This easter we had my sisters family over from Ireland. Three kids ranging from 6 - 12. The house is filled with games and it was the perfect excuse to make some introductions.
First up was Warhammer 40k. I set up the table with my Orks and Dark Angels. A jaw dropping spectacle and some very excited youngsters. Nothing got broken which was nothing short of a miracle. I had expected casualties. Well you have to play with the models. Handfuls of dice great fun.
Next up was Zombicide. We played everyday before breakfast.
I had bought Ciaran the game for Christmas but he hadn't played it. Well they loved it. The nice thing here is that we are all playing on the same side so everyone helps everyone else. Things did get a little competitive when it came to head count - who had killed more zombies than anyone else. In fact there were totals for the entire holiday. Very funny.
I had spent most of November painting zombies and it was great to get so many games. It does make a difference when there is a bit of paint around.
Finally yesterday we had a long awaited Games Day and a few games of Zombicide Black Plague. This was hosted by the Dark Templar and we had Michael Awdry of 28mm Victorian Warfare fame and two new additions to our gaming crew Chris and Ryan. A fabulous fun day.
I had painted (well nearly) the survivors so we used them on the day. Above is Baldric and Nelly fighting for their lives. You know things are going be tough when the Abomination turns up on turn one. Search, search, search ..... We got him in the end!
We played three and won two. The final game was very close though and we nearly went down but survived to fight again another day as we successfully limped to the exit.
Fantastic fun! I look forward to the next outing with much excitement.
Showing posts with label Dark Angels. Show all posts
Showing posts with label Dark Angels. Show all posts
Sunday, 3 April 2016
Wednesday, 25 March 2015
200 rep Joker Crew
I have been working away, building my Joker crew, and so far it has really been enjoyable.
We are looking to get our first few games started in April and as such my thoughts have been straying back to crew lists. My first thoughts were largely based on the models in my possession at the time. Things have moved on.
We are intending to start with a couple of 200 rep games so therefore my first Joker crew will need to be constructed accordingly. This limit will also place a $500 maximum spend on crew assembly. So how do I build a Crew that can take down The Batman?
I have been contemplating lists that range from higher numbers of low cost models v's lower numbers of expensive characters.
First things first - I have to take a leader and for me, this will be The Joker. He costs 90 points. I feel it will be important to understand the implications of fielding him and then play complimentary models to maximise effectiveness. This lesson was forged when playing Warhammer 40k, my Dark Angels. I played Belial as my leader and it was an effort to really understand how to build an army around him. However once achieved .... well it was worthwhile.
So - what do I know about the Joker?
First off, he has Special Traits that benefit Henchmen, not Sidekicks and Free Agents.
He confers Trickster onto all Henchmen and as such they can reorder their Action Counters when they activate. This is a unique ability and should be great as I learn the game. It will bring a lot of flexibility and help me get out of early errors.
He also Inspires Henchmen within 10cm so that they get an extra Action Counter and can take the total Action Counters above the normal maximum.
The Joker also reduces the game length by one turn, so a six turn game becomes 5. It will be important to gather VP's early before the clock ticks away.
Decision 1 - Max out on Trickster and Inspire so leave the Sidekicks & Free Agents at home for the smaller games - Total 90 rep spent.
Overall the Joker appears to be fairly slow but comes with decent ranged attacks. He has an awesome 'one shot' gun that really does look like it can do damage and also has medium range exploding teeth (of all things). These are template weapons with a 10cm diameter. This ranged ability is complemented by Night Vision which allows the Joker to see in the dark and is not reliant on the 2xD3 Lampposts which give a 10cm disk of light. He will provide long range threat, provided he has Line of Sight. He will need a little help to spread the threat to other areas of the board.
The only real ranged help available to the Joker Crew in a 200 rep crew is Triston. He costs 26 rep and £300. He comes with a medium range Shotgun that does 2 Blood damage. I think that this will compliment the Joker nicely and also put some real threat into the well lit areas of the board.
I have $200 left to spend and an extra ammo clip might just be the thing for that expenditure.
Decision 2 - take Triston and the extra ammo. - Total 116 rep and $500 spent (84 rep remaining)
The Joker's 'hand to hand' abilities are less impressive and so he will need some muscle to help him when things inevitably come together. Although he does come with Luck forcing the opponent to reroll all successful Hits. (I like it) Bunching up will also help to spread the Inspire effect to Henchmen within 10cm.
Alternatives
This is where the thinking cap has to come out. Do I go for cheap clowns with a view to scuttling around the board gathering objectives or do I go for more punch?
Option 1 - 84 rep
Ringmaster - 32 (Chain)
Contra Auguste - 21 (Bat)
Clown shield - 16
Clown knife - 15
This squeezes every last point out of those available and gets a six man crew on the table top. Maybe the thinking here could be that Contra-Auguste stays close to The Joker and the others scatter up the board. A potential issue with this tactic is that he has Mental Disorder - Obsessive meaning that once he strikes an opponent he goes after him until he is taken out! Not very flexible, if very scary :-)
The Ringmaster has a 360 degree weapon which would be good in a crowd, but will I really need that against a Batman crew? Also it can damage friendly models so I would not want him close to the Joker in a defensive capacity. Much better attacking on his own maybe with Triston in support.
Another option is that I could take another couple of Clowns in lieu of the Ringmaster?
The cheap prisoners are also looking pretty good with this mindset - but I don't have the models for them yet and I have just spotted Turk with 2 pistols as well. Nice.
Option 2 - 82 rep
Master of Ceremonies - 36 (Axe)
August - 25 (Axe)
Contra Auguste - 21 (Bat)
This is more compact and comes with a couple of Axes for punch. They are 2 Blood damage weapons and when combined with Handy (reroll failed to Hit dice) then they look impressive.
Replacing The Master of Ceremonies with Asker at 38 rep would max out the 200 rep limit and add a short range hand gun / meat knife with 1 blood. He has a rather nice Distract ability (reduces an enemy Defense by 1 within 10cm. He is Fast so could be used to grab objectives and then support others later in the fight. He is also Bloodthirsty so gains an action if damaged.
Yes indeed - a lot to think about and I would welcome any thoughts.
Happy hunting.
We are looking to get our first few games started in April and as such my thoughts have been straying back to crew lists. My first thoughts were largely based on the models in my possession at the time. Things have moved on.
We are intending to start with a couple of 200 rep games so therefore my first Joker crew will need to be constructed accordingly. This limit will also place a $500 maximum spend on crew assembly. So how do I build a Crew that can take down The Batman?
I have been contemplating lists that range from higher numbers of low cost models v's lower numbers of expensive characters.
First things first - I have to take a leader and for me, this will be The Joker. He costs 90 points. I feel it will be important to understand the implications of fielding him and then play complimentary models to maximise effectiveness. This lesson was forged when playing Warhammer 40k, my Dark Angels. I played Belial as my leader and it was an effort to really understand how to build an army around him. However once achieved .... well it was worthwhile.
So - what do I know about the Joker?
First off, he has Special Traits that benefit Henchmen, not Sidekicks and Free Agents.
He confers Trickster onto all Henchmen and as such they can reorder their Action Counters when they activate. This is a unique ability and should be great as I learn the game. It will bring a lot of flexibility and help me get out of early errors.
