Just a few pictures of the progress on the BA army.
This is what I have ready for dipping (plus 5 are done). Sorry for the fuzzy pic.
A picture of the old school Libby in what 'ready for dip' actually means. Just basic colors with a few line highlights on the black bits.
Here are the 5 guys that are currently being worked on for 'pre dip' status. Once they are finished I will be done with Assault marines for 1850.
After that I'll be off to work on the Priests, Vanguard, Sang Gaurd, and Dante.
The good news being that everybody is base coated, and I did the helmets already for the Vets so that I could attach their jump packs.
My hope is to get the 5 guys I'm working on and the priests done by this weekend, and get the Vets done by xmas when I'll be out of action for a few days of holiday merriment. Then I can get the Sang Gaurd and Dante all done in the week before new years and then spend a day getting everybody dipped. They'll need a few days to dry but then I can spray and base 'em hopefully before returning to work on the 4th. Plus that leaves a few days for error if that gets blown out... or maybe I'll make a cool display board. Or maybe I'll just knock out the last 5 Assault marines to have the full 2k done. Who knows!
Thursday, December 16, 2010
Wednesday, December 15, 2010
Back to Business
So I've returned from a long business trip at last. Sorry for the lack of posting but that's life.
I did get a game with Collins on Monday night just out of the blue. He ran his CSM and I brought out my Tau for a fight. The game was really rushed so he could make it home on time and it was corner deployment and single objectives. Tie-a-riffic. I could get into the details of the game but really I'm sure you can just imagine how it worked out just fine. :)
I've tried to squeeze in more work on the Blood Angels. I got a little done before I left and more done this last weekend. I'm trying to schedule out exactly how I'm going to get 1850 done before the Jan tournament. I am taking time off, but I also have to basically scratch out 5 days for family holiday happy fun time.
Of course this brings me to my current conundrum. I've built a BA list for 2k, figuring this would be a good list and I'd just trim from that to build any lower point list.
Dante
Librarian, Jump Pack, Blood Lance, Shield
3 Sang Priests w/ Jump Packs and Combi Meltas
5 Sang Gaurd w/ 1 Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Vangaurd Vets, PW, Lightning Claw, 2x TH, 6 Storm Shields, Jump Packs
There's 50 Descent of Angel Marines in all their glory. Lots of Anti tank, lots of FNP, 4 Troop units, options all over the place to combat squad, choppy squad, and the VV to be able to really tie up deathstar units (I hope).
Even if it isn't the world's most competitive I think it will be a fun list with flavor.
So what to do about 1850?
I see two options:
1) Cut one of the assault squads to 5 man, drop a priest and add some PWs to Seargants.
Pros- Still have the 4 troops (tho diminished a bit), VV still stay as survivable as 2k, and makes the two larger assault squads a bit more choppy. Oh and I guess one less KP (unless we get a Faq stating priests in the FOC are only 1 all together).
Cons- Losing the priest means less redundant/bubble FNP.
2) Cut one of the assault squads to 5 man, drop two SS from the VV and the Infernus pistol from the Sang Gaurd.
Pros- Still have the 4 troops, I keep as much redundant/bubble FNP as 2k.
Cons- 2 Storm Shields doesn't sound like a lot but it takes out a lot of flexibility of the 10 man VV. If I combat squad I basically either give each squad only 2 shields or push all 4 into one squad. The infernus pistol off the Sang Gaurd means I only have Dante's BS5 pistol (and the libby's lance if he goes with them). It's good but it doesn't make tank popping as certain as that extra melta would.
It's a pretty even break down I think. Some match ups will just favor one build over the other I think. I just don't know that one list stands head and shoulder over the other.
There are a bunch of other options too (cut Dante for a libby, or cut the sang gaurd to make the VV more choppy) but they all require buying other bits and kinda stray from the original list more than I was hoping.
Someday maybe I'll get a practice game, but until then I'll just keep painting for 2k I guess and hope I can figure this out in the next few weeks.
I did get a game with Collins on Monday night just out of the blue. He ran his CSM and I brought out my Tau for a fight. The game was really rushed so he could make it home on time and it was corner deployment and single objectives. Tie-a-riffic. I could get into the details of the game but really I'm sure you can just imagine how it worked out just fine. :)
I've tried to squeeze in more work on the Blood Angels. I got a little done before I left and more done this last weekend. I'm trying to schedule out exactly how I'm going to get 1850 done before the Jan tournament. I am taking time off, but I also have to basically scratch out 5 days for family holiday happy fun time.
Of course this brings me to my current conundrum. I've built a BA list for 2k, figuring this would be a good list and I'd just trim from that to build any lower point list.
Dante
Librarian, Jump Pack, Blood Lance, Shield
3 Sang Priests w/ Jump Packs and Combi Meltas
5 Sang Gaurd w/ 1 Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Man Assault Squad w/ Jump Packs, 2x Melta, 1x Infernus Pistol
10 Vangaurd Vets, PW, Lightning Claw, 2x TH, 6 Storm Shields, Jump Packs
There's 50 Descent of Angel Marines in all their glory. Lots of Anti tank, lots of FNP, 4 Troop units, options all over the place to combat squad, choppy squad, and the VV to be able to really tie up deathstar units (I hope).
