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Friday, August 28, 2009

Commissar Neth Stykes


Commissar, Hambali 501st Regiment

“THAT?!? It’s only a flesh wound! Apply a tourniquet above the knee, get off your arse, pick up your frakkin’ gun and get back into fight!”
Commissar Stykes was assigned to the Hambali 501st after performing a summary execution of Colonel Yuthis for cowardice. Colonel Yuthis was the only son of the Lord Governor of Hambali IV.

It seems only fitting that I complain about painting a commissar.

First, painting black is a drag. It's not painting, it's highlighting and drybrushing. Boring.

Second, metal minis suck. There is no other way around it. On this guy's face the metal was uneven. Go ahead and try to file down a .5mm by .75mm cheek. It explains why all of the 'Eavy Metal pictures of this model have him with beard stubble.

The good thing about this is that it forced me to paint a scar. I usually shy away from doing too much detail on the faces as covering the mistakes only leads to more mistakes and paint coating. This scar was painted using many layers of flesh, red, and white mixtures with the darkest on the bottom and the lightest (almost white) on the top. The flaw in the model helps it stick out.

I guess it's time for my summary execution for complaining.

Wednesday, August 26, 2009

The Holy Hail


The Holy Hail Stormlord Super-Heavy carries the Hambali 501st Regiment's Second Platoon (yes, the entire platoon) into battle. She is a beaten up clunker that can dish out some serious firepower to opposing troops and light vehicles.

A super-heavy is almost too much model. It only took about five hours to put the model together. Then it took about 20 hours to paint it. That's a lot of time spent painting a tank.




Now I am all ready for the Apocalypse game this weekend!

Sunday, August 23, 2009

Wednesday, August 19, 2009

The Hunt for Ghan

By Inquisitor Lord Aki
Looking Down-Range
After a two month wait the Hambali 501st Regiment finally got a chance to fight against the Inquisitorial Expedition Force Arrakia, their arch-nemesis. No other army has so consistently handed the Jokers their rear-end back to them.

The game was a standard 1500 point Capture and Control with a Spearhead Deployment. I rolled highest for first turn and deployed my armor units. The Jokers brought a Basilisk, two Leman Russ tanks, a Hellhound, and a Bane Wolf. I was anxious to use the Wolf because the chemical weapon is the ultimate Marine killer and also sports a multi-melta.

I also had four Vet squads in Chimeras. First and Second Squad had the standard Chimelta configuration with First holding Ghan, my Primaris Psyker. Third Squad was loaded with flamers and had a heavy flamer mounted on the hull. This one is a crowd pleaser, but I knew it wouldn't do much except piss off the Grey Knights. The Fourth Squad was the Chiplasma boys.

The tactic behind my list was to not only protect the scoring units, but to also give the other player something to shoot at besides the units that are important to me. When looking at this list, you see three different elements - the armor, the fast attack, and the troops. If you don't respond to the fast attack, they will hurt you.
Just another line of targets
I figured that I would run the Bane Wolf up with its hull mounted multi-melta and pop the Land Raider. If it missed, then I wasn't going to waste any more time with it. I've spent many games trying, and failing, to remove Land Raiders. I've learned to just ignore them and take the beating they dish out. I planned to have everyone else will aim everything at his troops to prevent him from scoring.

Normally I would put everything on the board. However, I knew Brian would sacrifice everything to remove my scoring units - even if it cost him his entire army. With a Land Raider, three dreadnoughts, and God Himself only knows how many Psycannons in his list, he had enough to respond to my armored list. So I kept first, second, and forth squads in reserve and threw the flamer squad out there just to see how much he would sacrifice to remove them.
Grey Knight's Deployment
He rolled to seize the initiative and, of course, won. Brian is not only good at tactics, he also sacrifices a cat a day to the Dice Gods. This should be added to The Brian Tactica: When Brian doesn't roll exactly what he wants, then he didn't want it to begin with.

So in the first turn Brian managed to stun the Hellhound, blow up Squad Three's Chimera and pin them, blow up my Bane Wolf and keep it a battle-virgin, and remove a couple of men standing in the crater that use to be a Chimera.

All I managed to do was take out two Grey Knights with a Basilisk shot.
Craters, craters everywhere
It was at this time that I started to think that I was, again, going to get my rear handed to me.

Brian only had two troop units hiding behind a wall near his objective. His third Grey Knight squad was dedicated to come in by Deep Striking, making them an Elite unit. It couldn't score, but it could contest.

He wasn't looking to win by taking both objectives. He was going to win by holding one and contesting the other.

The Grey Knight fast attack squad came in on turn two. Grey Knights and armored vehicles don't mix well together. Their weapons turn into S6 tank-busters in close combat. I've lost many pieces of armor in past games to his Knights multi-attacking tanks that were too close to each other. I kept everything but the Basilisk moving just so he couldn't instant-hit them when he assaulted.

The squad came in about six inches from my objective and right in the middle of my armor. I backed the Leman Russ' away in different directions to force him to chose only one to attack if he survived, then blasted him back into the warp.
The last standing Grey Knight
The shot from the Russ didn't scatter, which was great because if it had I would have probably hit the Basilisk or the other tank. No cover from this shot, but one survives as I roll a 1 on the to-hit chart.