He also Inspires Henchmen within 10cm so that they get an extra Action Counter and can take the total Action Counters above the normal maximum.
The Joker also reduces the game length by one turn, so a six turn game becomes 5. It will be important to gather VP's early before the clock ticks away.
Decision 1 - Max out on Trickster and Inspire so leave the Sidekicks & Free Agents at home for the smaller games - Total 90 rep spent.
Overall the Joker appears to be fairly slow but comes with decent ranged attacks. He has an awesome 'one shot' gun that really does look like it can do damage and also has medium range exploding teeth (of all things). These are template weapons with a 10cm diameter. This ranged ability is complemented by Night Vision which allows the Joker to see in the dark and is not reliant on the 2xD3 Lampposts which give a 10cm disk of light. He will provide long range threat, provided he has Line of Sight. He will need a little help to spread the threat to other areas of the board.
The only real ranged help available to the Joker Crew in a 200 rep crew is Triston. He costs 26 rep and £300. He comes with a medium range Shotgun that does 2 Blood damage. I think that this will compliment the Joker nicely and also put some real threat into the well lit areas of the board.
I have $200 left to spend and an extra ammo clip might just be the thing for that expenditure.
Decision 2 - take Triston and the extra ammo. - Total 116 rep and $500 spent (84 rep remaining)
The Joker's 'hand to hand' abilities are less impressive and so he will need some muscle to help him when things inevitably come together. Although he does come with Luck forcing the opponent to reroll all successful Hits. (I like it) Bunching up will also help to spread the Inspire effect to Henchmen within 10cm.
Alternatives
This is where the thinking cap has to come out. Do I go for cheap clowns with a view to scuttling around the board gathering objectives or do I go for more punch?
Option 1 - 84 rep
Ringmaster - 32 (Chain)
Contra Auguste - 21 (Bat)
Clown shield - 16
Clown knife - 15
This squeezes every last point out of those available and gets a six man crew on the table top. Maybe the thinking here could be that Contra-Auguste stays close to The Joker and the others scatter up the board. A potential issue with this tactic is that he has Mental Disorder - Obsessive meaning that once he strikes an opponent he goes after him until he is taken out! Not very flexible, if very scary :-)
The Ringmaster has a 360 degree weapon which would be good in a crowd, but will I really need that against a Batman crew? Also it can damage friendly models so I would not want him close to the Joker in a defensive capacity. Much better attacking on his own maybe with Triston in support.
Another option is that I could take another couple of Clowns in lieu of the Ringmaster?
The cheap prisoners are also looking pretty good with this mindset - but I don't have the models for them yet and I have just spotted Turk with 2 pistols as well. Nice.
Option 2 - 82 rep
Master of Ceremonies - 36 (Axe)
August - 25 (Axe)
Contra Auguste - 21 (Bat)
This is more compact and comes with a couple of Axes for punch. They are 2 Blood damage weapons and when combined with Handy (reroll failed to Hit dice) then they look impressive.
Replacing The Master of Ceremonies with Asker at 38 rep would max out the 200 rep limit and add a short range hand gun / meat knife with 1 blood. He has a rather nice Distract ability (reduces an enemy Defense by 1 within 10cm. He is Fast so could be used to grab objectives and then support others later in the fight. He is also Bloodthirsty so gains an action if damaged.
Yes indeed - a lot to think about and I would welcome any thoughts.
Happy hunting.
Wednesday, 21 January 2015
Looking back at the last 18 months or so
It has been a good couple of years on the hobby front and this blog has benefited from both the variety and intensity of my indulgences.
In early 2012 -13 I had been playing Warhammer 40k, my Dark Angels and put a lot of time and effort into the new models and some real learning from the games we played. Very enjoyable but large scale and a lot of effort required.
A change of pace was needed and so Star Wars X-Wing was discovered. We loved it. Totally new game mechanics and each game was of short duration. A blast to learn and play.
Myself and the Dark Templar spent several months developing the game. The idea was to have something that most people with a small collection of models could play on a coffee table. We started with an agile, lightly armoured force, the Celts against the more heavily armoured and regimented force, the Romans. We wanted each side to have 5 -10 models and so it began.
We tried a few different systems of game mechanics. This was not easy but definitely great fun.
I had the pleasure of being the Celts and coming up with ideas to bring them to life. I wanted them to be fast and lightly armoured Tribesmen.
I started doing some reading and really liked the idea of having reckless, body painted/tattooed , semi naked freaks to give character. We also discussed the influence of magic or the druids. This was very important to the Celts. The idea of The Morrigan was born, influencing all on the battlefield.
I have recently discover this model, I just need to figure out how and where to buy it ;-)
In early 2012 -13 I had been playing Warhammer 40k, my Dark Angels and put a lot of time and effort into the new models and some real learning from the games we played. Very enjoyable but large scale and a lot of effort required.
A change of pace was needed and so Star Wars X-Wing was discovered. We loved it. Totally new game mechanics and each game was of short duration. A blast to learn and play.
The game acted as inspiration. We had played many games over over recent years and recognised the joy of getting away from the large scale stuff for a blast of fun to break things up. Short sharp games with lots of action and dice rolling. Heroic acts where you could risk all and maybe, just maybe it would come off. A new game was born - Dark Crucible
We tried a few different systems of game mechanics. This was not easy but definitely great fun.
I had the pleasure of being the Celts and coming up with ideas to bring them to life. I wanted them to be fast and lightly armoured Tribesmen.
War band by Michael at 28mm Victorian Warfare
I started doing some reading and really liked the idea of having reckless, body painted/tattooed , semi naked freaks to give character. We also discussed the influence of magic or the druids. This was very important to the Celts. The idea of The Morrigan was born, influencing all on the battlefield.
I have recently discover this model, I just need to figure out how and where to buy it ;-)
Game development was great fun. We came up with the concept and the starter rules in the first couple of months and then began to develop stage two. To be honest I think we should have bedded in stage 1. Finished it off properly and then launched into stage 2 but ..... excitement got the better of us. It was a great break from the norm though and something for us to revisit maybe later in the year.
At this point we rediscovered a long lost friend Blood Bowl!
There followed a manic few months where first I played by Orks and then my Skaven. It was pure joy.
I launched myself into scenery building first for the Orks and then for the Skaven. This was all new to me and it added to the joy in a big way.
We had been away from the large scale games now for a while and Gameworkshop brought out the 7th Edition for 40k. We couldn't resist and new rules were purchased, new models bought and new armies developed.
First my 1500 point army which was victorious and then my Ultimate 2500 point Walker Army which did not fare so well. But it was fun all the way with great banter and name calling!!
Christmas has been heralded with the arrival of a new venture - Zombicide.
I am already deep in the painting phase and my Zombies are gradually becoming drenched in blood. Now that just has to be a great start to the year!!
Roll on 2015 and all the fun that it brings.
Happy gaming out there in hobby land.
Friday, 15 February 2013
Getting the best out of Belial
I have been reviewing the lessons from our game at the weekend and it seems to me that: -
a) Belial is my chosen character and I should stick with him for the story line
b) I need to spread the effect of the Preferred Enemy Chaos so I will need more Inner Circle characters
So first things first - lets review the rules for Belial against Nurgle and then work out how to make the most of them.
