A little something from the World of Warhammer 40K - a Simple Painting Log, ideas, tactics, whatever...
Tuesday, December 6, 2011
Initial thoughts on Necrons....
I had the pleasure of playing my buddy's Necron army this last week and I must say that they seem like a lot of fun to play. My initial thoughts is that the Necrons got a fun balanced codex, couple this with some night fighting shenanigans and they got the potential of really putting the hurt on long range shooting. Im not going to say that this is an easy army to play, in fact this army is on par with Tau and dark eldar; in short a finesse army. You make a mistake and it might prove your undoing but play it well and you can crush the competition.
The combinations that this codex allows players to do is just amazing. Like the Space Wolves and the Dark Eldar, you can go with multiple combinations of units, build that great synergy to win games. Things like using the Stormlord and cypteks to cause nightfight and then remove it, to spiders "pooping" out more scrabs, to running kind of like a Necron Havoc squad in a Ghost ark with 4 crypteks, players have limitless options. Assault is still a big weakness to this army so players will need to learn how to avoid it if possible until they know that the assault will go in their favor. We played an 1850 points game with table quarter deployment and killpoints. I won first turn and so deployed my dark wolves in one quarter while my friend deployed in the opposite quarter. To say that my long fang squads sucked is an understatement, fact is they really didnt do anything for 3 full turns thanks to the stormlord and night fighting. The use of him and crypteks with solar pulse means that if a player wants too, they can take advantage of night fighting for most of the game. Wraiths are awesome for tying up squads with their 3+ invulnerable save and 2 wounds.
He had a squad tie up 2 of my grey hunter squads for 2 turns which prevented me from destroying one of his ghost arks. Speaking of ghost arks, the fact that they can "bring back" warriors every movement phase makes them just awesome and in my opinion a must have for any army. In the end I ended up winning the game 6-5 so it was close. Pics are from our game which lasted to turn 5. If it went on one more turn, I might have beaten him by maybe 2-3 more points as my 3 Thunderlords were close to his 20 man blob squad of warriors, the stormlord, and another Ghost ark. Still would have been close and in the end it was a great game!!
On another note, I am thinking of maybe suspending the campaign until after the holidays as right now its really hard for people to make it down to the store to get some games in. As of right now, the Forces of disorder are winning the 3rd phase by a score of 2 to 0. What I plan on doing is starting the campaign back up after the holidays, giving the 3rd phase 2 weeks before moving to the 4th phase.
Thursday, November 17, 2011
Gaming this Saturday...
I was just made aware that this Saturday, our local flgs will be holding their annual tanksgiving event. As you know this will mean fewer choices for tables so I recommend we try playing somewhere else. We can try Pegasus if you like or can post pone until next week. Players, remember, you can play any day of the week so if some of you can meet up on any other day feel free to do so. I might try going to GW first to see how bad its going to be and then decide to move to Pegasus. We can try GMI as well if that will work.
Monday, November 14, 2011
Campaign Phase 3 - Week 1
Week one of phase 3 brought about a lot of interesting developments in the war against the Arch militant and his forces. After taking devastating casualties, the contingent of Crimson Fists were relieved of duty by the imperium to recup their losses, with more Imperial Guard forces being sent to support the imperial forces. A major battle broke out between a Kabal loyal to the arch militant allied with an ork waaaagh led by an ambitious mekboy against a space marine force led by the triumvirate, 3 of Skyrar's most able warlords. The 2 forces bloodied themselves to the point where both leaders decided to withdraw as no headway was being made. Both Factions then retreated back to lick their wounds. Whats odd is that the fighting on one of the worlds disturbed a nearby Necron tombworld. Angry by the Arch Militants intrusion, the necrons unleashed a force to do battle however as they were still in the first phase of coming online, they were destroyed by the Arch Militant in a furious battle. The necron overlord vowed vengeance learning never to underestimate the Arch Militant again. Seeing the Imperial forces as a tool to be used for now, the overlord decides to secretly support them in their war, as the old adage says, the enemy of my enemy is my friend...
After week one, the tally for the phase is as follows -
Forces of Disorder - 1 Campaign point
Forces of the Imperium - 0 Campaign point
We had 2 players switch out their armies, Matt will playing his orks instead of the Eldar and Brian will be using Necrons instead of his Crimson Fists. Remember, that we are allowing players to switch armies in this phase but after all players have okayed the move.
As always, I will post the rules for the phase in every post below.
Victory in a Battle Mission (1500 - 2000 pts a side, roll for battle mission used)is worth 2 Campaign Points
Victory in an Objective game (4 Objectives, 1000 - 1500 points a side, Roll for deployment as normal)is worth 2 Campaign Points
Victory in a Team Battle (1250-1500 per player/2500-3000 pts a side)is worth 3 Campaign Points
Other Victories are worth 1 Campaign Point
Phase 3 special mission - Genocide on Planet 483 is worth 4 Campaign Points
Special Mission - Genocide on Planet 483 -
With the momentum going to the Imperium at this point in the campaign, The Arch Militant in his rage resorted to using forbidden weapons in an effort to beat back the invasion of Planet 483. The Imperial forces discover this plan and organize a defense to prevent the forbidden weapons from being used by blocking the path of Transports carrying the weapons, knowing that they must not fail. This mission is a modified battle mission/City of Death game with the Imperials having 1500 points. The Forces of Disorder have 2000 pts for this game and in addition they have a number of modified Rhinos (4 additional) with self destruct devices carrying cannisters of the dreaded toxin-101 virus.
Deployment - This mission uses a 6 by 4 foot table with as much urban terrain as possible per the city of death rules. The table is divided into 3 sectors length wise with both ends being deployment zones. Choice of deployment zone goes to the winner of a roll off who chooses one side while the other player picks the opposite side. First turn goes to the winner.
Special Rules - Weapons of Mass Destruction - The Fallen Player begins the game with 4 additional Rhinos that are wired with self destruct devices. In all ways these are treated as normal Rhinos without any optional upgrades except that they can not transport any models. These Rhinos may be indistinguishable from other "normal" Rhinos so mark them in some way to avoid argument on which is which (label them secretly). The goal of the Fallen player is to detonate these Rhinos inside the Imperial deployment zone. This is done during the Fallen players shooting phase, the Rhino "explodes" and is removed from play and everything within 2D6" suffers a wound on a 3+ with an AP of 3, vehicles are unaffected, no cover saves are allowed. If the Imperial player is able to destroy a rhino in their turn, the bomb onboard will only detonate on a 5+. Each time a Rhino is destroyed, another bomb carrying Rhino may enter play from reserve the next turn for the Fallen Players table edge. The games lasts the normal 5 turns with rolls to continue to six on a 2+ instead of a 3+ and a roll of a 4+ to continue to turn 7. Each Rhino detonated by the fallen player is a point for them with the game ending in their victory if they detonate all 4 of the Rhinos in the imperial deployment zone. The Imperial player scores points by destorying the Rhinos in their turn. Game immediately ends if all 4 are destroyed. The Rhinos are the objectives fellas.
