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!

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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.

 

 

Floorhammer 40k fans, we are back with another battle report! This past Saturday saw me take the forces of the Ynnari vs the Dark Eldar under the control of my good friend Will. I have probably mentioned before that Will is a good player, and so I needed to be at my best. I didn’t go into the details last time, but his Tau whooped me 8-0 on the maelstrom two weekends ago on my first outing with the Ynnari. Though I came close to tabling him, the maelstrom points is what counted on that day.

Thus, I wanted to try the Ynnari again, and Will wanted to give his Dark Eldar a spin so the game had a nice little fluff thing going on. We upped the points a little to 1500pts to give our lists a little more flexibility. Will’s army consisted of a CAD and a Real Space raiders detachments; comprised of something like 3 raiders filled with Kabalites and Wyches, Archon, Succubus, 3 units of Scourges, a unit of mandrakes and a heaps of MSUs of Reaver jetbikes. A mobile, close quarters army.

I had predicted something like this so went with a shooty Reborn Warhost with an Aspect host. Pretty dirty as they all fall under the Ynnari faction, benefitting from Strength from Death. Furthermore, I wanted plenty of units to benefit from Strength from Death.

Reborn Warhost;

Autarch; Shard of Anaris, Lost Shroud, Hawk wings and Banshee mask.

Farseer; Singing spear, Spirit stone relic (powers; guide, prescience and psychic shriek)

Guardians (10); Shuriken Cannon platform

Kabalites (5); Blaster, Venom with Splinter cannon upgrade

Vyper; 2 Shuriken cannons

Falcon; Pulse laser, Scatter laser, Shuriken cannon

War-walker squadron (2 walkers); 2 Scatter lasers

Avatar of Ynnead (Rolled on Revenant; Spirit hook, Word of the Phoenix, plus two others I didn’t use)

Aspect host; +1 BS selected (of course)

Dire avengers (7);  Exarch with diresword and pistol

Warp spiders (7); Exarch with Spinnert rifle

Dark reapers (5); Exarch. Starswarm and starshot missiles

Two crucial things went my way; 1 deployment was Hammer and Anvil, and 2, I had first turn (if Will didn’t seize the initiative). I deployed deep in my zone knowing Will would want to bomb up the board on the first turn to get his combat units into range. Alas, Will failed to seize so the Ynnari went first. The scenario was tactical escalation.

The main thing I had to was eliminate any fast threats; the Reapers and Falcon exploded a Raider each, a huge result. The war walkers softened up a unit of scourges (4/5 dead). This meant Will’s mobility was crippled and could only advance in pieces to my castled up force. However, I only scored 1st blood with my maelstrom card being useless. Even though the Dark Eldar took a beating in turn 1, they were not out of the fight with so many jetbikes that could get into my face. Will was a little shocked at losing his transports so quickly, and could only harass a couple units on his turn. However he managed to score his maelstrom card, 1-1.

Turn two saw more of the same pain with scores of Dark Eldar being felled from all the heavy weapons I had. The amount of S6 shots was frightening, but this turn Will saved tons of models thanks to being in cover and going to ground with Mandrakes, Scourges and Warriors. Again the maelstrom wasn’t kind to me so the score remained 1-1, but I Deep struck the Avatar into my lines to give me a Feel no Pain bubble. On his turn Will changed his tactics a little by turbo-boosting some jetbikes to get in close to me. We was also able to score two more maelstrom cards taking the score to 1-3 in favour of the Dark Eldar.

On my turn 3 the Autarch moved into assault range of one jetbike unit, the avatar and kabalites closed in on another, and the Falcon took on the final jetbike unit in my lines. Two bikes squads were reduced to 1 bike, with one holding morale, and the other falling back. The last jetbike unit lost 1 member to assault with the Autarch. The Autarch wiffed a huge amount of rolls. The bikes hit and run closer to the Venom. Will decided to charge the Falcon with the Caltrops biker, charge the Venom with the other unit (still had caltrops) and fell back with the final biker. The Falcon lost 2 hull points, and was very lucky not to have been wrecked. However, the venom was wrecked (only wrecked) and the Kabalites shot at the aggressors for their Soulburst action. The Avatar tried to charge but rolled 1 short of what was needed. The score after turn 3 was 6-3 in favour of the Dark Eldar. Will kept drawing objectives in his deployment zone.

