Just two of us this time, the Headtakers vs the Coldsnaps (Chris’ Crew has a name! They were the Resurrection in the previous report). Both of our wizards wanted the big payout this time (maybe it was all that untold power we could feel coursing through our veins during the eclipse?), so it was another fantastically bloody battle!
Moving up the right were Morrigan, Skrixx Aeon’k, Beatrice and Jaeger. It was Jaeger’s first hunt since his bad injury sidelined him, so he was not taking it slow.
She (Who Will Not be Named), Xaalia, and Katie the Wolf advanced up the left; Alistair, Prince of Shadows was right behind them. The darkness falling over Felstad as a result of the eclipse limited his effectiveness as an archer, so he had to advance much earlier than usual. He just wasn’t going to accomplish anything from the backfield today. Anja and Reichenbach tore up the midfield and settled in behind the Mermaid Inn & Tavern.
The next turn was a big one for both the Headtakers and the Coldsnaps, as we each began to dominate a different portion of the board. Katie the Wolf and Xaalia (wielding Dreamcrusher) both charged Gunderson as part of She’s wizard phase. The didn’t have enough to attack right away, but were both able to get into contact simultaneously.
Bearchest was tucked behind the Mermaid’s outhouse, trying to keep out of Alistair’s sightline, when Anja and Reichenbach charged in from either side; Anja felled him in one swing.
On the other side of the block, things were going much less well for the Headtakers. The Coldsnaps’ apprentice phase brought a lot of opportunity for them, and their dice made the most of that opportunity. Bagley ran in and took Beatrice down before anybody even had time to react. Jaeger and Skrixx had both gone after treasure while Beatrice had approached the bridge; Jaeger was at the wrong end of the bridge when things went south and Skrixx was just out of reach… he couldn’t get involved fast enough.
Morrigan set herself up with some bad sightlines, but was able to see Theo (Swarthy’s replacement) and lock him in place with a Bones of the Earth. It gave Anja and Reichenbach a chance to close in, but Anja dropped her guard and Theo was able to kill poor Reichenbach when the hound went to attack.
Jaeger tried to back Morrigan up against Dean (hired to replace Blondie), but Bagley ran up and joined in, taking Jaeger out of the game before he could impact the situation at all. The treasure he dropped would remain on the board until the battle’s conclusion.
Anja refused to back down, even when she got swarmed by a summoned zombie and Baldy the archer. Despite their perceived advantage, she just kept swinging her magic axe, riding her Strength buff to multiple victories. I need to make use of the Strength spell more often. She also got lucky; after she lost a round of combat to Baldy (weak efforts on both parts meant no injuries at all), he took the opportunity to retreat a step… She wasn’t far away and Struck him Dead with a word.
Truman was charged by wolves; Horny Pete ran and saved himself, and Truman the apprentice Witch went down in a flurry of teeth and claws. It wasn’t pretty.
Much of the endgame came down to this disastrous mess here. Before his death Truman had cast a Plague of Insects on She (Who Will Not be Named), and it wound up affecting this entire melee. Anja was barely able to stand when she hacked Dean’s legs out from under him, and moments later was knocked senseless by Bagley. She (Who Will Not be Named) managed to separate herself from the Bagley as the wolves joined the fray.