Shooting
I had been playing Belial with a pair of 'Lightening Claws' and this means that we lose some of his shooting prowess. I switched just before the start of the last game but did not get the advantage due to my tactics.
Belial is BS 5 which is a good start. He comes with a storm bolter R24", S4, AP5, Assault 2. He is a member of the Inner Circle and therefore has Preferred Enemy Chaos and therefore rerolls any '1's' on both 'To Hit' and 'To Wound'. He also has Vengeful Strike meaning that his shots are twin- linked when he arrives from Deep Strike and he has Marked for Retribution granting Precision to his shots i.e. all shots that are 5+ 'To Hit' are resolved on a model of Belial's choosing.
So he hits on a 2+ and can reroll any '1's' and he is also twin-linked on the first round arriving from deep strike. That should be 2 hits with a 33% chance that he achieves 'Precision'
Nurgle are 'T5' so Belial will need 5+ 'To Wound' but has re-rolls on any '1's' due to being a member of the Inner Circle.
Belial could therefore target a specific model perhaps with a Heavy or Special weapon. There is good potential to take out high points in the first round of shooting.
The downside is that the Storm Bolter is an Assault weapon not Melee so we will lose an attack in hand to hand.
Deep Strike
That is a good start but he must be coming in by Deep Strike to maximise the benefit so lets review the implications of that. He has some good special rules here. Tactical Precision means that he does not scatter when coming in by deep strike!! This takes all the chance out of the manoeuvre. He can land exactly where required and force the enemy to turn and face him.
He also has Deathwing Assault. So no need to roll for Reserves. Belial gets to choose to come in on turn 1 or 2 and that is when he will arrive. This rule applies to all models in Terminator armour so several units can arrive together but only his unit has Tactical Precision.
However Belial is also fitted with a Teleport Homer so units can arrive to his position (first model within 6"). The Teleport Homer must be on the table at the start of the turn. So if Belial arrived in turn 1 then any units arriving from Reserve in subsequent turns could be placed with a model within 6" of him. This can include Dreadnoughts etc etc.
Surviving in the open
Belial has the 2+ save granted by the Terminator armour and also comes with an Iron Halo which grants a 4+ invulnerable save. He also has 3 wounds.
In truth, he needs to be surrounded by a big group of Terminators to make the tactic viable. This is a group of up to 10 Terminators and they will come with the Split Fire and Vengeful Strike rules so that in the first turn of Deep Strike they can fire at more than one target and benefit from the twin-linked advantage. So a twin-linked Assault Cannon and a twin-linked Cyclone Missile Launcher (one for every 5 models) The Assault Cannon R24", S6, Heavy 4, Rending - Ouch! and the Cyclone Missile Launcher can go Frag or more likely Krak R48" S8, AP3, Heavy 2. And remember this will be twin-linked and likely against rear armour - double ouch!!
Hand to Hand
Belial has a WS of 6, S4, I5 with 3 attack's as standard. There is a good chance that he will be striking first. His weapon of choice is the Sword of Silence which is AP3, has Fleshbane (wounds on a 2+) and is Master Crafted so re-roll any 'to Hit' rolls of '1'. He also has the Inner Circle which allows re-rolls of both failed 'To Hit' and 'To Wound' of '1'.
So he likely to be rolling 3 dice looking for 3+ 'To Hit' (so 66% chance To Hit) with re-rolls of any '1's'. There should be 2 hits really. He will wound on a 2+ and re-roll any '1's' so that should be 2 wounds but there is likely to a 66% chance to save if fighting marines. He is likely to be in a 'Challenge' so the real pain needs to come from the supporting unit of Terminators.
This will be increased if he is on the Charge and there is also the potential to take Deathwing Company Banner which grants +1A to all models within 6". The bigger the unit of Terminators, the better value this would become.
Note - Nurgle come with blight grenades which takes away an attack.
Spreading the Inner Circle influence
I have been looking at how I can bring more characters to spread the effect of Inner Circle.
Of the HQ choices available neither the Chaplain or the Techmarine benefit for this rule. The choices are therefore: -
a) Librarian at 65 points
b) Company Master at 90 points
c) Interrogator-Chaplain at 110 points
So I can get 2 Librarian's for 130 points and spread Inner Circle to units making them Fearless and granting Preferred Enemy Chaos so that all rolls of '1' on 'To Hit' and 'To Wound' can be re-rolled. A unit of Devastators would really like this a lot.
Summary
After all this analysis I think the tactics are becoming clear.
Deep Strike is a clear option and probably unique in its practicality to the Dark Angels. I will need to look at the composition of the Terminator squad, size, weapon choices etc but the Codex is really encouraging this approach. Any advice or thoughts are welcome.
The Librarian looks to be the best and cheapest way to spread the Preferred Enemy Chaos effect. I have not played them in the past so more research required here to understand the practical implications and again all thoughts / tips welcome.
a) Belial is my chosen character and I should stick with him for the story line
b) I need to spread the effect of the Preferred Enemy Chaos so I will need more Inner Circle characters
So first things first - lets review the rules for Belial against Nurgle and then work out how to make the most of them.
Shooting
I had been playing Belial with a pair of 'Lightening Claws' and this means that we lose some of his shooting prowess. I switched just before the start of the last game but did not get the advantage due to my tactics.
Belial is BS 5 which is a good start. He comes with a storm bolter R24", S4, AP5, Assault 2. He is a member of the Inner Circle and therefore has Preferred Enemy Chaos and therefore rerolls any '1's' on both 'To Hit' and 'To Wound'. He also has Vengeful Strike meaning that his shots are twin- linked when he arrives from Deep Strike and he has Marked for Retribution granting Precision to his shots i.e. all shots that are 5+ 'To Hit' are resolved on a model of Belial's choosing.
So he hits on a 2+ and can reroll any '1's' and he is also twin-linked on the first round arriving from deep strike. That should be 2 hits with a 33% chance that he achieves 'Precision'
Nurgle are 'T5' so Belial will need 5+ 'To Wound' but has re-rolls on any '1's' due to being a member of the Inner Circle.
Belial could therefore target a specific model perhaps with a Heavy or Special weapon. There is good potential to take out high points in the first round of shooting.
The downside is that the Storm Bolter is an Assault weapon not Melee so we will lose an attack in hand to hand.
Deep Strike
That is a good start but he must be coming in by Deep Strike to maximise the benefit so lets review the implications of that. He has some good special rules here. Tactical Precision means that he does not scatter when coming in by deep strike!! This takes all the chance out of the manoeuvre. He can land exactly where required and force the enemy to turn and face him.
He also has Deathwing Assault. So no need to roll for Reserves. Belial gets to choose to come in on turn 1 or 2 and that is when he will arrive. This rule applies to all models in Terminator armour so several units can arrive together but only his unit has Tactical Precision.
However Belial is also fitted with a Teleport Homer so units can arrive to his position (first model within 6"). The Teleport Homer must be on the table at the start of the turn. So if Belial arrived in turn 1 then any units arriving from Reserve in subsequent turns could be placed with a model within 6" of him. This can include Dreadnoughts etc etc.
Surviving in the open
Belial has the 2+ save granted by the Terminator armour and also comes with an Iron Halo which grants a 4+ invulnerable save. He also has 3 wounds.
