And so the weekend, which was causing so much fuss for Louise, is finally over and she doesn't need to paint anything for a couple more days.
And what a weekend of gaming it was! 5 games, 6 opponents, a teammate and a lot of invulnerable saves to roll!
Before I go into some relatively sketchy details of each game, I'd like to thank all my opponents as I didn't have a single bad one this time! Unfortunately though, I left my opponent tracker at Nottingham, so had to guess who I played from the results sheet - I knew three of you just from names, but the remainder, if I got your name wrong and you see this I apologise.
My first game got me off to a tremendous start, but was a bit embarrassing really. The Loyalist deployed in the centre and the Secessionist within a band around each table edge so we could effectively surround them (well, I couldn't, I was Deathwing). My only requirement was if i was in y deployment zone, i had to be 6" from the nearest enemy. The goal was to take out the three HQ Choices with each one counting as an objective with the player with the most kill points gaining a further objective. If the Secessionist had less units on the table at the beginning of the game, then he got +1 for the first turn
My Opponent was James Fownes, who was also using Dark Angels, and his army was a nice mix of Belial and Deathwing, Landspeeder Samial Ravenwing and power armour. Quite frankly, he, nor many of the loyalists it seemed, stood little or no chance. His deployment was sound, his force was adaptable and not too cheesy (unlike my own), and he made no tactical errors either. The major problem was simply that he had nowhere to run, and needed turn 1, but typically because of that, I got turn 1! By the end of my player turn 1, I had killed two of the three characters and had clearly gained the most kill points, by the end of his turn 1, i had won 4-0 and had lost 5 models.
that game was immensely weighted towards the secessionists and as such it was the one game I was certain in advance i would win. James never really had a chance, but that had nothing to do with me or him, but the scenario (Ok, if i hadn't used a dick list, maybe not quite as much, but still). Word around the hall was that there were very few if an loyalist victories for that game.
As expected, Game 2 brought me back to earth with a bang, but despite losing was the best game I have had at an event. I played against Chris Jarrett and his Red Scorpions, with the mission being to capture a comms bastion worth two objectives, and then I think it was a kill points mission on top. I can't actually remember too much how badly I lost, only that I did, that it was a cracking game and a smashing opponent and that I vowed to kill Culln (which luckily I didn't place a time limit on). I also failed in this mission to kill Culln by the way.
I also remember thinking that I had made a fair few tactical errors in this game, which in fairness I think was the only game where I did make multiple errors. I do understand why though, I had begun drinking!
Game 3, and the last one for Saturday, and it was the mission I was least looking forward to - I needed to get three rhinos from my 12" deployment zone to my opponents 12" deployment zone at the far end of the table. Obviously the opponent would be able to destroy them (and so could i) but they gained sustained assault so would re-enter from my table edge. If a Rhino suffered a penetrating hit, then there was a chance of it exploding. I really couldn't see this one going too well, and that was before 'clarifications' were made by the events team!
My opponent for this one was Dean Walsh. Dean had a good solid list and was a solid and fair player, and despite not enjoying the mission, I did enjoy facing him. The problem though was that we had a different interpretation of the objective rules (lets be clear, it wasn't an argument and we could each see the opposing point of view, we just felt our own was correct) and because of this, rather than d6 it, it was only fair to ask the events team.
I wanted 3 clarifications made: 1) if the Rhino was destroyed, did it return to play in the next player turn or game turn (key as Dean had turn 1 and I needed to know if I'd get it back in my first turn to give me more time) 2) did Dean just roll to see if the Rhino blew up in the event of a glance or pen hit, or did he also roll on the regular vehicle damage table and 3) could the rhino self repair.
On all 3 points, the events team ruled against me, so we played on that basis until it became clear that I could neither wipe dean out nor get a rhino over to his deployment. Dean had played well and deserved the win.
The trouble was however, that it later turned out that the ruling ought to have been in my favour for all three points. I hadn't realises this myself, and instead Dean had approached my to apologise and i think offer a re-match, however given his extremely good grace and the fact that he would have undoubtedly have won anyway, I thanked him and told him it was ok. Much, much kudos to him for that! You have to admit, there aren't that many people at an event that would do that after an event game when they didn't need to.
