Friday, February 27, 2009

Calling out the Gopher

I am headed up to CU for the weekend so I would like to make a public challenge to JibJeb and Iron, bring out your little toy men and get ready to throw down some dice. Seeing as Valentines day isn't too far gone I thought that I would show Mr. JibJeb some love. To this end I am bringing 2200 points of slow-ass-no-movement-having troops. Nothing in my army will be able to move more than 6” in a turn with out running. In the same spirit of love, I will even leave my sweet sweet forces of Chaos at home and bring only some of the Emperor's lapdogs. This game could be painful.

To all (three) of you who are shocked that I am fielding, let alone own, an imperial army, one of the guys at my FLGS was selling off a massive amount of Black reach models. In all I picked up 10 dreadnoughts, 68 terminators, and 81 tac marines. The guy was also gracious enough to toss in a bunch of bits that included various weapon options for terminators and dreadnoughts after the army was already sold.

The army is also even only a few skull shoulder icon away from being a complet Relictors army, (assemble and painted GW Plastic grey). It was a great deal from a super nice guy who's plan is to field 11 Valkyries in the new IG codex. He is even going to add the WW2 nose art to them, and how cool will that look, I am just happy that I was able to help with this in some small way. So my sixth army is an imp force, now I just need to find some old Alpha Legion paint schemes...

Peace
-Chambers

Thursday, February 19, 2009

getting shot up and pulling models

by: farmpunk



so last night we played a team game. SandWyrm (IG) and I (DH) vs. Ross (ork hordes), and a player coming back from 4years of not playing. I think 3rd ed was when he played last. We had to go over a lot of rules. And Argue over wether the Deciever can be included in a lit of 1000pts, and if the Callidus assassin's Word in your ear can affect the C'tan.

Monday, February 16, 2009

Table from Valhalla

Ah ye olde gaming table. I happen to have come into possession of one from an out of business store in Champaign-Urbana. (thanks to Chambers)

It sat in my Garage, awaiting the day I would turn to it and lovingly rebuild it in it's 6ft x 4ft glory, and loft it onto it's sturdy 4x4" legs, with 3" #8 woodscrews to bind it all together.

that day has come.

SandWyrm and I ventured to my Father-in-law's garage to get Ye olde Gaming Table #1. We hauled it back to SandWyrm's house to be put together in his basement. We got it up on legs, and with many woodscrews, it stands on it's own 4 legs once again.

We ventured out to the Local Menards Hardware/do-it-yourself EMPORIUM! to get the pink Foamboard to go into the top. We got one 8'x4'x2" section of the lighter 150weight polystyrene foam, and one 8'x4'x2" section of the 250weight foam. We then cut it down to 1.5" smaller than 6'x4', so it could slide down into the tabletop, and make the playsurface.

The table itself measures 6'x4' from outside edge to outside edge, so the foam to fit down into it has to be a little smaller to slide down into it.

We also got some acrylic spray paint to try priming the foam. Enamel might dissolve the foam, but with the acrylic as a basecoat, it should be fine.

We also picked up some textured flat enamel spray paint, because I didn't want to mess with glue and sand to texture the board. I also don't like how coarse glued sand seems. I wanted a slightly smoother surface.

Basically, we got the table put up, and the foam cut. SandWyrm might work some this week on painting the foam. Then we can work on more terrain.


SandWyrm said he might get ahold of one of his friends who was a model builder for STARSHIP TROOPERS, and ask him for tips. Or cast aside models he might have. In the meantime, SandWyrm got a multispeed Dremel to use. He's heard me gush about how I like to use my dremel... for whatever I can.

Friday, February 13, 2009

1500 WH list w/inducted IG

This list will probably have to hit the scrap pile once the new IG codex comes out. For now, it's tha basis for my WH Armored Company concepts. I like the list a lot, and it has a uniquie playstyle.