In truth, he needs to be surrounded by a big group of Terminators to make the tactic viable. This is a group of up to 10 Terminators and they will come with the Split Fire and Vengeful Strike rules so that in the first turn of Deep Strike they can fire at more than one target and benefit from the twin-linked advantage. So a twin-linked Assault Cannon and a twin-linked Cyclone Missile Launcher (one for every 5 models) The Assault Cannon R24", S6, Heavy 4, Rending - Ouch! and the Cyclone Missile Launcher can go Frag or more likely Krak R48" S8, AP3, Heavy 2. And remember this will be twin-linked and likely against rear armour - double ouch!!
Hand to Hand
Belial has a WS of 6, S4, I5 with 3 attack's as standard. There is a good chance that he will be striking first. His weapon of choice is the Sword of Silence which is AP3, has Fleshbane (wounds on a 2+) and is Master Crafted so re-roll any 'to Hit' rolls of '1'. He also has the Inner Circle which allows re-rolls of both failed 'To Hit' and 'To Wound' of '1'.
So he likely to be rolling 3 dice looking for 3+ 'To Hit' (so 66% chance To Hit) with re-rolls of any '1's'. There should be 2 hits really. He will wound on a 2+ and re-roll any '1's' so that should be 2 wounds but there is likely to a 66% chance to save if fighting marines. He is likely to be in a 'Challenge' so the real pain needs to come from the supporting unit of Terminators.
This will be increased if he is on the Charge and there is also the potential to take Deathwing Company Banner which grants +1A to all models within 6". The bigger the unit of Terminators, the better value this would become.
Note - Nurgle come with blight grenades which takes away an attack.
Spreading the Inner Circle influence
I have been looking at how I can bring more characters to spread the effect of Inner Circle.
Of the HQ choices available neither the Chaplain or the Techmarine benefit for this rule. The choices are therefore: -
a) Librarian at 65 points
b) Company Master at 90 points
c) Interrogator-Chaplain at 110 points
So I can get 2 Librarian's for 130 points and spread Inner Circle to units making them Fearless and granting Preferred Enemy Chaos so that all rolls of '1' on 'To Hit' and 'To Wound' can be re-rolled. A unit of Devastators would really like this a lot.
Summary
After all this analysis I think the tactics are becoming clear.
Deep Strike is a clear option and probably unique in its practicality to the Dark Angels. I will need to look at the composition of the Terminator squad, size, weapon choices etc but the Codex is really encouraging this approach. Any advice or thoughts are welcome.
The Librarian looks to be the best and cheapest way to spread the Preferred Enemy Chaos effect. I have not played them in the past so more research required here to understand the practical implications and again all thoughts / tips welcome.
Wednesday, 13 February 2013
The great Land Raider debate
So after the game at the weekend we had a bit of a chat about the Land Raider.
Nurgle had used the standard Land Raider and the Dark Angles had chosen the Crusader. They performed very differently in play.
In our first game, before christmas, I had used the crusader to great effect. I launched it across the board and the Terminators came tumbling out straight into combat with the Obliterators and Zombies. The Crusader then reversed a little and offered magnificent covering fire. I had a unit of 5 plus Belial. The Crusader offers greater capacity than the standard Land Raider which can only take 5 terminators. I considered adding a Chaplain in terminator armour to max out the capacity but ..... its a lot of points in one unit.
The Nurgle force used the twin-linked lascannons to offer huge threat and then once the Land Raider had off loaded its cargo its role was that of mobile terrain to block line of sight and generally chase my vehicles around the board. With 4 hull points it is tough to take down.
The interesting thing is that if I took the standard Land Raider I would have shooting re-rolls because it is a Deathwing Vehicle. It is also Venerable and can force the opposition to re-roll on the armour penetration table. Very handy if you are going to play the role of mobile terrain.
It is a lot of points though and my mind is turning to deep striking as a delivery mechanism. There are lots of rule changes to reflect on and lets face it I could bring more terminators with the points saved.
There is much to ponder.
On a lighter note we have noticed that the multi melta, which I have taken in 3 straight battles, has not hit anything at all!! Incredible. He has become a laughing stock. He had at least 3 shots this battle alone. We think it is because he is having to climb outside the vehicle and fear is effecting his aim ;-)
More to follow ...
Nurgle had used the standard Land Raider and the Dark Angles had chosen the Crusader. They performed very differently in play.
In our first game, before christmas, I had used the crusader to great effect. I launched it across the board and the Terminators came tumbling out straight into combat with the Obliterators and Zombies. The Crusader then reversed a little and offered magnificent covering fire. I had a unit of 5 plus Belial. The Crusader offers greater capacity than the standard Land Raider which can only take 5 terminators. I considered adding a Chaplain in terminator armour to max out the capacity but ..... its a lot of points in one unit.
The Nurgle force used the twin-linked lascannons to offer huge threat and then once the Land Raider had off loaded its cargo its role was that of mobile terrain to block line of sight and generally chase my vehicles around the board. With 4 hull points it is tough to take down.
The interesting thing is that if I took the standard Land Raider I would have shooting re-rolls because it is a Deathwing Vehicle. It is also Venerable and can force the opposition to re-roll on the armour penetration table. Very handy if you are going to play the role of mobile terrain.
It is a lot of points though and my mind is turning to deep striking as a delivery mechanism. There are lots of rule changes to reflect on and lets face it I could bring more terminators with the points saved.
There is much to ponder.
On a lighter note we have noticed that the multi melta, which I have taken in 3 straight battles, has not hit anything at all!! Incredible. He has become a laughing stock. He had at least 3 shots this battle alone. We think it is because he is having to climb outside the vehicle and fear is effecting his aim ;-)
More to follow ...
Tuesday, 12 February 2013
Learning always learning
So what did I take from the game? What worked and what can be improved?
Characters
Characters are members of the Inner Circle. This conveys benefits that pass on to the squad that they join. Inner Circle = Fearless and Preferred Enemy Chaos (re-roll any 1's for To Hit and To Wound). I would suggest taking a number of such models (particularly when facing chaos) and think about where that could really be of benefit. I only had 2 and in a 2000 point army that just isn't enough.
My Interrogator Chaplain had a little unit of 5 space marines with him and this helped to take down the unit of Chaos Marines. The plasma gun worked well and the Chaplain did the business in hand to hand. (despite some rubbish dice rolls when he was locked in challenge - and I am not blaming the white dice!!)
Land Speeder Vengeance
First off, I really love the model. I have a lot more painting to do on mine and I will really enjoy putting in the hours as it is 'cool' on the playing surface. In the game we have just played I sped it off down the right flank to get full benefit for the Jink saves. It caused some threat and was able to get behind a Rhino and destroy it. It was in a great position to deal with the marines had it not been mugged by the Helldrake.
It is expensive at 140 points plus the 20 for the assault cannon. It is also easy to kill. The issue is really about getting it behind the enemy where it has access to rear armour. I notice that it can deep strike so this may be an option to consider. I also wonder how it would do with the Darkshroud in attendance. So there are options to consider for the future.
Ravenwing Darktalon
Now this is an interesting model. I do like the Stasis Bomb. I think that properly deployed it can be a real game changer.
