Photobucket Slides

Tuesday, June 28, 2011

It's a mad world!

http://youtu.be/YHjdTZ-myCU

This is the them for a project for July with a friend of mine to develop a new gaming table. We felt should go with a chaos theme as it is hot as hell here in Florida.

The base center is the GW "Temple of Skulls" as it has the nice undivided star and the skull shapes that helps keep a theme.

For the moment we have ideas for two items for each "sector" dedicated to one of the chaos gods.

Khorne:
  • Trio of skull shaped rocks mounted on a base.
  • Blood Pond with bone bridge to cross it
Nurgle:
  • Battlescape set (this has a rusty rhino, dead trees and craters that will be filled with toxic wastes.
  • Toxic Pond or Rock outcrops (trying to think of something fitting for barren, wasteland, diseased)
Tzeench:
  • Floating Islands (think Avatar)
  • Eye Stalk Trees (think of tube like trees of sort with eyeballs at the end watching you)
Slaanesh:
  • Brightly colored Forrest (thinking colors like yellow, orange and other bright colors made from tree scenery kits)
  • The second is still up in the air some thoughts I had (crystals of different colors, odd shaped buildings, a hand holding something, perhaps a platform or stargate/portal. Perhaps just a portal. Then I was thinking of keeping to the theme of flora and adding more weird bizarre plants to the mix using plastic floral arrangements.
I plan to post some pictures later....

Sunday, June 26, 2011

A' La Carte (Cart Review and Pics)

I have been slow to post this up as one of my dogs ended up with an eye infection this week that caused some headaches this week. Where to start?
http://www.webstaurantstore.com

Shipping: Prompt shipping via Fed Ex, made it here in about 3 days total from their place to my doorstep. The box was battered up a bit but everything was fine inside.

Assembly:  You will need a rubber mallet to put it together. For the most part it goes together fairly easy, once together you won't be taking it apart very easy.

The cart: plastic is solid, the legs between shelves is a light but tough. The large casters allows it to roll just about anywhere and light enough to carry without much effort.

Shot of the cart with various items on it. One side has a lip to make it easy to slide your models off the table if you have movement trays or just want a simpler easy to remove them from the cart.

Top level could hold very easy at least 8 squads and other assorted units of roughly 12 models here. Excellent for small armies or large horde armies.

I favor the second shelf for vehicles if there is not enough space on the top. Here I lined up 5 Tanks easy. The depth allows you to put another two rows behind that and is tall enough to accommodate fliers. Note the bottom shelf is large enough for me to put me dice box, storage case and set my codex to the side for easy access.

Ard Boyz appears to be my maiden outing with the new cart, which is funny as this is a 2500pt event and one of the largest armies you will see.

If anyone has questions or wants any advise on cart buying let me know, I will be happy to help.

Monday, June 20, 2011

A new ride for my models!


After many years of loyal service from my $20 Target Cart, it is time to retire it. For 5 years it has served me well. I have replaced the wheels, super glued it back together to the point that I could have put the bumper sticker on "honk if parts fall off" and it would be fitting.

This is my new replacement, only cost me about $62 bucks with shipping after some careful searching. It appears that Ard Boyz in the fall will be the first outing for this new baby, followed by a team tournament in September.

I can't stress how important it is to own something that allows you to move your models around. For me, the cart has become a "must have" for me as it allows me to keep units together, I can quickly put models on the table, store my books and dice box on the bottom shelf and larger stuff like transports and vehicles on the 2nd shelf. The cart makes it easy to move around and never fuss about space.

A look at other methods of dealing with your models in a gaming environment:

Display Topper/Cardboard Top/Plastic Topper: Here you have something nice when it comes to the display board while the other two listed are just practical to move your stuff around. The issue is having a spot to put it down. You need an empty table, set it on the floor or on a shelf under the table (if the store has such options). Plus you have to carry it in a way to avoid tipping it over and spilling your models. I have seen this happen more than once. Plus sometimes models slide and it is a bitch to figure out squads if your army is not marked well.

Packed in a storage case: This covers GW cases, Army Transports, to $2 plastic containers you get from the craft section. While it will keep you from breaking your models, you pay a price. Your slow as crap pulling your stuff out, even when organized as your taking your time pulling a few models at a time to avoid breaking them and making sure you have the right unit. You have to shift through foam trays to find the right one which eats up time. The nice thing is your stuff is safe and less likely to get broken. Unless a little girl walks by and kicks your army case across the store. Serious, I saw this with my own eyes. Never before have I seen a grown man go from fighting the urge to murder the offspring of someone else to almost crying as his models was in nice little parts all over the ground. Always put your case under the table or secure on an empty table. We warned him, he didn't listen.