Cities of Death Stratagems - The fallen player may select 2 cities of death stratagems from the key building and armoury stratagems lists. The Imperial player may select 2 stratagems from the key building and dirty tricks stratagems lists. I have a cities of death book so please let me know if you need to borrow it.
Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
New rule for this Phase and beyond - Any unit that flees the table will lose 1 ability if they have more then 1. If they only have one, they will lose that 1 ability.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Happy Gaming!!
Thursday, November 10, 2011
Campaign, Phase 3 Bloody Omens
Campaign Phase 3 - Bloody Omens
The war against the fallen captain has reached its zenith with nobody holding back in order to bring him to justice. Taking to calling himself the Arch Militant, the fallen captain shows his anger by giving the order to all of his forces to annihilate all before them. Whole worlds are laid to waste as both Imperial and Fallen fight tooth and nail in order to utterly destroy the other.
Below are the rules for this phase.
Victory in a Battle Mission (1500 - 2000 pts a side, roll for battle mission used)is worth 2 Campaign Points
Victory in an Objective game (4 Objectives, 1000 - 1500 points a side, Roll for deployment as normal)is worth 2 Campaign Points
Victory in a Team Battle (1250-1500 per player/2500-3000 pts a side)is worth 3 Campaign Points
Other Victories are worth 1 Campaign Point
Phase 3 special mission - Genocide on Planet 483 is worth 4 Campaign Points
Special Mission - Genocide on Planet 483 -
With the momentum going to the Imperium at this point in the campaign, The Arch Militant in his rage resorted to using forbidden weapons in an effort to beat back the invasion of Planet 483. The Imperial forces discover this plan and organize a defense to prevent the forbidden weapons from being used by blocking the path of Transports carrying the weapons, knowing that they must not fail. This mission is a modified battle mission/City of Death game with the Imperials having 1500 points. The Forces of Disorder have 2000 pts for this game and in addition they have a number of modified Rhinos (4 additional) with self destruct devices carrying cannisters of the dreaded toxin-101 virus.
Deployment - This mission uses a 6 by 4 foot table with as much urban terrain as possible per the city of death rules. The table is divided into 3 sectors length wise with both ends being deployment zones. Choice of deployment zone goes to the winner of a roll off who chooses one side while the other player picks the opposite side. First turn goes to the winner.
Special Rules - Weapons of Mass Destruction - The Fallen Player begins the game with 4 additional Rhinos that are wired with self destruct devices. In all ways these are treated as normal Rhinos without any optional upgrades except that they can not transport any models. These Rhinos may be indistinguishable from other "normal" Rhinos so mark them in some way to avoid argument on which is which (label them secretly). The goal of the Fallen player is to detonate these Rhinos inside the Imperial deployment zone. This is done during the Fallen players shooting phase, the Rhino "explodes" and is removed from play and everything within 2D6" suffers a wound on a 3+ with an AP of 3, vehicles are unaffected, no cover saves are allowed. If the Imperial player is able to destroy a rhino in their turn, the bomb onboard will only detonate on a 5+. Each time a Rhino is destroyed, another bomb carrying Rhino may enter play from reserve the next turn for the Fallen Players table edge. The games lasts the normal 5 turns with rolls to continue to six on a 2+ instead of a 3+ and a roll of a 4+ to continue to turn 7. Each Rhino detonated by the fallen player is a point for them with the game ending in their victory if they detonate all 4 of the Rhinos in the imperial deployment zone. The Imperial player scores points by destorying the Rhinos in their turn. Game immediately ends if all 4 are destroyed. The Rhinos are the objectives fellas.
Cities of Death Stratagems - The fallen player may select 2 cities of death stratagems from the key building and armoury stratagems lists. The Imperial player may select 2 stratagems from the key building and dirty tricks stratagems lists. I have a cities of death book so please let me know if you need to borrow it.
Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
New rule for this Phase and beyond - Any unit that flees the table will lose 1 ability if they have more then 1. If they only have one, they will lose that 1 ability.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Happy Gaming!!
Tuesday, November 8, 2011
Campaign Phase 2, Week 3 Update
Time for a Campaign update -
The detachment of Grey Knights refused to let their honor suffer. After suffering a great defeat at the hands of the Eldar, In order to keep their honor intact they began the recovery of all of their Slain brothers to grant them the honor of a hero's burial back on Titan. Lost amongst their number was a Brother-Captain whose body had fallen into the hands of a Space Marine Force loyal to the Fallen Captain. These Marines were not just going to sit idly by and not use this as an excuse to bring even more death to the grey knights and so decided on ambushing them, to use the body of the fallen Brother-Captain as bait. Not to be outdone the Grey Knights fought and were able to recover the body of their Captain, but at great cost to their forces including the death of a mighty librarian hero.
With the special mission done for this phase, this brings about the closing of phase 2 of the Campaign and the final tally for both sides is as follows -
Forces of Disorder - 5
Forces of the Imperium - 7
With the Imperium taking this phase, they will be granted the following ability for the next phase - All Fast Attack Choices count as scoring. I will be posting the rules for the next phase in the next day or so including the special mission rules. I have had some requests from players of wanting to switch out armies. I for one am ok with this however all parties in the campaign need to be in agreement of the choices as we really want the teams to remain balanced as much as possible.
I have attached some pics of my finished Nightlord Terminators to show you what I am currently working on, these were old ones that I painted back several years ago however as I painted my new ones with terror markings and lightning bolts, I wanted to update these as well. Let me what you guys think...
Saturday, October 22, 2011
Campaign Phase2 update Week 2...
Time for an update. Battle continued this week with the remnants of the Eldar loyal to the fallen captain eager to avenge their loss at the hands of the forces of the imperium. Seeing their opportunity, they pounced on a Grey Knight force who were on patrol and wiping them out with only 2 battle brothers and a dreadnought left to tell the tale. The Eldar under the command of a talented Farseer anticipated every move and destroyed the mighty knights. With this victory, the forces of disorder are back in the lead. Below is this tally of both forces in phase 2.
Forces of Disorder - 5 points
Forces of the Imperium - 3 Points
Also be aware that next week, the manager at our local shop will be conducting Halloween festivities and so will be using all of the tables. She asked that I let you all know as this might not interest you and there will probably not be any tables available for us to play on. You are welcome to play games at another store, during the week, or we can postpone games this week until the following week. Let me know what you guys think of this
As always, I will be posting the rules for the campaign with every post for convenience.