In our game it proved to be survivable - this despite the fact that it attracted quite a lot of firepower. It survived for the full game loosing 2 hull points. It is a troop killer and probably better used against lighter opposition than marines. The Hurricane Bolters did a lot of damage to the zombies (unit of 36 so a big target) as did the Rift Cannon but my view is that this is all about the Stasis Bomb. It applies huge negatives to combat units (-3 to Initiative and to WS) and this has the potential to be a game winner.
The enemy will not be fooled twice though so not a tactic that can be relied on regularly. At 160 points I think it will be an occasional inclusion - but a sweet model to assemble and paint! I still have work to do and I am looking forward to it.
More to follow .....
Characters
Characters are members of the Inner Circle. This conveys benefits that pass on to the squad that they join. Inner Circle = Fearless and Preferred Enemy Chaos (re-roll any 1's for To Hit and To Wound). I would suggest taking a number of such models (particularly when facing chaos) and think about where that could really be of benefit. I only had 2 and in a 2000 point army that just isn't enough.
My Interrogator Chaplain had a little unit of 5 space marines with him and this helped to take down the unit of Chaos Marines. The plasma gun worked well and the Chaplain did the business in hand to hand. (despite some rubbish dice rolls when he was locked in challenge - and I am not blaming the white dice!!)
Land Speeder Vengeance
First off, I really love the model. I have a lot more painting to do on mine and I will really enjoy putting in the hours as it is 'cool' on the playing surface. In the game we have just played I sped it off down the right flank to get full benefit for the Jink saves. It caused some threat and was able to get behind a Rhino and destroy it. It was in a great position to deal with the marines had it not been mugged by the Helldrake.
It is expensive at 140 points plus the 20 for the assault cannon. It is also easy to kill. The issue is really about getting it behind the enemy where it has access to rear armour. I notice that it can deep strike so this may be an option to consider. I also wonder how it would do with the Darkshroud in attendance. So there are options to consider for the future.
Ravenwing Darktalon
Now this is an interesting model. I do like the Stasis Bomb. I think that properly deployed it can be a real game changer.
In our game it proved to be survivable - this despite the fact that it attracted quite a lot of firepower. It survived for the full game loosing 2 hull points. It is a troop killer and probably better used against lighter opposition than marines. The Hurricane Bolters did a lot of damage to the zombies (unit of 36 so a big target) as did the Rift Cannon but my view is that this is all about the Stasis Bomb. It applies huge negatives to combat units (-3 to Initiative and to WS) and this has the potential to be a game winner.
The enemy will not be fooled twice though so not a tactic that can be relied on regularly. At 160 points I think it will be an occasional inclusion - but a sweet model to assemble and paint! I still have work to do and I am looking forward to it.
More to follow .....
Monday, 11 February 2013
Typhus gets his feathers!
Well the mighty forces of Nurgle continue to dish out some serious pain. Ouch!!
The latest battle was 2000 points each side and we were using the new Dark Angels codex, and a few new models. I took the Landspeeder Vengeance, Ravenwing Darktalon and the the Deathwing Knights. So basically all my new models - well you got to see how they play and reading the codex only goes so far.
I came to the battle determined to be defensive. My overarching plan was to assault the Knights and Belial from the Landraider having dropped a stasis bomb on the unit that I wanted to hit. Hopefully the nurgle leadership squad. Chaos have to challenge in melee and I thought this would be the best way to sink Typhus.
Everything else should delay, distract and disrupt to increase the number of turns that I would have shooting.
This all went a bit 'pear shaped' when we rolled for our mission and we ended up having to gain control of a relic that was placed at the centre of the board and we had 'night fighting' in turn one. A full turn of lost shooting - not what I needed at all.
The set-up was from the corners and we pretty much faced off, each eying up the other with the objective between us. I pushed my forces to the right attempting to draw out the nurgle forces.
Moving my vehicles like this left me with good sight lines to the objective. I just needed to break open that land raider and the fun could begin. I felt the best way to do this was to send in my Venerable Dreadnought whilst taking pot shots with my lascannons.
My Darktalon arrived in turn 2 and I sent him down the left to play with a pack of 36 zombies (cadian zombies) whilst waiting for his big moment - the delivery of the stasis bomb!
I knew that I needed to thin out the zombies before I could engage them in melee. I learned that lesson in a previous game. I could have three good turns to do just that and in the mean time just keep away from them.
Things started to go wrong when I lost my Dreadnought and Razorback early on. This took a lot of 'threat' out of my force. My Vengence Land Speeder took out a Rhino that was advancing on my right flank and spilled the marines who in turn were shot up by my Innterogator-Chaplain and the unit of 5 that he had joined. We took some damage in return and then the Chaplain charged.
Then the Helldrake made its appearance.
My quad gun opened up on it as soon as it arrived. It was the reason that I had brought it. I knocked lumps out of the Helldrake but it was still alive and proceeded to rip up the right flank taking out my Vengance Landspeeder and a couple of units of marines. I couldn't use the quadgun in my next turn as it had fired during the chaos turn. It did take out the Helldrake in the following turn but the Helldrake had served its purpose. A job well done but my god that Helldrake is as awesome to face as it looks. Well done Dark Templar it is superb!!
Meanwhile the centre of the board was developing into a real feast of action.
Typhus launched his Landraider past the objective blocking line of sight for most of my remaining guys. A second squad of chaos marines excited their Rhino and snaffled the objective, leaving the Chaos Sorcerer free to to join in with Typhus.
The Defiler tore open my Landraider which meant that the Deathwing Knights had to deal with it, and they did. I do like their weapons.
Now came the big moment. Turn 5 and it was stasis bomb time!! My Darktalon swept over the massed troops and successfully bombed the Chaos marine squad. My Deathwing Knights were where they needed to be to engage the leadership group. The Challenges had to come.
And guess what - they did but from the Chaos Champion and the Chaos Sorcerer. Typhus did not step up to the plate.
It is on days like these that legends are created. On this day, February 10th in the year of our lord 2013 Typhus acquired his tail feathers along with a wonderfully crafted yellow stripe that will ever be visible to the forces of the Dark Angels. It is positioned directly along his spine!! lol.
The game ended at turn 5.
It was a chaos victory 4 - 0. They had the objective (3 victory points) and had taken 'first blood' (1 victory point). But physiologically Belial had the pleasure of remaining on the field and witnessing Typhus quiver. A good feeling indeed!
A very enjoyable day indeed. I have learned a lot, but more on that another time.
The latest battle was 2000 points each side and we were using the new Dark Angels codex, and a few new models. I took the Landspeeder Vengeance, Ravenwing Darktalon and the the Deathwing Knights. So basically all my new models - well you got to see how they play and reading the codex only goes so far.
I came to the battle determined to be defensive. My overarching plan was to assault the Knights and Belial from the Landraider having dropped a stasis bomb on the unit that I wanted to hit. Hopefully the nurgle leadership squad. Chaos have to challenge in melee and I thought this would be the best way to sink Typhus.
Everything else should delay, distract and disrupt to increase the number of turns that I would have shooting.
This all went a bit 'pear shaped' when we rolled for our mission and we ended up having to gain control of a relic that was placed at the centre of the board and we had 'night fighting' in turn one. A full turn of lost shooting - not what I needed at all.
The set-up was from the corners and we pretty much faced off, each eying up the other with the objective between us. I pushed my forces to the right attempting to draw out the nurgle forces.
