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Sunday, March 25, 2012

Wow! I was lost in the warp!

Wow, just noticed how long it has been since I last posted!

I have been active on my other blogs posting away on various projects, working around the house, spending time with the wife, work has gone crazy and trying to get geared up for a tournament for May that I am looking forward to going to.

There is some cool things already lined up in the hopper for the blog, stay tuned!

If there is anything you would like to see, let me know, I'll do my best to work it in also!

Sunday, March 11, 2012

Team Tournament (Darkside Comics)

Chris and I had a double header this month with team tournaments and we drove down to Darkside to try out luck at another team event. This time we brought double wolves with of course these matching kick ass wolf shirts I found at Wal-Mart that was cheap....

The list was nothing amazing to be honest...we had 6 solid units of Grey Hunters with a melta gun and power weapon with a Rhino, 2 Rune Priests, 1 Lord and 1 Pack Leader with Runic Armor, Storm Shield and one had a wolf claw and the other had a Frost Weapon. 3 Units of Long Fangs with 5 missiles along with 1 unit of Scouts with a melta gun and pair of power weapons. The scouts and all Grey Hunter units had a Wolf Guard with a combi melta and power fist.

The tournament was excellent as Brian and Mike always host a solid event at the Darkside store and is by far one of my favorites to go. Their tables and scenery are always top notch and Mike is an excellent organizer for events.

Our first game was against Jake and Roger playing Imperial Guard and Black Templar. The Templars had a Land Raider two units of Sword Brethren (one group was assult oriented with lighting claws and thunderhammer/storm shield combo with cyclones in the other).
He had a few other core units but that was about all. The Imperial Guard player had a pair of the Executioner plasma tanks with multi-meltas, a Medusa with the shell upgrade, a command squad with Creed and some Veteran squads with camo cloaks.

This game was all about hidden objectives. You didn't know what your objective was until you deployed...ours was to capture objectives, they got the same objective as well. Overall this game went smoothly and without any issues, the scouts disrupted the back and we was quickly able to cut off some of their firepower and we threw a large brick at them that stalled their advance towards our objectives. In the end, we had one contested, they had one and we had the other two....a solid win and we took a total of 27 points with bonus points.

Our second game was just as usual fate has it, we had to play Clark and one of the other guys from Skull and Bones. They had the Necrons and Raven Guard Marine list. The Necron player had Immotek (Mr Nightfight as I call him), 4 units of Immortals and a large swarm of scarabs. Clark had Shrike, 2 huge units of terminators with thunder hammers and storm shields, 1 scout squad with sniper rifles, another squad with a lascannon that he combat squadded it seemed.

The game was simply annoying with the night fight and was a rough game. The first unit of Thunder Hammers died after several rounds of fighting and the second unit finished off that and had to fight another batch of two Grey Hunters was a slap down leaving one squad broken, 2 wiped out out and the Lord had only taken one wound and at the end of the game was facing down two Terminators that I feel he would have polished off if we had another turn. This mission was also a tough one as each player on a team had to have a unit each to claim a table quarter for points each turn. Chris and I should have deployed different but that was our mistake in the end that gave Clark and his friend a solid win.

The last game was against Nids and Space Marines played by Don and Chris. The Marine list had a Chapter Master (for the  orbital barrage), a pair of Razorbacks with Heavy weapon squads, two troop choices on foot and the Nids had the Tyrant with guard in tow, two large beasties that poops out the Guants, two units of Gaunts, the Doom in a pod and another large beastie. This game went slower than I had hoped, but when you have models pooping out units and such it just eats into the game and we had to look up a few things. The Doom was annoying and just tore up a Long Fang Squad before I was able to take it out with Grey Hunters. I did come up with an amusing trick when it came to dealing with the Pod. It was immobile, but not a vehicle. I tank shocked it with the Rhino, it got the death and glory chance to destroy the rhino before it plowed through it and turned it to pulp. This game was about objectives as we each had two on the table. We managed to defend ours on the last turn from the Tyranid swarm as the Marines defended theirs. I did manage to get a unit of Grey Hunters to one objective and assault the defending unit on the last turn allowing us to contest it for a win....we had a few rules look ups including the ruins incident. The Marine player thought the wall was solid but most games I play you treat it as a ruin that you can move through. Well, the rules say you agree upon it, sadly we didn't discuss this early on as we was tired and the last game. We tossed a d6 to determine what it was. With luck on our side it was a ruins I could pass through! Otherwise it would have been a flat out draw.