Phase II - War in Earnest
There is no turning back now as the Fallen space marine commander pulls all of his forces to engage the forces of the Imperium. Sin and Heresy, betrayal and treachery most foul are revealed as the forces of the Imperium fight back against this powerful enemy.
Games of Warhammer 40K of 2000pts a side are scored as follows -
Victory for the Imperial forces - 3 campaign points
Victory for the Forces of Disorder - 2 Campaign points
Any Draws and Ties - 1 Campaign point for the Forces of Disorder only
1500pt games of Boarding Action - Victories for any side - 2 Campaign Points
Other Types of Games - 1 Campaign Point for any victories
Special Mission for the phase - Betrayal at Sounds Fall - 4 Campaign Points
This game is played using the Boarding Action Rules - After 2 years of battle a Parley between an Imperial Commander and the Fallen Captain on a ruined Space Station ends in Murder and Betrayal. Amid the fire and confusion of a void battle happening on the outside, Imperial Forces with revenge on their minds attempt to retrieve the body of their fallen Lord. The Forces of Disorder have other plans however, to make an example of any force that opposes them. The Imperial side has 1000 points of forces available to them using the usual restrictions of an attacking force in a Boarding assault game. They also get the services of a mighty Librarian with his honor guard for free (see me for the rules). The Forces of Disorder get 800 points of forces following the rules of the defender in a Boarding action mission.
Objective - The objective of this battle is simple, the recovery of the fallen imperial commander's body. This objective is mobile but may only be moved by imperial models. Any imperial model in base to base with the objective may move it with them as long as they move no more then 6 inches that turn (no running,, jump moves, etc.); they can also not assault while carrying it. They will defend themselves however if they are assaulted with their normal attacks. If the model carrying the objective is killed, the objective is simply left where it falls. In order to win, the Imperial forces must end the game in possession of the objective or if an imperial model "leaves" the table with the objective via their deployment zone. If this happens during the game, the game automatically ends with an imperial victory. On any other result, the forces of disorder win (they have the objective or nobody has the objective)
Setup - This game is played on a 4'by 4' table cut into 4 quarters with a 12 inch circle in the center of the table where the objective is placed; no models maybe placed within the 12 inch circle and at least 6 inches away from it. The Forces of Disorder pick any table quarter and deploys first following the boarding action rules for defender, the Imperial player then picks any table quarter they like and deploys there. First turn is always given to the Forces of Disorder however the Imperial forces may seize the initiative on a roll of 6. Game length is 6 turns with no roll needed after turn 5 or when the Imperial forces move the objective off of the table.
Game Special Rules - Death before Dishonor - Any Imperial unit with in 6 inches of the objective is fearless.
Night Fighting - Night Fighting is in affect through out the entire game
The Catastrophic Damage table is in affect the entire game, however rolls for this are done at the beginning of every player turn and not game turn!!!
Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Sunday, October 16, 2011
Campaign Phase 2 week one updates
The first week of phase 2 brought along a lot of bloodshed amonst the 2 factions. In the first openning battle, the fallen captain took to the field of battle and crushed a Grey Knights detachment who were sent out along with a full Assassin team to silently take him out. A battle also broke out between a space marine company allied to the fallen captain with some Dark Eldar allies against a loyal space marine company and their Grey Knight allies who fought each other to a stalement with both sides bloodying each other in furious combat! The battle raged for hours until both sides decided to leave the field of battle to lick their wounds. Hope however arose for the Imperium as Skyrar's Dark Wolves tore into the Eldar allies of the Fallen Captain slaughtering all before them to the anger of the the Fallen Captain.
A total of 3 games were played for the first week of phase 2 culminating in the following tally for both Teams -
Forces of Disorder - 3 points
Forces of the Imperium - 3 points
As always, I will be posting the rules for the campaign with every post for convenience.
Phase II - War in Earnest
There is no turning back now as the Fallen space marine commander pulls all of his forces to engage the forces of the Imperium. Sin and Heresy, betrayal and treachery most foul are revealed as the forces of the Imperium fight back against this powerful enemy.
Games of Warhammer 40K of 2000pts a side are scored as follows -
Victory for the Imperial forces - 3 campaign points
Victory for the Forces of Disorder - 2 Campaign points
Any Draws and Ties - 1 Campaign point for the Forces of Disorder only
1500pt games of Boarding Action - Victories for any side - 2 Campain Points
Other Types of Games - 1 Campaign Point for any victories
Special Mission for the phase - Betrayal at Sounds Fall - 4 Campaign Points
This game is played using the Boarding Action Rules - After 2 years of battle a Parley between an Imperial Commander and the Fallen Captain on a ruined Space Station ends in Murder and Betrayal. Amid the fire and confusion of a void battle happening on the outside, Imperial Forces with revenge on their minds attempt to retrieve the body of their fallen Lord. The Forces of Disorder have other plans however, to make an example of any force that opposes them. The Imperial side has 1000 points of forces available to them using the usual restrictions of an attacking force in a Boarding assault game. They also get the services of a mighty Librarian with his honor guard for free (see me for the rules). The Forces of Disorder get 800 points of forces following the rules of the defender in a Boarding action mission.
Objective - The objective of this battle is simple, the recovery of the fallen imperial commander's body. This objective is mobile but may only be moved by imperial models. Any imperial model in base to base with the objective may move it with them as long as they move no more then 6 inches that turn (no running,, jump moves, etc.); they can also not assault while carrying it. They will defend themselves however if they are assaulted with their normal attacks. If the model carrying the objective is killed, the objective is simply left where it falls. In order to win, the Imperial forces must end the game in possession of the objective or if an imperial model "leaves" the table with the objective via their deployment zone. If this happens during the game, the game automatically ends with an imperial victory. On any other result, the forces of disorder win (they have the objective or nobody has the objective)
Setup - This game is played on a 4'by 4' table cut into 4 quarters with a 12 inch circle in the center of the table where the objective is placed; no models maybe placed within the 12 inch circle and at least 6 inches away from it. The Forces of Disorder pick any table quarter and deploys first following the boarding action rules for defender, the Imperial player then picks any table quarter they like and deploys there. First turn is always given to the Forces of Disorder however the Imperial forces may seize the initiative on a roll of 6. Game length is 6 turns with no roll needed after turn 5 or when the Imperial forces move the objective off of the table.
Game Special Rules - Death before Dishonor - Any Imperial unit with in 6 inches of the objective is fearless.
Night Fighting - Night Fighting is in affect through out the entire game
The Catastrophic Damage table is in affect the entire game, however rolls for this are done at the beginning of every player turn and not game turn!!!
Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Wednesday, October 12, 2011
First Phase Conclusion...
