Sunday, 22 April 2012

Army for Sale/Trade!

I've grown bored of Fantasy, and I haven't played in yonks, so I just want rid of this lot:

20 Metal Black Orcs with full comm
14 Plastic Black Orcs/with full comm
20 Night Goblins, Hand weapons and Shields, full comm
60 Skull Pass Night Goblins with Spears and Full comm

Grimgore Ironhide (metal)
Plastic Orc BSB
Metal Orc Warboss (games day mini I think)
Savage Orc Shaman (metal)

Orc Shaman
2 Night Goblin Shamans
20 Skull Pass Night Goblins with Short bows/full comm
3 Night Goblin Heroes (plastic Skull pass ones?)
1 Skull Pass Troll

34 (19+25) Orcs. Choppas and Shields/2 full comm

1 Plastic Warboss on old style boar (broken arm)
1 metal shaman on old style boar
5 Plastic Boar boyz, + 1 unmade
1 Black Orc Warboss (metal) missing axe arm.
3 Plastic Fanatics.

Some movement trays
New, Hardback O+G army book
Small paperback 8th Edition Rule Book

Rough Retail/Ebay price up comes to just over £340, but I'm open to any offers/trades for a 40k army.

Pics: ... 20Goblins/
Most pics are doubles - with and without flash on.

So let me know on the following thread on the Warhammer Forum:

Wednesday, 18 April 2012

Open War Game 3: Draigoooooo!!!

So on to game 3 and my opponent was the very same chap that Grazer from Claws and Fists played in his second game - so time for some pay back for my club mate!

It wasn't quite your typical Draigowing, but it was still a powerhouse of pain:

Inquisitor Karamazov (aka the Pope-mobile/Walking Cathedral)
10 Paladins maxed out with wound allocation fun
10 Purifiers
5 Man Strike Squad
Vindicare Assassin

Now there's no libby but Karamazov stops the issue of mass tank shock vs Draigowing with a Orbital Bombardment relay and a master crafted multi melta, as well as auto passing/failing morale tests.

The mission was 3 objectives going across the board in a diagonal line from top left to bottom right with one in the middle, but each player after turn 1 scored 100vp's for holding each one with a scoring unit. Deployment was pitched battle but each side had the zone extend up to half way and in 12 from the left hand side. This side was only 12 away from the other armies "starting" objective so all where under threat from the word go. Most Vp's from kills and objectives held wins.

On the same table that I had my first game on vs the Battlewagon Orks, my opponent yet again won the roll for deployment (3 out of 3!) he set up with his Paladins and characters in the little part of the deployment zone that stretched out to half way all the way over on my right. He had his Purifiers on his starting objective behind the massive GW landing Pad. The Strike Squad was in reserve. For his Grand Strategy he choose Hammer of the Righteous (re-roll 1's to wound) on all his units so bizarrely putting the Purifiers on his starting objective made no sense.

So with his Death Star of Paladins all the way over on my right flank I set everything up on my left and most of it up near the half way line. I hid my Demolisher and Eradicator behind some BloS terrain in the middle of my zone of it covered "my" objective and the middle one, as well as the way his Paladins would have to come. I also put the Hellhounds in front of these so if he shot the real danger to his army the Demolisher I would at least get a cover save if he got past the Armour 14. The Manticore hid in the left corner and my Chimeras set up behind my Exterminators who where ready to rush the Purifiers.

My Opponent takes his first turn and moves his isolated Paladins back towards the fight now. His Purifiers move so only the Psycannons could see a Chimera between the Exterminators. The Vindicare blows up the Exterminator that had its front armour facing him! The Purifiers shake the chimera.

In my first turn I push the last Exterminator and the horde of Chimeras into the Purifiers faces. The Manticore lets loose with 2 shots and kills a Paladin. The Hellhounds are both just in range of the Vindicare and burn him out with ease!

