Sunday, May 15, 2011

Gorgoroth, Taurus Captain

Finally fulfilling my pledge of posting more pictures of my work even if it is a work in progress here is Gorgoroth. The miniature is from Pulp City it is one of their Villains from the Ulthar faction. Though there is still some work to go along with basing/flocking the model looks just about right I would like to believe.





On my painting table I have a few other Ulthars that I am preparing to paint for the Pulp City tournament at Gen Con. As is my personal tradition whenever I attend a tournament (for skirmish games) I like to paint up new miniatures or play something different. It helps motivate me paint the pile of miniatures I have laying around the house and it changes up my play style slightly.

With that being said I have more than my fair share of miniatures to keep me busy, I hope I can get everything finished. Usually i'm still up late painting miniatures for the next day's tournament, I vowed this year to be different so I can actually go out and explore Indianapolis during the night! Till next time readers!

Thursday, April 28, 2011

More Reinforcements!

As I have been working on my Blood Angels commission in between squads I had started to pick up random minis simply to get a few more things painted on my computer desk. I decided to take a quick picture of my work in progress Infantry squad for my Genestealer Cult army. Though they no longer have a real codex... Thank you Games Workshop for dropping the "Eye of Terror" codex and not bringing back the "Lost and Damned" army list..

I would like to think that eventually when I do get back to playing 40k one day that I would use my Genestealer Cult as an Imperial Guard army. Here are 10 miniatures as you can tell these miniatures are from the Rogue Trader era, I have to admit I have a fetish for older metal/pewter models.


As far as painting goes, I did the standard blues and purples that Genestealer Cults are known to wear. Quick dry brush for the base as they are fighting in ruined cities and they are ready for the table top.! I really should start cataloging the army and putting it up on the site. Hmm a project screams to be done..

Other projects are chugging along, returning back to school has had me busy doing paper work most of my days. I may have said it before but I have a fully based and painted Mercenary Warmachine Army I was surprised at the speed it was assembled and painted. Every now and then I go back and add a few details to make a few things eye catching.

As the months pass my group's annual trip to Indiana to attend Gen Con looms near, this year more so than the others I have a gaggle of games to attend. Between Infinity, AE WWII, AE Bounty, Hell Dorado, Dark Age, Malifaux and a ton of other skirmish games. Not quite sure when I am going to have the opportunity to play them all but I hope I can post more of my work and thoughts as the weeks go by. Stay tuned.

Thursday, February 24, 2011

Steamroller 2/20/11 @ Maplewood Hobby

With only about a month of playing the game me and a couple of friends decided to sign up for an upcoming Steamroller tournament at our semi-local gaming store.

my list:
Magnus the Traitor
Nomad
Renegade
Steelhead Riflemen (min unit)
Steelhead Riflemen (min unit)
Steelhead Halberdiers (max unit)
Steelhead Cavalry (min unit)
Kell Bailioch
Gorman De Wulfe
Stannis Brocker

I knew that Magnus was probably not the best caster for my list, but I wanted to go with a painted army and I couldn't get everything I wanted in time for a Mc Bain list. Also I was more familiar with Magnus all my games thus far were with Magnus. So I picked a list that I was pretty familiar with even if it was not optimized.

First round I faced Brain who had:

Epic Captain Allister Caine
Gun Mages (max unit?)
Black 13
Rangers (min unit)
Cyclone
Hunter
Reinholdt
Gun Mage Captain Adept
Squire

the mission was three control points in the middle of the board, after first turn one of them would disappear.

I knew right off the bat that I would have to spring forward and attempt to control a point before Brain can move his ever so shooty force to deal with my infantry. Didn't kill much on his side but the high point was landing an obliterator shot right on Reinholdt's head.

Though my infantry was chewed up by blatantly being thrown in the face of a firing line that isn't what lost me the game... What lost me the game was not reading the mission, for some reason I believed that jacks could not cold an objective. Had I known I would of moved my renegade up to the objective and won the mission. But alas and YET again I fail to read the mission properly and because of it completely fail. On the upside Magnus survived the battle!

