Monday, 18 July 2011

GT - 28th Place, FFS.

So just back from the GT, 6 games and man am I pissed off.

Game 1 I all but tabled my opponent - a dark eldar raider/venom/ravager spam list with wychs inside.

Game 2 I face off against the guy that actually wins the tourney with his meph/deathstar BA - hammering him all game, T5 I am winning, T6 he contests and the game ends a draw. If it went T7 I kill everything except the Raider. Great :/

Game 3 kill points dawn of war against a very shooty SW list - 5-5 after 5 turns. All I had to do is wreck/explode a stationary rhino in T5 and I win. I get 2 pens. FFS. Belial and 5 terminators are sat right on 2 squads of long fangs, nothing else is near charging them. He either goes for the 3 terminators or 6 terminators (8 wounds) - maybe gets 1 KP, I almost certainly get 2 (rhino and at least 1 LF pack).

Game 4 - Lash Chaos list - early knockings I play defensivily to  try and take a small KP victory then just was going to LOS the shit out of him. I failed to get the rhinos. Maybe I should have done it in reverse. But I get tabled because I had to go for it after losing a couple of KP's.

Game 5 - GK Coteaz list. I basically remove all his shooting in T1 in terms of tanks, his purifiers are all on foot, and I shake his plasma cannons 2 turns straight (in a chimera). T3 and T4 he kills about 20 terminators - with half his army shooting. Annoyingly I failed 5 separate charges in the game - all on purifiers which would have basically won me the game.

Game 6 - GK SS/Term list - nice list - I alpha strike the fuck out of him. I charge 4 terms into 5 terms libby and a inq - 14 attacks at I6, 12 hits, 11 wounds. Kills 3, I kill 1. I die to fearless wounds. If they stuck in combat I win, as those terminators took out another unit (basically) on the next turn (shoots them, charged, 1 left, he kills them in my turn and moves back out).

Few epic moments in G6 though, 1 terminator held against 15 GKSS - and ended up doing a single kill in the 2nd or 3rd round of combat making them run off the board. One attack bike made 8 straight saves against a dread with S8 to stay alive! Awesome.

The game ended a draw. I could have won if I DS'd aggressivily on T3 - but at the time it looked like I had lost his objective, as he had 10 GKSS and 3 terms there, and 3 purifiers. But when those GKSS ran off the table, 6 terminators would have easily cleaned up in the end.

Thursday, 7 July 2011

Battle Report #27 - vs Nidzilla

Well I played against one of our "seals". Now he's actually a tourney player, but man does he make terrible lists with bad idea's. But genuinely I think he thought about this one. A quick over view before I do a proper break down.

Swarm Lord w/ 2x Hive Guard

Death Leaper
Ygmarl's x7
Venomtrope

7xGenestealers
7xGenestealers
3xTyranid Warriors

2xTygrons
1xMawloc

So basically nidzilla.

Early on I had great control. I had lost belial and co to a big charge, but in return he'd lost both trygons, the mawloc and both squads of stealers were pretty decimated (only brood lords) - however, enter the swarmlord.

I rather cockily looked to take everything on - charging 2 squads into the deathleaper and 2 brood lords, and 2 squads into the swarmlord and ymarls. Really what I should have done is made sure I got rid of that swarmlord straight off - I could have got about 12 terminators in against his squad and decked him.

In the end I won just purely because we agreed that my bikes were scoring (before the game), and I took both objectives.

He NEARLY tabled me, but I nearly tabled him - he had 1 wound left on his swarm lord and 1 warrior left (in combat with 2 bikes and 1 attack bike) - 1 more turn and I potential clock him (certainly take down the tyrant lord).

He was left with basically 320 VP's - me with 390 - so I did win on VP's - just.
KP's I took 7 -  6 (if the tyrant guard dont count, 8-6 if they do)

Interesting game.

Really the multicharge and not starting with my bikes on the table cost me the "easy" win. I should have set those bikes up and blasted his stealers off T1 - or just forced him to charge them and not my terminators etc...

Ah well - wins a win (if bikes werent scoring I'd have played a tad bit differently).

Friday, 1 July 2011

Battle Report #26 vs Space Wolves

So I wanted to start this again, especially in the run up to Brighton, so I can read through some of my mistakes. My last documented game (outside of the the Blog War games) was against Chaos a few months back - since then I've had a damn sight lot more games, and vastly more experienced with this army now.

But anyway - last night I got in a game versus one of the better players at the store, so much so that he actually picked up 2nd in a 2500 tourney at the weekend. His weakness arguably is that he swaps a bit between lists, never quite settles, but he does run BT's and Wolves very well, and is "older" shall we say (me being 27 that says something) and a hell of an experienced player.

My list is my standard 1750 Tourney List:

Belial - LC's

Terminator Squad - Banner/TH/SS - Apoth/TH/SS Sarge/TH/SS Regular TH/SS CML/TH/SS
Terminator Squad - Sarge/TH/SS - Regular TH/SSx2 - CML/TH/SS - LC
Terminator Squad - Sarge/TH/SS - Regular TH/SSx2 - CML/TH/SS - LC
Terminator Squad - Sarge/TH/SS - Regular TH/SSx2 - CML/TH/SS - LC
Terminator Squad - Sarge/TH/SS - Regular TH/SSx2 - CML/TH/SS - LC

Ravenwing Squad - Sarge - MB/CC/BP - MGx2 - Attack Bike w/ MM
Ravenwing Squad - Sarge - MB/CC/BP - MGx2 - Attack Bike w/ MM

1750 on the dot.

The evolution of this list since Brighton (at 1500) was that I dropped the 10 points in CF's - paired with the other points I had left over I had enough to grab a banner. Now this is hotly debated, but in honesty, the banner over the past 10/15 games has done far more than the the FNP seriously. Most people now ignore that FNP squad, and really I only get FNP against the odd pot shot (which you rarely fail the save anyway) and in combat.

The LC's I am still umming and arring over. They have their uses against MEQ, being able to strike at initiative does help, and its also slightly a anti-horde use, with their lower I ("horde" nids and orks) I can swipe a few before their attacks, or at least inflict a few wounds if they do charge and then allocate onto the LC as he's "done his job" to try and keep the TH/SS's swinging.

His list:

Rune Priest - LL / MH
Rune Priest - LL / Jaws

8xGH MoW Banner MG Rhino
8xGH MoW Banner MG Rhino
7xGH MoW Banner MG Rhino (non-priest)
5xGH Flamer - Razor TL-LC

4xWG - PFx3 Combix3
5xScouts - MGx1

TWCx4 - PF / SS / MB / Naked

Long Fangs x5 ML - Razor TL LC
Long Fangs x5 MG

So a pretty solid list, people might begrudge the TWC, but you'd be hard pushed to REALLY criticise this list, its clearly built competitively, and it will munch a lot of people around here. Tbh I have to say I prefer larger GH squads, with banners and even mark they are a big threat, he had the priests and guard in there obviously so they were really quite a good all round unit.

THE GAME

Was a great game, we played it pretty "unforgiving" but in a friendly way. He forgot to pop banner at one stage (it didn't really effect much) and I forgot to shoot and assault with an attack bike. We'll come to that later.

It was Dawn of War Kill Points

Board had 2 larger bits of area terrain on either flanks of the board. A row of tree's went diagonally down the middle of the board in between this, and then each side had a couple of small area terrains in the corners. No real LOS (we have very little LOS terrain at the store, except some WH stuff which most of us hate) - LOS bits do help me sometimes, because obviously cover is nothing, and I quite like being able to hide a lone TH/SS survivor to go and hold and objective.

He wins to go first and takes the far board edge, this had a big ruin with a 2nd level and windows for his long fangs, but we ruled on the other side it wasn't area as it was just simply an open platform and we saw no reason a squad should get cover.

DEPLOYMENT:

He sets up 2 empty rhinos 8" on. I walk everything on (I was originally going to set up 2 squads, but I wanted to be able to contact him on my own terms - so I wanted to see where he deployed)

TURN 1:

He rocks into the rhino, and ploughs forward 6 or 12 and pops smoke. The full razor comes over a hill at the back and pops smoke, the empty razor (LF's) comes and hides behind the ruin, deploying his LF's near the ruin, he runs them up but doesnt quite get them in. The other fangs walk and run. The TWC hide behind his razors.

I walk on - pretty much the other side of the board, with it being KP's I want to just basically remove those fangs from the equation. I outflanked the bikes as if I got lucky I could charge those fangs and tie them up and maybe gain a KP via shooting + charge. My terms basically phalanxed pretty defensively on my board edge, but set up so I could shoot at both rhinos. In shooting 4 of my 5 squads failed to see, only one needed 24" - the rest needed no more than 20" so utter failure there, the one that did see rolled a 1 and a 2 for pen. Thats the jaws priest ready to go then :/

TURN 2:

He pushes forward, runs his fangs up into the ledge, and his wolves run a bit further - staying out of the buisness - he wanted to counter charge these to clean up squads. He shuffles around, and fires off a couple of shots from lascannons, and then jaws 2 of 3 terminators. That squad is reduced to 2 guys due to lascannons.

My T2 I don't have all that much to do just yet. I get both bikes, one comes on the "wrong" side and splits, the other comes on my choice and I go for the fangs, I shoot and kill 3 but can't get into charge distance. Shooting wrecks his jaws rhino, and then shooting stuns and weap destroys his rhino, but nothing else, which gets charged and roll a ton of 5's but no 6's to hit. I do have one squad quite isolated, but the command squad is about 10" away from them, with a annoying terrain piece in the middle, so I was a bit worried, the 2 lone dudes are sitting on the board edge.

1-0 KP me (rhino)

TURN 3:

He pretty much gets everything out. The MD Priest squad rocks up to rapid fire the squad in combat with a tank. He moves his wolves up towards the bikes, but not really fast due to fleet. He rapid fires 2 squads at the terminators in combat, and does nothing. His jaws priest actually hides behind the wreck, and pops off living lightning at the MM bike - but only causes a wound. I manage to explode his empty rhino in combat being still in B2B with it.

2-0 KP me (rhino x2)

I have quite a few options. I swing the bikes on my right out turbo - I want to draw his wolves away for a bit and they might be that juicy bait. The MM bike gets in to help shoot at a razor back. On his side of the board I still have that MM after 3 of the bikes got shot up, so I move that to take on his razor but I forget to both shoot and assault and he kills it next turn for a KP. My squad that just took out the rhino moves to assault his MD priest, and belials command squad works its way around a building to try and assault his other squad that disembarked. The 2 man squad shuffles along the back edge, and the other 2 squads work their way towards the center since action will probably start to slow down now with combat (well speed up and slow down in a weird way). I frag the MD squad and kill like 3 or 4 guys. I do the same to the other squad, and kill a few, except the MG which if he died I'd have never got into combat. Both pass LD. The other CML weapon destroy the razor which has GH in, so one less lascannon to worry about.