In the GK turn 2 the Paladins run closer and the Purifiers charge the Exterminator and blow it up, but now they are in range of multiple heavy flamers, plasma veterans and the demo charge....

.... which in my turn 2 is exactly what happens! After plasma gun fire kills 2 or 3 Purifiers the little demo charge toting nutter who has spent 2 games twiddling his thumbs lets loose his bag of fun and drops 7 Purifiers in one go! The Manticore drops another Paladin as I get a few wounds upon the unit.

Turn 3 sees the Strike squad still off the table so the Juggernaut of Paladins roars closer and one model is just in charge range of my Hellhounds. The one Paladin rips of the turret and that's his turn. He would of done more damage but by conga lining his unit out to avoid mass pie plate hits he minimized the number of models who could assault.

My turn 3 sees the Special Weapon squad and a infantry squad take "his" starting objective and sit there for the rest of the game. With his Paladins in my flank now I commit everything in this turn. Chimeras move forwards, veterans pile out and masses of ordinance, plasma, and melta is let loose into Draigo and his cronies. The dust settles and the result was somewhat not very impressive, but multiple Paladins are wounded, Draigo is wounded and Karamazov is wounded too.

His turn 4 sees the Strike Squad arrive and cower behind some LosB terrain the Vindicare was in. The Paladins multi charge so they hit the damaged Hellhound, 2 Chimeras and a single Paladin makes it into the Veterans. One Chimera is destroyed and bizarrely only 1 Chimera and 2 Veterans are killed, more annoyingly the Veterans hold in combat on a 4! This seemed bad but it actually worked out for me as only 1 more Paladin could pile in as the Veterans where sat between 2 Chimeras.

In my turn 4 I break off the Demolisher and Eradicator is go after the Strike squad and reduce it down to a single man. In the middle everything that is mobile retreats and sets up a new line after the veterans die, but they live, and escape to fight another day!

Turn 5 sees the Paladins chasing shadows in the form of fast moving Chimeras, but by diverting a few towards the middle objective I force where he goes as I am racking up the VPs from the other objective I hold. The Paladins charge and destroy a Chimera just (again Conga lining limits his assault power).

My turn 5 sees the Veterans rally but only after "Get back in the fight, but it's plasma guns back in the fight. I send more ordinance, melta and flames at the Paladins and at this point Draigo is down 2 wounds (half VPs!) and so is Karamazov, and more importantly the last 6/7 Paladins are all on 1 wound too. I manage to take another wound of both the Characters and drop the Paladins down to 6. I need a turn 6 to see a certain victory.

There is a turn 6!

The Paladins kill the units I sent into the middle but with my last few plasma and melta guns I take down Paladin number 5 - half Vps for his 700 point unit! The game ends and we total up VP's

Including the Vps for 1 objective held for 3 turns I come out exactly 600 points in the lead! So a solid victory for me, but not a total bloodbath on paper, but on the table all he had left was 5 wounded Pladins and Draigo on 1 wound, and Karakmazov on 1 wound too.

So 3 wins out of 3! But where does it leave me in the final placings?

Well after a lonngggg wait and a superb raffle I wasn't top 3 so when the placings where handed out I was 4th! Joint 3 on Battle points but I was knocked down to 4th on VPs earned over all 3 games.

I look back at the mission pack and 601 points in my last game was the next point bracket up, and then I remembered that lonely strike squad marine hiding! If I had killed him I would of been over 601 points and taken 3 place! So while on paper it looked like I was 750VP's behind 3rd I was really 1VP away from 3rd, maybe even 2nd!

1. Victory. Point.

But despite that I cannot say I'm disappointed, in fact I'm ecstatic! It's the best I've ever done, and ever more so I had 3 great games, against 3 very, very, different armies, including my first game against Draigowing. No Dreadnoughts but that blob of Paladins is a real pain in the ass, but it can be beaten!

