The Four Strands Modeling, Painting, Gaming and Storytelling

30Jun/150

Tournament Prep 2: Update for the new Codex

New codex, new overpowered formations.  Can I stay true to my old school roots and eschew 300 points of free transports?

Well, of course, but can I WIN?  As a test, I played Ian's allied Sisters and Mechanicus.

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Bozeman - Azure Flames (Salamanders Space Marines)

-Leonidas, captain of the 1st Company (counts as Vulkan He'Stan)

-Librarian, Psyker level 2, Space Marine Bike
---Pyromancy powers: Flame Breath, Firey Form, and Fire Shield

-Tactical Squad x10, Veteran Sergeant, Power Fist, Melta Bombs, Combi-Melta, Meltagun, Multi-Melta
---Dedicated Transport Rhino, Extra Armour

-Tactical Squad x10, Veteran Sergeant, Power Fist, Melta Bombs, Combi-Flamer, Flamer, Multi-Melta
---Dedicated Transport Rhino, Extra Armour

-Scouts x5, Bolters
---Land Speeder Storm, Multi-Melta

-Dreadnought, 2x Twin Linked Autocannon, Extra Armour

-Ironclad Dreadnought, Ironclad Launchers, Heavy Flamer
---Dedicated Transport Drop Pod

-Assault Squad x5 (no jump packs)
---Dedicated Transport Drop Pod

-Bikes x8 plus Attack Bike, Veteran Sergeant, Power Fist, 2x Meltagun, Multi-Melta, Melta Bombs

-Land Speeders x3, Multi-Meltas

-Thunderfire Cannon

-Predator, Heavy Bolter Sponsons, Extra Armour

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Ian - Adeptus Mechanicus, Skitarii, and allied Sisters of Battle

-Techpriest Dominus, Phosphor Serpenta, Eradication Ray
---Archutech Specialist Warlord Trait

-Kataphron Breachers x3

-Kataphron Destroyers x3

-Corpuscarri Electro-Priests x5

-Skitarii Vanguard x10, Arc Rifle, Plasma Cavalier, Arc Pistol, Auspex

-Skitarii Rangers x10, Transonic Arquebus, Arc Rifle, Plasma Cavalier, Phosphor Pistol

-Uriah Jacobson

-Battle Sister Squad x5, Combi-Flamer, Flamer, Heavy Flamer
---Immolator, Twin Linked Multi-Melta

-Battle Sister Squad x5, Combi-Flamer, Flamer, Heavy Flamer
---Immolator, Twin Linked Multi-Melta

-Dominion Squad x5, 4x Meltagun, Combi-melta
---Immolator, Twin Linked Multi-Melta

-Dominion Squad x5, 4x Meltagun, Combi-melta
---Immolator, Twin Linked Multi-Melta

-Exorcist, Storm Bolter

-Exorcist, Storm Bolter

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Tournament Mission 1: Command and Conquer

Terrain: 6'x4' board, 2x ruined buildings, 2x hills or craters, 1x impassable LOS blocking feature, 1x river or water hazard, 2x forests that count as "twisted copses," 1x Armor 14 medium building with 4 access doors and 4 fire points, one in each direction.

At Any Cost: The building may ALWAYS be targeted for shooting and assault, regardless of who is occupying the building.

Deployment: Dawn of War

After placing terrain but before deployment, players roll off, and then take turns placing 3 objectives labeled 2, 3, and 4.  Objectives must be within 24" of the center of the board, 6" from a board edge, and 12" from another objective.

After deployment, players place one objective each (labeled 1 and 6) in each others deployment zone.  Objective 5 is not placed because whatever.

At the end of the game, objectives 2, 3, and 4 are 3 victory points, and objectives 1 and 6 are 5  victory points.

I won setup.  There was no night fight, and no initiative seized.

Setup:

Not shown: Several of Ian's units used a Scout re-deploy.

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Turn 1: Azure Flames

Librarian with the bikes moves up, casts Firey Form and Fire Shield.  Bike meltas and Thunderfire cause one glance and one pen on the Immolator to the right, making it fore snap shots.  Leonidas and the Assault Squad flame the Skitarii Rangers, killing the whole unit foe first blood and leaving only the Techpriest Dominus remaining!  The Dreadnought and the Predator kill two of the Kataphron Destroyers, and the third breaks and flees off the board!  Melta tatsquad, Land Speeders, and other Bike combat squad move right around the weird white impassable hill.

The Immolator survives the odds...

Leonidas clears out the Rangers.

Hug the wall!

Turn 1: Adeptus Mechanicus and Sisters

Uriah Jacobson and a Dominion Squad, the Techpriest, and one of the Exorcists reduce Leonidas and the Assault Squad down to Leonidas and one Flamer.  The Electropriests advance on objective 3, and the Kataphron Breachers put a glance on the Dreadnought.  Battle Sister Immolators and the Skitarii Vanguard move out towards objective 2 in the center.

The Assault Marines are blasted!

The Kataphron unleash some Haywire fire!

Advance!

Turn 2: Azure Flames

Bikes advance toward Uriah Jacobson.  Librarian casts Firey Form, Flame Breath, and Fire Shield.  Bikes open fire, removing the whole squad.  Leonidas and the remaining Flamer Assault Marine charge the Kataphron, killing two and running the last one down.  Fire kills one Immolator in the center.  Ironclad arrives and its Heavy Flamer kills 7 of the Skitarii Vanguard.  Bikes approach the 5 point objective, #1.

