Showing posts with label Imperial Guard. Show all posts
Showing posts with label Imperial Guard. Show all posts

Wednesday, 23 January 2013

Warpcon Rulespack and Missons

With Warpcon this coming weekend I wanted to take a look at the missions in the rules pack to just get my head round what’s needed to actually attempt to win some games.



I often find myself losing sight of the victory conditions and just wading in looking for as much death and destruction as possible. Whilst this is great, if you’re going to table someone, even then that doesn't guarantee a full win of 20-0.

The pack is pretty standard for the 40K Irish tournament scene with one exception, the introduction of a new rule, Nemesis.

Nemesis
The unit or independent character that achieves the first blood objective becomes the Nemesis, If the Nemesis is Removed as a casualty by the end of the game it is worth 1 VP to your opponent, If First Blood was Achieved, but not by a unit or character, then choose a unit, in your army and on the table, at random, to become the Nemesis.

Now I spoke at length about the First Blood rule being critical in 6th edition here. 

With the introduction of this rule I think it really shakes things up and makes “core 6 th ed list building” not quite the same from my Point of view anyway. The emphasis on hiding squishy things is replaced by the idea of taking FB with something that is hardy and can hide out somewhere, but that’s a discussion for another time if this rule becomes more prevalent.

Anyway, on to the missions for the tournament:

Just to note the secondary for all of the Missions are:
Slay the Warlord, First Blood, Nemesis, Linebreaker. – These grant a VP each.
And VPs gained with the Warlord Personal Trait "Legendary Fighter" if rolled
The Secondary’s are calculated with +/- based on number of VPs each player earned.

Game one:
VANGUARD STRIKE deployment
Primary Objectives: Crusade (5 objectives) One objective is placed in the centre of each table quarter and one in the centre of the table.


This is what the table should look like, the triangles can flip sides but you will have 1 objective centrally with 3 roughly down the middle of no man’s land.

This is a pretty straightforward game to play, making sure you have three scoring units that are on objectives at game end, a fair bit of this will come down to deploying correctly and manoeuvring into position to take and hold.

Game Two
DAWN OFWAR Deployment
Primary Objectives: Purge the Alien

Artists Impression


This mission is all about minimising casualties and maximising kills, it’s your standard Kill Points affair with not much to really think about.

Game Three:
HAMMER AND ANVIL deployment
Primary Objective: Big Guns Never Tire (3 Objectives worth 3 VPs each) Placed 12 inches apart and 12 inches from the board edge along the centre of the board between the two deployment zones.



Big Guns Never Tire means that your Heavy Support choices count for a VP when they are killed, this means that either I need to have 2 of 3 objectives and lose my Colossuseseseses OR them not die and I still get 2.

So two objectives need to be secured to take this one, with the Hammer and Anvil deployment it means that the Big guns can hide away at the back and still provide fire support.

Game Four:
DAWN OF WAR deployment
Primary Objective: The Relic



The Relic is an odd mission, the need to be swift to go and grab the thing is important, so is being able to shoot anything that can get near it as well. This will likely end up as a huge scrum in the middle, the main issue will be nippy armies that can infiltrate or zip onto it in the first turn and start running before I have a chance to close the distance.

Game Five:
VANGUARD STRIKE deployment
Primary Objective: The Scouring (3 Objectives worth 3 VPs each) One placed in the centre of the board and the others 18 inches either side, along a diagonal line through the centre of the board, between the two deployment zones



The Scouring makes all fast attack scoring and worth 1 VP when they are killed, problem with the Vendettas is that they are too high up on flying bases to score. The table will also be different depending on the opponent, as you can see form the diagram, it could end up with 1 objective in each deployment (red blobs) or with three up the middle (blue blobs). This could make a huge difference as this is the final game and favours fast armies with the potential to zoom onto objectives and have them captured quickly.

Overall the rulespack looks like it will work well with plenty of scoring troops, something that I have recommended before in 6th ed.

My list has a potential 8 scoring units, although none of them particularly resilient, they are guardsmen after  ll. These can of course be reduced to bigger more resilient blobs and a lot of my games are going to be decided at deployment most likely. For anyone curious the list is here.


Regardless of what happens, this is one of, if not the biggest Wargames events in Ireland every year and also a great craic for all involved. I just hope that my social obligations do not end up with me under performing due to alcohol related performance reduction.