His Callidus Assassin arrived and took out all but one of the remains of Third Squad. That poor trooper tried to run, but didn't have a chance when she assaulted.
Hellhound rushes Land Raider, Hellhound loses
I moved the Hellhound up as a distraction in an attempt to get in the way of the Land Raider's lascannons. The Land Raider popped the turret flamer off with ease.

And that is when Sgt Barnes arrived. If you have seen Tom Berenger's performance in Platoon, then you know who Sgt Barnes is. In the IG world, he's Sgt Marbo.

He showed up near the Grey Knights who were set up to reinforce the objective holders and performed his job wonderfully. The BS5 stat line allows for some mistakes when throwing a demo charge. It did scatter, but only an inch. Almost all of the Grey Knights were destroyed in the blast.
Sgt Barnes arrives to save the day
Sure, he promptly died from the storm bolters in the next turn, but he couldn't have done his job any better.

Second and Forth Squads came in and I started running Forth up toward the Grey Knight's objective and Second toward my own. The assassin immobilized Second Squad's Chimera and they all shot at her, not hitting anything but air.
A single Grey Knight can do a lot of damage
The single Grey Knight still in my deployment zone easily took out the Basilisk in a close combat attack. That hurt since the Basilisk was doing such a good job whittling down the Grey Knights at the other end of the board. It was slow work - their Shrouding ability causing the indirect fire to scatter all over the place, but it was working. Now the Bassey was destroyed.

By turn three we were looking up our house rules for tied games. We knew the results would come down to victory points - how much of the army we destroyed.

One of my Leman Russ' took out the remains of the Grey Knights by his objective, leaving him with only one Grey Knight on his objective and one near mine. He positioned his Knight and his Land Raider in such a way to prevent line of sight.

First Squad with Ghan the Psyker came into play. His 2D6 psychic attacks fizzled out due to the Knight's Aegis ability. Nobody else in the Chimera could hit him. The Callidus Assassin shook up Second Squad's Chimera, and they disembarked and finally shot her down.

One of the dreadnoughts took out Forth Squad's Chimera and they disembarked in a sloppy manner. I didn't ensure all of the plasma gunners had line of sight to the pair of Dreads as I was concerned about just keeping them alive. The next turn, the single man who did have line of sight shot and promptly killed himself as the plasma gun overheated.
Fourth Squad prepared to get into the line of fire
The Grey Knight near my objective was finally shot down by Ghan and I was able to cleanly take the objective. My two tanks kept shooting at the Land Raider, positioning the template to cover the only remaining Grey Knight on his objective, but he kept making his cover save.
The single scoring model is hidden in there somewhere
Finally, at the end of turn five, he failed a cover save from the tank's cannon. With no scoring units left and unable to reach my objective with anything to contest it, the game was called in my favor.

The board was a mess. He took out three Chimeras, a Hellhound, a Bane Wolf, a Basilisk and a squad of men. All I managed to do was take out three Grey Knight squads, immobilize a Dreadnought, and take one lascannon off a Land Raider. It was by far the most brutal game I've ever played.

I've read in the forums that the Daemonhunter codex doesn't allow for enough choices to respond to a heavily armored list. Brian proved that complaint completely wrong as he took out more than half of my armor - and did most of the damage within three turns.

A great game is when you have no idea who will win until the absolute end. And this was a great game.

Tuesday, August 18, 2009

Campaign Update - 8/15/2009

Saturday, August 15, 2009


The Hunt for Ghan
The Inquisitorial Expedition Force Arrakia ambushed the former inquisitor Siabolst Ghan and the Hambali 501st Regiment, but were beaten back by the onslaught of armor. Force Arrakia lost the Werins wilderness world and the Entrilles Prime shipyard in the battle.

The Battle for Theesh
It is in Chaos' nature to fight against itself, and on the lost world of Theesh this was no exception. Gallen's Chaos punished the Plague Marines for The Pestilence of Despair and now rule the world.

The Battle for Kara Tekka
Invigorated by their win on Theesh, Gallen's Chaos attacked the Kara Tekka system, routing the Sword Angels Space Marines that were garrisoned there.
The Battle for Linush
In the chaos that ensued from the evacuation of Kara Tekka, the Sword Angels were caught off-guard and fell to the firepower of Gabriel's Archangels, losing the Linush shipyard in the process.

Click here for pictures of the games played.

Armies registered for the campaign:
1st Company Tyrannic War Vets
Gabriel's Archangels
Gallen's Chaos
Hambali 501st Regiment
Hive Fleet Leviathan
Inquisitorial Expedition Force Arrakia
Lunar Fangs
Pack of the Blademaster
Pestilence of Despair
Salamanders 2nd Company
Sword Angels

Follow the links above to see each army. The army pages will be updated with each battle.