Combat and the MD squad makes it with no difficult terrain. Belials squad needs a 6 and gets it - I can only get 3 guys in though, but thats still 12 attacks with the banner. I lose 1 dude, and swing back and kill them to the WG who runs, another KP to me (GH). The other combat see's me take his down to 1 Wulfen, 1 WG and the priest, but I lose 2 1 to the priest and 1 to the PF and I actually lost combat (because I had killed so many with the frag, that was basically a big winner there).  He popped banner on the squad that actually ran, but forgot to pop on the one that won combat, honestly it wouldnt have made a difference but because of that I couldn't go back and shoot the MM - which prob would have taken that razor out (MM on rear, then krak, 4's to hit if I didnt imob it). Shame I thought that would cost me.

End of 3 its 3-0 - 2xRhino 1xGH

TURN 4:

He needs to start getting KP. Annoyingly I forgot to use that attack bike, so thats a free KP with the lascannon really. The wolves go after the bikes and will probably get them, but that probably leaves them out of the game until T6 (I hope). His jaws priest moves out of squad to jaws some terminators and his GH's move to rapid fire the MM bike - potentially a couple of KP's on offer here for him. The wolves get to the bikes and wreck them. The jaws priest takes another 2 terminators - hitting only 3 again, so 4 for 6! His rapid fire doesnt hurt the bike (5's to wound is a bitch) and his scouts fail to kill anything in shooting (he forgot to charge them). In combat I am still bogged down by the rune priest lol - I kill off another couple of dudes, leaving the wulfen and priest.

KP - 3-2 (rhinox2 1xGH he's got 2 bike squads)

My T4 and I split Belial and the command squad. The command squad goes to finish that priest off and then look at dealing with the remaining rhino's/razors probably. I charge the 2xTH into the scouts hoping to deck them, before they do much. Belial joins a squad and they look to hit into the GH's - the MM lines up on the rune priest, maybe it will start doing something. The other CML squad will go into that GH squad as well as I don't want to risk getting stuck with those wolves running around, and hopefully get a good consolidation that forces them to be 2 far through those tree's. Combat and the scouts kill 1 terminator, losing 2 in return, but stick. The command squad decks the priest and wulfen, not before they finish that remaining terminator squad. Belial and co take out the GH's, and the MM did in fact instagib the priest. Belial and co get shitty consolidation so I basically put Belial back up against a rhino and circle the squad around him, then use the other squad to block a route to the MM attack bike.

KP - 7-3
rhinox2 3xGH runepriest x2
Bikesx2 Terminatorx1

TURN 5:

Getting interesting now. I actually have a solid lead. I've knocked out all his big GH squads, and both priests, his fangs are really ineffectual, despite using frags most of the time and getting a good few wounds, but his wolves will be the changer if anything. He shuffles them around looks to multi charge the squad and bike, but gets no luck. His 5 man GH gets out and looks to plough into that squad as well - between shooting and assault he takes out the squad. The wolf scouts actually kill off the last TH before he swings (and his WG PF did jack all lol).



KP 7-5 (he nets 1xTerminator squads)

At this stage I was thinking about multicharging, but didn't think it was worth the risk. Belial and co will take the 5 man GH. I potentially get 2 more KP's here which seals the game, as I only have 3 more on the table and theres no way he can get to that command squad or really kill them. I only really have charges to do, I deck the 5 man GH squad easy, another KP, and manage to kill off the scouts as well for no loss. The MM attack bike had hidden from the fangs behind a rhino and failed to do anything to the rhino. Belial consolidates again in the same way - protecting himself from that PF. The command gets like 5" so I consolidate back towards belial knowing whats coming.

KP 9-5 (4xGH 2xPriest 2xRhinos 1xScouts)

TURN 6:

We get a turn 6 and he can still get a couple more KP's. He tries to pot shot that MM, but ends up multi charging with the wolves into it and kills the bike, and I think kills 1 terminator. I manage to put a wound on all of the wolves killing none.

9-6 (MM AB)

My T6 and I get a charge in. With the command squad - we had a bit of contention here, as Belial does a wound to kill off 1 dude, he removes the PF which was all the guys that were in base contact with (the command squad) he maintains that I can't swing back, but I am sure I just move forward as its the squad not a IC or anything. Know one really knows, though I have asked a tourney before and just told to move forward again (I let people do that anyway).

TURN 7:
It doesnt overly matter, I kill a couple more guys I think (in T6) , but its over anyway - even if they didn't swing, I'd have done enough with Belial to kill a couple more (instead the SS ends up making saves) and then finished with the command squad.

10-6 (wolves)

CONCLUSION:

Well it was a great game, and like after the last time he faced me (with his jumper BA's) we went and had a beer and talked about some up coming tourneys and what not (with a couple of other players).

I played the game OK. I think I should have deployed a bit more centerally, and really need to figure out better way to protect against Jaws - I did ok with the concertina pattern, and crap rolls (should be 2 for 6 not 4 for 6) really was the problem. The bikes were awful. 400 points to take out a couple of long fangs and a rune priest. I needed to be defensive with them in this game. I should have straight up reserved or even come on in my T1 - the long fangs / lascannons were the threat, but I could have easily just kept them 72" away in this mission, he'd have only got a shot on them earliest T3 - and might have been able to bring some melta to bare.

I have to say the bikes are still tricky at times to know what to do, but thats the biggest learning with the list.

You have to look at both range, and the threat of outflank/reserves. Last night was an example where I could just use the range to protect them for a while, then hid them behind a terminator squad for a 4+ etc..

Overall though was a good game. First "proper" wolves lists I've played against in a while, and first time I've seen non-retarted TWC so that was cool. I was wondering what they'd do (they did take a squad, but that required 5 more dudes to chip in as well, against only 3 heads) but ended up getting munched. A big old wolf star will be an issue, but he'll have crappy support (prob only 2 LF squads and then like 3 GH squads)

Monday, 6 June 2011

4th Place w/ DW @ RTT

Just finished up at a RTT - Blog Wars

Came 4th.

Tabled my first opponent who had a Mephiston "Hybrid" List - made Meph run off the table!

Second game was versus my blog mate from SoS on table 1 with his Hellion/Baron Dark Eldar. Killpoint game was an absolute epic. I pulled ahead quick, but CML's started to faulter and not drop venoms, and I got stuck at about 6 KP's, I got bogged down with 8 terminators on 8 wychs's - the wychs ended up winning! Meltas absolutely wiffed as well come to think of it - I think I only melta'd a single target. All came down to my final dice roll - I'd got past flicker field on a venom - 4+ and I win. Roll a 3. 8-8. But still in with a ... poor chance. I'd have to table my final opponent near enough to win.

After a bit of confusion I end up with a Draigo 20 paladin list. I'd rather have gotten the mech BA list instead, but alas. He had 20 paladins, 4 psycannons in each, all unique, and draigo. 21 models - 1750 points. 5 objectives, I figured I'd control the midfield and force him to try and push me off. It took me to T2 (well end of T1) to realise he just wants to stand and shoot me, and doesnt want me any where near him. After having lost about 11 terminators (maybe more) in 2 turns, I just ran. Got into combat with draigo's unit and after like 3 turns of combat made them run off the board. At the end of 5 I had 2 objectives, he had 1 as I had contested with an attack bike. End of T6 I had 2 he had 0 as I had both an attack bike and normal bike contesting. End of 7 I had 2 he had 1 as he killed the bike. Little he could do. He had 9 terminators to my 2 wound attack bike and 2 single terminators.

If I played that game again. I'd have set up each squad with 1 guy on the 12" line, and his squad as tightly packed behind him as possible. Set up the bikes ON the table, right out on flanks and scouted them behind terrain. In his T1 he'd near enough kill a unit still, but I'd have run rather than fire - in T1 I moved about 5" towards him as I did some lateral movement etc ... instead I'd have moved 6" forward and ran the average 3" - meaning I'd have probably gotten a 2nd turn charge, having lost another 4 or 5 terminators - but with 15 guys hitting a single unit - plus bikes - which he may well have shot at to avoid getting insta-gib'd - He'd have no answer but to pile in - if I could do enough wounds in a single turn - which with 15 (opposed to the 7 I used to win vs the 10) I'd probably have done it.

Ah well

I ended up 4th - on VP's - having tied with the ultimate winner, so not bad.

I also won best painted Special Character.

Full Battle Reports + Pictures will go up on

http://sanguinesons.blogspot.com/
Including both Vens (the winner) and Atreides (#2)

Sunday, 8 May 2011

So ... where have I been?

In case anyone is still looking over here - which I doubt it, I am now posting over at Sons of Sanguinius found here;

http://sanguinesons.blogspot.com/

This blog is headed by Venerable Brother, also featuring Killswitch, the UK Team's current Space Wolves player (also a damn good Guard and Blood Angel player to boot), Atreides and Stargazer (resident Malifaux guru). Plenty up there, from tactics, lists and lots of hobby stuff from Atreides (and myself and Stargazer).

Also you can find my project log over at Bolter and Chainfist

http://www.bolterandchainsword.com/index.php?showtopic=227137&st=0

Trying to keep it relativily updated - though its not getting much attention, especially since I consider my work better than some people that do get plenty of attention. Guess its my lack of a light box and crisp pictures.

Anyway - take a peak!

Saturday, 26 March 2011

WIP Update

Just a quick update on what I've done - literally a week now until tourney time. Tonight I've done 90% of what I set out to do:

- Highlighted the black armour of the bikers to where I wanted.
- Highlighted the helmets to where I wanted.

Now this just leaves details and squad markings for the bikers and to just glue them in place. I think about 2 more hours on them.

- Prepped the arms of the terminators for painting.

Some were a bit messy w/ bad spraying and the such, so I cleaned these up.

GOALS FOR SATURDAY:

- Final highlight on Command Squad (20 minutes, v.simple job)
- Details on Bikers (seals / squad markings / weapons / aquilla) (2hours)
- Details on Terminators (1 hour)
- Begin working on terminator arms (whatever I can do)
- If I can finish the bases of the objectives (20 mins)
- Rebase Attack bike 2 (20 mins)

Expected time: 4 to 5 hours min.

GOALS FOR SUNDAY:

- Finish all terminator arms (2 to 3 hours)
- Ensure all detailing is finished on terminators (0-30 mins)
- Finish Belial (2 hours)

Belial is my reward for the day - I really want to make sure I have everything done so that I can spend time on him. I also want to make his base which I am not quite sure what I want to do for him, either something rocky - I am thinking having him perched over a lava stream flowing down - can use green stuff and some extra bits I have lying around. 

So I'll do a massive picture post tomorrow - starting to organise the pictures now which will be something like:

BELIAL -

Most of his work in pictures

DEATHWING -

Workings of start to finish of the blending - maybe do some pictures of the details + arms as I do them tomorrow and Sunday as well.

RAVENWING:

Workings from the details + how I've done the "black" armour and few details.

