Friday, 8 February 2013

Dark Eldar & Orks VS CSM & Space Wolves, 4 player battle!

Last night there was an epic battle at our local gaming club, involving 4 players and 6,000 points of models.  Myself and my regular nemesis Paul were taking on another pairing of friend/rivals in Damo and Alex.

I was using my new Dark Eldar, and Paul was using his Orks.  Damo had Space Wolves and Alex had the new CSM, painted up as Alpha Legion.  We all had 1,500 points each and standard FOC to follow.

Knowing we were up against two solid armies that can compete in every phase, we decided to go for broke and bet on speed to win the day by doubling up on one half of their forces, destroying it and then moving onto the second half.  Our lists were basically as follows:

Deldar:

Duke Sliscus, with 20 Kabalite Warriors (2 Splinter Cannons)
10 Warriors, SC, in Raider with splinter racks
3x3 Trueborn, with 2 dark lances each in Venoms with 2 splinter cannons
9 Reaver Jetbikes, 3 cluster caltrops
Ravager
Razorwing Jetfighter

Orks (Speed Freeks):

Warboss, power klaw on warbike, cybork
5 Nob Bikers, painboy, cyborks
3x12 boyz, nob with power klaw, in Trukks
5 deffkoptas, rokkits
2x dakkajets

We were up against:

Space Wolves:

Canis Wolfborn
Rune priest, living lightning, jaws of the world wolf
6 wolf guard, 3 terminators
10 grey hunters
10 blood claws in rhino
6 long fangs
Dreadnought
2 land speeders
predator with autocannon, 2 heavy bolters

Chaos Space Marines:

Abaddon
Tzeentch Sorcerer, doombolt
5 terminators
Maulerfiend
2x10 nurgle space marines
Hellbrute
4 bikers

We rolled a 2 for the battle, so it was kill the enemy to win, with a 1 for deployment. The Duke got to re-roll reserves rolls fir his warlord trait, and the Ork Warboss would win a bonus VP for every enemy independant character killed in a challenge (watch out for this later...) and I can't remember the enemy traits! They won the roll-off and made us deploy first, so to pull off our grand plan we placed the fast moving venoms and ravager on our left, with my raider far right and jetbikes, duke and blob warriors in the middle.  To spread out and cover the field with dark lance fire, the three trueborn units were each placed equidistant across our deployment zone in cover with good LOS.  One trukk joined our left hand side to give further weight to our deceit, and everything else filled in the gaps on our right.

The first thing our enemies did was place the long fangs on top of a tall tower in the middle of their deployment zone.  Abaddon, the chaos terminators and both csm units deployed on our right with the space wolf dread and predator, and canis wolfborn.  On the left went the chaos bikers, hellbrute, maulerfiend, wolf guard, rune priest and grey hunters.  The blood claws and land speeders started in reserve.

No Night Fighting (unfortunately!), so onto turn 1....

Xenos Filth Turn 1

In a slight break with our plan (as there was a lot of enemy troops on the right and centre, and none on the left really) my ravager went further left, while the left trukk and three venoms moved into the centre with the deffkoptas.  The two trukks on the right went full steam ahead, sheltering the nob bikers from fire and my raider gunboat followed them closely.  The duke and his blob of warriors stayed put.
We kicked of shooting by turboboosting my reavers over the long fangs, and after causing  23 wounds Damo rolled very well, but still only 3 long fangs were left alive.  The duke's warriors fired their splinter cannons in, killing one more and leaving the two remaining long fangs 7" apart, meaning one of them would have to move and not shoot next turn.  With the fangs effectively neutralized, we moved onto the armour, but only managed to stun the predator and miss with the 9 other dark lances!

The Good, the Bad and the Ugly Marines Turn 1

My reaver jetbikes became enemy number one, drawing both the maulerfiend and 10 chaos marines back to their board edge to try and rid them of the jetbike threat.  On our left the bikers moved forwards, and the hellbrute started it's slow march across the board to see some action.  There was a general push forwards in the centre and right.
Enemy shooting tageted my jetbikes, the deffkoptas, trukks and warbikes.  When the smoke cleared two trukks on the right had popped, one nob biker had a wound lost and a deffkopta was shot down.  Despite shooting 10 rapid firing bolters at my reavers they shrugged the hits off with ease (NB I thought Alex made a mistake here by shooting his boltguns, as if he hadn't he could have charged the reavers and tied them in combat with the maulerfiend, stopping me from choosing to flee as I couldn't hurt it).  The remaining long fangs had some revenge though, the plasma cannon killing five warriors but leavin the duke unscathed due to a successful shadowfield save.
The maulerfiend then charged into my reavers, only killed one and watched them flee back towards my lines.

