I picked up a Talos kit as a prize from the tournament yesterday; it should provide the last of the parts I need to finish the Subjugator. Here's a quick picture/mock up of how it's supposed to look. At the moment I've got the Hellslicers all set, but need to make some modifications for the Blastmaster - thinking of using the Soul Grinder's Harvester in the organic claw as the base. Both of the Tormenter cannons will probably be built into the Talos body and flank the head. I still need to work up something for the Doom Siren, though.
The plan right now is to mount the Keeper of Secrets head onto the front of the Talos torso, although this is going to take some reinforcement to get it to stick. In the center is a poster tack trial run of the sacrificial victim being restrained and slowly devoured as fuel.
Sunday, June 17, 2012
Saturday, June 16, 2012
Tournament Report
Just got back from a tournament over at http://www.yourhobbyplace.com/ . I had a great day of gaming, and got to see the Slaaneshi Daemons really cut loose on the battlefield.
The format was modified Victory Points, with 14 possible from a win on the Primary mission objective and 6 additional points available through secondary objectives. Victory points served as a tiebreaker. Point total was 1750, which was a little tight considering only 15 minutes were allocated for setup and then 90 for play.
I brought my Chaos Daemons, with the following:
Great Unclean One w/ Cloud of Flies - 165
Herald of Tzeentch w/Daemonic Gaze, Chariot, Master of Sorcery, Bolt - 100, x2
6 Fiends of Slaanesh w/ Unholy Might -190
6 Bloodcrushers w/ Icon, Fury, Instrument - 280
10 Daemonettes -140, x2
5 Plaguebearers - 75, x2
5 Horrors w/ Bolt - 95
5 Horrors w/ Bolt, Changeling -100
Daemon Prince w/ Mark of Tzeentch, Bolt, Instrument - 145
Game 1 was against Tau, with Spearhead deployment and Kill Points as the primary objective.
I lost the roll to go first, but my opponent decided to pick his quarter and go first anyway.
There wasn't too much to this game. No objectives, and mercifully no Pathfinders to buff Tau shooting, so it came down to keeping my own units from being destroyed and bagging easy kill points. I got my preferred assault wave, and deployed it centrally, hoping to pen the Tau gunline.
The plan mostly worked. My opponent also did me a favor in deepstriking his Crisis Teams and leaving the Kroot to outflank. Only one Crisis team came in on Turn 2, while the Kroot ended up in a far corner, and played no role in the game.
Game two was against Imperial Guard, with Seize Ground and Dawn of War.
Turn 3 saw his armor line run out of room. Pask went down to a mob of Daemonettes, who finished off the Chimera in Guard turn 3. The Fiends got the disembarked squad. On the left, combined fire from a Daemon Prince and Horrors brought down a Vendetta. I've done more damage at this stage, but only have 1 objective, and there's a mobile Chimera and squad within 12"...
Fortunately my run moves and reserves were exactly what I needed. The two surviving Horrors from the first group ran onto one, while the last group managed to deepstrike onto the other. The Fiends and Daemonettes managed to wreck the Chimera that tank shocked me off the objective, but couldn't dislodge the squad. The Great Unclean One and another Herald moved onto the two remaining objectives, ensuring the Guard couldn't claim them.
Overall the game went pretty well; the center and right went according to plan, with the Guard unable to get out of the advancing wave of Daemons fast enough. I think my opponent made a major error in pursuing the Daemonettes after they mishapped. There was no way they would have been able to participate in the game without him providing targets. Granted they should have been destroyed with two squads and a pair of Vendettas unloading into them, but there was no reason not to just fly right over them and start strafing the center.
Overall I won the Primary 2 objectives to 0, tied for eliminating Heavy Support units, and won the KP secondary objective.
Game 3 saw me paired off with Imperial Guard again, in a Capture and Control/Pitched Battle Scenario. Once again my opponent won the the roll to go first/pick sides, and let me go second.
This list was a bit more intimdating: 3 Manticores, 3 Vendettas ( one carrying a flamer laden PCS), 4 meltavet squads, a Company Command loaded with plasmaguns ( all with tournament standard Multilaser/Heavy Flamer loadouts).
The opening turn went badly. My opponent spread out, making it difficult to pick a landing zone without risking a mishap. To make matters worse, my entire round of shooting resulting in a stunned Manticore and a stunned Chimera.
Turn 2 went better. The Bloodcrushers arrived in the central wood, while the Daemonettes materialized in the center. One of the Vendettas went down, while several of the Chimerae were detonated by Bolts.
Offscreen, one of the Heralds continue to harass a pair of Manticores. At this point there's a flamer squad hiding on my objective, while his is clear but with a pair of Veteran squads easily in range to hold it next turn.
