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Workbench Progress - Astropaths

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Hey peeps, just a quick post today as I have been mega busy play testing my Space Wolves army list ready for Battlefield Birmingham later this months.  All my Space Wolves are ready and fully painted so that's one less thing to worry about so today I sat down and knocked out my two Astropaths.

Now both of my Company Command Squads can field an Astropath and if I throw in my three Psykers at PML2 thats a lot of warp charge to play with.

So these guys were air-brushed in a deep blue, yes I know Astropaths are meant to be dressed in green but my Psykers already match the army regulars in my Guard army so I wanted these guys to stand out as being different.  I kept things muted and basic so's to match the rest of my Guard army but I paid special attention to the faces and the staff so there was some interesting details to look at.

As you can see he stands out nicely when amongst those in the regular green uniforms.

As these guys have no eyes thanks to the soul binding ritual I made sure the faces looked as good as I could.  I also used some Nihilakh Oxide to add the patina effect on the head of the staff.  

I made the robes look all dirty and dusty lower down and I have now added some text FX to the parchment.


Well that's all for now, I have a post all lined up that I will release early next week showcasing my army for Battlefield Birmingham so if we get some sun tomorrow that will help me out with the photo's.

Until next time thanks for reading and be sure to come back soon.


Play Testing Ready For Battlefield Birmingham XI

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Hey peeps,

In a little over a weeks time I will be attending the Battlefield Birmingham Warhammer 40K tournament and I figured it was time for me to get a list locked down so I can make sure everything I need is fully painted.

 Space Wolves Codex - Primary Detachment

 Here is my army minus the Drop Pods.


Rune Dude -
PML2, Terminator Armour, Runic Axe, Combi Melta

Wolf Guard Terminators x5 - Combi Plasma x5, Power Axe x5
Wolf Guard x5 - Combi Melta x5, Drop Pod
Wolf Guard x5 - Combi Melta x5, Drop Pod

Grey Hunters x10 - Wolf Guard Pack Leader, Combi Plasma, Plasma Gun x2, Drop Pod
Grey Hunters x10 - Wolf Guard Pack Leader, Combi Melta, Meltgun x2, Drop Pod
Grey Hunters x10 - Wolf Guard Pack Leader, Combi Flamer, Flamer x2, Drop Pod

Drop Pod - Storm Bolter

Long Fangs x6 - Wolf Guard Pack Leader, Combi Melta, Meltgun, Missile Launcher x4, Flak Missiles x4, Drop Pod

I have been playing some games over the last few weeks, some good and some deliberately bad matchups, this week I am facing Spawn heavy Chaos with Helldrakes. 

I played my first game at my place on my new F.A.T. MAT Vs FMC Tyranids with the Skyblight formation in the Emperors Will mission with Vanguard Strike deployment. 

On turn one I was facing down the barrel of three winged Hive tyrants, two Hive Crones and I think one Harpy all standing around a Venomthrope "GULP!"

And then it started to rain Gargoyles and Rippers and all manner of Alien filth and it was all I could do to keep the little blighters off my objectives as fast as they could re-spawn while the big stuff pounded me from above.

My Stormfang did nothing of note, it came on, hit a flying Hive Tyrant with all four of its ranged weapons and wounded but then all 4 jink saves were passed and one turn later the Stormfang was destroyed by overwhelming airpower.  

At the end of turn six it was a 10/5 victory to the Tyranids.  I really could not shoot anything effectively other than the constantly  re-spawning Skyblight Gargoyles until turn 5 when the big stuff landed for the objective grab. 

In conclusion sinking 255pts into a flyer was a bad idea and does not really play towards the strengths of the full drop pod army list.  If I face someone with only one flyer I can easily avoid it and if I face someone with a crap ton of flying stuff the Stormfang will be wrecked in no time.  I was running a Champions of Fenris detachment and the lack of objective secured was a really big deal, I wont be leaving home without that rule in place any time soon.

 OH CRAP!!!!

 I dropped in half my pods onto my backline objectives and the other half behind the Tyranids to try and knock out the Venomthrope which thankfully worked and scored me first blood.

The Tyranids came at me at full speed on their turn one.

My Stormfang made a short appearance before it was rather unceremoniously destroyed.

My second game was Vs a Dark Angel army that included an Imperial Knight, now this was a style of army that I am well equipped to deal with.  The mission was Big Guns Never Tire with Hammer And Anvil deployment, I was going 2nd so my opponent had nothing to shoot at turn on one and I had the last turn of the game to jump on objectives. 

My main strategy was to leave the Dark Angels hunkered down in their board half with only two objectives while I deployed on mass on my objectives and dug in. 

Turn one I dropped all three objective secured Grey Hunter packed Drop Pods on the three objectives that were on my table half and my Long Fangs way back on my table edge with my Warlord to give me some heavy weapon support.  

I managed destroy the Imperial Knight with two suicide Combi Melta Wolf Guard packs across my turns two and three and stubbornly defended my table half against a Belial lead precision drop of Terminators and a pesky Marine Bikers unit who tried to break through my lines.  Having gotten in position nice and early the Long Fangs were able to keep the Dark Angel flyer jinking for most the game which was a great help.

 By the end of turn seven I had blasted the Dark Angels off one of their objectives while still holding onto all three of mine and having already scored Slay the Warlord and 1st Blood I won comfortably 11/3.

I am now happy that my list is working towards the same goal and I know what I need to be doing with all of its elements so If I can get in a few more games before next weekend that would be great.

Any way here are some picture I took of my second game which was on my local GW's new city scape table which while not a cool as my Forgeworld version was still fun to play on so long as you don't mind cocked dice.

 At the end of my turn one I held three objectives.

 The Dark Angels move in to grab the center objective before making a move on my front line.

Putting my faith in the Wolf Guard Melta packs my army ignores the approaching Imperial Knight and digs in for the win.

By this point the Imperial Knight was down to it's last two hull points.

I will try and get some pictures posted from my game this week so keep and eye out for those, thanks for reading and please come back soon.




More Play Testing for Battlefield Birmingham VI

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This Friday just gone I had my third play test game at my local GW with a mate of mine who was playing Chaos Space Marines with Necron allies. We decided to play a BAO style mission which merges Emperor's Will with The Relic from the Eternal War missions.

Chaos Space Marines

Sorcerer on a bike
Cultist Squad x10
Cultist Squad x10
Spawn x5 mark of Nurgle
Spawn x5 mark of Nurgle
Spawn x5 mark of Nurgle
Mauler Fiend
Mauler Fiend

Necron Allies

Destroyer Lord Sempiternal Weave and Warscythe
Necron Warriors x5 Night Scythe
Necron Warriors x5 Night Scythe
Wraths x6

This is a nasty army, its packing a lot of fearless units who are very fast and very powerful in close combat and as if that was not bad enough all of these units have multiple wounds and or a really good invulnerable save.  It was clear that this army was designed to rush most of its units right at an opponent while the flyers and Cultists come in late game and sneak onto objectives.  Sure this army is scary but my Drop Pods give me a lot of options with regards to where and how I strike and vs this army my turn one drop and the damage I could do would be key to my having a chance.


