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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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Wow, so its been a while since I have been able to sit and breathe. Sadly I have neglected the blog, partly because of work but also because I didn’t want to comment too much on 8th Ed 40k without trying it first. Spoiler season was just crazy so whatever I had wrote would probably have been lost to the warp the very next day.

Alas, I managed to get two games in over the weekend (using modified ITC) with my Craftworld Eldar. The event was Save vs Summer at Camp Zama, Japan. The restrictions were 1250 pts using only 1 detachment. Also models had to be as close to WYSIWYG as possible. I had a patrol detachment (3 command points, CP) and my list was as follows;

Avatar of Khaine
Autarch with Warp jump generator and Death Spinner
Guardians (10) with Shuriken Cannon platform
Wraithguard (5) with D-Scythes
Wave Serpent with Twin Bright Lance
Warp Spiders (6)
Vyper with two Shuriken Cannons
2 War Walkers each with a Scatter Laser and Star Cannon

Not very powerful or efficient but I wanted to try out things. I had never used Wraithguard or a Wave Serpent so I was interested in their resilience. The Avatar was an experiment also, mobility hurt him last edition so I wanted to see if this still existed. I knew this list was better in midrange distances, and I didnt have much high strength weaponry as I would like. S6 is ok, but not vs many T7 vehicles. Overall, my aim was to have fun, try new units and get to grips with the rules- these were my first games of 8th!

I won’t go into too many details of the games but I played vs Tau (Longstrike) and codex Marines. I lost vs Tau and table the Marine player (who I think was fairly new to 40k). A word about CPs, I only had 3. I would have loved more especially in a tight game. So I clearly made an error choosing the patrol detachment instead of the Fast Attack detachment for an extra 2 CP (duh!). The CP’s I used didn’t change a huge amount, but they at least gave me or my opponent a chance to change the odds. For example I needed a 3+ to kill a crisis suit but rolled a 2 then a 1. Or a hammerhead doing an extra 3 damage. Having the chance is better than not having the chance at all.

So I lost vs Tau. Now I can accept losing, however I made things difficult for myself by not taking the chance to move the 1 piece of LOS blocking terrain we had before the game started. Therefore, my opponent (Julian) could castle up at the back with a large killing field in front of him. This really affected how I deployed and acted in turns 1 and 2 as I didn’t know how deadly things were- I was too conservative and didn’t put pressure on when I should have. Even then I had a couple chances to steal it had a couple rolls went my way. The final score was 5-11 mission points which was perhaps a fair reflection of my naivety, but overall an enjoyable game given how close it was.

Game two was a bit of a blow out. I played vs Bruce who had a Marine army consisting of two Rhinos filled with dudes, a Dreadnought, then a large assault squad and terminator squad to Deep Strike. Now there is nothing wrong with Deep Strike, but you have to be sure that it will pay off otherwise the counterstrike will be hard as your army is now split. Unfortunately for Bruce he only succeeded in heavily damaging the Wave Serpent. In my turn I deleted both his deep strike units, was fortunate with the maelstrom to go ahead. It didn’t get better for Bruce as by turn 5 he was table and I had only lost a couple Wraithguard and a Vyper. I am certain we was new to 40k so I chatted with him at the end about little things he could have done differently to break up my army better. This game we had LOS blocking terrain and it made a huge difference to me- crucial part of 8th Ed I feel.

This comes to my first unit review. The Avatar of Khaine. This guy is a bruiser. He chops stuff up easily in combat, has a meltagun, a 12″ fearless bubble and is extra resilient. However, he is still slow. Vs Bruce I couldn’t get him where I wanted because I cannot Advance and Charge meaning he can only move 7″ plus 2d6 if you want to charge (re-rollable). Therefore for him to work well the enemy has to come to you. Is this a guarantee in a tournament setting? No, as he got blasted off the table vs Tau thanks to my poor positioning and bad saving dice. If a tournament had a side board then I would consider taking him but otherwise he will be relegated to casual games vs an army I know.

The Autarch was great, he flew across the table thanks to the jump generator (so did the Warp Spiders), and the re-rolls of 1 was an excellent bonus. The Wave Serpent was tough, and Twin bright lances are good, the S8 -4 AP did a lot of good work. The Wraighguard were great, so tough, great weapons (unless you roll a 1 or 2), but underwhelming in combat with only 1 A. The Vyper and War Walkers were solid as they are fast, but the mass S6 weapons wasn’t that good. On the Vyper 2 Shuriken Cannons was good as there are no penalties to moving and advancing thanks to Battle Focus, and the -3 AP on a 6 to wound is nice. The War Walkers can be a little tricky, -1 to hit if they move, and with S6 weapons they are suited to killing infantry/T6 vehicles. Maybe I will try Missile Launchers or more Bright Lances.