Even if it isn't the world's most competitive I think it will be a fun list with flavor.
So what to do about 1850?
I see two options:
1) Cut one of the assault squads to 5 man, drop a priest and add some PWs to Seargants.
Pros- Still have the 4 troops (tho diminished a bit), VV still stay as survivable as 2k, and makes the two larger assault squads a bit more choppy. Oh and I guess one less KP (unless we get a Faq stating priests in the FOC are only 1 all together).
Cons- Losing the priest means less redundant/bubble FNP.
2) Cut one of the assault squads to 5 man, drop two SS from the VV and the Infernus pistol from the Sang Gaurd.
Pros- Still have the 4 troops, I keep as much redundant/bubble FNP as 2k.
Cons- 2 Storm Shields doesn't sound like a lot but it takes out a lot of flexibility of the 10 man VV. If I combat squad I basically either give each squad only 2 shields or push all 4 into one squad. The infernus pistol off the Sang Gaurd means I only have Dante's BS5 pistol (and the libby's lance if he goes with them). It's good but it doesn't make tank popping as certain as that extra melta would.
It's a pretty even break down I think. Some match ups will just favor one build over the other I think. I just don't know that one list stands head and shoulder over the other.
There are a bunch of other options too (cut Dante for a libby, or cut the sang gaurd to make the VV more choppy) but they all require buying other bits and kinda stray from the original list more than I was hoping.
Someday maybe I'll get a practice game, but until then I'll just keep painting for 2k I guess and hope I can figure this out in the next few weeks.
Thursday, December 2, 2010
More Work on BA
So I've spent more time this week and last trying to get the BAs ready for some serious painting. The big challenge is across all the bodies they are all in different shape.
First of all there are 5 guys from my brother in law that are in a 'near done' shape.
Since taking this picture I've basically cleaned them up and overpainted them to fit in with the style I will be using for the rest of these guys.
Then most of the rest of the guys required soaking and scrubbing. So I first went to my stand by of Simple Green.
Simple Green did great on the metal Death Company.
However it didn't do as great on most of the plastic guys.
My own jump pack guys turned out to be all kinds of different. The 4 black ones are over green, there were 3 white primered guys, and there was a blue guy in there also.
Some of his Red guys did not get much paint off of them.
And then there turned out to be two guys I had that had a deep red. These guys must of had some protective coat on them because that red would just not come off of them.
Eventually after looking around online I found another suggestion.
First of all there are 5 guys from my brother in law that are in a 'near done' shape.
Since taking this picture I've basically cleaned them up and overpainted them to fit in with the style I will be using for the rest of these guys.
Then most of the rest of the guys required soaking and scrubbing. So I first went to my stand by of Simple Green.
Simple Green did great on the metal Death Company.
However it didn't do as great on most of the plastic guys.
My own jump pack guys turned out to be all kinds of different. The 4 black ones are over green, there were 3 white primered guys, and there was a blue guy in there also.
Some of his Red guys did not get much paint off of them.
And then there turned out to be two guys I had that had a deep red. These guys must of had some protective coat on them because that red would just not come off of them.
Eventually after looking around online I found another suggestion.
So I grabbed some of this and soaked the guys more. It is far more icky that simple green so gloves are required, but it did get a good deal of paint off the guys. The black/green guys got down to just a little bit of black primer, the white guys cleaned up a bit, the blue guy went down the the grey plastic easy. The red guys became easier to clean up but I still took a tool to clean them afterward.
The deep red guys were the only ones that I just could not strip down. Oh well, over paint it is!
Then it was off to get the base primer. I took all the magnetized bits and set them up with some paperclips to try to keep them from flying everywhere.
Then I hit them with paint.
I also busted out my Crystal Blue primer that I plan on using for Lizardmen to hit the Librarian.
Beyond that I got my Dante and Sanguinary Gaurd and got those put together. I've used magnets on the SG so I can change out a few arms and the heads as well (since I am not sure the death masks are worth it even thought I think they look great compared to the bare heads).
So there we go with 50 marines. I don't have the jump packs attached because painting the heads will be much easier without them. I'd really like to try to get the heads painted and the packs attached before my trip but I'll only have a few hours on Friday night before heading out to the airport so we'll see. But the army is well underway!
Wednesday, December 1, 2010
First Attempt at 'Dipping'
So in addition to eating lots of turkey I've been plugging away at this BA army. I wanted to show you my first attempt at doing some dipping and using this Army Painter colored primer.
So there were about 5 guys that were already pretty nice and clean and ready to pretty much get going.
So basically I just took him outside gave him a couple of quick coats of the Red primer. And then did a very basic 'base coat' level on him. All told that painting took about 20 minutes.