Deldar/Orks 0 - 3 Space Wolves/CSM (first blood)

Xenos Filth Turn 2

First up, reserves, and my razorwing and one dakkajet came to the rescue!  The dakkajet took the left and my razorwing deep striked onto the right.  Also on the right the nob bikers pushed up again, followed closely by my raider gunboat and the now footslogging boyz.  My reavers passed their morale check and moved back into easy charge range of the maulerfiend (without being able to move and bladevane I thought distracting the enemy would be just as good) and we didn't really do much more moving!
Shooting went much better, my razorwing shot two missiles and two disintegrator cannons into the wolf guard, wiping them all out and leaving only the rune priest alive, who was duly despatched by a venom.  My regrouped reavers killed two chaos terminators!  and then the dukes unit killed off the last long fangs.  My raider gunboat destroyed the space wolf dread and the embarked warriors shot dead another chaos terminator.  The nob bikers gunned down 3 nurgle marines on the right also.  On the left the dakkajet hosed the chaos bikers with lead, leaving one standing who got lanced to death by trueborn.  My ravager then knocked two hull points off the hellbrute.
A brutal turn of shooting over, and 5 victory points in the bag, and it was time to hand over to the spess muhreens.....

The Good, the Bad and the Ugly Marines

The wolves rolled a double 1 for reserves, so would be mainly unsupported this turn with only one speeder coming on.  The maulerfiend strolled through the ruined tower to take the bait of my reavers, and poor difficult terrain rolling would see the accompanying chaos marines not see further action until turn 4.  On the left there was only grey hunters and a hellbrute left, who both made a beeline for the last surviving trukk.  Abaddon and his two termies moved over in the direction of the nob bikers, as did canis wolfborn.  The nurgle marines on the right moved unto cover and the speeder popped my ravager with it's multi melta.
On the left the hellbrute took out the trukk, and then the grey hunters shot the boyz (NB a second mistake, as the boyz ran away only to regroup and then the five that were left went to ground in a ruin, denying a kill point and also the protection of being locked in combat with flyers circling...) while on the right the predatot took down a venom and the nurgle marines shot several boyz. Abaddons termies took a wound off the nob bikers with their combi-bolters.
Then canis charged the nobz, losing a wound to overwatch before challenging the warboss.  Canis rolled well, but a string of cybork saves saw the warboss left alive with 1 wound.  He struck back, killing Canis and earning 3 vp's!  The maulerfiend charged my reavers, killed four and once again saw them run away to taunt him again.

Deldar/Orks 8 - 6 Space Wolves/CSM

Xenos Filth Turn 3

The second dakkajet came on from reserve, moving onto the right of the board where it was joined by the other dakkajet zooming over from the left.  My razorwing moved over to the left to target the grey hunters.  The reavers again passed their morale check, and stayed in range of the maulerfiend (hoping to keep it in range of my dark lances).  The two squads of ork boyz on the right surrounded the nurgle marines with the nob bikers, and my venoms moved over to target the marines at the back of the board.
To open the shooting phase, two missiles and two disintegrator cannons shot the grey hunters, killing 8.  The remaining two were finished off by the dukes unit (3+ poison is awesome).  My dark lances on the left shot down the land speeder, and the lances in the centre took care of the hellbrute.  My other remaining lances couldnt scratch the maulerfiend, but the deffkoptas and dakkajets took it down to one hull point.  My reaver jetbikes shot down three marines, and combined ork shooting on the right left three nurgle marines alive. 
Assault was a failure, with none of three ork units making it the 4" required to see combat!

The Good, the Bad and the Ugly Marines

Again, a double 1 saw no reserves come on this turn for the marines, leaving poor Damo with only a predator to contol!  Abaddon moved into assault range of the nob bikers, and the nurgle marines stayed put.
Shooting saw a venom bite the dust, and a few ork boyz die.  Assault saw the maulerfiend charge and eventually kill all the four remaining reavers.  This was followed up by abaddon charging and challenging the ork warboss, who (not surprisingly!) died.  No nob bikers or terminators died however, and the orks stayed in the fight.

Deldar/Orks 11 - 10 Space Wolves/CSM

Xenos Filth Turn 4

My razorwing couldn't do anything this turn, dark eldar technology doesn't allow 180 degree turns just yet!  The dakkajet continued into chaos territory, and not much else happened.
Our shooting phase saw 6 out of 7 chaos marines die at the back of the board, having emptied both dakkajets, a venom and the warriors in the raider gunboat into them, that last marine keeping the sorcerer safe and denying us 2 VP's.  The deffkoptas shot the maulerfiend to death, and the space wolf predator was knockeddown to only one hull point.
Assault saw the ork boyz assault the nurgle marines...and fail horribly!  Having not killed a single marine between them, both squads (of 6 and 9 models) ran away!  Luckily they both rolled high enough to not get caught in a sweeping advance.  2 Nob bikers also died, at the expense of one terminator, but they remained locked in combat.

