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I’m back with the second battle report from the opening weekend of the Fate of Konor campaign. This was a friendly game vs Dan and his T’au. Last time we played I crushed him at the end of 7th Ed with a similar list, so there was a little bit extra spice for this game. Sorry it took ages to publish this post, stuff at work piled up a little, then I was away for a couple days on holiday- the memories might be a little hazy.

We chose one of the missions from the main rule book; Secure and control (?), and ended up with Hammer and Anvil deployment. Dan’s list contained roughly the following in a Outrider detachment (4 CP);

Commander with Missile pods, Advance target lock
3 Crisis suits with Plasma rifles and Drone controller
3 Crisis suits with Plasma rifles and Drone controller
2 Broadsides with Heavy Rail rifles
Unit of Markerlight drones
3 Stealth suits
6 Gun drones (to go with a Suit squad)
6 Gun drones (to go with a Suit squad)
2 Missile drones (to go with a Broadside)
2 Missile drones (to go with a Broadside)
Unit of Kroot
Unit of Pathfinders

My list contained the following in a Battlion detachment (6 CP) and Ally Super-heavy detachment;

Captain with Thunder Hammer Storm Shield
Lieutenant with Combi-flamer and Power-fist
5 marines with a flamer and combi-flamer
5 marines with a flamer and combi-flamer
5 marines with meltagun and combi-melta
5 Terminators (stock)
Ironclad dreadnought with 2 Heavy flamers
Land Speeder with 2 Multi-meltas
Rhino

Imperial Knight Warden

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Actually this battle was somewhat special for a couple more reasons; it was the first game of 40k on Dan’s fold-up table (so useful in Tokyo), and I had Serena (my GF) come along as she had nothing else to do and would control the Imperial Knight. Also my list was restricted to painted models to honour the new table! It did add nicely to the visual spectacle.

We played the modified ITC rules for seize the initiative, which will now be in Chapter Approved or something, but I still went first as I had so few drops. Now, in turn 1 I secured first blood by wiping out the markerlight unit, but I failed to secure another point by underestimating the stealth suits- much tougher than they look. But it was a decent start. Dan dropped his suits in behind me to delete two of the 3 Tact squads. Fortunately for me, Dan parked them away for a few turns, allowing me back into the game.

I got pretty shafted for 2 turns on cards, whereas Dan raced ahead into a lead of about 5-6 points as he was gifted cards he could easily achieve. To make matters worse the cards I did get eventually forced me to stay in the middle of the board rather than close down the space between the enemy force. But, I was making in-roads into killing T’au; the Land Speeder managed to snipe a Broadside, the Pathfinders had taken a beating, the Kroot ended up roasted by a couple flamers and small arms fire.

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So as the game progressed it was a case of the Marines hunting down T’au, and them running away in order to survive. The Suits had a go at damaging the Knight but managed to do only 3 wounds. Dan’s army wasn’t really geared up to dealing with a Knight so I wasn’t surprised it waded through a lot of firepower.

The final turn of the game was really tense, I was up 9 points to 8 roughly, with Dan needing just to make a long charge with his drones to steal an objective from me that the Rhino was trying to deny. With that, and another simple card, Dan made the score 10-9 in favour of the T’au. Another agonising defeat to the fishmen was really annoying in what felt like cruel circumstances, but it was still a lot of fun. Dan is a really great guy and in some ways he got justice for the tabling he received from me last time.

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Overall the luck was balanced, Dan was unlucky with some massed firepower, but got lucky on clutch saves or advance rolls. Serena, controlling the Knight, consistently rolled below average; falling a 4″ charge (1 CP used to make up for that), always hitting at 50% across all weapons. Over the course of the game it added up significantly.

Reviewing my tactics, I felt the game did come down to a clutch couple of moments. My mistake not killing the Stealth suits meant I was drawing 1 less card for several turns, which could have given me more points from cards that were easier to obtain over the course of the game. Furthermore, this could have balanced out the 4 cards or so I did get that forced me to stay in the middle of the board. Second, the Imperial Knight, whilst tough, I forgot several rules (and below average dice) meant that the Commander managed to survive when he definitely should not of, denying me 2 points (Slay the Warlord and Kingslayer).

Now I have played against T’au in 4 games of 8th ed, I am getting familiar in how to play vs them- I look forward to the next game!