OBJECTIVES:

A bit of a "how I made them" without pictures - then a couple of step picture guide on how I got the finish I did.

BASES:

Stage by stage on the simple way to base.

Friday, 25 March 2011

Battle Report #25 (Mini) vs Chaos Marines

 Battle Report #25 -

Only a small one this as it was a pretty dull game (I wrote to T3 and realised I was boring myself!).

The game was KP's and Pitched battle with me going first - terrain was essentially a "mirrored" board with ruins on each flank deployment (though I had 1 huge one on my side vs a smaller one for him) with little variation in board placement, a littered area terrain in the center (quite clustered).

I went first and deployed centrally making sure CML's had fire lanes. Learnt my lesson with KP's and realised I had to play conservative. Though I could have gone aggressive with a alpha from the scout bikes (I had the terrain to do so).

He set up his army like so - 8 man zerkers with PF in rhino on my left flank, 3 oblits and 2 oblits a bit more centrally - giving cover to 10 thousand sons with bolt. On his "right" was 10 possessed with rhino and 5 MG's hiding behind the central forrest, 8 more zerkers with rhino to my right, and the nurgle DP with wings on my right.

Early in the game little happened. I stunned/boxed a couple of the rhinos putting him on foot from the get go. I used positioning to try and recieve as little charging as possible and make sure that his DP charged into cover. I lost a couple of terms by T2 and a wound on belial via plasma cannon - I will actually take 1 wound from PC/PG fire just to avoid losing numbers early in the game. His DP assaulted and we tied first combat, but I kept him at I1. I then counter charged and killed it, and killed 1 zerker squad (charged by 9 terms). In retaliation he killed the rest of my command squad. The bikes did little in this game until quite late. Though they did support the charge against the second zerker squad, losing a couple of guys, but distracting his zerkers from my 3 man TH/SS guys. Belial and his new squad charged the possessed and wiped them out, and the last squad had consolidated right into the face of the oblits which charged them - and we stuck. I then counter charged with belial and his squad, losing belial, but killing the obilits (should have kept belial in cover). At this stage he only had a couple of units left - I had 3 "bruised" unit's and my bikes (the full ones charging after 1 rhino, the AB and single one after his boxed one, which died on a charge eventually). The game ended on T5 with him only having 2 oblits and a few 1k sons left, think it was 7-3 at this stage, we played another turn and I tabled him (well we only played my side of combat, if we played his T6 I'd have decked him).

Conservative played me well. Glad I got to face off against a couple of these units - oblits being another unit people told me would "ABSOLUTELY MAUL MY ARMY" yet they killed maybe 8 guys - including combat - and that was all 5 shooting quite a lot at them in the end.

In the end it was a fairly comprehensive win of something like 9-3, with me basically going to table.

Couple of things I did learn (or realise a bit better) don't move guys like Belial or my bikes into B2B with stuff that can instant kill / remove them without saves (the bikes) - so positioning etc..

Thursday, 17 March 2011

Battle Report #23 and #24 - Nullzone Thunderbubble and Footdar

So in a reverse order of last weeks Friday games (last set of reports) I played the two guys again. These are much quicker reports as the games were much much quicker!

Battle Report #23 - 1500 vs Codex Marines

So facing the same Salamander (non-Vulkan) 1500 list as the previous report, no changes from the Vindy/Thunderfire Terminator army.

Mission was Kill points with spear head deployment, I win the roll to go first and reserve 3 squads and both bikes, deploying only a single squad. Basically the terrain was a big LOS piece in the middle and then plenty of tree's in the corners. I put him in the corner with the least terrain with the idea it would be nice and open for me to move into.

So having reserved 3 squads, I DS'd two down near his castle, now this was mistake 1 and cost me the entire game. They would easily be in 24" of nullzone and when they failed to do any damage except imob a rhino (which blocked his vindicator), it was going to be costly.

In his T1 I lost 4 of 5 terminators from 1 squad and 3 of 6 from belials squad, including the apoc on the first roll - NOT GOOD. At this stage I was tempted to concede as it wasn't who I was meant to be playing, but I thought screw it I'll keep playing. I was massively over extended, but I could still redeem it.

In my T2, I should have played defensive. Belial and that terminator could easily get 2 KP's from the speeders, in a trade for 3 KP's - but would require his entire army to shoot at me to do it. Instead, I sent the bikes in to get rid of the speeders and they failed, so I ended up killing them with the charge, they are now in vindicator territory with belials squad. Needless to say in his turn I lost all 4 bikes and terminators - I am now 5-2 down.

My T3 I get another bike and the remaining squad, I destroy the vindies cannon and rest of stuff is out of range. I just turbo around, and he kills a couple of terminators with that ****ing thunderfire cannon.

Just as a side note - I've had 8 full turns vs this guy now, he has fired his thunderfire all 8 turns vs me (32 shots) and his vindicators have had about 16 shots in those 2 games. And I am not lying or exaggerating - he has only scattered to the point he hit nothing - TWICE - and he hits on the majority of his shots. That is roughly 50 shots, with a possiblity of scattering is 2/3rd's - and anything above a double 4 (average) will scatter off and hit nothing, or very few. If he scattered, he generally would scatter no-inch'es due to BS, or 1 to 3 (very rare). He is by far and away the luckiest scatter roller ever. He is ballsy as hell with his DS's on things, and I've only seen him mishap twice (as in he will DS a speeder 8" from a target, 4" from the edge).

Back to the game, at this stage I have 9 terminators and 3 bikes/1attack bike - so 4 more KP's - he has quite a lot of stuff, but I'd moved out of 24" range - so basically would suffer only his rifleman dreads. I decided to call it to get a 2nd game. Tbh I am fairly confident I'd have drawn or only lost by a couple of KP's - I'd have probably gotten 1 or 2 out of the bikes before they died, and the CML's would have prob taken out his transports.

What I learnt is vital - not to be aggressive - I saw his castle, but just went gung ho anyway, I should have DS''d at 36" away from him, CML'd x4 his AV and stopped them - got the 2 easy KP's on the speeders and just had my bikes turbo until they had a good opportunity in T3 or T4 when I'd stunned enough things - I should have played for something like a 3-1 or 2-0 win rather than trying to win 10-4 or something (I wanted to rage through that car park).

Battle Report #24

So again a rematch of the Eldar game from last week. I was quite bitter about that game as I felt I completely vindicated his stupid arguments about how he was a counter for me. In reality I played it wrong and knew it. I could have been aggressive but if I was to do that, I had to be with my Belial squad. However, this game I knew I'd have to play it a bit smarter.

Mission was 3 objectives, with pitched and him going first - I was gutted as I felt if I went first I'd have been able to really cripple him.

Basically the terrain was incredibly open, but insanely good for him. It was the "figure of 5" set up with big forrests in each corner and center table - giving him cover to sit those war walkers behind. - The wave-serpents in the middle of his deployment and the avatar between them.

Objectives were 2 in my half, about 16" from each other and the edge of my board, he had 1 in his deployment right near his pathfinders in cover.

Turn 1 saw him fire a ton of EML's with frag into my terminators, and I lost 1 guy. He fired scatters and stuff into my command squad and I took 1 wound on Belial - the FNP made 2 wounds go away - thank god. All I heard was "lucky boy" a lot of times. But seriously - how many 1's can he expect me to roll vs him?

In my T1 this is where the 1's came out. Not a single CML hit or Pen, except 1 and he made his cover save. So that was 4 misses, and 3 1's (a 2 is a glance!). So I'd receive full fire in T2.

In T2 he actually does pummel the crap out of a squad and I think I lose an entire squad (the 4 man) via dire avengers as well, but now he's played into what I want - him to put stuff in mid field. I'd now be able to get on him next turn in some way.

So in my T2 I get both my reserves. They come in 1 each side - so thats perfect, 1 can charge his EML's, 1 can shoot his scatter lasers. Frags was the course of action for the direavngers and I hit with all 4 (finally, I've NEVER hit in 5th ed with a scatter!) and cause a total of about 28 hits, from that I think I killed all but 1 guy, and he Eldrad made all his saves unfortunately.  He actually didn't roll for morale, if he failed that and ran it would have been game over with out Eldrads abilities. The bikes - I manage to take out 1 WW from the scatter laser squad, and destroy 2 guns on the same model (the bolters on both squads actually managed to get a glance!) and on the EML's I shot the MM at them, killing 1, glancing another (taking out its gun) and the bikers shot at the scouts and charged them - killing 3 in the charge.

In his T3 he dooms the bikers, fortunes the avatar I think, and fortunes eldrad or something like that. The fire dragons deploy and take out the bikes on that flank. Thats fine, their job was to kill the WW's which they did - and now the fire dragons are 2 turns away from being able to deploy against me really. He moves his WS with the direavenger right up to get in my way - he says he shouldnt have done this - but tbh I didnt care as I didnt need to shoot at it next turn, but it gave me a good chance to take out a contester early. In combat I lose all the bikes - the attack bike to a bloody fearless wound - eldrad killed the other 3 due to doom.

In my T3 I obliged the charge on the WS and killed it and the DA inside in the explosion (thanks chain fist!) I actually pen'd it like 5 times. I managed to knock another EML weapon off, so basically he just had 1 scatter laser and 1 eml left.

In his T4 he moved his firedragons forward and shoots at my command squad, he turbo's his WS from the dragons over to contest my objective going for the 1-1 draw, and basically called me lucky for making 4 3++ saves and 3 2++ saves. Not really, since in the last game I rolled 16 dice at one time, and 10 were 1's (and none were above a 3)- and he had the audacity of saying I rolled average at worst. I promptly charged the WS and hit it with a lot of attacks, 1 CF got through and 3 TH's - which all pen'd thank god and exploded it.

The game ends - 2-1.

They I discover how poor a loser he is. He starts talking about how he'd play it differently if we had more time, and that my army is just a "move forward" - as if there is nothing else to it (uh yeah there is, deploy like a tard and you get blown away). He also stated that my bikes were rubbish, to which both myself and my mate turn around and said that their contribution was pretty much game winning. Between the 2 squads I took his WW's down to only being 1 per squad, and killed 3 of 5 of his remaining scoring unit.

Quite annoying and soured me to playing him again I have to say, I do want to play him soon, as I think I've unlocked what I need to do vs these armies - and his especially (kill his fragile units?)

Shame I lost the first game, but its one of those mistakes that you'll never make again.

Sunday, 13 March 2011

Army in 5 Weeks: DW - Ravenwing Support WIP

Just to add to this - even with my list from below - I am now quite far ahead in this project and my WIP's are quite far behind - I literally have a single squad left to blend up and then all I am doing is details. I am extremely pleased with what I've done so far with very simple techniques + speed painting.

But anyway:

THE POST: 

As I posted a few days back, I had my first articule featured over at SoS - here's the follow up post to http://sanguinesons.blogspot.com/2011/03/deathwing-wip-army-in-5-weeks.html?showComment=1299446643308#c2834650141944289548 - which showed the first week of my under taking of this task to get to Brighton with a brand new army. I figure I might as well put it up here for my own blog, because its mine!