One man really knows about Gin.

Hopefully I’ll see some people there who read the blog, if anyone actually does, I’ll be on the bottom tables getting smashed mostly, I imagine, but it’s all about having fun. And when I fail to do well, it’s the taking part that counts!








Monday, 7 January 2013

Some list reflections and bits.



I meant to post this earlier but I forgot and then Christmas and drinking etc..



The other week I was up in Wicklow at the Hobby Shack for Shack Attack! It was a 1 Day 3 game event at 1850 points and it gave me a chance to try out my Guard and Wolves list a bit more.

I just wanted to say that the shop is great and the whole event was cracking, if you are ever in that neck
of the woods pop in and say hi, also they are doing Online ordering too, with free shipping in Ireland.

Now onto the thoughts, I took the following list:
HQ
CCS w/ Astropath

Troops 1
Platoon Command Sq

Infantry Squad
1 Lascannon
Flamer
Commissar

Infantry Squad
1 Lascannon
Flamer

Infantry Squad
1 Lascannon
Flamer

Infantry Squad
1 Lascannon
Flamer

Infantry Squad
1 Lascannon
Flamer

Troops 2
Veteran Squad
2 Melta @10

Fast Attack 1

Vendetta
Heavy Bolters

Fast Attack 2
Vendetta
Heavy Bolters

Fast Attack 3
Vendetta
Heavy Bolters

Heavy Support 1
Colossus Mortar

Heavy Support 2
Colossus Mortar

Heavy Support 3
Medusa

Fortification
Aegis Line

HQ
Rune Priest (Bolter)
Jaws, Living Lightning

HQ
Rune Priest (Bolt pistol)
Hurricane, Wolf Spirits

Troops
7 Grey Hunters
Meltagun
Wolf Banner
Drop Pod

The list itself seems solid enough, it was expanding on the Gaelcon Blob but with Artillery instead of
Orks, the Priests were there to buff the blob and provide Prescience where it was needed, the Grey
Hunters and the Pod for First Blooding.

Because it was only 3 games I didn't really get the chance to try it out against a huge variety of armies
but I got a good taste of how it performs, I ended up playing against Dark Angels & Eldar, Tyranids and
Chaos (Marines and Daemons).

I want to look at each unit and how it did in the games I played, and see what can be changed about the
current list and what needs to be added.

Company Command Squad.
Game 1: Orders were given, successfully, the reserves arrived but then they got charged and failed a
Leadership check on -1 and broke.
Game 2: They hid in a ruin and gave some orders, not much else to report.
Game 3: they got gunned down and are particularly squishy out in the open, they were lacking
something to pack a punch really.

Infantry Platoon
Game 1: They were split for deployment and the non stubborn 20 man Blob was meleed and ran whilst
the others held their ground.
Game 2: The whole platoon held firm and shot, loads.
Game 3: the 30 man blob was seized on and lost 10 men in turn 1, they held a unit up in combat for ages
but didn’t do as much as they should, the other two 10 man squads held on but were overwhelmed,
that was because my whole force was.

Veterans
Game 1: They Grav Chuted in and managed to grab an objective on the last turn.
Game 2: They Chuted in again and Melta’d/distracted some Hive Guard, but then got smashed.
Game 3: No chutes list time, they went to a last ditch draw attempt but didn't have quite enough
fire-power.

Vendettas * I talked about Scout/Outflanking with these lads here.
Game 1: 2 Survived, 1 was vector locked @ 36” and had to leave on the last turn.
Game 2: they chewed up some Tervigon and 1 made it out alive.
Game 3: they all survived and did some damage but it was too late.

Colossus(eseseseses)
Game 1: With Terminators and TH/SS they couldn't really smush anything that well but they caused
wounds.
Game 2: Plenty of wounds onto piles of gaunts, giving them no cover as well was excellent.
Game 3: Splatted some marines and generally made a nuisance of themselves but T6 Infantry is a bit
more annoying, as is FnP.

Medusa
Game 1: It died turn 2 after getting Shaken turn 1, had it lived I’m sure it would have been good.
Game 2: it failed to really deliver in terms of damage, the lack of indirect fire wasn’t great.
Game 3: Short range meant that it wasn't really capable of doing much unless it exposed itself.

Rune Priests
Games 1&2: They cast spells and were generally good.
Game 3: The Shaky Stick came in Handy nullifying psychic powers.