Now after talking to my brother he really liked having the swords with the yellow stripes he had done on a few guys so I went back and did that. I also wanted to add some detail to the yellow knee pad. Lastly I added a transfer to left shoulder just to give some detail there. All that probably added 20 minutes to the guys as well.
So then you dip. The first guy I actually held and dipped into the container. I was surprised how thick it came out so I quickly grabbed my dip brush and wiped a good amount off of him. The next four guys I just 'painted' the dip on as its quite thick and covers well.
Then I let them sit for two days. They are really shiny during this phase and I was pretty worried what it would look like. However after two days and a quick coat of the anti shine varnish and BAM they look great. A little basing and wow I was impressed. The only thing I did was add a quick dab of green to the eyes as they looked too dark for my tastes.
Now there are some parts where I can see the dip has gotten a little thick. So going forward I now know that I can really clean a bunch of the dip off of these guys. You can see it here on this guys bottom of the shoulder pad.
So what do I think? Well as I mentioned I'm impressed. The results look pretty damn good. Not as good as spending the 8-10 hours per Thousand Son I put in but for basically an hour a guy it is a huge time saver. For other non-painters this is just a great product for sure. Just know that whatever brush you used is basically ruined afterward. I'm going to try to get a couple cheap brushes and do dozens of guys in a 'dip day' so I can just toss the brush afterward. I also didn't wear gloves on the first guy and getting the dip off the hands was a pain. So grab so dish gloves or whatnot to make that bit easier. I could spend more time on detail and make these guys even better but really I think they are going to look great once the army is complete.
Here's the first 5 guys. 45 more bodies to go!
Tuesday, November 30, 2010
A Few Games
Yep, been a bit remiss on getting to the blog. The Thanksgiving holiday will do that to you.
I wanted to throw a few quick pics of a couple of 1850 games Anthony came up to my place a couple Saturdays ago. We wanted to get some painting done, but we also tossed down to relatively quick games.
Anthony wanted to try his BA out and I figured I give two different 'style' opponents by breaking out my Tau and my Orks.
Anthony used his similar list from the previous week with heavy borrowing from my Templar.
Meph
7 Termies th/ss
Libby Dread Shield and Lance
2 Priests with Combi Meltas and PWs
10 Assault w/ JP, 2 Melta
10 Assault w/ JP, 2 Melta
10 Assault w/ JP, 2 MeltaStorm Raven
First I brought out my Tau.
Shas'El MP/Plasma, MT
3x Crisis MP/Plasma, MT
3x Crisis MP/Plasma, MT
10 Kroot, 7 Hounds10 Kroot, 7 Hounds
6 Firewarriors
8 Pathfinders, Devilfish, SMS, MT, TA, DP
2x Piranha, 2x Fusion, 2x TA, 1x DP, 1x TL, 1 Seeker
2x Piranha, 2x Fusion, 2x TA, 1x DP, 1x TL, 1 Seeker
Hammerhead, Railgun, SMS, DP, TL MT
Hammerhead, Railgun, SMS, DP, TL MT
2 Broadsides w/ A.S.S., 1 Team Leader with Target Lock, HWMT, 2x Shield DronesWe played on Anthony's game board with jsut a few extra bits of terrain.
We rolled multiple objectives and they were put about. I think I got to chose to go second. He put everything to DoA, Deep Strike, or reserve themselves on the table.
I set up trying to bubble wrap as much as possible.
In retrospect it may have been better to just take a corner, but I don't know it would have mattered much.His turn 2 and I think he got 2 combat squads and 2 combat squads with the priests and his Stormraven which had Meph and the Libby Dread. One squad with a priest landed on my guys but were just put in reserve.
I think he ended up killing both pirahna and maybe a kroot or two.
My turn I try to lay down some firepower. Even with pathfinder hits I think all I manage is a immobilize on his storm raven. I think I kill his one far combat squad with focus fire that was out of range of the priest.
The next turn I think he gets about everything but his termies. I think again one squad landed off and went back into reserve.
This turn is just ugly for me. He pops my hammerhead, routes one crisis team, and is mowing through my kroot even though they stick in combat.
I think we play a turn 3. I just see if I can do anything, and I think it is unimpressive. Maybe I shoot down his one squad with the priest but I don't think I even manage that much.
His turn and he gets that last combat squad and they stick. He does some shooting kiling more. Meph is on my lines. We call it a game.
I knew that would be an uphill battle but man I didn't know how uphill. I don't know if I had just turtled if it would have been better. Or maybe given the choice go second but stay in reserve, but then risk coming in piecmeal. Unlike my drop pods the BA jumper list is pretty mobile, so they are able to catch a lot of armies out there.
Next up we pulled out my orks. I ran my normal 1850 list. We rolled corner deployment and single objective. We both placed our objectives deep and I was up first.
Here is my deployment.
The only thing Anthony did different this time is only combat squad one Assault squad.
This is after two turns of movement.
This time he landed 2 combat squads, 1 10 man squad with priest, and his termies. One combat squad shoots at the Kans and one explodes. His other two Assault units route the lootas. His termies deviate deep into my corner.