To see an overview of each army (wins, loses, ties), follow this link:
http://berkswarhammer40k.webs.com/Army%20Status.htm

To see the status of all the systems in the Lost Hope sector, follow this link:
http://berkswarhammer40k.webs.com/World%20Status.htm

REMEMBER: Register your games by sending an email to berkswarhammer40k@hotmail.com. If you don't register the game, it will not count towards the campaign.

If you need to download the rules, click here:








Previous Battles
Tuesday, July 21, 2009
The Second Battle for Orion Prime

The combined Hambali 501st forces from Jarata and Orritus Prime attacked the Plague Marines of Pestilence of Despair from Orion Prime and Demur III. After a brutal battle the Plague Marines were routed from the systems.

Thursday, June 11, 2009
The Second Battle for Solus Grimm

The combined Hambali 501st forces from Werins and Entrilles Prime attack the Inquisitorial Expedition Force Arrakia on Solus Grimm. The Deamonhunters destroyed the Guard forces, then captured the undefended systems.

Saturday, June 6, 2009
The Battle for Uthendia

The 1st Company Tyrannic War Vets were defeated as the Inquisitorial Expedition Force Arrakia raided and took control of the Uthendia system.

Saturday, June 6, 2009
The Battle for Jarata

After being routed from Uthendia, the 1st Company Tyrannic War Vets were reinforced by veterans from the Entrilles Prime system attacked the Hambali 501st Regiment in the Jarata system. The Jokers repelled the attack, then went on to occupy the Entrilles system.

Saturday, June 6, 2009
The Battle for Pershing II

After taking control of the Uthendia system, the Inquisitorial Expedition Force Arrakia attacked and defeated the Lunar Fangs at Pershing II.

Thursday, June 4, 2009
The Battle for Asoria

The Lunar Fangs defeated the Sword Angels in the Asoria system.

Wednesday, May 27th
The Battle for Lyseria

The Hambali 501st Regiment attacked Inquisitorial Expedition Force Arrakia in the Lyseria system. After the Deamonhunters beat the Guard regiment, they took the opportunity to claim the unoccupied Sebastion's Strait.

Saturday, May 23rd
The Battle for Sebastion's Strait

The Pestilence of Depsair attacked the Hambali 501st Regiment in the Sebastion's Strait system. Both sides took heavy losses before the Plague Marines withdrew from the battlefield.

Saturday, May 23rd
The Battle for Havaria

It wasn't known that there were Tyranids in the False Hope sector until Hive Fleet Leviathan attacked the 1st Company Tyrannic War Vets in the Havarian system. The Space Marines were caught off-foot and the Tyranids took the system.

Friday, May 22nd
The Battle for Solus Grimm

The 1st Company Tyrannic War Vets attacked the Grey Knights from the Inquisitorial Expedition Force Arrakia in the system Solus Grimm. After a fierce fight, the battle was a tie and the Tyrannic War Vets made a tactical withdrawal.

Monday, August 17, 2009

Selling My First Love

My first army was Daemonhunters. The background is, in my opinion, the absolute best that GW offers. The models are still, after all these years, some of the best detailed models ever produced.

Playing Daemonhunters is probably one of the best armies to start out with because you have so many playing options. You can really determine your play-style because you can play them just about any way you want. You can build an assaulty army, a ranged army, or an even combination. You can have some really strong troops or a bunch of really weak troops. You can incorporate Imperial Guard or Space Marines into this army. The Codex is unbelievably flexible.

There are also so many cheap tricks in the Codex. From Imperial Assassins to Daemonhosts, from orbital bombardments to the so many custom rules for the Land Raider and the Crusader, the codex is chock full of game turning tricks.

I played ranged style with a LOT of Psycannons. This puppy can dish out three strength 6 shots at 18” on the move (standing still they can shoot 36”!). I fielded at least two in each squad and would set the squads up to allow one to have visibility to the side armor of vehicles while the vehicle was aiming at the other. I can’t tell you how many lightly armored tanks I’ve removed from play with these guns.

The standard storm bolters on the rest of the squad meant you were not getting close to me. And if you did, you regretted it. Their close-combat weapons turn into strength 6 killing machines. The last thing you want to do is allow a Grey Knight to get into close combat with your squad.

But alas, the time has come to let the army go. I’ve become such a tread-head that I don’t play my beloved Ministers of Death anymore. They are neglected, and that is wrong.

Such is the way of this hobby.

I am not one to let an army sit in a box unplayed, so I am letting them go to find a better owner than myself.

86 models, more than 2,000 points, and a codex. I’m not willing to sell them separately as they are brothers who deserve to stay together. Even the three squads of stormtroopers, who have repeatedly sacrificed themselves to allow the Grey Knights to accomplish their mission, are included.

May they find a good home.

The listing can be found at:
http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=200374227552&ssPageName=ADME:L:LCA:US:1123

Sunday, August 16, 2009

Club Meeting - 8/15/2009


We had a great turnout for the meeting and games on Saturday. It is great to see how large our group has grown since our humble beginnings.

AUGUST APOCALYPSE GAME!
If you are not registered for the August 29th Apocalypse game yet, WHAT ARE YOU WAITING FOR?