So onwards and upwards after my disappointing GT with my Space Wolves. I will take IG to War of the Roses as well as Blog Wars (well maybe I might go crazy for blog wars).

Up, up, and away!

Tuesday, 17 April 2012

Open War Game 2: Imperial Guard BBQ

So after a solid win vs Battlewagon Orks in game one I moved on to game two against another Imperial Guard Army.

I was expecting Leafblower as I looked over and saw two Vendettas put down, but it was more infantry based with a Leman Russ and a Demolisher and 3 Armoured Sentinels with Plasma Cannon.

So the opposite IG list was:
Company Command Squad
Lord Commissar
Platoon Command Squad
2 Infantry Squads with flamers
Heavy Weapon Squad with Missile Launchers
2 Special weapons squads - one triple flamer, one triple grenade launchers)
3 Armoured Sentinels with Plasma Cannons
Leman Russ with Plasma Cannons, and a Lascannon
Demolisher with Multi Meltas, and a Lascannon
2 Vendettas
2 Veteran Squads with Melta Guns and Demolitions.

So 6 major threats in the Russes, Vendettas and the Veterans.

The Mission was Kill Points Dawn of War.

Again my opponent won the roll and set up his platoon and HQ fairly centrally with the missile team on my right in some woods. After much thinking he decided to bring the Vendettas on normally. I choose deploy nothing but bring everything on first turn.

His first turn basically saw him fully deploy. A vendetta on each flank filled with the melta veterans, his Armoured Sentinels on my right next to the regular Russ and his demolisher on the right.

I brought all my stuff on my left flank lead by the Exterminators, the Demolisher and Eradicator on my right (well middle) with the Hellhounds taking the lead in between with my chimeras behind.

Turn 2 sees him let loose with all his lascannons and nothing happens. His Sentinels shake a Hellhound and the missile team pop a chimera.

In reply I stun lock both Vendettas, Burn a squad with a Hellhound.

Turn 3 sees him bravely move a Vendetta flat out after my Demolisher and the Sentinels and Leman Russ bounce off my Hellhounds. In reply I manage to wreck the fast moving Vendetta and the Demolisher and Eradicator demolish and eradicate the veterans inside. First two threats dealt with.

My Exterminators open up and take down the other Vendetta, and then my Hellhounds BBQ the Veterans who came out of that wreck. Threats three and four dealt with.

His Turn 4 sees his Demolisher come into range and scatter away from my Demolisher. Marbo turns up and kills the Infantry who had lost the Chimera in turn 2, and again the Sentinels again bounce of the Hellhounds.

My Demolisher fires back and kills his, the Hellhounds BBQ yet another squad and the Exterminators kill one and shake the other 2 Sentinels. I start to pile forwards with my Chimeras now that the Vendettas had gone. Marbo survives a lot of lasgun fire only to fall over to a single meta gun.

In turn 5 he charges the Sentinels into the Hellhounds and the Leman Russ finally killed one, but the Sentinels literally bounce of the Hellhound this time. In reply my Exterminators get into the soft side of the sentinels and wipe them out as the Hellhound BBQ's another squad of Guardsmen and parks it self in front of the Leman Russ to block it sight. The Eradicator and Demolisher start shooting at the Missile Team killing one and a few men from the command squad behind it.

Turn 6 Sees his Missiles and Leman Russ bounce off my Hellhound. In reply my Manticore fires in Danger Close at the Russ and just missing my Hellhound an rips of the Battle Cannon. The Eradicator and Demolisher finish off the command squad and the missile team and the Hellhound and Chimeras kill his last Squad and Lord Commissar.

The result is 15 - 2 on kill points.

This was a game where my opponents dice deserted him completely he pretty much always failed to penetrate by 1, but my deployment and only ever giving him hard targets to shoot at greatly reduced what he could actually hurt and then he needed 5's or 6's on one or two dice.