On my turn the Lootas keep running.
Run away! |
I don't really have a fantastic recollection of the next turn or so. I know I immobilized my own BW in terrain which sucked and I had to hussle boyz in and out to get going back to my rear objective.
Turn 4 his Storm Raven finally comes in and deploy Meph and the Dread.
If I recall the ard boyz were stuck in with his assault squad for my turn 5, and then his termies charged and killed a lot but we were all stuck in there. Or maybe Ghaz came out and killed some I don't recall. I just know the Manz were cowering in the wagon.
On the other side of the field my large boy squad was being whittled down by his dread on his objeictve.
The game ended on 5 with a draw since we were contesting on both objectives. Shocking I know as it seems the two objecrtive game ends in draws more often than not.
I found my self really out of position with Ghaz since I wanted to leave him open for Meph. I should have probably just gone all out for his objective and hoped things could 'hang' on mine but oh well.
Fun games, and more good practice for the both of us.
Monday, November 22, 2010
I Have Been 'Hobbying' Also
So a lot of battle reports have gone up which is all well and good. However that's not to say I haven't been working on the 'hobby' side with painting and assembly.
Before the tournament I had contemplated running my pods for 1850. I've kind of reworked the list a bit and I had planned on using my 7th pod which needed painting.
This last week was time to work on Chaos. I haven't been much motivated to paint, but I did want to get some modeling done.
So the bulk of this week was assembling the CSM squad I picked up this last weekend.
I'm not entirely sure how I want to run this squad so I made sure to magnet the Champ (I'm not sold on his usefulness) and the Icon. I'm going to glue the meltas down as I think they are just the way to go on the squad, but they and the bolters are not glued until I can get to paint on these guys some day.
I've mentioned this earlier that I wanted to swap my oblits for 'Terminator Sorcerer' type Oblits. So actually two weeks ago I got 3 Lord models and worked on them.
The only tricky part was I wanted them to have Power Fists and the staff, and those are both the left hand. So I decided to use the fists as they were and cut up thunder hammers and the staff and put them together. A little pinning and I was good to go.
I already had two thunder hammers I had bought for old crappy metal termies I was never going to use so I pulled those off. As I needed a 3rd I just went on ebay and bought a whole regular space marine terminator with TH/SS.
Now with the extra bits from that purchase as well as extra combi meltas from the Lords I could flush out my terminators from a unit of 5 to 2 units of 3.
Of course everything is using magnets so I've got all kinds of flexibility.
I'm hoping this weekend I can bust out the air compressor and get a base coat on all of that. I'm a bit behind on my paint schedule I had laid out for myself several weeks ago.
Of course that's about to be made much worse...
"WHAT THE HELL" I hear you saying. "Another army? Are you daft man?"
So slow down, turbo, and let me explain. What you are looking at is all 'not purchased' stuff.
The 10 guys on the right in crappy black paint (on the white plastic card as it turns out) are Templar Jump Assault guys and such that I've never used or repainted that I got in an ebay lot years ago.
All the rest is my brother-in-laws BA army that has been sitting in a box more or less doing nothing.
What you've basically got there is the making of a 1850-2000 point Descent of Angels Army.
What it needs is Bits. And love. And painting (maybe that falls under love).
Of course I know I wont stop there either, but that plenty enough excuse for me to get going. It's also my way around telling my wife that I have yet another army because, well, its not mine. I'm just borrowing it. :)
I figure this will be a good chance to try out the Army Painter colored primers and quick shade. So I'll be doing some testing with that, as well as stripping paint off of these models. I'll start with the ones my bro hasn't painted just to make sure he's cool with the new paint job.
So ya, 1ksons might be waiting for more paint for some time... DOH!
Before the tournament I had contemplated running my pods for 1850. I've kind of reworked the list a bit and I had planned on using my 7th pod which needed painting.
New Pod on the left. Yay, they match! |
So the bulk of this week was assembling the CSM squad I picked up this last weekend.
I'm not entirely sure how I want to run this squad so I made sure to magnet the Champ (I'm not sold on his usefulness) and the Icon. I'm going to glue the meltas down as I think they are just the way to go on the squad, but they and the bolters are not glued until I can get to paint on these guys some day.
I've mentioned this earlier that I wanted to swap my oblits for 'Terminator Sorcerer' type Oblits. So actually two weeks ago I got 3 Lord models and worked on them.
The only tricky part was I wanted them to have Power Fists and the staff, and those are both the left hand. So I decided to use the fists as they were and cut up thunder hammers and the staff and put them together. A little pinning and I was good to go.
I already had two thunder hammers I had bought for old crappy metal termies I was never going to use so I pulled those off. As I needed a 3rd I just went on ebay and bought a whole regular space marine terminator with TH/SS.
Now with the extra bits from that purchase as well as extra combi meltas from the Lords I could flush out my terminators from a unit of 5 to 2 units of 3.
Of course everything is using magnets so I've got all kinds of flexibility.
I'm hoping this weekend I can bust out the air compressor and get a base coat on all of that. I'm a bit behind on my paint schedule I had laid out for myself several weeks ago.