Send an email to Erik (eangel17954@yahoo.com) before the end of this week if you plan on playing.

So far there are at least 10 people registered for this MASSIVE event. Don't be the one wishing you had played but didn't!

THE TABLE
We are still looking for someone to expand the 4'x8' table. Many ideas have been tossed around, now we are just looking for someone or a couple of someones to own this little project.

The thought of bringing in another 4'x4' table came up, but the we don't have enough space in the store to set it up to play on.

STANDARD PICKUP GAMES
It was decided that we will have three standard list sizes for pick-up games: 750 points, 1000 points, and 1500 points. If you are coming to the store hoping to play a pick-up game, have your lists ready!

This will also give everyone who doesn't have 1000 or 1500 points yet something to work towards.

PLAYER ETIQUETTE
We have a lot of people and not a lot of table space. This means we need to be considerate of time when playing.

Standard player etiquette rules should always be observed (have your list already made, shower, wear deodorant, etc.). But also consider how much time you are spending at the table. Chances are there is someone waiting to use the table when your game is done.

If you find yourself walking away from the table during the game, talking on the phone, building a model during a game, or anything that is taking your focus away from the game, then you are being inconsiderate to not only your opponent, but also the other people in the group that may be waiting to use the table.

I am not suggesting you rush your game or not enjoy yourself. We do this because we enjoy it. However, if you are doing something that deliberately slows the game down, then you are the only person enjoying it and everyone else isn't.

STORE ETIQUETTE
As we've mentioned before, we play at the store's pleasure. If we do anything that makes the store lose one cent in sales, then we deserve to be kicked out.

Keep the swearing down. Keep the shouting to a low roar. Nobody wants six year old Johnny walking through the store with his mother listening to words that would make a sailor blush.

If you are the last ones playing, make sure everything is cleaned up and put away. Everyone should ensure there is no trash left behind.

THE WAR FOR FALSE HOPE CAMPAIGN
If you are registered for the campaign then you should be playing! You can play ANY type of game and have it count toward the campaign. It does not have to be campaign mission.

Brian and I played a straight-up 1500 points game with the mission and deployment taken straight from the Big Rule Book. We decided to wager two systems on the game to make is a campaign game. You can play anything, any game, any game system, or even a card game and have it count toward the campaign.

Starting this month if you have not played a game for the campaign for the entire month you will lose one of your systems at random.

Remember - if you play a campaign game, send the results to berkswarhammer40k@hotmail.com. The game doesn't count towards the campaign unless the results are recorded!

STUFF FOR THE STORE
If you have home-made terrain, bring it. Everyone understands not wanting to bring the bigger items or items that are easily breakable or stealable, but we can really use some craters.

Thursday, August 13, 2009

The Newbie’s Guide to Apocalypse, Part III

So now you are at the game, your team has deployed, and the dice are flying. While Apocalypse is a “friendly” game, there are some things you will need to consider that you may not have to worry about in a regular game.

PLAY, BOY! PLAY!
How long does it take you to play a 1,500 point game? Two hours? Three?

How long do you think it will take you to play 5,000 points? Think about it. In a tournament game, each player has about ten minutes per player turn. That means if you play Apocalypse at that pace, it will take you about 40 minutes per player turn.

There are two ways to play an Apocalypse “player turn”: individually or team. Individually means that each team player will move, shoot, and assault individually. Team means that the entire team will be moving their models, shooting, and assaulting at the same time.

Obviously, individually will take impossibly long when playing in larger games. If you have five people per team, it would take two and a half hours per player turn!

So chances are you will be playing the “team turn” and, chances are, the organizer will have set a limit on the amount of time each team has per turn. This means that your entire team will be moving, shooting, and assaulting at the same time.

There is no time to turn away from the table, there is no time to be browsing around the store, and there will be no time to be talking to somebody on the phone.

Even if it is not your turn, chances are you will need to respond to an attack, so you still need to be focused on the game.

You are there to play, so make sure you are playing. If the team misses the opportunity to move or shoot something because you have decided to become Ms. Chatty, you will gain some additional unpleasant nicknames.

Too Many Models!
In a normal game it’s easy to remember which units just rapid fired or ran or popped smoke. In Apocalypse, however, you will not remember what just happened three minute ago.
You are going have just about every model you ever made on the table, everyone is going to be moving, shooting, and assaulting around you, and there will be a lot of commotion. In fact, this is probably as close to the concept of “the fog of war” that most of you will ever see.

Write everything down. You can either bring a notebook or just scribble something on your army list. If you don’t then I promise you there will be an instance when you and one of your opponents will disagree over an event that occurred.

Rules Interpretations
Think about your first game of Warhammer 40K. How long did it take? It took so long because you were constantly looking up rules.

Nothing brings a game to a screeching halt quicker than having to open a book.

In most cases this won’t be a problem. With so many players at the board, you will come to a quick consensus on just about any rule. However, if there is something that not everyone can agree on or some strange situation, consider rolling over it before digging through the rules.