Second Round I faced off against Steve who had:

Epic Wraith Witch Deneghra
Death Ripper x2?
Defiler? tell you the truth I really couldn't tell the difference.
Reaper
Withershadow Combine
Necrotech with Scrap Thralls (max)
Wrong Eye & Snap Jaw
Bullsnapper

the mission was odd, it was to have only your models in a small area of control on your opponents side. what made it odd was that the opposing faction's box was only a short walk away from your own.

He started the game very aggressively by running his three light jacks right in front of my army, I retaliated by sending as much firepower as possible into them. Crippling most of their abilities and giving me the slight advantage in knowing that he wouldn't be slinging spells from afar. If Deneghra wanted to do anything she would have to come in close.

Soon enough he popped Deneghra's feat freezing all my guys into place as he paraded his gators through my lines. The Reaper wiped out the Nomad pretty easily after using all its focus allotment leaving it a wreck. During the round Stannis proved to be the true leader of my force making himself some nice gator shoes out of the Bull Snapper.

My retalitory strike didn't do much wiped out 2/3rds of the Withershadow combine backed away from the deadly reaper. Moved Magnus to behind the lines overseeing any progress with the Renegade (who had snipe by the way) in tow. During his turn he attempted a run at my Magnus, he used Deneghra to charge and teleport Stannis my dice were rolling hot and I managed to hit her with defensive strike for a few boxes.

Next he charged with Snapjaw at Magnus dealing a healthy seven to eight damage, admittedly he charged in with only one fury on him and used up all his fury getting that much damage. Horrible rolls really screwed up his attempt especially missing with most of his charge attacks then barely rolling Magnus' armor.

When my turn rolled around I knew I had to make my attempt on Deneghra or as a last ditch effort pop my feat and run Magnus away from Snapjaw while sending my renegade to tie it up in combat. I charged a halberdier not in combat against Deneghra hoping for a lucky hit, didn't work, I was hoping that I would be able to send the lone surviving calvary against Deneghra running past Snapjaw (that didn't work he died). Stannis walked back towards Deneghra and was lucky enough to roll high for a hit easily putting a few more boxes of damage on Deneghra. To end my run my Renegade stood stationary and launched his obliterator into combat, I knew the chances of hitting Deneghra were none but I knew with a 4" AOE it couldn't scatter that far off target.

I wasn't wrong it scattered slightly, landing on the halberdier in the combat who somehow survived the ordeal! Deneghra was caught in the blast I boosted the damage and checkmate Deneghra was done for.

Third round I was paired against James?:
Kommander Sorscha Kratikoff
Beast 09
Kayazy Assassins w/ Underboss UA
Great Bears of Gallowswood
Saxxon Orrik
War dog
Winter Guard infantry w/ Officer & Standard UA and Rocketeer WA
Kovnik Jozef Grigorovich

mission was get to opposing armies flag with a unit to gain control points. I knew that I wouldn't be able to accomplish it lol.

Though I knew going in that I would be horribly beat by Kayazy Assassins and their crazy shenanigans my opponent was a very understanding and experienced player that was patient with me. The rocketeers kept launching shots at my infantry, when I braved the large hill in the center of the table the Kayazy Assassins dealt with most of the Halberdiers.

Small victory was when a lone Rifleman decided to take vengeance and killed Kovnik with one shot! Huzzah for aiming! of course in return he was bludgeoned to death by the Winter Guard but whatever. Also when two Assassins came barreling at Magnus who was camping his focus, failed to do any damage. In return Magnus took out an assassin and popped his feat to retreat into a forest away from the Assassins.

The Khador player proceeded to chase around Magnus with Beast 09 but scored twice on my counter and won the game. Over all it was a very enjoyable game even if I was getting beat my opponent was a very nice guy so I walked away with the moral victory of Magnus living to see another day.

Round 4 I was paired against Hoj:
Epic Hoarluk Doomshaper, Rage of Dhunia
Mulg the Ancient
Earthborn Dire Troll
Dire Troll Mauler
Trollkin Champions (max unit)

the mission was two circle control areas on opposite ends in the middle of the table.

This game was pretty quick seeing as I knew fully well what Hoj's list was capable of, having played it the night before in a few practice games. Hoj knew that his list needed to stay relatively packed together in order to deliver a killing blow. So I left Magnus far behind the lines to counter attack anything Hoj would throw at me.

