Saturday, December 18, 2010

Clever Girl...

Now that I've got mine ordered, I don't mind sharing with all of you the awesome new sculpt from Studio McVey. Holy wow does that look great. As soon as I saw it I knew I had to have it. The same for two of my friends. We immidiately put in an order for three of them.

I know my skills aren't at the level where my model will end up looking as good as the studio paintjob, but I can't wait to get my hands on her.

You can get your own at the Studio McVey Store, but hurry. After the first run in resin the model will only be available in lower quality metal. The resin run is limited to 750 copies, and I've already claimed mine.

Thursday, October 7, 2010

Hordes Wishlisting: Goats!

My regular gaming group has been playing a bunch of Warmachine, and a couple people are starting to dip their toes into Hordes. Two people are starting up Circle of Orboros armies. One is going straight Wolves with eKaya leading the charge. The other has made a completely different army using Baldur and Woldwardens.

It's intriguing to me that two armies drawn from the same list can play and look so different. 40K suffers a bit in this respect. The endless procession of power armor armies and mechanized guard gets a little boring after a while. True, there are exceptions.

I actually own some Legion of Everblight models that I've never put together. But the focus by my group on Orboros got me looking at what they had to offer. That's when I discovered this grumpy looking fellow. I love that sculpt.

Turns out there are quite a few goat looking models in the Orboros line. I thought I'd try to put together a goat-themed army. The idea is to have a shepherd(ess) and her flock of goats. No wolves, no rocks tied to stones, just a simple shepherd tending his flock. I figured I'd see what a 15 point force would look like. I pointed it up trying to make an army that's tactically flexible (has more than just three units in it), cheap (won't break the bank to purchase) and easy to paint (the fewer models to paint the better).
  • Kaya, the Wildborne - My warlock. A simple shepherdess character. She's an unassuming model, but her spells, powers and feats support a force with lots of warbeasts, which will make expanding the army fun. An all goat army could have been led by Kromac, but he's harder to use, doesn't offer as many warbeast points, and his spells don't synergize as well with the Satyr's abilities. Also his models are expensive and I would have to paint two models for one unit in my force.
  • Gnarlhorn Satyr - Heavy warbeast. That's my boy! Great looking model. Heavy hitter. As long as he's in Kaya's control group her Pack Hunter ability gives him a bonus to attack rolls, making his slams and fists hit more often, leaving more fury for buying extra attacks.
  • Argus - Light warbeast. Every shepherdess needs a dog to help guide the herd. He's got a nice debuff, a medium sized base to block charge and trample lanes and most importantly he has a good fury stat to help keep Kaya's spellcasting and other abilities constantly running. I could have added another Gnarlhorn Satyr here, but that would leave me with few leftover points and a very low model count. In small point games its important to have some extra models on the table to grab objectives and tie up the enemie's heavy hitters.
  • Tharn Ravagers - 4 man unit. Goat men! Medium bases mean they can't be trampled. Reach, Pathfinder and Treewalker mean they have a great threat range. Standard warrior defense and eight damage boxes mean most things will have to boost attack rolls to guarantee a hit, and everything but a heavy will have to boost damage rolls to guarantee a kill. This is a unit to support tactical play.
  • Tharn Ravager White Mane - Solo Goat - All the benefits of the Tharn Ravagers and then some. He can tear through any infantry your opponent throws at you and he boosts the Tharn Ravagers. This guy and the regular Ravagers can be used to choke up charge lanes or they can operate independently to wrap come in on a flank.
So that would be 8 models to paint. From The War Store you would spend about $115 for the models if you bought the epic version of Kaya. This would give you some flexibility to change your play style by switching out your warlock. Alternatively you could get the warpack with the non-epic version of Kaya for just ten dollars more. This has the benefit of giving you an extra Argus and Warpwolf for when you want to make the jump to the next points level. I'd probably try to sell or trade the wolf to get another goat.

Friday, June 25, 2010

Scorched Earth

I gave a report on two of the last three games I played. Now for a quick rundown of the final game.

Since we'd already done Pillage, we rolled off between Black Crusade and Scorched Earth. with the result coming up in favor of burning. We played the game at 1500 points and I was the attacker.

My list: Abaddon, a squad of thousand sons, a squad of marines, a squad of chosen with plasma guns in a rhino, 6 lesser demons, a defiler and a possessed land raider.

Opposing side: Abaddon, Slaanesh demon prince with lash, a squad of berserkers, a squad of plague marines in a rhino, a defiler, a land raider, and 3 obliterators.

So it was a fight between two of Abaddon's clones on a blasted and burning battlefield. We placed three objectives then rolled for all the terrain to see what was on fire. Most things came up as smoking, but a few came up burning turning the ground surrounding one objective into dangerous terrain.

I opened cautiosly, moving my defiler into a firing solution on his plague marine rhino, and between it and the land raider managing to stun it. My thousand sons slogged it out of my deployment zone on their way to one of the objectives. For his part, my opponent adjusted positioning and moved the prince up to lash the thousand sons into close combat. No shots were fired, my opponent forgetting that all area terrain blocked line of sight through it. The prince took a couple of wounds and killed a few thousand sons and all remained locked in combat.

Second turn brought a concentrated effort by both parties to put some hurt down. My land raider moved for a firing position on the plague marine rhino, this time destroying it, while the defiler moved close to an objective but failed to hurt anything. The thousand sons took a couple wounds but the sorceror with force weapon finished off the prince, freeing them from close combat. They may not seem like much on paper, but thousand sons are brutal in close combat versus anyone who expects to be ignoring armor saves.

Third turn it was time to stop jockeying and get to grips. My Abaddon's land raider plowed to the center of the table. Abaddon jumped out and along with my defiler piled onto his defiler. My defiler exploded and his lost an arm and got stunned. His plague marines jumped out and started making their way to the same objective as my thousand sons. A showdown was brewing there. In his close combat phase Abaddon brought down the defiler, which exploded and put a wound on Abaddon.