I got to deploy 2nd and assumed that I would not be given 1st turn so I deployed the Rune Priest and the Long Fangs way in my far right flank as my opponent had denied flank and set everything up on my extreme left flank.  My plan was to try and seize the initiative and do as much damage as possible before everything got a chance to move while using my pods to pen them in and deny access to the relic and my home objective.


As luck would have it I was given the first turn so that worked out well, I came in hard with Plasma Grey Hunter, Melta Grey Hunters and the Combi Plasma Wolf Guard Terminators while the empty Long Fangs pod Landed really close to the relic.  The Drop Pod wall went up and I tried to spread the damage across as many units as possible just to shave off some of those wounds before things went to ground.

Sure enough things moved to close combat on my opponents turn one, later I dropped in both Wolf Guard Combi Melta Packs who each destroyed a Mauler Fiend then the Flamer Grey Hunters dropped on the Relic and reinforced the Drop Pod wall.  The close combat just seemed like it would never end but late game in turns 4 and 5 things started to turn in my favour and when the Necon flyers and Cultist arrived I was in a position to take them out.


Having lost his pack my Rune Priest hung onto my home objective.

The shear amount of attacks was a real problem and I had to fall back on my 3+ Power Armour save and thankfully it held up and I was able to finish off all the Spawn and Necron Wraths by turn 4 which by then had been something like seven rounds of close combat.  Had I been playing regular Space Marine Tactical Squads I would have been rolled over in a few game turns but between Counter Attack, ATSKNF and me always paying for chainswords I managed to put out enough damage.

These guys managed to blast a Necon Lord late game who did not return.

By turn five I had only a handful of models left on the table but I was in a position to win but the game went on to turn six where again I was able to hold on to the win but the fates had other plans and on it went to turn seven.  By turn seven neither of us was in a position to do very much other than try not to die.  I had seven Grey Hunters, two Wolf Guard and my Rune Priest on his last wound and 5 functional Drop Pods left in play.  My opponent had fared no better with only four Necron Warriors, one Spawn and a Night Scythe left on the table.

These guys were beamed in late game and managed to hold on to the relic.

Here are the final scores

Space Wolves
Emperors Will objectives x2 = 6VP
Slay The Warlord = 1VP
Line Breaker = 1VP

Chaos Space Marines
The Relic = 3VP
Fist Blood = 1VP
Line Breaker = 1VP

In the end there was very little evidence of the close combat that had dominated the game.

So despite mass casualties the Space Wolves managed to hold on against the odds for the win, this was a bloody great game between two very different armies and I am not convinced either of us had any idea how it would all pan out.

I think I am ready to face whatever gets thrown down next weekend so expect to see a full report on how things went and lots of wicked photo's on Monday the 27th of October as I have the day off to blog and recover from a weekend of gaming.

So until next time good gaming.

Battlefield Birmingham VI - Cool Pictures And Stuff

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Hey there internet, if you have been reading my recent posts then you will know that I was at Battlefield Birmingham this past weekend with my Space Wolves army.  Though I only won one of my five games they were all very close and I had a great time throughout. I played against some very interesting and varied armies and met some very cool players.  There were quite a few drop outs at the end of day one so we were down from 32 to 21 players heading into day two but the ringer stepped in and everything rolled on as normal.

Sadly I only managed to place 20th out of 22 players which I will admit was not a great placing given my general performance back home.  I guess every region has it's own meta game and it was never my intention to go seeking glory in battle but rather to spend a whole weekend playing Warhammer 40K.

I did notice that up in Birmingham they seem to be well prepared for anyone who deepstikes so an objective secured drop pods army might have been a little too on trend to surprise anyone who plays seriously, but like I said I enjoyed each and every one of my games and I even managed to pick up some neat new tricks which I hope to use on the locals back home.

If I could do it all again I would drop the Legion of the Damned and the Long Fangs and added my Imperial Knight to increase my overall threat level and resilience late game.  Anyone who plays me knows that I like my games to end on turn five as I find it hard to hold on much beyond that.  This weekend saw 4 out of my 5 games go to turn seven while the fifth went to turn 6.  I lost two of my game purely because I could not hold on to all of my objectives in turns six and seven so I am keen to see if my Knight gives me more staying power next month at Reading Warfare.

Anyway lets look at some pictures that I took of the tables and terrain upon my arrival, it was really cool to think that any one person could have so much terrain but then even I have four themed tables. 







Games 1
Big Guns Never Tire - Dawn of War
Space Wolves Vs Blood Angels/Imperial Knight









Game 2
Relic + Emperors Will - Vanguard
Space Wolves Vs Tau



Game 3
Crusade - Hammer & Anvil
Space Wolves Vs Dark Eldar






Game 4
Purge the Alien - Dawn of War?
Space Wolves Vs Iron Hands



Game 5
The Scouring - Vanguard?
Space Wolves Vs Space Wolves/Sentinels of Terra







Best Painted

1. Dark Eldar

2. Iron Hands

3. Space Wolves & White Scars

4. My Space Wolves

I was very glad to get 2nd place in the painting vote while my 1st choice the Dark Eldar beat me by just one point. 

Here is a very tight Eldar army that I thought worthy of recognition.

My Game 4 opponent had some great Dreadnought conversions.


A bit random but one of my pods landed right in the middle of some snow covered trees and I thought it looked very festive and worth a picture.

I heard it said more than once that this event seemed to be running its self and from my perspective there were no problems, the venue was very nice despite being in the middle of a renovation, the staff kept the kitchen and a bar open for us and the toilets were clean so apart from it being a bit hot at times I would call it a great success.

Sadly this might have been the last Battlefield Birmingham under the current management but here's hoping that someone new takes on the responsibility of running it and we see the return of Battlefield Birmingham next year and for many more to come. 

Until next time....

WTF is a Battle Forged Army Anyway?

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Hey there,

I have now had enough games of 7th Edition that I felt it was time for me to really dig into the rules and break down what it really means to build a Battle Forged army.  There seems to be a lot of people me included who are still carrying around these 5th/6th Edition preconceptions about how an army can or should be built and what it can and cant be composed of.  The truth is that this is 7th Edition and the flood gates have been flung are wide open and anything is possible.  I dove into the main rules and did some googling and came up with some info that I then sent out to some fellow gamers so I figured why not also post it up here for others to read.

1st off here is a very useful image that I found here that shows clearly what a Battle Forged army can be comprised of.



 So a battle forged army is just an army that is formed of units that are arranged into detachments or formations as they are both functionally the same thing, and the only restrictions on a detachment is that all units within it must be from the same faction or have no faction.

All of the detachments/formations don't have to be from the same faction and still interact together as per the allies matrix.

So your primary detachment/formation is simply the one that contains your warlord and you are not then able to include an allied detachment as seen in the main rules that is from the same faction as your warlord belongs to.  So in short Codex Space Wolves can't include an Allied Detachment made up from Codex Space Wolves.  If you want loads of Space Wolves for example you can just create an army built of multiple Space Wolf Supplement Detachments, formations and or Combined arms detachments.  I have put together a long example of a Battle Forged army below and some final thoughts at the very bottom so please read on :)

Deep breath before the plunge and here we go :)

Primary Detachment (my warlord is from this detachment)

Faction - Space Wolves (all supplements treat their parent codex as their faction).
Combined Arms Detachment or CAD - from main rules.
Compulsory - 1HQ and 2 Troops.
Restrictions - All units must have the same faction or have no faction.
Command Benefits:
Ideal Mission Commander - If this is your primary detachment you may re-roll your warlord trait.
Objective Secured - All troops from this detachment have the objective secured special rule.