Uriah, the Sisters, and the Kataphron  are eliminated!

The Center is contested...


The Ironclad deals with the Rangers, while the Bikes take the objective.

Turn 2: Adeptus Mechanicus and Sisters

The Electropriests, Battle Sisters, and one of the Exorcists shoot Leonidas, killing the Assualt Marine.  The Electropriests and the Techpriest charge him and a flurry of 1s take Leonidas out, for Slay the Warlord!  Another Exorcist fires 6 missiles at the Ironclad and does one glance...  Battle Sisters do a trick shot, kill a bike with a Bolter, and the bikes break!

Leonidas is eliminated!

Lots of missiles!  Not so much on the damage...

Fact: Space Marines are Leadership 8.  Fact: this can bite you in the ass.  Fact: And They Shall Know No Fear sort of makes up for it.  Sort of.

Turn 3: Azure Flames

Scouts in the Land Speeder Storm arrive by objective 1.  Ironclad does a disordered charge and kills some battle sisters.  The Thunderfire kills the Electropriests and the meltaguns on the bikes kill the Techpriest for Slay the Warlord!  Dreadnought takes the last hull point off of the Immolator that held Uriah Jacobson.

Objective secure... for now...

Dreadnought deals with the Sisters while the Electropriests are ruined by the Thunderfire, clearing the way for the Bikes to kill the Techpriest.

Immolator is gone.

Turn 3: Adeptus Mechanicus and Sisters

The Battle Sisters charge the Bikes, and are cut down!  Unbelievable Exorcist missile shots kill two Land Speeders and strip the meltagun off the third!  Ironclad finishes the Immolator.

The Sisters choose to charge!  This is not advisable...

A missile blast from the Exorcists take out the Land Speeders!

Turn 4: Azure Flames

The Tactical Squad and the Dreadnought move toward the objective.  The Bikes disordered charge the Exorcists, and kill one.

Exorcists are charged, and one dies!

Turn 4: Adeptus Mechanicus and Sisters

The last Dominion squad arrives from reserves.  Its Immolator kills the Land Speeder Storm, while the Immolators kill a bike and put a wound on the Attack Bike.  The surviving Exorcist fires on the Ironclad, but fails to do damage.

Last chance at the objective!  The Dominion squad brings the Melta hurt.

BEEP.  BEEP.  BEEP.  BEEP.

Turn 5: Azure Flames

Bikes charge and kill the last Exorcist.  The damaged Land Speeder takes the objective, while the Scouts and Thunderfire wipe out the Dominion squad.  The Bikes break the Multi-Melta on the Exorcist.

Exorcist is gone.

Only a damaged Immolator is left...

Turn 5: Adeptus Mechanicus and Sisters

Damaged Immolator tank shocks the Scouts.  Game ends.

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Final score:

Azure Flames: 19 plus Linebreaker, Slay the Warlord, and First Blood: 22

Adeptus Mechanicus and Sisters: 0 plus Slay the Warlord: 1

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Final Thoughts:  I think this list is still pretty strong.  Objective Secured would have helped if there had been more resistance around objectives.  Every unit performed a task.  Leonidas should have lasted one more turn, but I rolled poorly for saves.  Ian had a couple bad rolls here and there, and some stuff that should have died (like the Ironclad) actually lived.

Next: Assault Marines painted, possibly Battlefleet Gothic, and one more game at Highland before the tournament!  Based on other people's lists, no one is making as super ridiculous list that can't be beaten.  However, some people have signed up without me seeing what they have brought.  We shall see whether 40K is still alive and kicking or a hotbed of auto-win crap.  Stay tuned!

28May/150

Tournament trial 2000 – Can a Highlander list defeat a modern 40K tournament?

I've been pretty hard on tournaments in the past (trawl through my previous posts if you're bored).  However, the players in Highland are getting some pretty heavy prize support from a local store, and they sold it as a balanced well run tournament.

I was intrigued.  That rarely happens when you mention the word "tournament" around me.

Rules stated that the list should be 2000, and follow all the rules for army composition.  This turned me off a little, as 40K has been going into the "buy this formation for an auto-win" direction.  So, I played with another rule.

I went full Highlander.

It's not a Highlander tournament, I was just in a Highlander mood.  For those unaware, a Highlander list cannot have ANY repeat choices, except for troops.  I'm not talking the lame Space Wolf rule that two exactly identical characters but one has melta bombs counts.  I mean if you choose a Librarian, you can't take another.  This prevents spam, overpowered crap, and other stuff that makes 40K just unbearable to me.

So I decided to do an experiment.  Other people are going to bring their lists this week, so I'd pit my list against theirs and see if I had a chance.  If new 40K codex creep makes a balanced, fun, fluffy list untenable then Tournaments are not my scene.  However, if I have a chance, I'm going for it.

So, how'd it go?  Let's find out!

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Custom Tournament Mission #4: Right Place at the Wrong Time

Deployment is decided randomly.  During the tournament, all simultaneous games will have the same deployment.  We rolled Vanguard Strike (corners).

Six objectives are placed as per a Maelstrom mission from the core rulebook.  When an objective is first claimed, roll a D6.   On a 1, the objective explodes with a S5 AP4 3" blast from the objective, and the objective is removed.  On a 2-3, the objective is fake, remove it.  On a 4, the objective is real!  Roll a D6 to determine what kind of Mysterious Objective it is.  Re-roll all results of 1, as the objective is not booby trapped.  After 3 objectives have been removed as fakes, or found to be real, either remove objectives or mark them as real so that 3 real objectives remain.