I ran up the sacrificial Halberdiers into one of the control areas while sending all my Riflemen towards the flank taking a few pot shots at the Mauler. Hoj responded by bounding the Earthborn towards the halberds killing four and engaging the rest, while the mauler took a few swipes at the Riflemen.

In response my Halberdiers combined their attacks damaging the Earhborn, who was then run down by the Cavalry charge! All I can say is OUCH until that point I haven't use my Calvary usually they run around making the enemy worried and are dealt with harshly. But when you have them flanking Halberdiers I never imagined taking out an Earthborn that quickly. The Riflemen continued to plink at the Mauler, though I can see Hoj was heavily discouraged at this point after all I just took out a third of his main hitting power.

Next round the Mauler and Mulg finished up most of the two Riflemen units and stayed in a control area. I attempted to make a small attempt at assassination on Hoarluk, knowing he would be hiding behind his champions. Since he camped one fury I decided to start with Gorman throwing an acid bomb on Hoarluk and his Champions that were packed tightly. I manged to hit a lot of them and rolled high enough to cause a fair bit of damage. Hoarluk transferred the damage to one of his beasts.

Seeing the opportunity I launched the Renegade's obliterator at the Champions boosting damage against Hoarluk. Rolling high even for the blast damage Hoarluck was standing on just a breath of life and all of his Champions were either knocked down (due to tough) or severely damaged. With a lot of them being effected by corrosion next turn, Hoj called the game noting that I would score the second point needed for the objective win seeing as the last few Riflemen jumped into his control zone to stop him from scoring.

End of the day:
I had a great four games and I am finally getting a good grasp of the game, I have to thank Ibodger program on my phone for referencing any rules quandary I had before asking a question to the judge. Whats next for the mercs? Well I have just finished painting Mc Bain and I am attempting to making two different armies one for Magnus and one for Mc Bain.

There were rumors of a new merc caster modeled after Don Quixote and will be a steel head caster, this had me quite excited as I tend to run a lot of steel head infantry and who doesn't love the story of Don Quixote?! I have am also in negotiations to start my second army, Retribution of Scryah. Namely because I like playing armies that are not seen often. Hopefully next update will be a few pics!

Thursday, February 10, 2011

The Price of War II: Mercs vs Skorne 25pts

Had another game of Warmachine last weekend this time I pit my Mercenaries against Cash' Skorne army. I used the same army I did last time while Cash used the Skorne army with the following:

Lord Assassin Morghul
Cyclops Savage
Titan Gladiator
Cataphract Arcuarii (min unit)
Praetorian Karax (max unit?)
Hakaar the Destroyer
Farrow Razorback Crew

I had a very rough idea of what the Skorne was capable of having glanced in their general direction a few times when deciding which army to play. I knew that Morghul was quite good at the assassination game (as befits his title of course). So my rough battle plan was to tempt Morghul to come forward and pounce.

The first turn or two it was a stand off with my army advancing forward in a crescent formation while my Halberdiers ran as fast as they could to right flank of the Skorne Army. The Skorne army decided to wait around for my army to arrive as it slowly advanced it's shield wall. A few pot shots from my riflemen managed to knock out some Karax.

Then I made a fatal mistake, believing that Magnus' feat "hit and run" could be used to advance my army unload with all my firepower/weapons and then slink back... Unfortunately I was unaware that "battle group" meant only Magnus himself and the jacks under his control were allowed to use the feat... To say this had disastrous results would be an understatement to say the least. All of my units were prime to getting viciously mauled is just about right to describe what happened.

With such a set back most people would of thrown in the towel but in the spirit of learning from my mistakes I kept in the gaming. I even had a few funny moments mixed in ala "trench spade" from a Rifleman hurting the Cyclops. Though all good things come to an end, when Magnus was dragged by the Arcuraii then finished off by Morghul.

All in all it was a good game and even if I was beat to a pulp a learned a few good lessons.. namely:

Battle group - I guess it's my fault, I tend not to read the rulebook much and learn in the way of someone showing me a demo. I will not say brag and say this sole misunderstanding cost me "the win" or the game. But rather knowing the subtle difference of what "battle group" to army was could of led me NOT to do anything rash like I had done. Live and learn.