Rune Priest - Terminator Armour, Combi Plasma
Grey Hunters x10 - Drop Pod, Meltagun x2
Grey Hunters x10 - Drop Pod, Meltagun x2
Grey Hunters x10 - Drop Pod, Meltagun x2

Secondary Detachment

Faction -
Space Wolves.
Company of the Great Wolf Detachment - from Champions of Fenris codex supplement
Compulsory - 1HQ and 2 Elites.
Restrictions - All units must have the same faction or have no faction.
Command Benefits:
Ideal Mission Commander - If this is your primary detachment you may re-roll your warlord trait.
Kingsguard - The following models have +1 WS
- Wolf Guard
- Wolf Guard Pack Leader
- Wolf Guard Terminator
- Wolf Guard Terminator Leader
- Thunderwolf Cavalry
- Thunderwolf Cavalry Pack Leader

Wolf Lord - Runic Armour, Krakenbone Sword, Storm Shield, Thunderwolf Mount
Wolf Guard Terminators x4 - Combi Plasma x4, Power Axe x4
Wolf Guard x5 - Combi Melta x5, Drop Pod
Wolf Guard x5 - Combi Melta x5, Drop Pod
Wolf Guard x5 - Combi Melta x5, Drop Pod
Thunderwolf Cav x6 - Thunder Hammer x6, Storm Shield x6

Tertiary Detachment

Faction - Dark Eldar.
Realspace Raiders Detachment - from codex Dark Eldar.
Compulsory - 1HQ and 2 Troops and 1 Fast Attack.
Restrictions - All units must have the 'Dark Eldar' faction or have no faction.
Command Benefits:
Realspace Raider - If this is your primary detachment you may re-roll your warlord trait.
Hunt From The Shadows - During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all troops units from this detachment have a 5+  cover save and all other units in this detachment have a 6+ cover save.

Archon - Shadowfield, Blast Pistol, Agoniser
Warriors x9 -  Raider
Warriors x10 - Raider
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2
Reavers x6 - Heatlance x2

Formation

Faction - Codex Orks
Ghazghkull's Bullyboyz - from Waaagh! supplement.
Compulsory - 3 units of Meganobs.
Restrictions - All units must include at least 5 models.
Special Rules - Biggest an da best, Da Boss is Watchin, Fear, Fearless.
Bullyboyz - All models in this formation add +1 to WS.

Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5
Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5
Mega Nobs x5 - Mega Armour x5, Poswer Klaw x5, Kombi Scorcha x5

Allied Detachment

Faction - codex Eldar
Compulsory - 1HQ and 1 Troop
Restrictions:
All units must have the same faction or have no faction
This detachment can never be your primary detachment
Your warlord can never be chosen from this detachment
All units chosen must have a different faction to any of the units in your primary detachment
Command Benefits:
Objective Secured - All troops from this detachment have the objective secured special rule.

Farseer - Singing Spear, Jetbike
Warlock -  Singing Spear, Jetbike
Jetbikers x6 - Shuriken Cannon x2
Wraithknight  - Heavy D-Cannon x2, Jump Pack


OK so that was long winded but all of the above is a single legal battle forged army and only the Primary combined army detachment and the allied detachment have the objective secured special rules.  Basically the allied detachment from the main rules is a way to add a smaller number of another faction without having to play a 2nd CAD (combined arms detachment) and pay for all the compulsory units.

Now deploying and using such an army would be tricky because while the Space Wolves detachments would be bros while the Orks and the Dark Eldar not so much but its all legal.  Lots of events put arbitrary restrictions of how you can create your army and how many sources you can draw from but in truth 7th ed lets you do more of less whatever the feck you want.

As a last note an unbound army literally is any combination of units and models that do not conform to a prefixed detachment or organization, but you can still include formations in an unbound army if you want some special rules and the allies matrix still applies.

So go build some crazy army lists and get gaming :)

THE END.......

Event Report - Reading Warfare 2014

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Reading Warfare 2014

Hey everyone, it's been another weekend of no stop 40K and general war games fun for me as Reading Warfare was on at my local leisure centre.  This is an annual event that to my great shame I only heard about last year despite having lived here for 13 years now.  I promised myself I would get a spot on the 40k tournament this year and show my support as I was unable to attend last year.  

The retail hall for all your war-gaming needs.

Gamers playing all sorts of game systems in the Bowling hall.

And here we are playing 40K in the Squash courts.

My Army List

Rune Priest - PML2, Terminator Armour, Combi Melta, Runic Axe
Wolf Guard Terminators x4 - Combi Melta, Power Axe
Wolf Guard x5 - Combi Melta, Drop Pod
Grey Hunters x10 - Close Combat Weapons x10, Meltagun x2, Drop Pod
Grey Hunters x10 - Close Combat Weapons x10, Meltagun x2, Drop Pod
Grey Hunters x10 - Close Combat Weapons x10, Flamer x2, Drop Pod
Drop Pod - Storm Bolter
Imperial Knight - Paladin

Round 1 - Eldar (summoning)/Imperial Knights
Big Guns Never Tire - Hammer & Anvil
Result - Lose


When I saw this list setup on the table I knew it was going to do well and possibly even win the event especially when I saw he was intending to summon Daemons via his Farseer.  My only option was to drop on all the objectives that were in my back field and put my Knight between my Wolves and the enemy Knights then just hope for the best.  Well as the game kicked off things were going well for me, my opponent summoned one unit of Daemons but due to a perils his Farseer lost his Summoning power but the one unit of Daemons he did managed summon could still summon.  The Wrathknights came at me and met my Imperial Knight in mid-field but in turn three my table half was still secure and I was up on objectives.  My opponent then double teamed my Imperial Knight in close combat but to my great surprise my Knight killed them both after two rounds of fighting.  I then had a turn to smash some more Daemons and Jetbikers and again my table half was still secure.  Then one of the enemy Imperial Knights charged my Knight and this is where things shifted in my opponents favor.  My luck could only take me so far and I knew that if I could just knock out one of his Imperial Knights and leave him with only one remaining I could still hold on for the win.  Sadly it was not to be, my Knight went BOOM! and enemy Knight go away with one hull point remaining so it was close but no cigar.  I opponent then capitalized on my lack of Knightly support and proceeded to roll up the field spawning Deamons as he went until I was completely overrun.

These guys were named Stan and Neil.

House Targaryen Knight.

House Lannister Knight.

Rock-em Sock-em Robots eat your heart out.

These Knights along with a third were bought off a guy out on the internet somewhere.


Round 2 - Tau
Purge the Alien - Vanguard Strike
Result -  Win


With only one Tau unit held in reserves everything else was on show and in my first turn I took out the Broadside and the Hammer Head and tried to put some wounds on the Riptide with my Terminator Combi-Meltas.  I then went on to weather a metric crap ton of Tau return fire even losing the four Terminators who arrived with my Rune Priest to the Riptides Ion Cannon.  Elsewhere my power armour kept loses to minimum and when my turn two assault came the Tau had no defense. Before I knew it the kill points were rolling in including one from the Riptide who was insta-killed by my Rune Priest in a challenge and the Tau commander who was crushed by my Imperial Knight.  The game ended on turn five with me having scored all three secondary objectives and so many kill points I cant remember exactly how many while only giving up one to my opponent from my Terminators. 