To me, the method to the madness is, sure I have to drag a little more crap with me, but when I am setup, i can enjoy things better while others have to fuss over various methods to lug their crap to another table at a hobby event/tournament. I just glide my cart over and worry about other things instead. My advise to anyone, a worthwhile investment.

Shop Smart, Shop S-MART.

Sunday, June 19, 2011

Inquisition Update #2

Meet two that I finished this weekend!

Another Gladiator (Crusader)

Female Crusader

Crusaders

Side shot of Gladiator

Updated Photobucket! New pictures

Uploaded some new photos in the following spots:

  • Space Wolves
  • Orks
  • Inquisition
  • 40k Objective Markers
Just click over on the links to the right to get to my Photobucket album and see pictures of my armies!

I am the LAW! A new (old) book series to read.


I picked up books 2 and 3 for a buck about a year ago and was looking to find Crossifre, the first book to the series. Since then, Black Library has released the entire Omnibus book now. Still, I only paid retail price for the first book and $2 for the other two and they are separate books. Makes it easier to handle than a larger Omni.

Just went a few pages into the book so far but the style of the book and how things are written is amazing. The shifts between action, politics and religion are well done and has been entertaining. I have noticed this is one of those books you don't read in a casual style, rather you need to focus on it as to me it is a bit like a sci-fi detective/gum shoe who-done-it style book if you will. Intrigue is the big feature to this book and I look forward to posting more once I finish my book.

In other book news I have ordered two more from Amazon:



Battle of The Fang is one of the newest of the "Warhammer Battles" for the 40k series that takes place in their historical timeline. In this case, where the 1000 Sons invade the Space Wolves home world intent on destroying their world after theirs was destroyed by them during the Horus Hersey. From another post, the book sounds solid and I am excited to read about it. The review I read did comment that they felt the character development was not enough with all the personalities they introduced.

Crimson Cardinal is one of the last Kal Jerico books that I have not had a chance to read and the only final Necromunda  book that I have not read. Found this book used for $5 on Amazon, so can't complain. Adding this to my Necromunda collection will make it complete! I wish Black Library would do more but they are starting to pull away from the Fanatic line and their big focus is on 40k, Fantasy and Lord of the Rings sadly. This was a great skirmish game and was only matched by Gorkamorka!

Going to be busy now between the DVD sets of Farscape (complete series) and Thundaar the Barbarian (DVD set), 5 books, tons of models to paint, pics to upload (hope to upload some tonight of my Orks and Space Wolves) along with trying to finish some submissions for the Black Library that I hope to post up in the next few weeks and spending time with my lovely wife and basset hounds.

Wednesday, June 15, 2011

Ard Boyz: Salamanders 2500 Pts - Vulcan's Foot Up Your Arse



Had a little fun making this list as a possible Ard Boyz list.

2500 Pts - Space Marines Roster - Ardboyz: Vulcan's Foot up your ass!

HQ: Space Marine Librarian (1#, 125 Pts)
   1 Space Marine Librarian @ 125 Pts
      Unit Type: Infantry; ...in Terminator Armour; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker; The Avenger; Vortex of Doom
      1 ...in Terminator Armour @ [125] Pts
         Psychic Hood; Force Weapon

HQ: Forgefather Vulkan He'stan (1#, 190 Pts)
   1 Forgefather Vulkan He'stan @ 190 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Digital Weapons; Kesare's Mantle; Bolt Pistol; Gauntlet of the Forge; Spear of Vulkan; And They Shall Know No Fear; Chapter Tactics; Combat Tactics; Independent Character
      1 Kesare's Mantle @ [0] Pts

Elite: Techmarine (1#, 90 Pts)
   1 Techmarine @ 90 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Power Weapon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
      1 Servo Harness @ [0] Pts

Elite: Terminator Assault Squad (5#, 200 Pts)
   4 Terminator Assault Squad @ 200 Pts
      Unit Type: Infantry; Thunder Hammer & Storm Shield (x4); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Sergeant @ [40] Pts
         Unit Type: Infantry; Thunder Hammer & Storm Shield (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics

Elite: Sternguard Veteran Squad (11#, 375 Pts)
   9 Sternguard Veteran Squad @ 375 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol (x9); Combi-Flamer (x4); Combi-Meltagun (x4); Heavy Flamer (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod
      1 Sergeant @ [55] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Drop Pod @ [45] Pts
         Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Locator Beacon; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System

Troops: Tactical Squad (11#, 255 Pts)
   9 Tactical Squad @ 255 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [73] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Teleport Homer; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Flamer (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Flamer (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Fast Attack: Attack Bike Squad (2#, 100 Pts)
   2 Attack Bike Squad @ 100 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x2); Multi-Melta (x2); And They Shall Know No Fear; Combat Tactics

Fast Attack: Attack Bike Squad (1#, 50 Pts)
   1 Attack Bike Squad @ 50 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x1); Multi-Melta (x1); And They Shall Know No Fear; Combat Tactics

Fast Attack: Attack Bike Squad (1#, 50 Pts)
   1 Attack Bike Squad @ 50 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x1); Multi-Melta (x1); And They Shall Know No Fear; Combat Tactics

Heavy Support: Thunderfire Cannon (2#, 145 Pts)
   1 Thunderfire Cannon @ 145 Pts
      Unit Type: Artillery; Thunderfire Cannon; Drop Pod
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts
      1 Drop Pod @ [45] Pts
         Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Locator Beacon; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System

Heavy Support: Thunderfire Cannon (1#, 100 Pts)
   1 Thunderfire Cannon @ 100 Pts
      Unit Type: Artillery; Thunderfire Cannon
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts

Heavy Support: Thunderfire Cannon (1#, 100 Pts)
   1 Thunderfire Cannon @ 100 Pts
      Unit Type: Artillery; Thunderfire Cannon
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts

Total Roster Cost: 2500

This list takes a capital gain using Vulcan as the keystone of the army making all flamers and melta weapons twin linked. All Thunder hammers also get the master crafted option which makes the Terminator Squad even more deadly.

The Libby is there to help out the Terminators with either the STR 10, AP 1 blast or STR 5, AP 3 template and also gets a psychic hood within 24" as psychic powers are going to see some serious action this Ard Boyz.

Two locator beacons are in both Drop Pods. One being empty in case you end up going first or your opponent holds all units in reserve. You can drop an empty pod down, perhaps contest an objective and use it to guide down the Terminators and second drop pod on turn 2 or afterwards. I have 15 extra points to blow and gave another Teleport Homer to one of the tactical squads (I am thinking that the Techmarine should get a Thunder hammer for 30 selling back the power weapon for 15).

The Tactical squads can spit into combat squads if need be for extra scoring. The Multi Meltas are used for inner defense, short of one turn you should be in range with a multi melta with good deployment. I mixed in flamers/meltas and combis to match to go in the other combat squad if needed. This would be the one to also take the Rhinos to shoot out of.

The Terminator Assault squad all has master crafted on each hammer (make sure to roll each model separate to ensure proper rerolls) and is your hammer to the anvil to crush targets in close combat.

The Sternguard was built to land, break into combat squads with Vulcan and the Elite Tech Marine in tow with them. Filling the pod to 12 men. One broken into two squads (one flamer and one melta). Vulcan joins the flamer and the techmarine joins the melta squad. Target one vehicle or transport (pop it and BBQ the squad inside) or go after another target with the flamers. After the combis have done their one hit wonder start using the special ammo as needed.

The three attack bike squads are designed simple, pop as many armored targets or MCs as possible. A few kills pays for the squad very easy.

Last, Thunderfire cannons. Someone locally here has given me a new respect for these. These three units can drop 12 blast templates of three types. Including one to make vehicles making terrain tests or foot units move slower, to no cover for ligher armored troops that may use cover or STR 6 standard blasts that could even work over a vehicle. Not only that each will become an IC if their gun is ever destroyed allowing them to join squads at will and assist with repairs also.

All 4 Techmarines have a full servo harness giving them 2 servo arm attacks, 1 twin linked plasma pistol and 1 twin linked flamer. They can also upgrade 4 ruins in your deployment zone making them 3+ cover save. This option allows for a stron defensive zone to hold objectives against high AP firepower.

Comment away if you like...

Monday, June 13, 2011

Did some updates on Photobucket

Click on my Photobucket link to the right if you want to see all the current pics I have uploaded. Most have been seen here and more will follow when I get time.