The flip side to this is to know YOUR rules. Understand your units and super-heavies. Know what your formations can do and know what your weapons can do. Create cheat-sheets or copies of specific codex pages if you need to. Don’t be stuck in a situation where you are spending five minutes looking up the range of a gun.

It Ain’t Fair
Let’s just throw this right out there so everyone can see: APOCALYPSE WAS DESIGNED TO BE A BROKEN GAME!

It wasn’t meant to be fair. There is an illusion of fairness in that you attempt to take the same amount of points and even the teams out. However, 500 points of Guard infantry is not equal to 500 points of Baneblade.

You are going to come across rules that don’t work, situations that the game designers never imagined, and data sheets that just seem too cruel.

That’s the way it’s supposed to be.

Apocalypse isn’t designed to see who the greatest commander is. It is designed to bring the biggest, baddest, and most ridiculously overpowered armies to the table and blow big holes in it.

If you leave a game feeling cheated then you missed the point of playing in the first place.

The game is hectic, fast-paced, physically demanding, unfair, and breaks most of the rules.

But it is still the best type of game to play. You will walk away from your Apocalypse game completely addicted to the hobby as a whole and trying to figure out when you can play again.

Enjoy your game!

Wednesday, August 12, 2009

The Newbie’s Guide to Apocalypse, Part II

So the Apocalypse game is scheduled. You have nothing else planned for the day of the game and you are ready. You know what models, formations, and super-heavies you are going to play with.

Now what?

Now I’m going to walk you through the events leading up to the game, starting at the night before…

Preparing for the Game
Get everything together the night before the game. Chances are the game is going to start earlier than what you are use to. Prepare for the worst case scenarios: waking up late, car problems, etc.

Pack you models, templates, dice, army list, codex, and any rules (data sheets and your BRB) the night before the game. Forgetting things really puts a damper on the game. If you need to, pack everything you need in the car the night before, too.

Get up well before the start time of the game and plan to get there at least 30 minutes early. According to Murphy’s Law of Playing Apocalypse, something will happen that will make you late. As I mentioned in the last article, there is a group of people waiting for your arrival.

Most organizers of Apocalypse games plan to have food or drink or at least a break time so you can eat. Unless otherwise arranged, bring something to drink and snack on if you don’t think you can go through the entire day without food and water.

Even at a normal game I bring a bottle of water and a small bag of peanuts so others don’t have to hear my stomach growling from across the table.

If you have other special needs, such as medicine or tobacco, make sure you bring those, too. Flipping out after five hours of playing because you’re having a nicotine fit isn’t going to endear you toward anyone.

Bidding on Time
So you have arrived early, looked at how the table is set up, been assigned to a team, and are ready to play. Everyone has chosen strategic assets (or had them assigned), the objectives are places, and everyone is ready to go.

Let’s step back a moment and think about how long it’s going to take you to deploy your army. If you have a mob, it’s going to take a while. If you came with three Baneblades and nothing else, it will only take you four seconds to deploy.

Whichever team bids on the lowest amount of time gets to deploy first and go first. Standard tactics apply here. If you deploy first you get the first shot but don’t know where your opponent is going to set up. If you go second, then you have the last move on the last turn.

Both have their advantages and disadvantages. The difference in an Apocalypse game is that he who shoots first WILL remove a whole lot of models from the board. Typically there will be less terrain on an Apocalypse board to hide behind and your opponent’s shooting phase will do a surprising amount of damage.

Whatever you don’t deploy in the time provides will come in reserves. Half of what you deploy will come in on turn 2, the other half on turn 3.

Setting Up
Now it’s time to deploy. You either bid too high or too low. The important thing now is to get your models on the board as quickly as possible then get out of the way.

Think about this for a moment. You have 250 Orks in a carry case, each in their own little foam coffin just waiting to be placed on the board. You better have found a way to dump them on the table quickly.

Be prepared to quickly get to your models. This will be the most stressful part of the game because the opposing team will be counting down the minutes and seconds remaining (and will also be mocking your clumsiness). You will be tripping over teammates, swearing at them if they took your “spot”, and will discover that Genestealers will grab anything that’s near them – including clothes.

Think about this frantic event before you arrive. Plan for it. Otherwise your panicky deployment dance will be mocked without mercy for months.

In the next article we’ll discuss playing the game. This ain’t a tourney and it’s not meant to be competitive, so get use to hearing the “this ain’t fair” cry.

Sergeant Berg Barnes, aka “The Marlboro Man”

Sergeant, no assigned platoon, Hambali 501st Regiment
“I need a cigarette.”
Sgt. Barnes has walked away from experiences that should have killed him on multiple occasions. He completely lost his squad 37 times, being the sole survivor for some inexplicable reason. While he retains the rank of Sergeant, he no longer leads a squad as no one will follow him into battle.

Tuesday, August 11, 2009

The Lycos Incident Apocalypse Game


On Saturday, August 29th, the Lycos Incident will occur.

If you haven't already registered for this Apocalypse game, now is the time to do so.

You can download the rules here:
The Lycos Incident Game Rules

Prepare for the battle that will change the way you look at warfare in the 41st millennium.