My Knights Ion Shield saves were hot and no damage was suffered leaving the Tau Commander vulnerable.

The Grey Hunters all offered themselves up for a single turn of whither fire to ensure they could go on to launch an assault on turn two. 

My Rune Priest powers up his Force Axe ready to assault the Riptide and issue a challenge.


Round 3 - Necrons
The Relic - Dawn of War
Result -  Lose


My battle-plan going into this game having seen what my opponent was fielding was to keep dropping Marines and Drop Pods on and around the Relic all game in an attempt to still be holding it at the games end.  My Knight was on hand to smash anything that came too close and as the Necrons were all mounted in flyers or Skimmers they would not risk coming in that close until around turns four and five.  I had to hold on in great enough numbers to defend against the Necon infantry when they finally arrived.  With the exception of my Imperial Knight most of my weapons were out ranged or ineffective so I spent the whole game crowding power armoured bodies around the Relic and trying not to fails armour saves.  This game went right to the wire but in the end my luck ran out and the last of my Marines folded leaving the Imperial Knight to be objective secured off the relic and the game was lost.

Operation  jump on the relic and try not to die before the game ends started in earnest.

Think positive thoughts, don't roll any 1's or 2's. 

Hold the line.

Going, going.....

GONE! :(

Round 4 - Blood Angels/Vengeance Weapon Battery
The Scouring - Vanguard Strike
Result -  Win


When I saw this army I knew that a win was within my grasp so long as I was able to neutralise those Baal Predators and the Demolisher quickly and then chase down those two small troop units.  I think I got to go second and with only my Knight on the table there was not much action.  In my first turn I had my Knight destroy a Predator then my Terminators dropped in and wrecked the Predator Annihilator while the Combi/Melta Power Armoured Wolf Guard knocked out the Demolisher. In my turn two I had a pack of Flamer Grey Hunters drop on an objective worth four victory points that was in my deployment zone while two Meltagun Grey Hunter packs with some help from the Knights Battle Cannon took out both Ball Predators.  When the Storm Raven came in it hit my Knight with everything it could but caused no damage, however during the following turn the Storm Raven hovered, deploying a Dreadnought who had a Meltagun and then a squad of Melta Assault Marines dropped in close by.  When the shooting stopped my Knight was on its last hull point so with nothing to lose it blasted the Assault Marines off the table with its Battle Cannon and then ripped the Storm Raven apart in close combat while my Grey Hunters chased down the two Razorbacks as they made a break for my deployment zone and Line Breaker.  By the time the game ended my Knight had stomped on the Dreadnought and the rest of my forces had reduced my opponents army to just the Weapons Battery so victory was mine.  

The Demolisher is no more.

My Knight gets stuck in and wrecks some armour.


Round 5 - Grey Knights/Space Marine Allies (Iron Hands)
Emperors Will - Dawn of War
Result -  Win

I was glad that my final round opponent was running Grey Knights as I don't often get to play against them.  It was soon clear that neither the Grey Knights or their Space Marine allies had much in the way of heavy weapons that could pose a threat to my Knight,  Turn one saw me able to drop one Grey Hunter Pack out on my right flank to hold an isolated objective while the rest of my forces landed on mass on my left flank where the objectives were most concentrated capturing another two and knocked 2 wounds off a Dreadknight.  My Imperial Knight offered close support to the main drop site and was able to clear a full squad of Interceptors off my right flank with its Rapid-fire Battle Cannon leaving no Grey Knight forces available or within range to contest the objective on my right flank.  The Grey Knight tried to turn up the heat turn one by charging a Dreadknight right at my lines and dropping in a few combat squads of marines into my backfield to try and Metlagun my Knight.  My Knight emerged unharmed and in my turn two I was able to drop my Terminators and Rune Priest in and destroy the Dreadknight and launch an assault on the Space Marines with some Grey Hunters.  The Grey Knights turn three was concentrated on clearing my suicide Combi-Melta pack out of their backfield and getting ready to receive my turn three charge.  Sure enough that charge came in the form of my Rune Priest lead Terminators, those AP3 Force Swords were easily resisted by the Wolf Guards Terminator plate while in return their Power Axes were not so forgiving.  By the time my opponent had finished his third turn then me my fourth things were looking really good for me.   At the close of the Grey Knights turn four my opponent threw in the towel and I won with max points.

The Space Wolves dropped in on mass forcing the Grey Knights to respond.

The Imperial Knight was able to secure the drone zone while the Space Wolves made planet fall.

My Rune Priests Terminator Armour enabled him to go the distance and land the killing blow.

My Grey Hunters multi charge two Space Marine combat squads and manage to have things wrapped up in a few turns.

Best Army Pictures

Word Bearer Themed Space Marines.


Imperial Fist Space Marines.

Nurgle Chaos Space Marines.

Ultramarines Space Marines and Imperial Knight.

Blood angel Space Marines

Grey Knights.


Eldar & Imperial Knights.

Imperial Knights.

Necrons.

My Space Wolves.


The final Results


So with three wins and two loses I managed to land fifth place overall as well as being awarded the trophy for best painted army which really made my weekend.  I played some really good games and met some very interesting people, with a little more organization next years event could be even better and I will be doing my best to help increase attendance.


If you are interested in attending Reading Warfare and any of its events next year please follow the links below for more details.

Workbench Progress - Tank Traps

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Good morning internet, when I was at Reading Warfare a few weeks back I managed to get away and do a little shopping.  One of the main things I was on the lookout for was resin dragons teeth so I could make the a bunch of the regulation 6" lengths of Tank Traps for use with my Imperial Strontpoint.


Picture found here

After a good deal of rooting around I managed to find a stale that was selling resin dragons teeth individually as well as pre-cut 6" MDF bases (yes I am that lazy sometimes), I walked away with six bases and 18 dragons teeth so I could make six bases with three teeth on each.


The Teeth were first washed to remove any release agent that might still be present, then I used a contact adhesive to glue them down to the bases.  I then added some sand to get a bit of texture on there, then I airbrushed the bases and sand in Game Air Earth and gave the teeth a coat of Mechanicus Standard Grey.


I then gave the sand on the base a dry brush of Terminus Stone and then worked the dragons teeth highlights up using Dawnstone, Administatum Grey and Praxeti White.


To add a little bit more colour and detail I dug out some of my basing kits and used up the last of the grassy clumps scattered about.

Next time I play against a vehicle heavy army I will drop these things out in front of my fortifications to insure that "NONE SHALL PASS!" well  not without having to disembark first so I can have a turn of shooting at them.

Well that's all for now, check back soon as I have almost finished the Iron Hands Primarch Ferrus Manus, just his head left to paint and glue on now.


Workbench Progress - Stormfang Gunship

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Greetings internet,

I was hoping to have some pictures of my now completed Ferrus Manus but I have been so far unable to achieve favourable lighting conditions so instead I set to work finishing the last details on my Stormfang.

There was not much left to do just the base, cockpit and the Helfrost FX, I had planned to paint the pilot and leave the canopy clear but I have used the pilot along with two more that I bought off eBay to make Thundercav mounted Iron Priests.