Sunday, June 12, 2011

Batrep: 5/11 Darkside Games Team Event

Chris and took a ride down to Darkside for their team tournament that they hold about 3-4 times a year. We put together a good list that pending on better luck of the dice and more time to finish two games we may have done better in the long haul. We went with the them of Fire and Ice. Salamanders and Space Wolves. Brothers of fire and ice. Chris provided both armies as he had both already fully painted while my Space Wolves are still in progress.

Chris (Space Wolves):
  •  2 Rune Priests (Both had Living Lighting, one had Tempest's Wrath and the other had Murderous Hurricane)
  • 3 Wolf Guard with Power Fists and Combi Meltas
  • 3 Squads of Grey Hunters with Rhinos, melta gun and power weapon. Two squads was 8 man and one was 9 man.
  • Two Long Fang Packs x6 with 5 Missiles
  • Landspeeder with the Typhoon Launcher and Multi Melta
My List (Salamanders):
  • Vulcan
  • 2 Tactical Squads with flamers, multi melta and Rhino. Sgt had a power fist.
  • Attack Bike with Multi Melta
  • 5 Terminators with TH/SH with Land Raider
  • Thunderfire Cannon
Game 1 was VS Adam x2 (yes both names was Adam) IG and Space Wolves

Their lists:
  • 1 Rune Priest
  • 1 Pack Leader with Thunderwolf with two wolves in tow, lighting claw, storm shield, other add ons
  • Full mixed Thunderwolf Calv..
  • 1 Razorback with TL Lascannons with small squad of Grey Hunters inside.
  • 1 Grey Hunter Squad inside a Rhino with meltas, Wulfin and power weapons.
  • Cmnd Squad with Master of Ordnance, Master of Fleet, Camo Cloaks, Lascannon, other weapons.
  • 2-3 Vet Squads with Chimeras, with plasma or melta, lascannon in each
  • 3 Griffins
  • 2 Hydra Flak Guns
  • Vendetta
Overall a nice looking army. Both was owned by one of the Adams that is a regular player in the area. The other guy was a bit newish to the hobby and for the most part the other Adam was running both lists most of the time (mainly the more complex aspects of the Space Wolf list). One model was missing from a base (broken and was pending repair) and a Vendetta was missing lascannons, the army was "what you see".

The Mission was 5 Objectives spread out almost in a circle of sorts. 3 near our side, 2 near theirs. We won the roll off and the game was on a city fight table. We used the Techmarine to upgrade one ruin to a 3+ cover for the Thunderfire and one Long Fang squad. We had also elected to go first due to their large volume of firepower we was facing.

The game didn't really progress beyond turn 3 from what I recall. The first round the shooting was ours, no real assaults. The second turn the shooting went in their favor the key point was the Land Raider taking a hit with the Master of Ordnance and a Lascannon making it immobile and later a lascannon hit blew it up and killed 2 terminators. This set a tone for the game at this point, bad luck. The Thunderwolves went into Vulcan and held. Bad dice again on the hammers (yes with master craft) and some damm good saves just didn't cut the mustard. We tried to assault but instead cost the rest of the terminators and forced one squad of Salamanders (combat squad with multi melta) to flee the fight and Vulcan escaped also after the terminators was slain leaving the Space Wolves to hold out against their brothers. The clock ran down and the game was called on turn 3 with Vulcan and a squad fleeing. They had pulled taking two objectives last minute and kept us from the other two. One thing that did kill the game was having to pull the rules and look up a few rules issues we had that came up. This eats time and I hate to have a game continue while I am looking something up as I like to be aware of what was going on.