Fourth turn. My Abaddon charged into his obliterators, killing two. My lesser demons warped in and ran towards a far objective and the chosen came in on their rhino and poured some fire into the plague marines who were now trapped between the thousand sons and my chosen. Not that they were worried, they just charged the thousand sons, killing a couple more. In the center the opposing Abaddon jumped out of his land raider and came after my Abaddon. There could be only one. Both Abaddons pounded away at each other, but nothing was decided.

Until the fifth turn, when my Abaddon went down under a savage flurry of blows. My lesser demons consolidated their objective and my chosen charged in to help the thousand sons. Both my squads were ineffective, however, with the plague marines winning combat, the chosen running away and the thousand sons losing one more man to fearless armor saves. The bottom of the turn saw my opponent's land raider moving up, immobilizing my land raider, but not quite getting close enough that he could disgorge the berserkers to contest the objective being held by my lesser demons.

With a roll of the dice the game was over with a win for me, although if it had gone on any longer I would have been hard pressed to retain ownership of the objectives I was holding.

The mission played out a lot better than I thought it would. I'm personally a bit critical of the Battle Missions book since most of the missions are extremely subtle tweaks to the game. In this case, making all the area terrain block line of sight through it made the game feel very much like fourth edition again. We were both cat and mousing around behind area terrain, using ruins and forests to our advantage. Very fun!

Wednesday, June 23, 2010

Kill Teams and Battle Missions

A buddy and I played a few scenarios from the Battle Missions book recently. I know that battle missions is pretty much old news at this point, but I wanted to give my impression after actually having played.

We both brought our chaos armies for the evening. Starting off with Kill Teams we plunked our minis down and went at it. I brought a handful of chaos marines with a rhino and an icon, and threw in another handful of summoned lesser demons. On the opposing side was a squad of plague marines with a plasma gun and melta gun.

I was pretty brutally mauled in this game. I managed to keep my guys shooting, and got some two vs. one assaults but in the end the survivability of the plague marines was my downfall. Because Kill Teams is lost by having half your army destroyed, I was banking on having a healthy number of models. Turns out eleven is still not a healthy number. I would have been better off bringing a few special weapons so I could capitalize on the instances where I had a clear shot on one of his guys. In a scenario that revolves around whittling your opponent away, I just wasn't survivable or killy enough.

Fun game though. It played a bit like War Machine without the casters. Very few units moving around and everyone counts.

Next game we played 500 points and since we were both Chaos, we diced off to see who would be the attacker and then rolled a d3 to pick a chaos mission from the book. I came up as defender on the Pillage Mission.

Our army lists started off similarly. We both had flying daemon princes with the mark of Khorne. Demon princes fulfill a lot of roles in a low point game and the khorne prince is one of the cheapest. Following his prince, my opponent had a squad of plague marines and a unit of berserkers in a rhino. My prince brought along two small squads of chaos marines, one on foot and one with a plasma gun in a rhino. Also a defiler.

The game started slow with his berserkers moving up and his plague marines camping the objective closest to his deployment zone in order to rack up some early VPs. His prince moved towards the center where he'd be able to support his flanks. For my part I moved my rhino up a bit and a hail of bolter fire and a couple of well placed plasma shots took out a good chunk of the plague marine squad. The other space marine squad assaulted the berserker's rhino, planting krak grenades and stunning it.

Continuing on the plague marines stood steady on their objective, ensuring more points. The opposing khorne prince bopped over to tear the tracks off my rhino, while his berserkers piled out and attacked my demon prince, putting two wounds on him but losing most of their number in return. On my turn the defiler showed up and tried to fleet close enough to the berserker rhino that it would be able to use it to get some extra movement on the charge but fell just short. The chaos marines piled out of their soon to be destroyed rhino and put some rounds into the demon prince causing a couple of wounds.

The rest of the battle was simply a series of moves and counter moves. The defiler moved onto my objective with the chaos marines surrounding it for protection. His demon prince killed the chaos marines with the plasma gun. My demon prince killed his plague marines. The culmination of the battle was his demon prince bellowing to khorne and assaulting mine. They pummeled each other across two rounds of combat until they simultaneously sent each other back to the warp.

With his entire army gone the final result was a victory for me.

Friday, April 2, 2010

Campaign Battle Report: Road to Glory Final Battle

It was end times. One final battle remained to determine the ruler of the wasteland. The Ork horde had finally slowed chaos' seemingly relentless advance. Now chaos was regrouping and the Orks were poised to take advantage of their momentary confusion.

Chaos Army List
  • Abaddon (275)
  • Tzeentch Demon Prince with wings, warptime and wind of chaos (205)
  • Marines in Rhino
  • Thousand Sons
  • Defiler (150)
  • Land Raider
Ork Army List
  • Wazdakka (180)
  • Warboss with mega-armor, cybork, bosspole, attack squiq (130)
  • 20 Boyz led by nob with power-klaw and bosspole (160)
  • Trukk with red paint (50)
  • Battle Wagon with deff rolla, armor plates, red paint, big shoota and grott riggers (135)
  • 5 Mega Nobz (200)
  • 5 Nob Bikerz with 3 power-klaws, a painboy, waagh banner, 2 stikk bombs and all Cybork (371)
  • 7 Lootas (105)
  • 5 Deffkoptas (175)
The final battle of the Road to Glory campaign is Annihilation. Winning the last battle meant that the Orks were able to choose Pitched Battle as the deployment type. Chaos won the dice-off and chose to deploy first and take the first turn.

Turn 1
Chaos started out with a bang and a kerunch. The only movement came from the defiler edging closer to the center of the board. Masssed lascannon fire destroyed the trukk and the defiler's battlecannon landed square on the lootas in cover, killing a couple. On the ork turn, everything moved forward as fast as it could, except the lootaz who stayed in their trees, taking pot shots at the rhino. Wazdakka shot his fancy gun and managed to immoblize the defiler.