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At this stage the flow of the game was clear. The Ynnari were blasting anything off the board that came close. I had only lost a Venom at this point whereas Will was reduced to 1/3 or less of his whole army. The best thing about the game was that Will was still winning the maelstrom and playing tactically given how a lot went against him in the early turns.

Turn 4 for me was about trying to get maelstrom points. I wrecked the Raider with the Archon in it, the remaining bikers in my lines were cleaned up (he still had another unit plus the 1 biker in his deployment zone). The Autarch was in a position to finish off the Mandrakes. In the shooting phase I wiped some scourges allowing the Avatar to pop up beside the Autarch. In assault the Autarch wiffed again so was locked in combat for the turn. On Will turn he could only shuffle a few units around to capture some objectives, including Hold the Line. He was set to achieve this until we resolved the combat, and Soulburst action from the Autarch prevented him from doing so. Dirty. The end of the turn the score was now about 6-6.

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Turn 5 was crucial. I scored two more points (including Linebreaker and First blood) to take my total to 8. In my turn, the Farseer suffered a Perils on a 1, but past her leadership test to only suffer a wound. Will turbo boosted his last bike unit to get Linebreaker for himself. Now if the game ended, it would have been a draw. However, luck truly had deserted Will and the game continued. At that point if the game had ended, I would not have been disappointed. Given how the game went, Will gave himself a fighting chance to win the game given both the Linebreaker and Perils situations). It was a huge effort by him.

The cards I drew on turn 6 was the god draw I had been waiting for all game. I could get 6 points minimum, putting the game well out of the Dark Eldar’s reach. At this point Will had only killed the Venom, the Vyper and a Kabalite warrior so he conceded the game to me. The final score was 15-8 to the Ynnari.

We felt the game scenario, deployment and first turn all went against the Dark Eldar. Will couldn’t get close enough with all his combat units to trouble my lines, and I had castled up in the event he did manage to break through. I had Dire Avengers and Warp Spiders on hand in case he did. Alas they did nothing all game. My strategy was to keep my distance from his units, and chain my units along so that I could always Soulburst. This definitely affected the way Will thought out his moves. Having actions on my opponents turn is truly dirty. My list wasn’t exactly OP, but I can imagine Windriders and Wraithknights would be oppressive. Going forward as I add more to the army, I have to be careful not to ruin my opponents day with some Soulburst shenanigans. Else, they play much more powerful armies.

Will said that he wanted to try a CC DE army to shut me down, but on this showing we both felt that the shooty version of DE are much better. Ravagers are decent, lots of shots with the extra bit of armour makes them much more appealing than the paper boat Raiders. Will didn’t get the best out of the Reavers in this game, but when used well they are so hard to deal with. I’m sure once Will has regrouped, he will be handing me a kicking again!

Some specific points about my army. The Avatar of Ynnead was good, but acted more as a buffing/Soulburst unit than a combat monster. I was able to perform at least 3 more Soulburst actions thanks to the Word of the Phoenix psychic power. Given that the Autarch can move 18″, it was silly. Plus the ability to pop up is powerful, but has to performed with care. Like any monster, it could go down in a volume of fire. A word on the Autarch, the Lost Shroud proved again to be amazing, with the Autarch growing back 2 wounds. At this stage the Autarch has consistently been one of my best units.

I had mentioned the Ulthwe strike force last time, but I hadn’t built the models I needed to be able to run a Reborn warhost with an Ulthwe strike force. As a separate detachment they  don’t get Strength from Death, but Battle Focus. Its an interesting choice to make but with the correct support, they can compliment the Ynnari very well.

In the future I will try to take a photo of the armies before the battle, just helps the readers understanding a little more. But until next time, happy wargaming!

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

 

I said I was back, but that was now some ago. Life continues to prevent me from spending too much time in the grim dark future. That said I’ve got a small written report today. Also as I am more about the hobby, writing my thoughts/summary will help me improve as a player.