Objective are worth 3 VPs.  First Blood, Linebreaker, and Slay the Warlord score as normal.

All tournament boards will have the following terrain:

- 2 ruined buildings, chipboard around building counts as area terrain

- 2 hills or craters, or a mix

- 1 impassable line of sight blocking wall

- 1 river or other water hazard

- 2 forests that count as "twisted copses" from the main rulebook

- 1 building, armor 14 all around, with entrances on all 4 sides, one fire point on each side.  This building has the special rule "At any cost necessary" which allows you to target the building, even if your own troops are occupying it (for Maelstrom missions).

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Bozeman - 2000 point Highlander (battle forged)

- Leonidas, captain of the 1st company (counts as Vulkan He'stan)

- Librarian, Level 2, Space Marine Bike, Flame Breath, Fire Shield, Spontaneous Combustion

- Tactical Squad x 10, Veteran Sergeant, Combi-Melta, Power Fist, Meltagun, Multi-melta in a Rhino

- Tactical Squad x 10, Veteran Sergeant, Combi-Flamer, Power Fist, Flamer, Multi-melta in a Rhino

- Scouts x 5 with bolters, in a Land Speeder Storm with a Multi-melta

- Dreadnought, 2x Twin Linked Autocannons

- Ironclad Dreadnought, Heavy Flamer, Ironclad Launchers, in a Drop Pod

- Assault Squad x 5, 2x Flamers, removed Jump Packs, in a FREE Drop Pod

- Bike Squad x 8 plus an Attack Bike, Veteran Sergeant, Power Fist, 2x Meltaguns, Multi-melta

- Land Speeders x 3, 3x Multi-meltas

- Thunderfire Cannon

- Whirlwind

- Predator Destructor (autocannon), Heavy Bolter Sponsons

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Dominic - 2000 Eldar (unbound)

- Wraith Host Formation

--- Spiritseer, Embolden/Horrify, Protect/Jinx, Conceal/Reveal

--- Wraithguard x 5 with Wraithcannons, in a Wave Serpent with a Scatter Laser and Holofields

--- Wraithguard x 5 with D-scythes, in a Wave Serpent with a Scatter Laser and Holofields

--- Wraithguard x 5 with Wraithblades, in a Wave Serpent with a Scatter Laser and Holofields

--- Wraithlord, 2x flamer, Ghostglaive, 2x Brightlances

--- Wraithknight with Suncannon and Scattershield

- Farseer, (warlord trait: split fire), Guide, Mind War, Fortune, Will of Asuryan

- Dire Avengers x 10, Exarch, Shimmershield in a Wave Serpent with a Scatter Laser and Holofields

- Crimson Hunter with an Exarch Pilot.

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Setup:

Above setup map enhanced with MS Paint to show the position of the 6th objective.

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Turn 1 - Eldar

Wave Serpents move out and fire on the Rhinos, taking 2 hull points off each and immobilizing one.  The Wraithknight fires on the bikes, forcing them to jink and killing 2.  The objective by the wave serpent explodes and disappears.

The Eldar move out.

Flames under fire!

Turn 1 - Azure Flames

The Ironclad drops in, but a holofield save prevent its meltagun from popping a Wave Serpent.  The rest of the army moves out and fires, killing the Wave Serpent holding the Wraithguard with D-scythes.  Objective behind the wall is real!

Move out!

The whole army was necessary to kill one Wave Serpent...  This does not bode well.  Plus, Holofields are a hell of a drug.

Turn 2 - Eldar

Wraithguard with D-Cannons pop out and destroy a Rhino.  A bad morale check leaves the occupants pinned!  Further fire from Dire Avengers whittle a few tactical marines away.  The D-scythe Wraithguard annihilate the Ironclad. Lucky Jink saves protect the Land Speeders.  Bike combat squad with the attack bike takes a few casualties.  They fall back 4".  Side shots wreck the Predator.  The Wraithlord arrives from reserves and walks on.  The Eldar reveal two more fake objectives, all the rest are real!

Jink for your lives!

Pinned!

Turn 2 - Azure Flames

Leonidas and the Assault Squad arrive and bake the Dire Avengers.  Scouts arrive in the Land Speeder Storm.  Librarian casts Fire Shield on the assault Squad.  Lucky melta shot on the Crimson Hunter causes a penetrating hit, and forces the jet to fly off the table next turn.

Dire Avengers go bye-bye.

Masses fire has little effect when the enemy can ignore it...

Turn 3 - Eldar

Th D-scythes vent their rage on the Drop Pod.  The Wraithknight kills all but Leonidas and one Assault Marine.  The Wraithguard with wraithblades attemp to charge the bikes, but re-rolling meltas kill one and prevent the charge!  A Wave Serpent fires on the Whirlwind, glancing it.

Overwatch saves the day!

Sneaky Wave Serpent!

Turn 3 - Azure Flames

Leonidas, the Assault Squad, and the Tactical Squad assault the Wave Serpent on the hill, killing it.  The Librarian suffers a Perils of the Warp, and overcharges himself, gaining a whole slew of POWER!  He and the bikes assault a second Wave Serpent, killing it.  The other Tactical Squad assaults the last Wave Serpent, also killing it.  Hat trick!

Krak goes the grenade.

Marines with krak grenades STANDARD are fantastic.  You used to have to pay 2 points in 3rd edition!