1500pt WH Armored Company
HQ:
Canoness (Jump Pack, Cloak of St. Aspria, Book of St. Lucius, Frag Grenades, Bolt Pistol, Blessed Weapon) (122pts)

Troops:
Battle Sister Squad (7Bolters, Hflamer, Flamer, 1Vet. Sister Superior w/Bolter, Book of St. Lucius) (202pts)
Rhino Transport (extra armor)

Battle Sister Squad (7Bolters, Hflamer, Flamer, 1Vet. Sister Superior w/Bolter, Book of St. Lucius) (202pts)
Rhino Transport (extra armor)

Inducted Armored Fist Squad (8lasguns, Missile Launcher, Vet Sargeant w/lasgun) (166pts)
Chimera (Multilaser, Hull Heavy Bolter)

Inducted Armored Fist Squad (8lasguns, Missile Launcher, Vet Sargeant w/lasgun) (166pts)
Chimera (Multilaser, Hull Heavy Bolter)

Fast Attack:
Seraphim Squad (Frag grenades, Krak Grenades, 3twin Bolt Pistol, 2twin Inferno pistol, 1Vet Sister Superior w/Eviscerator, Bolt Pistol, Book of St. Lucius) (202 pts)

Heavy Support:
Exorcist (Extra Armor) (140pts)

Exorcist (Extra Armor) (140pts)

Inducted Leman Russ Battle Tank (Hull Heavy Bolter, Heavy Bolter Sponsons, extra armor) (160pts)



5 faith, 8 tanks, 55 models.

Thursday, February 12, 2009

1500 GK DH force

I figured I should put up some of my "standard" lists. I don't claim this list to be "uber"-competitive. I made this 1500pt list based on what I had when I started. I might drop the Calidus, but she's a fun wildcard.

1500pt DaemonHunters
HQ:
Ordo Malleus Inq. Lord (psycannon, psychic hood) (222pts)
2 Mystics
2 Sages
2 Hbolter Servitors
1 Plasma Cannon servitor.

Grey Knight Grandmaster (145pts)

Elites:
Callidus assassin (Sheila) (120pts)

Troops:
Inquisitorial Storm Troopers (4Hellgun, 2Meltagun) (138pts)
Rhino transport (extra armor, smoke launchers)

Inquisitorial Storm Troopers (4Hellgun, 2Meltagun) (138pts)
Rhino transport (extra armor, smoke launchers)

Grey Knights (9Nemesis Weapon & Storm Bolter, 1 Justicar w/Nemesis & Storm Bolter, targeter, Meltabomb) (281pts)

Grey Knights (2Nemesis Weapon & Storm Bolter, 2 Psycannon, 1 Justicar w/Nemesis, Storm Bolter, and Targeter) (201pts)

Heavy:
Grey Knight Land Raider Crusader (extra armor, Frag Launchers, Power of the Machine Spirit) (255pts)

1500pts, 40 models

SandWyrm and the IG

So last night at the GP North, we had 5 show to play, which is a poor turnout for us. I think the Mall closing at 8pm in Feb. has something to do with it. But we did have about 10 people show up to watch! which was kinda cool. We're starting to get people regularly showing up to spectate, and cheer a bit.

so at first it was DONKEY, SandWyrm, Ross, and I were there. Ross had his Ork horde with Battlewagon and lootas, DONKEY running the 2 warboss 2 nob biker list, SandWyrm had his Tallarn IG with a Demolisher and rough riders, and I had DH, WH, or Light Infantry IG.

Because DONKEY played Sandwyrm the previous two weeks, once with the Biker list, SandWyrm didn't really want to face the biker bendover again. I can't really blame him. DONKEY refused to play against my Sisters, and wanted to play Ross and his ork mobs instead. I was kinda wanting to beat the cheese list with my all comers Sisters and Callidus list.

SandWyrm was happy to play me, and I rolled a die to see which force I'd play. it came up DH. I like to play the DH, they play differently than IG, and aren't adverse to some CC like the Sisters.


It was pitched battle, annihilation. I won the roll for choosing sides and going first, SandWyrm didn't seize the initiative.

I had the 5man GK squad with 2psycannons on some ruins in the bottom left side of my deployment, and 2 rhinos with 6IST's toting 2 meltas in each squad in front, up to the 12" Deployment line. The LRC with the 10-man GK squad and GM started in the center-right, and the Inquisitor Lord on a grassy knoll w/retinue. Shelia the Callidus was in reserves.
SandWyrm had a hill on my right, with 2 Lascannon support teams on it, one with Light Inf, one without, close to the 12" line, two missile/plasma line squads to the left of the hill, towards the center. an Autocannon fire support squad hidden behind a fence behind the two line squads, and the General, standard, medic, and Commissar behind them, and the honorifica JO plasma command squad to the left of the General's squad. The Demolisher Hbolter sponson russ to the left of the line squads, with 2 missile/plasma squads, and a JSO missile launcher to the left of the Demolisher.
6 RoughRiders, and a Hflamer sentinel were held in reserve, and 7 stormtroopers w/flamer and melta would DS.