The Lycos Incident, Part IV

Things were quiet on the embarkation deck as Brother Mathis walked to the assembled marines in there tactical dreadnought armor. Three full squads stood ready for deployment to the surface of Lycos at this late hour. All of his fellow brothers were preparing for war in the methodical method taught by scores of previous battles. The marines of the first company were known for being heroes of the chapter in their own right. But these fellow battle brothers were different, while they bore the rank of veteran battle brothers each was trained in the deadly knowledge of the best way possible to kill Xenos and traitor legions taught by the elusive forces of the inquisition. Thirty brothers of battle who wore the crimson strip on a panel of white on their right shoulder pad. Each marine knew the significance of the battle ahead; in pre-mission briefing they were told of their primary objective and what was expected of them to maintain that objective.

As Brother Mathis walked closer he saw that each marine was carrying there storm bolter and powerfist that would be used to smite the foe in the close confines of the space they would fight in. When he reached the area the terminator assault marines were using he felt nothing but pride swell in this chest. There stood Captain Stavros with his twin lighting claws and battle scarred visage. On their last mission the brave captain was attacked by an unknown class of genestealer that not only ripped open his armor but tore his helmet clean off his head, along with half of the captain’s face and head. The apothecaries had fashioned him with a mechanical graft that allowed the captain to live but unnerved the non Astrates onboard. There were times he reminded the other members of the 1st company of the deadly Necrons that had been attacking various settlements around the galaxy.

Over the decks loudspeaker the order came down that the ship was in position and the scouts had been able to locate themselves close enough to the target that the terminators would be able to quickly attack the facility. Almost instantly the squads formed up and climb onto the teleportation pads and awaited the dizzying trip down to the surface. Before climbing onto his own pad Brother Mathis opened his vox channel to all the troops and simply said “Courage and Honor Brothers”. That was all that needed to be said and as one the assembled troops responded with the booming effect from speakers built into their armor “For the emperor!”

So began the wait to get to the planet, war was coming to Lycos and the 1st company was bringing with it death.

To be continued…

Monday, August 10, 2009

The Newbie’s Guide to Apocalypse, Part I


Since we have an Apocalypse game scheduled for the end of the month, I decided to spend some time and write some articles for those who are new to this type of game. While Apocalypse does remove many of the restraints on a normal Warhammer 40K game, there are some things you should consider prior to playing that aren’t necessarily outlined in the rulebook.

Read the Rulebook!
The first and most important aspect of this game is the rules. Read the Apocalypse book. If you can’t afford one then borrow one from another player. The book may look big, but if you remove all of the fluff and pictures, you can fit the rules on a 3”x5” card.

Pay attention to the setup, when reserves come into play and how they arrive, and the rules for the board in general. It’s a very different environment than a normal game. In addition to these rules there will probably be some game and scenario specific rules that the organizer of the game will define. Make sure you understand these rules and ask questions if you don’t understand something.

There are some extra rules for super-heavies and flyers, so pay attention to what they can do and what it takes to do any damage to them. Trust me, these models play far, far differently than your normal heavy choices.

List Preparation
The worst thing you can do is bring your normal list to an Apocalypse game. It just screams “I’m a NEWB!”

Despite what you may read in the rules, Apocalypse is not about fielding your big army. If you want to do that then field 3,000 points in a normal game.

Apocalypse is about bringing the biggest, badest, meanest freakin models ever produced and blowing big holes in the gaming table. It’s about shooting crap and clearing not only models, but terrain off the table.

If you are not fielding a super-heavy, flyers, or using a formation data-sheet then you are not playing Apocalypse.

So think about this when preparing your list. And you WILL prepare your list. Apocalypse games take some serious time. If you are writing your list when you arrive to play then you deserve to get kicked out right then and there.

Preparation is key. Make sure you have your list ready well before the day of the game.

Consider the Other Gamers
Because of the amount of models on the board, Apocalypse games will be much longer than normal. Wasting time is only going to irritate your opponents. Irritation combined with standing for six to eight hours is going to lead to some unpleasant conversations.

Here are some really important rules:

- Show up on time. In fact, show up early so you are not late. Instead of one person waiting for you, you have an entire group of people waiting for you. Don’t hold them up or you will gain a few extra nicknames.

- Come with your list prepared.

- Bring your own dice, templates, etc. You may want to paint your name on your templates.

- Bring all of your rules, data-sheets, etc.

- Bring your models (duh!)

- Shower and use soap, apply some deodorant, and wear something other than what you were wearing yesterday. Dude, if you smell then the person next to you gets 3D6 attacks against your smelly corpse.

- Did I mention to be on time? Seriously, don’t make everyone wait for you.

So we covered just the basics and we haven’t even gotten to actually playing the game yet.

Remember, you are playing with and against other people. One of the biggest draws of this game is the social interaction. Be considerate and don’t mess that part up by being late, not being prepared, or smelling like a trash heap.