We took 4th place (just 1 point shy of 3rd!) ARG! Still, it was three solid games against three great teams and the food at Yoders was excellent (except they put cheese on my skillet scramble)....I used some leftover cash to grab a pair of coffins from the Malifux area to add to the Strange Aeons collection.

In some after action discussions we found several units in the game was key to helping us in several games.

Grey Hunters: 6 troop choices was simply more than enough and a tough unit to take out. They handled themself every game with perfect execution even unto death.

Wolf Lord: The combo of runic armor, storm shield and wolf claw along with Saga of the Bear made him one tough opponent. The first game found him taking a loss in a battle and retreating but still unscathed. The second game, he walked away with only one wound and about to finish off two terminators and in the last game he stood up to a Hive Tyrant without blinking.

Wolf Scouts: Wow, these guys was tough despite how much they seem weak, they was underestimated every game. The second game it took out a unit of Immortals, Scouts and ate into another unit of Immortals before they died.

Here is some photo's of the event....

Jake and Roger, these guys as by far just a great team to play against!

Must be that it was an Ice table that the Space Wolves won!
This was early on on the 2nd turn.

Laterin the turn when the Land Raider advanced!

Sadly, the melta guns failed to blow up the Land Raider!

The Wolf Lord urges his men forward to glory!

The Land Raider lets the Sword Brethern and the Emperor's champion loose upon the Space Wolves!

Clark and company looking over their deployment.

First turn, slow advance to figure out where to direct the game if possible.

Late in the game, Scarabs ate a Rhino, the Grey Hunters busy with pest control.

The Wolf Lord and his squad battle the last Terminator, only to have a second group in route to finish them off.

Game 3, the Hive Tyrant advancing.

Don and Chris

The Tyrant adances with the brood.

40k Team Tournament: Armada Games (March)

Chris and I headed to Armada to play in a team tournament they held at the first of the month. We brought the Space Wolves and Imperial Guard to this event expecting some rough lists.

I don't have the list Chris had but I know he had one Rune Priest, a few Grey Hunter squads with melta guns, each with a power weapon and a Wolf Gard with a power fist and combi-melta, 2 Long Fang Squads of 5 missiles, 5 Scouts with 1 power weapon and melta gun with another Wolf Guard with the same kit. Each of the Grey Hunters had a Rhino and I think that was all.

My IG list was rather bland with a Command squad with 3 melta guns and a power weapon on the officer, 2 Veteran Squads with 3 melta guns and Chimeras, the HQ had a chimera also. I had one platoon command squad with 4 flamers in a chimera, another 2 line squads with autocannons and sniper rifles in a Chimera also along with two special weapon teams with 3 melta guns each. I had also the Executioner with plasma sponsons and a heavy flamer in the front hull along with a pair of Exterminators with full heavy bolter kits.

The event was supposed to start at 1 but was delayed until after 2pm as the organizer  (not the usual guy I know) was late showing up to run it. Not a good start off the bat. He also printed out 2008 team tournament missions from Adepticon so they was dated for 4th, not 5th edition games.

The first game was against Space Wolves and Blood Angels! Wheew! Ugly mix here. They had several jump squads of Blood Angels, Sanguinary Priests, two scout squads with sniper rifles with cloaks, several heavy weapon squads and the Space Wolf player had two drop pods with 1 dreadnought with a multi melta and another squad with Logan, I think he also had another Grey Hunter pack in a Rhino (maybe two) and they also had Mephesiton in the army.