Again the Hellhounds, Russes, and the Manticore proved to be so effective, but how will they do against Marines or Terminators?

Well you can find out tomorrow as I take on the man of the moment, the internet hate figure, and his batch of Cronies in the form of Draigowing!

Monday, 16 April 2012

Open War: Game 1 vs Battlewagon Orks

It's been a while since my last post which was the army list I had taken to Open War 17 ran by the Nottingham 1st Company Veterans which you can read here.

So without further ado here's the first of the three games I played:

Game 1:
5 Objectives (classic X set up), pitch battle.

Opponent: Battlewagon Orks! Gazzie with Nobs, Big Mek with force field with burna boyz, shoota boyz, a unit of grots, 2 nits of 6 lootas, and 3 rokkit buggies.

Well it was my first game vs Battle Wagon Orks so I didn't have much faith in pulling out a win.

Well he won the roll for deployment and set up slightly off to my right due to a piece of impassible terrain, so I set up in my left corner around a piece of impassible terrain too. I left my 2 infantry squads in reserve, one in a chimera to try and get the central objective late game, and the platoon command squad on my right hiding behind cover in their chimera to either hold a objective or if things go badly jump out and melta a wagon

So turn 1 sees the battlewagons come to the middle for the turn 2 wagghh & charge, while one of the rokkit buggies snuck a wrecked result in verses my veterans Chimera. In response my Manticore lets loose 2 shots in to the Shoota boyz wagon and wrecks it, and then the demolisher lets loose and takes out the Big Meks/burna boyz wagon as well! A very good start! The Exterminators wittle down a unit of lootas while the Hellhounds push down my left to get the grots next turn, but this turn kill a rokket buggy. A great reply for my first turn.

Turn 2 sees him not commit Gaz yet and the boyz in the middle spread out to avoid my pie plates, his rokkit buggies go after the hellhounds to no effect. My turn 2 sees the Manticore starting a bombardment of Shoota and Burna Boyz in the middle but the big mek shield starts to work. The Demolisher takes out Gaz's Wagon as my Chimeras start to multilaser his nobs. The Hellhounds take out the whole unit of Grots so hes down to 2 scoring units.

Turn 3 sees him commit Gaz and the nobs to charge and kill my Demolisher and Eradicator but this leaves him mass las, flamer, and melta range. The buggies keep on trying to annoy the Hellhounds and finally do some damage in ripping of one of the inferno cannons.

My turn 3 sees my Hellhounds tank shock 3 lootas off the board, while the Exterminators wipe out the buggies and his nobs are wiped out as Gaz left the unit last turn so I made the most of it.

Turn 4 sees Gaz just make it to my Exterminators but he only kills one. In my turn 4 my infantry squads arrive, just in time to first rank, second rank his Burna boyz and then the Big Mek into oblivion. My Hellhounds nuke the remainder of his shoota boyz so he has no scoring units left, the Veterans rapid fire their plasama guns and reduce Gaz to a single wound just before he kills of the second Exterminator.

Turn 5 Sees Gaz charge my Veterans and kills only 2, the Veterans who hold. My Hellhounds kill the 2nd unit of Lootas leaving only Gaz left on a single wound locked in combat with my Veterans who hold all the way till turn 6 when the game ends. But not before I push the Chimera Mounted infantry squad into the middle to take the objective giving me a 2 - 0 win

It was a one sided game but I had never played Battlewagon Orks before so I was expecting 4+ cover saves and deathrollas to the face, but being opening open topped, and shooting indirectly to hit the side armour with the Manticore was devastating along side the Hellhounds killing whatever they liked in a single turn.

But the Ork army was beautiful, just the right level of orkyness to the Battlewagons and a Gazzie conversion that had its base in a Blood Bowl Ogre and a million of bits from various kits made for a fine Warboss.

Game 2 is a Guard on Guard Slapfight in kill points no less! So comeback tomorrow for a slaughter fest that Khorne would approve of!