Of course that's about to be made much worse...
"WHAT THE HELL" I hear you saying. "Another army? Are you daft man?"
So slow down, turbo, and let me explain. What you are looking at is all 'not purchased' stuff.
The 10 guys on the right in crappy black paint (on the white plastic card as it turns out) are Templar Jump Assault guys and such that I've never used or repainted that I got in an ebay lot years ago.
All the rest is my brother-in-laws BA army that has been sitting in a box more or less doing nothing.
What you've basically got there is the making of a 1850-2000 point Descent of Angels Army.
What it needs is Bits. And love. And painting (maybe that falls under love).
Of course I know I wont stop there either, but that plenty enough excuse for me to get going. It's also my way around telling my wife that I have yet another army because, well, its not mine. I'm just borrowing it. :)
I figure this will be a good chance to try out the Army Painter colored primers and quick shade. So I'll be doing some testing with that, as well as stripping paint off of these models. I'll start with the ones my bro hasn't painted just to make sure he's cool with the new paint job.
So ya, 1ksons might be waiting for more paint for some time... DOH!
Labels:
Black Templar,
Blood Angels,
Painting,
Thousand Sons
Friday, November 19, 2010
11/13 Bonus Game!
Ah, and you thought I was done with battle reports from last Sat but, no, there is more.
As the clock wound down about 6:10 there was a gent named David who had hung out all day who had drove down from Benicia who wasn't able to play because of space. Since my wife was out with the girls and the kiddo was staying at the grandparents why not squeeze in just one more game. :)
David had his Eldar and was thankful for a game. I think he was just happy to play, even if he was kind of 'trying out' some things in his list and was going to play an ork army that just won 3 games. But games are games and practice is practice.
David's list looked something like this:
Farseer
Fire Dragons in Wave Serp
Dire Avengers in Wave Serp
Jetbike Gaurdians with Aultrach
2 Vyper squad
Swooping Hawks
Shining Spears
3 War Walkers
Fire Prism
Now as things would have worked out Fantasy took over for the night and had claimed the other tables, so I once again got the same city table which is kind of a shame. We did move around the terrain a bit now and also (now that we've been informed how the store normally plays) called 'just the buildings' the 4+ cover/difficult terrain.
We rolled multiple objectives (ended up with 3) and corner deployment.
I won set up and chose to go first. I once again put my 30 sluggas in reserve.
He put his force to walk in on turn 1.
My turn 1 and I advance everything forward. Shocking I know.
His turn one and everything comes in and tucks behind the building. If there was any shooting it wasn't anything to right home about.
My turn 2 and the boys come in and I move them and eventually run so that 1/2 the squad is in the ruin on the right flank. My walkers, buggies, and kans advance under the KFF. In shooting I think I manage stun on one or both Wave serpants.
His turn 2 and his Wave serpants blast up the left side and his DA and Farseer deploy. The sentinals move up as does his Fire Prism. On the top left flank his shining spears are moving up to try to get the BWs and his jetbikes form a wall in front of his Vypers. His shooting from the guided DA and the Walkers kills about a dozen orks in cover. Otherwise his shooting is pretty ineffective once again to KFF saves.
Oh and I forgot that his Swooping Hawks came down, dropped gernades and flew away. That helped kill a few of those boys too. I didn't think Hawks could leave the same turn, but didn't want to slow the game down either.
My turn 3 and I call the waagh. This puts my up with his DA and farseer, and that goes badly for him as I wipe the DA to a man, and farseer runs and gets away. Sadly my consolidate is a 1, so no moving back into the safety of cover for me!
My turn 1 and I advance everything forward. Shocking I know.
His turn one and everything comes in and tucks behind the building. If there was any shooting it wasn't anything to right home about.
My turn 2 and the boys come in and I move them and eventually run so that 1/2 the squad is in the ruin on the right flank. My walkers, buggies, and kans advance under the KFF. In shooting I think I manage stun on one or both Wave serpants.
His turn 2 and his Wave serpants blast up the left side and his DA and Farseer deploy. The sentinals move up as does his Fire Prism. On the top left flank his shining spears are moving up to try to get the BWs and his jetbikes form a wall in front of his Vypers. His shooting from the guided DA and the Walkers kills about a dozen orks in cover. Otherwise his shooting is pretty ineffective once again to KFF saves.
Oh and I forgot that his Swooping Hawks came down, dropped gernades and flew away. That helped kill a few of those boys too. I didn't think Hawks could leave the same turn, but didn't want to slow the game down either.
My turn 3 and I call the waagh. This puts my up with his DA and farseer, and that goes badly for him as I wipe the DA to a man, and farseer runs and gets away. Sadly my consolidate is a 1, so no moving back into the safety of cover for me!
On the other side of the table my wagons again advance. I think I death or gloried his shinging spears, or maybe I looted them but several died. I decide to keep the Manz and the KFF mek in their respective wagons and just go after his bikes with Ghaz and the Ard Boyz. I can't quite get to the Vypers but such is life. He kills a few Ard Boyz, the Ard boyz kill a few bikes and as it turns out they lose the guys that Ghaz was in base to base with so he doesn't get to swing and Krump. Drat!