Turn 2
The chaos land raider moved back just enough to to stay out of deff-rolla range. The demon prince started to move towards the rhino in anticipation of providing counter-charge support. Chaos shooting results were slim, but a couple of bikes and a deffkopta bit the dust. The orks continued their rush forward, and the lootaz managed to put a wound on the demon prince in the shooting phase.

Turn 3
Now the battle was truly on. The land raider rolled forward and Abaddon and the Thousand Sons got out. The demon prince joined them, and together they shot up, assaulted and killed all the meganobz and their warboss. On their turn, the orks responded in kind. The lootaz and bikes shot at Abaddon, the boyz got out of the wagon and assaulted the thousand sons just as the battlewagon rammed the land raider, destroying it and catching five ork boyz in the ensuing explosion. By the end of the assault round, all the Thousand Sons were dead, and Abaddon had fallen to Wazdakka and the bike nobz in assault.

Turn 4
Looking to put the balance back in their favor, the chaos marines piled out of their rhino and assaulted the boyz, killing all but one and the nob. Struck by a bout of insane heroism, the orks stood refused to flee. The Defiler dropped it's battlecannon shell on top of the deffkoptaz, killing two. The demon prince hopped over to the battlewagon and put some hits on it, but didn't manage to do anything more than keep it from shooting the next turn. Still this was enough, because as the battlewagon turned to come about it managed to immobilize itself on the remains of the land raider, making it easy for the demon prince to finish it off in the close combat phase. Wazdakka and the bikerz came to the assistance of the boyz, leaving just two chaos marines fleeing towards the table edge.

Turn 5
With only a few assets left, chaos was looking to pick up whatever victory points it could. The rhino moved away from it's perch, and shot up the remaining nob and ork, scoring one victory point there. The demon prince launched itself at the deffkoptas, killing the last two in close combat. Finally it was down to the ork turn. With a two point deficit they needed to kill at least two of the three remaining chaos units without giving anything up in the close combat phase. Wazdakka zipped over to the defiler and used his great shooty gun to reduce the demon engine to scrap. Then it was up to the lootas to put their meager five shots into the demon prince. When the rattling dakka was finally over the smoke cleared, revealing the demon prince had failed its armor saves and been banished back to the warp.

With a roll of a die the campaign was over. Final score was 6 kill points for the orks and 6 kill points for chaos.

Final Thoughts
What a blast. Really I don't think it could have come out better than it did. In all the campaign was a good time and I recommend everyone crack open their big rulebooks and give it a shot.

Tuesday, March 23, 2010

Campaign Battle Report: Road to Glory Battle 4

With Mission 5 of the Road to Glory campaign coming up soon it's high time I got the battle report for mission 4 done. By the book battle 4 is called "Beginning of the End," but in this case it might more appropriate to call it "Turning of the Tide." In this engagement, each side is trying to gain the upper hand in preparation for the final showdown.

The Chaos army list was in this post.

Ork Army List
  • Ghazghkull Thrakka (225)
  • Warboss with warbike, cybork, power-klaw and bosspole (140)
  • 20 Boyz led by a nob with power-klaw and bosspole (160)
  • Trukk (35)
  • Battle Wagon with deff-rolla (110)
  • 5 Mega Nobz (200)
  • 5 Nob Bikerz with 2 power-klaws (275)
  • 7 Lootas (105)

The Mission was Capture and Control with Spearhead Deployment. The sneaky orks placed landmines around the battlefield. Chaos won the die roll for choosing first turn and decided to take the initiative this battle.

Turn 1
Chaos' first turn sees a little bit of jockeying for position, but not much overall advancement. Everything that could shoot unloaded on the orks and managed to destroy the trukk and kill a nob biker. The orks mostly moved in their phase, rushing forwards to come to grips with the marauding chaos marines. The lootaz bounced their shots off the defiler and the footslogging meganobz jumped into a crater in front of them.

Turn 2
Chaos brought the fight to the enemy this turn. The defiler and chaos marines shot at and assaulted the nob bikerz, killing a couple, losing a few in return, and ending the assault with a tie. The big disappointment was Abaddon jumping out of his land raider and assaulting the battlewagon. Zero attacks from the big guy and the battlewagon was set for deff-rolla action in the ork turn. The meganobz piled out of their crater and joined the bikerz in close combat. The boyz jumped out of the trukk and gave the evil eye to Abaddon. The battlewagon surged forward, slamming its deff-rolla into the land raider, tearing off a couple of weapons and immobilizing it. At the end of the shooting and assault phase all the chaos marines were dead, the defiler was destroyed, and Abaddon had taken a couple of wounds and given nothing in return, being too busy wrestling with his sword's bound demon.

Turn 3
The chaos bikers siezed the opportunity to meltagun the battlewagon, wrecking it for good. The rhino moved in an attempt to block the chaos bikers from being assaulted by the meganobz. Abaddon finally gets his sword under control and kills a fistful of boyz, but they still have numbers enough to be fearless. In the ork turn the lootaz shoot the chaos bikers, leaving naught but spinning tires and broken ceramite. This left the meganobz to assault the rhino, tearing off its bolter and leaving it immobilized. Abaddon killed another fistful of orks but they stood strong and the embedded nob managed to take off one more of abaddon's wounds.

Turn 4
Seeing the end in sight, the Thousand Sons left the land raider and began their movement towards the objective in the chaos deployment zone. The rhino managed to repair itself. If the Thousand Sons could make it to their objective and Abaddon and the rhino could keep the bikes and meganobz busy chaos might be able to pull out a win. In the assault phase, Abaddon finally managed to kill enough boyz to rout them. In their turn, the orks press their advantage. The bikerz finished off the immobilized land raider and the meganobz destroyed the rhino once and for all.

Turn 5
Abaddon muscled his way through the intertwined wreckage of the land raider and battlewagon, emerging on the other side to rush into an assault on the nob bikerz. The Thousand Sons moved and ran, trying to put distance between themselves and the orks hot on their trail. The assault phase went to the orks, with all of Abaddon's attacks either missing or bouncing off their cybork bodies and a host of power klaws removing the last wound from the chosen of the chaos gods. In the ork turn there was little left to do except kill the remaining Thousand Sons in a combined biker and meganob assault.