This work (bar a couple of the later pictures which were done a bit later) was done pretty much all in the same week as the first post - but I felt it would read better if I separated the Deathwing and Ravenwing - or at least to start with!

So the bikers, these pretty much provide the support and mobility, and another threat value to the force. 20 Terminators are scary, outflanking, scouting or turbo boosting fearless melta is quite scary in its own right. Not to mention using that T5 as combat support and so on.

Again, I wanted something slightly unique to the Ravenwing bikers, and was looking to continue the semi-Grey Knight theme to the force - and with these being the only variant in models - I felt style wise this is where I needed to try and break out something a little special. Now, I am a stratosphere apart from the level of conversion of Atriedies, he runs rings around people with his work (seriously can't wait to see his next army), but I have the experience at least to put something together. So without further ado, here's the WIP on the Ravenwing:

WIP: Painting the Bikes

So this is a bit of the work I've done recently, but I'll use it to show the paint process for pretty much the entire of the army.

First stage is incredibly simple. Base coat the entire model (in the case of the terminators) and the entire chassis for the bikers. For me this is my mix of paint (Dark Angels Green and Hawk Turquoise)


Next stage is to add the first level of blending, now due to the paint being a mix, and I mix with a brush, I judge this by eye, I really should get something to measure it, and definitely when it comes to my Grey Knights I'll actually make a pot of the paint itself. So on this we see the second stage and the darker base coat.



The 3rd or 4th layers of blending are where you start to get the contrast between the "low" and "high" on the these models, and the paint is considerably more "blued" by this stage. Despite there being an incredibly low ratio of Dark Angels Green in there, it still has a very green effect.

I continue on and now add the more "extreme" high lights - this has a fair whack of white into the mix but is still not at that full highlight level just yet.



I now add the final really extreme "light" highlight - I try to avoid going crazy at this stage and pick out the bits I want to be accentuated. I am yet to finish an entire bike - as I am yet to decide how I want to do the engine and front wheel, but the exhaust and rear wheel, plus the rest of the bike look like:



So that's the bikes as of yet - I have all 6x bike chasis's and the attack bike chasis's done up to this - so just detailing and find assembly / painting the riders to be done - which will be the Ravenwing post 2 hopefully.


On to the conversion!

So thus far nothing out of the ordinary for the modelling wise obviously, enter the Sargent's for the Ravenwing!

This, truth be told, was a some what tired and maybe slightly drunken idea I had upon returning home one night seeing a Grey Knight marine and my hobby saw laying on my desk. No regards for the rest of my house and the sawing noise I was making at 1AM, I went about creating this paraplegic marine. 





Upon returning to the desk the following day I was actually quite pleased with my work, and decided to go about making another one. Then I was obviously faced with the task of making it fit onto the bikers legs - as they have a hump at the midriff - I didnt think slicing it down was an option as it would remove some of the height of the biker in the process. Thus the electric hand drill that I'd just "borrowed" came into action - and used a large drill piece to create a hole in the GK's midriff - unfortunately I forgot to take a photo of this - but one simple thing I did was to keep checking how it sat on the bike and if I needed to take more off - if you go to far green stuff will of course take care of the rest.

You'll notice in that photo that the Storm bolter only has 1 barrel - that was me turning it into a bolt pistol for WYSIWYG - I've checked with the TO and verified with a picture - it is fine - it cant be a SB without 2 barrels! I've also drilled out the barrel for the sake of completion.

Now the next bit was to give him a suitable weapon - the nemisis force weapon is no good as I dont have power weapons on my bikers, and a normal marine chainsword wouldn't look quite right ... I needed to combine the two! A quick bit of sawing (again), pinning (very VERY important when dealing with metal models) and green stuff (and some filing) and I had this bad boy:


Nemesis Force Chain Sword! Hell YEAH! Incredibly simple, but I think oh so effective.

And together as a package:



Again the arms are pinned to the bodies, I've used green stuff to help solidify the joint as well - I really cant stress how important this is with models like these - they are quite large and do have a tendency for moving on say things like hills or terrain - you just don't want to put faith in the strength of super glue on metal.

So that's it for the Ravenwing - the next update really will be them completed as really all I have to do is detail the bikes (computer screen, wheel, engine and the riders themselves, except the sarge's, are v.easy). The next post will be a couple of Deathwing squads deep into paint mode plus my command squad pre-primer/basecoat - as of writing I am basically 4 weeks out from the Tourney and in quite a good position - I have 2 full squads to paint and then basically detailing - I am pretty confident!

Friday, 11 March 2011

Battle Report #21 and #22 - 1500 vs Footdar and Codex Marines

Managed to get a pair of games in today - vs the two lists I really wanted to face off against pre-tourney - a Eldrad Eldar List and a Null Zone Space Marine list (though I think he took Null Zone as he saw my army - I am pretty sure he doesnt normally take this lol, but I am glad he did).


GAME ONE: vs Footdar

Eldrad
Avatar

10 Dire Avengers w/ Exarch - Waveserpent chincannon/brightlance
5 Path Finders

10 dragons - WS w/ chincannon/brightlance

3 warwalkers - scatter lasers
3 warwalkers - EML's




KP / Dawn of War

So he deploys first, and puts his avatar and rangers on the mid way line, bah I have to deploy quite far back and I do so stupidly w/ belials FNP squad and 1 other 18" from him off at an angle. This was mistake one. I actually think I may have been better reserving everything and DWA 2 squads in (maybe walking in 1) and turbo'ing in the bikes - this way I could have maybe pinned him in. Being DOW the first turn is nothing. I did outflank my bikes.

In T2 he shoots at the DWA squad I bring in to the right of his castle (he castled in the center, wave serps covering his war walkers) - he gets his avengers and fire dragons out and blasts them to the lone CML guy. I respond with 1 bike squad coming on near them and I fuck up again, as I shot the wave sepernt and killed it with attack bike (good) but shot the dire avengers with the bolters - leaving the CML to charge alone into the dragons - who did 1 wound and I rolled a 1 .... so its 1-1 and I now have 2 easy KP's in his ranks.

In T3 he promptly kills those 2 biker groups and goes 3-1 up, and starts to work on the next squad which I fail 3 2 ups from the scatters on 6 dice and lose all 3 TH/SS guys leaving the CF and CML (I think), he then pot shots and kills the CML. I in turn run that CF away, and get the bikes in to try and finish off some other bits in his lines, I take out another serpent but it requires a charge from  the bikers, and the attack bike does nothing. I should have used them both to kill the avengers and fire dragons really.

In his T4 I just say if you can kill the bikes its over, he takes out the 2nd term squad and kills both bikes - he's now 6-1 up and I have only 2 CML's left and am no where near him really. I call it.



CONLUSION

I think what annoyed me is he was so sure he'd batter me, and after the game he talked so much about how bad his rolling was and how big a counter he is. In reality he was putting on 20 wounds of 2+ onto 5 men, I'd roll 3 on 1 guy and fail all 3 - that was the sort of rolling I had - his dire avengers did 15 wounds, I rolled 9 1's - and only 1 of the dice was above 3. In the entire game I also didnt get to swing a single close combat weapon ...

I played myself out of this and what were the mistakes?

Mistake 1: Isolation

This is something you cant do as DW, certainly not against a army that CAN fire that much damage. Dropping my squad on his wings as a threat mean they HAD to be dealt with, and they were. This was mistake one and a costly one - it meant I lost 4 terminators on T2 and they were my only threat really. If you keep the terminators close together in these sort of missions - then it forces him to try and decide what one is the threat - he shoots at that, and the next turn you present 2 or 3 other squads as bigger threats and now all that shooting was for nothing (really)

Mistake 2: Deployment

I honestly think I should have walked EVERYTHING on. Force him to choose where to castle. He castled right in between my eye's - making me choose which way to go - and it essentially took 2 squads out of the game. If I walked on, he'd have no idea where I was going, and I just run for the first 2 turns to where I want to be, and force him to re-deploy his entire army into the open rather than walk into his nicely made castle which was only nicely made by where I had pre-deployed. This includes the bikes, as I could turbo them 24" out of LOS and force him to either move to shoot at them and thus suffer shots without cover, or face all that melta the following turns. This goes hand in hand with DONT FEED PIECEMEAL.

Mistake 3: Target Choices

Really I didnt take what was offered to me - part was down to my deployment. My plan was to hammer those WW's with CML's for 2 or 3 turns, cover or not - I ended up shooting at them 3 times in the game, I.E they suffered me shooting a total of 6 CML's at them. Secondly, I did have a chance with the bikers to take out the fire dragons (potentially either get stuck in combat, which would be good, or get a KP and consolidate into cover). Instead I did a mixture of both and it cost me 2 KP's. Annoyingly the opponent didnt understand what I meant when I made this mistake and he was chatting about how I was just wrong to go there, but in reality, those FD's ended up killing the bikes and terminator (in combat) and killing 2 more later. I really think they were game changers, and this cost me majorly. I shoudlnt have gambled 1 TH/SS would survive 7 or 8 I5 attacks - dont take that risk - charge the bikes in, if he attacks the TH/SS so be it - but the bikes would probably have taken out a few via shooting (I killed like 3 DA's) and then their charge as well -  I might have still lost the TH but I'd have had that melta tucked up nicely for a turn not getting AP1 fired into it.

These 3 cost me majorly and I need to think about them in the future. I want a rematch vs this guy QUICK, so I am probably going to pull a sickie next week (yes karma you can bitch slap me for that) to get a game in vs him.

Though I am not 100% that I did deploy completely incorrectly. Mistake 3 really did cost me, but I think mistakes 1 and 2 would not have been nearly as bad if I dropped at the very least Belial - thats another 3 2++'s I'd have to fail - and another body to allocate to - if I had done the command squad then that's FNP - that really was mistake 4 - not being aggressive with the command squad but a standard squad - I think if I had Belial + 1 TH/SS and did what I did (shoot the avengers) I'd have been alright - those Fire dragons would have gone away v.quick.

I am re-matching him next week - and put it this way, I've learnt my lesson against this list (or types of list).

Avoid isolating, especially normal units. Keep priority right on track and don't be afraid of running if I need to get some where! This was a horrible game for me, but tbh I deserved more than 2 KP's for my efforts, and I fed him 4 very easy KP's.

GAME TWO: vs "Salamander" Codex Space Marines

Libby - Nullzone / Vortex (and TDA)

5x TH/SS Terms
Rifleman
Rifleman

10x Tactical Marines - Flamer MM - Rhino
10x Tactical marines - Flamer MM - Razorback

Speeder MM/HF
Speeder MM/HF

Vindicator
Vindicator
Thunderfire Cannon

So not a terrible list, but again not optimised, but this is the sort of list you look at and don't think push over, and potentially a lot of stuff that could hurt my list - 2 vindicators and 5 TH/SS null zone'd termies.