Turn 4 - Eldar

The Wraithknight fires on Leonidas, and kills the last assault marine.  It tries to charge Leonidas, but a roll of 4 with -2 for difficult terrain fails.  The Crimson Hunter arrives, and kills the Dreadnought.  Fire kills one Land Speeder.  Wraithblade Wraithguard charge the bikes, killing all but the Librarian.  Wraithguard with D-scythes destroy one Land Speeder and the last saves with a lucky jink from the Wraithlord.

Planes are an aspect now?

I COULD charge you... but, I'm tired... yeah, that's the ticket.

The Wraithguard make the bikes pay for their arrogance.

The Land Speeders provide a distraction.

Turn 4 - Azure Flames

The Tactical Squad charges to save the Librarian.  They kill one Wraithguard, but lose two, lose combat, and flee... four inches.  Leonidas boldly charges the Wraithknight to delay it, and succeeds, surviving the attacks.  The last Land Speeder flees behind the building to secure Linebreaker, while the Bikes advance.

Combat does not go as planned, but the Librarian is extricated.

A last, desperate charge.

Not pictured: the Land Speeder behind the building.

Turn 5 - Eldar

The Crimson Hunter arrives, after being forced to fly off the board.  It forces the tactical squad on the hill to go to ground.  Wraithlord and Wraithguard advance on the objective by the crater.  The Wraithknight finishes off Leonidas for Slay the Warlord.  Wraithblades charge the Tactical Squad, but are all killed.

Aircraft incoming!

Objective is being held.

Leonidas held as long as he could...

Turn 5 - Azure Flames

Bikes contest the objective and kill a Wraithguard.  Librarian and Tactical Squad move out towards the hill.  Land Speeder Storm peeks out from behind the building.  Game continues to turn 6.

Selling their lives dearly.

The Librarian moves to assist the beleaguered tactical squad.

Turn 6 - Eldar

Wraithknight shoots, assaults, breaks, and chases off the board the tactical squad on the hill.  It consolidates right in front of the Librarian.  Crimson Hunter takes aim at the Thunderfire holding the objective, and precision shots kill the Techmarine, removing the Thunderfire.  D-scythes end the bike squad.

Come get it!

Bikes are toast.

Precision shots clear the objective!

Turn 6 - Azure Flames

Whirlwind moves up to claim the objective behind the wall.  Tactical squad runs 6" behind the Wraithknight, and secure the objective.  Scouts run out of the Land Speeder Storm, and thanks to Objective Secured, steal the crater objective right out from under the Eldar!  Game ends!

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Final score:

Azure Flames - 3 objectives plus First Blood and Linebreaker - 11 VPs

Eldar - Slay the Warlord and Linebreaker - 2 VPs

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Well, even with D-strength flamers, and a fancy-schmancy formation, the Highlander came out on top.  It looks like this might be a tournament worthy list after all.  Let's do it!

Dominic's list has neat stuff, but because the Wraithguard are so expensive, it had few options to hold points.  Those D-scythes are potent terror weapons, but they need to be in position to do the most damage.  They can also only kill one unit per turn, so a list with lots of targets can overwhelm them.  Personally, I'd like to see more aspect warriors.  Some Fire Dragons and Striking Scorpions would be awesome in Wave Serpents.

Next: some more Gothic if I can swing it, an Assault Squad painted, and more Highland tournament prep!  Stay tuned!

11May/150

The Bait rematch – Tau Shan’al Shi’ur vs. Imperial Navy

Stephen and I wanted to get together to play another game of Gothic.  However, due to mutual delays, we couldn't get started until 9pm.  Stephen suggested a rematch of The Bait, which he played against my Dark Eldar.  This time, however, I was the pursued as my Tau Kor'or'vesh fleet!

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Mission: The Bait

Setting: Outer Reaches

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Bozeman - Tau Kor'or'vesh Shan'al Shi'ur

-Lar'shi'vre "Protector" class cruiser, T'au Lar'shi'vre Aloh Sho'ka, T'olku configuration (pursued ship)

-Il'porrui "Emmisary" class light cruiser, T'au Il'porrui M'yen Lar'shi, Bor'kan configuration (squadroned with two other ships below)

-----Il'porrui "Emmisary" class light cruiser, T'au Il'porrui Lynu Kar'tyr, Bor'kan configuration

-----Il'porrui "Emmisary" class light cruiser, T'au Il'porrui Sh've Mont're, Sa'cea configuration

-Vral Squadron: 4 Kir'la "Warden" escorts and 1 Kir'shash'vre "Castellan" escort

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Stephen - Imperial Navy

-Avenger class grand cruiser

-Dauntless light cruiser (torpedo configuration)

-Dauntless light cruiser (lance configuration)

-Squadron of 2 Cobra destoryers

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Setup:

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Turn 1 - Tau Shan'al Shi'ur

The Aloh Sho'ka fails to go on Come to a New Heading, and so simply moves and launches missiles and a fighter for a CAP.

Turn 1 - Imperial Navy

A bad roll prevents the fleet from going on special orders.  The whole fleet advances.

Turn 2 - Tau Shan'al Shi'ur

Aloh Sho'ka Reloads Ordnance and turns.

Turn 2 - Imperial Navy

Cobras and the torpedo Dauntless get All Ahead Full, but the other ships don't.  Small torpedo wave from a cobra stops the CAP around the Aloh Sho'ka, and the Dauntless fires torpedoes.  It fails to brace.  One damage causes an Engine Room Damaged result!