Finally, sorry it took longer to get this post up, and the fluidity of the report is definitely lacking due to the time that has past since. I’ll be back soon with some WIP from the paintstation.

 

 

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Hey hey, I’m back with a short post showcasing more painting I got done during the last couple of months. I posted a WIP for these models a while ago, so I’m glad I can now show the finished articles. I have tried to give them a ‘rough and ready” appearance. Lots of metal with rougher finishes than normal to give a feeling of coldness. Being Space Marines generally helps but I’m trying to give an artist spin on it.

I still have to decide if I want to mount the Land Speeder onto a round base- at one that is the size of the supplied round bases from GW. In a tournament this current base could be considered modelling for advantage. In Japan there isn’t much tournament 40k, but could come up if guys want to practice using ITC FAQ.

 

Hope you enjoy! Next up will be the second battle report from this past weekend.

Welcome back readers, here is the battle report from the Fate of Konor week 1 campaign. This past weekend was also the release of the new Space Marine codex so I busted out the Sunbreakers (Salamanders) for a debut into 8th Ed. The Chapter tactics are pretty cool so wanted to try it out.

I will preface this article to say that overall the weekend was great fun (I had a second game on Sunday at a friends). So many small moments that could have changed the results of both battles. The luck was fairly average so if I seem like I am complaining, its more because those tended to be clutch moments. Furthermore I only wanted to use painted models this weekend, which was a self-imposed list building restriction I had on myself.

Fate of Konor;

Harajuku store in Tokyo saw the opening of the Fate of Konor campaign for the Sunbreakers. With roughly 1000 pts I rolled up with clear eyes and a full heart, to make things better I would be teaming up with an Cult Mech player to take on Necrons and Tau. Daniel, the store manager, suggested I give the Redemptor Dreadnought a shot, so it bumped up the 2000 pts battle to about 2500 pts per side as we all scrambled to add a couple things.

On the side of the Xenos was Pham (Tau) and James (Necrons), with some tasty units- definitely pretty tough together. Their army had roughly the following; (Pham) 3 commanders, Longstrike, 1 unit of Pathfinders, 2/3 units of Fire Warriors and 2 Devilfish transports. James had Nightbrighter, a Lord, unit of 20 warriors, 10 Immortals, Ghost Ark, Stalker thing and a 2 units of Scarabs.

Cult Mech (Jon) had Cawl (overall Warlord for the Imperium), a Datasmith, 2 units of 2 Robots, 2 units of Vanguard, and 2 of the tank walker guys.

The Sunbreakers consisted of a battalion detachment (6 CP);

Captain with TH/SS
Lieutenant with combi-flamer and PF
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with meltagun and combi-melta
Razorback with twin lascannon
Dreadnought with AC and PF w/ HF
Ironclad with 2 heavy flamers
Redemptor Dreadnought with a bucketload of stuff

The campaign had a set scenario in which the Imperium are set as the defenders, and Chaos, or Xenos are the attackers. The defenders score points by killing enemy units, and the attackers score by having units in the defenders deployment zone at the end of the game. Hammer and Anvil was chosen (?) as the deployment type, and there was plenty of line of sight blocking terrain for the Xenos to approach our lines intact. Furthermore, the scenario also stipulated that the attackers are to go first unless the defenders can Seize the initiative (I think). This meant I was perhaps a little too defensive with my deployment as I kept my units hidden as much as possible down the right flank. Jon had set the robots up midfield surrounded by Cawl and the Datasmith, with a couple units sprinkled down the left flank.

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One thing I will say is that the Imperium forces did not really combine that well. The Cult Mech force was very elite, and I had a force better suited to a 4’x4′ table, which I thought was going to be the case for several 1000 pt games. It felt we didn’t quite have the mobility to really put pressure on what was a lot of infantry models. Anyway, I was there for a good time so onto the game.

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Turn 1 for the Xenos; they moved, or shuffled up some units closer to the Imperial deployment zone. The shooting phase saw the Xenos load up the blank shells causing very little damage to the Imperial Forces, with the exception of a Dunecrawler that survived on 1 wound. The Ironclad took a few wounds from the right flank by an approaching Devilfish.