THE SETUP

4 Objectives
Pitched Battle

The board was much the same as the last game with plenty of buildings, one big one just off centre towards what would be his board edge, then each corner had another smaller building (ruin) and some craters in between - there was open space on "my right" flank between the corner buildings and the centre.

The objectives he places 1 in what is his zone - on the top level of the ruin (my top left) and I place one right out in the open space I described above (I dont need cover to hold objectives) - he places one on the 2nd floor of the big building, so I place one 12" from my objective near a ruin in what becomes my side.

He takes "his" side when he wins to go first, plops his combat squad from the razor in there with no special weaps, and the thunder fire cannon. Vindies hide behind the rhino and razor back behind the big building in the center of the board and the speeders and termies reserve.

I set up with belial's CML looking down at the rhino, a middle squad to take the open ground, and a right hand to take the right objective. The bikes start on the table this time and I DWA 1 squad.

THE GAME

C:SM  T1 - I failed to seize so he trundles forward - vindicators and rhinos move a bit towards the center objective and to get into range of me. He fires his thunder fire at one squad of bikes with that stupid difficult terrain thing - one thing, his TF NEVER scattered off, nor did his vindicators, in the entire game, I think out of 5 turns he had 1 TF scatter out of range (from 4 shots) so thats 19 "hits" out of 20 - basically when he did miss, he missed by no more than 6 or 7" getting reduced to "enough to still hit". Just silly really was - where are the 12" scatters man? He doesn't kill anything this turn, or may have dropped a single terminator or something. He also shot and took a wound off an attack bike w/ the riflemans

DW T1 - My squad lands in the center and I do actually run them to avoid getting vindicator'd and TF'd with mass template's, the rest of my army moves. I want to take out his troops in the tanks, so I shoot and stun both the razor and rhino, I turbo the bikes and lose the sarge to dangerous terrain from the stupid TF cannon. One MM attack bike pens the rhino and with its +1 manages to stun the rhino. The other shoots at the TF but it makes its 3++ cover save.

CSM T2: He gets both speeders, and doesnt scatter. He moves his vindicators around to hit my bikes w/ one and the terms that DS'd with the other. The TF and vindy kill a couple of the terms combined w/ some bolter fire and what not, the MM's LS's try to take out a couple of guys from my other squads but fail.

DW T2: I am now ready to pounce! The melta bikes move to hit his razor and if one gets it first turn I can shoot the other vindicator (or charge it!) the DS'd terms move to charge the rhino (or hopefully its contents) also wanted to get rid of the speeders. Bike one explodes the razor, kills 1 guy. Excellent. Bikes two explode the vindicator - excellent. I choose not to charge with the single bike as I felt it prob would have died, though I think this was a mistake. CML 1 fires and shakes the rhino. Crap. Need to fire into it again - but 2nd time lucky and I do blow it up so. I manage to kill 1 speeder I believe. In combat I absolutely deck the tactical squad to a man (killed about 7, they lost 3 in the explosion off like 7 wounds).

CSM T3: He gets his terms but they mishap back into reserves - he did DS into the crowded midfield, but tbh if he did land he'd have gotten charged by 3 squads and no way he survived. His shooting decks all my bikes that remained, and killed a couple off the squad that just wiped out his marines, infact I think he killed the remaining 3 guys - bloody thunderfire cannon - seriously.

DW T3: I want to get rid of his remaining troops but they are all out of LOS, so I dont have much choice - I try a bit of shooting and rejigging into midfield - his speeder is invulnerable it seems and I only shake it, not even stun it, I take an arm off the rifleman and thats it. Not a great turn.

CSM T4: He gets his terms and drops them in the midfield, casts nullzone. He fires at my full 5 man squad that is near his lines. I failed 1 nullzone re-roll. The rest died to 2 ups from the TH and 5 man squad of bolters. Just horrendous, I actually was worried at this stage, REALLY worried.

DW T4: I HAVE to deal with the terminators so I pull 2 squads from their objectives (belial in the middle and the ones in my rear field) and double charge. Belial kills 2 guys I think, the libby kills none, he kills 1 with TH/SS and mine kill 2 more - he runs 7" and I consolidate belial's unit 2" - just enough to keep them running next turn - my other squad consolidates 6" back - now can easily hold the 2 objectives in my rear field if I dont suffer another silly turn of TF fire.

CSM T5: He keeps trying to tell me that his libby has already rallied and he can do stuff again, so I get the rule book out and break it down for him "If in your movement phase 1 of these 3 is in place you still run" as per the BRB in the Morale section "but but, you rally dont you? automatically?" Nope, go ahead and take another run away check, 7" - oh thats 2" from your board edge, damn. His TF shoots at the command squad and I lose 1 or 2 guys - even with FNP. I shrug off the vindicator - even with nullzone.

DW T5: I really didnt know what to do - and I remembered a neat trick from one of my games with my guard mate - split Belial off - I felt he could JUST make the charge on his TF objective (the combat squad) and at the very least contest it, if not wipe them out, he needed a 3 or 4 I think to get into combat on the terrain check. The other squad moved into midfield, not quite sure why though - they were definatly in a risk of being charged by the TH's if it went T6 - I should have moved back towards the center objective and at worst been contesting it. Anyway - shooting imobalised the vindicator - which was good if it went T6 or T7, not so good with my 2 guys sat about 10" away from it. I tried to take out his invulnerable speeder of unkillingness (it actually has taken about 5 TH's pen's and survived, on top of 4 or 5 CML pen's and only been stunned once). And I of course only shake it. Big roll is the Belial charge - and he gets a 5 and a 6 - easily makes it into combat with the combat squad. He goes first, hits 4 times, wounds 3 times, they hit back and I think do a wound! He passes LD - but I am contesting!

We roll to see the end of the game - its a 1.

CONCLUSION:

It was a bit of squeeky bum time in the end - that TF cannon just wouldn't stop hitting, he refused to admit that it was well above what it should be, in T3 and T4 he was pumping out 15 wounds, not hits, wounds with it. Just silly. Nullzone was a bit scary for me, I have to say - but I forgot its a shooting attack so he cant cast it when I charge - which is massive - so I can really try and time things well with that.

We looked at what would have happened in T6 (we chatted about it) and he'd have charged the libby and last 2 TH/SS into Belial - which I wanted. Belial kills those last 2 easy - and ofcourse dies, but he only has that 4 man combat squad - and he had 2 terms near him that were no garantee of being killed (TF, 4 bolters and 1 vindicator - really wouldnt do THAT many wounds - and the TF would have had to shoot at the bigger squad tbh) - so in the end, despite the horrific T4 where losing an entire squad hurt (I still dont understand how he did it, it wasnt like he did 30 wounds, it was about 15 or 16 wounds that killed them, though I do think he rapid fired his bolters from about 15" away tbh).

I was quite pleased with some of the game, early I was excellent and late I was good, especially with the Belial move, but I think in T3 and T4 I slacked because I really was in a commanding position. I'd lost my bikes, but they'd dropped his vindicator and knocked out any chance of him taking my objectives really - but I think I should have charged with them and put him down to that 1 scoring unit and a "bunch of contesters". That TF cannon - they are not great, but FUCK it was annoying - he just didn't miss with it.

One thing I realised, while I was faffing around going for the middle objective and had 2 squads near it, I could have quite easily gone the other way and taken his objective and charged his TF cannon straight after. No cover saves from TH's playing polo with your face.

OVERALL

So 1-1 from today, but a lot of mistakes, which are good, with 3 weeks to go till the tourney I need to make the mistakes now so that I don't screw up later. These are both lists that could show up in a tourney - they are not "net lists" but they are quite well made and sort of things a good player would find and play effectively.

I am a bit bitter about the Eldar loss, but that's just because I think he is v.cocky about his list and it really is a case of once I beat it, that's it for him. Hopefully its this coming Thursday.

Battle Report #20 - 1500 Deathwing vs Blood Angels DOA

So I got to play against a proper competitive DOA army tonight, opposed to my mate who runs the some what hybrid list. I ended up having (alot) few beers with him and his mate afterwards so my recollection of the game might be *hazy* lol.

Deathwing List

Same 1500 as per.

Blood Angels List

Libby - Shield / Lance - JP
Libby - Rage / Lance - JP

2x SP - WP / JP

10x RAS - MGx2 PF
10x RAS - MGx2 PF
3x DC - JP PW

VVx5 - JP / PF / LC / SSx2

So his list wasn't quite optimal but it was tough in its own right. I told him to drop the DC and libby and run another VV squad and if he could fit it HG squad with melta, but he wanted to try the double libby for his own tests. The guy is a great player, attends a lot of tournaments himself, I've played him before with his foot guard and death star black templars, he is no push over and knows the game.


THE SETUP

I completely forgot to take pictures this game, but the table was fairly standard. We had 2 ruins on either side of the center line of the board, then smatterings of area terrain in the corners and sandbag/hurdles in various spots. It was not a jumpers heaven put it that way.

MISSION - 2 OBJIECTIVES
DEPLOY - PITCHED BATTLE

I won to go first and was looking to take first turn as for some reason I though we had spear head and felt that would lend to my favour, then remembered pitched and really I want to go second in that mission. He takes the side of the board I wanted him to

NOTE:

The way the terrain was positioned  I wanted "my" side - the south side - as the terrain was "open" on my side - I thought he'd drop and run into terrain - so I didnt want him dropping out of LOS and then being able to avoid counter charges due to diff terrain checks + shooting from my AP3 and down and blitzing me on the charge with everything.

DEPLOY

So he gets the "far" side of the board and puts his objective behind the big terrain piece on my right flank , I put mine fairly central - about 30" from his - but its in around the "spiked hurdles".

I deploy 1 squad around my obj - then 1 infront "bubble wrapping" - then belial and co to the right "near" his objective and mine (on the 12" line) so that I can counter charge or charge into the open space where I felt he'd land, bikes and 1 squad in reserve.


THE GAME

BA T1 - He asks if I am going to seize - tbh it wouldnt have been the worst idea but I want that lasts second grab ability - so nothing happens.

DW T1 - Normal Squad (S2) drops near his objective - about 12" away - doesnt scatter. I move  / run the rest of my guys so that that they deny good landing spots near my objective and push him into mid field / bad drop area's

BA 2: He gets x2 libbies x1 SP + 3 Squads - he lands 1 near his objective  - 1 center table that scatters back towards his edge about 5" and one just left of center table towards my lines that scatters a few inches. He shoots the 2 squads near his objective at my dropped squad and kills 3!

DW 2: I begin my reaction - Belial and co move up towards his objective with the plan to support in T3, the other 2 squads in my lines move towards the big blob near my objective - the 2 man squad moves to the center troops (they lost their CML). Shooting see's me drop drop 2 or 3 from each squad on my left and center, and I assault - 2 guys into about 8 without priest, and then 2 squads into his big unit w/ priest and libby. The 2 guys begin to whittle down his squad, as I cant chase him down he fails LD but doesnt take wounds. The big combat see's me win by a couple but same as the above.