Moving my vehicles like this left me with good sight lines to the objective. I just needed to break open that land raider and the fun could begin. I felt the best way to do this was to send in my Venerable Dreadnought whilst taking pot shots with my lascannons.
My Darktalon arrived in turn 2 and I sent him down the left to play with a pack of 36 zombies (cadian zombies) whilst waiting for his big moment - the delivery of the stasis bomb!
I knew that I needed to thin out the zombies before I could engage them in melee. I learned that lesson in a previous game. I could have three good turns to do just that and in the mean time just keep away from them.
Things started to go wrong when I lost my Dreadnought and Razorback early on. This took a lot of 'threat' out of my force. My Vengence Land Speeder took out a Rhino that was advancing on my right flank and spilled the marines who in turn were shot up by my Innterogator-Chaplain and the unit of 5 that he had joined. We took some damage in return and then the Chaplain charged.
Then the Helldrake made its appearance.
My quad gun opened up on it as soon as it arrived. It was the reason that I had brought it. I knocked lumps out of the Helldrake but it was still alive and proceeded to rip up the right flank taking out my Vengance Landspeeder and a couple of units of marines. I couldn't use the quadgun in my next turn as it had fired during the chaos turn. It did take out the Helldrake in the following turn but the Helldrake had served its purpose. A job well done but my god that Helldrake is as awesome to face as it looks. Well done Dark Templar it is superb!!
Meanwhile the centre of the board was developing into a real feast of action.
Typhus launched his Landraider past the objective blocking line of sight for most of my remaining guys. A second squad of chaos marines excited their Rhino and snaffled the objective, leaving the Chaos Sorcerer free to to join in with Typhus.
The Defiler tore open my Landraider which meant that the Deathwing Knights had to deal with it, and they did. I do like their weapons.
Now came the big moment. Turn 5 and it was stasis bomb time!! My Darktalon swept over the massed troops and successfully bombed the Chaos marine squad. My Deathwing Knights were where they needed to be to engage the leadership group. The Challenges had to come.
And guess what - they did but from the Chaos Champion and the Chaos Sorcerer. Typhus did not step up to the plate.
It is on days like these that legends are created. On this day, February 10th in the year of our lord 2013 Typhus acquired his tail feathers along with a wonderfully crafted yellow stripe that will ever be visible to the forces of the Dark Angels. It is positioned directly along his spine!! lol.
The game ended at turn 5.
It was a chaos victory 4 - 0. They had the objective (3 victory points) and had taken 'first blood' (1 victory point). But physiologically Belial had the pleasure of remaining on the field and witnessing Typhus quiver. A good feeling indeed!
A very enjoyable day indeed. I have learned a lot, but more on that another time.
Thursday, 20 December 2012
The Dark Angels are coming
So the new White Dwarf has leaked and OMG!! (Faeit 212: Warhammer 40k News & Rumours)
I am going to be a busy boy in the new year. Models available from Saturday Jan 12th is the word.
I am going to be a busy boy in the new year. Models available from Saturday Jan 12th is the word.
Monday, 17 December 2012
Battle Report - Dark Angels v Nurgle round 2.
The Dark Angels are licking their wounds after another defeat by Nurgle. Much closer this time and as usual much to learn.
I took the Aegis Defence Lines and lots of troops with the big old Quad-gun, Venerable Dreadnought, Vindicator, Rhino, Razorback and a couple of land speeders.
Aegis Defence Lines - This was my first time using them and what I have learned is that the set-up is very important!! Lets face it they can't be moved. Also just because you have the defence lines - don't think statically. Its important to maintain fluidity of thought and look for the best possible sight lines.
We rolled for the battle and got Vanguard Strike which meant we were playing corner to corner. This picture is the view The Dark Templar had from his deployment zone. The big thing here is the fact that there was lots of cover on the left due to the fact that we had a large wooded area and then we rolled for night fighting - yes indeed a dawn raid by Nurgle so the Dark Angels couldn't see for the first turn. I started to get a bad feeling.
However I also made a big mistake. I recognised the threat. Nurgle would come crashing through the wood and be on me before I could make use of my fire base. I should have placed the Aegis Defence Lines as far away from the wood as I could but I didn't.
I compounded the problem by placing the quad-gun in the worst place possible, right beside the wood. I also placed the Aegis Defence Lines in a straight line. The impact of this was that once battle was joined I had no line of fire. Note to self - make a 'V' shape to create supporting lines of fire and anchor the ends with a big old threat!
I also learned that 10 man squads can be broken down into 5 man 'combat squads'. I discovered this in the after match review. The problem with 10 man squads is that they have to shoot at the same thing and sometimes you need more agility. I could have sent the 5 man units out to slow the Nurgle advance. Anything to give me firing time.
I held a tactical unit in a rhino in reserve. I put the Devastators up high. Tactical squad and Command Squad on the right and then the Vindicator and Speeders to the left. I knew the direction of travel for Nurgle and wanted to give myself line of sight to the Rhinos.
Basically I put myself in a knot.
What I should have done was slide away from this position during turn one and move away from the wood into the far corner. Lets face it I couldn't see anything because of the night fighting. But I didn't.
The Battle
The battle itself was a blast and had its moments.
The Dark Templar set-up as close to the wood as the deployment zone would allow and we were off. The chequered flag was lowered and engines revved as the vehicles sped off to the safety of the wood. I moved the speeders and vindicators out and turn one was finished.
Then the fun started as two of the Rhinos got stuck in the wood (not part of the great plan) and then the 14 demons and the Great Unclean One arrived from reserve. The Dark Templar really wanted to apply the pressure and took a risk to get the Big Boy in close. However there was a big scatter which resulted in me being able to place him anywhere I wanted on the board. - lol - hoots of laughter and joy.
Lets face it I put him along way from the Dark Angels army (right in the far corner of the board) and then shot him with the Quad-gun. It was sooooo funny!!
Then things got serious as the Nurgle forces arrived as expected. The leadership squad crashed into the Aegis Defence Lines - but then didn't get out of the Rhino! Huge mistake. If I could surround it and blow it up they would all be dead and I would have a winning position.
But where are those dice rolls when you need them? My tactical squad rolled low for moving through difficult terrain which was not a disaster as my Venerable Dread was also at hand but it too rolled really low and only moved 2 inches.
I destroyed the Rhino and everyone got out into the wreckage and the battle was truly joined. The 14 demons arrived and survived the first round of shooting. I knew what was coming next. They charged the devastators and rolled 24 dice to hit with rerolls to wound. Incredibly only five hit!! Another laughter moment. However they hacked their way through my ranks for the next couple of turns.
The long slog of hand to hand then followed with the second and third units of Nurgle arriving together with the Nurgle Dread. I did take down the leader with his snazzy 'force stave'. I can't wait to see how this guy will turn out after painting. The Dark Templar has some cool ideas for him.
In the end I was beaten.
There were so many 'what if' moments and lots to be learned from both sides. A really enjoyable afternoon and a lot to think about. Thank you Dark Templar.
I took the Aegis Defence Lines and lots of troops with the big old Quad-gun, Venerable Dreadnought, Vindicator, Rhino, Razorback and a couple of land speeders.