Grey Hunters
Game 1: There weren't any juicy targets but they tied up some shooting.
Game 2: They drew a lot of fire and focused movement.
Game 3: They secured first blood and tied up a unit or 2.

So what didn't really do very well? The Medusa was lacklustre and doesn't really fit the gunline due to
it being range and sight restricted with no real option to reposition without giving up the 4+ Aegis save.
Grey Hunters did will but invariably died each time. Other than that everything seemed to perform fairly
well. One thing that I really noticed was lack of any real melee ability. The tarpits of a blob is nice to hold
up an enemy unit and be a pain, eventually they will wipe something out due to weight of numbers or
suffer. A lack of stubborn when splitting the blobs really makes a difference as well.

So what do I need to change?
Well I think I need to bring in some sort of Melee, now I've heard about rough riders but they just seem
a little poor and they are competing for a Vendetta spot, so they aren't going to be joining. Ogryns are
S5 T5 but lack any power weaponry and are 43 points each with a 5+ save. Power weapons are 10pts
a pop but you still have S3 unless you take a Maul or Axe and then you loose the AP 3 or striking at
initiative, I suppose the Axes are okay when they are snuck in there, might be something to consider.
One thing that was touched on was some Thunder Wolves, being part of the Fast Attack slot in the
Wolves codex this makes them scoring in the scouring, they are also pretty nasty in general, although
they do cost in at 50pts per basic model.

If I drop the Grey Hunters down to 5 and make them a Melta delivery system (no banner), to grab first
blood where appropriate, I can pick up 45 Points. With the Medusa gone I can get another 135. Taking
2 Rune priests is nice but if I opt in for 1 blob I can perhaps afford to lose one, giving me another 100 to
play with. So there’s a solid 280 Points going spare.

TWC are 150 for the basic 3 scrubs, 30pts for a Storm Shield up the front and maybe a 20pt Wolf Claw
in there for some AP 3 and rerolls then 1 standard guy. This puts them at 200 points all told, I could in
theory splurge 60 more on another SS a Thunder Hammer and another Claw which would eat my 80
points but I think that might be better spent elsewhere.

80 points could buy me any of the following:

Marbo a power weapon and a flamer – Cos well Marbo.
5 power weapons and a Melta + Lascannon for the CCS – More Melee potential but also shooting
A Griffon and a flamer – I am tempted to try the Griffon, as prescience on a Colossus was good.
Office of the Fleet, Lascannon for the CCS, 3 power weapons – I like the idea of messing with reserves
more and having 1 more cannon.
Maintain the Grey hunters and grab a Lascannon, power weapon and a Flamer – I don’t think the Grey
Hunters are worth it at 7, reckon it needs to be 10 with 2 Melta/Plasma.

Thursday, 20 December 2012

Rules Questioning - Scoutflanking?


Alrighty folks, today I want to bring up a rules query, now it might not seem like a big deal but it’s something that came up last weekend and I wanted to touch on it.

Before we go on I just want to say that this has been debated a fair bit in other corners of the internet but I just wanted to sound out my thoughts and see if anyone has any comments on it.

The topic is to do with our lovely, and now in triplicate, flying machines, the Vendetta and Valkyrie, the question is: Can they Outflank?
This, I did not paint.

I’ll start off by setting the Scene and gathering all the facts, no opinions yet.
The Codex Entry, which has been amended by the FAQ:
Type: Flyer (Hover, Transport).
Special Rules: Deep Strike, Scout, Grav Chute Insertion

Now we need to know what the BRB says about Scout:
The Tome of Wisdom
SCOUT
This rule also confers the Outflank special rule.

And what does Outflank do?
OUTFTANK
The best way to surprise an enemy is to strike from an unexpected quarter.
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.
When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6: on a I -2, the unit comes in from the table edge to the left of their controlling player's own table edge; on a 3-4, they come on from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves.

So after looking all that it’s pretty clear, they can, right, now this is what has shaken things up, a Q&A in the Imperial Guard FAQ:
Q: What effect, if any, does the Scout special rule have on a Valkyrie or Vendetta? Will this allow it to enter play in Turn 1 by redeploying 6"onto the board? (p56)
A: It has no effect.

So, time for opinions. The main thing here is to interpret this question. It’s a two part with one answer.
Now if it was:
Q:What effect, if any, does the Scout rule have on a Valkyrie or Vendetta?
A: It has no effect.