I used the 'Word in your Ear' power from Sheila to move the Infiltrateable Lascannon squad 6" forward, hoping to be able to get a 1st turn charge out of the LRC.

1st turn:
I jetted the rhinos forward 12" avoiding terrain, and smoked them. the LRC was supposed to jet forward 12", but immobilized itself on the bridge in the center of the board. crap. so the GM and GK's got out, and hunkered down a bit behind the hill for the bridge, to get a cover vs. the Demolisher, and shot at a lascannon heavy weapon squad, as does the LRC. The Inq. Lord shot up one of the line squads in the center, as he really only could see the center line squads and Autocannon squad, as there was now a LRC, blocking one side, and a piece of terrain blocking view to the lascannon hill. The GK psycannons shot at a line squad in the center, to not much effect.
SandWyrm gets to shoot, and Destroys the far rhino, and blows up the closer rhino with his 2 lascannon teams. The IST's in the far left rhino get pinned, and hunker down, the IST's in the other rhino take a couple of hits from their rhino blowing up, and a Demolisher shell landing on them, but they ditched in cover, and make their morale checks. the GK's take some shots from the line squads, with the GM taking a lasgun shot to the face. (yup, he's got Termie armor)

Turn 2:
Shelia insists that She's got TV to catch up on, and doesn't come in from reserves. The far left rhino IST's are still hunkered down from pinning, and the other IST squad moves a whole 1" in their terrain. the large GK squad moves a few inches forward, leaving half of them behind cover, closer to the lascannons. The GK's, GM, and LRC shoot at the non-infiltrator lascannons, and the Inq. Lord fires at the other line squad in the center, and the GK psycannons shoot up a center line squad.
None of SandWyrm's reserves show up to the fight this turn. Gore moves one of the left side line squads up, and into cover to get rapid fire on the IST's. SandWyrm had a demolisher fire at the GK's and hit 3, with a few cover saves, the GK's draw a LOT of fire, and a few more drop, from concentrated shooting. A couple of the mobile IST's die to shooting, and the last man runs away.

Turn 3:
Shelia decides it's time to appear, and hops out next to the jso squad behind the line squads, next to the autocannons. The GM and GK's move up, in position to charge the lascannons, and the left side IST's move around to get behind a hill, and make their approach to the Demolisher.
Sheila opens a can of mind-melt on the Honorifica squad, killing off 3 of the 5. The Psycannon squad throws fire at the line squad that moved up, into cover on the left side, and the Inq. Lord throws fire at one of the line squads that's still standing in the middle, killing it down to 1lasgun, who makes his LD. the LRC throws fire at some of the line squads as well.
the GM and GK's charge the lascannons, and the GM himself eats them for lunch. I forget how much of a beast he can be in combat, with WS5, and a Str6 Force Weapon. They consolidate onto the hill, GM, Justicar, and 4 GK's. Shelia charges, and because of placement and straight line charge, can engage the JSO squad, and the autocannons. she kills off 2, and takes a wound herself. The autocannons fail LD, and run, the JSO is fine.

SandWyrm's Rough Riders and Stormtroopers arrive. the RR's come in, and size up the GK's on the hill for a charge. SandWyrm's Stormtroopers DS right next to the Psycannon GK's. The ST's flame and melta the GK's, killing the two vanilla GK's. Gore fires some line squads on the IST's on the left, and kills a couple, they make their LD, the Demolisher shoots at the LRC, and fails to penetrate. the remnants of the right side, with the exception of the General and the squad locked in CC fire at the GK's, one more goes down, and the GM takes another lasgun shot to the face, for his 2nd wound wound.
The Rough Riders charge, but the GM goes at the same init, chopping down 2, with the Justicar chopping down 3 more, and a Vanilla GK killing the last RR. The RR's put one more Power weapon wound on the GM, and he fails his invul. They also manage to kill off 1 more vanilla GK. the Justicar and 2 GK's consolidate towards the line squads and General, who has charged Shelia (who failed her Jump back roll) She cuts down a few more people, but ultimately dies to the flurry of power weapons. The general consolidates towards the GK's. showdown!