The Good, the Bad and the Ugly Marines Turn 4

A whoop of delight heralded this turn from Damo, as his reserves finally came on!  The rhino came on near our table edge and out popped the blood claws, along with the land speeder typhoon.  Despite all the shooting and combat, a round of extremely good rolling saw us save nearly everything, except my last venom finally got destroyed. 

And that was that, we'd run out of time and had to pack away, but with the blood claws being too far away to claim linebreaker it ended:

Dark Eldar/Orks 12 - 11 Space Wolves/CSM

Xenos Victory!!!!!


An extremely close match, although we gambled on a plan, almost stuck to it and took the win.  In all fairness, space pups and chaos are both tough armies to face, but we felt that dark eldar and orks had a lot of synergy.  Having said that, next time we will ditch the trukk, max out on boyz instead and drop a trueborn venom squad or two to bring either more poison or a second razorwing.

I hope you enjoyed that, as I'm off for two weeks now as I get married next week and then go on honeymoon, so the two of you who read this will have to look elsewhere for entertainment until then.

Adios

Neil

Saturday, 2 February 2013

40k BatRep: Finding my feet with my all new Dark Eldar!

Afternoon peeps.

We have now begun a 40k campaign at my local club, which I have seized as the perfect chance to try out my all new Dark Eldar army created from  xmas/bday/savings (pictures will come when a. some models are complete, and b. I get my digicam sorted out) and week one saw me trying to take a planet held by an 'NPC' defender, with the glue still drying on most of the models!
 This gave me the rare priviledge of playing against the sisters of battle, an army almost mythical around here because it's never seen!  There were a few proxies going on but it looked like fun, as my new deldar army hadn't been used before, and I didn't really know anything about the sisters.  Because of this we originally planned to play a friendly game first, and then the campaign game.  It actually took all night to squeeze in this game, as constantly trying to find out the rules for each of his units, and debating 6th edition rules (not helped by 4 months of pure fantasy gaming on my part lol), along with some very ponderous placement and movement from the opponent used up those precious minutes. 

That is not to say I object, Adam was a great guy to play against and despite our many disagreements we resoved them all without straying near the realms of pugilism and hostility, with promises of more games in the future.  And whilst I like to 'crack on' with what I'm doing, taking your time to look at things from all angles and making considered movements is everybody's right, we were both trying to enjoy ourselves so why not!

Anyway, the game.  My list was basically this:

Archon w shadowfield, power weapon, haywire grenades, combat drugs
10 Warriors, splintercannon, in Raider w dis can, night shields, splinter racks
7 Wyches, in Raider w dis can, NS (joined by Archon)
5 Wyches w haywire, in Venom w 2 splinter cannons, NS, chain snares
5 Wyches w haywire in Venom w 2SC, NS, CS
4 Trueborn, 4x blasters in Venom w 2SC, NS, CS
3 Trueborn, 2xDark Lances
6 Reavers, 2 Cluster caltrops, 2 heat lances
2 Razorwing Jetfighters

And his was:

The Unkillable Cheesemonger Lord of Cheese St Celestine
Dominion Squad, 3 melta? in immolator w multi melta
10 sisters in rhino
20 sisters with heavy bolter
10 repentia in rhino
10 seraphim
2 penitent engines
excorcist


It was a straight up crusade with 4 objectives, and deployment was as follows:




I wanted turn 1 for them jink saves, and I got it!  so here is the report in brief:
Turn 1

On my right I moved the warrior gunboat 1" for jink, as I didn't want to expose it to the 20 sisters and excorcist just yet.  The blasterborn jetted over in front of the other trueborn to maximise blaster/lance fire on the penitent engines next turn.  My wych venoms both moved forwards into the gap between the ruins and the board edge, with the archon's raider close behind.  My shooting phase saw a hull point knocked off a penitent engine, and saint celestine die (as everybody kept telling me how dangerous she is).....
Saint celestine promptly got straight back on her feet (a trick that was going to annoy me through the rest of the battle) in the sisters turn and jetpacked over the ruins she was cowering in with the seraphim, while the repentia climbed into the rhino next to them and drove up in front of the venoms.  On the right the large squad of sisters moved and ran towards the objective.  SoB shooting saw my blasterborn's venom crippled by the excorcist, and not much else really.

Turn 2

My razorwing with disintegrators came on from reserve, and proceeded to unleash everything on the sqaud of 20 sisters on the right, killing 12 and making them run away quite a distance.  In the centre my forcibly disembarked blasterborn backed away from the penitent engines and formed a firing line with the lanceborn behind them.  My wyches disembarked from both of their venoms and assaulted the rhino, blowing it up with ease and killing two repentia inside (bloody feel no pain....).  4 blasters and two dark lances shot the pennitent engines, and did precisely nothing!  Everything else killed st celestine for a second time.....
And the flappy cow got straight back up!  Her and her seraphim buddies flew over to the ruined rhino and flamered all 10 wyches to death (2 squads down!), whilst the excorcist took a hull point off my gunboat on the right and his large squad (well, was large until the razorwing appeared) rallied.