With that, day one was over and we went drinking. By all accounts we didn't miss a great deal with the boarding missions - i could live without 3 campaign points to be honest as I wasn't likely to be in contestation for much anyway.
Sunday morning and game 4: In an unusual turn of events, I wasn't hung over, I didn't need to live on the bog and purge all morning and I found myself sitting in Bugmans an hour and a half early. The sausage and egg bap was nice mind; though Ben and Sam thought it odd I ate it with a knife and fork.
The game itself was an amended Planetstrike mission whereby i was trying to defend 3 teleport pads which on a dice roll of 6+ would be removed in turn one, turn two a 5+, turn 3 4+ and so on. I faced off against Rick Isley and his Ultramarines. This was just the game I needed this morning, as although I lost, it was clear that I was going to lose quite quickly so we were able to take our time and have a good chat. Essentially it came down to could I roll a lucky dice or two early, and/or hold Rick at bay, which I could not. In the end I managed to get one pad off, so Rick deservedly won 2-1.
Game 5 was the Apoc team mission and I was paired with Chris Steel who used a balanced power armoured force. We faced a reasonably balanced opposition who had a bit of bad luck on results. One of them was Nigel with a Culln led Red Scorpions force, and because I cannot find my card, I cannot be sure the name of his team mate.
My entire 2k army had 18 models in it! Beliel, an Interrogator Chaplain, the Command Squad Deathwing, a regular Deathwing unit, 2x Landraiders and an Ancients Assualt force comprising three ven Dreads and a Techmarine.
The mission split the 8x6 board in to three equal parts and the secessionists were permitted to choose which end. Naturally we chose the built up, defensible end of the table. The victory conditions required us to hold two objectives and in addition nominate a single HQ from our force to act as the Tyrant's Lieutenant. If that HQ was slain, then it would be replaced with a third objective. Chris and I had thought we simply needed him to stay alive to count - had we realised, I think i would have let the character die. In addition, the loyalist could not deep strike in to the secessionist deployment zone for the first three turns without causing a mishap.
The Loyalists took the first turn as standard, and due to the campaign points accumulated were allowed to infiltrate 1 infantry squad and they chose to deploy a 10 man terminator squad.
For our own deployment Chris held one side of the board alone with half his army whilst my Ancient's assault force took up position to support the remainder of Chris' force near to the foremost objective. Due to the Ancient's assault Force granting me Flank March, I kept the Land Raiders and Terminators in Reserve ready to counter strike from whichever board edge i wished. I wasn't alone, as Nigel's teammate also had this idea, and brought his dreadnoughts on as soon as he was able from our rear. Luckily for us though he arrived on the other side of the table to the objectives, no doubt trusting Nigel to take the other side whilst he softened up our counter assault later. To be fair, that’s what I would have done in his place, but perhaps a little more centrally.
Meanwhile, right down the other end of the table in the loyalist deployment, Nigel brought on his Baneblade to sit back and snipe. Without any fliers on our side, it looked like a good decision, but I brought on my flank marching terminators in the regular Landraider right next to it and spent most of the next three turns after initially immobilising it and causing one structure point of damage, tearing it apart a gun at a time before eventually causing an apocalyptic explosion which also took the lives of two terminators. A noble death however as they sold their lives dearly.
Back at the other end of the field, the Techmarine fell to Culln whose adjoining Terminator squad was in return being hacked apart by a combination of the dreadnoughts and the newly arrived Beliel squad and one of Chris' tactical marines. Before Beliel arrived, it looked initially like Nigel was going to take the objectives as in addition to Culln and the terminator squad he also had a second terminator squad, a vindicator and an LRC ready to support the advance and he was actually getting pretty close, seemingly unopposed, but that was just the bait i wanted him to take! With some supporting fire from Chris I was able to whittle down the terminators, take the Landraider out of the running and stave off the vindicator from firing for another turn to give time to focus more attention upon it. Chris meanwhile was still having to keep the opposing Ancient Assault force honest, stop two Landspeeders (one being a scout laden storm) from advancing on my position and also block advancement across the board and position his assault squad to be reading to move to contest either objective if needed.