Alas, the date was 25/3/2017 at Ikebukuro GW, Tokyo, Japan. I turned up without an opponent but the store manager, Sven, is a total hero so I thought I’d go anyway to pick up  Gathering Storm 2 and some hobby supplies. On arrival Sven informs me that somebody needs a game, Bryan, so I accepted. I took about 1000 points of Dark Angels so I was ready in the event a pick up game could be found. Bryan is also more into the hobby but wants to get into the gaming side more. He had Cult Mech/Skitarii from the Start Collecting box. I had about 10 minutes to get my army sorted :/

Mission type; Purge the Alien

Dark Angels; 590pts

Interrogator Chaplain; bike, auspex

Tactical squad (5); veteran, plasma gun, Razorback with twin linked lascannon

Tactical squad (5); plasma cannon

Black knights (3); no upgrades

Darkshroud

Cult Mech; 590pts

Techpriest Dominus; Power axe, data spike, a bunch of other crap

Skitarii rangers (10); sniper rifle, some other stuff on the squad leader

Kataphron Destroyers (3); Heavy Grav cannons, flamers

Onager Dunecrawler (1); Neutron gun, heavy stubber.

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I win the roll-off and get him to deploy first. Bryan splits his force up with the rangers alone on the right and the rest of his army in the middle. So I castle up on the left with the plan to send the bikes and Darkshroud to flank his slow but dangerous units. Razorback is in ruins with the plasma gun squad, and the plasma cannon squad in sitting above in the ruins too. Bryan decides to go first.

Turn 1;

Bryan moves the skitarii down from the right and runs them as they are a bit far from anything. The Dunecrawler blows up a couple of the plasma cannon marines but they make their moral check. The Destroyers shuffle around a bit but their cannons are still out of range.

On my turn, I turbo boost the bikes, Chaplain and Darkshroud behind cover on the left. The plasma cannon tries to hurt the Crawler but nothing happened. The Razorback missed to hit completely.

Turn 2;

Bryan continues to march forward and the strength of the Cult Mech/Skitarii becomes more apparent. Good guns and relentless, but slow. He snips the Razorback with the sniper rifle but I make my cover save. His Destroyers are a bit scared and distracted by the Bikes on the left so pulls them back. Plus he didn’t have line of sight to bring the Grav pain train. The Dunecrawler tries to blast more marines away but scatters onto the razorback, and it gets stunned. He was unlucky to only stun the vehicle.

My turn I move the bikes into a threatening flanking position and just out range of the Dunecrawler side arc. The plasma cannon does a wound to the Destroyers. The stunned Razorback pulls magic out of the bag and destroys the Dunecrawler! A series of lucky 6’s and a failed save from Bryan saw the Dunecrawler blown up. This scored me first blood and a kill point. 2-0 to the Dark Angels.. The tactical squad inside got out in case anything worse happened to the transport.

Turn 3;

Bryan’s is now on the backfoot having lost his big gun and with the bikes looming he acts defensively. The Grav Destroyers kill a Biker with a huge volley of grav. Another marine is downed by the Skitarii rangers.. The rangers again plod up and take pot shots at the marines that just got out, killing 2.

The bikes moved up and tried to plasma stuff but the only thing they did was kill themselves and kill off the first Destroyer. 1 bike down to plasma is sad. The plasma cannon did another wound to the Destroyers. The tactical squad continued to move up through the middle beside the Skyshield landing pad. The remaining biker and Chaplain make it into combat with the Destroyers and the Chaplain wipes them away without any damage back. 3-0. The Razorback could move now so it went to support with weakened tactical squad.

Turn 4;

The Skitarii continue to try to remove the tactical squad in the middle but no damage was done. The Techpriest Dominus charges the Chaplain and Biker to reclaim the data from the Destroyers. He tanks a bunch of wounds thanks to his 2+ save, and then does two wounds on the Chaplain as I fail two 4+ rosarius saves. I then fail hit and run so they are resigned to their fate.

My turn I kill a couple skitarii from a combination of Darkshroud heavy bolter and twin linked lascannon fire. The combat goes well for me doing two wounds on the Dominus. In return he does only 1 wound and I decide to risk it on the Chaplain. He fails again and that gives him Slay the Warlord and an extra kill point. 3-2. The last biker was successful at hit and run.

Turn 5;

The Techpriest Dominus pursues the biker and almost dies to overwatch from the plasma talon. He made his refractor field save. The bike is killed by the data spike. Meh. Score now 3-3. The Skitarii are unlucky again not to finish the tactical squad.

My turn is looking bleak after a flurry of fail saves. I pour everything I have into the Techpriest. But he tanks 3 or 4 2+ saves and then fails a refractor field save but make the feel no pain. Squeaky bum time for the Dark Angels.

The game continues…

Turn 6;

The invincible Techpriest manages to put a hull point on the poorly positioned Darkshroud. The Skitarii wipe the rest of the tactical squad putting the score 3-4 in favour of the Cult Mech.