And that set the tenor for most of the game. Most of his heavy firepower was concentrated in the Vendettas and Manticores, and they just couldn't do enough damage with all the invulnerable saves. In the last two turns the Daemon Prince and Daemonettes managed to stop the two Chimerae making for my objective, while the Bloodcrushers cleared off the flamer squad camping on it. Run moves got a Horror and full unit of Plaguebearers well within capture range.
My opponent got a pair of Veteran squads onto his objective on his last turn, but the GUO managed to yank one out of range with assault, while the other Plaguebearer squad ran into contest range.
Overall I took the primary, tied on fast attack elimination, and won on the killpoint and HQ elimination secondaries.
In the end I took second place out of twelve players. First was taken by a Grey Knights player who just about tabled every one of his opponents; I didn't come close to his victory point total.
I'm pretty happy with how the day turned out. My opponents were just about ideal - no Ork swarms, Grey Knights, or poison spamming Dark Eldar. I also had a great deal of luck - I made the saves I needed to make, and made more precise deepstrikes than I had any right to.
In turns of unit performance, the list did well. I almost took a Daemon Prince of Khorne with Blessing of the Blood God in place of the Horrors for tanking Grey Knights; the Horrors were definitely the right choice, as the extra Bolts and scoring units were key in the 2nd and 3rd games. The Fiends performed well as always, and while the Bloodcrushers didn't have any heavy assault units to fight, they performed their secondary role of fire magnet perfectly. Even the Daemonettes did well, mopping up multiple squads and claiming several armor kills via rending. The GUO didn't perform quite as well, simply because my opponents had the good sense not to shoot it, but still managed to carry out area denial and wreck what was in front of it.
In terms of gameplay, there was some room for improvement. Game 1 was a bit frustrating due to the way the canal running across the board center. In retrospect I probably should have concentrated on one flank rather than spreading out the way I did. It worked out in the end, but only due to some good luck.
Game 2 was almost a draw because I got too aggressive and took the Daemonettes off an objective in favor of putting more pressure on the center. It worked in the end, but could have cost me the win.
Overall a great day for me and the Daemons.
The format was modified Victory Points, with 14 possible from a win on the Primary mission objective and 6 additional points available through secondary objectives. Victory points served as a tiebreaker. Point total was 1750, which was a little tight considering only 15 minutes were allocated for setup and then 90 for play.
I brought my Chaos Daemons, with the following:
Great Unclean One w/ Cloud of Flies - 165
Herald of Tzeentch w/Daemonic Gaze, Chariot, Master of Sorcery, Bolt - 100, x2
6 Fiends of Slaanesh w/ Unholy Might -190
6 Bloodcrushers w/ Icon, Fury, Instrument - 280
10 Daemonettes -140, x2
5 Plaguebearers - 75, x2
5 Horrors w/ Bolt - 95
5 Horrors w/ Bolt, Changeling -100
Daemon Prince w/ Mark of Tzeentch, Bolt, Instrument - 145
Game 1 was against Tau, with Spearhead deployment and Kill Points as the primary objective.
| My first opponent. 3 Broadsides, 2 Hammerheads, large Kroot Squad with Hounds, 2 Devilfish with max sized Fire Warriors, and 2 Crisis Suit teams of 3, each lead my an HQ. |
There wasn't too much to this game. No objectives, and mercifully no Pathfinders to buff Tau shooting, so it came down to keeping my own units from being destroyed and bagging easy kill points. I got my preferred assault wave, and deployed it centrally, hoping to pen the Tau gunline.
| Daemon initial drop. There's another Daemonette squad to the left off screen. For the record, the GUO in the center of the river didn't get into assault until Turn 3. |
Game two was against Imperial Guard, with Seize Ground and Dawn of War.
| The center and right are almost clear... |
| The final shot. Note the central objective by the Plaguebearers is contested - the Chimera is wrecked, but the squad survived and has already been pulled in cleanup. |
Overall the game went pretty well; the center and right went according to plan, with the Guard unable to get out of the advancing wave of Daemons fast enough. I think my opponent made a major error in pursuing the Daemonettes after they mishapped. There was no way they would have been able to participate in the game without him providing targets. Granted they should have been destroyed with two squads and a pair of Vendettas unloading into them, but there was no reason not to just fly right over them and start strafing the center.
Overall I won the Primary 2 objectives to 0, tied for eliminating Heavy Support units, and won the KP secondary objective.
Game 3 saw me paired off with Imperial Guard again, in a Capture and Control/Pitched Battle Scenario. Once again my opponent won the the roll to go first/pick sides, and let me go second.