Gorman - Actually using him this time was great actually, though he only lobbed two of his grenades they did well on both occasions.

Jacks - While researching other Mercenary casters I noticed that Drake Mcbain was also someone I would be interested in testing out. I realize now that Magnus would better be served by a slightly different army. Nothing major just a subtle change here and there, not quite finished with list yet but for now I will remain playing the same army at 25pts.

Spells - Seeing as Magnus can upkeep spells without spending focus I should of just put Blur on him. It would of defintely helped him against the Arcuarii trying to reel him in with their harpoons. I am also considering giving the Nomad "Iron Aggression" while giving the Renegade "Temper Metal" or "Snipe".

Tuesday, February 1, 2011

The price of war. Mercs vs Menoth 25pts

Having just started wamachine and hordes with the group, I decided to go against Hoj's Menoth list in a 25 point straight battle with my Mercenaries.

Menoth:
Harbinger of Menoth
Hierophant
Vigilant
Bastions (minimum)
Avatar of Menoth
Sensachal of the Wall
Choir (minimum)

Mercs:
Magnus the Traitor
Steelhead Riflemen (minimum)
Steelhead Riflemen (minimum)
Steelhead Halberdiers (maximum)
Renegade
Nomad
*Gorman De Wulfe

* though he is supposed to be in my army since I was using proxies I completely forgot all about him and he did nothing this battle.

Pre-game thoughts:
I know that between the bastions "sanguine bond" and the harbinger's "martyrdom" ability that it would take a massive amount of damage to wipe out the bastions. My best chance to do this would be to constantly stack damage against them hoping that Hoj would keep using the "martyrdom" ability and ping himself to death.

the only terrain worth noting was a brick wall dead center of the board all other terrain were in places we didn't even think to go.

deployment: left to right from my point of view
mercs: riflemen, nomad (magnus behind), renegade, halberdiers and rifelmen
menoth: avatar (choir behind), sensachel, bastions, vigilant, harbinger (heirophant behind)

turn 1:
Mercs: due to tier 2, I was able to edge my steelhead units with advance deploy which gave them a running to start to get into position. With their actual movement setting up a defense roughly eight or so inches away from the center wall. Magus cast Snipe on leftmost riflemen and Temper Metal on the Nomad.

Menoth:
Everything ran forward, the choir singing a hymn to keep the avatar safe from non-magical ranged attacks. As the avatar went on the left flank closer to the wall waiting for my jacks to pop their heads up. Everything else in the Menoth force bore to my right side flank hoping to bottle neck my forces and win the game of attrition.

Turn 2:
Mercs: Magnus casts Iron Aggression on the Renegade, I move it forward and attempt to drop the obliterator on the bastions. Needing only a 5+ to hit on 2d6 I don't boost and regret it as it scatters, luckily for me some lucky rolling and I do a good amount of damage to a bastion caught in the blast (who of course spreads damage to his unit).

Nomad charges at Avatar (I put three focus on itself and the Renegade) and manage to do some really good damage though I do not knock out any of it's systems. The rightmost riflemen take a couple of pot shots at the bastions which at this point have about two or three boxes of life left each.

Menoth: Choir gives Avatar hymn that negates non magical ranged attackes, as it generated all four focus. Proceeded to dismantle my Nomad leaving it with it's left arm (buckler) and it's movement all other systems were knocked down.

Harbinger casts spell on bastions that give them extra movement for a charge, they butcher the three riflemen they reach making the other three run away (two of them were killed with free strikes) leaving one close to my deployment.

turn 3:
Renegade with three focus charges into a bastion which he pastes since the Menoth player was hesitant to keep "sanguine bonding" the same guy when I had critical shred and boosted attack rolls from spell. Halberdiers charge into Bastions causing a good number of wounds, at this point most of them were at one life and Harbinger kept using her martyrdom ability.

Not expecting much out of the Nomad I roll for the buckler first and manage to roll high enough to knock out the Avatar's sword arm! If that wasn't amazing enough I hit and damaged it with the other arm also! Six point Nomad against eleven point Avatar... not bad at all! The lone rifleman rallies and stays put.