Now it's his turn 3. I think his shooting is again pretty dismal. I think he shakes the BWs. He also deploys his Fire Dragon out to shoot at my Kans. I think they end up killing one. The good news is his shooting from the Guided walkers and I think his Swooping Hawks blast kills off the last of my 30 boys. In combat Ghaz and co kill more getbikes.
My turn 4. My lootas can't seem to but shake his fire prisms. So I send over my BW to try to deathrolla the wave serpant and it makes its dodge. I think the other one I might have immobilized. The top buggie I think kills a shining spear. Ghaz and co kill down to the last gaurdian (maybe the sarg) and he still sticks around. The 2 kans assault the fire dragons and manage to survive the gernades and are able to actually wipe them out (I might have actually run them down!) and they advance forward a bit.
Its very hard to see but you can just see the base of the second Kan behind the Serp. |
My turn 5 and I move my wagon with the Manz over to the top left objective. I deffrolla the wave serpant, it manages to not dodge but is only stunned. My buggie isn't able to help either, but one squad of lootas finally bring it down in a wreck. The other lootas manage a stun on the Fire prism. My shootas take some pot shots at his Swooping Hawks and I think kill 2 but they stick around. Ghaz and the last ard boyz cream the vypers, and the explosion kills more boyz. The las Kan is able to assault the immobilized serp and brings it explodes.
His turn 5 and he's got not much left to do. The stunned FP blasts up to hope to get into contesting range at best next turn. His Swooping Hawks move up and are contesting with my Wagon of Manz but there gernades can't get the fast moved Wagon. His sentinals destroy my Kan.
At the bottom of 5 here's what it looks like.
There are Swooping Hawks contesting my wagon, they're just hidden behind it. |
All he's got left his walkers and the farseer and the war walkers so the game is mine. But for the sake of argument his war walkers blast the hell out of the last of the ard boyz. Then his farseer charges Ghaz for epic confrontation.
He mind wars ghaz and manages to wound him. Ghaz only lands two wounds and he makes 2 4+ saves.
I do a bit of shooting at he Walker quickly and only kill 1. He mind wars again and this time 3 wounds, but I make 1 Invul. Angered Ghaz then pops the farseer.
We roll to see if there was a turn 7 but nope, game ends.
David was thankful for the game, but the speed at which I was able to get to him with the wagons, opened topped, Ghaz's Waagh caught him off guard. He thought his bikes were safe, and once they and his DA got into combat on turn 3 he knew winning was over since he only had two troops. At that point it became about going for the tie, but with the two lootas squads I just still have a good amount of firepower. Especially when you really want lots of str 7 shots on those Serps to try to put them down for good.
A fun game to close the night out for sure. Of course when I got home I looked up the whole Swooping Hawks thing and DOH yes it is in the Faq that they can come down and leave every turn. So my bad David, good thing we did it ok the first two turns! :)
Thursday, November 18, 2010
11/13 Game 3
So on to Game 3. It was a great game and very tough, so I didn't get nearly as many pictures as I wish I had. That also means I'm not going to have as detailed a report sadly.
I was up against pretty much the typical 'leafblower' build that's creamed his last two opponents. I can't remember his name now (sorry) but the list was built as followed more or less.
Inquisitor w/ Mystics
Vets in Chim
Vets in Chim
Vets in Chim
Vets in Chim
Vets
Vets
Vendetta
Vendetta
Vendetta
2 Medusa in Squad
Manticore
Manticore
What I had going for me was this was Dow with mulitple objectives. That meant avoiding the vendettas taking side shots after their scout move forward. We also (for better or worse) were on the same table I had just played.
Bonus for me was I went first also! I chose to put out my 30 sluggas and 20 shootas up in front. I figured this would push him back and help me speed up closing with him.
He chose to put everything in to walk turn 1 and outflanks with his Vendettas.
I moved forward with the shootas and the boyz just kind of kept their conga line. My BWs advance down the narrow paths with the kans nearby. The buggies are on my right flanks. I move the Lootas into cover in each corner.
His turn 1 everything comes in and turtles in the corner opposite my wagons. I dont' remember if there was much shooting but I think not, or if it was it was ineffective.
My turn 2 I advance some more. I think the right most lootas may have popped a chim or maybe just immoblilized it. The Shotas are able to assualt also and I think the wreck one chim and immobilize another.
On his turn two his inquis in a vendetta comes out and he gets his choice. He goes for side shots on Ghaz's wagon, but I make my saves.
He's also now dropping his miss Medusa's and Storm Eagles around but not much happens with my cover saves being hot also.
My turn 3 the wagons and Kans advance. I think my lootas manage a shake on his Vendetta. On the right the shoota boyz tangle with a squad in the open I think and wipe them. My other lootas maybe stun a chim (or maybe that was the buggies).