BA T3 - He gets his DC and VV - his VV drop near the big combat and assault me - killing a couple off the drop. His other 10 man on his objective w/ libby with UR assault Belial and co and kill a couple, but I take a few in return and win combat, but dont do much, same again with VV/RAS multi combat.

DW T3 - I get 1 bike unit - the AB turbos to midfield the bikes go 12" as I think I may be able to assault as I thought the assault w/ belial was about 16" in, I was wrong, it's 18.5 lol. The VV combat I take out a couple more, but still stick in combat, the 2man group finishes up with the small group and consolidates near the DC. The big combat on the right with the UR libby goes on a bit and no one really is winning - he keeps making LD when I kill 1.

BA T4 - DC assault the 2 man squad and do nothing, the VV combat ensues and I whittle away to about 4 guys now - 2VV 1Sp and 1PF. The UR Libby combat see's it down to just the Apoc DW guy and the bikes that charged in. No one is going any where here just yet. The DC combat w/ 2 guys see's 1 guy die to the DW and no one die from the DW

DW T4: Rest of the bikes come in and turbo to mid field - VV combat is ended with a win finally - consolidated towards the DC combat. DC combat ensues, Libby with UR still goes on killing the remainder of the bikes w/ power weapons.

BA T5: Not much to happen, combat see's the DC finally lose, Libby squad down to 1 or 2 guys and not much else.

DW T5: The consolidations allow me to get everything into combat and finish off the final bits of the squad. I had 1 Attack Bike turbo to his objective, and already had 1 squad back to mine.

Conclusion:

I've tabled the guy, and hold 1-0 in objectives after 5 turns.

This guy is sound, and he's just getting back into his DOA list. I am helping him with it, and really he is looking at 1750 more than 1500 really, but we are working on a good list for him, he doesnt want dev's as he has ML spam for his SW's, so we are opting down the VV line more, but we were discussion some bits, the DC and double lib were just a pure "lets see" move really and he knew he wasn't really going full on with it.

It was a good game, he really shocked me with his drops, I expected him to drop his entire force near Belial and go nuts on them, but instead he stood back and attacked me from the front, I didn't expect that and didnt have my FNP squad as the front guys - I might need to run them as the bubble wrap in these sort of games. I didnt't DWA them, but I might need to create them as the "bait" for the 2++/4+FNP and 3++. I lost a LOT of guys to failed 2+'#s early!.

Big game tomorrow vs Eldar, the guy I played with my test mech list a few weeks back. People think his scatter laser x3 WW's and single squad of Dire's will soundly trash me. I am interested to see. I am not confident, but I know what I need to target!

Sunday, 6 March 2011

WIP Post Over @ SoS

So I was asked to do a WIP for Sons of Sanguinius - which really isn't a blood angels blog any more.

I have to say the quality of the blog is excellent, Venerable offfers some very interesting posts from lists to deployment idea's. Killswitch from Space Wolf Blog also posts a bit more diversity with lists - which I think is much needed on that blog, and ofcourse my new buddy Atriedies does some of the best tutorials on hobbying I think on the net - seriously, if you want any pasticard work in your army, look at his stuff he will inspire the hell out of you.

My first featured post is basically a bit more detailed - but the first half of my WIP post - the next half should be up soon featuring a bit more on the Ravenwing - I'll be post-adding them here as they go up there, saving me writing 2 different posts on the same thing!

Anyway, direct yourself over to

http://sanguinesons.blogspot.com/2011/03/deathwing-wip-army-in-5-weeks.html

And keep an eye out for some more stuff like ven's Dark Eldar I think he is starting, and a bit more on the Dark Angels from me.

Thursday, 3 March 2011

Battle Report #18 and #19 - 1500 point Double Bill!

So managed to get on a table quite early tonight, which meant if I got a fast game in I might be able to sneak in a 2nd game, which would be great what with the Tourney in a month. I'd booked my usual 7:30 slot and on arrival told by the half decent Loganwing player I'd be facing him again, but not to fear - he had his Demons with him. To which I thought, I good at least I don't to table that army again!

Deathwing List:

Its unchanged - still! Just look back at previous reports if you've forgotten!

Demon's List:

I've actually only played Demons once before, and that was very early in my "mech career" back when I ran a deathstar, despite reading the codex with the intention of starting an army, I was still a bit "off" with this, so I have some homework before the tourney I have to say. I can't remember exact numbers, but here is his list roughly: 

Skull Taker - Chariot

x7 Plague Bearers w/ Icon
x8 Pink Horrors w/ Icon + Changinling
x8 Demonettes
x8 Demonettes
x8 Blood Letters

x3 Flamers
x3 Flamers

x1 Demon Prince w/ Flame / Bolt

Think thats it roughly - might be slightly off w/ numbers though.

THE GAME ONE

So we quickly set up and roll up the mission. The board was quite devoid of LOS terrain - had about 6 bits of large area terrain scattered evenly through out the board - sort of 3 per deployment w/ some tree's in the middle.

Spearhead
2 Objectives

He sets up "his" objective in the area terrain in one corner, its quite forward in that "quarter" so to speak. I do much the same - the less ground for me to cover / support the better I feel.

I win to go first, but defer to him, figure I can maybe take advantage of last second contests, also want to see where he drops so I can maybe get a 1st turn charge or two.

I deploy in the corner where I've set up my objective, put both bikers outflanking (my mate thinks I should have reserved, he was probably right!) and Belials squad deepstriking - the rest set up v.close to the middle - but quite spread in their respective squads - trying to avoid the flamers

TURN ONE

Demon T1 - He gets his prefered wave, x2 Flamers, x1 demonettes, plague bearers and prince. He drops the flamers either side of my formation, demonettes between them and the demon prince behind me - the plague bearers drop on his objective. He runs the demonettes, spreading them out, flamers take out 3! from 1 squad (utter fail on rolls by me) and 2 from the other! Though all CML's remain which is good. Demon prince takes out 1 with a flame. Atrocious rolling by me, I made very few saves. Though I might think about FNP squad on my objective vs this sort of list/mission.

DW T1 - So time for some vengence - I've lost 6 terms out of the 15 on the table already - Belial I DWA on, aiming for sort of just south of center table - he scatters a few inches to the east, behind a hill, which isnt terrible for me - probably a touch closer to his objective. The plan was to not isolate myself, but be able to push his objective w/ the bikes hopefully. My other 3 squads now have to deal with the treat. I choose to leave the demonettes because I get no charge bonus vs them, and tbh didnt fear their charge all that much - so the 2 and 3 man squads charge the flamers. The 4 man squad charges the demon prince (with CML/bolter fire first ofcourse - which takes out 1 and 2 flamers vs the 3 and 2 man squads respectivily and 1 or 2 wounds on the prince). The prince kills 1, but I kill him and consolidate 6" back towards my objective, the 2 man squad kills the remaining 1 flamer, the 3 man kills 1 and gets locked into combat.

Demon T2: He gets Skulltaker and the Pink Horrors off the Icon near his PB's. Skull taker runs, the PH's fire @ belials squad and I loose 1 even with FNP. The demonette's charge the 3 man squad locked in with the flamers, and kills 2 I think, I kill a couple in return.

DW T2: I get 1 RW squad in - on his objective side (lucky) - I thought he'd spread his forces out a bit more but I over estimated how much he'd have on the table. The bikers move to shoot/charge the PH's, the attack bike moves to fire @ ST and cause a distraction. The 2 man squad moves to help the 1 man squad, as does the 3 man near my objective. Belial just makes the charge vs skull taker, after causing a wound via CML/Melta fire. The PH's take a couple of deaths via shooting from the bikes and get charged. Belial wiff's, missing all his attacks, and I cause zero wounds with the TH's - he kills 1 I think. The bikers kill a couple more, leaving 2 PH's and locking them in combat. In the big combat near my objective, he kills 1 more term I think, and with 9 attacks I cause 1 wound which he saves on a 5++ - I rolled 4 1's.

*Note* At this stage one of the staff members asks me how its going, I tell him I've never had this bad rolling in my life, I cant hit or make saves, and the guy I am playing sort of has that look of "well I am playing that damn well". The staff member says relax its only a game, I just say calmly "I am just figuring out what I need to do from here - its over if my dice even roll average ...."

Demon T3: So we quickly roll on. He doesnt have much to do, I think he gets the letters which he places north of my objective and runs them. We go straight to combat, near my objective I finally get rid of his demonette, and consolidate all of them into the forrest / objective (x3 CML's @ his letters next turn) Belial and my TH's stop wiffing and actually hurt the skull taker actually killing him. . Belial did 4 unsaved wounds, the TH's about 4 themselves, vs my 1 - about average really ... the Bikes win their combat and consolidate onto his objective in cover.

DW T3: I get my other bike squad, by his objective, they move on to shoot his PB's, with the other bikers and belial ready to charge them. I pepper them to death and charge his squad - they are gone. Consolidations all round. CML's kiilled off a few letters.

Demon T4: He gets his demonette's and uses them to bubble wrap his letters. Doesnt do anything else.

DW T4: I move everything to just shoot his squads - I have both objectives - 3 troops on 1 and 1 + 2 full bike squads and 2 attack bikes on the other (pretty much) I whittle away w/ rapid fire + CML's pretty much everything. He is left with a single Letter.

He calls it a day needless to say.

Deathwing Win - 2 Objectives Held to 0.

CONCLUSSION:

Pretty pleased with the game, my first couple of turns were dire - I need to have a think about how I was deployed and if I was wrong, I am not sure I was, I just rolled very badly, but I did get to see how my squads do vs heavy hitting power weapon wielding IC's - which is good - and they fared well. But again the resilience of this army shows - the fearlessness this time, as I'd have had to take a lot of morale checks early in that game, instead I just kept moving forward, and in the end I didn't lose a single squad. I think in T3 and T4 I only lost 1 model, and didn't look like losing any more except to difficult terrain on the bikes.

His army is not optimised, but this guy was "king" with this army in our store before my mate the guard player came a long, and that's 2 trouncing I've given him in as many weeks now.

It gives me a bit of an idea of what I am doing vs Demons - Fatecrusher could be interesting, and same with the sort of balanced Herald of Tz / Fiend lists. I might have a glance at the codex tonight as some night time reading to figure out how much more of a threat they are to me.

THE GAME TWO

So this was a bonus game I got because that game was over by 8:15 - having started about 7:20. It was going to be a "run it back game" but I glanced over at the table to see how my mate was doing - he was facing the terrible "I am running a balanced Death Company List" which was a Rec, DC + Raider, scoutsx10, ASMx10 and a chaplin I think. Needless to say, my mate tabled him about 5 minutes later, considering he started a bout 15 mins after me ... that was a quicker game! (But he had less to kill and didnt have to wait around for it to come in lol!)