We played on until we had 3 minutes left on the clock at which point it was clearly a decisive victory with no hope whatsoever of either objective being even contested by the loyalists. In summary for this battle, I feel tat it was again weighted in the secessionist’s favour, despite the background for the game, but i think that Chris and I both complimented each other's forces, communication well together right down to the order in which we took shots, and generally a better focus on what we needed to achieve as a single force rather than as two allied ones. For that, my thanks to Chris for being a great team mate, and also to Nigel and his team mate (if i figure out his name, I shall insert) for being worthy opponents.
And with that, the Secessionists won the weekend. I had a thoroughly good time, met some great people, saw the odd old face and am looking forward to part 2 next year!
Showing posts with label Badab Wars. Show all posts
Showing posts with label Badab Wars. Show all posts
Wednesday, 29 June 2011
Rise of the Tyrant
Tuesday, 14 June 2011
i have an idea. an idea so smart, my head would explode if i even began to know what i was talking about!
And it will help matters considerably!
At the moment I have 17 assembled Deathwing models plus an Interrogator Chaplain in Terminator armour, plus two Land Raiders (one being a Crusader). If needed I can build a Librarian in a few minutes and since this is going to be the bulk of my force in three out of the five games, i've decided to go Deathwing heavy regardless!
there are a few extra elements too - i've kept the Dreadnought contingent for the most part (there is one game where i don't use all three) and the vindicator appears a few times. In game three, we are required to take 3x Rhinos, and so i need to take three units that allow this option. As such i took two 5xman Devastators, one with 4x Heavy Bolters and one with lascannons and multi meltas. thats two, but then i was struggling to squeeze in another squad with a Rhino and still be allowed to take the rest of the main elements. Thats when i realised a Techmarine, which i intended to use anyway, could take a Rhino. Happy days!
So with the majority of the painitn left to do firmly in Louise's responsibility, i'm starting to get a little less stressed - I intend to help, but she is the better painter so will be doing most of the details.
With luck, I shall be able to prove a painted force in advance of setting off!
At the moment I have 17 assembled Deathwing models plus an Interrogator Chaplain in Terminator armour, plus two Land Raiders (one being a Crusader). If needed I can build a Librarian in a few minutes and since this is going to be the bulk of my force in three out of the five games, i've decided to go Deathwing heavy regardless!
there are a few extra elements too - i've kept the Dreadnought contingent for the most part (there is one game where i don't use all three) and the vindicator appears a few times. In game three, we are required to take 3x Rhinos, and so i need to take three units that allow this option. As such i took two 5xman Devastators, one with 4x Heavy Bolters and one with lascannons and multi meltas. thats two, but then i was struggling to squeeze in another squad with a Rhino and still be allowed to take the rest of the main elements. Thats when i realised a Techmarine, which i intended to use anyway, could take a Rhino. Happy days!
So with the majority of the painitn left to do firmly in Louise's responsibility, i'm starting to get a little less stressed - I intend to help, but she is the better painter so will be doing most of the details.
With luck, I shall be able to prove a painted force in advance of setting off!
Thursday, 26 May 2011
First Blood and some early re-inforcements!
Finally had my first real game last night against Ben's Skorne, albeit it was a slightly odd game as i've still not had the opportunity to read the rules. As such it became something of a tutorial game with most of the time being used to explain to me what to do.
Nonetheless it was very enjoyable and i'm looking forward to gaming with the Trollbloods again.
I used Madrak, an Axer, two Impalers and the Krielstone Bearer unit.
One thing i learnt was that perhaps the Krielstone bearer unit isn't right for the smaller games, albeit that later on it may be worthwhile. Essentially in the early days i think i need more aggressive units rather than those that hang back in support - my light warbeasts seemed to do well, but really needed a bit of support.
As such, I've dug out the Kriel Warrior unit which will begin to be assembled over the weekend. Yesterday also saw the arrival of two new models in the form of Hoarluk Doomshaper and a Fell Caller.

Unfortunately I didn't manage to get them assembled in time for the game, but as you can see above, they are now ready to rock! To compliment these guys i've already begun to plan the next wave and as such i am leaning towards a Pyre Troll, a Dire Troll Mauler and a unit of Fennblades, but these may need to wait!