By now Katie the Wolf had left hauling treasure, but Xaalia dropped hers to come and support the Necromancer She. Horny Pete was approaching from the other direction. Bagley defended himself against the wolves, but She cast Strike Dead again, this time on Pete. Alone now, Bagley was set upon by Xaalia and torn up pretty badly. As the only survivors left on the board, She and Xaalia collected the remaining treasures…
Niynt Mae, Year of the Scaled Phoenix
-under the Solar Eclipse
the Coldsnaps (formerly the Resurrection)
Lazarus the Arcane One, Witch, Health Stolen by She (Who Will Not be Named)
Bagley, treasure hunter, cut down by Anja
Baldy, archer, Struck Dead by She
Gunderson, thief, stabbed by Katie the Wolf
Theo, ranger, dragged under by the Bones of the Earth
Dean, ranger, axed by Anja
Horny Pete, archer, Struck Dead by She
Truman, apprentice Witch, mauled by wolves
Bagley, treasure hunter, thrashed by Xaalia
Podrick, apothecary, slashed by Katie the Wolf
Wren the Unseen, ranger, badly wounded at the Eldritch Fields
Morrigan, Apprentice Necromancer, knocked down by Dean
Anja, Captain, knocked senseless by Bagley
Jaeger, barbarian, slashed by Bagley
Alistair, archer, nicked by Dean
Beatrice, infantryman, stabbed by Bagley
Reichenbach, war hound, killed by Theo
Very mini. This one’s gonna be mostly a series of photos and then a small amount of analysis.
Start of game. No wraithknights this time, but 3 riptides. We would go first, and they would cause inordinate amounts of trouble, especially in terms of interceptor fire.
End of our first turn. Note the crater where my ironclad would usually be. Intercepted.
End of theirs. Massed lascannon fire was a pretty effective way to deal with the riptides.
2a complete. Ravenwing were tied up with an avatar. Another riptide down.
2b. We spent most of the game trying to tie things up after giving up first blood on turn 1. For a while we did, but we just couldn’t maintain it.
My thunder hammer terminators got shredded because they failed all their 3+ saves. I think the biggest problem was first blood. As much as I love that ironclad, it really didn’t stand much of a chance with so much interceptor fire on the board, and at 250 points, that hurts.
In the future; I’ll probably sub in a land raider in situations like this.
The ironclad rarely lasts long, but the ability to basically knock out a unit of my choice makes it a worthy sacrifice. All those intercepting riptides kept it from getting the opportunity.
It’s weird that even armies I traditionally view as mobbish are so full of elite units these days that thunder hammers and lascannons are a viable list. It strikes me as ludicrously specific and limited, but it seems to work as far as this meta goes.
A decent game, but my brain was sorta wishing I could try fantasy again. Probably this Friday. I made some new foamcore trays last night in anticipation. 1000pts this time.
A woefully incomplete 10 000+ pt battle report with pretty decent pictures. Eldar vs space marines, 5200pts and 3 FOCs per side.
First off, Dark Angels / the Unyielding / Dark Angels:
This is what we were looking like at game start. And on the other side? Eldar / Eldar, with an extra FOC shared between the two players:
Eldar seized the initiative. Let’s take a look at the start of their first turn from their perspective.
You’ll notice a ridiculous number of lance weapons, most of which fired on the Unyielding’s vindicator. It, miraculously enough, survived. Also lots of biker scout moves, which turned out kinda badly after initiative was seized.
Turn 1b, space marines. At this point we’d lost surprisingly little; that would change. I dropped my lucius’d assault ironclad into the back, the results will show in a moment. Also blew a lancetank apart with a lascannon, but not enough of them. Had we not lost initiative (and thus had an extra turn of shooting by this point), this might have been a much different game.
The ironclad did its job, and so the Eldar’s second turn started a little lighter. Having dropped a lance tank and clearing half a guardian squad with collateral heavy flamer fire, its inevitable destruction didn’t hurt too badly. This would be the turn in which I also lost the raider to lance fire, however, leaving the lances to continue their work relatively unhindered.
2b Space Marines. With the baseline raider and the ironclad down, I was left with half a devastator squad, a few infantry, a vindicator with 1 hull point left, and a crusader full of HQs and assault terminators. You can see at this point that an Eldar tank had blocked the path of my crusader; this would prevent me from moving my assault terminators into an effective deployment zone. Well played, Eldar.
3a Eldar. By now we were well and truly falling apart. Fliers had arrived, and we continued to fight valiantly, but our doom was pretty visible. This turn would strip me of my remaining tanks, wipe out much of my remaining infantry, and leave my forces broken beyond recovery. The Unyielding continued to plough forward into the Eldar ranks.
