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Monday, June 28, 2010

Battle Report: Orks vs. Space Marines

by Steel Thunder
Krogg’s Karnage vs. The Frozen Son’s Space Marines Chapter
Mission: Seize Ground (5 objectives)
Deployment: Dawn of War, 2000 points per side.

Well, it’s been a while since I got a good big fight in with my orks of Krogg’s Karnage. I was delighted that Cory Roth, a new player we met last year, has grown his Space Marines army and came by to visit me for a game.

This was part fun and part instruction, as Cory is still learning the rules and how to play his army. I also had some changes in my normal tournament list I wanted to try, and 2000 points gave me the extra room to fit in some fun stuff.

Thursday, June 17, 2010

The Grot Rebel Army

This is what I love the most about this hobby of ours. If you don't like the codex for the army you are playing, then use the codex you do like!

Wednesday, June 16, 2010

The Pawn of Hatred, Part II

Inquisitor Aki looked through the Rhino's viewer at the field that lay before him. The Pillar that stood before the small detachment was surrounded by craters and wreckage. The buildings to his right were destroyed and the remains of a downed Aquila lander was scattered to his left.

The roar of the Leman Russ' engines could be felt through the deck of his Rhino. The Riddler and Wise Crack Demolisher tanks accompanied two squads of veterans and a Banewolf chemical tank. He requested the Banewolf not because of its chemical cannon, but because of the multi-melta mounted on its hull. 

Monday, June 14, 2010

The Storm Wardens Project

In case you don't troll the blogs, I'd like to tell you about the Storm Wardens project. Some of the best painters this hobby has seen are building a Storm Wardens Space Marine force. Dave Taylor, Thomas Wynn, Ron Saikowski and others are building and painting one of the best forces you've ever seen.

Why are they doing this? Simple. To raise money for Doctors without Borders.

Saturday, June 12, 2010

Friday, June 11, 2010

Plague Tower of Nurgle

 
When you need a tank you call the IG, when you need a really BIG tank you call the IG. If you need a tank so obscenely HUGE it makes Slaanesh jealous... you call the Death Guard.

Thursday, June 10, 2010

The Pawn of Hatred, Part I

+ Message to Captain Ver'Asa, Salamanders Second Company
+ Message from Inquisitor Lord Aki, Ordo Malleus
+ Clearance: Alpha Prime
+ 995.854.25.1
+ Message Commences:
+ Captian Ver'Asa,
+ The planet of Bein-Telu has been corrupted with a moral threat. Your progress so far has been noted and commended and recognition will be provided at the end of this endeavor.
+ However, the nature of this threat outweighs the cost of cleansing this planet. It is for that reason actions have been put into motion to ultimately remove this threat to the Imperium of Man.
+ Under Inquisitional Authority, I hereby order you and your forces to withdrawal from this planet. Proceed to sector 116A. All information gathered concerning what has occurred on this planet will be placed under Inquisitional seal. You will be debriefed upon my arrival to the sector.
+ The Ordo Malleus and, in particular, my task force is indebted to you for what you have done here.
+ Due to the nature of the moral threat, if you do not acknowledge the order to withdrawal, you and your company will be considered under the influence of the darkness of this world and will be declared extremis diabolus and renegades. You have made it this far under these dark conditions and I pray that the Emperor's light will continued to guide you.
+ Message Ends
+ Coded 2496465469872640164616DSFG546554FG5416SD5FH46FGN16FD5GH6RB1DS654

Easy Press Mold for Basing

Here is perhaps the cheapest way to get some very cool looking bases. Just think of the different painting possibilities (cracked road, desert, lava, etc.).
Check out the tutorial at 40k Hobby Blog.

Tuesday, June 8, 2010

Painting challenge...revived

101_2700
Well its not the greatest picture but I finished these orks up today.  I'll try to get a few better pictures tommorow.  So this represents about half of my kill team.  The others should be done in a few days as well.

That's another 21 points towards the Painting Challenge.

Monday, June 7, 2010

Salamanders vs. Amohan-Tep

by Mark VH
 
Well, Andy and I had a good old fashioned annihilation game at Modelbahn Ott this past Saturday, where we each went at it with NO Force Organization Chart (I had 5 HQ's and 4 Elites), at 2500 points- E.G., a match where Andy put everything he owned onto the table, and i matched it, then we beat each other up as a nice way to say goodbye.

Highlights of the game-

Andy firing a missile launcher from a devastator squad, smashing into a waveserpent, failing a re-rollable 4+ coversave, penetrating, and then exploding 6 inches after moving 24" wrecking the Farseer and 10 bashees who were inside of it- a 400 point block wiped out at the bottom of turn 1, with a single missile.

One of my Autarchs with a Fusion Gun (Melta gun, for you non-eldar-y folk) blasting Vulkan to bits, instant killing him in one shot.

My Seer council surviving as much punishment as Andy could muster, then double charging a predator and a Drednaught, exploding both.

Dark Reaper exarch lobbing two barrage shots 48", and wiping out most of a packed dev team.
Autarch passing all 4 4+ invuln saves.

9 Vanguard vets needing a 4+ to hit a waveserpent with melta bombs- only one bomb actually makes it there.

All in all, it was a great time, and I'm happy I could see Andy off with such a great match. The ending result was a victory for the Amohan-Tep craftworld, with lots of destruction on both sides.

Friday, June 4, 2010

I Don't Care What You Say... I'M BUYING MORE!

When they released Apocalypse, everyone was like "Cool, dude, I can use all the junk that I haven't used in years!" So that is what we did. We combined armies, made unholy alliances, and played with all our old toys.