In other news, i'm now within a month of Badab Wars and am still a fair way off. I painted my Power Armoured Company Master to minimum standard on Tuesday night and am hoping to get the command squad to the same state by Friday. After that, the main stay of the models are Deathwing or Ravenwing, so there are still a couple of additions to be made to the former and the latter should be easy enough to get to minimum.
Hopefully i should has some tangible improvement after the bank holiday!
Nonetheless it was very enjoyable and i'm looking forward to gaming with the Trollbloods again.
I used Madrak, an Axer, two Impalers and the Krielstone Bearer unit.
One thing i learnt was that perhaps the Krielstone bearer unit isn't right for the smaller games, albeit that later on it may be worthwhile. Essentially in the early days i think i need more aggressive units rather than those that hang back in support - my light warbeasts seemed to do well, but really needed a bit of support.
As such, I've dug out the Kriel Warrior unit which will begin to be assembled over the weekend. Yesterday also saw the arrival of two new models in the form of Hoarluk Doomshaper and a Fell Caller.
Unfortunately I didn't manage to get them assembled in time for the game, but as you can see above, they are now ready to rock! To compliment these guys i've already begun to plan the next wave and as such i am leaning towards a Pyre Troll, a Dire Troll Mauler and a unit of Fennblades, but these may need to wait!
In other news, i'm now within a month of Badab Wars and am still a fair way off. I painted my Power Armoured Company Master to minimum standard on Tuesday night and am hoping to get the command squad to the same state by Friday. After that, the main stay of the models are Deathwing or Ravenwing, so there are still a couple of additions to be made to the former and the latter should be easy enough to get to minimum.
Hopefully i should has some tangible improvement after the bank holiday!
Wednesday, 18 May 2011
Deathwing Heavy List for game 1
Ok guys, i know these posts are coming thick and fast, but i appreciate your help. I've written a revised list for game 1 and could do with your thoughts:
The mission this list is for by the way means I need to kill the 3 enemy HQs whilst they need to keep them alive (they count as objectives). plus the side with the most kill points counts as gaining an objective
thoughts guys?
2500 Pts - Dark Angels Roster - Game 1 - The Massacre at Bellopheron's Falleverything is fairly straight forward - transport capacity determines where units go (this is an old dex so only the LRc can fit more than 5/10 in. In terms of weapon allocation in the upgraded DW command squad, the idea is shields/hammers on the apoth and the standard.
HQ: Belial, Master of the Deathwing (1#, 130 pts)
1 Belial, Master of the Deathwing, 130 pts (Unit Type: Infantry; Terminator Armor; Lightning Claws (pair); Fearless; Independent Character; Rites of Battle)
HQ: Interrogator-Chaplain in Terminator Armour (1#, 145 pts)
1 Interrogator-Chaplain in Terminator Armour, 145 pts (Unit Type: Infantry; Rosarius; Terminator Armor; Crozius Arcanum; Storm Bolter; Fearless; Honour of the Chapter; Independent Character; Litanies of Hate)
Elite: Venerable Dreadnought (1#, 165 pts)
1 Venerable Dreadnought, 165 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Upgrade to Venerable; Dreadnought CCW; Heavy Flamer; Plasma Cannon; Venerable)
Elite: Dreadnought (1#, 140 pts)
1 Dreadnought, 140 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Assault Cannon; Dreadnought CCW; Storm Bolter)
Elite: Dreadnought (1#, 170 pts)
1 Dreadnought, 170 pts (Unit Type: Vehicle (Walker); Searchlight; Smoke Launchers; Extra Armor; Twin Linked Lascannon; Missile Launcher)
Troops: Upgraded Deathwing Terminator Squad (5#, 290 pts)