Aegis Defence Lines - This was my first time using them and what I have learned is that the set-up is very important!! Lets face it they can't be moved. Also just because you have the defence lines - don't think statically. Its important to maintain fluidity of thought and look for the best possible sight lines.
We rolled for the battle and got Vanguard Strike which meant we were playing corner to corner. This picture is the view The Dark Templar had from his deployment zone. The big thing here is the fact that there was lots of cover on the left due to the fact that we had a large wooded area and then we rolled for night fighting - yes indeed a dawn raid by Nurgle so the Dark Angels couldn't see for the first turn. I started to get a bad feeling.
However I also made a big mistake. I recognised the threat. Nurgle would come crashing through the wood and be on me before I could make use of my fire base. I should have placed the Aegis Defence Lines as far away from the wood as I could but I didn't.
I compounded the problem by placing the quad-gun in the worst place possible, right beside the wood. I also placed the Aegis Defence Lines in a straight line. The impact of this was that once battle was joined I had no line of fire. Note to self - make a 'V' shape to create supporting lines of fire and anchor the ends with a big old threat!
I also learned that 10 man squads can be broken down into 5 man 'combat squads'. I discovered this in the after match review. The problem with 10 man squads is that they have to shoot at the same thing and sometimes you need more agility. I could have sent the 5 man units out to slow the Nurgle advance. Anything to give me firing time.
I held a tactical unit in a rhino in reserve. I put the Devastators up high. Tactical squad and Command Squad on the right and then the Vindicator and Speeders to the left. I knew the direction of travel for Nurgle and wanted to give myself line of sight to the Rhinos.
Basically I put myself in a knot.
What I should have done was slide away from this position during turn one and move away from the wood into the far corner. Lets face it I couldn't see anything because of the night fighting. But I didn't.
The Battle
The battle itself was a blast and had its moments.
The Dark Templar set-up as close to the wood as the deployment zone would allow and we were off. The chequered flag was lowered and engines revved as the vehicles sped off to the safety of the wood. I moved the speeders and vindicators out and turn one was finished.
Then the fun started as two of the Rhinos got stuck in the wood (not part of the great plan) and then the 14 demons and the Great Unclean One arrived from reserve. The Dark Templar really wanted to apply the pressure and took a risk to get the Big Boy in close. However there was a big scatter which resulted in me being able to place him anywhere I wanted on the board. - lol - hoots of laughter and joy.
Lets face it I put him along way from the Dark Angels army (right in the far corner of the board) and then shot him with the Quad-gun. It was sooooo funny!!
Then things got serious as the Nurgle forces arrived as expected. The leadership squad crashed into the Aegis Defence Lines - but then didn't get out of the Rhino! Huge mistake. If I could surround it and blow it up they would all be dead and I would have a winning position.
But where are those dice rolls when you need them? My tactical squad rolled low for moving through difficult terrain which was not a disaster as my Venerable Dread was also at hand but it too rolled really low and only moved 2 inches.
I destroyed the Rhino and everyone got out into the wreckage and the battle was truly joined. The 14 demons arrived and survived the first round of shooting. I knew what was coming next. They charged the devastators and rolled 24 dice to hit with rerolls to wound. Incredibly only five hit!! Another laughter moment. However they hacked their way through my ranks for the next couple of turns.
The long slog of hand to hand then followed with the second and third units of Nurgle arriving together with the Nurgle Dread. I did take down the leader with his snazzy 'force stave'. I can't wait to see how this guy will turn out after painting. The Dark Templar has some cool ideas for him.
In the end I was beaten.
There were so many 'what if' moments and lots to be learned from both sides. A really enjoyable afternoon and a lot to think about. Thank you Dark Templar.
Tuesday, 11 December 2012
The pull of the dark side
Fraiel had performed well in the recent battle. It was he who had stood longest against Typhus. It was he who had penetrated the Typhus defence to deliver two shattering blows. He alone had the honour of wearing the bleached bone helm and he had lived up to this.
However deep down something had awoken. It was as if part of Typhus had had reached out to him and somehow wormed its way into his soul. He found himself having nightmares and blood drenched urges. He exchanged his Power Axe for a set of Lightening Claws so that he could be in the thick of the action.
He knew that something was wrong.....all he wanted to do was find the next fight and draw blood.
His mind drifted to the Fallen.....could there be a connection?
However deep down something had awoken. It was as if part of Typhus had had reached out to him and somehow wormed its way into his soul. He found himself having nightmares and blood drenched urges. He exchanged his Power Axe for a set of Lightening Claws so that he could be in the thick of the action.
He knew that something was wrong.....all he wanted to do was find the next fight and draw blood.
His mind drifted to the Fallen.....could there be a connection?
Monday, 3 December 2012
We can rebuild him ....
Belial had suffered horribly at the hands of the zombies. He was barely alive when the medics finally got him. Typhus had sensed the Dark Angels reinforcements and abandoned the battle at the end of turn five. Good thing too or Belial may not have pulled through.
The medics had spent days working on him. Bionics had been built into his flesh.
'We can rebuild him'
But at what cost?
Gone the boyish, blonde good looks. Bionics replaced the damaged, blinded left eye. The mouth remained distorted and the new tabard disguised extensive damage to the left hand side of the body but.... he was back....and Typhus would pay in blood!!
The medics had spent days working on him. Bionics had been built into his flesh.
'We can rebuild him'
But at what cost?
Gone the boyish, blonde good looks. Bionics replaced the damaged, blinded left eye. The mouth remained distorted and the new tabard disguised extensive damage to the left hand side of the body but.... he was back....and Typhus would pay in blood!!
Sunday, 2 December 2012
Defence Line assembled
Now that what I call value. 100 points for the defence line and the Quad Gun. This will change the face of war!!
Painting coming along nicely. Will make an interesting potential home for devastators.
Painting coming along nicely. Will make an interesting potential home for devastators.
Rebuilding the lines
Belial survived the onslaught, only just!! The hospital would be busy for some time getting him back on his feet.
Attacks from the sky had taken him be surprise. The Helldrake had poured flames on the troops who had no defence. If they did not die instantly, which most did, they remained on fire into the next phase. Troops teleporting into the middle of the battle caused chaos!! What to do ... ?
The orders went out, rebuild the lines ......
Fraiel had been commended following the recent battle. He had stood firm against Typhus, his power axe slicing through the beasts defences. He knew what was needed and called for the deployment of a Quad-gun behind Aegis Defences Lines.
This would help to balance the battle and offer real threat to any flying beasts. R48", Str 7, AP 4, Heavy 4, Twin-linked, Interceptor, Skyfire. 4 twin-linked shots!! This has the ability to cause several glancing hits in a single round. It can also fire at any units arriving as reserves provided they are in range and has line of sight.
The Aegis Defence lines provide 4 long and 4 short defence line sections. They are treated as 'battlefield debris' giving a 4+ cover save to all models within 2". Cost is a mere 50pts! The Quad Gun also has a cost of 50pts. This feels like value to me.
And ... of course ... provides me with a few new models to paint ;-)
Attacks from the sky had taken him be surprise. The Helldrake had poured flames on the troops who had no defence. If they did not die instantly, which most did, they remained on fire into the next phase. Troops teleporting into the middle of the battle caused chaos!! What to do ... ?
