourth is going to
be a support player with guard as his first skill. The Black Orcs
have not been as quick to skill up with one with block and another
with jump up (I couldn't waste the double), unfortunately the third
has done enough to puck up guard but has been move broken twice and I
can't justify keeping him around at movement 2!
I also suffered an agi bust on my
thrower who has skilled up with block so I had to let him go,
hopefully it won't take too long to get the new guy up to speed
because they make pretty good ball carriers. Of the two linemen in
the team I rolled doubles for the only skill between them and chose
diving tackle because nothing beats me faster then those damn nimble
elves!
Later on in the pre-season I gathered
enough gold to hire a Troll and a Goblin, the Troll is one casualty
away from his first skill which is nice and the Gobo has yet to step
off the bench! The combo is really only there for the potential of a
one-turn TD but the big fellah is nice when facing other big guys,
particularly Minotaurs who really put the hurt on the Bolts early on
in the season.
But Blood Bowl is about even more than
just winning and book-keeping, you usually get some good stories, the
main one for the Bolts in the pre-season has been the emergence of
their star Blitzer, Slash Spleenspilla who came in as a replacement
for a “fired” move busted blitzer on game 4 and set the
score-board alight. Da Bolts had been having major problems just
picking up the ball in the early part of the pre-season even with
their normally sure-handed thrower, but whenever the ball bounced
Slash's way it just seemed to stick to him and turn into a score! He
ended the season with 8TDs and 31 star-player points over just 8
games.
I've been painting the guys over the
course of the season so here's how the finished team look:
![]() |
| Blitzers |
![]() |
| Black Orcs |
![]() |
| Linemen, Goblin & Thrower |
![]() |
| Troll with Re-Rolls & Turn Counter |
Now what's better than one Blood Bowl
team?
Two of course! We're well into the
second intake of teams going through another pre-season round robin
tournament. I'm doing a Norse team called the Asguard Thunderers in
this one, we're four games in so it's a bit early to tell but I'm at
2 wins and 2 losses and so-far I've only suffered a move bust on a
lineman but I've managed to roll a strength boost on another!
Combined with the two strength 4 Ulfwerners (Norse Werewolves) it
makes a bashier team that much more bashier (?)! One thing I am
struggling with though is scoring. I was expecting them to be
significantly faster than the Orcs, and while they have shown promise
with a couple of quick flank-run TDs, getting the ball back is
proving to be something of a struggle at the mo. I'll have to keep
working on it if I'm going to realise my goal of having a truly
explosive offence!
As with the Orcs I'll be painting these
guys as I go and four games in the initial roster is painted, but
I've still got a couple of skill players to do who I'll pick up later
in the season, and, of course, the counters:
![]() |
| Runner, Thrower, Beserker & S4 Lineman |
![]() |
| Linement & Ulfwerners |
![]() |
| Linemen |
![]() |
| Turn Counter, Re-Rolls & Score Tracker |
Monday, 14 November 2011
Monday Musings
| Just another Manic Monday |
We don't do rumours here at C&F - other sites are much better at ripping off Warseer than we could ever be. However, I have seen a couple of interesting things that I thought I'd comment on...
a) The potential return of allies. I've always loved the idea of allies ever since the White Dwarf Army List that said Space Wolves had even fought with the aloof Eldar Aspect Warriors. I think it's a brilliant way of trying a new army without having to buy a whole one and it gives you a good excuse to buy models you like but that you might not otherwise get a chance to use. Don't get me wrong, I'm sure that someone will come up with some broken combos that will mean that it will never make it to tournament games, but it would offer some nice variety to friendly games.
b) Hardback Codexes. I'm one of those guys who likes to buy every new codex as it comes out. I like to read the fluff and keep up on what other armies can do in case I play them at tournaments. However, if they all go hardback, as the WFB ones have done, then I'm not so sure I could justify the cost. The irony being that if allies came back, I'd probably be more likely to buy models with the codex and not just the book.
The Meta Game
Mick asked an interesting question last Monday, which implies whether Necrons would have an effect on the so called "meta game". Now, Mr Sutton often talks about their being no meta game and I happen to agree. However, there's no doubt that if you build a tournament list specifically to beat an vehicle heavy (possibly MEQ) army then you'll win more games than you lose. Looking at the entry lists for recent tournaments, it's amazing how many Marine armies there are (with GKs being the current preferred flavour)
I was thinking about this last week when I was playing Graham's Marine horde as it was a list completely different to anything I'd faced before. You'll see from the battle report how badly I was beaten but it was just the fact it was something I hadn't factored into my list building.
And that's the thing with the "meta". If you build a list to beat all of the top net lists currently in circulation, you can easily come undone in a first-round random pairing when you come up against someone's left field army.
Looking forward to 6th ed? Come a cropper against a really unusual army? Let us know below the line...
Theoryhammer - Killing Necrons Part 2
| This blogpost will self-destruct in 5 seconds |
I realised that there was something very important I missed from my post yesterday:
Play the Mission
So, this has become the manta de jour around here recently and it's just as important now that the new Necrons have arrived. In the past, you'd see Necrons across the table and instantly think "Phase Out" With the removal of that rule you can no longer rely on making your opponent's army disappear in order to win the game.
A relatively minor point but potentially a huge step-change from a psychological point of view...
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