The game was take the objective in the center that scatters left or went to our right a few inches and we opened with a stream of firepower to weaken their forces. The game passed back and forth until the time was suddenly called. The organizer was not the usual guy running the event and was a store employee. He apologised he was busy with customers and failed to give any time warnings. Sadly, this resulted in a loss for us with a few bonus points along with a secondary objective going to us due to this half ass time keeping.

Next up we was paired against Tau and Dark Eldar. While I don't recall everything, they had ALOT of vehicles and Broadsides. This was overall a rough game, early one they was totally blasting us to hell but we was able to slip back into the game once our reserves came on. This put some pressure on them that allowed us to score some points in the secondary and last objective even though we didn't take the primary. We also picked up some bonus points that helped our score out.

The last round we was put up against Dark Eldar and Blood Angels! Well, we got first turn which I figured would come down to who went first. Our first two turns of shooting was nothing short of a amazing. By the end of the 2nd round 80% of the Dark Eldar was shot down and the Blood Angels was having their own troubles. By the end of the game, we had the center taken and ready to blow up the beacon along with tabling the team on the final round. The second Storm Raven was the last thing to go. Again this was another crazy game...the Death Company made it to our lines only to find so many guns pointed at them they died a painful death after killing one unit. The second amusing part was Dante landing with a squad behind one of the Long Fangs and killing all but one, then everyone rolled towards them and the squad also ate 3 plasma cannon shots among other things. Needless to say, there was little left of that squad after the shooting phase ended. It was a brutal loss for the other team and was extremely lucky on our part to have some great dice rolls but I guess we built our our karma that day due to the mishaps.

Each game ran longer than expected and we didn't leave until 11:30, mind you we was at the store at 12 noon when they opened. I got home later than going to an event in Sarasota that takes me about an hour and half to drive home! GAH! Plus we went for food between turns 2 and 3 only to find that Dairy Queen had a line that was not moving and a bunch of workers that just stared at you as they walked by. Service was not their goal there, we ended up getting McDonald's at Midnight (mind you we last at at 11:30 am at Wendy's) that was again another fast food nightmare....

Chris was not fond of Armada but I explained the guy hosting it was not the usual organizer and should give it another try before he writes off the store. Despite all the crap we did take 3rd and got some prize money....we laughed on the way home as it worked out to $2 an hour roughly in prize money...hahhahahahahaha

Our first round opponents! Alberto and Jim.

Deployment for the IG/Wolves

First turn, the Dreadnought lands near. Blows up the Executioner!
Granted we blew the dreadnought and drop pod to hell the next turn in revenge!

The game about mid point...

Grey Hunters head for the wreck for cover!

Wolf Scouts suprise the IG!

Blood Angel Jump Troops threaten the vehicles.

Keegan and Charles (hope I got their names right!)

Deployment for us....

                                                                   James and Austin, Round 3!

The Dark Eldar take a pounding!

Simply amazing artwork on the raiders.

More erotic artwork on the other side.

Death Company make to the lines only to discover a ton of guns pointed at them.

Feel no pain? Feel some shotguns and 3 melta guns!

Thursday, March 8, 2012

Squigbowl Results

Well, I lost 3-0 in the Squigbowl finals against the Slann. Fast and agile team makes it hard for a strength team to get to them at times. There was also some twists of luck for both sides and I had a few shortfalls in the dice area and at other times I was on fire.

I shall post the Squigbowl rules below so any fans of Blood Bowl can give it a try, the game is a scream and a riot. I think the Squig was the MVP of the game as it plowed down a good bit of the Slann, a few orks and killed on of each of our team members.

On the plus side I killed his Kroxigor when he tells me to reroll with his Apothocary and I get dead again! Whooo! The joke of the night was "I HAVE BLOODWEISER BABES!"