His turn 3 and his other Vendetta comes in and must come in on the right flank.
I think he shot a buggie and immobilized it. I think he laid a ton of shots into my shootas and they now break but don't go too far at all. I also think one of his chims immobilized in the back field this turn.
My turn 4 the wagons are still doing the best they can to advance. The Lootas on my right fail to do anything to his vendetta. The lootas on my right shake and destroy all the lascannons on the vendetta behind them. My shootas continue to flee but go not far again (I think they've gone a total of about 5 inches). I think my buggies do wreck the chim in front of them. I don't feel like I'm killing a lot but I feel in good position.
His turn 4 and his last Vendetta comes in my right flank. He tucks right in the corner and shoots my ard boyz wagon and it explodes. His other vendetta on the right flank is also able to now shoot Ghaz's wagon and it wrecks. More blasts whittle away at the ard boyz but cover saves are still doing well for me. I think he's got another chim immobilized on the right but some guys from the top shoot out and destroy the rokkit on my immobilized buggie. His vets on the right corner deploy and shoot horribly at the lootas, while his weaponless bird moves a bit. He also takes his vets out of the chim I popped and puts a screen between Ghaz and the heavy support.
Turn 5 and things are tight now. We've got about 20 mintues left. I know I have to use the waagh and send ghaz into his Vet screen and cream them. The Ard boyz continue to move and are sitting on an objective. My shootas flee a very small amount again. My remaining buggie tries to shoot at his stunned/weaponless bird but fails to do anything.
That's the first picture you can really see the full castle/turtle of his vehicles.
On my left I turn the Kans around to shoot at his Vendetta behind my Lootas and they manage to immobilize it. The lootas stun his other vendetta and it is simply shaken. I've got a conga line with my 30 sluggas that is enough to claim 3 objectives.
His turn 5. His stunned vendetta moves up but is out of reach of contesting one objective. His bird behind the lootas shootas at the lootas as does his squad, and I think he kills two. His weaponless Vendetta blasts up to contest the central objective.
Now about this point the tourny organizer comes up and says (more or less) 'well its about 6 (the time to stop), but since you're play for first just keep going.' Hrm... ok. That's kind of not normal but... eh ok. I'm just playing for fun. But wow that means I have to start thinking about PAST this turn. Well crap. I start to panic.
His guys that got out of their chim on the right moved horribly through cover but shot at my weaponless buggie and kill it. His other squad behind my lines and route it off. He lays the last of his firepower between the manz/Ghaz and the ard boyz. They take a pounding and I lose all my Manz and all but 4 ard boyz. The ard boyz route and Ghaz is left standing.
Now if you take notice I've totally ballsed it up. One of two things has happened and I just don't remember.
1) Either I had to call the waagh in his turn 4 for fear of being pinned with Ghaz.
2) I've totally forgotten my guys were fearless in the bottom of 5 and two very important squads shouldn't have routed.
I have a feeling it is the first one. I'm pretty sure me forgetting about being fearless would have been totally rookie. Of course looking back being afraid of Ghaz being pinned over what COULD have made my orks stick for this turn seems a risk worth taking.
EITHER WAY the 'ard boyz route a bit. Its the end of 5. I've got the 30 boys spread between the two objectives closest to my zone, and middle is being contested.
I was up against pretty much the typical 'leafblower' build that's creamed his last two opponents. I can't remember his name now (sorry) but the list was built as followed more or less.
Inquisitor w/ Mystics
Vets in Chim
Vets in Chim
Vets in Chim
Vets in Chim
Vets
Vets
Vendetta
Vendetta
Vendetta
2 Medusa in Squad
Manticore
Manticore
What I had going for me was this was Dow with mulitple objectives. That meant avoiding the vendettas taking side shots after their scout move forward. We also (for better or worse) were on the same table I had just played.
Bonus for me was I went first also! I chose to put out my 30 sluggas and 20 shootas up in front. I figured this would push him back and help me speed up closing with him.
He chose to put everything in to walk turn 1 and outflanks with his Vendettas.
I moved forward with the shootas and the boyz just kind of kept their conga line. My BWs advance down the narrow paths with the kans nearby. The buggies are on my right flanks. I move the Lootas into cover in each corner.
His turn 1 everything comes in and turtles in the corner opposite my wagons. I dont' remember if there was much shooting but I think not, or if it was it was ineffective.
My turn 2 I advance some more. I think the right most lootas may have popped a chim or maybe just immoblilized it. The Shotas are able to assualt also and I think the wreck one chim and immobilize another.
On his turn two his inquis in a vendetta comes out and he gets his choice. He goes for side shots on Ghaz's wagon, but I make my saves.
He's also now dropping his miss Medusa's and Storm Eagles around but not much happens with my cover saves being hot also.
My turn 3 the wagons and Kans advance. I think my lootas manage a shake on his Vendetta. On the right the shoota boyz tangle with a squad in the open I think and wipe them. My other lootas maybe stun a chim (or maybe that was the buggies).