The first phase of the campaign ended last Saturday and with it victory to the evil forces of the fallen Captain in this phase. In a surprise attack against a Crimson Fist detachment containing 3 of their leaders heavily involved with the campaign, the forces of disorder led by the fallen Captain himself managed to nearly decapitate the Crimson Fist leadership. Heroics on the part of both their Liberian and their Captain saved what was left of their forces to fight once again as vengeance was sworn over the bodies of their fallen brothers.
With victory going to the Forces of Disorder, for Phase Two of the campaign, they will gain the ability to re-roll any Deep Strike scatter rolls for the entire phase. Below are the rules for phase 2
Phase II - War in Earnest
There is no turning back now as the Fallen space marine commander pulls all of his forces to engage the forces of the Imperium. Sin and Heresy, betrayal and treachery most foul are revealed as the forces of the Imperium fight back against this powerful enemy.
Games of Warhammer 40K of 2000pts a side are scored as follows -
Victory for the Imperial forces - 3 campaign points
Victory for the Forces of Disorder - 2 Campaign points
Any Draws and Ties - 1 Campaign point for the Forces of Disorder only
1500pt games of Boarding Action - Victories for any side - 2 Campain Points
Other Types of Games - 1 Campaign Point for any victories
Special Mission for the phase - Betrayal at Sounds Fall - 4 Campaign Points
This game is played using the Boarding Action Rules - After 2 years of battle a Parley between an Imperial Commander and the Fallen Captain on a ruined Space Station ends in Murder and Betrayal. Amid the fire and confusion of a void battle happening on the outside, Imperial Forces with revenge on their minds attempt to retrieve the body of their fallen Lord. The Forces of Disorder have other plans however, to make an example of any force that opposes them. The Imperial side has 1000 points of forces available to them using the usual restrictions of an attacking force in a Boarding assault game. They also get the services of a mighty Librarian with his honor guard for free (see me for the rules). The Forces of Disorder get 800 points of forces following the rules of the defender in a Boarding action mission.
Objective - The objective of this battle is simple, the recovery of the fallen imperial commander's body. This objective is mobile but may only be moved by imperial models. Any imperial model in base to base with the objective may move it with them as long as they move no more then 6 inches that turn (no running,, jump moves, etc.); they can also not assault while carrying it. They will defend themselves however if they are assaulted with their normal attacks. If the model carrying the objective is killed, the objective is simply left where it falls. In order to win, the Imperial forces must end the game in possession of the objective or if an imperial model "leaves" the table with the objective via their deployment zone. If this happens during the game, the game automatically ends with an imperial victory. On any other result, the forces of disorder win (they have the objective or nobody has the objective)
Setup - This game is played on a 4'by 4' table cut into 4 quarters with a 12 inch circle in the center of the table where the objective is placed; no models maybe placed within the 12 inch circle and at least 6 inches away from it. The Forces of Disorder pick any table quarter and deploys first following the boarding action rules for defender, the Imperial player then picks any table quarter they like and deploys there. First turn is always given to the Forces of Disorder however the Imperial forces may seize the initiative on a roll of 6. Game length is 6 turns with no roll needed after turn 5 or when the Imperial forces move the objective off of the table.
Game Special Rules - Death before Dishonor - Any Imperial unit with in 6 inches of the objective is fearless.
Night Fighting - Night Fighting is in affect through out the entire game
The Catastrophic Damage table is in affect the entire game, however rolls for this are done at the beginning of every player turn and not game turn!!!
Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
And as always, I will post the rules for each phase on every update.
Saturday, October 1, 2011
Campaign Update Week #2 and #3
Time for another update to our campaign - after another 2 weeks of fierce fighting, the forces of the fallen space marine captain have once again held off the forces of the glorious Imperium. In a Void battle which culminated in a massive boarding action by a force of Grey Knights, the combined forces of the fallen captain's forces were able to repulse the attack and claim victory for their Lord. The captain's Eldar allies also took the brunt of a large Imperial Guard regiment and fought it to a Bloody stalemate!! Space Marine allies of the Fallen Lord also fought a Crimson Fist company to a stalemate with both armies losing a lot of battle brothers as each side fought to the death!! It appears that the Fallen Captain forces are ready and able to combat the armies of the Imperium and win. Hope for the Imperium however came with the combined forces of a Grey Knight Brotherhood led by Draigo himself, allied with Skyrar's Dark Wolves who took the fight to an allied coalition of Dark Eldar and Space Marine allies and finally got a hard fought win for the Imperium!!
With the first real blow dealt to the Fallen Captain in the first phase of the campaign, the first phase will come to an end next week (Oct. 8) with our Special Mission game. The tally for both teams are below -
Forces of Disorder - 7 points
Force of the Imperium - 2 points
Remember teams, you must choose a champion for your team who will fight for your team. Rules for the game are below along with the rules for the entire first phase.
Campaign Rules - Phase 1
In order to make it easier for all of the players of the campaign, I am going to list the rules for each phase on my blog in order for all of the players to have easy access to the rules.
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Campaign Phase 1 -
Storm Clouds gather
With the Imperium starting to build up its presence around the Fallen Space Marine companies Base planet, the captain reaches out to anybody for aid. He feels that he will just use them to keep the Imperium off of his back long enough to plead his case to the High Lords of Terra. Unfortunately for him, the fact that he going to xenos and heretics for aid just makes him look even more guilty -
Victory in a Boarding Action (1000 pts or more a side) is worth 3 Campaign Points
Victory in a Team battle (500 pts each player or more (no more then 1750 per player) is worth 2 Campaign Points
Other types of games (regular 40K games, etc.) is worth 1 Campaign Point.
Special Mission - The Massacre at Bellerophon's Fall - is worth 4 Campaign Points - Remember, this game can only be played once. Each team must select a Phase Champion to play this special mission.
The forces of Disorder have managed to isolate and encircle forces of the Imperium on the ruined industrial moon of Bellerophon's Fall. Here they hope to decapitate the enemy's force leadership in a single devastating blow before they can bring in reinforcements.
This game is a 2000pts games on each side, chosen as normal. The Imperial forces however need to take 3 HQ selections as these will play the part of objectives in the mission. For every one that is killed or leaves the battlefield (run off), the forces of disorder gain an objective point. For anyone that survives, the Imperial forces gain an objective point. Kill points are also used, the one with the most kill points count as having gained an extra objective. If they choose, the forces of disorder may trade in a heavy support slot to run an additional fast attack slot.
This mission uses a 6' by 4' playing area with a 12" border area around the edges. Terrain is setup as normal with the insides of building or ruins counting as both difficult and dangerous. The imperial forces deploy first, deploying their forces into the central area of the table. Unless they have ability to deep strike, no imperial units can be held in reserve. The forces of disorder deploy second anywhere along the the 12 inch border but not closer then 6" of an enemy model. They can keep as many units in reserve as they wish. Unless deep striking, their forces may enter from any table edge.