So I quickly say "how about we do an opponent swap?" My matey quickly turns to me and just says "yeah I'll play you!" - he's got his "new" Imperial Guard 1500 list this week - and I really want to try my luck vs Templates.

Since we didnt think we'd have much time, and I really didnt want to play another objective mission - I asked if we can do KP's - and he goes for pitched battle - we re-jig the table - which is basically a big open table with a "small hill" in the middle" - he gets the side with a big hill to put all his tanks on!

I was going to run my alternate list but we were going for speed, and we agreed that we couldn't spend ages working out moves, kind of a bit like chess, so for speed I just moved my army over to his table and started setting up

HIS LIST:

CCS - Melta / Chimera
PCS - Flamer / Chimera
Vets - Melta Autocannon Demo / Chimera
Vets - Melta Autocannon Demo / Chimera
Vets - Plasma / Chimera
Blob - 10 w/ Autocannon / Chimera
Blob - 10 w/ Autocannon / Chimera

Hell Hound

Demolisher
Demolisher
Leman Russ

Think thats it roughly - I cant remember if he had 2 blobs or another vet squad.

THE GAME

I set up w/ 3 squads on, outflank bikes, Belial setups on the left hand side, then a center and right side squad.


He setups with 3 LR's in center, Chimera blocking their sides, and literally is side to side in a massive line in the center - Hellhound is reserved.


DWT1: Command Squad DS's about 7" away from his left hand lines (after a decent scatter). I manage to wreck 1 chimera with a CML in T1, I run the command squad to space them out from fire - tbh I could have probably shot - but not worth the risk. Everything moves forward (I did ofc deploy on the 12" line). The squad is pinned in the wreck.

IG T1: He fires everything he can, I think he kills 1 of the command squad, I make a lot of invulnerable (felt like "finally" for me, but last game I did the same vs him as well, so a bit harsh) and FNP saves a couple of guys - but I did lose 1 to FNP.

DWT2 - I get 1 bike in - on the right hand side (the side he has loaded). Everything advances forward I try to fire through smoke on a couple of tanks and get no luck, but I wreck another chimera at the rear. The melta's manage to wreck another chimera, the AB does nothing. The command squad multicharges, wrecks 1 tank, and explodes the one that moved fast (lol pure luck). But dont pin anything. Kill a couple in the squads.

IG T2 - He now fires @ the bikes after moving around a bit, and takes out the AB and I think the entire bike squad w/ AP2/3 fire. He manages to kill the command squad as well - so he does claw back to 3 KP's - but all had done their job really and openned him up horrifically for my 2nd wave.

DW T3 - I get my bikes, again on the side I want, the AB goes after his LR, the bikes after his chimera. I now have another squad in charge range (he has whittled 1 squad down to like 2 guys by this stage I think) and manage to wreck another chimera or two w/ fire - the AB takes out the turret on the LR I think, and the bikes explode and charge the contents, chasing them down and consolidating nicely into that cover of the exploded tank

IG T3: He gets his hellhound which drives fast near my left hand squad and shoots, I think I lose 1 to combined fire. He whittles down 1 squad to 1 guy in his lines, and chances shooting his PG at the other squad - which just tells me I am w/in charge range, I do lose 1 to Plasma fire. The bikes cover save saved them lol.

DW T4: I look to finish off the job now, I move the lone termy into his Demolisher, and move to charge the plasma squad + other demolisher, the bikes move to shoot @ the LRuss and the far left squad goes for the hell hound. I think I mange to kill all the russ's, and I think the hell hound? Its pretty grim after this turn.

IG T4: He fires and kills the remaining lone terminator, getting himself another KP, other than that I think he killed 1 more termiantor from "belials" squad (the far left squad) and other than that nothing else.

DW T5: I can close in now, its well beyond him and he cant table me really - I have pretty much more KP's than I can lose now. I finish off the russ's, and the remaining squad's in the open near me - leaving little left for his T5 - which I think we call it at this stage.

CONCLUSSION:

This was a fast and furious game. I had incredible luck again with shooting, wrecking/exploding a lot - melta was on song again, and the CML's did more than suppress. I was about average on rolls to save, maybe a bit more than that, but my "fear" of Demolisher cannons need not be that high - He says he may get his Medussa / Manticore List out soon - I really want to face that as that is a big threat I feel.

Its nice to start getting wins vs this guy - as it took me ages, but I have to say both weeks I've had luck on my side - and tonight the mission was incredibly favourable to me - his MSU vs my 9 "hard to kill" KP's - I think the end score was something like 14 to 3.

But it was good to get two games in, and I feel I really am starting to get the feel for this army, when its time to strike and time to be conservative and so on. Feeling good, hopefully can keep improving towards this tournament.

Friday, 25 February 2011

Battle Report #17 - Deathwing vs Mech Guard 1500

So, got in my regular game vs my mate over at SoS - he was a "little" unprepared, despite knowing we'd game since Monday lol, but he just used his 1750 list down to 1500 - I rocked the same list as always.

Imperial Guard:

CCS - Melta - Chimera

PCS - Flamers - Chimera
Vets - Melta - Chimera
Vets - Melta - Chimera - Demo Autocannon
Vets - Melta - Chimera - Demo Autocannon
Blob - 10 Man - Autocannon
Blob - 10 Man - Autocannon

ST's - Melta - Chimera
ST's - Melta - Chimera

Hydra
Hydra

Still a potent shooty list with ALOT of AP1 - he dropped the plasma, which I think he probably should have taken, and 1 hydra, and that was the only change.

Dark Angels:

Belial - LC's

Command Squad - TH/SS x5 - CML - APOC
Regular Squad - TH/SS x4 - CML - SB/CF
Regular Squad - TH/SS x4 - CML - SB/CF
Regular Squad - TH/SS x4 - CML - SB/CF

Bike Squad - Bikesx3 MGx2 - AB MMx1 MB
Bike Squad - Bikesx3 MGx2 - AB MMx1 MB

This list has been working well for me - I am still contemplating the squad set ups right now, tempted to try a PW or even LC on the CML for some I4 loving, but maybe next game.


THE GAME:

Actually have a few pictures, so you'll see terrain - only 1 real LOS blocking piece.

MISSION - 3 Objectives
DEPLOY - DOW

He was not happy about DOW vs me. I won to get the 2 objective placement, but we just strung them across the middle - in a tourney I'd have placed it in a triangle where ever he placed his.

We roll to go first and I win. I figure I'd take it as it would allow me to push right into his lines T2 - though I'd probably have to take a turn of shooting even with night fight - he'd not be able to bunch up everything as I'd more than likely get multicharges - so I put faith in that the majority of his army wouldnt get to shoot at me, even at the mid way point.

BEGINNING:

He rolls to seize, and doesn't - I am not sure seizing would be great, he'd have certainly taken off a couple of my guys, but I'd have then been able to shoot in T1 and T2 and maybe do a bit of damage before he potentially took out my bikes/CML's if he could. In any case. I've setup Belial + Squad and then another squad pretty much left and right of center, right on the 24" line. The bikes turbo on 24" - 1 goes center, 1 goes to the left flank - thinking I might be able to get in some side shots - and the other bikes (Center) will help open up the tins for the termys to charge. The other 2 squads walk on and run - the idea is they will be the ones that sit on the objectives and invite him to shift them. I run everything, and forgo shooting at his mini blobs - I get 1 squad to his 12" line - and belial is about 16" from his edge.

His T1 and he splits up his forces. Demo's in vendys - which go to my right flat out, hydras in right corner, then chimera's take place on the left, center and right. He still can put a lot of shooting into my lines. He puts empty chimera's infront of vet/ST/PCS chimera's mostly, and top hatches into my terms where he can. He actually rolls really well on DOW distance, but only kills 2 guys from my lead reg squad (RS1).He pops smoke on all the "lead" empty tanks .. clever - 4++ and 6's to hit - I cant get to the squishy stuff just yet ...

My T2 and I unleash hell .... the bikes now. I move the MM's so they can shoot at 1 of the ST squads which has no cover or smoke. Bikes at the empty chimera infront of the advancing terms. I had no good option for the second bikes - so I turbo'd back to center field to near his vendetta's to stop them just going crazy in my lines. Shooting was ... effective. I managed to imob the empty chimera, blew up the ST's chimera, killing 3 in the blast, they would fail LD and run off the board., and blew up the other empty chimera w/ CML from RS3 (far left flank squad). I assualt with my terms and MM bike - but not the x3 bikes as it would make way to juicy a demo charge, and kill the empty chimera.

Table Over View Going into his T2:


Center Board View into his T2:


Going into his T2 I've actually hurt a lot of his torrent of fire - he still has plenrt of shooting, but losing 3 tanks and having those ST's run off the board due to failed leader ship hurt. He still has a good chance to hurt both my front squads - and he does inflict some damage. He moves vendetta 1 around, disembars and looks to melta/demo belials squad.  He shoots a lot at the "green" squad (RS1) - knocking them down to just the single TH/SS, and I think he takes out a single guy from belials squad with melta/demo. He also looks to shoot @ both attack bikes and the melta squad that didnt turbo - think he killed the entire melta bike squad I think between lascannons and multilasers, and put 1 wound on "their" attack bike

Back to my T3 - I am now in his lines and can put some hurt on. I again move forward, I now have RS2 and RS3 on their respective objectives, the blob on my left flank and flamers (in chimera) having moved forward towards that left objective, I want to deal with them if I can, so I turbo the bikes over to them, ready for a T4 blast/tie up a unit in combat or whatever I need. The attack bike moves towards the flamers chimera. In the center, the single TH moves through terrain 3" and is 5" away from the tank imo (it was), with the intent of charging that vet squad. The AB moves to shoot at the ST's chimera, and belial and co move towards squad + vendetta with the intention of mutlicharging. In shooting the CML from belial imob's the vendy, the MM blows up the ST's ride, kills 2, but they pass LD. The MM on the left flank kills the flamers ride, and kills 1, and the CML on the left flank kills 1 or 2 with a frag misile on them. I charge w/ belial into the vets and the apoc, and the 3 other TH's into the vendy, I kill like 2 vets, but only wreck the vendy, which I thought was good, but it ended up blocking me for a turn really. The vets end up running 4" so they would run again next turn b4 they could shoot. The TH/SS lone guy actually got a 5 to get into combat through terrain and imob'd it.



His T3 and the vets run like 11" and off the board - they were 9" from the table edge. He moves his remaining vendy around my rear, going fast (grr) so getting a 4++ and moves his flamers to hit my attack bike, his ST's like up on the other AB, and his CCS on the remaining lone term, he also lines up what he can on Belials squad. The blob on my left flank moves again to 1st rank 2nd rank - but there is not much he could do on this flank really. In shooting, he kills the lone term, and does 1 wound to the AB with a flamer. The ST's fail with their AP3 and Melta to wound! T5 baby (and a failure to hit with the melta) He kills 1 guy from belials squad after I rolled 4 1's in a row (1 wound on Belial I think). His ST's charge the bikes, and PCS with flamers charge the AB - both end up winning - neither can consildate into cover - but the AB's had finally killed something! They did good!