Turn 3 - Tau Shan'al Shi'ur

Aloh Sho'ka re-launches a CAP and fires at the Cobras, taking down a shield.  The squadron of 3 Emissary light cruisers arrives, and fire 8 missiles at the lance Dauntless.  One missile is shot down by turrets and the rest... MISS!  8 misses on a roll of 5+! Things are looking down for the Tau...

Turn 3 - Imperial Navy

Fleet moves up, but fire is ineffective.  The other Cobra fires torpedoes at the Aloh Sho'ka and removes the fighters on CAP.

Turn 4 - Tau Shan'al Shi'ur

Aloh Sho'ka goes on All Ahead Full to get around the Warp Rift.  The Emissaries Reload Ordnance and fire on the Dauntless again, doing minor damage.  The missiles remove a Cobra.

Turn 4 - Imperial Navy

The lance Dauntless fires on the Emissaries, but do no damage.  The torpedo Dauntless fails to reload, so it chases the Aloh Sho'ka.

Turn 5 - Tau Shan'al Shi'ur

The Emissaries Reload Ordnance, and combined fire reduces the lance Dauntless to a Blazing Hulk!  Vral Squadron comes in from the board edge, destroys the other Cobra, and lowers a shield on the torpedo Dauntless!  The Dauntless Braces for Impact.

Turn 5 - Imperial Navy

The blazing Dauntless suffers a Plasma Drive Overload, exploding and firing 4 lances at one of the Emissaries, lowering one shield and doing no damage.  The Avenger grand cruiser puts the Emissaries in its sight, but a poor roll does no damage.  Torpedo Dauntless on Brace fires ineffectually at Vral Squadron.

Turn 6 - Tau Shan'al Shi'ur

Emmisaries Come to a New Heading to get a shot on the Avenger, but the order reduces their weapons and has little effect.  The Aloh Sho'ka Reloads Ordnance and fires missiles and a Manta Bomber.  Vral Squadron cripples the Dauntless.

Turn 6 - Imperial Navy

Dauntless disengages.  The Avenger fires on the Emissaries causing a Brace.

Turn 7 - Tau Shan'al Shi'ur

Emissaries fire on the Avenger, taking down only 2 shields.  Missiles and the Manta prove ineffective.

Turn 7 - Imperial Navy

Avenger disengages.  Turn not pictured.

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Final score:

Bozeman: 219.5

Stephen: 0

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Stephen really loves that Avenger.  Honestly, I can't understand why.  It's up-gunned, but only up close.  It has no dorsal or prow armaments to lend it some versatility.  It seems to be good only against the Imperial Navy, who also has to get close, or perhaps Tyranids.  I'm not a fan.  I'd rather have the Vengeance which can scare the pants off of Eldar, or the Exorcist for some fighter craft fun.  The Avenger lost him this game, even though it didn't get hurt.  It was so SLOW, and short range that it didn't get to do much.  More Dauntlesses, escorts, or Nova Cannons would have been nice.  A Dominator could have ended the Aloh Sho'ka in two or three turns with luck, or forced it to brace in fear the whole game.

Next: more Gothic?  Projects?  Perhaps some fun times at Highland?

6May/152

Big Game 2, a blast from the past.

Meeeeeeeeemories...

Oh man.  Lexington came to visit me and we took a walk down memory lane.  He brought me some photos of a past I had almost forgotten.

So, in previous posts I've detailed some of the Big Games, mostly Big Game 5.  However, there were others.  Big Game 1 was hardly worthy of the name, it was a big mess.  No one knew what we were doing, and some drunk fratboys interrupted us.  But it gave us ambition.

Ambition for Big Game 2.

As you can see, we're on the floor.  This was in the the pole barn of our friend Jake's Parent's christmas tree farm.  The central city used the 3rd edition rules found in Codex: Cityfight (remember that?).  The yellow taped areas are "ruins"  and the green "forests."  You see kids, back in 3rd edition, we had to use our imaginations.  We were allowed to make area terrain without having actual trees.  Sure, it's not as visually exciting as having an actual ruin or forest, but it allows more freedom of terrain.

Seen here, the "good guys" reserves table.

...and here are some awkward looking young men!  To the left, in the foreground, is Andy (who we called Other Andy), who played Dark Angels.  Sadly, we lost touch with Other Andy, as this was the age before Facebook.  Standing above him is John.  Yes, the one who introduced me to Battlefleet Gothic, here playing his Tyranids.  The blurry kid in the jacket in the foreground is none other than yours truly, bringing the relatively young Azure Flames.  In the back, Joe (left) confers with Brian B. (right).  Joe was the leader of the "good" side, with his Space Marine chapter: the Angels Sacrosanct, a Blood Angels successor.  Brian B. is Little Matt's younger brother, here with his Imperial Guard.

Here, Dark Eldar and Iron Warriors advance together.

Imperial Guardsmen defend the large building in the City.

Other Andy's Dark Angels were supposed to all Deep Strike.  Sounds great, right?  They can go where they're needed.  However, we found out after the game began that he could only Deep Strike... within 24 inches of the Fuel Dump.  So, he got to deploy randomly in a tight area and lose two of his units to Perils of the Warp.

Joe is at left, walking away.  Other Andy and I are on the ground.  Checking his watch is Andy (not Other Andy) who brought his Chaos Marines.  To the extreme right, "Little" Matt B, with his Iron Warriors.