First turn is roll off, whoever wins gains first turn however if the forces of disorder have fewer units on the table then the Imperial forces, they gain +1 to their roll's result.
Special rules - Twilight Assault: Roll a D6 at the beginning of each game turn. On a result of 4+, the rest of the game is played using Night Fight.
Game Length is 6 turns only, however at the end of the 5th turn, players must roll to see if the game continues to turn 6.
If the Imperial forces win the phase, they will have +1 to all reserve rolls for the next phase. If the Fallen forces win, they can re-roll Deep Strike scatter dice in the next phase.
Sunday, September 11, 2011
Campaign Phase 1 Results First week -
Time for a quick update on the Campaign, as part of my on going posts, I will always copy the campaign rules of the phase that we are on so players will not have to look for an old post containing the rules. Also, for the players that already rolled for their special abilities for their units, please email me the unit that has the ability, and the ability that you rolled for them at ivanacobian@gmail.com as I would like to track this. For all other players, please do not roll for the ability until your next game. Also, remember that each team will need to select a Team champion for the phases special mission game. The special mission will need to be played no later then 9/30. Also, remember games can be played any day of the week, just keep track of the type of game and who won so I can include the results in the updates. If you need to reach me to see if I am available during the week for a game, just email me or post a message on the blog.
We finalized the teams for both sides with the following break down -
The campaign will have 12 players, with 6 players to a side
Forces of Disorder
Matt - (Playing Tyrants Legion)
Jeremy - (Playing Dark Eldar)
Alex - (Playing Tyranids)
Matt - (Playing Eldar)
Sean - (Playing Evil Space Marines)
Thomas - (Playing Drop pod Marines)
Forces of the Imperium
Brian - (Playing Crimson Fists)
Ivan - (Playing Skyrar's Dark Wolves)
Clayton - (Playing Ultra Marines)
Manuel - (Playing Grey Knights)
Daniel - (Playing Imperial Guard)
Geoff - (Playing Salamanders)
Campaign Update -
The first day of gaming was a dire day for the forces of the Imperium. Both coalitions fighting for the Imperium were crushed by the the forces of the traitorous Space Marine captain. In game 1, the Ultra Marines and Grey Knight forces were crushed by a team of Eldar and Tyranids and so scored 2 points for there side. In game 2, the Crimson Fists and the Dark Wolves were bloodied by forces of Dark Eldar and the Tyrants legion who also scored 2 points for their side.
Final Tally -
Forces of Disorder - 4 points
Forces of the Imperium - 0 points
Campaign Rules - Phase 1
In order to make it easier for all of the players of the campaign, I am going to list the rules for each phase on my blog in order for all of the players to have easy access to the rules. I will list the rules per phase and will update the status of each side so we know who is in the lead, armies being played by players, and the special mission that will need to be played by the phase champions. After speaking to the group today, we have decided that each team will have 3-4 members, one team playing the Imperium, and the other playing the forces aligned with the falling Space Marine Battle Company (Forces of Disorder)that I eluded to during my last post. Matt has agreed to play the fallen space marine army and if he likes has access to play the Tyrant's legion from Imperial Armor 9. We still need to decide on teams so hopefully we can get that sorted out next week and start the campaign. Like the campaign that the former manager of our local FLGS did, we agreed to have Unique HQ's, squads, and vehicles the ability to gain veteran skills after each game.
I will be using the table detailed in the 40K main rule book for this and it will be based on the following -
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Campaign Phase 1 -
Storm Clouds gather
With the Imperium starting to build up its presence around the Fallen Space Marine companies Base planet, the captain reaches out to anybody for aid. He feels that he will just use them to keep the Imperium off of his back long enough to plead his case to the High Lords of Terra. Unfortunately for him, the fact that he going to xenos and heretics for aid just makes him look even more guilty -
Victory in a Boarding Action (1000 pts or more a side) is worth 3 Campaign Points
Victory in a Team battle (500 pts each player or more (no more then 1750 per player) is worth 2 Campaign Points
Other types of games (regular 40K games, etc.) is worth 1 Campaign Point.
Special Mission - The Massacre at Bellerophon's Fall - is worth 4 Campaign Points - Remember, this game can only be played once. Each team must select a Phase Champion to play this special mission.
The forces of Disorder have managed to isolate and encircle forces of the Imperium on the ruined industrial moon of Bellerophon's Fall. Here they hope to decapitate the enemy's force leadership in a single devastating blow before they can bring in reinforcements.
This game is a 2000pts games on each side, chosen as normal. The Imperial forces however need to take 3 HQ selections as these will play the part of objectives in the mission. For every one that is killed or leaves the battlefield (run off), the forces of disorder gain an objective point. For anyone that survives, the Imperial forces gain an objective point. Kill points are also used, the one with the most kill points count as having gained an extra objective. If they choose, the forces of disorder may trade in a heavy support slot to run an additional fast attack slot.
This mission uses a 6' by 4' playing area with a 12" border area around the edges. Terrain is setup as normal with the insides of building or ruins counting as both difficult and dangerous. The imperial forces deploy first, deploying their forces into the central area of the table. Unless they have ability to deep strike, no imperial units can be held in reserve. The forces of disorder deploy second anywhere along the the 12 inch border but not closer then 6" of an enemy model. They can keep as many units in reserve as they wish. Unless deep striking, their forces may enter from any table edge.
First turn is roll off, whoever wins gains first turn however if the forces of disorder have fewer units on the table then the Imperial forces, they gain +1 to their roll's result.
Special rules - Twilight Assault: Roll a D6 at the beginning of each game turn. On a result of 4+, the rest of the game is played using Night Fight.
Game Length is 6 turns only, however at the end of the 5th turn, players must roll to see if the game continues to turn 6.
If the Imperial forces win the phase, they will have +1 to all reserve rolls for the next phase. If the Fallen forces win, they can re-roll Deep Strike scatter dice in the next phase.
Lets get gaming!!
Saturday, September 3, 2011
Campaign Phase 1 -
In order to make it easier for all of the players of the campaign, I am going to list the rules for each phase on my blog in order for all of the players to have easy access to the rules. I will list the rules per phase and will update the status of each side so we know who is in the lead, armies being played by players, and the special mission that will need to be played by the phase champions. After speaking to the group today, we have decided that each team will have 3-4 members, one team playing the Imperium, and the other playing the forces aligned with the falling Space Marine Battle Company (Forces of Disorder)that I eluded to during my last post. Matt has agreed to play the fallen space marine army and if he likes has access to play the Tyrant's legion from Imperial Armor 9. We still need to decide on teams so hopefully we can get that sorted out next week and start the campaign. Like the campaign that the former manager of our local FLGS did, we agreed to have Unique HQ's, squads, and vehicles the ability to gain veteran skills after each game.