I set to work using my Airbrush to really make the canopy pop! while leaving the rest of the paintwork more in keeping with my Drop Pods so I have not added any weathering to the Fenrisian Grey yet.

I used my Game Air colours for the canopy.

For the Helfrost FX I used the same colours as my power weapons, Stegadon Scale Green, Sotek Green and Temple Guard Blue with a glaze of Guilliman Blue.

If I stumble across my transfer sheets I will add a black Wolf icon to the yellow area on both the port and starboard sides.

I gave the engines a dry-brush of Necron Compound followed by a wash in Nuln Oil.

Looks a bit like a BSG Viper from this angle.

So my Space Wolves finally have a flyer, now all I need is for KR Multicase to make some custom cut foam for it.  I will do my best to get some pictures of Ferrus ready soon but I have some Eldar allies on my painting table right now so check back soon for some kind of an update.



Workbench Progress - Eldar Allies

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Greetings internet,

I have had these guys close to finished for well over a year now and last week I finally got them out and spent a few hours finishing them off and sealing them ready for the table top.  I have a converted Farseer on a bike and a Wraith Knight who need a little more work then my Eldar Allies are ready to roll out.

I usually field my Eldar as the following Allied Detachment:

Farseer - Singing Spear, Spirit Stone of Anathan, Jetbike
Warlorck - Singing Spear, Jetbike
Jetbikers x6 - Shuriken Cannon x2
Wraith Knight - Heavy Wraith Cannon x2, Jump Pack


Despite having painted this Warlock about 5 years ago the freehand detail on the face plate still holds up.

The robes below the waist line the rune stones, satchel and most of the pistol holster had to be sculpted.

I repositioned the top knot so it was facing the rear.

The stripes on the front of the jetbikes were done using masking tape bu the Sam Hain icon is freehand.


As much as I like to field these guy as a large squadron I guess I do have the minimum troop requirements for a full sized Eldar army if I break them into two units of a three with a Shuriken Cannon in each.

We had some sun over the weekend so I have now managed to get a full set of photos of Ferrus Manus so I will try to get those posted up later this week.



Workbench Progress - Ferrus Manus The Gorgon

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Hey there readers, yes it's finally time for me to show of my newly finished Ferrus Manus the Primarch of the Iron Hands chapter/legion which can be purchased from Forgeworld.

It took me a while to get any good pictures so this caused a delay in my releasing this post but we had a few sunny days which helped me out loads.


Here you can see how I broke the model down into its main components ready for painting and then dropped a black primer using my airbrush.


I was worried that this model was going to be boring due to the large amount of black armour but once I go started I soon found that there was a large amount of tiny interesting details all over the model.  I did not want to go crazy on the highlighting on the gold trim as I think the more subdued look makes it look more steam punk which I think works really well in this case. 


I spent a bunch of time working on his face and skin as he somehow seems to have a more prominent head with larger eyes than some of the other Primarchs I have painted so I needed to do a good job.  The other part that was very important to get right was the way the living metal of his hands and forearms would blend into the flesh of the upper arms, this turned out not to be such a huge problem and I think the final effect works well.

I am very pleased with how the hammer 'Forgebreaker' turned out, simple but effective.


There are some really nice details all over this model many of which went unnoticed until I started laying down some paint. 


The tiny thin cables and pipes were a bit of a pain to fit but once they were on they really don't seem to get in the way when you handle the model so I don't foresee them getting broken or lost.


The servo harness was based in silver along with all the other metallic components using my airbrush before I went in and added the detail, it was later attached using pins and green-stuff in it's finished state.


I made sure the base matched the ones I have already done for Angron and more importantly Fulgrim, I added some small details like the grass to make things more interesting.


Three down and fifteen to go, Lorgar is up next so check back soon for more updates.



Workbench Progress - Warhammer Fantasy Battle Chess

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Greetings internet and a belated Merry Christmas and a happy New Year to you all.

You will have noticed that today’s post is not 40K related, the reason for this is that this particular project has sat shelved for quite some time and this Xmas I was determined to get it finished and claim back some space on my hobby workbench.

I think it was way back in 2008 was when I first started this project, my wife wanted a WFB themed chess set  so I volunteered to knock one up and have it all painted ready for Xmas 2008.  Now back then I was not nearly as proficient at getting things done to a deadline but I still managed to get everything painted and a nice chess board ordered.  The only thing left to do was find somewhere selling resin or wooden chess style bases that I could use to mount all the models and that’s where I decided to just wait until the right bases turned up. 

It was early 2013 before I finally found somewhere that had suitable bases for a price I was willing to pay so I placed an order.  Sadly due to my schedule being so full of terrain painting (Zone Mortalis/Realm of Battle City Scape) that year and then 2014 being chock full of all three of my army’s being updated this project got shelves again.

So forward to Xmas 2014 and I find myself in between Primarchs and not really having anything setup as an Xmas project so I bit the bullet and got stuck in and finished the chess set.


So without further ado let’s take a look at the pictures, I will say please forgive the yellow hair on the High Elves as I was not really good at painting blonde hair back in 2008 but otherwise the models are still looking quite nice.
 









You may have noticed that the squares on the board are a little too small for the resin bases and all I can say to that is oops, next time I see a nice chess board with larger squares I will replace this one.

I am so glad that this set is finished and looking very striking in my cabinet,  my workbench had some available space for at least a day before I began working on my plastic Meganobs and expanding my Warbikers mob. 

Well that's all for now, please check back soon.







Workbench Progress - Ork Meganobz

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Greetings internet, I am back with the 2nd hobby update of 2015, it turns out I have quite a few small projects on my workbench ranging from Orks to Space Wolves to Primarchs and a bunch of 40k events lined up so I should be good for posts for a while.

Anyway lets get back to today's post...........MEGANOBZ!

I got back into 40k back in 2003 and one of the 1st units I bought was Meganobz, back then they were metal and even though they were bad-ass by the standards of the day I always wished they were plastic.  Fast forward another ten years and I think they were replaced by Finecast (failcast) this solved the problem of them being so damned heavy but by then the sculpt was looking really dated.

Then 2014 rolls round and BOOM! a new Ork codex and finally we have an amazing new plastic Meganobz kit that comes with all the loadout options and even makes a Big Mek in Mega Armour.  I obviously ran out and bought two boxes of these models but I had so much on that I shelved them until a few weeks back when I found a buyer for my old metal Meganobz.

Now my old metals had gone I really needed to get my ass in gear and break out the new plastics and I was not disappointed.  The kit is really great, all the bits are joined to the frames at locations that seem to reduce the need for much cleanup work before you get to building.  In next to no time I have all five built but I made sure I left the arms and the weapon off so I had  better access for painting.  

The weapons actually fit on to a large peg at the wrist of the arms so if you don't glue them you can hot swap between the Shoota/Power Klaws and the double Buzzsaws which is really good of GW as it lets you make use of all the bits in the box.  

I wanted everyone to have a Power Klaw and a Kombi Scortcha and would single out the mob leader with the coolest head and a Boss Pole.


I started off using my airbrush to prime them in Vallejo black primer then I based them in Mephiston Red following up with an all over wash in Agrax Earthshade.  I then based the Power Klaws in Balthasar Gold and the Kombi Scorchas in Vallejo Gun metal again with the airbrush.