Me and Other Andy try to take the dark portal.

The Tank Company advances toward the city.

The Azure Flames had a small force guarding the bridge.  They were supposed to hold out so that reinforcements would come...

...sadly they were waylaid by Eldar.  The Evil forces take the bridge.

Scott's Orks roll into the city.

John's Tyranids deploy... out of focus.

John's Tyranids advance on the city as well.

...and enter the city.

...IN FORCE!

Space Wolves drop pod in to take the building from Dark Eldar.  Some veterans may recognize that building from GORKAMORKA.

Finally (which is ironic because it's not the end) Andy (on the ladder) and Scott (from the waist down) survey the battle for the "bad" guys.  Fun story: Scott almost fell off that platform, and Andy ran to catch him.  That rope hanging from the ceiling and Scott's quick wits are the only reason both of them did not go to the hospital that night.  Fun!

So, how did Big Game 2 end?  The "bad" guys won.  However, it set the stage for Big Games 3 and 5 (Big Game 4 was along a different narrative).

*drowns in nostalgia*

21Apr/150

Compendium Updates

Check the sections to the right.  Blood Bowl has been given a version 2.0 upgrade with MASSIVE re-organization.  Battlefleet Gothic also got a minor tweak.  Rules for setting up Warp Rifts were added to the terrain setup section.

18Apr/151

Imperial Navy vs. Dark Eldar – The Bait (at AFK)

Dastardly Dark Eldar pirates have been preying on shipping lanes.  Top Admirals plan to risk the Avenger class Grand Cruiser Enif to set a trap for the pesky aliens!  Will the Dark Eldar be curtailed, or will the Imperials come up with empty nets?

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Mission: The Bait - Deep Space

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Bozeman - Dark Eldar

-Torture class cruiser Gift of Discord, Launch Bays, Mimic Engines

-Corsair class escort x2, The Knives of Sweetness, Impaler Attack Craft, Mimic Engines

-Corsair class escort x2, Needle's Promise, Impaler Attack Craft, Mimic Engines

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Stephen - Imperial Navy

-Avenger Grand Cruiser Enif (Pursued Ship)

-Lunar Cruiser Adara

-Dominator Cruiser Avior

-Dauntless Light Cruiser Resa (Lances)

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Setup

Before the game began, the Dark Eldar took a move, thanks to Mimic Engines!

Turn 1 - Imperial Navy

The Enif goes on All Ahead Full.  No help arrives.

Turn 1 - Dark Eldar

The Knives of Sweetness Come to a New Heading to avoid the dust cloud, and the whole fleet fires Torpedoes, Impalers, and Bombers.  Total damage done to the Enif is 6, including two Engine Room Damaged results!  The Enif refuses to Brace for Impact.

Turn 2 - Imperial Navy

The rest of the Imperial fleet arrives, with the Lunar and Dauntless on All Ahead full!  A bank shot from the Dominator removes one of the Needle's Promise escorts.  Torpedoes stop short of the Gift of Discord.

Turn 2 - Dark Eldar

Lucky torpedoes cause 2 damage to the Gift of Discord!  The Dark Eldar fleet Reloads Ordnance, except the remaining Needle's Promise escort who disengages.  Battery fire finishes the Enif, but lucky turrets and Brace saves prevent the launched ordnance from harming the Lunar and Dominator.

Turn 3 - Imperial Navy

The surviving fleet closes in.  Failure to brace by the Gift of Discord dooms it to a drifting hulk!  The Knives of Sweetness brace and survive.

Turn 3 - Dark Eldar

The Knives of Sweetness attempt a bold boarding action!  ...they lose and one of them dies.  Game ceded.

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Final Score

Imperial Navy - 325

Dark Eldar - 230

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Ugh!  I could have won had I disengaged on turn 2 (a classic Dark Eldar move) but I got greedy.  The Dark Eldar all-ordnance fleet is terrifying, but I think next time a more balanced approach could give me more options, such as Lock On with Phantom Lances and Batteries.  Stephen did what you should do in The Bait: pounce!

Next: Epic Eldar, possibly a training mission for Gothic, more Epic at Highland, and perhaps more Compendium stuff!  Stay tuned!

7Apr/150

Epic Daemon Pool Counter

Daemons are a tough thing to keep track of.  Appearing from the warp.  Disappearing into the warp.  Stealing cookies.  That sort of thing.

Well, now you can keep track of your extradimensional entities in STYLE.  Behold!  The Daemon Pool Counter!

Epic Armageddon Daemon Pool Counter

Instructions:

-Print the file in color on 11x17" Tabloid paper.

-Trim 1.25" off of the long edges and 3" off the short edges to cut it down to 8.5x11" with a full bleed.

-Laminate the sheet.

-During the game, place two Blast Markers on the Counter, corresponding to how many Lesser and Greater Daemons you purchased.  When you summon Daemons, move the Blast Marker down, and when the Daemons are removed or unsummoned move the Blast Marker up.

Have fun ripping down the walls of reality!

4Apr/150

Epic Training number 2: Bozeman (Orks) vs. Sean (Marines)

After the previous battle at Highland, Sean decided to take a look at Epic.  Due to a lack of available challengers, I took the role of the Orks as Sean manned the Space Marines.  Let's get Epic AGAIN!