My T4 and I want to just dust off his troops now. Belial and Co move through cover to charge his remaining right hand blob + multi charge an imob'd chimera. The bikes opened up on the flamer unit, planning a rapid fire bolter + charge, but actually killed em all, evening going to ground. The TH/SS unit killed 2 with Krak/SB shots and planned a charge! In the center, the CML from RS3 tried to hit the vendy, but failed, planned a charge. In charges, I had a lot of dice, and failed to get a single 6 (15 attacks!) Belial hurts the blob and the TH/SS wreck the other chimera - force the blob to run - this time they go off the table straight away I think. I consolidate to near the CCS and remaining ST's. The TH/SS on my left kill the blob easy (to a man) and just consolidate back to my objective.

His T4 and he just tries to do what he can. Vendetta moves around to get rid of my bikes, and kills a couple, his hydra starts to move to contest, it goes to near the unmanned objective on my right and pops smoke. His ST's run forward to get in a contest range for T5, and he shoots his CCS at my belial squad - doing nothing I think.

My T5 and I split belial off to deal w/ the CCS - and the other boys start to run back towards my unmanned objective, they shoot @ the ST's on the way - killing a couple. My center squad kills 1 more, but they pass LD - I dont want to charge off the objective - incase he does contest the final one with the vendy. The other CML squad and the bikes try to drop the vendy, but have no luck. Belial charges CCS - he wins by 1 with bad rolling. They stay

His T5 and he doesnt get the moves he needs to contest - his hydra can in T6, his ST's maybe can in T6 but he runs them into cover for a T6 contest, and his vendy cant get in without risk of being blown up in T6 - so he runs the odds the game goes to T6 and he would try to contest then. Belial takes a wound, CCS leader makes like 2 invuls on 5+! We draw lol.

Game ends I win 2-0.

There was little he could do - he had 1 hydra, 2 ST's and 1 vendetta at the end of T5, he could have contested 1, I'd still have won 1-0. We had loads of time so we go to T6 to see what would happen anyway.

"T6" - I move the remaining bike to deal with the ST , the CML's plan to deal with the vendetta - I just hope for an imob'd result. Command Squad runs lol, Belial finally wins his combat, and the center squad tries to kill the hydra. I end up killing the vendetta, nothing to the hydra, and kill 1 ST and make them run. So at this stage he cant really do much. In his T6 he moves the Hydra in to contest - I fail to kill / imob it and lose a TH/SS - if I had played it right I'd have made sure that CF was ready for that. No matter in T6 it would die to rear CML shot + x3 TH x1 CF lol. He cant do anything at this stage and we decide we might as well pack up.

CONCLUSSION:

Well I finally get that win over Andy, taken a few games (I was robbed in 1 of the games! if we'd gotten the T6 we deserved I'd have easily won!). I had hot dice early in the game, but we both said it was about time as I'd had shocking dice in pretty much every game, especially our last. I rarely roll that good on the damage chart, so thanks dice/chart gods, you blessed me well today!

I loved the bikes today - I was quite reserved with 1 squad, turbo'ing them for the first 3 turns. This allowed me to pick and choose what I wanted to do with them, I need to think a turn ahead a bit better, as there was potential where I had them in the wrong area. It was nice to see the MM's do their job, and do it well they did!

DoW is a great mission for me, it almost garantee's a 2nd turn charge (mid table + 6" move + 6" run) if I go first, potentially a 1st turn charge if I go 2nd. I could have DWA'd 1 squad but I didnt like the terrain placement nor felt the need to - I could quite easily walk the distance I needed since I aimed to hold 2 objectives.

Andy didnt have a list he really wanted, it was by no means bad at all, but I know at 1500 he is going to bring x2 Demolisher Cannons (LRuss's) and no ST's. LR's will be hard for me to deal with I think, in this mission I'd have tried to get into combat with them.

I did realise though that I can position myself really well so that he really cant get many wounds on my squad, even with large plates - a big conga line - or big circle and he'll get 2 or 3 wounds TOPS - I'll lose 1 guy. Thats if he doesnt scatter miles!

Overall pretty pleased. I was a bit worried I was aggressive at the start, but getting 10 TH/SS terms into his lines was brutal - they took out like 4 or 5 tanks + 3 squads I think. I learnt my lesson - ignore the Hydra's - and only go for vendetta's if they look like he'll get his troops into objectives. I think this is what our 1750 game would have been like if I had rolled average on that first turn alpha strike - 2 wrecked chimera's + 2 charges instead of 2 stunned and 1 wrecked off a charge ...

Next game I am hoping for SH + 2 Objectives.

Sunday, 20 February 2011

WIP Deathwing: Week 1

First off, I am aiming to do a WIP post once per week, on a Sat / Sun covering what I've achieved over the past week, hopefully it will keep me ticking over nicely with the added push to get a post up. Going forward in the future I might have it as a some what regular piece as well to keep me pushing on the hobby consistently, as lazyness is certainly a big thing for me - for E.G I sped out 5 tanks for the BA's and havent touched them since around XMas really.

But on to the WIP stuff, pictures and comments:

BELIAL CONVERSION:

May as well start at the top. Since I want a GK-esque theme but also a suitably "stand out" character for my Belial - I've opt'd for Brother Captain Stern as the base for the Lightning Claw model. BCS required no modeling himself, and simply I have modeled some Lightning Claws onto him - which I think actually improves the model over all.

Claw 1:



Simple cut and pin - I used greenstuff (GS) to make sure that the pin lined up correctly with the model where I wanted it.

Claw 2:



This was easy - I just used a large drill bit to make a hole to slot onto the already exsisting metal plug on the BCS model - then added GS into the cavity, pressed it onto the model and removed it and let it set - thus allowing me to get a snug fit. I will also pin it as I do not want it coming off in transit on the way to the tourney.

"Final Product*



Without his left shoulder pad, but gives the over all effect - he looks like he's in a coup d'grace pose, much better than the what looked like an attempt to lick his own Nemisis Force Weapon before. As you can see I've done quite large pin into the left shoulder as well - this will have more greenstuff inside + glue to keep it firmly attached. Metal model's + breaking goes together, so the better we make them the better chance they have. This is also one of the few models I will actually use varnish on probably.

DEATHWING TERMINATORS:

I actually did a lot of work this Sat and Sun morning on these boys - even managed to get a primer coat on Regular Squad 2 (Reg Squad 1 will be painted next, then Command Squad, then RS 3).

I probably wont magnetise every single arm, but all CF/SB's will be incase I decide against them closer to tourney time, and ofcourse all CML guys will be - since if I run them as Space Wolves (or regular TH/SS) I need the ability to change them up. The entire of this squad is magnetised though. Here's some pictures.






The wing shields are actually for the command squad - simply just power sword arms from the sarges plus the Sang Guard wings. The other 2 will use different arms - I may use PF's just to get different poses, as you will see these arms are in a slightly "non-shield" wielding manner for some of the models. The pile behind is some of the magnetised and non magnetised arms I made up. Keeping them all together for safe keeping!



Regular Squad Two - one guy with his arms off - rest with theirs on - again the pile behind lol. Also primered these boys up (and done a test base coat on the CML itself).




Here's the command squad shield on the CML guy - as you can see its a bit "off" - so these 2 shields will be used on the guys looking like they are moving forward - which is cool, the other two shields will be in a bit more of a dynamic pose (the apoc's one is already made + magnetised).

And thats it for the Deathwing atm. Nexts weeks update hopefully will either be the entire of the force finished construction + prime and some base coats or 1 squads base + highlights done.


RAVENWING BIKES:

I am actually really pleased with these - both on the modelling side and the painting side. For the first time in a long time I painted the squad as 1 rather than model by model, and it obviously has ended in a much more cohesive unit look. There is still work to be done - namely the bikers themselves and the WYSIWYG (Frag/Krak and MB) but here is the work so far.

Sarges for Squad 1 and Squad 2:



Again I want each unit to have some form of GK theme - so here the Sarges are simply PAGK's cut in half. I've filed down the Stormbolters to make them just chunky bolt pistols - but the wrist mounted nature makes them perfect as its believable that they are actually riding a bike as well.

Chainswords for Sarges 1 and 2:

I couldnt just use regular chainswords now could I? Nor could I use the NFW as they aren't WYSIWYG - so a small bit of converting here:




Really simple job - sliced the power weapon bit off - and sliced off the chain sword - filed them down a bit to make sure they are level, drilled holes in each - pinned and used greenstuff to level off any gaps in them (also adds extra external stablity when it sets) - wipe over with super glue - again for stablity and bobs your uncle. Hopefully will really make the bikers pop.

When I pre-wrote this article I hadn't actually got to this stage, but I rage'd out quite a bit of converting this morning, and I got to this stage. The Sarges arent glued down to the legs yet (and the lets arent glued to the bikes, I'll paint the guys off the bikes) but they are getting there, and the holes I've bored out in their torso's allow them to sit quite nicely - I will pin + green stuff to make a secure connection obviously. I am not putting faith in super glue + metal/metal contact. I think they actually look better than how I envisioned them. What do you think?



Now for the actual squad bikes themselves - this is Squad 1 - sans the biker riders - which are obviously being converted for WYSIWYG.





Here's a couple of comparison photo's (including the original from a good few posts ago) to the original / test Ravenwing bike:






I think the newer models are much more effective - the green/blue is much nicer / smoother, especially on the highlighting - and the exhaust look much more effective - the only thing I cant decide on is how I'll do the detailing. I am really tempted to do a "plasma core" like engine - bit like the exhaust but right up to a white glow as if its working on over drive. I'll test on the exsisting test model.

The Attack Bikes -

Really I was behind on these fella's, but I just raged them out today and got them both primered and base coated, I may even be able to get ahead with these guys this week. (I have since tidied them up with a black coat over where the base coat has spilt over),




Conclussion:


Thats it for this week on WIP. I thought I was behind really, but I think I've pulled myself ahead of where I need to be at this stage just off the back of a few hours work this weekend (one good thing about being on-call I guess, my inclination to do nothing but gym and hobby). It wasnt quite what I'd planned, but I think I need to go with the flow a little bit as well.

Stuff I am looking at doing this week:

- Base coat either Reg Squad 2 or Biker Squad 2 (and try and get the coats of blending on as well)
- Finish off arms (only a few conversions left, and maybe 3 or 4 models worth of magentising)
- Finish pinning and base coat biker models - have it so next weekend all riders (including attack bikes) are done/glued and primed.
- Figure out squad markings for each squad.

I  really want to get 1 term squad done - I might do a squad + the attack bikes I think, but we'll see how I feel Tuesday night which is the next night I properly pick up a paint brush (I may do tonight actually - we'll see whats on TV lol).

I really want to get ahead of the game this week and give myself a ton of time to play around with the likes of Belial later in the month.


Whats your thoughts?