Next I used Necron Compound and using a medium brush I dry-brushed it across all the raised edges of the red armour areas to give a weathered and distressed FX. 


I then took up a regular brush and blocked out the trousers/pants in Abaddon black and the flesh in Waaagh Flesh.  I used Averland Sun for the yellow details and Zandri Dust for the teeth and the skulls on the Boss Pole.


Continuing to block out base colours I added the Balthasar Gold to the Shoota gauntlet and a few other details and then Leadbelcher to the Power Klaw blades and a few details on the armour like hydraulic support rods, Frag Stikk Bombs, horns and Cybork details.  Realising I had overlooked it entirely I then add a layer of Rhinox Hide to the hair on the Boss Pole.

Next it was time for some washes, I added Nuln Oil to all the gun metal areas and Agrax Earthshade to all the Gold details. 


After all the washes were dry I went back in with Mephiston Red and just cleaned up some of the armour surfaces to bring the red back up a little while maintaining a good level of weathering.


With the finish in sight I highlighted the flesh in Warboss Green followed by Mute Green, then the teeth with Ushabti Bone.  I added some more Mephiston Red to the eyes and added a final little bit of detail by painting the sights on the Shootas using Stegadon Scale Green, Sotek Green and Temple Guard Blue.


Finally came the bases which I painted in Zandri Dust highlighted with a dry-brushing of Terminatus Stone, as an afterthought I then also gave the Skulls and hair on the Boss Pole a quick dry-brush of Terminatus Stone.


After a blast of satin varnish through the Airbrush they were ready for a few cool shots along side their pimped out Battle Wagon.


Being plastic this unit will be a crap ton easier to move around the table top in the back of their Battle Wagon.


BADASS!

I am really pleased with this mob, the kit was great to work with and the level of Orky detail is amazing, was it worth the wait.............yeah what the hell this kit is wicked sick.

Well I have a few Thunderwolf Mounted Iron Priests that I need to paint up for an event and then a mob of ten Warbikers so be sure and check back soon.

Workbench Progress - Company Of The Great Wolf

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Hey there Internet,  I have been working my ass off getting this little lot all ready for Battlefield Birmingham VII on Feb 21st.  I have actually managed to get it all finished two weeks early which is great as I am currently writing this while I am waiting on the tarmac on a flight to Geneva for a week of skiing.



Company of the Great Wolf Detachment

Wolf Guard Battle Leader - Mount, Krakenbone Sword, Storm Shield, Fenrisian Wolves X2. 
Rune Priest - Runic Armour, Force Sword, Melta Bombs, Bike.
Wolf Priest - Runic Armour, Melta Bombs, Bike.

Iron Priest - Mount, Cyber Wolves x3. 
Iron Priest - Mount, Cyber Wolves x3. 
Iron Priest - Mount, Cyber Wolves xx3. 

Thunderwolf Cavalry x6 - Thunder Hammer x1, Storm Shield x6, Melta Bombs x4.

Allied Detachment 

Knight Errant - Thermal Cannon, Reaper Chainsword,  Heavy Stubbed. 

I will keep this short as I am finishing this off after having skied  all day and I am knackered so here are some wicked pictures of the individual components of the army.





















I will make sure I put up a post Battlefield Birmingham VII report including pictures so be sure to pop back soon.

Now back to the hot tub :)



 


Workbench Progress - Space Wolves Contemptor Dreadnought

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Hey there internet,

For those of you who read my last post you will know that I recently spent some time in France skiing with friends, well sadly on the third day of my holiday I fractured my Anterior Cruciate Ligament effectively uprooting one of the tibial spines on my left leg OUCH!

Well the good news is the French medical peeps put me back together and I can expect a full recovery but it did leave me unable to do much of anything for three weeks.  However during this last week I figured I had better get something done to keep my blog rolling and keep peeps visiting.

It was my birthday while I was away in fact the very day of my repatriation to the UK and a good friend of mine gave me a Contemptor Dreadnought that had been gathering dust since it was purchased way back at Games Day UK 2011.  I set to work cleaning and constructing this most deadly of war engines and then threw a bunch of Space Wolves shit at it to see what would stick.


All in all I am happy with the outcome but there were a few places where I thought I had polished the resin totally smooth but after the base-coat went on it became clear things were not as smooth as I had first thought.  I think the massive Helfrost ice claws and hanging fetish bits from the new plastic Space Wolves Dreadnought kit worked really well alongside the Forgeworld brass etch.


I magnetised the Plasma Cannon and the claws at the elbows so they can be switched out should the need arise.  I also magnetised the ornate smoke grenade launcher atop the carapace so it can be exchanged for the Cyclone Missile Launcher.


Not much to say about the rear of the model as I tried to keep it clean and uncluttered much like the base for ease of storage and to save time.


The claws look very cool and really make the model stand apart from the standard chapter or Blood angel versions.

Well thanks for reading and please do visit again soon as things should start getting back to some semblance of normality as my recovery progresses.  I am currently working on finishing a mob of 10 Ork War-bikers and three Space Wolves themed Devastator Centurions for a little Grav Cannon action.

Workbench Progress - Ork Warbikers Mob

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Hey there, it's good to be back so soon after my last post with something new to show off.

This mob started off as five fully painted bikes without riders and a fully painted Nob and Warboss on Warbikes.  Warbikes fell out of favour with me a few years back and over time I re-purposed the five Ork riders to make up the numbers in other mobs.  Thankfully I kept the bikes somewhere safe until I found a use for them.

It was not until I found the rules for a Forgeworld Warboss by the name of Zhadsnark 'Da Rippa' that I became interested in Warbikers again.  This guy has the skilled rider special rule and wields Da Rippa which swings at his full initiative of 4 at double strength and AP2.  As if all this was not good enough he also makes Warbikers troops, and if he deploys attached to them the whole unit gains the scout special rule.  So I think you will agree that it made sense to get a big mob of Warbikers together and get this guy on the table top.

In my 1750pts army list I planned to field Zhadsnark attached to a mob of nine Warbikers so I needed to paint four more bikes and nine riders so there was quite a bit of work to do.


Well despite all the work that needed doing I managed to get everything finished in about three days on and off which was bloody fast even for me.


I now have a mob ten Warbikers including the Nob who has a Boss Pole and a magnetised right arm which usually sports a Power Klaw.


The nob does have a bit of a better paint job as he is after-all the Mob leader while everyone else was batch painted to a very respectable standard.


Here we see them as I will field them with Zhadsnark leading a mob of nine Warbikers.


This guy is bad-ass, I have had this model since it was first released and as it was a gift from my wife it's great to have it out of the cabinet and leading my army after all this time.


I have given Zhadsnark a few paint job updates over the years just to make sure he looks up to scratch and I think he still looks the part.


WAAAAAGH! VROOOOOM, DAKKA, DAKKA, DAKKA....

I have a game lined up for my Orks in the next few weeks so I will make sure I get some good pictures for a bit of a battle report so check back soon for that and an update on my next project which is three Space Wolves themed Grav Centurions.

Tournament Report - Carnage!

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This weekend I had my first game of 40K since the skiing accident, it was a highlander event hosted at my local Games Workshop.  The points limit was 1000pts with no Forgeworld or Imperial Knights and we were limited to only one detachment source.

The highlander format can be quite difficult to build for due to the strict limitations but eventually I came up with the following.