With all the forces of chaos destroyed, the Orks are declared the winner.

Final Thoughts
See. Abaddon isn' t so tough after all. A big squad of boyz is a huge tarpit for a lone model to get through. Chaos' mistake was not having a support unit to take some of the pressure off their general. The orks capitalized on this by throwing away a cheap unit as a tarpit and applying the rest of their force against a smaller portion of the chaos army, slowly chewing through them in bite-sized morsels.

Here's the campaign map at the end of battle 4.

Monday, March 22, 2010

Campaign Battle Report: Road to Glory Battle 3

The third battle in the Roady to Glory campaign is supposed to represent the attacker's attempt to break through the defender's front lines. In probably the shortest battle report I have ever written, here are the results.

The chaos army list can be found in this post.

Ork Army List
  • Warboss with mega-armor, cybork and power klaw (135)
  • Warboss with warbike, cybork and power klaw (135)
  • 20 Boyz led by nob with power klaw and bosspole (160)
  • Trukk (35)
  • Battle Wagon with deff-rolla (110)
  • 5 Mega Nobz (200)
  • 5 Nob Bikerz (225)
The game was Capture and Control with Pitched Battle deployment. As the winner of the last game, chaos was able to decide that the orks got the first turn.

Turn 1
The orks gave it everything they had. Abandoning their defence lines, they raced forward to get to grips with the chaos interlopers as quickly as possible. Chaos rose to the challenge on their turn. Everyone got out of the land raider, which focused all it's armament on the trukk, destroying it. After the Thousand sons poured fire into the bikerz, Abaddon and the defiler charged into them. One quick but vicious assault round later, some bikerz and the warboss were dead, and the defiler had exploded. Fearing the continued attentions of Abaddon, the bikerz fled.

Turn 2
The battlewagon raced forward to get its boyz into combat, but with a loud ker-chunk, immobilized itself on a piece of terrain. The boyz piled out anyways and sort of jogged towards the melee in the middle. Seeing Abaddon standing out in the open all alone, the meganobz shot at and assaulted him. Luck was not on their side and Abaddon handily won that combat as well, killing the warboss and sending the one surviving nob fleeing for his life. In the chaos turn, the rhino moved towards an objective, but it turned out to be unnecessary. The Thousand Sons and Abaddon shot down a few boyz, then Abaddon charged in, killed half of the remainder and sent the rest fleeing.

With all the orks units fleeing from the table with no chance of rallying, we called the game. Chaos Wins.

Final Thoughts
Abaddon cleaned up. This strikeds a chord with a post on From the Warp about the unbalancing power of some special characters in games. Abaddon certainly unbalanced this game, but as we'll see in Battle 4, there are things that an opponent can do, even in lower point games, to deal with overpowered characters.

Tuesday, March 16, 2010

Road To Glory: Army Lists for Battles 3 and 4

Tonight we get down and dirty with Missions 3 of the Road to Glory campaign. If we have time we're going to attempt to do mission 4 as well.

Here are the army lists I'll be using.
  • Abaddon (275)
  • 5 Chaos Marines in a rhino champion with power fist (150)
  • 5 Thousand Sons & Sorceror with doombolt (185)
  • Defiler (150)
  • Land Raider possessed (240)
Both missions are objective based, and I'm going a little bit light on scoring units. Compared to last week I'm a bit more mobile and everything has an armored shell around it. This could be good or bad since I'm sure the ork mechaniks have been hard at work fitting deffrollas to everything. Abaddon and the thousand sons are tasked with bringing the pain and securing a remote objective. The chaos marines will secure their own objective and act as a delaying force/bait. The Defiler is in charge of objective denial and artillery.

If we have time we're going to go on and play the fourth mission. Here's the list I'll be using for that.
  • Same as above (1000)
  • 3 Bikes champion with power fist and two meltas (159)
  • 5 more chaos marines and plasma gun (90)
Same objectives as the first list. The addition of the bikes will give me some fast anti vehicle, allow me to contest late in the game or finish off a unit in assault.

Monday, March 15, 2010

Campaign Battle Report: Road to Glory Battle 2

The second battle in the Road to Glory campaign is the battle to determine who is the attacker and who is the defender. It's also the first battle that has an effect on the next battle. Chaos and Orks were both taking this seriously and bringing their game face.

For those of you just joining us, here's the initial post on the campaign (including the chaos army list used), the battle report for mission 1 and the ork writeup.

I've also updated the campaign map to the right. Warning that it contains spoilers regarding the battle report below.

Ork Army List
  • Warboss mega armor and boss pole (105)
  • 4 Mega-Nobz with a deff rolla battle wagon (270)
  • 12 Boyz in a trukk with a nob carrying a power-klaw and boss-pole (147)
  • 5 Nob Bikerz (225)

Mission two was Capture and Control with Dawn of War deployment. We used the same board setup as the first mission. This time we had an objective in my deployment zone on the left flank and one on the right in the ork deployment zone. The bold orks deployed in the center and sneaky chaos refused to deploy anything.

Turn 1

The meganobz in battlewagon took off for the objective on the left flank and the trukk hung out in the center waiting for the chaos forces to arrive. The nob bikerz entered the board and moved up behind the trukk. In the chaos turn, everything came in on the right flank, with the defiler more towards the center and the prince and rhino on the right. The rhino popped smoke and the defiler bounced some rounds off the trukk. The thousand sons stayed off board, biding their time.

Turn 2

The ork battlewagon made it to the left flank objective and everyone inside settled in for a nice long lurk. The trukk popped over to the right flank, the boyz piled out, declaredwaaugh and ran. Not quite far enough to get to the demon prince. They did get to the rhino but nothing managed to damage it. The bikerz turbo boosted, lurking menacingly while watching the action. In the chaos turn the demon prince and marines in rhino ignored the boyz and rolled up on the bikerz, shooting and assaulting them, but not killing them all. The defiler walked up a hill and poured hot promethium and autocannon rounds into the boyz squad, killing everyone except the nob. The thousand sons stayed off board, biding their time.