I will be using the table detailed in the 40K main rule book for this and it will be based on the following -
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)
Campaign Phase 1 -
Storm Clouds gather
With the Imperium starting to build up its presence around the Fallen Space Marine companies Base planet, the captain reaches out to anybody for aid. He feels that he will just use them to keep the Imperium off of his back long enough to plead his case to the High Lords of Terra. Unfortunately for him, the fact that he going to xenos and heretics for aid just makes him look even more guilty -
Victory in a Boarding Action (1000 pts or more a side) is worth 3 Campaign Points
Victory in a Team battle (500 pts each player or more (no more then 1750 per player) is worth 2 Campaign Points
Other types of games (regular 40K games, etc.) is worth 1 Campaign Point.
Special Mission - The Massacre at Bellerophon's Fall - is worth 4 Campaign Points - Remember, this game can only be played once. Each team must select a Phase Champion to play this special mission.
The forces of Disorder have managed to isolate and encircle forces of the Imperium on the ruined industrial moon of Bellerophon's Fall. Here they hope to decapitate the enemy's force leadership in a single devastating blow before they can bring in reinforcements.
This game is a 2000pts games on each side, chosen as normal. The Imperial forces however need to take 3 HQ selections as these will play the part of objectives in the mission. For every one that is killed or leaves the battlefield (run off), the forces of disorder gain an objective point. For anyone that survives, the Imperial forces gain an objective point. Kill points are also used, the one with the most kill points count as having gained an extra objective. If they choose, the forces of disorder may trade in a heavy support slot to run an additional fast attack slot.
This mission uses a 6' by 4' playing area with a 12" border area around the edges. Terrain is setup as normal with the insides of building or ruins counting as both difficult and dangerous. The imperial forces deploy first, deploying their forces into the central area of the table. Unless they have ability to deep strike, no imperial units can be held in reserve. The forces of disorder deploy second anywhere along the the 12 inch border but not closer then 6" of an enemy model. They can keep as many units in reserve as they wish. Unless deep striking, their forces may enter from any table edge.
First turn is roll off, whoever wins gains first turn however if the forces of disorder have fewer units on the table then the Imperial forces, they gain +1 to their roll's result.
Special rules - Twilight Assault: Roll a D6 at the beginning of each game turn. On a result of 4+, the rest of the game is played using Night Fight.
Game Length is 6 turns only, however at the end of the 5th turn, players must roll to see if the game continues to turn 6.
If the Imperial forces win the phase, they will have +1 to all reserve rolls for the next phase. If the Fallen forces win, they can re-roll Deep Strike scatter dice in the next phase.
Lets get gaming!!
Thursday, August 25, 2011
Going On Campaign ..
Its that time again to run another campaign. I've been reading through the Badab War Imperial Armor books and got inspired to run another campaign with my local group. Like the Badab war campaign I plan on making it based on points where each type of game is worth different points from playing boarding actions to apocalypse games. I might do a unique character mechanic where your HQ will gain experience points for each game played with the added benefit of getting to buy USRS with their experience. Below are the details I'm thinking of including..
- Make this a team campaign with teams of 3-6 a side
- Basic sides would be the forces of the Imperium vs. the forces of Chaos/Xenos
- The back story I was going for is of a Space Marine chapter or Battle company that has turned its back on the imperium who they feel turned their back on them. As the imperium starts closing in around them with superior odds, the captain looks to anybody for aid including Xenos and the forces of chaos. So one of the players will need to play a space marine army who will play the role of the fallen battle company. If nobody will take up this role, I could definitely take it using my Chaos space wolves or even fallen Black templars, but I leave it open to anybody.
- The campaign will have 4 phases with each phase lasting 2-3 weeks. During each phase, players are allowed to play games with other players (as many as they like)and as mentioned above, depending on type of mission/game, they are worth a different amount of campaign points. Each phase will have a special mission though that needs to be played by a chosen champion from each team. This mission will be worth the most and can only be played once per phase.
- winning a phase grants a benefit to the winning team for the next phase. For example if Team A wins phase 1, then in phase 2, Team A gets a minus 1 to all reserve rolls etc.
Thats pretty much it, my goal is to keep it simple in order for the campaign to basically run itself with only needing me to keep track of campaign points and not maps, territories, etc so that I can play. Let me know what you guys think...
Tuesday, August 16, 2011
The Forces of Chaos...
ADD and wargaming goes hand in hand with me. Every week I get the itch to play a different army just because I might be reading an old battle report or looking through a codex. With the Nightlords Terminator Commander done, to continue with my Nightlords kick, I started on stripping some of my old metal raptor models to redo them as since these were some of my first models that I painted, they dont look as good as the rest of my army. You would think that after I stripped them, I would then re-base them, prime them, and paint them. The answer is nope as I started with updating my Chaos Daemons army first. The Daemon army needed to have some work done on them as right now I really didnt have much painted for them and still had models that I needed to put together. Among these models, Fateweaver himself which I bought about 2 years ago when he first came out in metal and just never got to putting him together and a squad of Pink horrors which again I bought and just forgot about. I took the time and actually worked on both sets of models, getting them together and actually painting them. Since the daemon army as a whole is more "organic", I went with a fast and quick way to paint them which would still give me the results that I wanted. I decided to use a "staining" technique and primed all my horrors white. Once they were primed I just took a red wash and "washed" the models multiple times to get the desired pink color that I wanted for them. After picking out the details with graveyard earth, bleached bone, and boltgun metal, these models were done. With Kairos Fateweaver, as he is meant to be the center point of the army, I took a little longer with him. Instead of staining, I went with a series of blues which I applied in layers at first and then dry brushed to pick out the details. As you can see from the pics, i just need to finish their bases and they will be done. The list I am running is pretty much a Slaaneshi/Tzeentch themed list with some bloodcrushers as my hammer unit. Below is my list at 1750 points -
1750 Pts - Chaos Daemons Roster -
HQ: Fateweaver, Oracle of Tzeentch (1#, 333 pts)
1 Fateweaver, Oracle of Tzeentch, 333 pts ((C:CD, pp.49 & 78); Unit Type: Monstrous Creature; DG: Daemonic Flight; rDG: Boon of Mutation; rDG: Breath of Chaos; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; DGT: Soul Devourer; sW: Power Weapon; S: Oracle of Eternity; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