We’d be safe to assume that the scout rule has no effect, but does this stop the outflank rule being granted completely from the scout rule, let’s assume it does, this is basically removing the Scout rule from the Unit entry completely. Now GW have shown, through other FAQs, that if a rule no longer applies it will be removed from the units entry by FAQ.

Q: Will this allow it to enter play in Turn 1 by redeploying 6"onto the board? (p56)
A: It has no effect.

If we treat this as the question, aside from some off wording, we assume that that you can’t perform these shenanigans, and fair enough.

The problem is it’s a two part question and has just one answer, with the use of the word effect in the answer it looks as if they are answering the question as a whole and not allowing the 6” move for sure, but what about scout in general?

What it comes down to is: Scout confers Outflank, does the statement of “it has no effect” mean that scout has no effect but the USR still confers outflank or is it in effect saying “remove scout from the unit type”?

I’d like to think, because it’s better for me, and with the precedence set for other rule removals, that this is simply clearing up that scout does nothing for the Vendettas other than give them outflank, i.e: no 6” moves on turn one. If they didn't want us to have the rule, why leave it in at all, why not just remove the Scout entry?
How about we roll for it?
Thoughts and feelings on a postcard (the comments).


Sunday, 25 November 2012

Heavy weapon team bases.

Now that 6th Ed is in full flow I decided it was time to get my heavy weapon teams on some large bases.

Because I'm using classic Valhallans there weren't special bases for them when they were produced they just came as two chaos and a gun or one sat on a gun with a loader.

As I build my Autocanno teams out of Heavy Bolter dudes, they are on the little trolleys.

To get the bases going I decided to do a little bit of modelling and not just glue the dudes onto the bases, to make it easier to transport and mark wounds etc.


I picked up some laser cut wooden bases. from eBay on the cheap, as the plastic GW bases are extortionate.
A pile of bases.

Then using some Modelling clay I made a pancake of the material between two bases.

Clay ball
Pancake
I then pressed a couple of bases and the train for the lascannon into the clay to give good anchors for the models.

Fitting the Loaders.

In the end I had 8 bases, 4 Autocannon and 4 Lascannon, now they just need to dry and be painted/flocked and I should have some tournament legal Heavy Weapons Teams!

Finished bases.

Friday, 23 November 2012

A straw house with wolves at the door. They'll Huff and Puff.

It's been a while since I've updated anything. I've been lazy also playing Warmachine and by generally not been building many models.

Now 6th Ed is in full swing things are hotting up. And I am now trying to get my stuff together for Warpcon 2013.

My three 6th Ed tourneys have been rough.

One (Moocon 7) was a 6 Leman Russ list that did okay, I had a lot of pie plates. I was doing great until Deamons (Donal Caroll) in the final round (table 3), they are bent.

All the Leman Russ!


 The second (Gaelcon, one hell of a 4 day weekend) was a Guard blob with Ork Bikers,  that did well too, until the final round (table 3) oh and did I mention it was Deamons and played by Donal and yes, bent.

Bikes n' Boyz


The 3rd (Moocon 8) was basically my 5th Ed list. And it turns out Mech,  doesn't work... It wasn't Deamons this time I just got done, Necrons hard counter AV 12.

Mech looks great, but it isn't 


The things that I have noticed from Gaelcon and games against others in 6th Ed is that:


  • 6th Ed is about scoring, you need to be able to take and hold objectives quickly and reliably.
  • Armour is a lot weaker, glances will kill you.
  • Strength 6/7 is now king, you can glance and glance and glance with all the guns and the armour is gone.
  • First Blood is currently so heavily weighted that getting it can near guarantee you a win on secondary.
  • Blobs are back, infantry is once again a force that is what you need and from a purely Guard perspective it hits a lot of these points.




Infantry blobs are:

  • Scoring
  • Str 7-9  Autocannons/Lascannons
  • Hard to kill in a turn (first blood)
  • Not armour


Now what do they lack? Melee strength?  That can be overcome by volume of hits.

Shooting ability? This can be augmented by including Autocannons and something 6th Ed has brought to the fore, psykers, most specifically allied ones.

Which brings me on to what this is all about, the inclusion of pets, allies, puppies. Space Wolves.

The divination powers are perfect to bolster what is statically average guardsmen and make them better. Who has divination? Rune Priests,  2 of them at 100pts each.