In the next article we’ll go over game preparation, time bidding, and setting up. Until then, start looking at super-heavies and flyers. If you don’t have any, then start looking at formation data-sheets, which are available here:

http://www.games-workshop.com/gws/content/article.jsp?catId=cat60005a&categoryId=900006&section=&aId=3400020

Sunday, August 9, 2009

The Lycos Incident, Part III

Communications have always been horrible around the sector of space where the planet Lycos was. Even if you could get a clear single received it would take huge amount of resources to clean it up and make anything useful out of it. The captains who transit this area of space called it the Devil's Playground because of the unknown stellar phenomena that occurred out here.

The Imperial Navy fleet Command had ordered the 4781st Expeditionary Fleet to heave too and make ready to accept the vice admiral that was already in transit to a specific set of coordinates. What wasn’t expected were the secured command codes that accompanied the message marking it as a priory omega order from the Ordo Heretics faction of the inquisition. So with those orders the commanding fleet admiral made for all available speed to the coordinates since you do not keep a vice admiral and inquisitor waiting in deep space.

Once contact was made with the vice admiral and the inquisitor no further orders were given except to make best possible speed to the planet Lycos. Once there command authority would switch to the inquisitor and all forces of the fleet, imperial guard, and available support units were under his direct command.

So we began the journey with no other information, but the Inquisitor was like no other of his Ordos I could recall. When he came close to you the temperature seemed to drop even more than normal in a spaceship and when he spoke there was something wrong with his voice. I swear after speaking with him a few times my head pounded like a war drum for hours after the experience.

About two weeks out from the system a meeting was called off the senior command staff and the inquisitor was running the meeting. I gladly gave up my normal seat to an elderly adept of the Mechanicum just to get as far away from the inquisitor as possible. At this meeting the worse events of my life began to unfold, he told us of the true mission that we were to take part in and that imperial forces that had been dispatched were possibly corrupted from their lack of proper training. He assured us we were safe as we were god-emperor fearing men and women and he did not detect the taint of chaos within us. But we would need to fight and kill other imperial guard units on the field of battle and that everyone was to fulfill their job with no remorse for killing heretics and traitors.

But I felt something was wrong and dispatched my own personal communications to fleet command for verification of the inquisitor’s orders. I am awaiting a response back and pray that my fears can be laid to rest.

To be continued….

Wednesday, August 5, 2009

The Lycos Incident, Part II

The chaotic forces at work near the planet of Lycos had been at work for some time. Preparing for the harvest to come to fruition and be brought forth and be ready for the ripe picking that would herald in a new age in the planets history.

Many among the planets meager populace were twisted in such a way that they knowingly brought forth the change that was to occur. For they helped in preparing the planet for the coming festival of lust and despair that would help feed the energies that were needed to bring forth the planet to the warp. While this process had taken almost 500 years in the material universe it was a brief span in the warp where time flowed forwards, backwards, and even stood still on occasion. The giant obelisks that dotted the surface of the planet were charged with energies that were channeling the warp into the very core of the planet itself. Like giant stingers from an insect the raw energies that were brought forth caused irreversible changes in the planets very existence in the material universe.

The great demon that would take this world and make it its own tapestry of art was called many names. The Shadow Walker, Queen of Pleasure, and Skin Walker were but a few names it was called over time. But of all these were nothing compared to the name it preferred because of the sensation that occurred when it was whispered in children’s stories at night to frighten them…..Mamuck.

The time was coming and though everything was going as planed the race that provided the most pleasure also gave Mamuck the most annoyance. Mankind was always in the way and had a habit of trying to challenge the greater works of chaos. But mankind was easily manipulated which gave additional pleasure in seeing it be turned in on itself and with that thought many voices sprang forth from the warp and began the process of corruption. Which forces would turn on their own kind, or for that matter turn on themselves in the process mattered not for this world would be brought to the warp. No one could stand before chaos and not be swayed to the sensations that would provide so many pleasures unto the end of time.

To be continued….

Club Meeting - 8/1/2009

Not very many people showed up for the meeting on Saturday. If there were more people there, then these are the things we would have discussed...

AUGUST APOCALYPSE GAME!

There will be an Apocalypse game on Saturday, August 29th. Pre-register your 1,000 - 1,500 point army with Erik (eangel17954@yahoo.com). There will be bonuses for campaign players.

THE TABLE

The 4'x8' table at the store is actually two 4'x4' tables bolted together. A couple of us have been passing around ideas for how to expand this so we can have two 4'x6' tables. This will allow THREE full size games to take place at the same time when you consider the other table we can set up.

Option #1 - Wings. Someone suggested we have a swinging 12" wide board on both sides of the table that we can bring up for a game. This will also close the sides of the table (somewhat) to protect the terrain. I don't think the folks at HT were too fond of this.

Option #2 - Extend. If someone would build a 2'x4' extension that can be bolted or somehow held in place (use dowels?) into the center of the table, we would have two 4'x6' tables.

Option #3 - Extend Cheaply. If someone would get some flak-board (like the three 2'x4' sections we have to use as the other temp table) and cut it into a 3'x4' piece, we can simply separate the tables and lay it over the gap.

So, everyone has ideas. What we need now is an owner. Who is willing to do something to this table?