His turn 3 and his other Vendetta comes in and must come in on the right flank.
I think he shot a buggie and immobilized it. I think he laid a ton of shots into my shootas and they now break but don't go too far at all. I also think one of his chims immobilized in the back field this turn.
My turn 4 the wagons are still doing the best they can to advance. The Lootas on my right fail to do anything to his vendetta. The lootas on my right shake and destroy all the lascannons on the vendetta behind them. My shootas continue to flee but go not far again (I think they've gone a total of about 5 inches). I think my buggies do wreck the chim in front of them. I don't feel like I'm killing a lot but I feel in good position.
His turn 4 and his last Vendetta comes in my right flank. He tucks right in the corner and shoots my ard boyz wagon and it explodes. His other vendetta on the right flank is also able to now shoot Ghaz's wagon and it wrecks. More blasts whittle away at the ard boyz but cover saves are still doing well for me. I think he's got another chim immobilized on the right but some guys from the top shoot out and destroy the rokkit on my immobilized buggie. His vets on the right corner deploy and shoot horribly at the lootas, while his weaponless bird moves a bit. He also takes his vets out of the chim I popped and puts a screen between Ghaz and the heavy support.
Turn 5 and things are tight now. We've got about 20 mintues left. I know I have to use the waagh and send ghaz into his Vet screen and cream them. The Ard boyz continue to move and are sitting on an objective. My shootas flee a very small amount again. My remaining buggie tries to shoot at his stunned/weaponless bird but fails to do anything.
That's the first picture you can really see the full castle/turtle of his vehicles.
On my left I turn the Kans around to shoot at his Vendetta behind my Lootas and they manage to immobilize it. The lootas stun his other vendetta and it is simply shaken. I've got a conga line with my 30 sluggas that is enough to claim 3 objectives.
His turn 5. His stunned vendetta moves up but is out of reach of contesting one objective. His bird behind the lootas shootas at the lootas as does his squad, and I think he kills two. His weaponless Vendetta blasts up to contest the central objective.
Now about this point the tourny organizer comes up and says (more or less) 'well its about 6 (the time to stop), but since you're play for first just keep going.' Hrm... ok. That's kind of not normal but... eh ok. I'm just playing for fun. But wow that means I have to start thinking about PAST this turn. Well crap. I start to panic.
His guys that got out of their chim on the right moved horribly through cover but shot at my weaponless buggie and kill it. His other squad behind my lines and route it off. He lays the last of his firepower between the manz/Ghaz and the ard boyz. They take a pounding and I lose all my Manz and all but 4 ard boyz. The ard boyz route and Ghaz is left standing.
Now if you take notice I've totally ballsed it up. One of two things has happened and I just don't remember.
1) Either I had to call the waagh in his turn 4 for fear of being pinned with Ghaz.
2) I've totally forgotten my guys were fearless in the bottom of 5 and two very important squads shouldn't have routed.
I have a feeling it is the first one. I'm pretty sure me forgetting about being fearless would have been totally rookie. Of course looking back being afraid of Ghaz being pinned over what COULD have made my orks stick for this turn seems a risk worth taking.
EITHER WAY the 'ard boyz route a bit. Its the end of 5. I've got the 30 boys spread between the two objectives closest to my zone, and middle is being contested.
I roll for turn 6 even though its now 5 mintues past 'dice down' and ... the game ends!
Now had the game gone on what would have happened. I would have done my damndest to down those two bids that moved flat out. I've got 7 Lootas, Kans (that might possibly make assault), 3 rokkits and a rokkit buggie. Could I down them both? Maybe, but probably not. Maybe one.
I'd probably have to give up on the right most objective. I'd hope my ard boyz and shootas were 'routing' to basically contest. I don't know if he could kill both squads and my two routing units with his vets on the ground. Ghaz would have made mince meat out of his Medusa squad. His Manticores should now be out of missiles. His other squad of vets would have to move through cover and run nearly 11-12 to take the north right objective. His guys behind my lootas would need to charge my lootas in cover with a big roll, and then wipe them, and get a huge roll to move up to contest the left objective.
So what am I saying? Well it could have been anyones game on turn 6. Turn 7 I might have been able to clear things up, or he might be able to assault me off objectives, but we'll never know. All I know was in this game more than any other did I really miss Snikrot. He would have sucked all the rest of my games, but I still wonder if I should find a place for him in my 1850 list (maybe instead of kans?).
We talked briefly as we packed. He mentioned I made a ton of cover saves which I indeed did (again). I do wonder if he had managed to pop the wagons earlier if that would have just made me hunker down on that that top left objective more, and how much the game results would have really differed.
Either way definitely one of the toughest games I've ever played and come out on top. For my victory I get a $50 game card which I didn't really have something pressing to get so I figured...
... why not? Having a squad of CSMs gives me some options, and I seem to always need more Boltgun metal and Chaos black. I think they put something in there to dry them out super fast. :)
It was a fun group of guys and nice tables. It took the sting out of the weekends before and with two to Game shop 1st places I feel like my orks can still hold there own.
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