Turn 3

I rolled both on my other reserves this turn, the reacer jetbikes moving on and bladevaning the seraphim, killing an impressive 8 out of 10.  I was going to place the reavers at my opponents board edge, near the exploding bomb objectice in the sisters deployment zone but, through some sneaky 'gamesmanship', I was convinced that it would explode and remove most of my reavers from play, and so they were placed closer to the action (a mistake I won't make again, take it form me and never listen to what your opponent says, ever!).  My second razorwing came on and floored the rest of the sisters on my right, allowing my warriors to disembark from their raider and objective sit behind the floating cover.  My first razorwing flew off the table to keep it safe until next turn.  The 4 blasters and 2 dark lances in the centre again failed to do anything to the penitent engines, but I did move my two venoms over the repentia (killing 1 with chainsnares) and shot the remaining seraphim to death.  The disintegrator cannon on my archons raider then took out st celestine....
Who got back up off the floor, and assaulted a venom, causing a hull point to be lost.  His outflanking(?!) immolator then came on next to my archon's raider, the dominions disembarking and shooting down the injured venom with their meltaguns while the immolator itself shot the raider, immobilising it.  My trueborn finally paid the price for their poor shooting, dying to excessive heavy flamer fire from the penitent engines.  And then the repentia, sneakily now in charge range of my reavers, went into combat and tore them a new one, losing on two in return (6++, then FnP, grrr) for all the jetbikes.

Turn 4

My first razorwing re-appeared, turning with the repentia in it's sights and prompyly killing all but 1 of them.  My other razorwing zoomed over to the excorcist, taking a solitary hull point.  On my left, the archon and his wyches ran away from the raider, looking at the easy pain token sat in front of them in the form of the dominion squad.  The archon managed to kill them all by himself, getting feel no pain for his squad.  And my last remaining venom filled st celestine with poisoned fire, killing her before she predictably...
Got up, with 3 wounds again and charged my archons unit.  Brilliant I thought, I can kill her with masses of attacks and then spread out to make sure she doesn't return.  She challenged however, and lost two wounds in return for my archons shadowfield (he didn't take a wound thanks to feel no pain)  His last reserve unit came on, 10 sisters in a rhino, and they motored towards the central objective.  The last repentia charge my last venom, taking it down with glances, and the disintegrator cannon was shot off my archon's raider by the immolator.
Turn 5

I needed to steal the game somehow, and with my wyches tied in combat and nowhere near any objectives I neede to do something.  My last moving transport moved into the SoB deployment zone, hoping to contest (transports don't contest now, apparently) and then settling to shoot at the SoB rhino.  One Razorwing shot the excorcist to death, the other the last repentia, and my raider took out the last rhino.  My archon proceeded to kill st celestine, but when I spread out there was still enough gap after my 1" consolidation for her to come back....
Which she did.  AGAIN.  She then charged the wyches, challenging my archon for a second time whilst the two penitent engines attacked my wyches (note to self, never skimp on haywire grenades!  I didn't buy them for this unit as they were meant to kill infantry and be nowhere near tanks/walkers.)  St Celestine bit the dust once again, my archon proving he really was a combat monster, but 5 wyches died and the two left ran away, carrying my archon with them.  Whilst this happened, his last remaining sister squad went to ground on the central objective.

Turn 6

My razorwings could now do nothing except leave the table and hope for a turn 7, and my warriors couldn't influence the game by shooting without leaving their objective.  My archon and his two wyches continued running, and my raider at last took down his excorcist.  It wasn't looking good.
The sisters didn't do much either, just hosed down my archon with the penitent's heavy flamers and ended the game....

SoB 5 : 4 DE.  Sisters Victory

It's amazing to think that this game was won on first blood, as we only had one objective each.  It's my firm belief however that I could have easily won the game if I hadn't fixated on st celestine.  All that firepower could have been put to better use elsewhere.  So too with my reavers, if I hand't listened to my opponent and onlookers they could have been safe at the back of his board, popped the rhino when it came on and forced a long footslog to any objective, harassed by bladevanes, shooting or combat for two turns, possibly denying him 3 VP's.  Also, if I had put haywire grenades on all the wyches the penitents would have gone down, denying him slay the warlord and drawing me the game.

Despite all that, it was an incredibly close game to watch that attracted a crowd of onlookers as it swung back and forth every turn.

Next up, the new chaos space marines in another campaign game.