Harbinger moves up casts cataclysm on a few on the Halberdiers in combat with the Bastions, wipes out a fair few, then heals a few wounds with focus. The Bastions split their attacks between the Halberdiers and the Renegade which loses both of it's arms. The rest of the Halberdiers are gone by the end of the Bastion's activation. Avatar crushed life out of Nomad but only had a few damage boxes left open.

turn 4:

Combined ranged attack from the Sniping Riflemen knock out the Avatar with ease and they sit guarding the left flank. Magnus moves to the middle of the field to protect the Riflemen from any danger, lets loose with his scattergun hurting the Bastions (which Harbinger used martyrdom ability quite a few times) and sit on my focus. The Renegade all but done for also manages a hit for a little of damage and again Harbinger uses the martyrdom ability. Lone Rifleman near my deployment moves up confident the Bastions would not waste time trying to kill him.

Paladin of the wall finishes off the poor Renegade which frees up the Bastions, unfortunately for them they have no line of sight to Magnus. One of them tries to walk up to Magnus and swing but fails to hit, the rest move closer to combat if it continues past this turn. Harbinger decides this is the moment for assassination run, walks up 3-4" from Magnus and casts a boosted Cataclysm (boy I really hate that spell..) does 8-9 damage, spurred on by success he casts it again boosting damage leaving Magnus with 1 life.

Turn 5:

Hit the Bastion in base with Magnus with the mekanikal arm knocking him down Harbinger using martyrdom (but of course). Foe cleaver attack also was martyred, I didn't realize this at first but I could of just used Arcantrik Bolt boosted and have done major damage to Harbinger (who was only armor 14). Instead I kept hitting the downed Bastion till eventually the Menoth player just said screw it. Magnus attempted a regular arcantrik bolt but failed to hit since I had no focus to boost.

Lone Rifleman pulled off a miracle shot managing to hit the Harbinger and doing a few points of damage. Time for the check mate the Sniping Riflemen walked forward and let loose with a combined ranged attack against the Harbinger rolling bang on what I needed. Didn't need to roll for damage as the minimum pow 17 dealt the Harbinger the last three wounds it had.

Post Game:
I knew going in what the Harbinger and Bastions were trying to do so my rough battle plan was to cause enough wounds early on and hope that martyrdom would cause enough damage one turn that an assassination run would be possible.

We were both new to Warmachine and though he had an upper hand according to all the veterans at the store. The Menoth player received more tips on how to play rather than myself... figure that out? lol Even when I finished my game and told them the results the veterans looked stumped and asked what the Menoth player did wrong.

Though I can see the uses for Magnus' feat I am still unsure as to when to use it precisely, it isn't something that does damage or restricts enemy movement. It gives me a repositioning move that can be very helpful just not quite sure when it would of been useful in this game.

The Harbinger used her feat to pin a few of my Halberdiers from supporting their friends in combat against the Bastions. It also managed to put some damage on the Renegade on Nomad but other than that not much else.

Monday, January 17, 2011

Adventures in Real Space IV

Though our groups fate for Adepticon is still unclear Cash and I had a game to continue testing the lists. This time we used the Haemonculus coven to help bolster my Wych cult list, Cash on his end brought up a Blood Angels list he cooked up with the models he had available.

From what I remember Cash brought:
Commander w/ powersword and plasma pistol
Chaplain w/ terminator armor
Honor Guard/Retinue? x5 w/ apothecary, melta gun and a sanguary priest
Terminators x5 w/ cyclone missile launchers x2 and sanguary priest
Assault Marines x10 w/ melta gun, sarge w/ power fist in drop pod
Assault Marines x10 w/ melta gun, sarge w/ power fist in drop pod
Tactical Marines x10 w/ melta gun, sarge w/ powerfist in rhino
Landspeeder x2 w/ heavy bolter and assault cannons
Landspeeder x2 w/ heavy bolter and assault cannons