Turn 4:
The Psycannon GK's get out of their cover, and prepare to eat some ST's. the IST's move forward, and shoot the last man from one of the line squads, and get ready to eat lasguns from 2 of Gore's line squads.
The psycannons chew up the ST's, cutting down 4 of the 7 the last 3 brace for impact. The Inq. Lord fires into the general's squad, killing a few, and the LRC killing a few more, and the MultiMelta firing at the Demolisher, not doing much. the GK's fire into the general's squad, for effect. at the end of all the shooting, It was the general and commissar. The general actually failed the leadership check, and was laid low by the female commisar.
The Justicar and 2GK's charged the comissar, and also hit the last 2 guys of a line squad on their charge, with the JSO remnant probably out of reach. The Justicar puts quick work to the Commissar, and the GK's don't quite finish off the line squad. The psycannons charge the last 3 ST's, and the Justcar kills them with his power weapon, to consolidate back onto the ruins.

SandWyrm's sentinel shows, and charges the GK's still in CC. The demolisher fires at the LRC, but scatters wide. The 2 left side line squads kill off the IST's, with the othe line squad moving up to hunker behind the hill, with only the missile launcher poking its head out.
The Justicar hits the Sentinel, immobilizing it. The Sentinel kicks furiously in return.


Turn 5:
the Inq. Lord squad shuffles to the right a bit, wanting to get away from the LRC, and the Demolisher scatter.
The LRC fires it's MM at the Demolisher, with not much to really show for it. I think it got stunned, and couldn't shoot. the hurricane bolters fire into the line squad in the ruins. the Psycannon GK's fire into the line squad in the forward ruins, and knock down a few more guys. they make their LD.
The Justicar and GK's whiff a lot, and don't do anything to the Sentinel, and the sentinel doesn't do much in return.

SandWyrm's line squads fire into the Psycannnon squad, to no effect.
The sentinel and GK's go one more round of not much happening.

we roll the 4+, and have one last turn of satisafction.

Turn 6:
The Inquisitor alone can fire into the line squad in ruins on the left, and the psycannon GK's do as well. I think this finished them off, with help from the LRC. The multimelta didn't do anyhting to the Demolisher.
The Justicar and his 2 GK's explode the sentinel, and move closer to the Demolisher and JSO hiding behind the fence where the Autocannons were.

In Gore's final turn, he shoots his last line squad into the Justicar and his buddies, and fires the JSO at them, to no effect. the Demolisher again scatters wide to hit the LRC.

that's game.

Post:
It was a very good game, pretty close I felt. We should have defined terrain a bit better, like clarifying that the crashed shuttle from the macraegge box is 4+ cover diff terrain, and that the hills, while 5+ cover were NOT difficult terrain. (we 4+ rolled it) There was a lot of low-er lying terrain, that obstructed a normal trooper, but not tanks, which made it a bit complicated, and we gave everything a 4+ for ease. I did forget that the old DH smoke downgrades everything to glances, which might have helped some.

I've also got to check on the Sage re-roll. I had someone else challenge the sage's re-roll ability for 'Gets Hot'. They said the 'gets hot' is not part of the to-hit, and shouldn't be able to re-roll. I can see having to roll all of the to-hit together, which is something I hadn't thought about, even if you re-roll the scatter. So rolling the 2d6 and scatter with a 'gets hot' die might be appropriate. I need to dig through my BRB for more info.

I think having the Sentinel outflank might have been a better choice for SandWyrm. I had units on both flanks near the end of the game. It was a hard call to make at the begining of the battle.

I'm glad immobilizing the LRC didn't hurt me too badly. The game would have been much faster had the GK's gotten over there 1st turn, and started trying to engage multiple units at once on 2nd turn. The Rhinos might not have been destroyed by lascannon if the GK's had gotten there.