Turn 3

In the ork turn the trukk retreated, setting up for late game objective contention. The last biker held out against the demon prince, keeping him locked in combat for the chaos turn. The meganobz turned on the battlewagon television, continuing to lurk in the trees by their objective. The lone nob is forgotten and unloved. In the chaos turn the prince and marines finally brought down the last biker. The marines consolidated towards the trukk and the prince started to move to the left flank.. The defiler also turned its attention towards the left flank, and knowing that it had a ways to go, started running. The thousand sons stayed off board, biding their time.

Turn 4

The trukk continued to lurk, looking for a position far enough away from the demon prince. The television turned out to be boring so the meganobz disembarked hoping to find something interesting to do near their objective. The lone nob remained forgotten and unloved. The chaos marines downed the trukk with concentrated plasma fire, sending it careening into a nearby forest where it exploded. The rest of the chaos forces moved as fast as possible towards the left flank where the thousand sons finally made their triumphant appearance.

Turn 5

The battlewagon tank shocks the thousand sons, crushing two under its deffrolla. The lone nob got remembered and manages to assault the chaos marines, pulling them away from their objective. The chaos marines fail to kill him in the ork turn, but do finish him off in the chaos turn, although they are unable to consolidate far enough to grab their objective. The thousand sons advanced and the demon prince moved up to contest the meganob held objective.

At the end of turn five no one has an uncontested objective. We roll for the end of game and it's over. Tie! Which is boring. So...

Turn 6

The battlewagon hit the demon prince with its deffrolla who met it head on with a death or glory attack. The battlewagon exploded but the prince took some wounds in the process. The meganobz danced and hooted when they finished him off with their shootas. In the chaos turn the marines finally got to their objective, the thousand sons ran to contest the meganob objective with the rhino in hot pursuit. The defiler assaulted the meganobz and smashed the warboss to paste before being pulled down by massed powerklaws.

With the right flank objective firmly under chaos control and the left flank objective in hot contention we ended the game with chaos winning, one objective to zero. Chaos has been declared the attacker for the Road to Glory campaign. They'll also get to choose who goes first in the next battle.

Final Thoughts

Deffrollas are probably nastier against vehicle armies. But against armored troops d6 S10 AP- hits isn't so bad. Sure it's S10 but if you've got 3+ armor you're not going to get too hurt. As for the current "controversy," I don't think it's unfair for the orks to have deffrollas as anti-vehicle. The ork codex doesn't have melta and most of its long range shooting is low powered. As an ork it's hard to get the S9 or S10 attacks that you need to nuke a land raider.

I'm enjoying making the map. The overall layout is similar to the campaign map in the main rulebook, but I've started from scratch using Inkscape. I've been drawing inspiration from the Battle Missions book for ways to better the map's look and feel.

Stay tuned! The next stage in the campaign should be played out tomorrow evening.

Saturday, March 13, 2010

Battle Report: Road to Glory Battle 1 - Orks

My orky opponent for the Road to Glory Campaign was kind enough to do a writeup of the first battle as seen from his side of the table. I think it's important to analyze the battles you lose even more than the battles you win. It's also interesting for me to see what my opponent's plan was and what they think the major turning points in the battle were.

So without further ado, here's the message of the day from the orks.

Pre-Battle Thoughts

My plan was to have superior mobility and use that to mass my forces on the enemy’s flank. In a 500 point game, if you can kill even one unit without many losses to yourself, that can stack things against your opponent in a way that’s very hard to fight back from. I ended up deploying first and was able to put my entire army on, despite Dawn of War deployment restrictions. I placed everything in the center, as close to the opposing table edge as possible. My vehicles were close enough for the opponent to be able to walk on and shoot at them, but Mega-Nobz and a 12-man Boyz unit would not make it across the board if they were forced to walk from further away, so I just hoped that the Battle-Wagon at least would resist the first turn salvo. After that, rush toward whatever’s toughest, kill it early and hope that my opponent has a harder time whittling away my forces without their ace unit.

Then the battle happened.

Post-Battle Thoughts

Drat. Both vehicles were stunned on the first turn; no moving or shooting, so my slow-and-purposeful Mega-Nobz and small Boyz mob would have to walk from the half-way point. Fortunately, it was turn two so the waaagh helped me get some of them across. I prioritized the Daemon Prince because of its deadliness and mobility. I did manage to kill it, though my Boyz were also killed. With just Mega-Nobz left, chaos had no problem out-pacing me. The Mega-Nobz did survive a lot of shooting, but this wasn’t a kill-point game. I think if I was to summarize my mistakes, it would be that I was trying to play a 500 pt Objectives match as though it were 1500 pts. With so few units, running away or at least keeping 50% of my forces back should’ve ranked higher on my battle strategy list. Instead I attacked like an Ork ought to, and the Chaos Space Marines were all-too-ready.

Thursday, March 11, 2010

Battle Report: Road to Glory Battle 1

My buddy and I started off the Road to Glory campaign this week. You can see the campaign map and chaos army list in the initial post.

The first battle was a hard fought mission with lots of jockeying for position.

First the ork army list:
  • Warboss in mega-armor (100)
  • 4 Mega-Nobz with Battle Wagon (250)
  • 12 Boyz in a trukk with a nob carrying a power-klaw and boss-pole (147)

We set up a nice looking board with some snowy terrain and forests. The mission was seize ground and we ended up with three objectives. One was placed one near the center and the other two ended up on the left flank. The orks deployed everything in their transports in the center of the table and chaos declined to deploy anything.

Turn 1

The orks advanced full speed into the chaos deployment zone but with the enemy nowhere in sight had nothing else to do. The chaos defiler came in on the right and the rest of the army piled in on the left. The chaos marines on foot opened fire at the trukk, stunning it, and the defiler leveled it's autocannon at the battlewagon, leaving it stunned as well. The picture shows the disposition of forces and objectives at the end of turn two. Not shown is the defiler just out of frame on the right.