My lists:
Succubus w/ shardnet & impaler
Wyches x10 w/ hydra gauntlets x2, hekatrix w/ venom blade in raider w/ chain snares
Wyches x10 w/ razorflails x2, hekatrix w/ venom blade in raider w/ chain snares
Wyches x9 w/ shardnet & impaler, hekatrix w/ venom blade in raider w/ chain snares
Incubi x5 w/ klavex in venom w/ splinter cannon x2
Reavers x3 w/ heatlance
Reavers x3 w/ heatlance

Haemonculus w/ liquifier and venom blade
Haemonculus w/ liquifier and venom blade
Grotesques x4 w/ liquifier and abberation w/ venom blade in raider
Wracks x10 w/ liquifier x2, acothyst w/ venom blade in raider
Wracks x10 w/ liquifier x2, acothyst w/ venom blade in raider
Wracks x9 w/ liquifier,acothyst w/ venom blade in raider
Talos w/ tl liquifier gun and stinger pod

We decided on two objectives and kill points as much as a loathe that especially in a kill point heavy army. I decided to give Cash the first turn seeing as he had a few units that could deploy via reserve and I would gain little to nothing by going first. I was worried about the land speeders matching my mobility and for the most part putting out more deadly fire power than my raiders but "acceptable casualties" was the name of the game.

I rolled a 1 for combat drugs giving me Hypex (run moves are 3d6 pick the highest) with a comment that all of the combat drugs are actually quite useful in the new codex.

Deployment/Battlefield:
The board in general had little to no line of sight blocking terrain Cash deployed both Rhinos behind a building gaining some cover with the land speeder squadrons guarding their flanks. I deployed everything on my right side leaving both reaver jetbike units (and inadvertently a wrack unit) in reserve.

objectives were about 20 or so inches apart from the center of the table.

Turn: 1
First turn was pretty uneventful both land speeder squadrons managed to immobilize two raiders (one wrack and one wych), both blood angel rhinos gunned for the objective on my right where my attack was heading. A drop pod landed near the left most objective near some ruins and used their low run roll to try and get into said ruins.

The Dark Eldar zoom with one Wych raider as far forward as possible hoping to avoid any incoming fire by going straight at the enemy. The incubi and their venom head to deal with the drop pod squad in the ruins stopping to let loose with the splinter cannons knocking out a marine or two. The rest of the raiders tried their best and failed either stunning and shaking the rhinos instead of destroying them.

The Wych squad on foot (their raider immobilized) ran up the right flank hoping to draw the marines out of their transports so that the rest of my forces can attack. The walking Wrack squad marched up the center also hoping that cash would take the bait.

Turn 2:
Cash consolidated his position on the leftmost objective by using the homing beacon on the drop pod to guide the terminators and other drop pod around the objective. Not much movement other than the land speeders repositioning themselves for better shots. To my amazement both squadrons focused on the foot squads instead of the transports.

Between a squadron and the terminators they reduced the Wrack unit to a single wrack and haemonculus that were sent running. The other squadron focused on the walking wych unit killing a handful but thanks to "hit the ground" two remained alive.

On my turn one of the jet bike units came in and predictably turbo boosted over the assault squad in the ruins killing 2-3 of them. The venom unloaded the incubi by the second assault squad tagging another marine I believe. The succubus raider prepared to strike in the next turn hoping that eventually the dark lances would leave their mark on the two rhinos. Unfortunately dark lances failed again shaking or stunning vehicles I believe one unit lost it's storm bolter and became immobile.

There was a moment where I had high hopes for grotesques piling out of their raider and hosing the terminators with liquifiers only to have the rolls for AP be lousy. Completely forgetting about the sanguary priests ability all my attacks bounced off either terminator armor or feel no pain. The return attacks had me losing the combat by 4 or 5 I knew in that moment that if the grotesques broke from combat that I would be in a VERY bad spot. Luckily for me they rolled bang on for their leadership test and stayed in the fight.

The only other assault was the incubi versus the assault marines they managed to do quite well butchering most of the squad leaving only a marine and his sarge who crushed an incubi with his powerfist. No retreat meant the rest of the marines died as hid behind a drop pod hoping to avoid the attention of the land speeders.

Turns: 3-4
Cash finally destroyed the Sucubbus raider killing a handful in the explosion and finishing off the rest with random fire from the two rhinos leaving the Succubus with one wound. The land speeders which I essentially ignored at this point didn't cause me any more major problems.