Lacking an assault unit? Have some Grey Hunters.

I'm going to hopefully exploring this alliance over the coming weeks as well as talking about a fair few other things. My 40K passion is back with a vengeance and I want to get stuff done and who knows, maybe win something aside from best painted although I think those were prizes for "painted" not necessarily "best".


Wednesday, 11 April 2012

MooFool Game 3 – Space Wolves

After a crushing defeat in game two by the Sisters of Battle I went into a game against Space Wolves slightly apprehensive.

Game Details:
Spearhead deployment: place a marker in the centre of the board for the duration of the game
Primary Objective: CLEANSE: - capture the most quarters.
--- To capture a quarter a scoring unit (p90) is worth 2 Control Points, a non-scoring unit is worth 1 CP ,and dedicated transports 0.The player that has most control points in a quarter at the end of the game controls that quarter.
--- A unit must be entirely within a quarter to capture it.
Secondary Objective: Annihilation: For this mission both players starts with 3 Battle points each. For every killpoint more than his opponent a player has at the end of the game, the player adds one BP, and his opponent subtracts one BP, up to a maximum of +3 / -3 BPs.

Unfortunately this being game 3 of day one I was pretty tired and mainly thinking about not getting smashed senseless so the photos are really lacking, this also means that what happened each turn might not be precise.

The game was against Luke who was most charming. His list on the Other hand wasn’t, it contained (something like):
Logan Grimnar
Rune Priest
Lone wolf with Terminator Armor
Lone wolf with Terminator Armor
Wolf Scouts with Melta
Long Fangs with 5 Missile Launchers
Long Fangs with 5 Missile Launchers
Long Fangs with 3 Missile Launchers, 2 Lascannons
Some Wolf Guard with a mix of Bits, including 4 Terminators with Cyclone launchers.
3 Packs of Grey Hunters, could have been four.

We rolled for first turn, I won the roll and opted to deploy first.

Due to the nature of the mission, holding the centre would mean the ability to nip into any quarter towards the end to claim it for my own.

Deployment

I opted to use the central hill to anchor my attack and provide cover for my Troop laden chimeras. I lined my Artillery up on the Right flank to block any Wolfy Scouty nonsense and used the infantry Squad to hold the back line from outflankers. The Heavy Weapons teams deployed in cover up high to have good line of sight, the Vendettas sat out in the open ready to open fire. Marbo and the Banewolf were in reserve.

Holding the table edge

Luke deployed with a big pile of Long Fangs in cover as well as some of the Wolf Guard. The cyclone Terminators were scattered amongst the squads. A Big Scary squad of Terminators and Logan was deployed near the centre in cover. The two Lone Wolves were on his furthest short flank.

So many Missiles!

In almost every turn the Manticores and Hydras killed a Marine or two but I can’t remember very well and I wasn’t taking many pictures/notes so imagine that happening too!

Turn 1 – Imperial Guard
I don’t really do anything this turn but shoot, I shoot as much as I can at what I can, trying to whittle down some Long Fangs, I manage to bag a few but nothing amazing.

Turn 1 – Space Wolves
The Big Squad of mean terminators and stuff meanders through the central ruins to my quarter. The two lone wolves advance to the centre as well. Shooting results in a Barrage of missiles coming my way, 1 Vendetta takes some punishment but manages to survive, stunned and weapon destroyed... One of the Chimeras also takes a bit of damage and explodes disgorging the troops inside.

Turn 2 – Imperial Guard
I remain fairly static and continue to shoot, taking out a few more Long Fangs and a space wolf here and there, nothing really monumental.

Turn 2 – Space Wolves
The Lone Wolves and Big mean Death squad move further towards me, albeit through cover and not at the fastest pace, Logan joins them. Shooting sees a Vendetta go to pieces and the PCS Chimera get popped, the Chaps disembark behind the hull.

Turn 3 – Imperial Guard
Marbo arrives near the death star and prepares to do death! The Banewolf also arrives and I roll it straight towards the wolves centrally. The PCS run towards my long table edge trying to get behind the downed Vendetta and secure my rear line from Wolf scouts and maybe get into another quarter. Marbo throws his demo charge and manages to pick off a couple of wolves, the rest of my shooting sees me whittle away more wolves but with all the leadership etc I’m unable to make them break.