4 Upgraded Deathwing Terminator Squad, 290 pts (Narthecium; Deathwing Company Banner; Narthecium/Reductor; Terminator Armor; Lightning Claws (pair) x3; Thunder Hammer & Storm Shield x1; Cyclone Missile Launcher; Apothecary; Standard Bearer)
1 Sergeant (Unit Type: Infantry; Terminator Armor; Thunder Hammer & Storm Shield; Deathwing Assault; Fearless)
Troops: Deathwing Terminator Squad (5#, 250 pts)
4 Deathwing Terminator Squad, 250 pts (Unit Type: Infantry; Terminator Armor; Power Fist x3; Storm Bolter x3; Chain Fist x1; Assault Cannon; Deathwing Assault; Fearless)
1 Sergeant (Unit Type: Infantry; Terminator Armor; Power Sword; Storm Bolter; Deathwing Assault; Fearless)
Troops: Deathwing Terminator Squad (5#, 215 pts)
4 Deathwing Terminator Squad, 215 pts (Unit Type: Infantry; Terminator Armor; Power Fist x1; Storm Bolter x1; Thunder Hammer & Storm Shield x3; Deathwing Assault; Fearless)
1 Sergeant (Unit Type: Infantry; Terminator Armor; Power Sword; Storm Bolter; Deathwing Assault; Fearless)
Fast Attack: Ravenwing Attack Squadron (4#, 220 pts)
1 Ravenwing Attack Squadron, 220 pts
2 Bike Squad (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Bolt Pistol x2; Plasmagun x2; Twin Linked Bolter; Combat Squads; Fearless; Scouts)
1 Sergeant (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Melta Bombs; Bolt Pistol x1; Power Weapon; Twin Linked Bolter; Combat Squads; Fearless; Scouts)
1 Attack Bike (Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Teleport Homer; Bolt Pistol; Multi-Melta; Fearless; Scouts)
Heavy Support: Land Raider Crusader (1#, 265 pts)
1 Land Raider Crusader, 265 pts (Unit Type: Vehicle (Tank); Transport Capacity: 16 models; Access Points: 3; Frag Assault Launchers; Multi-Melta; Searchlight; Smoke Launchers; Extra Armor; 2x Hurricane Bolters; Twin Linked Assault Cannon; Assault Vehicle; Power of the Machine Spirit)
Heavy Support: Vindicator (1#, 145 pts)
1 Vindicator, 145 pts (Unit Type: Vehicle (Tank); Searchlight; Smoke Launchers; Dozer Blade; Extra Armor; Demolisher Cannon; Storm Bolter)
Heavy Support: Land Raider (1#, 265 pts)
1 Land Raider, 265 pts (Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Searchlight; Smoke Launchers; Extra Armor; 2x Twin Linked Lascannons; Twin Linked Heavy Bolter; Assault Vehicle; Power of the Machine Spirit)
: Techmarine (1#, 100 pts)
1 Techmarine, 100 pts (Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Power Weapon; Bolt Pistol; And They Shall Know No Fear; Blessing of the Omnissiah)
1 Servo-Harness
Validation Report:
c-1. File Version: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Dark Angels
Roster satisfies all enforced validation rules
Composition Report:
HQ: 2 (1 - 2)
Elite: 3 (0 - 3)
Troops: 3 (2 - 6)
Fast: 1 (0 - 3)
Heavy: 3 (0 - 3)
Total Roster Cost: 2500
Created with Army Builder® - Try it for free at http://www.wolflair.com/
The mission this list is for by the way means I need to kill the 3 enemy HQs whilst they need to keep them alive (they count as objectives). plus the side with the most kill points counts as gaining an objective
thoughts guys?
Friday, 13 May 2011
Badab Wars preparation: The Massacre at Bellopheron’s Fall

As work continues with construction on the army, albeit at a slow place, I have begun to focus more on how the army works in each mission. To this end, this week I gave Matt a battle with the list for the first mission.
The objectives for the battle were a little different to most. As the loyalist player, Matt had to take 3 independent character HQs which he needed to keep alive and it was my job to kill them. Each was worth one objective, and in addition, whoever scored the most kill points earnt one objective. Furthermore, at the beginning of each tur, on the roll of a 4+ the rest of the battle would be fought with Night Fighting in effect.
Typically, Matt rolled a 4+ straight away so it seemed i was doomed to have to fight this battle close and personal. Even with the Deathwing, this thought daunted me against the Blood Angels.