Rules I recall we did look up (for readers that want tips or to avoid pitfalls in the future):
  • Emergency Disembark forces the unit doing so to be unable to do anything for that turn. A turn being both sides having their round.
  • Indirect Fire against targets in ruins only hits the top level of a ruin. So, if your opponent has indirect fire, stay off the top level.
  • Independent Characters and consolidate in combat. Here we had Pack Leader that had to consolidate first to the combat. The sticky thing was he was stuck in the back of the combat and sat that round out. By the Rules, you should move the IC first to get into HTH, then other models. Now GW has went back in the main FAQ and said other models MAY BE MOVED to allow an IC to get into base to base. The problem was: just Vulcan was left and Thunderwolves have the large base. Already one was in clear base to base. Models had been moved already and made it hard to retrace where each model was and if the IC could have made it or not due to a) the large base sizes and b) having to move at least one or two models towards base contact first to engage Vulcan. Plus, from what I read once your in base to base, you don't move. This means you don't slide over to make room for another model if it can't fit, but have to work with the space that is already there.We finally just let it slide as it was impossible to unravel the old position of each model and this ate a serious amount of time from the game sadly. I suggest that in these cases take your time and make sure things are clear, yea it will take a bit of time but less than what we lost.
  • Master of Ordance, only scatters 3d6 if he misses on an arrow. Didn't seem so bad now for 30 points. (I never used the MOO, so I learned something there. Never tried him before. I may now.)
In retrospect, we may could have pulled a draw or even a win with some pending actions dependng. Chris was near enough one objective that he could have retaken one, giving us 2 and them 1. If the Thunderwolves stayed tied up (and Vulcan rallied and the combat squad rallied we could have held a third, Vulcan joins the squad and they sit near the objective holding another one. Even if the Thunderwolves went after them we would have two for the most part to their one. Time was the enemy for us in this game, the rules issues and time spent looking up stuff ate into what could have been another turn.

Second Game: William and Yuri (Orks and Black Templar) (yea weird mix)
  • Castellon with storm shield, terminator armor and power weapon with terminator squad of 5 with 3 lighting claws and 2 thunder hammers in a Land Raider Crusader.
  • Second Crusader with a 15 man squad of scouts and marines
  • Rhino with 8 man squad I think.
  • 3 large blocks of orks about 90 in all, not sure about special weapons
  • battle wagon loaded with Mek with KFF and burna with burna squad
  • second burna squad with mega blasters
The Black Templar army was very well painted and had some great freehand work that was excellent. The orks was little more than some odd painted models with several in basic unprimered gray. Also, the orks was a bit far from "what you see" and was a major pain in the arse and was very confusing to know what was what. My techmarine was a setup with a standard servo arm, still that was the only thing not 100%, even so, those arms could have been folded into the backpack or bionics in the techmarine. "What you see, is what you get" has been a standard in tournaments including the one Yuri runs. I was surprised to see the Ork list built with things not modeled correctly. One or two things, I could be ok with like in the first game. I can understand a broken model and a Vendetta that has not been converted yet.

The mission was Capture and Control (one objective each) on an Ice Table. We took one side and setup a defensive corner with covering fire. They bunched everything up on one side and prepared to run towards us. Hold theirs and contest/take ours. This was perhaps the most painful game of the tournament. Yuri is a great guy but can sometimes be a bit too intense for games at times and his friend was sleep deprived and was a bit out of it which slowed the game down a bit. We made about 4 turns in all without huge losses to either or our side. At the end of the game due to time running out we was forced to call it. Sadly we had several rules issues again that ate huge blocks of time that robbed us of a possible turn. One that could have been critical. In theory we could have contested their objective with a speeder and perhaps a Rhino that moves 12", they deploy out 2" and a good run could put two units in their lines doing so. My terminators could have moved up and perhaps done a muli-charge on at least one Land Raider and the Battle Wagon. When the last 15 minutes came up, we ended up wasting time debating on doing another turn or not. Then it turned into theory hammer where Yuri wanted to try to resolve stuff with fast dice rolling. That doesn't cut it for me, without playing a full turn you can't factor everything in and would have been just a cheesy way to end the game.
That extra turn could have allowed us to contest and take ours back and hold it or if anything contest both and call a draw. It was obvious that Yuri was out to win and it seemed important to him to the point that I was ready to break out the aspirin and call it. I go to tournaments for fun not headaches.

Rules Pitfalls:
  • Lighting Claws are not rerollable Power Fists.
  • If you run Artillery explain it to your opponent if they never have played against it before. Only 3 codex books have Arty and is rarely used.
  • If there is an issue with LOS discuss it before you roll all the dice, resolve everything and then bring it up. This was a major time eater for a game.
Game 3: Forgot these guys names, they was both newer players with Salamanders and Grey Knights

The Marines was painted up about 90% in an interesting fashion, each had their own color, blue, green and red with matching drop pods (homemade ones) and the other side was a mix of Grey Knights and inducted Tzeench Terminators for Grey Knights. Not very "what you see" and was confusing at times but these guys was new and great players.