SandWyrm and I will have a rematch of sorts this weekend. I might let him choose which force to fight, or roll again. We're going to move my gaming table into his basement, until the wifey and I sell our house back in Champaign-Urbana area, and buy a real house near Indy.

Wednesday, February 4, 2009

So many targets, so few guns. Armored Vehicles.

*This list was written with the 3rd ed IG and WH codexes. The theory still applies though*

Chambers had asked me about writing up something about used car lists. A Used car list would be a light armor spam type list.

Light armor spam? Isn't a rhino just a rolling coffin? Why the heck would you want to try something as silly as using a rhino as a real tank?

The truth is, that by itself, one or two rhinos are no match for anti-tank. It's really a simple problem of target priority for your enemy. If the rhinos are high priority, because either there are no larger tanks, or because there are not many tanks, the rhinos will take a lot of shots, and get destroyed.

So How do you get around this problem?
Get big armor.
A Land Raider, or Leman Russ both fit the bill nicely. Big tanks draw attention away from the transports, and hopefully pull big antitank guns like lascannons away from something they'd pop really easily (rhinos).

Big Armor isn't a bad option. I like to employ this strategy myself, but Big Armor is not the only answer. Sometimes it's hard to get the big tank. Like for WH, I have to take 2 platoons of IG, or 2 Armored Fists to get a Russ.

Get big numbers.
Get big numbers? I've found that 3 tanks in 1500pts isn't bad to deal with. a lot of armies field about 3 tanks. but if you've got Light tanks, what are you supposed to do? Your enemy should be easily able to dispatch your 3 light tanks.
I remembered the U.S in WW2. The Sherman tanks weren't nearly as good as a German Panzer. The Panzer outclassed the Sherman in many ways. The two couldn't really go toe to toe. The advantage the U.S. had was numbers. They could make a lot MORE shermans.

So why not try it with my little plastic tanks? The Immolator isn't that impressive, but it is cheap. for the less than the price of 1 barebones Russ, I can get 2 Immolators.

playing with the list:
When building forces, I like to take ideas, and see if I can make something viable out of taking the list to an extreme. The Light Armored company was an idea that came out of an extreme.
In a standard WH force org chart, you can take a lot of transport type tanks. The Immolator is a decent transport tank, built on the rhino chassis.
You have to start with 2 rhinos full of SoB's for troops.
1Immolator with a cannoness and minimal retinue.
3 Heavy Support Immolators (posibly even with retribution squads)
3 Immolators with 3 elite Celestian squads
3Fast attack Immolators with Dominions
You quickly can approach 12-13 possible light tanks.

Then you give the squads inside Meltaguns, or Hflamers/flamers. You can have a lot of targets, 10 of which can lay down a twin-linked Hflamer on you.

Most opponents won't take enough Anti-tank or anti-light tank to deal with 10+ tanks screaming across the board. Of course, you might be screamed AT for bringing your used car collection to the table. I like to refer to these lists as Saganaki lists (flaming cheese).


a more workable idea:
I prefer lists using a few bigger tanks to them. It's hard for me to resist getting a Leman Russ in a WH list, while I still can.
I start off with the standard 2 SoB squads in rhinos, and a Jumpy cannoness (although I might try to get a Celestian retinue in an immo sometime.)
2 Exorcists (because they work better in pairs)
Then take the 2 Armored Fists in their Chimera w/Multilaser, Hbolter. I will typically give a Missile launcher and Vet Sarge to the squad. ( I like the ld8)
I then get a Leman Russ, usually with Lascannon and Hbolter sponsons.
If I have points left over, Tank-hunter Seraphim. Or something in another light tank.

The WH portion comes to about 1000pts, and the 2 AF's and Russ to about 500. 500pts is not a bad price to put down 2 medium and 1 Heavy tank.

If you're keeping score, it's 1 Big Russ, 2Exorcists, 2Chimera, 2Rhinos, and maybe an Immolator.
7-8 tanks is a lot of tanks. Not as many as a full-out immolator-fest, but the Russ will take a lot of hits, and gives you 4 troops choices on the board. It's more armor than a lot of armies want to deal with in a turn or two, which should protect your rhinos and your Exorcists, as the Russ will be your main FireMagnet now, not your transports barelling to unload anti-infantry doom.