Adios for now

Neil

Monday, 14 January 2013

Karnage Kup Round 3, Results and Conclusions....

Howdy peeps,

Sorry I've been a bit quiet lately, but the whole December/January thing involves a lot of events in my household, inclusing two birthdays, our anniversary and the obvious Xmas stuff.

Anyway, the first two rounds were done before christmas, and the reports can be found in December over on the right of the page. 

The third round game was 'The Watchtower', a much dreaded scenario by many, and as before victory points would not be used as a decider, rather actual kill points would be used (ie, if a clanrat costs 5 points and you kill 3 clanrats out of a unit of 20, you get 15 kill points).  I was facing my third, yes third skaven player in a row but I was hoping for a slightly easier matchup after having lost my last game and also having played both last years winner in the first round, and the 7 time winner (and record holder) in the second.

My army list was roughly as follows:

Prince, general, great weapon, crown of command, armour of caledor, guardian pheonix
Archmage, high magic, seerstaff of saphery, level 4, talisman of preservation
Noble BSB, dragon armour, great weapon, banner of the world dragon
28 Lothern Sea Guard, full command
28 Lothern Sea Guard, full command
20 Pheonix Guard, full command, banner of sorcery
29 Sworsmasters of Hoeth, full command, banner of eternal flame, dragonbane gem, ironcurse icon
2 Repeater Bolt Throwers

As you can see, deathstar ftw!  Both Noble and Prince sit in the the block of swordsmasters, immune to magic, able to take on hell pits/regenerating skweel ogres and storm the watchtower turn 1.  My plan was not to enter the tower in deployment, I wanted to take it back from the skaven.

His army was (roughly):

Grey Seer on Screaming Bell
Plague Priest
Warlock Engineer with Doomrocket
Cheiftain BSB
50 clanrats  pushing bell
20 clanrats
30 clanrats
50 slaves
50 slaves
38 plague monks
hell pit abomination
warp lightning cannon
8 gutter runners

Gareth (my opponent) won the roll off, and deployed his unit of twenty clanrats inside the tower.  I deployed my SM unit directly in front of the tower, the PG just behind them and the LSG units on either side.  My 2 RBT's went in the corners of the board to stop them pesky gutter runners getting behind me too early.  Gareth lined up his plage monks in front of the tower, with the bell unit right behind and the rest of his army spread into a battleline to either side.  His gutter runners deployed on my left, behind a wood to hide from the rbt on that side.

Turn 1:

With the skaven occupying the watchtower I got the first turn and immediately charged my deathstar into the tower, whilst my LSG units moved up to provide fire support and stop the enemy from reaching my pheonix guard, who would mach into the tower turn 5 (in theory).  Magic was pathetic, as was shooting, although 2 plahue monks and three gutter runners died to lothern sea guard arrows. Combat was predictably one-sided, the swordsmasters wiping out all twenty clanrats in one go and occupying the tower.

The skaven began by charging the swordsmasters in the tower, and generally moving forward elsewhere.  The skaven magic phase was shut down by my archmage and his +5 to dispel, and the bell didn't ring loud enough to do anything this turn.  His gutter runners killed my RBT on the left with poison slings.  Combat saw my prince take a wound from the plague censer held by the priest, along with three swordsmasters, before my prince cut down 4 monks.  My champion then slew the plague monk champion, earning me +2 with overkill, and a staggering 14 moreplague monks bit the dust too.  I lost a further 10 swordsmasters due to the plague banner, but won combat and knocked the frenzy out of the diseased skaven, who held due to the close prescence of the general and bsb.  Already about 40 models from the two sides were dead, and no powrful spells had worked so far!  It was going to be bloody..

Turn 2

Difficult decisions this turn, but I decided to charge the HPA on my right with my sea guard rather than take the impact hits next turn.
Magic went a lot better, as I accumulated 12 dice and powered through flames of the pheonix on one of the slave units, killing thirty, and also getting off shield of saphery on the lsg, courage of aenarion and drain magic.  Shooting saw 8 slaves die on the left, and combat saw two wounds onto the HPA for the death of 8 LSG, who luckily held due to being stubborn and within 12" of the bsb (a handy trick that would be repeated every turn hopefully!).