My turn I tubro boost the Darkshroud miles away from the Techpriest, but it didnt matter as the plasma cannon guy finally killed him! Giving me two kill points the score swung back in my favour at 5-4. The Darkshroud had secured linebreaker if the game ended.

We decided to call the game there there was only a few rangers left on the Cult Mech side.

The final score was 6-4 to the Dark Angels.

This was a close win. It certainly gave me plenty of food for thought. I had to take the cheesiest combo in the Darkshroud and Blackknights in order to compete. The Darkshroud was new in the army and I wanted to try it. At first I felt bad, especially once the Dunecrawler and Destroyers were killed off. But the Techpriest completely turned the game around. I perhaps positioned the bike unit poorly, but I didn’t realise the killing power in combat of the Dominus. Dark Angels have an old codex and its shows. I thought I had enough AP2 weapons, but plasma talons are either excellent or they kill you. I can see why at competitive levels Blackknights are often run as the command squad for the Feel no Pain. Still, it was a fun and tense game.

Cult Mech/Skitarii are cool, and the first time I have played against them. I can only imagine it becomes more difficult as more units are added giving even more sweet benefits, as well as Bryan’s experience grows. I want to say how cool Bryan was, and say how awesome his models looked. The Cult Mech will be back and better than before. A scary prospect, but one i’ll meet head-on.

Thanks for tuning in.

Chris

Wow, it has been years since I visited my site, let alone posting any content. This wasn’t necessarily out of forgetfulness so first I want to explain what has happened in the intervening time.

Last time I posted I was in the final year of my PhD and I was happy with the progress of my 40k project, and I had tried to introduce my brother as a Yugioh columnist as a way of branching out into new areas. That changed quite significantly when the PhD was wrapping up. The timeline of what happened is now a little fuzzy but late 2013 I wrapped up my experimental work with my PhD, and so I moved home to my parents house in Ireland while I could write the thesis. I needed to finish experiments earlier than normal because I wanted extra time and care to write, especially something as important (to me) as a PhD.

However, during the summer 2013 I was helping my supervisor to organise a conference in our University for summer 2014. Whilst writing it became evident that more experiments were required for clarification purposes etc so I would travel to back every month or so to visit the lab to get some experiments done as well as visit my girlfriend and friends. This continued until about autumn 2014 when I finally submitted, shortly followed by the viva (defence) in late 2014. So I had achieved something I never thought I would ever do, and I cringe I little every time I see the thesis now but I am proud to have finished it.

During the conference, a colleague of my boss offered me a job in Japan starting as soon as possible. I accepted this job and once I had obtained the PhD I was set to go in the second week of January 2015. I have been here since with my girlfriend and experiencing life in a whole new way. My girlfriend and I moved in together for the 1st time in coming here, but I knew we were solid so wasn’t a problem. Scary yes, but obstacles are for overcoming. A year and a half into the journey here has been exciting and long may it continue. I don’t expect the blog to feature much on life in Japan. It is something that is hugely fascinating but I am not integrated enough to fully understand how and why things are how they are. What I will say is that I am thoroughly enjoying myself and trying to build a future which would have been difficult anywhere else.

With regards to hobbies, I kind of ditched Yugioh as it is too fast paced with ban lists changing every 3 months, and that Japanese/English versions aren’t compatible. Instead I picked up Magic, its a wonderful game and a bit more accessible than Yugioh due to its slightly more mature target audience (arguable now) and that there is no problems using different language cards. However, the tournament scene is just a tough and every changing metagames has pushed that down in the pecking order. Recently I discovered that a good friend of mine plays 40k which got the blood flowing through my veins again! What 40k does for me is combine my love for arts and crafts, sci-fi stories, and games. I also joined a rugby club which is also a blast due to the relaxed nature of all the guys (mainly foreigners too).A week ago I decided I to pick up some 40k again, which led me back here as writing here was a good outlet for self-expression. Just to note that in the move back to my parents house I have misplaced my Spartan marines! As far as I know they are tidily packed away in the carry case I had for them. The project wasn’t finished so I was pretty bummed when finding them wasn’t so straight-forward. The next time I am home I will try harder to find them.

I know this post is so brief compared to the amount of time I have been away but now I’m back!!! My life has change a lot since I last was regularly posting, but mentally I am in a similar place as before- a good place- to begin producing more content. But for now, ciao ragazzi!

Chris