Their list was:
  • Drago
  • 2 Units of Paladins with psycannons and Apothecary each.
  • Dreadknight with the sword upgrade.
  • Land Raider
  • Storm Raven (think it had assault cannons and  heavy bolters with psycannon ammo)
  • Vulcan
  • 3 Squads with flamer and multi-melta with drop pod and power fist on the Sgts.
  • 2 Dreadnoughts (multi melta and lascannon)
  • 2 Attack Bikes as a squadron with Multi-meltas.
The last round was kill points with Dawn of War. We won the roll off and after a debate we gave 1st turn to them. They had never played DOW before, so we explained all their options as to what they could deploy (if they wanted), 1st turn arrival, full reserve including deep strike and flanking. After talking with them it seems like their first two games was just a cluster and that the players that played with them may have helped them some but really took advantage of the newbie aspect and ran over them to achieve a win which was sad. (note this is based on our conversation with them, we don't know who they played or what armies, we really didn't ask but it sounded really minimal).

They didn't deploy, so we held all back first turn except the speeder. First turn, two pods crashed down, one near our line and one in theirs. Both had beacons on them. The rest of the army walked in while they waited for the Paladin squads, Drago, Dreadknight and the last Pod to arrive. The Dreads and bikes walked on, Land Raider and and the Raven took a flat out approach towards our lines after we explained all the skimmer options. Again, nobody explained that they could go flat out for a cover save.

We rolled in and the game was was a shooting match with waves crashing in every turn and his army closing in. It took 4 turns before the Raven finally was destroyed. First turn it was immobile and stunned. We kept stunning it every turn until 4 which promptly blew it up. It never fired a shot. The Land Raider raged on the other side doing little damage (blew up two Rhinos I think). We sent the Speeder after it but whiffed on the roll with the melta. I did blow up the pod in our lines first turn to avoid using the beacon near us. That forced them to land back in their lines and walk towards us. It was a gunfight back and forth. We won the game by scoring double over their kill points but those damm Paladins and Drago was left and so was the Land Raider. All of the Salamanders was gone except one drop pod. We did manage to slip one Grey Hunter squad into their lines to avoid a bonus for them.

Amazing enough when time was counting down, we finished 5 turns with new guys and helped them with the rules showing them stuff about their list, allowing them time to look up things and helping them in general with things. When I look back on the other two games, I was again shocked at how slow things progressed and was disappointed by those games even more. The guys had a blast with their last game and we all just had a great last game to blow off steam.

The army in review for both of us:
  • Rune Priests: Perhaps their worst showing ever. Bad dice rolls, failed psychic tests, rolling several 1's for living lighting was just painful setbacks.
  • Grey Hunters: Chris and I felt we could have been more aggressive, we played passive with them and was our counter strike squad to react to things like how you read Space Marines work. Don't commit all your forces until you see the battle unfold. Sadly, 2 out of 3 games wasn't enough time to let everything unfold where we would have wanted.
  • Long Fangs: Usually a top performer was again sub-par with their dice and luck.
  • Land Speeder: We gave the brick award to this. Chris may be using it in the future as a paperweight.
  • Vulcan: Was broken in game 1 and gave up a bonus point, he could have rallied if we had another turn. Game 2 he was a beast, he helped tear apart the IC in the Black Templars. If he had more time I feel he would have ripped that Wagon apart with his Relic Blade. Game 3 he ripped up his copy and the squad he was with. A basic Tactical and Vulcan vs Vulcan and Assault Terminators. Do the math on that one!
  • Thunderfire cannon: It died turn 1 but they knew how dangerous it was and took ALOT of shots before he died. Game 2, he got a few good shots into the Orks, then stayed in range of the Thunderfire and supported the others firing his Plasma Pistol and Flamer at the Terminators with everything else. Game 3 he did pretty good, he tore apart one Tactical squad and annoyed other squads with tons of shots. I think his dice luck was fading in turn 3.
  • Tactical Squads: Combat Squads worked for me for the most part and did their job fairly well for their cheap price.
  • Attack Bike: Game 1, he blew a multi-laser off a Chimera and died. Game 2, he fizzed again on a shot due to a KFF and died. Game 3, blew up the Pod and died. At least he kept the homer from being used close to us.
  • Land Raider: Game 1 died quickly by turn 2. Game 2 it was taken out by the Battlewagon with the Deathroller with a ram. Game 3 it survived being too far away from anything of threat. If I didn't need the damm thing for a transport I would not have used it. This was my brick.
  • Terminators: Well, failing 2 saves due to a exploding Land Raider sucked. Then being eaten by Thunderwolves wasn't fun. Game 2 was a beat down on the Templar's Terminators, another turn and I think I would have scrapped both his Raiders and the Wagon. Game 3 they just beat down a Marine Squad and Vulcan helping their own Vulcan out.