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Bozeman - Orks

  • ‘Uge Ork Warband with 18 Ork, 6 Gretchin, and 6 Nobs stands!
  • Ork Warband with 6 Ork, 2 Gretchin, and 2 Nobs stands plus 3 Battlewagons, 1 Flakwagon and 1 Gunwagon.
  • Ork Warband with 6 Ork, 2 Gretchin, and 2 Nobs stands plus 3 Battlewagons, 1 Flakwagon and 1 Gunwagon.
  • Mekboy Stompamob with 3 Stompas
  • Fighta Sqwadrun with 3 Fighta-Bommerz
  • Kult of Speed with 6 Warbikes and 2 Buggies
  • Big Blitz Brigade with 9 Gunwagonz, two of which have Supa-Zzap-Gunz
  • Great Gargant with Warlord Character Upgrade

Sean - Space Marines

  • Tactical formation with 6 Tactical stands, 3 Rhinos, and a Supreme Commander upgrade.
  • Devastator formation with 4 Devastator stands, 2 Rhinos, and 1 Hunter
  • Terminator formation with 4 Terminator stands and a Chaplain upgrade
  • Whirlwind formation with 4 Whirlwinds
  • Assault formation with 4 Assault stands
  • Assault formation with 4 Assault stands
  • Thunderhawk Gunship
  • Land Speeder formation with 5 regular Land Speeders
  • Warlord Titan

Standard Tournament Scenario

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Setup:

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Turn 1

Sean puts the Whirlwinds on Sustained Fire and lays into the garrisoned 'Uge Ork Warband that is so close to his lines.

The Orks fire back at the Tactical formation, and are in turn fired upon by the Warlord Titan.

Retaining the initiative, the Fighta-bommaz go after the Land Speeders, but fail spectacularly.

The Land Speeders move forward, close enough to the objective to ward off Ork advances.

Both the Gargant and the Blitz Brigade go for a Double, blasting the Titan and getting up close and personal.

The Devastators Double to put some pressure on the Blitz Brigade, with little effectiveness.

The Stompas go after the Land Speeders, and get a lucky shot.

Taking a big risk, I put the Blood Axe squad on Overwatch.  I get a lucky 4+.

The Thunderhawk with the two Assault Marine squads perform and Air Assault against the 'Uge Ork Warband!  Poor rolls make the Orks retaliation brutal, wiping out all but one Assault Marine stand and killing that stand and the Thunderhawk with an overrum!  However, casualties break the Ork Warband.  The Kult of Speed responds by taking a Double to shore up the Gargant and get close to the bridge.

The Evil Sunz formation then Doubles to cover another objective.

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Turn 2

At the top of turn 2, Sean teleports the Terminators near the 'Uge Ork Warband, which has regrouped during the End Phase.

The Orks win the Strategy roll, and the Gargant uses the Warlord's re-roll to succeed and go on a Sustained Fire action, killing most of the Terminators.

BIG GAMBLE sustained fire for the Blitz Brigade takes the void shields off the Titan and do some damage.

Whirlwinds blast the Orks again.

Devastators wreck the Blitz Brigade, breaking them.

Kult of Speed doubles to get into the Marine's board half!

Fighta Bommers try to do some damage to the Whirlwinds, but fail again.

Land Speeders back up to prevent being charged by the Stompas.

Stompas move up to keep pressure on Land Speeders.

Retaining, the Evil Sunz double to try to take out some Land Speeders.  They fail, but they hold the objective.

Despite me not removing the die marker that indicates Overwatch, the Blood Axes move up to hold both objectives.

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Turn 3

The Gargant doubles up and lays the smack down on the Warlord Titan, dropping the last shield, and doing five damage reducing the Warlord to one damage capacity remaining.

The Kult of Speed retains the initiative, Engages the Warlord Titan, and manages to peel the last damage off, killing it!  The six Warbikes are killed in retaliation and the Buggies flee in victory.

The Devastators try to blast the Gargant and removes all but one power field.

Finally, Sean ceded.

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Final Score:

Blitzkrieg: NONE

Break Their Spirit: ORKS

Defend The Flag: ORKS

Take and Hold: ORKS

They Shall Not Pass: ORKS

Final Score: Space Marines 0, Orks 4  Victory for the Orks!

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Wow.  There were several key moments where Sean's rolling was terrible.  He's almost as bad as my former room mate Matt.  Sean should have done much better.  He also should have used the Thunderhawk against one of the objectives rather than the 'Uge Warband that could have held them off.

Next: some Epic Eldar or Lost and the Damned, and some Battlefleet Gothic at AFK!  Stay tuned!

31Mar/150

Epic Armageddon training game: Dominic (Orks) vs. Kyle (Space Marines)

Having just barely finished the last of the Ork units just in time, I was able to show Dominic and Kyle how to play Epic with two FULLY PAINTED 3000 point lists!  Let's get Epic!

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Dominic - Orks

  • ‘Uge Ork Warband with 18 Ork, 6 Gretchin, and 6 Nobs stands!
  • Ork Warband with 6 Ork, 2 Gretchin, and 2 Nobs stands plus 3 Battlewagons, 1 Flakwagon and 1 Gunwagon.
  • Ork Warband with 6 Ork, 2 Gretchin, and 2 Nobs stands plus 3 Battlewagons, 1 Flakwagon and 1 Gunwagon.
  • Mekboy Stompamob with 3 Stompas
  • Fighta Sqwadrun with 3 Fighta-Bommerz
  • Kult of Speed with 6 Warbikes and 2 Buggies
  • Big Blitz Brigade with 9 Gunwagonz, two of which have Supa-Zzap-Gunz
  • Great Gargant with Warlord Character Upgrade

Kyle -Space Marines

  • Tactical formation with 6 Tactical stands, 3 Rhinos, and a Supreme Commander upgrade.
  • Devastator formation with 4 Devastator stands, 2 Rhinos, and 1 Hunter
  • Terminator formation with 4 Terminator stands and a Chaplain upgrade
  • Whirlwind formation with 4 Whirlwinds
  • Assault formation with 4 Assault stands
  • Assault formation with 4 Assault stands
  • Thunderhawk Gunship
  • Land Speeder formation with 5 regular Land Speeders
  • Warlord Titan

Standard Tournament Scenario

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Setup:

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Turn 1

Kyle teleports the Terminators right next to the gunwagons!