3b. Forced to abandon the flaming carcass of the crusader, the terminators had been thinned a fair bit, but continued to push forward. Storm shields were their armour, as practically everything seemed to be firing AP1 or AP2 weapons, and a few more were lost, bit were lost accomplishing the deaths of their enemies.
Turn 4a. We pretty much called it at this point. Eldar won this one soundly. With the Eldar metagame here shifting inexorably towards an elite army of smaller more powerful units and monstrous creatures instead of mobs, I will probably be substituting a lot of lascannons into my list. I need mass killing far less than precision power right now.
On a lighter note, I had a single survivor in each infantry squad. I will probably name both of them.
And I forgot to take pictures again. Gaargh! 3000pts per side, tau/eldar vs unyielding (vanilla sm)/dark angels. Initial setup:
Buildings in the middle to mess with los; 3 mysterious terrain on each side. Red x’s are the objectives (playing ‘the scouring’).
LRC is my chronus-driven, loaded crusader full of terminators (4lightning, 2 th/ss, chaplain, epistolary). 2 tactical squads camped on objectives. Peter fielded 2 whirlwinds.
BS are a super-commandered broadside unit with a bunch of missile drones. Circles are various snipers, pathfinders, and so on. A is an avatar, and the stick circles are a variety of eldar lancetanks (I don’t really know what much is called).
Just realised I left the riptides off the map. They’re just north of the buildings, hiding behind them.
1a) broadsides killed the whirlwinds, avatar advanced, nothing else accomplished much.
1b) northwest corner: I dropped my lucius’d assault ironclad behind the broadsides, peter’s venerable fell in next to the various eldar and tau troops.
Peter dropped 2 huge terminator squads in the northeast.
2a) avatar moved in and trashed the crusader. 2LCs lost in the explosion.
Striking scorpions outflanked on the southeast; kroot snipers on the southwest.
The rest) ironclad died, taking a few with it. The venerable stomped on stuff for the rest of the game. The terminators got whittled down but just kept crushing stuff. Chronus and the librarian split off to take the avatar while the rest went riptide hunting. The kroot took 3 turns to kill the tacticals they were after, and the striking scorpions were cut to shreds.
Game was called after turn 4, space marines won.
I’m definitely going to try my super expensive assault squad again. They were a lot of fun, despite getting split up, and null zone was fantastic.
Just need to find an actual term librarian. (Or more likely I’ll end up buying a terminator rune priest that’s available used in town, and fielding it as a term librarian).
Super entertaining game. Very bloody; lots of direct combat.
Gaaargh! What frustrating monsters they be! Had another 3k/side team battle. 3 on 2; unyielding (sm) / dark angels / eldar vs tau / tau. We didn’t make any adjustments to FOCs this time, since the point totals were pretty big, but I think it still threw the balance off a little. Too many troops on our side cut into our bigger options a bit, as we only had 1000pts each to field full FOCs. My own contribution was a vindicator, 5scouts, 5tacticals, a lucius’ed assault ironclad, and an assault terminator squad with a term chaplain attached, which I foolishly decided to deepstrike (reserves *never* seems to work for me).
One of the tau players fielded 2 riptides, which we managed to knock a single wound off of over the course of the game. Nova never failed, and neither did the 3+ invulnerable that he kept selecting. My own dicerolling skillz were seriously lacking, and I managed to make very few important saves. The ironclad was once again the star, lasting a couple turns while wiping out a couple squads and drawing about 80% of the enemy fire. The vindicator did okay, but was eventually torn to shreds by tau super guns, and the troops died in combat. The assault terminators were the real failure though, arriving after everythng else was dead, and therefore drawing 100% of the fire, almost none of which I managed to save successfully. It didn’t help that we had so little left at that point that our only chance was to drop them into the open and hope for the best. They didn’t even last the turn. So that was a third of my army accomplishing nothing.