HQ: Herald of Khorne (1#, 125 pts)
1 Herald of Khorne, 125 pts ((C:CD, pp.32 & 81); Unit Type: Infantry; S: Independent Character; DG: Iron Hide; DGK: Hellblade; sW: Power Weapon; DG: Unholy Might; DGK: Blessings of The Blood God; DS: Juggernaut of Khorne; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Elite: Fiends of Slaanesh (5#, 150 pts)
5 Fiends of Slaanesh, 150 pts ((C:CD, pp.37 & 82); Unit Type: Beasts; DGS: Rending Claws; DGS: Soporific Musk; sW: Rending; S: Hit & Run; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Elite: Bloodcrushers of Khorne (2#, 85 pts)
2 Bloodcrushers of Khorne, 85 pts ((C:CD, pp.40 & 83); Unit Type: Infantry; DG: Iron Hide; DGK: Hellblade; sW: Power Weapon; DG: Instrument of Chaos x1; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Troops: Daemonettes of Slaanesh (10#, 145 pts)
10 Daemonettes of Slaanesh, 145 pts ((C:CD, pp.33 & 84); Unit Type: Infantry; DGS: Aura of Acquiescence; DGS: Rending Claws; sW: Rending; DGS: Transfixing Gaze x1; S: Fleet; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Troops: Daemonettes of Slaanesh (10#, 140 pts)
10 Daemonettes of Slaanesh, 140 pts ((C:CD, pp.33 & 84); Unit Type: Infantry; DGS: Aura of Acquiescence; DGS: Rending Claws; sW: Rending; S: Fleet; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Troops: Pink Horrors of Tzeentch (10#, 170 pts)
10 Pink Horrors of Tzeentch, 170 pts ((C:CD, pp.42 & 85); Unit Type: Infantry; rDGT: Warpfire; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Troops: Pink Horrors of Tzeentch (10#, 175 pts)
9 Pink Horrors of Tzeentch, 175 pts ((C:CD, pp.42 & 85); Unit Type: Infantry; rDGT: Warpfire; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
1 The Changeling ((C:CD, pp.50 & 80); rDGT: Warpfire; S: Glamour of Tzeentch; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Heavy Support: Daemon Prince of Chaos (1#, 235 pts)
1 Daemon Prince of Chaos, 235 pts ((C:CD, pp.46 & 87); Unit Type: Monstrous Creature; DG: Daemonic Flight; DG: Iron Hide; MC: Mark of Nurgle; DGN: Cloud of Flies; DGN: Noxious Touch; rDGN: Aura of Decay; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
Heavy Support: Daemon Prince of Chaos (1#, 190 pts)
1 Daemon Prince of Chaos, 190 pts ((C:CD, pp.46 & 87); Unit Type: Monstrous Creature; DG: Iron Hide; MC: Mark of Tzeentch; rDGT: Bolt of Tzeentch; rDG: Daemonic Gaze; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
The bloodcrushers were a gift to me by the old store manager at my local FLGS who gave me the unit after I painted them for his store. After playing the army for several weeks now, I can say that the army isnt bad. In my last 4 games, I have won twice, tied once, and lost once to Grey knights.
I am definitely going to get more bloodcrushers and maybe a unit or 2 of bloodletters as these guys certainly can take anybody apart and seeing that I am facing more grey knight armies as well, opting for some flesh hounds as well who with the blessing of the blood god are pretty much unstoppable unless dark excoummincation is cast. I might have to pick up skulltaker as well as his stats are just awesome for his points cost. This weekend GW is also releasing a herald of tzeentch on a disc of tzeentch so I will also be picking him up to add more shooting to my army. Let me know what you guys think of the list and if you have some more pointers on using the army, I would love to hear them.
Monday, July 18, 2011
an Update... Plus the Nightlords first loss
Hey guys, time for an update. So far I have been having a lot of fun running my Nightlords army again. Though the army against certain lists is very outclassed, it still puts out a lot of hurt. My first loss came about 2 weeks ago against a very cool all terminator Space Wolves Logan wing with over 30 terminators in 2000 pts. Its funny to think, but I was outgunned from turn one with all of my termie stopping power having a 12 inch range (melta guns)which of course would lead to my squads being mauled by 10 man terminator squads. We rolled up kill points and pitched battle and I played the game as befit a True Nightlord, by running away and being sneaky. My army actually excelled at this as all of my non stationary units are able to move 12 inches. I played the refused flank (I think thats what its called) and deployed all of my army to the right of the board.
He deployed his army to the right as well; with me getting first turn I basically took all my units that could move 12 inches and re-deployed it to the other side!! This took him by surprise as he spent most of the game re-deploying trying to get with in assault range or at least shooting range. I was holding my own until about turn 4 where the brutality of his list reared its ugly head. His 2 assault cannon termie squads along with awesome rolling started taking its toll on my army. I did have a few highlights though with my Termie hammer unit taking out his thunderwolf cavalry unit and a chosen squad holding off 2 termie squads shooting for 2 turns. Final tally, 6-3, was a great game and I really liked his list something that I might try with the Grey Knights.
Pics on this post are of my completed Nightlords Termie Lord. Like I stated in my last post, I wanted to paint up another leader for my list to either add to my assault potential or to run a "cheaper" lord. Believe it or not, the termie lord is cheaper as I dont have to run a retinue bike squad for him. I used some parts from the Grey Knights Terminator box like the helmet and the weapon blade and painted him in the pattern of my other terminators such as the terror markings on his helmet and the lightning bolt symbols on his one open shoulder. Let me know what you think...
Labels:
Chaos space marines,
Chaos Terminators,
Nightlords
Friday, June 24, 2011
Ave Dominus Nox...
During this past weekend, the Nightlords came out to play once again. This time I drew a salmanders player who asked for a 2000pts game. I added 2 small chosen squads for this fight armed with a lascannon and a plasma gun to give my opponent some reason to fear for his vehicles. My opponent list consisted of Vulkan (of course), squad of Thunderhammer stormshield terminators in a landraider, 1 venerable dreadknought, 1 regular dreadnought in a droppod, 3 tactical squads with melta guns plasma cannons in 2 Rhinos and 1 Razorback, 2 Landspeeders wtih heavy flamers and multimeltas, Dakka Predator, vindicator, and a thunderfire cannon. We rolled Annihilation and dawn of war (that's twice now) and I won first turn. Again, I gave first turn to my opponent and deployed nothing, after he had deployed I infiltrated my two chosen squads one in a high building toward the center of the table and the other in a building in the middle of my deployment zone. My opponent wasn't expecting this and my chosen paid off in spades by taking out a Rhino and immobilizing his landraider first turn!! This first move set him off as he wasn't expecting this, its funny how losing a key unit early on really alters how one plays after. I have had my Key unit taken out early on and believe me it really alters how you play after. I guess the good player continues on as normal; unfortunately like my opponent I would have started panicking or would have been extremely upset. This set the tone for the rest of the game as my Nightlords took the salamanders apart. By turn 2, I had neutralized all of his long range fire. By turn 3 he had no vehicles left but a venerable dread, and a razorback. By Turn 5 it was pretty much over but we continued to turn 6 and I ended up winning the game 8 - 3. I like the fact that I am still running a none competitive list and still doing pretty good with them. Again my MVP's of this game are the chosen squads. I am thinking that I might make them a part of my lists, in any lists that I run.