Turn 3 – Space Wolves
The Lone wolves are almost upon me but not quite close enough, The big pack is still moving through the middle towards me. Shooting sees more impacts on some vehicles and heavy Weapons teams, the PCS Chimera gets popped and the chaps hop out. The Banewolf meets a sticky end not getting very far.

Turn 4 – Imperial Guard
The PCS move a bit further down the long table edge behind some cover. The Infantry squad try and retreat away from the Lone Wolves. Marbo opens up with his Pistol then charges on into the Death squad with Logan, in the ensuing combat both of them lay into each other resulting in a death for each of them, Marbo did good!

Turn 4 – Space Wolves
The Wolf scouts arrive and come on my long table edge, facing off against the PCS. The Lone Wolves get within assault Range of the closest infantry. The shooting sees another Vendetta go down and the Scouts kills a couple of the PCS before charging in, the PCS gets wiped out and the scouts consolidate into my terrain. The Lone wolves kill the guardsmen and continue to stomp into my quarter.

Scouts scooting on

Turn 5 – Imperial Guard
I position the Chimeras to claim the Top right hand corner and use their Meltas etc to take care of the Lone Wolves. Everything else takes care of the scouts who refused to die after taking a stupid amount of shots, including Manticore heavy bolters, but eventually they go down.

Not all that much left.

Turn 5 – Space Wolves
Theres a bit more shooting and posturing but nothing much happens apart from the death of the CCS.

We roll for another turn and the game ends.

Game was a Draw on the Primary but I lost the Secondary, Damm Killpoints, bane of my life, especially against small Unit Marine Armies

Final Turn

Overall I was happy with my shooting and how much stuff I actually managed to take out, I really should have played had for the objectives and opted for Reserve + Deep striking/Outflanking to try and win the primary with sheer weight of Numbers, a Troops choice was +2 other units were +1, which was greatly in my favour with my list.
I do think I really should thank Luke for the game, he was a real gentleman and a pleasure to play against.

Sorry for the poor report and lack of detail, but by game 3 on day 1 you are usually dying as it is, never mind having a few hours sleep and being hungry.








Monday, 2 April 2012

MooFool Game 1 – Orks


The first game of the Tourney and I was ready to go, maybe a bit drunk still from the previous night, but I was certainly pretty tired but up for it!

Game Details
Pitched Battle deployment
Primary Objective: Seize Ground (5 objectives to be captured. One objective is placed in the centre of each table quarter and one in the centre of the table.)
Secondary Objective: Annihilation: For this mission both players starts with 3 Battle points each. For every killpoint more than his opponent a player has at the end of the game, the player adds one BP, and his opponent subtracts one BP, up to a maximum of +3 / -3 BPs.

The list of my erstwhile opponent ( Anthony) looked a bit like this:
Disclaimer, this might not be 100% right.

Warboss on Bike, Power Klaw

Big Mek with KFF

5 Nobz and a Painboy on Bikes, with wound shenanigan diversification including two Klaws.

18 Shoota Boyz 1w/ Big Shoota, Nob with PK and Bosspole
18 Shoota Boyz 1w/ Big Shoota, Nob with PK and Bosspole
18 Shoota Boyz 1w/ Big Shoota, Nob with PK and Bosspole

Battlewagon with Deff Rolla, 2 Big Shootas, Red Paint Job, Armor Plates, Stikkbomb Launcher and Grot Riggers
Battlewagon with Deff Rolla, 2 Big Shootas, Red Paint Job, Armor Plates, Stikkbomb Launcher and Grot Riggers
Battlewagon with Deff Rolla, 2 Big Shootas, Red Paint Job, Armor Plates, Stikkbomb Launcher and Grot Riggers

8 Lootas
8 Lootas

I won the Roll off and opted for first turn and deployment. As always Marbo and the Banewolf went into reserve. I hid the Manticores behind a Building with the Hydras and Lascannons on the Same Flank. The Melta Vets and CCS Sat in front of the Hydras, ready to move out if required but also leaving the CCS in place to issue orders to the HWTs. The Autocannon team held the centre in some cover with a good field of fire. The far right saw the Infantry squad with Autocannon forming a conga line out to the objective with the mounted squad just right of the central terrain.The two Vendettas deployed in the middle area of the table for turbo boosts and the Scout saves, should I be seized.