Turn 2

The warboss and meganobz abandoned the stunned battlewagon and began a long footslog across the board to the left flank. Similarly, the boyz abandoned their trukk, shout out a mighty waaugh and rush the demon prince and rhino. Having made a full move the previous turn, the rhino was safe, but the demon prince ended up taking some wounds and killing of a couple boyz. In the chaos turn both marine squads joined the demon prince against the hapless ork boyz. Between them they managed to beat the greenskins and catch them in a sweeping advance but not before the nob took the last wound off the demon prince. The picture shows the left flank at the end of turn two.

Turn 3

The warboss and meganobz continued towards the action on the left flank and the trukk moved to try to box in the rhino and keep the left flank objective contested. One of the space marine squads piled into the rhino which high tailed it through a forest. The second squad shifted into cover near the objective and shot up the trukk, destroying it. Over on the right flank the defiler began to chase after the meganobz, shooting at them but missing.

Turn 4

The meganobz continued their slow and purposeful advance. The defiler charged the forgotten and unloved battlewagon, handily destroying it. The rhino and marine squads secured the left flank objective in the ork deployment zone. The other space marine squad poured fire into the meganobz but only managed one wound.

Turn 5

Huffing and puffing from exertion, the meganobz finally reached the left objective and sat down for a rest. Fearing that the game would end in a tie, the chaos marines near them charged, drawing the orks away from the objective. By the end of the assault only one marine was left, but this was enough to force the meganobz to pile in even further away from their objective.

A final die roll decided the game was over on turn five and chaos won, one objective to zero.

Final Thoughts

Meganobz are tough nuts to crack in a low point game. Despite lots of shooting I didn't kill a single one. Instead, I had to use luring and containment to keep them ineffective for most of the game. As for the plan I laid out in the first post, some things worked and some didn't. The rhino with marines grabbed an objective in the back like I had planned, but the demon prince didn't really get to choose his own target. This was my fault for getting him an inch or so too close to the trukk. The defiler didn't end up being a major player, either. His task was to camp an objective and provide fire support but there were very few objectives and not many targets suitable for a battle cannon. If the game had ended up going longer the defiler would have come back into play on turn six or seven by contesting the meganob objective.

The other thing is Dawn of War deployment seems to do a role reversal, putting whoever goes first on the defensive. When you have the second turn there's little incentive to start with anything on the board. Denying your opponent an entire round of shooting, taking away any chance of a turn one assault, and being able to choose your initial deployment after seeing how your opponent is situated are very valuable advantages that I have a hard time giving up.

Stay tuned for the results of mission 2 and an updated campaign map.

Tuesday, March 9, 2010

Campaign: Road to Glory

Tonight marks the beginning of the Road to Glory campaign with Orks taking on Chaos. The two armies have been staring at each other across no man's land for some time now and soon one side will be making a push to bring this confrontation to an end. I've started a campaign map to chronicle events. We plan on playing the first two battles tonight so those are already on the map (I realized today that I mislabeled the second battle). Depending on the outcome I'll add in ork and chaos symbols, and maybe switch the arrow colors depending on who ends up the attacker.

We're playing the campaign escalation style starting at 500 points and increasing by 250 each game. Here's the chaos army list for the first battle:
  • Demon Prince wings, khorne (140)
  • 5 Chaos Space Marines plasma gun (90)
  • 5 Chaos Space Marines flamer, rhino w/extra bolter (120)
  • Defiler (150)
Everything in the list has a job. The khorne prince's aim is to move fast and take out any troops or fast units, preventing the orks from grabbing objectives or contesting late in the game. The chaos marines in the rhino will move and take a mid-field objective while the other marine squad will hold an objective in my deployment zone (preferably in cover) and provide fire support. The Defiler will move up and guard an objective mid-field while shelling large groups of orks.

The list for the second game is 250 points bigger but identical in purpose. The chaos marines have been combined into one squad and given some heavy hitting plasma weapons. Deployment zone objective duties go to the slow and purposeful thousand sons whose armor piercing fire will provide valuable support. The second game is capture and control so the khorne prince will follow the marines in the rhino to the ork objective and wipe up any opposition.
  • Demon Prince wings, khorne (140)
  • 10 Chaos Space Marines 2 plasma guns, champ w/power fist & combi-weapon, icon of chaos glory, rhino (275)
  • 5 Thousand Sons & Sorceror w/doombolt (185)
  • Defiler (150)

Thursday, March 4, 2010

Battle Report: Chaos Marines vs. Orks

I recently got a game in against a buddy of mine. He'd just picked up some new models for his ork army, including a battlewagon (sadly no deffrolla). I brought my chaos marines since I have enough of them painted now that I was able to field an all painted army, something I haven't been able to do in years.

We both brought along 1750 points of our respective armies. Terrain placed, we rolled up a Capture and Control mission with Dawn of War deployment. Orks deployed and moved first.

Here are the army lists. Chaos is accurate and the Ork list is from memory.

Chaos Marines
  • Tzeentch Demon Prince wings, warptime, wind of chaos
  • Tzeentch Demon Prince wings, warptime, wind of chaos
  • 9 Chaos Marines khorne icon, 2 plasma guns, champion with power fist and combi plasma
  • 8 Thousand Sons and Sorceror icon, wind of chaos, meltabombs
  • 4 Bikers khorne icon, 2 plasma guns, champion with power fist
  • 7 lesser demons
  • 6 lesser demons
  • Defiler
  • Land Raider possessed, havok launcher
  • Gazhgull Thrakka
  • Warboss on bike
  • 7 Nobs on bikes
  • Squad of meganobz in battlewagon
  • Large squad of boyz
  • Large squad of boyz
  • 3 Deffkoptas
  • 3 Deffkoptas
  • 5 Lootaz in Trukk

The cunning chaos plan going in would be to come in on the flank opposite from the battlewagon, delaying when Gazhgull and his meganobz would be able to get stuck in and start killing things. The land raider would carry the thousand sons in an attempt to push through to the ork objective and the defiler would advance, shelling the large squads of boyz. Bikes, chaos marines and lesser demons were in charge of securing an objective leaving the demon princes to troubleshoot.