We had a large debate about Line of Sight. Does this affect individual models or whole units? I think on reflection James was right, if a model can’t see a target then it can’t shoot. We played that if a model in a unit can see then another model that can not see is ok to shoot. I would have this clarified by Dan the next day. I don’t think this error affected the result of this game, but important to clarify during the infancy of 8th Ed.

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Imperium turn one saw us draw first blood (but didn’t score a point as per mission rules) by wrecking a Devilfish, then proceeded to wreck another Devilfish- one by the Ironclad in combat. The Ironclads rules, and Salamanders chapter tactics (CT) were key in this combat. I rolled 1, 1, 2, 2 to hit, Ironclad rules let me re-roll 1’s as I had two combat weapons, and CT lets me roll another- now I had 3 hits. CT secured me 3 wounds, and at 3 damage each the Devilfish was no more. Awesome! A few Firewarriors perished along with the vehicles, but overall the Xenos came out of the turn ok.

Xenos turn two saw the arrival of the third general. Some guy (who was known in the store) began to coach the Xenos players for every shooting attack, order by which they should occur etc. This dramatically increased the length of the turn, changed how James and Pham were going to play, and so the outcome of the turn. This guy, although very nice, ruined the flow of the battle. Several times Jon and I encouraged James and Pham to just play the game. I get that doing things correctly is important, but tactical mistakes and target priority is often how games of 40k are won. If the players cannot see that, then it is their mistake.

At the end of the turn both Robot squads had been nerfed, including 1 Robot blowing up causing a bunch of wounds to the surrounding units. The Dunecrawler was finally taken down, and the Ironclad dragged down thanks to more shooting, and then the Scarabs dragged it down in combat (although they took a beating from Overwatch).

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The Imperium was in a tough spot as the large amount of Dakka we had was now gone. The Redemptor dreadnought was not having a great day, some of our damage rolls were terrible, and we still had the unkillable phalanx of Necrons bearing down, Tau commanders to drop in and Longstrike chucking out chunks of damage. We managed to clean up more Scarab bases including a beastly overwatch from the Ironclad, and kill off more Fire Warriors.

Xenos turn 3 saw the Commanders come down and compound our misery. More wounds going in on the final Robot, the other Dreadnought was hurt, the Redemptors bad day got worse, and the Necrons were now coming into rapid fire distance to heap more shots onto anything within range. Our rebutal was swift; we hurt the C’Tan with Lascannon shots from the Razorback, killed a few drones with bolters and 1 Commander in the backfield was hurt.

Turn 4 saw the Xenos really swing the game as they finished of both remaining Dreadnoughts, killed the Datasmith, killed a bunch of Vanguard and moved into scoring positions. Jon and I knew we had kill as many units as possible to give ourselves a chance to draw, or steal a win. We finally killed the Commnader in the backfield, killed the C’Tan, killed more small units like Drones or Fire Warriors. At the end of the turn we didn’t have much left but we had about 8/9 points to a maximum potential of 11 including Slay the Warlord for the Xenos.

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At this point the details are hazy, and this post is becoming very long so I will wrap up now. The Xenos had 10 units at the beginning of our turn 5, so we have to try to kill two units to draw it up, 3 would give us 11 points. We managed to kill 2, Jon got unlucky with his damage rolls vs another Commander with Cawls meltagun thing. Instead of the game ending on a draw, it continued with the Xenos managing to kill Cawl for the decisive point. 11-10 to the Xenos.

Overall, it was a good game. Plenty of fun, and cool things happened from a narrative point of view. Everybody had a good time and I enjoyed using the new Salamanders Chapter tactics, they helped a lot without feeling overpowered. I know my army was limited by mobility, something I have to address by painting more, but it was fun nonetheless. I didn’t make use of the buffs the Captain etc gave as much as I should- something I have to work on tactically in the future. Perhaps I will detail more about tactics in another post but for now that’s me signing off, hope you enjoyed reading this.

Cheers

Floorhammer fans, finally I have a hobby update for you. There are million reasons I could use to justify the lack of any hobby progress, but I’ll put it down to laziness. Alas, recently I’ve turned my attentions to getting my Space Marines completed. They are a ton of fun and so its only fair that I get a lick of paint on them to carry out the Emperors work.