Summary:
This type of WH Armored Company is a playable list, and I don't feel it's AS lopsided as the saganaki Immolator fest. It still operates off some of the principles the Immo fest does. More armor means target saturation for your enemy. Your opponent can't kill them all at once. Something's going to make it to it's target. Another force I've seen do a Light armor spam list well was Dark Eldar. So many troops, in so many transports, with so many lances...

The Immo fest list is a much more in-your-face playstyle though, and the WH Armored Company has more of a tank gunline feel to it, with 2 SoB squads to act as knives, and the cannoness to punch like a dagger.

Sunday, February 1, 2009

Necron Vs. Chaos 2000pts

So that Mr. Punk isn't the only one putting content up I agreed to put up a few things as well. Here is my last battle report, sorry no picture or long stories about guys in scarfs. I will try to do better next time. ;)

Yesterday I got the chance to get a way for a couple of hours, heading up to the FLGS I met up with one of the local heavies who wanted to play a 2000 point game. A super nice guy by the name of Tom who had just ordered two Eldar titans and Chaos Warhound. Man those are beautiful models.

Great I had been wanting to play something large for quite a while now. The down side is that all that I had was my Necron resurrection cell list, so for me to make the points I had to play both the Deceiver and the Monolith. In an attempt at not blind siding my opponent I walked him through the nasty tricks that I can pull off with those two models, as well as having him read their respective codex entries. He still wanted to play at the higher point level and fairly certain his army could win.

The game was to be three loot counters on a pitch battle board. He won the roll to place the counters and I won the roll for first turn. I set my on the flanks the side to my right vastly stronger about 75-80% of my army. He predictably set up the majority of his army to my left. I would like to say that I had a nefarious plan for setting my forces up so heavily to one side, but the truth is that my right side was the only one with any decent cover. With out knowing what I was facing I wanted all of the cover that I could get. The left hand flank was the maximum amount that I was willing to throw away encase he brought a lot of high strength shooting.

My heart sank a little when the first things he set down on the table were a defiler followed by two Daemon Princes. The rest of his army consisted of Plague Marines, Berserkers, and a full unit of Possessed. He rolled power weapons for his possessed I rolled a 1 for my grand illusion. He did not seize the initiative so I went ahead with the first turn. I spent the first turn moving my army into better positions with the only shooting coming from the Monoliths particle whip. A good scatter netted me 3 Plague Marines and two Possessed. His turn one everything expect the heavies run forward. The tri-las predator hits the monolith twice but fails to do anything. The defiler's battle cannon fairs better by taking out five warriors only one of which stands back up thanks to the res orb nearby.

Turn two saw me still readjusting my warriors into position along with their pet Tomb Syders. My 'lith netted me three more plague marines and the scarabs immobilize and tore off one of the tanks lascannons, all the while tying up a full squad of 'zerkers. He spends his turn running everything forward while the Nurgel Daemon Prince tries to stun the Monolith with winds of change, but he did not make the four he needed. The squad of Plague marines in the rhino also disgorge and shot two meltas at the floating fortress only shaking the thing. The Battle cannon takes out more warriors on a bad scatter who mange to stay down yet again. It looks like the self repair function hasn't been switched on this game.

Third turn is when we finally got into contact and when stuff started dying in mass. At the top of the turn my last scarab is finally killed freeing up the beserkers to move on his turn. My wraiths and lord wipe out the power weapon possessed in close combat after having being softened up by a rapid firing squad of warriors. Oh I almost forgot pokie the god of slow finally got near the fight, still too far a way to do a damn thing but at least he could support the warriors now. In his turn the zerkers and the remaining plague marines on foot advance towards my lines with their new friend Mr. Greater Daemon while Rhino marines take another shot at the monolith. He manages to stun the lith, which means no mass heavy bolter's for me. Both of his Princes strike home one running into the squad of wraiths with out the lord felling only one due to mediocre rolling on his part. The other Prince hits my large squad of warriors like a brick wall pulling them out of res orb range before wiping the entire squad in one fell swoop.