The skaven charged forwards, slaves hitting my lsg on the left, the plague monks once again into the tower and the slaves on the right moving forwards, pursued by the blue flames dancing over their bodies.  Finally his unit of 30 clanrats flank charged my pheonix guard who were hiding behind the tower.
His shooting phase saw 6 lothern sea guard die to poisoned slings and warp lightning, along wth several slaves, but before that Gareth managed to IF plague on my right hand unit of LSG, eek!  Luckily, only a couple died, and then he rolled a 1, meaning I could place it on his bell pushing clanrats, killing 16!
In true skaven fashion, Gareth decided not to dispel flames of the pheonix on his slaves. Oh, and the screaming bell gave all nearby units +1 attack per model, grrrrrr.
Combat saw another few swordsmasters die to the censer fumes, before all but six of the plague monks were beaten into a red mush, for the loss of a few more swordsmasters, leaving only 9 alive!  I won the combat, and the plague monks held again.  The HPA shrugged off the three wounds I scored on it, and killed a bucketload more LSG, but again stubborn/bsb saved the day.  On my left many slaves died to the LSG spears but held, and my pheonix guard lost heavily, only three models being able to attack the skaven not helping even though I killed the warlock engineer. I then needed to roll a double 1 to stay in combat, but I only managed a 3, before rolling a double 1 on my bsb re-roll!  get in!

Turn 3

Everybody was already in combat that needed to be, and so I proceeded to the magic phase.  I cast courage of aenerion, drain magic, shield of saphery and also saw another twenty slaves die to flames of the pheonix (only about 6 were left at this point). 
Combat was bloody, the slaves on the left losing heavily to my LSG and then running, killing two pheonix guard, three clanrats and three LSG as the exploded.  My LSG then piled into the side of the clanrat/PG combat, and the two units then destroyed the clanrats with ease.  On the right it went the othert way, only 5 lsg were now left alive but once again held thanks to stubborn/bsb.

Skaven turn 3 saw the 6 plague monks charge the tower again, and the bell then destroyed the tower!  We would be fighting over the ruins from now on...
Magic also saw my PG withered down to toughness 2, and then shot by poisoned gutter runner slings and the warp lightning cannon, leaving 8 standing.
Combat saw the plague monks wiped out before they could strike back, and a solitary sea guard survived the fight against the HPA.  There were not many models left alive now!

Turn 4

I charged the screaming bell unit, again to avoid impact hits, and reformed my LSG on the left to help them out next turn.  My PG moved onto the tower ruins.
Magic was poor, as was shooting, but combat briefly put a smile back on my face as 15 clanrats were put to the sword by my, er, swordsmasters, for the loss of two.  Gareth focussed too much on my bsb and general to really win the combat.  Being unbreakable, the rats held.  Oh, and my last sea guardsman died on the right, freeing up the HPA....

Which turned and moved over towards the bell/SM combat.  Magic saw the dreaded thirteenth spell kill off all but the PG champion and Archmage, this was not looking good!  The poisoned slings and WLC took care of quite a few LSG on the left. but they held.
Combat was once again one-side, the swordsmasters leaving only his bsb, grey seer and two clanrats alive, with the bell having three wounds on it too!  All I had now was my bsb, prince and unit champion in that unit, but they had caused some damage!  The unbreakable skaven though held again....

Turn 5 Onwards

I'm going to fill in now, my remaining lsg piled into the screaming bell, before losing to the rat ogre bellringers attacks and fleeing off the table.  My prince died to impact hits from the HPA, and my bsb could only knock a wound off it before being thunderstomped to death.  My archmage however killed three gutter runners over three combat phases after getting charged by them, whilst the pheonix guard champion died straight away! At the end of turn 6, or seven (I can't quite remember) I had been wiped out, and Gareth had 2 gutter runners, a BSB, a grey seer, a bell with 2 wounds and a HPA with two wounds left alive!

High Elves Lose.......


A couple of points here, firstly the tourney winner had already been decided before we kicked off, so it was more friendly than it would normally have been for a tourney game.  Also army selection was very out.  I would never normally have taken one deathstar of T3, 5+ save models, but the scenaio demanded it and it worked very well in my practise game.  Also if I'd killed off the HPA I'd have won the game, simple as.  Besides which, the last umpteen skaven armies I've faced have had more weapons teams than a skryre testing facility, and so I felt the bolt throwers and LSG were required.  If I was to fight the same army again I'd drop the 50 odd LSG for 3 units of 25 spearmen, and arm one with the banner of eternal flame (my SM didn't need it really).  I'd also drop the bolt throwers for a second mage or some fast cavalry to threaten gutter runners and cannons.
At the end of the day, I need to buy more pheonix guard, as 30 PG would make a much better tower unit than SM.
It was great game against a true gentleman who really knew his army, and had made a real effort to not follow the meta and take a jazillion shooty things.  And I can't have been that much of a sore loser, as we will at some point be having a wood elves vs orcs n goblins battle.  Result!