Firstly is the Land Speeder. This model is ancient, in the region of 16 years old, and so the original base has been lost. So I threw a base together using some spare bits lying around. In addition, I have used a couple magnets for safety and ease of transport. Secondly, actually the model is incomplete- I need to model the crests of the Marines inside. Finally, these marines cannot be modelled with cloaks, thus their story is that as a junior in the Chapter they haven’t earned the cloak yet, thus paint their armour red in hopes of achieving the cloak one day.

 

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The model is painted in in metals and black mainly. I want to keep the model dark and metallic to create a contrast between the near white armour of the infantry. The dark colours create an ominous presence, and metal is cold, which emphasises that point. I hope to complete the model in the week, but no guarantee on when I will get the pictures here.

Next is the Techmarine. He has been heavily converted from the 3rd or 4th edition Techmarine. Iv added an extra servo arm (harness) from random bits I found, its a little Doctor Octopus style. Then the plasma cutter and flamer have just been slapped on, its a little unprofessional but I don’t think those who follow the machine god care too much. I had to add the power axe as its in his wargear. The other interesting feature was the helmet, at this stage I can’t remember the inspiration but still looks just fine. Finally, I added the typical Sunbreaker regalia with the crest (Techmarine style) and the cloak.

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Again the theme with this model is to generally be cold and intimidating by being heavy on metals and black. The helmet/visor is where I can give the model a bit more of a personality. I am tempted to heavily contrast the helmet with bright colours to represent some glowing light etc emitting from the all the data processing units in the HUD. Iv done a little bit of work recently using blues, into nearly white to create this effect on grav cannons. Other ideas include to try to use similar light contrasting to create a ghostly face of sorts, but that might out of skill league!

Anyway thanks for stopping by and hopefully il be back soon with the finished products. Happy wargaming!

Floorhammer 40k fans, we are back with two short battle reports for you! Actually, these battles took place on the tables of GW Ikebukuro, Tokyo, rather than the floors of a suburban Tokyo home in true Floorhammer battle style. Alas, games were played, models were picked up from the table- blood for the blood god, right?

My opponent was Kyle, a fairly new arrival to Tokyo and has thrown himself into the wargaming community around Tokyo. I have a huge amount of respect for him considering I know how tough it can be moving to Tokyo. Kyle has settled with Thousand Sons, and I had played him before- Rubric marines are scary as hell with a 3+/4++ and AP3 bolters. However, several constraints have meant Kyle hasn’t had the chance to expand his force yet. I knew  roughly what models his force would be comprised of, and perhaps I had this in the back of mind when I made my lists. I didn’t specifically tailor my lists against him to counter what he could do, but I’m saying a bias could exist. Alas, Kyle said he had a great time and thats the main thing.

I decided to take my Space Marines out for their first battle. Named the Sunbreakers, akin to the Salamanders chapter, they use flamecraft to purge the enemies of the Emperor. If you have seen any of the blog before you can see how they look.

We played two games, Purge the Alien and the Relic on a 4′ x 4′ table as it was only 500 pts. Sadly I didn’t take pictures, I will do better next time. Kyle took first turn in both games, which was perhaps a slight advantage for my Pod coming down to pick off an isolated unit.

My lists were as follows;

Purge the Alien

Techmarine; Servo-harness (with Centurions)

Tactical squad; Combi-flamer, flamer, Drop pod

Tactical squad; Combi-flamer, flamer

Centurion Devastators; Twin-linked lascannons, Hurricane bolters

The Relic

Techmarine; Servo-harness (with Pod unit)

Tactical squad; Combi-flamer, flamer, Powerfist, Drop pod

Tactical squad; Combi-flamer, flamer

Land Speeder; Multi-melta

Dreadnought; Assault cannon, heavy flamer

Game 1; Purge the Alien

Kyle had roughly a Chaos lord with Mark of Tzeentch plus some wargear, Rubric marines, Cultists and a Helbrute. These units are solid and caused plenty of problems, however the lack of mobility and heavy weapons are issues that can be exploited. Something like Obliterators and Warp Talons would go a long way to resolving these problems. Alas, onto the games!

Purge the Alien started with me Podding in close to the Cultists and burning them off the board to score 1st Blood and a kill point. The Centurions and the Rubrics+Lord were doing a Waltz around the main line of sight blocking terrain in the middle to avoid each others line of site. Turn 2 saw the Hellbrute kill a Marine from the Podded squad, and the Lord jumped close to  assault the Pod. In the assault phase the Lord’s melta bomb immobilized the Pod again to reduce it to 1 HP. On my turn the Centurions blew up the Helbrute.