Wolf Guard Battle Leader - Runic Armour, Krakenbone Sword, Melta Bombs, Storm Shield, Mount.
Iron Priest - Mount, Cyber Wolves x4.
Wolf Guard x5 - Combi Melta x5, Drop Pod.
Thunderwolf Cavelry - Thunder Hammer x1, Storm Shield x5.
Long Fangs x6 - Missile Launcher x5.





 
Game 1
Space Wolves Vs Tau
Big Guns Never Tire 
Win

When I set for this game I was more than a little worried about how much hurt that Riptide could put on my Thunder Wolves.  I decided to set up the Long Fangs with a good line of site with the hope of smacking a few wounds off the Riptide before the wolf pack could make contact.  The Wolf Pack would head straight for the Tau lines and get into combat as soon as possible.  I planned to send the Wolf Guard suicide Combi Melta pack right down on top of the Riptide to try and get a few more wounds on him and maybe in combo with the Long Fangs take him out without the need for close combat.


As planned I got first turn and moved the Thunder Wolves their full 12" in the movement phase, I then knocked a few wounds of the Riptide with the Long Fangs and the Wolf Guard got one more after suffering some horrible intercept fire.


During the shooting phase I was about to run the Thunder Wolves when I noticed that the Stealth suits had been infiltrated in the terrain in the centre of the table and were within charge range.  I almost overlooked the Stealth guys all together because they were a very similar colour to the terrain and were quite well camouflaged.  Anyway I go a first turn charge on and was able to gain some more ground with a good consolidation move.

This game very much went my way right from the start and by turn four I had ripped my way through every enemy unit and tabled my opponent for the win.

Game 2
 Space Wolves Vs Tyranids
Purge The Alien
Loss

This game was a tough match up as all the Winged Hive Tyrant and the Mawlock were going to make things very tough indeed.  I got seized on so ended up going second which was not cool, I took some damage on the Thundercav but they held their ground.  


On my turn one I pulled off a very risky drop with my Wolf Guard and scored 1st blood by killing the Boivores.  My Thundercav made it into position for a turn two charge on the Mawlock resulting in it's death and the Long Fangs did nothing to the flying Hive Tyrant as I packed no sky-fire in this list.
 

At the end of turn six I only had my Warlord left on the table still fighting his way through fearless Termagants, he had slain twenty or more single-handedly but it was at the cost of his unit and while he was bogged down the game was lost.

Game 3
Space Wolves Vs Eldar
Crusade
Win

Going into this game I did not feel confident at all as I was going to have to carve my way through an Avatar a Wraithlord and a Wraithknight before I could even think about securing any objectives.  As it happens only these three units started on the table leaving two units of jetbikers and a Wave Serpent containing five Fire Dragons in reserves.  The Eldar got first turn and I lost a few Cyber Wolves and the Long Fangs pack leader.  On my first turn I moved and ran the Thundercav and dropped the Wolf Guard in close to the Wraithknight taking off a wound then claiming another two with a well placed volley from the Long Fangs.


Eldar turn two saw the arrival of the fire Dragons and their transport, my Thundercav took some punishing fire but weathered it. My Wolf Guard and their Drop Pod were not so lucky and were all destroyed.   In my turn two I shot a few hull points off the Wave Serpent with the Long Fangs and charged the Wraithknight bringing it down with my Thunder Hammer.  The Eldar turn three saw the start of a meat grinder of a close combat that would run for a few game turns and end with my Wolves victorious.


With all the Eldar heavy hitters gone I had a few turns to chase down the Fire Dragons and the Jetbikers then destroy the Wave Serpent resulting in the tabling of my opponent for the win. 

Cool Models

My first round opponents Riptide.

My round two opponents Mawlock.

A mate of mines Wraithknight.

Results

With two wins under my belt I was very happy to have placed third overall with help from some solid painting and hobby points.


I have another local event in May but in the mean time be sure to check back later this week to see my completed Space Wolf Grav Centurions.

Workbench Progress - Space Wolves Grav Centurions

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Hey there, I'm back with yet another workbench update and this time I am showing off my Space Wolves themed Ultramarine allies detachment.

So its no great secret that Grav Centurions are deadly and bouncing them around via Gate of Infinity makes them bloody lethal, so I decided that I wanted to get in on some of that Grav-cannon action and once I discovered that my Drop Pods could now be loaded up with my allies I set to work getting this little lot put together.


I started off by including my Power Armoured Rune Priest who will represent Tigarius or a standard Librarian depending on the points available to me. I have had ten Wolf Scouts painted for a while now and have been planning to convert their Boltguns to look more like the style used on Forgeworld's MKIV Recon Squad so they can act as both Boltguns and sniper rifles. 


I wanted my Centurions to be Long Fangs so I dug up some cool looking bearded heads and shaved off some of the armour bling and now they are painted I think they make very convincing Fenrisians.


Despite looking like a complicated kit they went together easily and I only opted to paint the weapons separately in the end as I found access to all the armours mechanical details was really good.


I used the same colours on the Grav-cannons as those used on all my runes, Helfrost and power weapon details to help really tie these model in with my overall army theme.


The same colours were also used on the Grav-amps to complete the look.




I will soon be painting the Word Bearers Primarch Lorgar and some of the new Skitarii models so be sure to check back soon.


Workbench Progress - Sniper Scouts Converted

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Hey there, just a quick update today as I have this week off work and as the weather has been uncharacteristically good my hobby time has been slashed in favour of going outside.  In my last post I wrote about my intention to convert my Space Wolf Scouts so their Boltguns had scopes and suppressors and true to my word they are done.

I bought some tactical marine scopes from eBay and used plastic rods purchased from my local "traditional" model shop to make the barrel extensions and the suppressors.

They now look convincing enough to be run as suppressed Boltguns for infiltration op's and as Stalker pattern style sniper Boltguns a bit like the Forgeworld ones from the Recon squads.

My Ultramarine allies are ready for action complete with sniper Scouts.

Check back soon for more updates.

Battle Report - Zone Mortalis - Space Wolves Vs Eldar

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Hey There, this weekend I managed to get in a game of Zone Mortalis with a mate of mine, this was the first game I have hosted since my accident and it's always cool to break out this amazing table

We ran our armies at 1250pts which is a little more than the usually fielded 1000pts but there was more than enough room on the 4x4' table.

Company of the Great Wolf Detachment
Wolf Lord - Terminator Armour, Kraken Bone Sword, Storm Shield, Fellclaws Teeth
Rune Priest - Power Armour, Bolt Pistol, Runic Staff
Wolf Guard Terminators x5 - Thunder Hammer x1, Frost Axe x4, Storm Shield x5
Contemtor Dreadnought - Plasma Cannon, Heavy flamer
Grey Hunters x10 - Flamer, Meltagun
Grey Hunters x10 - Flamer, Meltagun
Grey Hunters x10 - Flamer, Meltagun

Eldar Primary & Harlequin Allies
 Avatar
Wraith Guard x5 - D-Scythes
Jetbikers x3 - Shuriken Cannon
Jetbikers x3 - Shuriken Cannon 
Wraith Lord - Sword, Scatter Laser, Bright Lance

Solitaire
Troupe x5
Sky Weavers x2
Sky Weavers x2

Mission: Capture Ground
Secondary Objectives: First Blood, Slay The Warlord


The Eldar won the toss and decided to setup and go first making sure that all the slower units were on the table early so they would have time to get across the table before the faster units arrived from reserves.