I caught a break and finally popped both rhinos spilling out the squads, the tactical marines were showered with the twin linked liquifier from the talos killing most of them before a wych squad charged them and finished the job. The next turn the honor guard would be showered in splinter fire and liquifier fire and charged from everything on the right flank wiping them out.

The chaplain and terminators facing off against the grotesques had their fates sealed when the incubi charged the squad and took out all the terminators in one round of combat. Over two or three rounds of combat the incubi only lost a member while the grotesques lost the haemonculus and had several wounds among them.

I managed to take down one of the squadrons of speeders and that is when Cash called the game.

What was left alive:
Cash:
Drop Pods x2
Landspeeder x2

Myself:
Succubus (1 wound left)
Wych x2 w/ raider (immobile)
Wych x7 w/ raider
Incubi x2-3 w/ venom
Raider from destroyed wych squad (immobile)
Wracks x10 w/ raider
Wracks x10 w/ raider
Grotesques x4 w/ raider
Reavers x3
Reavers x2 (running away)
Talos

thoughts on game:
With Dark Eldar I have noticed that the first two turns never quite go to plan, but ever the ork player "acceptable casualties" has always been my motto. Presenting my opponent with too many choice targets and using my speed and mobility had me carrying the day.

Though I did put a lot of weight on my force since it is the army I have the most experience with (did I mention I forgot to deploy a wrack unit?) I am learning the capabilities of every unit. For example when I first started using the bikes I did horrible with them. But since the unit looks so cool I just knew there was a way of playing with them (without using grav talons) and now they tend to be my most destructive unit.

Though Cash said he didn't hope to win the game by any measure, I know he was quite confident till turn 3 rolled around. He doesn't give himself much credit when playing 40k sure it is true he has never defeated me in a game of 40k he is actually quite the tactician in skirmish games.

In other news I have finally received the resin desert bases for the Dark Eldar I can't wait to start putting everything together and playing at the local GW with my 1k list. Hopefully I will have a few pictures up by next week if not earlier.

Sunday, December 26, 2010

Small Update

Just a general "not dead" update I actually have been very busy despite lack of updates. So will just do a quick breakdown on current events:

-Warseer "Tale of 40k painters": Orks-

I have been slacking off the last month and didn't accomplish the 150pts for the month, I primed a few burna boys and lootas that should keep me relatively busy though. I figure that the burna boys would be evil suns and the lootas will be well who else? Death Skulls of course!

After that is done not quite sure what else I should paint though I imagine something point heavy in order to catch up to the rest of the group. As far as the work that I have done I am pretty happy on how the orks are turning out.

-Dark Eldar-

Desert resin bases that were ordered finally shipped and I honestly cannot wait till I have them to being properly assembling my army. Color scheme wise i'm not quite sure what I would like, maybe something with bleached bone?

Gaming with the dark eldar has proven good so far, Cash and Jon played against Mike using his chimera guard. That game went downhill very quickly for the dark eldar players as they decided to get into a shooting match with guard... that obviously did not end well. Highlights include Mike only using about 1k of his 2k points to fend of BOTH dark eldar armies... ouch.

In the second match up it was Jon and I against Mike using the same list, in the second match I encouraged Jon to be more aggressive and guess what? it worked! At the end of the game it was a minor victory for the dark eldar (on objectives), units wise we beat the stuffing out of Mike. Ever the good guard player he made sure to whittle our scoring units the best he could.

-Attack of the LCG's-

Lately I have been hankering to play more card/board games than I ever have, this is at least partly attributed by the fact that board games keep going up in both content and production value. The inclusion of LCG (living card games) has also brought me back into the fold of card games, the concept of an LCG is that "packs" are not randomized but fixed. So all you have to do is go online and see i you need the cards ALL the cards you need come in a set.

This cuts down on the rush to find the power rare at the same time makes it more economical for the casual "card flopper". Games like Call of Cthulu, A Game of Thrones and Ascenion: Godslayer have all gotten a firm grip of nostalgia in me. Hopefully soon I can write an in depth review of each of the games in their own right. Till then folks enjoy the holidays!