Turn Four I respond by sending my full accompany of wraiths against the Khorn prince and the golden slow ass against his Nurgel prince. My remaining warriors all fire at targets of opportunity along with the monolith resulting in one dead berserker, it was about time for lady luck to spurn me. The assault phase treated me much better with the wraiths dropping the khornate prince and golden boy taking off two wounds from the other. In his turn not too much happens, the preditor takes a pot shot at the lith and misses, and the battle cannon nets a few more kills while the zerkers get close enough to my warriors that there is no way for me to avoid being charged next turn and loosing the objective that they had planted them selves upon. In assault the remaining PM charge the only thing that they can the “lith with predictable results for units with only one melta bomb. His last prince dies to the golden boy wonder and we move on to turn five.

In this the last turn my warriors on the left flank move out of the tomb spyder's way and rapid fire into the bezerkers dropping three. The other group of warriors held on to their objective but still managed to fire a couple of shots at the Plague Marines dropping one. The Monolith finished off the squad with a direct hit from the particle whip. The wraiths, lord, and “the defiler of monkeys” all gang up on the Greater Daemon dropping it with ease while the tomb spyders assault the 'zerkers and mange to kill off five while only loosing a total of four wounds. At this point my opponent calls the game reasoning that he will not be able to stop my heavy hitters from rolling over the remainder of his army.

In the end it was a bit one sided. After the game my opponent and his friend both of which are real nice guys let me know that his list was geared for marines and that my list was broken, but that was okay because it was all that I had with and had been upfront about it...

Once again it is never the player but always the list, oh well. Morel of the story is that the Golden boy is a beast in hand to hand, I just hope that when they remove him from the next codex I will get something to use the model as in return.

Below are the lists for any one who cares.

My list
HQ: The Deceiver (1#, 300 Pts)
1 The Deceiver
HQ: Lord (1#, 210 Pts)
1 Lord WarScythe; Destroyer Body; Phase Shifter; Resurrection Orb

Troops: Warriors (12#, 216 Pts)
12 Warriors @ 216 Pts
Troops: Warriors (12#, 216 Pts)
12 Warriors @ 216 Pts
Troops: Warriors (14#, 252 Pts)
14 Warriors @ 252 Pts

Fast Attack: Scarab Swarms (10#, 160 Pts)
10 Scarab Swarms @ 160 Pts
Disruption Field
Fast Attack: Wraiths (3#, 123 Pts)
3 Wraiths @ 123 Pts
Fast Attack: Wraiths (3#, 123 Pts)
3 Wraiths @ 123 Pts

Heavy Support: Tomb Spyder (3#, 165 Pts)
3 Tomb Spyder @ 165 Pts
Heavy Support: Monolith (1#, 235 Pts)
1 Monolith @ 235 Pts

Total Roster Cost: 2000


His List, or at least what I remember of it, I am missing about 70 points but I am not sure where they went. Most likely into war gear that I did not see.

HQ: Daemon Prince (1#, 140 Pts)
1 Daemon Prince @ 140 Pts
Close Combat Weapon; Fearless; Wings; Mark of Khorne
HQ: Daemon Prince (1#, 180 Pts)
1 Daemon Prince @ 180
Close Combat Weapon; Fearless; Wings; Mark of Nurgle; Wind of Chaos (x1)
HQ: Summoned Greater Daemon (1#, 100 Pts)
1 Summoned Greater Daemon @ 100 Pts

Elite: Possessed (10#, 300 Pts)
9 Possessed @ 300 Pts
Icon of Khorne
1 Possessed Champion @ [36] Pts

Troops: Khorne Berzerkers (10#, 290 Pts)
9 Khorne Berzerkers @ 290 Pts
Plasma Pistol (x2)
1 Skull Champion @ [71] Pts
Plasma Pistol; Power Weapon
Troops: Plague Marines (11#, 320 Pts)
9 Plague Marines @ 320 Pts
Meltagun (x2)
1 Plague Champion @ [58] Pts
Power Weapon; Melta Bombs
1 Rhino @ [35] Pts
Troops: Plague Marines (10#, 285 Pts)
9 Plague Marines @ 285 Pts
Meltagun (x2)
1 Plague Champion @ [58] Pts
Power Weapon; Melta Bombs

Heavy Support: Defiler (1#, 150 Pts)
1 Defiler @ 150 Pts
Predator (1#, 165 Pts)
1 Predator @ 165 Pts
Twin Linked Lascannon; 2 x Lascannon Sponsons

Total Roster Cost: 1930

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