This list was a bit more intimdating: 3 Manticores, 3 Vendettas ( one carrying a flamer laden PCS), 4 meltavet squads, a Company Command loaded with plasmaguns ( all with tournament standard Multilaser/Heavy Flamer loadouts).
| The bottom of Daemon turn 1. I didn't get my preferred wave this time, so instead of the heavy hitters, I got my shooting wave. |
| Daemon turn 2. Note the lack of Chimera and Daemon Prince in the top left. Mr. immortal corrupter of souls got punched out by a Guardsman before he could swing... |
Offscreen, one of the Heralds continue to harass a pair of Manticores. At this point there's a flamer squad hiding on my objective, while his is clear but with a pair of Veteran squads easily in range to hold it next turn.
| The final shot. The Fiends are positioned in the center to stop a Vendetta rush that never came. |
My opponent got a pair of Veteran squads onto his objective on his last turn, but the GUO managed to yank one out of range with assault, while the other Plaguebearer squad ran into contest range.
Overall I took the primary, tied on fast attack elimination, and won on the killpoint and HQ elimination secondaries.
In the end I took second place out of twelve players. First was taken by a Grey Knights player who just about tabled every one of his opponents; I didn't come close to his victory point total.
| 1st Place Grey Knights. 3 of those Dreads were venerable. |
| Another Guard army - didn't get to see this one in action. |
| Mechanized Eldar. |
| Crash marker rigged up by my last opponent. It's not painted - that's grey and white cotton around a battery tea light. Loses something in the picture, but looked great on the tabletop. |
I'm pretty happy with how the day turned out. My opponents were just about ideal - no Ork swarms, Grey Knights, or poison spamming Dark Eldar. I also had a great deal of luck - I made the saves I needed to make, and made more precise deepstrikes than I had any right to.
In turns of unit performance, the list did well. I almost took a Daemon Prince of Khorne with Blessing of the Blood God in place of the Horrors for tanking Grey Knights; the Horrors were definitely the right choice, as the extra Bolts and scoring units were key in the 2nd and 3rd games. The Fiends performed well as always, and while the Bloodcrushers didn't have any heavy assault units to fight, they performed their secondary role of fire magnet perfectly. Even the Daemonettes did well, mopping up multiple squads and claiming several armor kills via rending. The GUO didn't perform quite as well, simply because my opponents had the good sense not to shoot it, but still managed to carry out area denial and wreck what was in front of it.
In terms of gameplay, there was some room for improvement. Game 1 was a bit frustrating due to the way the canal running across the board center. In retrospect I probably should have concentrated on one flank rather than spreading out the way I did. It worked out in the end, but only due to some good luck.
Game 2 was almost a draw because I got too aggressive and took the Daemonettes off an objective in favor of putting more pressure on the center. It worked in the end, but could have cost me the win.
Overall a great day for me and the Daemons.
Sunday, June 10, 2012
Surprise Apocalypse
I went out yesterday looking for a pick up game at http://www.yourhobbyplace.com/, and walked in just in time to deploy with Team Evil for an Apocalypse Game! The store was running a custom scenario with a strike force of Imperial Fists, Black Templar, and Grey Knights trying to reach an area surrounded by Tyranids, Traitor Guard, Necrons, and Daemons. Team Evil was substantially outnumbered, but was allowed to recycle a portion of its fallen units every turn...
With the deployment clock ticking, I put half my Daemons on the tabletop per the scenario's rules. The Seekers and Great Unclean One took up position in the Center with the Necrons, while the Bloodcrushers and Fiends took the left flank with the Tyranids.
In retrospect the scenario could have used some tweaking. It was definitely winnable for the Imperium, but the time limit (4 hours) made it extremely unlikely. The objectives also forced them to move directly towards our guns and assault range.
Nevertheless, it was alot of fun and allowed me to meet some new gamers. Looking forward to dropping in next weekend.
With the deployment clock ticking, I put half my Daemons on the tabletop per the scenario's rules. The Seekers and Great Unclean One took up position in the Center with the Necrons, while the Bloodcrushers and Fiends took the left flank with the Tyranids.
| The center of the Imperial Fists formation. The sheer size of the armored column worked against Team Good, effectively bottlenecking them. Then again, Land Raiders aren't just transports... |
| A broader view of Evil Turn 2. In the top right, a C'tan, the Great Unclean One, and the Seekers prepare to pile into the demeched Terminators. Daemon reinforcements piled in around the Icon. |
Nevertheless, it was alot of fun and allowed me to meet some new gamers. Looking forward to dropping in next weekend.
Sunday, June 3, 2012
Sunday, May 27, 2012
Battle Report: Tyranids v. Space Wolves
A gathering of beasts: Great Wolf Logan Grimnar faces off against a Tyrant of Hive Fleet Tzimisce.
The Setup:
Dawn of War Deployment and Annihilation, 2000 points a side.