Matt deployed his two predators, his furioso and regular dreadnoughts and the Land Raider Redeemer with a unit of Assault Terminators and a chaplain (the first HQ). the rest of the force was held in reserve. another requirement of reserve was that only deep strikers could be held in reserve, and Blood Angels being Blood Angels, Matt had plenty of Deep strikers. Two Assault squads, a Vanguard squad and a Sanguinery Guard squad. The other two HQs were a Librarian and Dante. I didn't really hold much hope for killing him.
After an outstanding start whereby I destroyed the reg-dread, immobilised the LRR, and immobilised one predator and destroyed one of its sponson Lascannons, we remembered that Night Fight was in effect, so in the interest of an accurate test i rolled for each unit that did anything worthwhile. only one weapon destroyed remained with almost everything turning out to be beyond sight. One thing I really need to do in future battles is risk a searchlight. I didn't in this battle though i kept wondering whether i ought to. I think perhaps with vehicles quite close to the enemy by the time it is the shooting phase, i may as well use their seach lights, as chances are by the opponents turn, even with Night Fight, i'll be close enough for even a low scoring sight roll to be in range!
After initial successes, albeit not as much as hoped, luck once more swung against me, and Matt capitalised on his increasing numbers. In the end, he won convincingly scoring easily enough kill points withought even working them out and in addition, having two of his three HQs alive (and unwounded). He played well and I really enjoyed the battle but it taught me a lot.
Firstly, the Dark Angels just cannot compete with any of their newer codex cousins. Simply, they cost too much and their units are not as solid. I had intended to retain with them for theme - I liked the idea of Belial and his command squad and the Ravenwing working together in a pincer movement to take out the enemy command. Indeed each mission had a theme of some form culminating in my favoured combination of the Ancient Assault Force and the Strike Eagle drop pod force in the apoc mission (which is still very much acheivable with C:SM.)
Changing to Vanilla marines will mean i can squeeze more out of the points in most missions and can give me a wider range of options. One amendment i would make would be to include a librarian with Vanilla marines as the powers are significantly better and complimentary than the Dark Angels powers. Another amendment I shall be making will be to reduce the bikers to three and swapping the flamers to plasmaguns. I had discussed this with Ben the other week, and although the flamers may increase the number of targets, the plasma guns will give more bang for buck against power armour.
I do generally need to keep the lists as they are, but hopefully with a bit more of a flourish.
If anyone has a Marine army and can get to Hulls Angels at some point before the end of June, and wishes to try out one of the scenarios, let me know.
Next scenario i wish to try is Vengeance at Gargathea III. The army composition can be found here. This is the only mission not to be taken from the Imperial Armour book, so the rules in the website are all there is to it.
Saturday, 23 April 2011
Mobilisation: The task ahead
I thought that i would take some pictures of the forces i intend to use in each game to give me some idea of what i need to do. Hopefully this will spur me on and i wont find myself a fortnight from the event with no progress to show!
Game 1:

Game 2:

Game 3:

Game 4:

Game 5:

So there is a lot to do, including some finalising to assembly such as the assault marines, the LRC is a proxy that Ben has lent to me to practice with until i get mine assembled etc etc. It isn't as bad as it looks as obviously there are cross-over units between the lists - when i complete the models for game one, i will obviously be completing units for other games!
at least the majority of the work is painting, however I have hit a snag; Obviously at some point, either the Whyf or I have seen the spray gun and come to the obvious conclusion that since i don't paint, there is no point in having it clutter up the area and as such it is no doubt 'somewhere safe', so the next task is to find it!
Game 1:
Game 2:
Game 3:
Game 4:
Game 5:
So there is a lot to do, including some finalising to assembly such as the assault marines, the LRC is a proxy that Ben has lent to me to practice with until i get mine assembled etc etc. It isn't as bad as it looks as obviously there are cross-over units between the lists - when i complete the models for game one, i will obviously be completing units for other games!
at least the majority of the work is painting, however I have hit a snag; Obviously at some point, either the Whyf or I have seen the spray gun and come to the obvious conclusion that since i don't paint, there is no point in having it clutter up the area and as such it is no doubt 'somewhere safe', so the next task is to find it!
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