Turn 1: Orks took first turn and chaos refused to deploy anything during setup. Orks advanced and chaos spun onto the left flank, leaving the bikes and lesser demons in reserve. The defiler took out a big chunk of the boyz sitting in center field.

Turn 2: Orks continued their advance, wheeling to come to bear on the left flank. The lootaz jumped out of their wagon and holed up in the crater in the center. A few koptas trained their mega-blastaz on the chaos marines taking out most of the squad despite their going to ground. Chaos took some baby steps forward with the demon princes taking on the bikerz and warboss, killing many but staying locked in combat, the thousand sons piled out of the land raider and wiped out the deffkoptas. Lastly the defiler picked up a few more boyz.

Turn 3: The battlewagon raced over, dumped gazhgull and his meganobz, waaghed and ate the thousand sons for a tasty mid-game snack. The demon princes finished off the biker nobz and consolidated to the warboss, remaining locked in combat on their turn. The boyz in the center charged the last of thechaos marines and sent them to their reward. In the chaos turn the demon princes finished off the warboss and consolidated towards the squad of boyz in the back and away from Gazhgull. The land raider immobilized the battle wagon and the demon princes finish off the warboss. The bikes move on and meltagun the trukk but all the lesser demons stayed home. Good thing too since at the start of the turn there were no iconn the table for the lesser demons to use.

Turn 4: Slow and purposeful slowed Gazhgull down so he and his meganobz take some pot shots at a wounded demon prince to no effect. The lootaz poured fire into the defiler but the demon within ingored their glancing hits. However, the big 'un in the boyz squad walked over and tore the tracks off the land raider with his power klaw. The Demon princes took wing, racing towards the ork boyz edging up to the rear objective. The defiler shelled the same mob of boyz, causing them to run towards their table edge, but ending their movement standing on top of the objective, lucky them. The lesser demons finally came in and used the bike squad's icon to land within striking distance of the forward objective. The bikes raced ahead of the demons and destroyed the koptas lurking around the forward objective. Finally, the land raider ignored the power klaw stuck in its drive train and wrecks the battlewagon sitting in front of it.

Turn 5: With no other targets, Gazhgull decided to show the lootaz how its done and kicked the teeth out of the defiler. The rear boyz squad continued to flee, but did not get to the table edge or off the back objective. As a final play the lesser demons consolidated onto the forward objective and the bikes turbo-boosted over to the back objective, contesting it, which proved unnecessary as the demon princes made it to the boyz squad, pounded most of them into green paste and sweeping advanced the remnants.


Chaos wins with one objective controlled at the end of turn 5. The cunning chaos plan to punch through the ork lines didn't work perfectly. The land raider and defiler got stalled by the orks moving up the center. Still, the setup allowed me to adapt and still accomplish most of what the original plan intended. The bulk of my force stalled his army near my table edge and away from his objectives. I managed to roll up the left ork flank before the midpoint of the game and instead of the thousand sons in the land raider pushing to the rear objective the demon princes took up the slack and made it there on the last turn. Some lucky reserves rolls meant my bikes were able to put the lesser demons right where I needed them in order to secure the game winning objective. Biggest mistake of the game goes to the thousand sons who I thought were going to be screened from Gazhgull by the land raider, but I misjudged the battlewagon's threat range by a couple inches and the sneaky gits got to me. MVP goes to the tandem demon princes for taking out the nob bikers, pulling ork boyz off the rear objective and soaking tons of orky firepower.

We're planning on starting the Road To Glory campaign from the main rulebook next week, so keep an eye out for that!

Sunday, February 28, 2010

Pacification of Attika III

For this mission, we return to the Attika system. The mission was designed to be played by two players or teams, with a third player acting as game master. White Dwarf often has epic battles where one person acts as a guide for the game, controlling random events and sculpting the battle narrative. This mission is like that, and is a fun way to involve an odd number of people in a game night's activities.

The rules for the cultists are drawn from the Imperial Guard Codex, but the cultists could be represented by a number of different armies. Tau, Imperial Guard, Eldar and Dark Eldar are all good choices. Just choose appropriate models to represent each unit type.

The mission isn't designed to be "fair" for the cultist player. His job is to control the hapless NPCs. In all likelihood his forces will be wiped out before the end of the game.

As a final note, you can play this scenario without a GM. The rules for the cultist behavior are pretty straightforward. Just use the optional triggers for the warp fluctuations.

After the pacification of Attika III, it was discovered that a cult in the remote regions of the planet had escaped being granted the divine light of the Emperor. It was only by analyzing records and rumors of the conquered civilization that the logicians and cogitators were able to eventually piece together the cult's whereabouts. They were completely invisible to all electronic methods of detection. How this was possible was a question the Inquisition was eager to answer. At the same time, followers of chaos were being drawn to the same region, searching for an artifact that was calling out to them through the warp.

Force Organization: Each team creates a 1000pt army according to standard force organization chart.

The game master puts together a 500 points of cult force units chosen from the following list: Conscripts, Infantry Squad, Psyker battle squad, Penal Legion Squad and Ogryn Squad. No unit options may be chosen. This includes close combat weapons, heavy weapons, special weapons, vehicles and transports. Additionally the cult player gains a Primaris Psyker, at no points cost, who will act as the army's HQ. Do not purchase any wargear for this character. The Primaris Psyker loses Independent Character, and gains Eternal Warrior.

If more than three people are playing, the points limit should be increased, but the cult force should be about 500 points less than whatever each team is using.

Setup: Terrain should be placed in a manner agreeable to all players. The cult player has final say on any disagreements about terrain.