Strategy roll goes to the Orks!  Dominic goes first.

Dominic takes an Engage action with the Kult of Speed, who charge the Terminators!  ...aaaaaaand bounce right off.  No Terminators die, and the bikes are broken and fleeing.

Next, Dominic retains the initiative, and Doubles with the Blitz Brigade to put the hurt on the Warlord Titan.  Just out of range with most regular Gunwagons, the Supa Zzap Gunz take down a grand total of... one void shield.

Kyle retaliates with a Sustained Fire action by the Titan.  The Gunwagons are shattered and break.

Retaining, Kyle sets the Whirlwinds loose on the 'Uge Ork Warband with Indirect Fire.  Many gretchin die, much to the amusement of the orks!

Dominic moves the Evil Sunz mounted Warband up towards the objective with a Double.

Dominic tries to retain, but a poor roll leaves the Fighta Bommaz with a blast marker!

Kyle sends the Land Speeders to engage the Stompas.  One Stompa goes down, breaking the formation.

Dominic turns the gunz of the Great Gargant on the Terminators!  Three die, and the last flees!

Dominic takes a BIG GAMBLE and puts the 'Uge Ork Warband on Overwatch!  Will it pay off?

Kyle Advances the Devastators, firing on the broken Blitz Brigade and scattering their remnants further.  However, a poor Dangerous Terrain roll loses the Hunter!  The Marines have no anti air!

Retaining the initiative, Kyle Marches with the Tactical formation to hold an objective.

Dominic puts the Blood Axe Warband on Overwatch, as they babysit the Objective on the board edge.

Kyle declares an Air Assault with the Thunderhawk, which brings BOTH Assault formations and goes for the Evil Sunz mounted warband!  AMAZING overwatch fire from the 'Uge Warband kills three Assault stands, breaking one of the two formations, sending the survivors running.  The remaining Assault marines open the battlewagons like tuna cans, and wipe the whole formation out!

 

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Turn 2

Kyle wins the Strategy roll, and sends the surviving Assault formation after the broken Ork bikes!  This assault was a complete disaster.  Whiffs and poor armor saves, plus FOUR WHOLE ROUNDS of fighting finally wipe out the Assault Marines, and leave one Ork Bike stand alive.

Dominic Doubles the Great Gargant, and puts the Land Speeders in his sights!  Poor rolls left four Speeders intact.

Kyle wanted to March to get the Warlord into position, but a blast marker ruins his day, and the Warlord end up moving once on a Hold action...

Dominic's Fighta Bommers shake off their Blast Marker and put some SERIOUS hurt on the Whirlwinds!

The Land Speeders menace the 'Uge Warband.

Having enough of the Land Speeder's crap, the 'Uge Warband charges them.  The Landspeeders lose two and break, but the Warband loses two as well, and loses the combat, forced to flee.

Kyle's Whirlwinds Marshall to remove their blast markers.

Dominic gives the Great Gargant a Double to move it out where it can do some good, as it has no enemies to fight!  What a terrible fate for an Ork.

Kyle's one remaining Assault Marine which regrouped earlier moves out and holds the objective.

Kyle bides his time, Advancing the Tactical marines, but not moving them.

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Turn 3

Kyle wins the Strategy roll, and puts his Devastators on Overwatch.

Fighta Bommerz go after the last Assault Marine to clear the objective, but REALLY poor rolls keep the Assault Marines safe.

Kyle has a plan.  He needs the Titan to go off, but first he chains the Tactical Marines to hold both objectives!

Kyle's plan falls apart as the Warlord fails again.

Dominic, to deny Kyle the They Shall Not Pass condition, Doubles the Gargant to get into Kyle's table half.  Not to be outdone, Kyle Doubles his Devastators which loses a Rhino and a Devastator stand to dangerous terrain.  Now, neither player has They Shall Not Pass.

Kyle's Assault Marines move into cover to protect themselves.

Dominic gambles and wins, putting the 'Uge warband on March, and a ridiculous daisy chain CAPTURES THREE OBJECTIVES!

Final Score:

Blitzkrieg: NONE

Break Their Spirit: NONE

Defend The Flag: ORKS

Take and Hold: NONE

They Shall Not Pass: NONE

Final Score: Space Marines 0, Orks 1  Victory for the Orks!

Next, another training mission!

31Mar/150

Epic Orks aplenty, 3000 pt. Teaching List complete!

You saw my previous post, with the squid.  That massive undertaking left me little time to finish the 3000 pts of Epic Orks that I promised to show my peeps in Highland tomorrow.

Just under the wire, I completed the last three formations.  Job's a good 'un!

Next: see these models (and my Space Marines) in action as my Highland peeps check out Epic Armageddon!  Stay tuned!