Some bits of the game was that we both took one of our Chainsaw brethern into the game and I took the goblin bomber also. Really, the Chainsaws didn't do much and we  had a clash of chainsaws for a moment that amused me. The Gobbo was a waste of 50k and I regret it now. Granted he DID bring some amusement when I tossed a bomb at some of his Slann, he misses an interception, a diving catch player grabs the bomb, throws it at my Black Ork, catches it, throws it back at the frogs, they catch it again, then the Blizer catches it, it goes back to the frogs that throws it again to finally land on the Black Ork. I ended up taking out one of his linemen in the blast and 4 of my orcs was on their back. Ugh!

Patrick scored up 2-0 by the end of the first, I had a few promising moments during the game and the luck just didn't hold out sadly. So, he took home his second Squigbowl win two out of three seasons. I took second place and had a great time that night laughing at the antics of the game all around.

I won one of the league prizes (a pair of dice) and I got some prize support credit that I used to purchase a new toy for my Necron army along with some paints that I needed to replace.

A great night and was a blast...looking forward to next year!

The paint I got...

My new dice and did they roll well? I like'em!

The Necron forces receive some reinforcements!

For those interested here is the Squigbowl Rules:

SquigBowl Rules

Plays like a standard game of BloodBowl, with one exception; the ball sewn
under the skin of a particulary nasty Squig. Starved for days before the big
game, he will snap and bite at anything he touches! The following rules apply
during the SquigBowl:

The Squigball has the following stats:

MA 1D6 ST 3 AG 3 AV 7 Dodge, Claw, Horns, Thick Skull

The Squigball has the following special rules:

1) The squig is (usually) alive and kicking, and constantly on the move. At the end of each players turn, that coach rolls a D6. The squig will then Blitz! that many squares. This means that Horns will be applied on more than one
2) If the squig is ever moved into a players square, it will throw a Block against that player unless the squig is seriously injured or dead.
3) The squig applies the Horns skill on ANY block it throws, not just Blitz's
4) The squig does not have to spend 3 movement to stand up if it is prone.
It can stand up for free.
5) The squig does not have to roll for dodging in or out of player's tackle zones (no one is stupid enough to try and stop it)
6) Use the Scatter Template to determine the direction.
7) The squig WILL run off the field! Use the standard throw-in rules to handle
this. However, when thrown in, if the squigball lands in a player square, it will throw a block against the player.

If the Squig runs into a player, the Squig throws a block against that player. That player's opposing coach compares the ST of the Squig and the player. Each teams' players provide offensive and defensive assists if applicable. The opposing coach then throws the appropriate # of block dice.

If the player is Pushed, the opposing coach of the player chooses the push location, and the squig will always follow up. The squig then continues its movement.

If the player is Knocked Down, the opposing coach of the player rolls Armor and Injury as normal. The squig will always follow up, if possible.

If the squig is knocked down, the players' coach rolls armor and injury against the squig. Use the following injury table:

Prone: No effect. Leave the Squigball standing. Do not place the Squigball prone.

Stunned: The player fends off the squig's attack. The squig stops moving and
loses any additional movement.

Knocked Out: Place the squigball prone. During the next coaches turn, any attempts to pick up the Squigball are resolved as if the squig is a normal ball. However,
after being picked up or when the turn ends, the squig is awoken and plays normally.

Serious Injury or Death: The squig is mangled to a point where is no longer fights. Replace the squig miniature with a standard ball and treat is as such until a
touchdown or the half ends. After a touchdown or the half ends, the dead or injured squig is replaced with a fresh squigball. Attempts to Pass, Catch, and Intercept the Squigball still incur a -1 penalty. Also, you may not throw Long Bombs.

Tackle Zones

The squigball exerts a tacklezone just like a player, but does not give assists to
either team during blocks or fouls. This means dodging away or into the squigball's tackle zones incur the normal penalties as if the squig was an opposing player.

Handling the SquigBall

A live squigball is a little mass of muscle, teeth and sharp pointy things, and
therefore not very aerodynamic or easy to handle. A player can choose one of two
ways to pick up the squigball:
1) The player chooses to try and avoid the pointy things and grab the squig quickly. Roll as standard pick up with a -1 to pick up the ball. A failed pickup counts as a turnover. Place the player prone and the opposing player's coach may make an Armor and Injury roll as if the player was knocked over from a block.