Right Side
Left Side
The Orks deployed opposite me, with three wagons spaced out for KFF coverage, the Lootas were in cover, and the Bikers in between two of the Wagons with the Boss behind.

Ork Deployment

Turn 1 – Imperial Guard
Scout Move: I boosted one Vendetta to the left to join the rest of my flank, the other went right to get some angles on the Battlewagon sides.

My first turn didn’t really require any repositioning and I opened up with my firepower. A few Lootas died to mixed small fire. They key firing came from the Manticores, after some lucky rolls including a Hit on the scatter and some triple cluster missiles the Bikers were looking at a quantity of wounds. With the weapon being Strength 10, any failed saves were death for the bikers. They had just the 4+ save from the passive smoke cloud, I had managed to inflict at least two wounds on each member of the squad and Warboss. The end result was excellent, with only 3 of the bikers remaining on the field.

The resulting Leadership test, even with a Bosspole Reroll wasn’t sufficient and the bikes promptly fled off the board.

Turn 1 – Orks
All three of the Battlewagons rolled forward. The Lootas opened up and managed to immobilize my Right Vendetta. They other squad fired off some shots but failed to make any real impact.

Turn 2 – Imperial Guard
Once again I was static and decided that I would continue to shoot, I managed to immobilize two of the Battlewagons and shake another. I killed 6 of the Lootas on the left, the Lootas on the right survived unscathed.

Turn 2 – Orks
The battlewagons, immobile, attempted repairs, the Shaken Wagon rolled forward. The Lootas continued to shoot, managing to Wreck the Chimera of a squad of Vets and take out the Lascannon team.

Turn 3 – Imperial Guard
Marbo and the Banewolf show up. Marbo pops up in cover just next to the KFF Wagon. The Banewolf Rolls on heading directly towards the Wagons. The Vets disembark from the ruined Chimera and head into cover. Shooting results in one Battlewagon exploding, causing a few casualties. Marbo takes this opportunity to chuck a demo charge into the recently disembarked Orks which whiffs badly, but the Manticore manages to pick up a chunk of the boyz and other shooting sees the mob whittled down to 6. The Lootas on the right take some Damage, enough to make them break, they go a huge distance and end up very close to the table edge.

Dice show a BW Crater

Turn 3 – Orks
The Broken Lootas decide that they want to live to fight another day and flee. The Big Mek scarpers into the nearby wagon which unleashes a volley of shootas (big and small) into the Vets, they survive the firestorm. The six Orks head towards the Bane Wolf, ready to cause some pain. The immobilized wagon at the back has the riggers come through for it and starts working again, but can’t move that turn. The mob of 6 Orks charge into the Banewolf, they manage to immobilize and shake it.

Turn 4 – Imperial Guard
Marbo heads towards the Orks next to the Bane wolf, the troops squad in the Chimera head for the central objective to claim it. The Vets hit the Battlewagon with full Melta power, making it explode, the Boyz inside take a few casualties from this, the Manticores then have a go, wiping out the squad. The Wagon to the rear gets wrecked by the Lascannons on the Vendetta and the boyz pile out, the second Manticore makes short work of most of them. Marbo charges into the Nob who is engaged with the Banewolf and puts him down.

Just before Marbo goes in!

Turn 4 – Orks
The big Mek waddles towards the Vendetta whilst the last squad of boyz attempt to get away from the stricken wagon. In combat the Mek fails to hurt the Vendetta.

Turn 5 – Imperial Guard
The Big Mek takes a few Meltas to the Face and the Hydras/Multi Lasers and Vendettas finish off the remaining boyz.

Turn 5 – Orks
With no greenskins on the board the game ends.

Objective held all game.

Victory to the Imperial guard!

Having no opposition I win the primary, I also killed all his army and took few casualties so I win the secondary, my Battle points also give me a full tabling resulting in a 20-0.
Overall the game was won for me with my Alpha strike, the death and fleeing of the bikes put me in such a strong position early on, especially with no Warboss and pesky Klaws. The immobilize results on the battlewagons were great too, I didn’t end up feeling the pointy end of any Deff Rollas.

The only problem being with a full tabling and a 20-0 in the first round, I end up on table 2 for the next game, meaning I’ll be meeting someone who also went 20-0. That someone happened to be Merv with his “Tranny Marines” Sisters of Battle, more on that in a day or two.