Final Standings




Name -- Race -- G Total -- VP -- Total

Andy T -- Skaven -- 15 -- 6782

Pete -- Skaven -- 10 -- 6162

Gareth -- Skaven -- 10 -- 4851

Lee -- High Elves -- 10 -- 4336

Ali -- Skaven -- 10 -- 3322

Mal -- Bretonians -- 5 -- 3959

Neil -- High Elf -- 5 -- 3778.5

Danny -- Skaven -- 5 -- 3740.5

Andy D -- Beasts of Chaos -- 5 -- 2801

Sam -- Lizardmen -- 0 -- 1057   As you can see, 5 out of 10 players were skaven, and I faced all of the top three!  Including both winners of the tourney.  I also faced three skaven armies, all very different but still a real challenge for high elf generals without unlimited budgets lol.  I most regret not running my dual dragon list for the entire tournament, but as everybody loaded up on cannons and anti-dragon stuff after game 1 I was forced to change from my plan.   Oh well, I have a 3k, 3 dragons list in my head, and also a challenging wood elf list for next year to try and break this skaven monopoly!   Adios until next time   Neil

Tuesday, 8 January 2013

Fantasy Tournament over this week, 40k Campaign starts next week!

They say that 'as one door closes, another opens', and it's certainly the case at my local gaming club.

No sooner had our 1st 6th edition tournament ended than our annual Karnage Kup fantasy tournament began, and with that ending this week our first 6th edition campaign begins next week!  And when that ends, the 40k version of our annual Karnage Kup tournament will begin in May, or there abouts.  It's all go!

The campaign is called the 'Gamma Quadrant' campaign and it's based on a tweaked version of the old 'Galaxy of Damnation' system.  I've entered my all-new Dark Eldar army (courtesy of christmas) and it should be a right laugh as I get used to them.

Fantasy Batrep to follow at some point this week, along with a  tournament roundup.

One last thing, would you undercoat dark eldar black or white?  Answers on a postcard please.

Until next time, adios!

Neil

Friday, 4 January 2013

Elven Steeds are better than Screaming Bells. Fact.

Yes people, yesterday I had my first wargame game of 2013 involving my high elves versus the skaven of dastardly regular opponent Paul in a 3k fight to the death.

During this game, two elven steeds destroyed his screaming bell!

I will point out that 4 wounds had already been taken off the bell by the elven steeds riders (a prince and noble) but the real damage was done by the horsies.  The two steeds rolled 6's to hit, and then both again came up 6's to wound!  Then Paul rolled a 1 and a 2 for the bell's 4+ ward save, meaning the bell was trampled under their dainty hooves.

Apart from that, the high elves won, despite losing lots of models in a blood-soaked affair.  It was prep anyway for my last tournament game next week, the watchtower, against skaven.  A full report will obv be done after that game for you to peruse and laugh at my lack of ability.

Then, we have a 40k campaign running in the club, where my new dark eldar will attempt not to lose too often!

I would like to hear of an other stories like this too, there must be loads!  Any goblins taken down a chaos lord? Any skavenslaves crumped a stegadon?  Let me know!

Adios for now

Neil

Monday, 31 December 2012

Dastardly Ebay Theft!!!!!

Now then peeps/peepettes, we have a sobering tale of christmas callousness to report on here, which I'm re-reposting from How to Lose at 40K.  Read on, be horrified, and see if you can help out too.......

http://h2lat40k.blogspot.co.uk/2012/12/ebay-fraud-alert-stolen-army-reward.html

eBay Fraud Alert: Stolen Army + Reward


**Reposted from Spikey bits**

My buddy, and fellow Wrecking Crew member Hod, recently got hit with a double whammy. Not only was his army stolen after the sale, but he lost the money for it as well though Paypal. Leaving his holidays not so cheery at all.
Sad part is, he was only selling the army to help get money for the holidays in the first place.

http://blog.spikeybits.com/2012/12/ebay-fraud-alert-stolen-army-reward.html
So we're going to try to help Hod our here, so please take the time to read this whole article and even if you can't help with this situation, you just might learn a thing or two on how to protect yourself when you buy and sell.
You can read Hod's original article below for all the details after a bit of soapboxing by myself.
I sell on eBay a lot, and literally every few days I'm on Paypal trying to fix a dispute about something. The sad part is that most of the time it's someone trying to basically steal from me, which if they win their case, adds to my already shrinking eBay overhead.

Let's be honest; anything can happen to anybody, and eBay as good as it is, still is not 100% safe. BUT there are things you can do to protect yourself.

Just the facts- Ship to the confirmed Paypal address of the buyer. If you do not, Paypal may not protect you if the customer files a complaint.

Get it in writing- If you sell something for over $250 total (i.e. someone sends you at least $250 via Paypal including shipping) then according to Paypal's protection policy, you must obtain an adult signature for that shipment. So it will cost more to ship, but there is no wiggle room there for them to come back on you for non-delivery.

Protect yourself shipping overseas- The only way to confirm delivery is by using either Priority Mail or Express Mail International. So again on shipments over $250 I would recommend using those services for these shipments for protection of both parties. It's more expensive to ship this way, but it's faster for the buyer, and on packages over five pounds you have to use at least USPS Priority mail.