In Kyle’s Turn 3, the Lord failed to finished the Pod- the 1st of about 4/5 snake eyes Kyle rolled over the course of the afternoon. Horrendous luck. The Rubrics took out a couple more marines from the Podded squad but they held morale. At this stage, the second Tactical squad were in support of the first squad and hid in cover to get in better position for next turn. The Lord finally wrecked the Pod scoring Kyle a kill point.

The next turn saw the Lord reduced to 1 wound from Lascannons (he had Eternal warrior) and rapid firing bolters. Another flamer killed 3 Rubrics in a crazy combo of Salamander chapter tactics rerolls, and some awful armour save rolling. The coup de grace was on turn 5; the Chaos Lord was killed in overwatch to more flamer fire. At this point we called the game with the final score 5-1 to the Sunbreakers.

Game 2; The Relic

With a changed list, I wanted to mix up the tactics a little to see what worked and what didn’t. 1 of my marines was killed by the Cultists heavy stubber. Kyle jumped the Rubrics onto the Relic, however the Pod came down with the Techmarine and deleted them off the board. Between 3 flamers and a few rapid firing boltguns the squad caused about 15 wounds. The Land speeder jinked from the Helbrute’s multi-melta.

Turn 2 saw the Cultists managing to take down the Powerfist Sarge and the Lord charged the Dreadnought. The Dreadnought caused 2 wounds that would instant kill the Lord, however both were saved thanks to the Lord’s 3++. The Lord’s meltabomb penetrated the Dreadnought but Kyle rolled a 1 on the damage table, taken to 3 thanks to AP1.

On my turn 2 the Tactical squad targeted the Helbrute missed 2 Krak grenades (shooting and assault phase), and the Techmarine’s plasma cutter, and powerfist attacks all did nothing. The Hellbrute squished a guy and the squad fell back. The other tactical squad charged the Lord to support the Dreadnought. The Lord has to issue challenges so it meant the Dreadnought was safe for a turn. The Lord cut up two marines, and the Dreadnought missed all its attacks. The remaining two marines failed morale and ran.

Turn 3 was a turning point. Having the momentum turn favourably for the Thousand Sons, the screw was there to be turned. In hindsight, Kyle could have moved the Cultists out of the fortification to try to close down the Relic and at least try to down my Marines in volume of fire. However, the Helbrute missed with its Multi-melta. This was extremely crucial as when it charged the Hellbrute caused 3 wounds- enough to kill the remaining Marines with the Techmarine but leaving the Techmarine alive. If the Multi-melta had hit, and likely killed, then the Techmarine would have been dead too. In response, the Techmarine proceeded to wreck the Hellbrute with its Servo-harness. To compound the misery, my Dreadnought instant killed the Lord. In my turn, the Techmarine moved onto the Relic.

The next couple of turns were a forgone conclusion, and with the Sunbreakers scoring Linebreaker, Slay the warlord, 1st blood and the Relic for a final score of 6-0.

Redux

Both games were a lot of fun, and had a plenty of tough tactical decisions. The balance of luck was definitely in my favour. Kyle was a great sport about it and a pleasure to play him. Once his army takes on a couple more units, the games will get tougher and more interesting. The scores belie how both games were on a knife-edge during the middle turns. Also in such small points games, the effect of luck becomes more pronounced. We each have so few units that the loss of a couple means the game can completely swing against you.

Some specific learning points. I learnt that Space marines are really quite average at combat, especially vs a Chaos lord who prefers combat (whoops). In this case, they saved the Dreadnought but its something to keep in mind. On the other hand, the Salamanders chapter tactics are awesome, and a lot of fun. The rerolls are definitely nice, and catch people out- its turns the humble flamer into a devastating force. But I can imagine against higher toughness units, or units with Feel no Pain the effectiveness will drop significantly.

Moving forward, I really want to get some WIP for a bunch of models I’ve been working on. Also I want to get my Dark Angels showcase up too as there are some cool models in there. If time permits I will try to get one of these up by the end of the week.

For now, I’m signing out, and happy wargaming.