I deployed all three Grey Hunter packs and the Rune Priest up front which is counter to what I would normally do.  I would normally deploy my Terminators and Dreadnoughts up front to tank fire but too often my first units that engage the enemy roll nothing but 1's for their first round of armour saves.  You might scream SUPERSTITION! but I have lost my Terminators more times than I care to mention.


I did not manage to seize so the Eldar moved off and covered as much ground as possible during turns one and two and seemed hell bent on destroying me in my own deployment zone.


I spent my first few turns getting everyone into a defensive positions. I did not manage to get any of my reserves at the start of turn two so I was facing an overwhelming enemy force with none of my heavy hitters.



At the end of the Eldar turn three things started to look really bad for me as the enemy were quite literally right at my door and would walk up and knock on their turn 4 and I still had no reserves.


Luckily on my turn 3 my reserves arrived just in the nick of time as the Eldar were literally ready to launch an all out assault in their next turn.


The Eldar turn four was a regular assault fest that started when the Harlequins broken from cover and assaulted the Grey Hunters on my right flank.


The Avatar assaulted the Grey Hunters which could have ended in them being nothing more than a speed bump but as luck would have it my reaction fire landed six wounds on the Avatar as he charged in, four of which he failed to save so he entered combat with only one wound remaining.


My Left flank Grey Hunters dove out of the way shortly after the Wraith lord opened the blast doors and failed to damage my Contemptor so an epic battle was setup for my turn four.

 

When my turn four rolled round my Contemptor boosted by prescience landed six wounds on the Wraith Lord but sadly the Wraith Lord rolled extremely well and the battle ended in one round with a double KO.

 
My Grey Hunters finished off the Harlequin's while the Terminators made a B-line for one of the objectives in the Eldar table half.

 
My Wolf Lord split off from the Wolf Guard pack and charged in to finish off the Avatar in a challenge saving the remaining Grey Hunters from an inevitable fiery death at the hands of the God of War.

Now this is where the photo's cut out for a turn so I will explain the Eldar turn five. With the destruction of the Wraith Lord and the Contemptor the Wraith Guard were clear to match into my DZ and attack my left flank Grey Hunters and the Rune Priest.  But and this is a big but I had repositioned the survivors of the Avatar combat so they would distract the Wraith Guard and the plan worked.  I had one Grey Hunter exposed to the D-Scythes while the other 4 hid out of sight, the D-Scythes killed the exposed member of the pack due to terrible dice leaving the rest of the pack safely out of sight so they could not be assaulted.  



The Solitaire assaulted my Wolf  Lord after a blitz move which meant he was effectively out of action which was not cool but I guessed that if anyone could fight the good fight it was my Wolf lord.


So rolling into my turn five I had managed to fend off the worst of the Eldar forces but the Jetbikers and Wraith Guard still needed dealing with and it was clear that if the games ended after turn five the Eldar would win.

My Terminators moved up the right flank towards an objective but would need the game to run until turn seven to enable them to reach it.  The Grey Hunters on my right flank held position on an objective.  In the shooting phase I unloaded a torrent of Boltgun shots that were aided by Prescience into the Wraith Guard killing two of them.

In the assault phase I declared a charge with the smaller four man pack of Grey Hunters hoping to goad the Wraith Guard into action so my larger pack could avoid the D-scythes wall of death attacks.  The bait was taken and more bad dice saw all four Grey Hunters make it into combat followed by a full ten man pack that included a Rune Priest that was still under the influence of prescience.

The Wraith Guard scored one wound which I passed and I went in with nothing but Krak Nades across both of my packs which was fifteen in total eleven of which were re-rolling to hit and when all the saves were rolled the Wraith Guard were reduced to a single model.

Sadly my Wolf Lord would roll nothing but 1's and was killed by the Solitaire which sucked but hey ho what you gonna do?

So my opponent rolled the dice and got us a turn six, the Solitaire moved up to within assault range of my Rune Priests Grey Hunter pack while one of the Jetbikers squads moved onto an objective. The second of the Jetbikers units shot at my Terminators causing no casualties. During the assault phase the Solitaire ended up in a challenge with the Rune Priest ending in no wounds caused to either side while the last of the Wraith Guard folded but the Grey Hunters were unable to move as the Solitaire had them tired down.

My Turn six saw my Terminators moving closer to their objective but they were blocked by a unit of Jetbikers while the Right flank Grey Hunter continued to hold their ground.  In the assault phase the Terminators rolled right over the Jetbikers and consolidated close enough to the objective that if there was a turn seven they would capture it.  The other combat swung my way and ending in the deaths of my Rune Priest and the Solitaire so my Grey Hunter packs were both free to consolidate into the mid-field.

If the game had ended now it would be a draw but my opponent rolled the dice and turn seven was on.

The Eldar were running low on units by this time but still held onto two objectives one of which was the centre objective which was worth three points rather than the regular one but they would have to hold them as we went into my turn seven.


My turn seven was brief, I moved my small Grey Hunter pack onto an objective while the larger pack moved towards the center objective, the Terminators were able to finally secure their objective.  When the assault phase kicked off the the Grey Hunters did not have any trouble securing the center objective for the win.

The last of the Eldar units held one of the objectives worth one victory point.

The Center objective was held by my larger Grey Hunters pack.

The right flank Grey Hunters still held the objective they had defended Vs the Harlequins.

 The survivors from the Avatar combat managed to hold an objective.

 The Terminators ended the game at full strength for the first time EVER! and had an objective to boot.

Final Score
Space Wolves
First Blood = 1VP
Slay the Warlord = 1VP
Center objective =3VP
Objectives = 3VP

Eldar/Harlequins
Slay the Warlord = 1VP
Objective = 1VP

So a solid win for the Space Wolves after a very shaky start where for once the long game actually helped me out.  I am sure that had my reserves been delayed for one more turn the out come would be very different as the Wraith Guard/Lord and the Avatar would have walked all over my Grey Hunters.  I realised after the game that I had forgotten to use my Wolf Lords Fellclaws Teeth wargear for re-rolls to hit in combat and completely forgot that my Wolf Guard Terminators had +1 WS.


Anyway thanks for reading and be sure to check back soon.

Workbench Progress - Shadowsword

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Hey there internet,

Another short update today, with all the D-weapons that the new Elder codex has introduced to regular 40K I figured now would be a good time to finish my Shadowsword and roll out the big nasty D.

I approached this model rather like I would a terrain model like a building, I airbrushed it all in Castellan Green so it would match the rest of the Imperial Guard army and then based the tracks and weapons in Vallejo Game Air Steel.  Then I added a wash of Agrax Earthshade to the recesses and Nuln Oil to the track and weapons, I then cleaned up the hull with a drybrush of Castellan Green.  At his point I felt that things were still a bit clean so I added some Typhus Corrosion to some key areas like the rivets and larger recesses.  I then gave the whole thing a drybrushing of Necron Compound followed by Ryza Rust and finished things off by painting the recitals, headlamps, Lascannons and Heavy Bolter details in black and the Aquila's in Balthazar Gold.






I do plan to add some regimental details in the new future but for now its ready for action and I can get back to painting Lorgar.

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