The orders went out, rebuild the lines ......
Fraiel had been commended following the recent battle. He had stood firm against Typhus, his power axe slicing through the beasts defences. He knew what was needed and called for the deployment of a Quad-gun behind Aegis Defences Lines.
This would help to balance the battle and offer real threat to any flying beasts. R48", Str 7, AP 4, Heavy 4, Twin-linked, Interceptor, Skyfire. 4 twin-linked shots!! This has the ability to cause several glancing hits in a single round. It can also fire at any units arriving as reserves provided they are in range and has line of sight.
The Aegis Defence lines provide 4 long and 4 short defence line sections. They are treated as 'battlefield debris' giving a 4+ cover save to all models within 2". Cost is a mere 50pts! The Quad Gun also has a cost of 50pts. This feels like value to me.
And ... of course ... provides me with a few new models to paint ;-)
Tuesday, 27 November 2012
Dark Angel force 1500points
Well the dust has settled and I thought I would load a picture of the brave souls who represented on Sunday.
It is a small force in terms of numbers and quite attacking minded.
I know that I should have taken a shooting army. I should have sat tight and forced the Nurgle hoard to come to me, maybe keeping a counter punch option for the hand to hand that would happen from turn 3. However I was actually quite pleased with the way the army played. I was unlucky that the Venerable Dread and the Razorback got immobilised. I will have to invest in some extra armour!!
I think the main thing for me to learn is to pick the right unit for the terminators to engage and then use the Landraider and Vindicator together to keep the rest of the army at bay. Wipe the first unit and then move on to the next. I attacked two units in my enthusiasm. I should have concentrated on wiping the Obliterators first.
I think I would also revisit the second HQ choice and the Venerable Dread. Maybe this is where the devastators come in with lots of plasma cannons.
I will say that I like the power axes very much, they proved themselves!
I will also need a plan to handle the flyer.
Now where is that rule book ...... ? I think I will need some more models to paint ;-)
It is a small force in terms of numbers and quite attacking minded.
I know that I should have taken a shooting army. I should have sat tight and forced the Nurgle hoard to come to me, maybe keeping a counter punch option for the hand to hand that would happen from turn 3. However I was actually quite pleased with the way the army played. I was unlucky that the Venerable Dread and the Razorback got immobilised. I will have to invest in some extra armour!!
I think the main thing for me to learn is to pick the right unit for the terminators to engage and then use the Landraider and Vindicator together to keep the rest of the army at bay. Wipe the first unit and then move on to the next. I attacked two units in my enthusiasm. I should have concentrated on wiping the Obliterators first.
I think I would also revisit the second HQ choice and the Venerable Dread. Maybe this is where the devastators come in with lots of plasma cannons.
I will say that I like the power axes very much, they proved themselves!
I will also need a plan to handle the flyer.
Now where is that rule book ...... ? I think I will need some more models to paint ;-)
Sunday, 25 November 2012
What an Epic day
Well now, the plague arrived and was well met by the Dark Angels but sadly the day was not ours....
I fielded an unusual army.....
- Belial with 5 terminators in the crusader, a couple of lightening claws and the Deathwing banner
- Interrogator Chaplain with 5 man command squad including 2 power axes in a Razorback with lascannons
- Vindicator
- Venerable Dreadnought with autocannon
- Two Landspeeders, one with heavy bolter and assault cannon and one with multi melts
- Tactical squad of 5 with a meltagun
The idea was that the Nurgle horde were making a surgical strike to take out the Dark Angel leadership at the start of the campaign.
The surprise of the day.......
A flyer, I could only hit it by rolling a six!! It proved itself - well and truly.
The game started on the right hand side with me throwing Belial and terminators down the throat of 30 Zombies and 2 Obliterators. They were supposed to be supported by the Chaplain but the Razorback got immobilised crossing terrain. It was heroic indeed. The Crusader did lots of damage and the Terminators assaulted. But the armour saves just kept on coming and there were sooooo many zombies. They just clawed there way through slowly.... turn by turn .....
The Vindicator did its job on the left and causing major threat but its many penetrating hits just did not do the damage required (awful dice)
Things were getting very interesting by the close of turn 2 and then the Darktemplar teleported Typhus. He rolled 2 dice, double 5 so 10 inch scatter unless he could roll a hit and ..... he did. Typhus arrived in exactly the right spot! I poured on the firepower and then I sent the Chaplain in to greet him.
Typhus was imperious!! Although a certain power axed individual clung on to take a couple of wounds from him.
In the middle I harried the plague marines with the Landspeeders and vindicator but could not really push home any real damage. My Venerable Dread become immobilised just as it was about to join the fray. So many 'what ifs' in this game.
In truth the Dark Templar got it exactly right. He sucked me in with the zombies. I should have left them alone but the obliterators had me worried. What a star Typhus proved to be and he got stronger as the game went on.
Overall the game was true joy. I thing of beauty. It ebbed and flowed, which is all you ask. It had surprises and was tactically really interesting.
Congratulations to the Dark Templar on a very well judged game!! Well done sir. Until the next time. I just know that under that pile of Zombie bodies Beldial still clings to life and can be returned to duty.....
I fielded an unusual army.....
- Belial with 5 terminators in the crusader, a couple of lightening claws and the Deathwing banner
- Interrogator Chaplain with 5 man command squad including 2 power axes in a Razorback with lascannons
- Vindicator
- Venerable Dreadnought with autocannon
- Two Landspeeders, one with heavy bolter and assault cannon and one with multi melts
- Tactical squad of 5 with a meltagun
The idea was that the Nurgle horde were making a surgical strike to take out the Dark Angel leadership at the start of the campaign.
The surprise of the day.......
A flyer, I could only hit it by rolling a six!! It proved itself - well and truly.
The game started on the right hand side with me throwing Belial and terminators down the throat of 30 Zombies and 2 Obliterators. They were supposed to be supported by the Chaplain but the Razorback got immobilised crossing terrain. It was heroic indeed. The Crusader did lots of damage and the Terminators assaulted. But the armour saves just kept on coming and there were sooooo many zombies. They just clawed there way through slowly.... turn by turn .....
The Vindicator did its job on the left and causing major threat but its many penetrating hits just did not do the damage required (awful dice)
Things were getting very interesting by the close of turn 2 and then the Darktemplar teleported Typhus. He rolled 2 dice, double 5 so 10 inch scatter unless he could roll a hit and ..... he did. Typhus arrived in exactly the right spot! I poured on the firepower and then I sent the Chaplain in to greet him.
Typhus was imperious!! Although a certain power axed individual clung on to take a couple of wounds from him.
In the middle I harried the plague marines with the Landspeeders and vindicator but could not really push home any real damage. My Venerable Dread become immobilised just as it was about to join the fray. So many 'what ifs' in this game.
In truth the Dark Templar got it exactly right. He sucked me in with the zombies. I should have left them alone but the obliterators had me worried. What a star Typhus proved to be and he got stronger as the game went on.
Overall the game was true joy. I thing of beauty. It ebbed and flowed, which is all you ask. It had surprises and was tactically really interesting.
Congratulations to the Dark Templar on a very well judged game!! Well done sir. Until the next time. I just know that under that pile of Zombie bodies Beldial still clings to life and can be returned to duty.....
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