Adam Squared or Double AA

Thunderwolves Line up against the Grey Hunters. Oddly they went after Vulcan instead!

Land Raider popped! Time to get out boys!

Vets and Command Squad that took out the Land Raider.
Chimera was a wreck turn 1.
Smoke popped as the Salamanders blaze forward. Wolves sneak through the ruins.

Late in the game Rhino busted up.

Vulcan and Salamanders on the run. Space Wolves still holding them up from chasing them down.
Consolidation has not been done yet.

Enemy Wolves makes a grab for the kibble!

Yuri and William

The wall of bodies and steel.

The pass and defensive line.

Salamanders wait to counter attack.

Armored line waits.

Beat down, Salamander style!

Third turn team! Great guys!

Yellow Squad

I'm Blue dadedadedaddadadda

Late in the game, her comes the Paladins.

Land Raider from the Long Fangs view.

I AM VULCAN! NOT YOU! THAMP!

Cool shot of the Salamander Land Raider.
Wanted to show some of the other work Chris did.

The Purging of Kadillus: Review



Finished off this book today. Overall a good book if your into the story behind the fluff of a historical battle. This was one of the epic battles of the Dark Angels against Ghazghkull over one of their recruiting worlds. The story features several named characters that has appeared in the game such as Ghazgkull, Belial and Naaman (Scout Sergent). This also features how Ghaz got the teleporta technology that allowed him to invade Armageddon in one of the worst invasions that world has ever seen.

The layout of the book was well done as each story took a step through the time frames of the battles that happened as well as it featured stories about  a specific character including Boraes from the "Angels of Darkness" book (see book cover below) and makes a short reference to his story there.



They also gave you a little more for cost $11.99 US. giving you 417 pages of story and fluff extras. Extras included 4 pages in the middle with a 2 page battle map and artwork of Captain Belial of the 3rd Company (before being promoted to the Deathwing as Master). At the end of the book it gives you the "order of battle" showing the entire 3rd Company as well as elements of the 1st, 2nd and 10th that was on the planet during the crisis. It details names, #s of vehicles they had from Rhinos, Razorbacks and Predators to Squad names that was involved. A nice little touch that someone like me enjoys with it comes to fluff of a story.

I give this 4 out of 5 Chaos Stars. A well done book, larger print easier to read, more pages for your money with the fluff parts added helped the book be even more entertaining. Also, it taps his prior book as I mentioned featuring characters from other books. A must read for Dark Angels players and for anyone that just wants a good sit down book to enjoy.

Friday, June 10, 2011

Meet the Inquisition: Part 1



First some Mel Brooks!
http://youtu.be/jbcyiFt5VEs

Ah, a good moment for Monty Python! One of their top skits!
 http://youtu.be/Tym0MObFpTI

As I am not playing the Inquisition list tomorrow at the team tournament, I figure I would start posting Part 1 of introductions to what I have painted.


 Gladiators aka Crusaders
In Death We Shall Find Penance


Bruticus

 The Emperor

Remus and Romulas armed with Storm Shields and Shock Nets

 Magnos (aka Techmarine)

 Close up

 Brotherhood of Blood (aka Death Cult Assassins)

 These are the old Khemri Priest Models Long Ago

 Justice and Peacekeeper (Crusaders)

 Justice close up
 Peacekeeper is the wise ass. Why should the Inquisition be rude?

 Meet RVR and K-9 (Death Cult Assassins)
Tracking units armed with razor sharp teeth and talons.

 Inquisitor Cotaez (Finecast)

 Brother Synn with Melta Gun

 Argos with Melta Gun (some say he is a pirate, free trader and merc)
This was the old 40k Pirate model

 Technos (Van Sar Ganger with Melta)

 Missionary with Plasma Gun

 Lady Death (Death Cult As
Servo Skulls
Priest and Confessor
 Storm Troopers with Melta and Plasma

 Tyron (Inquisitor) 

 Detail of the Book (people love that part)

 Eviserators or are you just happy to see me?