I just suck with reserves, and now that I can’t assault on arrival, most of my options are useless. I was hoping I could gate of infinity the terms around, but unfortunately its treated like a deepstrike, so they still can’t assault afterwards. So footslogging under heavy fire or a land raider are pretty much the only options. Land raider it is.
I think next time I’m just going to field a ridiculous assault unit. 4 lightning claw terminators, 2 hammer and storm shield, a terminator chaplain and a terminator librarian with a force axe and a storm shield. The librarian will be an epistolary, so he can null zone invulnerables and then still force axe an instakill agains whatever they’re fighting. All packed into a crusader, which should leave me with just enough points for 2 5man tactical squads. And that’s 1000pts. Essentially, I’m planning to build an 820pt assault unit. And it may do nothing else, but I mostly just want it to kill riptides (and, I suppose, other monstrous creatures). My teammates can handle the big guns for once.
I’ll keep you posted.
First off, Henriksen. Last night we got a sizable game of 40k going. Dark Angels and the Unyielding vs an Eldar / Tau combo, 3000pts per side. Great game, but I had a couple marines that really stood out. My 1500pts consisted of:
– a crusader with a meltagun and Chronus, carrying 6 lightning claw terminators and a terminator chaplain.
– a lucius drop pod carrying an ironclad kitted out for assault
– two 5man tactical squads
– a loaded vindicator
– a team of plasma devastators
First turn was a bit of a mess. The lucius mishapped off the table, but was fortunately just delayed. The devastator squad rolled multiple ‘gets hot’s and was then pummeled by the tau, reduced to a largely ineffective sergeant and a lone plasma cannon by the end of the turn.
That lone plasma cannon devastator survived the entire remainder of the game (while being shot at every turn), and never missed; he singlehandedly wiped out a broadside team and a chunk of the objective-holding fire warrior team. In recognition of his resilience, resolve, and brutal effectiveness (in other words, for living up to the space marine fluff), he has been given a name. Meet Henriksen.
I also had a tactical marine do a great job holding an objective. Of the two 5man squads, only one marine remained by game’s end, but considering how much fire they drew, that struck me as pretty impressive. Plus, without him we’d have lost the game! (For those of you that are wondering, we space marines eaked out a minor victory; I had a marine holding our objective and the tau had two fire warriors holding theirs so it came down to first blood and linebreaker…). I haven’t decided yet whether to name that tactical marine or not.
In other news, I finished Chronus, both tanked and de-tanked versions. Voila!
I’m gonna throw in one extra photo of pre-wash tanked Chronus, if only because I think the lighting makes the face look fantastic.
So there we go.
Five of us played 40k last night. Which would be awesome if we’d played the 1500 each sort of game we planned for, but a couple guys weren’t up for playing too late, so we made new lists. 3x500pts for the imperium (the Unyielding, Dark Angels, and Imperial Guard) vs 2×750 other guys (Orks and Dark Eldar). So I culled a land raider, a vindicator, a chaplain, some assault terminators, my devastators, and so on, and instead took a master of the forge, 2 five man shotgun squads, and a drop pod ironclad. Which was technically 505pts, but we all went a touch over, so it was fine.
Except of course that it wasn’t. 500pts of space marines? That’s a basic HQ and 2 tactical squads. Which isn’t a bad army, but I really like building quirky fun lists. And like I said, the only way to squeeze in something fun is to take those 5man scout squads. And even then, the cheapest HQ+2troops option as still 250pts. Not much room to be creative.
Didn’t help that our side was paying very little attention in the early game. Basically unloaded the ironclad right next to a squad full of blasters. Totally lame. So I played the whole 5-6 turns with the MOTF and a few scouts. Woohoo. Oh, and my drop pod’s stormbolter almost cleared an objective of the Dark Eldar holding it. So I guess that was a high point.
We better be playing at least 1000 next time…