2) The player must make a block against the squig. If the player was moving, this
does not count as a Blitz! action. The following results will occur:

On any result where the squig would be knocked down (Defender down, Defender stumbles and blocker has Tackle, Both down and blocker has Block), the squig is beaten into submission and picked up.

On a push, the squig is pushed in a random direction (use the Throw-in Template template), and the blocker may follow up. This does NOT count as a turnover, and that player may continue their movement. If the squig is pushed into a player, the squig throws a block against that player.

On an attacker down result (or both down and blocker does not have block), place the player prone and the opposing player's coach may make an Armor and Injury roll. This counts as a turnover. Each player may only attempt to pick up the squigball once per turn this way.

3) Attempts to Pass, Catch, and Intercept the Squigball incur a -1 penalty. Also, you
may not throw Long Bombs.

4) When a player is holding the squigball and attempts to take an action, that player's coach must roll a D6. On a 1, the squig squirms loose, bites the player and runs off. Make an immediate Injury roll against that player, and scatter the squigball. This counts as a turnover. You may use a team or leader reroll to reroll this. You do not need to roll this if the squig is seriously injured or dead.

Wednesday, March 7, 2012

Amusing Parody Song

Saw this over at Stelek's "Truth Hurts" blog, rather funny and wanted to share it to others that may no follow his blog. enjoy!

Tuesday, March 6, 2012

Zone Morlis

I have been hearing rumors of this and finally saw something pop up on the GW site that directed me to Forge World (pimping their stuff) and a link to the rules download.

The stuff looks great, but the price is just out of my range. I think that either Space Hulk will appear again on the tables or I will make my own scenery for a 1/10 of their price.

Looking forward to trying this out and giving a review on it later.

What do you think? Post your thoughts!

Thursday, March 1, 2012

Late Battle Reports: Darkside Comics (Feb 2012)

Chris and I hit Darkside this past month to throw some dice and play a few games of Warhammer 40k. I admit things have been crazy of late and I have been busy that I just have not had time to write up a proper battle report. So, instead I am going to post some pictures and talk about the stuff there. I wanted to share the new Tyranid Bio-Table that was amazing to play on!

I went 1-1-1 with IG, beating Eldar, tied against Space Wolves and Lost to a Tricked out bug list and bad luck. Two armies was solid and well balanced competative lists, the Nids was less so and the player needed to work on his management of the army with all the tricks and such he worked into it. We lost some time as he shook out unpainted Gaunts onto the table to deploy them each time some of the big beasties pooped out another horde of bugs and he was forgetting what had psychic powers used on what unit. So,  I handed him some markers and we continued.

Overall I had a good time, I was getting a bit flustered when the other guy wanted to continue to another turn and I felt we didn't have time, but he wanted to "WIN BIG" it seems....I just hate we ran late and  well past time called to resolve his last turn.

Here is the photos:

Tyranid Bio-Table

Clark, Eldar


Eldar Advance

Eldar skimmer rans my Chimera. BOOM!

Another ram,  his time a tougher target. The Tank won! Still I was rendered immobile.

Chris, Space Wolves

The table, open grounds for a kill point game.

Advance of the IG, Space Wolves bunkered.

Space Wolves tangled up by IG shooting.

A unit of 10 becomes a unit of 2 after a few plasma blasts.

Space Wolves advance, but took late...

Nid player...

Area 51, fitting for bugs and IG...
Nids deployment...

About mid of the game, the power was low on my camera so I didn't take any more shots.

Looking forward to the next following weekend for the quarterly team event at Darkside. What I enjoy most about this event is I can play with my friend Chris in a team setting. It's more social and I won't be paired up with him. It always never fails that every other event we tend to score the same and end up paired. And also, just another good laugh, Clark is from my area also, so I drove almost 2 hours to play two people I could have driven to meet within 15 minutes!