STANDARD PICKUP GAMES

OK, you pack your stuff, come to the store, and expect to play. The problem is that you have a 842 point army list and nobody else has a 842 point army list. Your choices are to wait for someone to make a list or stare at someone else play the game.

What I suggest is we have a standard. Two standards, actually. Everyone should come with a 1,000 point and a 1,850 point list.

The 1,000 point list is small enough to play on a 4'x4' table and is also good when you don't have a lot of time to play.

The 1,850 point list is the typical tourney list. For the tournament lovers, this will give you the ability practice with your actual list. For those who can care less about tournaments, this will give you a chance to get destroyed by a tournament lover.

I'm not suggesting that we don't play other size games. I'm just suggesting that other size games should be pre-arranged and if you come to the store, expect to play either 1,000 or 1,850 point game.

Any thoughts?

HOUSE RULES

I, for one, am trying to avoid too many house-rules as they can get carried away. However, there are a couple of things you should consider when you are at the store:

1 - Watch your language. If ANY customer gets offended by something they overhear in the back of the store, we are going to be kicked back to playing in basements. Don't be naive about this, either. All it takes is one sensitive mother with five year old Johnny to hear some words that would make Slaneesh blush and we are done.

2 - We are not in a bar. There is no jukebox playing and no band on stage. There is no need to yell. Again, if we are too loud, then the store will have problems with us.

3 - Be nice to the terrain, rule sheets, etc. They are under the table and should be put back under the table when done.

4 - Keep the place clean. If you find you are the last one packing up and something isn't put away, put it away. If you have a bottle of soda in your hand at anytime during the game, then ensure that bottle is not sitting in the store somewhere when you leave. Treat the stuff like it's yours because it is. If we make a mess in the back of the store, the store isn't going to want us back.

Remember, HT allows us to play at their pleasure. They have bent over backwards to accommodate us and you have to admit they have been very good to us. However, the table takes floor space (which can be used for merchandise) and we take up a lot of space when we are there. The store is a business first and foremost. If we do ANYTHING to jeopardize even one cent of business, then I can't blame them if they kick us out. We play there, which generates business. If we drive business away, we are a liability to them. Remember that every time you are there playing.

Also remember to support the "brick and mortar" store. Yeah, I know, you can get it cheaper online. But you can't play a board game online. Buy something from the store! Keep them around so they can keep us around.

THE WAR FOR FALSE HOPE CAMPAIGN

We are now half way through the War for False Hope Campaign! There are 11 armies competing to dominate the False Hope Sector.

Starting this month, the full rules will be in effect. What this means is that you will lose one system every month if you do not have at least one battle. There are still a couple of armies that haven't fought in a single battle!

If you lose all of your systems due to this rules, then your army will be said to have grown old and died off!

UPCOMING EVENTS

We are working on different events for the upcoming months. First is the painting contest. Erik has a display case so we can display some models in the store and allow customers to vote. Second is the "King of the Hill 1" Ladder Campaign. Stay tuned for more details in the upcoming weeks.

Salamanders 2nd Company

Space Marines (5th Ed)
Andy U (ushean01@gmail.com)


Commander: Capt Claudius Pandemon

For millennia, the Salamanders have been defined by their quest to recover the nine artifacts of Vulkan. Of the six located, Forgefather Vulkan He'stan possesses three. But a greater treasure yet than the remaining gifts is the ultimate artifact: the body of the Primarch Vulkan himself. Vulkan went missing in the debacle at Isstvaan V at the beginning of the Horus Heresy when the Salamanders legion was all but wiped out. Believed by some to be dead, others to be alive and simply waiting to return, the recovery of the Primarch is an accomplishment undreamt of by all save Claudius Pandemon, captain of the Salamanders 2nd company. In pursuit of this dream, he has brought the company to the False Hope region. No xeno species, monstrosity of the Warp, or even fellow Space Marine chapter will stand in his way.

The War for False Hope Campaign
11th Place - Went out in a blaze of glory!
Battles Won
9/19/2009 - The Battle for the Shroud of Hatred

Battles Lost8/29/2009 - The Battle for Lycos
9/5/2009 - The Battle for Gunron
10/3/2009 – The Battle for Hell’s Deep

Battles Tied
-none-

Sunday, August 2, 2009

The Lycos Incident

By Brother Captian Angelus
I don’t think the people of Lycos knew what was occurring but knew something was wrong. They had to feel that it was the Great War their history books told them would occur. What they didn’t know is that war would not come from a rival nation on the planet but from the heavens themselves.

There were stories of ghost in the woods shadowed in darkness and that no one who ventured into the woods at night returned. The stories of demons rising from the depths of the planets great ravines and chasms attacking outpost and disappearing without a trace. But the most puzzling of all the signs were the stars in the heavens, the new ones that were now moving as if they were coming to for the lost souls of the planet.

Then the day came when the holy men of the planet's religion began speaking of strangers in our mist who were twisting the words of the great prophet and his works. We were told that if we found people that matched the description given we were to detain them and a hand them to the constables for judgment at the great statues left by the overlords who brought us to this planet and protect us from evil.

To be continued...