Sunday, 1 April 2012

MooFool

So I've just finished a weekend of Wargaming, the blog has been silent for sometime as I was made to clear away my dedicated workspace, apparently people sometimes want to eat of the kitchen table...

I was attending an 1850pts tournament, right here on my doorstep in Cork City. It was great, five games over two days. Being the prepared and incredibly lazy person that I am, I opted to bring along my tried and tested (and still in the same case) Guard from Warpcon, this list can be found here.

Overall I finished in 9th place of about 24 or so.

Table 1 in the final round, as you can tell, I wasn't playing there.

Heres a quick breakdown of the games:

Game 1 - Orks
Pitched Battle deployment

Primary Objective: Seize Ground (5 objectives to be captured. One objective is placed in the centre of each table quarter and one in the centre of the table.)

Secondary Objective: Annihilation: For this mission both players starts with 3 Battle points each. For every killpoint more than his opponent a player has at the end of the game, the player adds one BP, and his opponent subtracts one BP, up to a maximum of +3 / -3 BPs.

Result - Primary: Victory  Secondary: Victory

Game 2 - Sisters of Battle
Dawn of War deployment

Primary Objective:: Capture and Control

Secondary Objective: Seize Ground: (4 Counters)
Each player will place 2 counters, one for Seize Ground and a second for Capture and Control which will also count towards the Seize Ground objectives

Result -  Primary:  Loss Secondary: Loss

Game 3 - Space Wolves
Spearhead deployment: place a marker in the centre of the board for the duration of the game

Primary Objective: CLEANSE: - capture the most quarters.

Secondary Objective: Annihilation: For this mission both players starts with 3 Battle points each. For every killpoint more than his opponent a player has at the end of the game, the player adds one BP, and his opponent subtracts one BP, up to a maximum of +3 / -3 BPs.

Result - Primary: Draw    Secondary: Loss

Game 4 - Space Wolves

Pitched battle deployment

Primary Objective: Annihilation: For this mission both players starts with 4 Battle points each.
For every killpoint more than his opponent a player has at the end of the game, the player adds one BP, and his opponent subtracts one BP, up to a maximum of +4 / -4 BPs

Secondary Objective: Seize Ground: (3 counters)
One Counter is in the centre of the table. The other 2 Counters are 24" from player's table edge and 6" from the short table edges.

Result - Primary: Victory  Secondary: Victory 

Game 5 - Grey Knights
Spearhead deployment

Primary Objective: Seize Ground: (3 fixed counters)
To be placed as follows after deployment zones have been chosen but before Capture and control counters have been placed: one objective is in the centre of the table. The other 2 objectives are in the centre of each unoccupied table quarters

Secondary Objective: Capture and Control.

Result - Primary: Victory  Secondary: Victory 

Sorry about that guy, right there,
Overall I had a cracking weekend and some great games, I'll be writing each one up as I get round to it and looking at each of them, hindsight is a wonderful thing.

I'll be trying to update as often as possible with the games, and include the lists, if I can get them off people. 

I also intend on kick starting the Orks to get them in some sort of state of readiness, I just have to decide on the direction I want to take them, and to get more kit from Belgium.

I did manage to get a bunch of stuff when my folks came over, you can see it here!

After all this hard gaming I decided that Burgers were required, so feast upon the deliciousness!

Important sustenance

Sunday, 18 March 2012

Delivery!

My folks came over to visit recently and bought with them, on request, what they could find to bolster my Orks.

I ended up with a bunch of stuff, and decided to just photo most of it and stick it up.

GorkaMorka Nob

Some sort of Ltd Edition Chaos Sorc

An attack squiq, pretty sure this was from Warhammer Quest

GorkaMorka Meks, might be used as big Meks!

Cadian and Catachan Lieutenants

SQUATS! Including the ole 'Castro' commander


MegaNob

Old Stormboy Torsos

Valhallan Tank rider

A Mordheim gang

An Escher Heavy and two underhive scum.

Wreckingball, metal Yoof and Ram.


Trakks, Chaos Bikes and a grot

Chaos Marines, and Terminators, another trakk

Oblits and Chaos Termies

Multi Melta Marines, a Tech Marine, Metal Marine Vets, a trukk and a some boyz, an Ork Bike

Orks, well Blood Bowl Orks

Ork Blitzer.

Loads of great classic models mixed in with some nice useful bits to be getting along with. Next time I head home I'll be sure to pick more up.