These guys are my wild card, due to their infiltrate ability, it gives me the ability to place these guys in the most advantageous places after my opponent has deployed his prize vehicles. So the Nightlords are 2-0 since I started using them, in no small part to the chosen squads. Pics are of 4 new squad members that I just finished. I plan on painting some more Raptors and finishing a new termi lord that will be joining my lightning claw termies in the landraider just to give them more punch and allow me to field a different HQ if I don't want to run a biker lord. Let me know what you guys think...
Monday, June 13, 2011
the return of the Nightlords
This weekend was the return of me using my Nightlords at the local FLGS and I must say that even though they are seriously underpowered in today's metagame, they are still a blast to play with. As mentioned in my last post,I will be running a hammer unit of slaanishi iconed lightning clawed termies. Though these guys are not the ultimate in hammer units, for 465 points they are not that expensive considering they also are coming with a landraider. The mobility of the landraider will help in getting these guys into the best possible position, also providing me with a bullet magnet that is highly resistant to damage save for meltas. But that is only the beginning, in addition my entire army moves 12 inches so my opponent will have to deal with multiple units that will be hitting his lines by turn 2. In addition to the termies im also running a bike squad with a power fist and the icon of khorne. I know bikes are considered to be one of worst units in the codex but in my last games if anything they have been extremely fun to use. With 3 attacks base they are not slouches either and can assist the termies in taking out extremely tough units. Running my bikerlord in the squad makes it able to at least handle other IC's running around. Adding to them are the Raptors, again another unit that the internet hates and in fairness yes they definitively lost a lot of power in the 4th edition dex. In this army i run them in an 8 man strong unit with 2 meltas and the champ with lightning claws. I plan on running these guys as a counterattack unit as well as an anti tank unit. Will this list get past a tournament, hell no, it would probably get trounced but that's not the point, the point is to have fun and in my limited time of playing 40K each week, my number one goal is to have a good time. Now this is not to say that I don't like being competitive, I will still be as competitive as ever using my "fluffy" army. I drew an ork player this week, we played a 1750pts game and drew annihilation and dawn of war. He was running Gazi, squad of mega-nobs in a battle-wagon, 3 30 boyz squads, another warboss with PowerKlaw, and 15 lootas. The Nightlords took them apart, piece by bloody piece.
I accomplished this by not deploying anything and allowing him to put 2 of his 30 boyz squads and normal warboss way up front and giving him first turn. Though he deployed his whole army turn one, his 60 boyz were way ahead of the rest of the army and thus without support. I focused my whole army on each squad one at a time killing each one of them and by turn 2 he was down 60 boyz. I then took out Gazi's ride so he and and his friends needed to foot slog it across and focused on his last big squad. I killed this last 30 boyz and just shot at Gazi and his cronies and when he finally got close just ran away from him. I did lose my bikes, my Raptors, my Havocs and 1 Rhino but the rest of my army survived. MVP's were my Biker lord who was instrumental in killing all 3 squads and surviving and my Havocs who killed scores of orks with their autocannons and even managed to kill 3 of the 5 meganobs before they died. I'm hoping that next week will bring even more carnage for them...
Friday, May 13, 2011
Nightlords List...
As promised, listed below is the list I am currently working on. First a little History on the army. The Nightlords was my first army when getting into the hobby many years ago. Its the first army I painted completely and cut my teeth on the tail end of 3rd edition and 4th edition. As such the Nightlords have a special place in my heart and will always be my favorite army. With the release of the 4th ed Chaos Codex, my Nightlords army definitely lost a lot of its teeth. They lost their "elite" feel such as being able to grant veteran skills to any CSM unit, gone were my infiltrating Raptors with Furious Charge. Gone was my entire army gaining a +1 to cover saves due to the Stealth Adept special rule. No use crying over something that was though, the army is still fun to use and that's what counts anyway.
Nightlords - 1750pts
HQ: Chaos Lord (1#)
1 Chaos Lord, 160 pts ((C:CSM, pp. 30 & 92); Unit Type: Bikes; Frag Grenades; Krak Grenades; Bike; Mark of Khorne; Bolt Pistol x1; Lightning Claws (pair); Fearless; Independent Character)
Elite: Chaos Terminators (6#)
1 Chaos Terminators, 465 pts ((C:CSM, pp. 28 & 94); Unit Type: Infantry; Terminator Armour; Icon of Slaanesh; Mark of Slaanesh; Deep Strike)
2 Terminator ((C:CSM, pp. 28 & 94); Terminator Armour; Mark of Slaanesh; Twin Linked Bolter x2; Power Fist x2)
3 Terminator Champion ((C:CSM, pp. 28 & 94); Terminator Armour; Mark of Slaanesh; Lightning Claws (pair) x3)
1 Land Raider ((C:CSM, pp. 44 & 101); Unit Type: Vehicle (Tank); Access Points: 3; Searchlight; Smoke Launchers; 2x Twin-linked Lascannons; Twin Linked Heavy Bolter; Assault Vehicle)
Troops: Chaos Space Marines (11#)
9 Chaos Space Marines, 250 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Close Combat Weapon x9; Meltagun x1; Plasmagun x1)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Power Fist)
1 Rhino ((C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Repair)
Troops: Chaos Space Marines (11#)
9 Chaos Space Marines, 250 pts ((C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Close Combat Weapon x9; Meltagun x1; Plasmagun x1)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Bolter; Power Fist)
1 Rhino ((C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Repair)
Fast Attack: Bikers (5#)
4 Bikers, 235 pts ((C:CSM, pg. 27 & 99); Unit Type: Bikes; Frag Grenades; Krak Grenades; Bike; Power Armour; Icon of Khorne; Mark of Khorne; Bolt Pistol x4; Close Combat Weapon x4; Twin Linked Bolter)
1 Biker Champion ((C:CSM, pg. 27 & 99); Unit Type: Bikes; Frag Grenades; Krak Grenades; Bike; Power Armour; Mark of Khorne; Bolt Pistol; Power Fist)
Fast Attack: Raptors (8#)
7 Raptors, 220 pts ((C:CSM, pp. 34 & 99); Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x7; Close Combat Weapon x7; Meltagun x2; Deep Strike)
1 Aspiring Champion ((C:CSM, pg. 96); Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Power Armour; Lightning Claws (pair))
Heavy Support: Havocs (6#)
6 Havocs, 170 pts ((C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x6; Bolter x2; Close Combat Weapon x6; Autocannon x4)
Will there you have it, let me know you guys think. Pics are of my newly re-vamped Raptors and some more shots of my hammer unit, the termies with their ride. Here's hoping that the next Chaos codex is written by Phil Kelly...thats what I'm wishing for anyways
Subscribe to:
Posts (Atom)