The Lists:
Space Wolves
Logan Grimnar
Rune Priest
5 Wolf Guard in Terminator Armor, CML, Power weapons, stormbolters, x3, 2 in Drop Pods, 1 in Land Raider
Long Fangs w/ Pack leader, Missile launchers x5, x2 squads
Long Fangs w/ Pack leader, Arjac Rockfist, 2 Multimeltas, 3 Plasma Cannons, Drop Pod
Tyrandids:
Hive Tyrant w/ Wings, TL BL devourers, Hive Commander - 270
2 Lictors -130, x2
2 Hive Guard - 100
10 Genestealers w/ toxin sacs - 170
10 Genestealers w/ toxin sacs - 170
5 Warriors w/ toxin sacs, lashwhip & bonesword, deathspitters, 1 barbed strangler, in Mycetic Spore w/ Tl deathspitters - 330
10 Termagants in Mycetic Spore w/ Tl deathspitters - 100
Tervigon w/ Toxin Sacs, Adrenal Glands, Catalyst, Scything talons - 200
Trygon - 200, x2
The swarm assembled...
The Tyranids won the roll off to pick sides, decided to go second, and held the entire swarm in reserve. In the first two Space Wolf turns, everything but Grimnar and his Drop full of Long Fangs arrives. The Wolves have tried to set up a kill zone in the center of the board: directly behind the Land Raider are a pair of Long Fang packs in a ruin with LoS to most of the board. Two Terminator squads have the ruins and open area in front of the Fangs covered, while the third scattered just a bit too far from the Land Raider...
The first set of Tyranid reserves go a bit below average, with only the Gaunts, Lictors, Tervigon, and Hive Guard arriving. The Termagants land near the Terminators, hoping to bait them away from the Fangs. The Genestealers and Hive Guard advance on the forward Terminator squad, who have gotten too close to the board edge. The Guard wreck the Pod, while the Genestealers rip the Space Wolves limb from limb, consolidating towards the bridge.
Further up the field, the Lictor broods burst from cover around the Long Fangs, hoping to draw some fire from the rest of the broods. Off screen and behind the Lictors, the Tervigon waddles onto the field: she tries to throw Catalyst on herself, but Perils on a 12 instead.
At the top of the third turn, Logan fails to arrive. The Terminators refuse to take the bait and shuffle back towards the Lictors. One of them is dragged into the earth by Jaws of the World Wolf, while the other falls to a well aimed Krak missile despite going to ground. The Long Fangs split fire, with 2 frag templates lauched at the Termagants and the rest unloading Krak into the 2nd brood of Lictors. The Lictors go to ground but survive, while the Termagants lose 3, and fall back.
More Tyranids swarm across the board. Above the Genestealers begin to rush across the bridge, while one of the Trygons bursts from the ground behind the ruin. Across the river and obscured from view, the Hive Tyrant flies on from the Tyranid board edge. The Warriors and 2nd brood of Genestealers arrive in the upper left corner, boxing in the Terminator squads. A pair of Terminators goes down to massed bioweapon fire, but everything else is out of assault range this turn.
On the left flank after Space Wolf Turn 4. Two Warriors went down to stormbolters and massed krak fire, while their spore was torn apart in assault (pulled casualties put the Warriors themselves out of assault range). The assaulting Terminators consolidate back towards the full squad, trying to shield them from the Warriors and the full brood of Genestealers lurking in that ruin...
On the right flank, Logan makes his grand entrance. Multimelta fire from the Land Raider and the 2 Long Fangs tears 3 wounds off the Trygon, while 3 Plasma cannon shots fry the Genestealers. The two survivors fail morale and run for their lives! Lurking in the ruins, the Lictors take some fire but pass their cover saves without going to ground...
The Tyranids keep advancing, however. On the left flank, the Terminators survive a storm of tentacles, devourer worms, fleshborers, and acid only to face a flurry of rending claws and boneswords. Four of the Terminators go down, but the survivor puts a wound on a Warrior. The Rune Priest finishes it off, then force weapons another, actually winning the combat. On the right flank, the Lictors make it into assault with one of the Long Fang packs; they kill the pack leader, but one of them goes down to chainswords and fearless saves.
Turn 5 gets ugly fast. In the Wolf phase, Logan and company splatter the Trygon, but the free Long Fangs and Land Raider are only able to chip off a few wounds from the Tervigon and Tyrant. The last Terminator and Rune Priest are ripped apart in the assault phase.
In the Tyranid phase, the last Trygon arrives while the Genestealers close in on the Long Fangs. With shooting support and Paroxysm from the Tyrant, they rush into the ruins and wipe out the unengaged Long Fangs, while the only one remains from the original squad after 3 rounds of combat.
We roll for Turn 6, and it comes up a one, giving the Tyranids a narrow 5-4 victory on kill points.
Saturday, May 19, 2012
Wednesday, May 9, 2012
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