Then we realized that we needed super-heavies to be considered more than a speed bump in a 20,000 point battle, so we bought them.

The problem soon came to light when most of us realized that spending that much money on a model that we will only use twice a year didn't make much sense. Apoc games are really cool, but take too darn long for those of us with wife, kids, family, and work.

When they release Battle Missions, everyone was like "Cool, new ways to play with our toys". So we finished painting our armies, tweaked a few things, maybe bought a specific model to fulfill a roll. Some of the more bitter fellow-geeks even took back some of the bad things they said about GW in the past.

Tucked away in the back of Battle Missions was a way to play three super-heavies against a normal army and everyone pulled the Baneblades out of storage again. Then there is Kill Team, which made all the IG players actually buy a whole squad of snipers.

Some of the love the geeks were feeling allowed GW to raise the price again - and this time the uproar wasn't as bad as it was in the past.

Then they release Spearhead. Now, even the tread-head Guard players sitting at their painting table looking at their collection of Leman Russ', Manticores, Basilisks, and Hellhounds are saying "Dude, I don't have enough!"

Yet another way to play our beloved game. For all you FoW players and your puny little tank divisions - BUZZ OFF! WE HAVE TWIN-LINKED LASCANNONS ON A TRIO OF FREAKIN' WALKERS!

What - you want to dust off those Baneblades and bring them against that nasty Ork horde that's been kicking your butt for the last year? BRING IT BABY!!!

Finally, big mean models for a game that doesn't take eight hours to play three turns!

In eight pages of their plastic porn magazine, GW released the rules that once again showed us the game ain't about rules - it's about building your stuff and shooting big guns.

Fair? Unbalanced lists? Who gives a flying rats rear-end! Guard players can now legally build their Armored Company list. Ork players will be bringing 180 grechin with S7 bombs and still be throwing a Stompa at you. Space Marine players will be fielding six to twelve Dreadnoughts along with their normal list. Eldar skimmers will be hitting you from every single direction. And the Nids will be fielding nothing that fits on anything less than a 60mm base.

Tournament play? Competitive? That's all thrown out the window now. There's no telling what you are going to be facing. The concept of a "balanced list" is trashed. Those rules-lawyers who look down upon us that don't care about math-hammer and super-killer list theory will soon be the uber-minority as the rest of us are laughing the dried paint off our hands as we demolish and get demolished in new and interesting ways.
GW has come around and reminded us what the first rule of the game is: have fun.

Will I buy more now? ABSOFREAKINLUTELY! I need more tanks! I need a platoon of Dreadnoughts! Good Lord there is SO much more I need.

And GW ain't done yet! Check out their Web Exclusive Scenerios page. They just release ANOTHER mission: The Dividing Line. Yet ANOTHER way to completely destroy your nicely balanced all-comer's list.

Here's what the game is about: play what you want to play and enjoy the heck out of yourself. It ain't about winning. It's about playing.

PLAY HARD!

Wednesday, June 2, 2010

Playing Competitively: the Vaguest of How-Tos

three_in_first_place.jpg picture by AbusePuppy
"In the wake of 'Ard Boyz here, I thought I'd share some of what I've learned about competitive play in gaming. While I can't claim to be any kind of big name in the 40K community (or, to be honest, any others), I lay the blame as much at the feet of lack of time and money as anything else. These are systems for improving your game, not actual gameplay tips; it's not something that's often discussed, but I think it's worth talking about, as plenty of folks go about trying to be better players in what I feel is an entirely wrongheaded way."

This is probably the best article I've read that reveals the secret of being a good player. It is a must read. Click here to read more from 3++ is the New Black.

Tuesday, June 1, 2010

Kill Team Tournament - Round 1a

Six of us playing in the first round of the Kill Team Tournament on Saturday. It was a very laid-back friendly style of tournament. Erik A came was the T.O. and everything ran smoothly.

Here are the first missions rules:
Mission #1
Predawn battle
--Night Fighting Rules in effect
In the early morning hours of the day your forces are moving thru the terrain scouting ahead of the main force. You come across an enemy patrol on a similar mission. Your goal is simple. Silence them before they can give away your position.

Scoring
--2 pts if you table your opponent
--1.5 pts if you tie meaning neither player is running by turn 5
--1 pt for a win by having your enemy run from battle
--.5 pt for running off the table
 
Let me just say this: if you want to ruin a sniper-army's day, employ the Night-Fighting rules for the entire game! It forced a lot of players to re-think their strategy and move around alot to get within range so they can see their opponent.

Missions that force you to change your normal strategies make for the greatest games.

Here are the second mission rules:
The Advance
--Difficult Terrain – you must difficult terrain test for all movement
After this morning initial action you force has been tasked with causing a diversion for the main force. To do this you've been ordered to attack what appears to be a weak point in the enemy lines. While the mission is simple moving into position is not. You notice that the area is littered with debris from previous battles hindering your advance. It will be the longest 48" of your models life. Can you make a difference for your forces today by making the enemy think that a larger force is attacking? Only time and the bodies of the enemy dead will tell.

Scoring
--2 pts if you table your opponent
--1.5 pts if you tie meaning neither player is running by turn 5
--1 pt for a win by having your enemy run from battle
--.5 pt for running off the table
Where the first mission was the bane of the sniper-style army, this mission was the bane of the assaulty army. EVERYTHING was difficult terrain. This meant that those who need to run up and kill something had a problem and those who brought vehicles (even skimmers) risked immobilization every turn.

These were two nicely thought out missions that forced players outside their comfort zone. Within the next couple of weeks, the other players will get together to play the first two missions, then we will move on to the second round.