Don't ship to certain countries overseas- Many countries overseas are know havens for illicit dealings. carefully select which countries you will ship too when you sell. Also make sure you know what countries will accept higher levels of shipments. The USPS will not ship over first class mail to Russia for instance.

Get the Tools- Before you ship something BIG to a particular buyer, checkout his reputation here on Toolhaus.org It's a free site that can help show patterns of abuse by specific eBay users over a period of time. You may be able to get an early warning of any potential trouble before you ship.

Now to the part where you can help. Obviously Hod's holiday wasn't everything he wanted it to be, and he's out of a very beautiful army to boot.

If you live in the area of Germany that he shipped to, well keep an eye out for this guy and his illicitly gained army. The persons that proves instrumental in getting either Hod's army or the money for that sale back to him, I'll provide you with $100.



Feel free to email me confidentially at support@spikeybits.com We just want either the army or the money back.

Also if the army just happens to show up one day in the mail here at Spikey Bits, (with no questions asked I might add) I will get it back to Hod, as I send shipments to him quite a bit. Please find our shipping address here.

If you run a blog or post a lot to forums, please take minute to repost this for others to see. I'm sure its going to be hard to enjoy this beautiful army with the internet posting about it all the time.

If you sell big armies a lot on eBay, you may want to add the User ID joe_pepper to your list of blocked bidders. You can block buyers from your eBay account by adding them here.



Please try to help our fellow gamer during the holidays guys, who's with me? -MBG Original post from No Turtles with the details below.



I am posting this here on behalf of TheHod, the other contributor her on No Turtles Allowed.

I recently sold a Lamentors army on Ebay and the buyer complained about the army and wanted a refund. He had buyers remorse and straight away opened a case and won so I lost the money from the auction. He said he sent it back but after a month of waiting (he lives in Germany) I emailed him asking what happened and no reply.

I contacted ebay but had to go through the German site (because he opened the case in the German site) and I complained the package never arrived. They said he supplied a tracking number but it was not my address and could not give me back the money that was automatically refunded to him. So not only am I out an army but I lost the money from that auction. The seller is joe_pepper on ebay. This guy not only scammed me but also stole an army so be on the lookout if he tries to resell. Here is his name and address of the army thief Jochen Pfeffer

Staatsbahnhofstr. 2 69168 Wiesloch









Monday, 24 December 2012

Tunnel Fight / Sewer Wars - More rules and ideas

Now then, I am no further along the road towards actually making the tunnel terrain I've been on about for the past month, but further to my magic phase ideas I have a collection of adjustments for other phases.  I'd be interested in your feedback as always!

Now, bearing in mind the game needs to be characterful, but also not too different from normal Warhammer and most inportantly, quite easy to pick up and play, there are a few things that need addressing.

Firstly, command groups.  I see the need for a few changes.

1. Champions.  Champions will function just as they are, quite straightforward really!

2. Musicians.  Also known as 'Signallers' they are quite important when needing to relay orders to the troops.  Musicians will keep the current +1 to rally, auto-win drawn combat stuff but will allow marching free reforms (I'll discuss free reforms in a bit) rather than swift reforms.

3. Standard Bearers.  A bit of a problem at first, this, as it's difficult to wave a tall flagpole about in a cramped sewer.  I still wanted a point to them though, and for people to be able to use the models that they've spent ages painting and modelling.  So, you buy your standard bearer as normal, but he becomes a 'Quartermaster', and allows the unit to purchase one item of wargear from the 'Underground Armoury' (again, I'll discuss this in a bit).

Secondly, Missions.

I want a variety of ready-made missions that can be used to get a game going quckly, and taking a leaf from the BRB I'd like to force people into picking a balanced army via the missions on offer.

So, I was thinking of a straight-forward pitched battle, some missions with nominated attackers/defenders (like trying to undermine a fortress/countermine etc),  a mission where you need to smuggle a VIP or treasure chest or similar back to your board edge and a few others.  I'll have a serious think on these after xmas.

Thirdly, Movement.

The movement phase looks problematic at first glance.  All that manouvring and wheeling, mainting ranks etc.  However, by applying free reform to every unit and not just skirmishers the game speeds up massively.  There is a penalty though, when free reforming you can only ever move your normal movement distance, and cannot march.  If you have a musician (and have therefore spent some of your precious points on one) you can march and free reform, like skirmishers.  Skirmishers themselves are unnaffected.

I think this is quite characterful, as a unit 5 men wide wouldnt just walk into the walls on either side of a tunnel opening unless told not to.  They'd shove and push their way into a line that could enter the tunnel.  If you have a musician/signaller relaying commands to you, you will get into line quicker.



More ideas and rules will follow folks, but its Christmas now so I'll leave you to it until Boxing Day!

Adios!  And merry christmas!

Neil