Overall Craftworld Eldar are solid and fun to use. The army list should be built to take advantage of Battle Focus. I will try to get a couple more games in with a similar list to really get the hang of Eldar- and use the correct detachment!

Thanks for stopping by, and I will try to get all the painting updates on here in the next few days.

 

Happy wargaming all!

This past weekend I got my first couple games with the new Gathering Storm 2 book, the Ynnari faction. I played 1200pts vs Tau, and 1000pts vs Chaos. Here I won’t go into any details about the games (I didn’t really record much of those games). So today I am going to talk about my first impressions of the book, and some highlights/tactical points. Bare in mind that I’m not a fantastic player, or look to use only the most powerful combinations. This is just one gamers opinion 🙂

Firstly, the Reborn warhost detachment is very powerful, especially if you meet the requirement of 7+ units. This is super easy to achieve, even at 1000pts. One of the main benefits having 7 units has is that it gives you 2 Soulburst activations rather than 1. This very powerful at any stage of the game. In the early turns, you can get extra shots with your long range firepower, or extra movement with fast units such as Warp Spiders, Windriders etc. In my case, I was running an Autarch with Banshee mask, Fusion gun and Hawk wings; being able to wreck a vehicle, then move 18″ was hugely advantageous. As well as the second unit’s Soulburst action. In later turns, it was great as I was able to perform some shenanigans. For example, I finished off some Kroot with my Dire Avengers, had the Autarch charge a Firewarrior squad (with no Overwatch), and then Avengers shoot another unit. Fantastic.

What I really loved was that I was able to interact with my opponent on their turn. It definitely influenced their strategy on how to deal with my army. Furthermore, it gave me a chance to answer a problem before it got out of control. In a Maelstrom game, the cards can still wreck you, but Soulburst can give you a fighting chance to table your opponent given how good eldar shooting etc can be. I think when I get the hang of positioning my units better, I wont miss out of any activations -it is criminal if you do! Make sure your units are buddied up in case the worst happens. I made this mistake a couple times, but only hurt me once.

This book is great, but where does it fall apart? Of course there are some restrictions and issues. Well the fact you have to be within 7″ of the destroyed unit means either your stuff is dying, or you are up close with the enemy. Perhaps a little too close, especially if you are in a meta that features close combat armies or about to be smashed by 20+ rapid firing Pulse rifles. Generally, being close to the enemy isn’t necessarily a bad thing, but requires you to have sufficient support to take advantage of Soulburst. I’d also say that in Maelstrom games, objectives win the game. Being in bubbles within 7″ of each other really hamstrings your ability to capture objectives unless you have a list that has this problem in mind. Therefore, you are in a bit of a tug-of-war between maximising Strength from Death and the mission objectives.

Another issue was that Strength from Death only activates for non-vehicle units. Eldar and Dark Eldar have some really nice vehicles that would love to be able to move, Flat Out or shoot etc that cannot take advantage of this rule. Don’t get me wrong, if one of your vehicles is destroyed your units within 7″ get to Soulburst. However, I feel this will influence the way you build your Reborn warhost to maximise the number of units that have to opportunity to Soulburst. In addition, it could lead you running units that you might not necessarily think is optimal. I could be a little paranoid and will have a play a few more games before my verdict is truly out.

Finally, there is no Ob. Sec. This I think will not generally be an issue, but certainly something to consider, especially competitively against Battle Companies with their 1 million Ob. Sec. units.

In summary, the book is a heap of fun- and iv not even scratched the surface with the special characters and formations. If you get the chance to try your Eldar/Dark Eldar/ Quins with this book then leave comment below as I would love to hear what your experiences have been like so far. Now I am eying up the Ulthwe strike force as that looks like it will cause most people many headaches.

Chris

 

This is for those who are interested in art history! A brief and intelligent article on one of the old masters, Caravaggio.

SMariani798

 

Caravaggio 1

Caravaggio is one of my favourite painter of all times and especially of the 1600’s. As it is probably known, he is was extremely innovative of his time because of his application of light called Chiaroscuro. Not only he painted his painting with this new techniques that is based on a dark tones, but it was also very important for him to paint all his scenes from live models whom were close to him such as servants, prostitutes and people in the streets.

However, the most fascinating fact about Caravaggio was his character. I once saw a documentary/film on his life and his discovery of new techniques which made me fall in love with his story. As many of the well known artists are, he was not the best role model and his history of drunkenness, ambiguous behaviour and attendance in brothels gave him a bad reputation. Regardless his personal life, his paintings portrayed  religious…

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