The cult force deploys first. The cult player picks a short table edge. Each cult unit must be deployed within 24" of this table edge, and at least 12” from the long table edges. No Cultist units may be placed in reserve.

The opposing teams then dice off. The winner chooses a long table edge, deploys first and gets the first turn. Each player's deployment zone extends 12" from their table edge. No units may be set up closer than 24" from any cultist unit.

After deployment the second player may attempt to seize the initiative. The cultist player goes last in turn order.

Special Rules:

The Primaris Psyker represents the cult leader and is a valuable resource. The artifact he holds is precious to everyone and cannot be lost. No unit may target the cultist Primaris Psyker with shooting attacks. Additionally, he considered to be constantly under the effects of the warp time psychic power (reroll failed to-hit and to-wound rolls in close combat). He has a 4+ invulnerable armor save and a Warp Lightning attack (Range: 18", S4, AP3, Heavy3). He is immobile and may not be moved by any player for any reason.

Cult forces are crazed and fanatical, ready to lay down their lives to protect the artifact and its master. For the purposes of this scenario all units in the cult force are fearless as long as the cultist Primaris Psyker is alive.

Cult forces are not well trained. They must always shoot at the closest enemy unit they can legally target even if they have no chance of affecting their target.

Warp Fluctuations - At the beginning of each cult-player's turn, if there is at least one cult model on the table, the cult player can choose to use one of the following abilities. Each ability may only be used once in a game, and only one ability may be used per turn.
  • Warp Conflagration – Each non-cult unit within 12" of the artifact bearer takes D6 S5 AP- hits. These hits are applied even if the unit is in close combat. Units that suffer a casualty from this attack must immediately take a pinning test. If the bearer is part of the unit, the unit he is with is hit, but wounds may not be applied to the bearer. Optional Trigger: Activate Warp Conflagration on any cultist turn where there is an enemy within 8" of the artifact bearer.
  • Gifts of Chaos – Pick a cult-force unit (except the Primaris Psyker). Remove all models from the unit and replace them with up to 5 chaos spawn models (do not place more chaos spawn models than there are remaining members of the unit). If the unit was in hand to hand combat place the spawn so that they remain in contact with the unit(s) they were fighting. For the rest of the game the spawn move and fight as a single unit. Optional Trigger: Active Gifts of Chaos the first time a cultist unit charges or is charged.
  • Warp Pulse – Every non-cult unit is pushed back so that they are a minimum of 6" away from the cult leader. If the unit was in close combat they are no longer in close combat. Move the units in a straight line away from the cult leader, taking dangerous terrain tests as normal. Any unit moved in this manner immediately takes a pinning test. Optional Trigger: Activate Warp Pulse on any cultist turn the Primaris Psyker is locked in close combat.

The cult leader starts out as the artifact bearer. Any model that kills the artifact bearer in close combat gains control of the artifact and becomes the artifact bearer. While that model is the artifact bearer it cannot be targeted by shooting attacks. The player with control of the artifact at the end of the game wins. The game length is random. At the end of turn 5 the player controlling the artifact bearer rolls a die. The game continues on a roll of a 3+. Roll again at th eend of turn 6, continuing on a 4+. The game automatically ends after turn 7.

When the artifact is taken from the cult leader, it is possible that it will be taken by a squad. If it is taken by a squad or an independent character that is part of a squad, designate a single model in that squad as the artifact bearer. This model is the one that must be killed to take the artifact. The unit the model is part of may still be the target of shooting attacks, but wounds from shooting attacks may not be allocated to the artifact bearer.

Friday, February 26, 2010

WIP: How I Paint My Cygnar

Part of this year's ongoing efforts to only play with painted miniatures means painting up a small Cygnar force for Warmachine. Here's a tutorial for the paint scheme I'm using. It's as much for other people as it is for me. I'll be adding to the force and I don't trust myself to remember the paints I used or the steps involved.

Step one is to base and prime the miniature black. I know there is some debate on using black primer but in this case I like how the blue comes out on top of the black base. The base is white in the picture because I built it up using drywall paste after priming the model, then gessoed the base.

Next step is to base coat all the gubbins and metal parts with Tin Bitz.

Next the armor plates get a base coat of Lightning Bolt Blue and the drywall paste gets a base coat of Shadow Grey. After this I go back with Tin Bitz and clean up any spots that have unwanted blue or grey.

Warmachine jacks have lots of indentations and grills on them. I put a little bit of Bad Moon Yellow into these spots at this stage. We're going to be drybrushing over these spots in the next step so you don't have to be super careful of slop but you don't want to put so much paint in that you fill up the indentations.

Now we drybrush Boltgun Metal onto all the gubbins with tin bitz on them. This gives it all a nice metallic look. Use a light touch around the yellow grating so you don't cover up the yellow in the recesses. If you're like me you'll get some silver where you don't want it so you'll want to go back and clean up any silver that got onto the blue armor plates. Also, as long as we've got the boltgun metal out we might as well go in and paint the recessed screws and handles.

Next drybrush the blue plates with Shadow Grey and the base with Skull White.

Now put some Shadow Grey on the Cygnar symobl on top and give the model a good looking over to make sure nothing was missed. Afterwards give the whole thing a wash. The metal gubbins get a wash of Badab Black and the armor gets Devlan Mud.

Finally we add the last bit of detailing. The smokestack radiator grills get some Dwarf Bronze put on them. Chaos Black rings the base and I also put some on the metallic bits. The piston sockets, backs of legs and boiler gauges are good spots for this. Basically anywhere that looks like a wide expanse of drybrushed metal can benefit from some Chaos Black touchups. I also put some Skull White on the gun ammunition to make it stand out. Finally, every jack in the my force is getting Bad Moon Yellow construction hazard stripes somewhere on them.

The whole process doesn't take much time and I'm happy with how cohesive the jacks look standing next to each other.

Wednesday, February 24, 2010

WIP: Using Drywall Paste for Basing Miniatures

I've started to paint up my Cygnar forces for Warmachine, and I'm using drywall paste to do up the bases. I've found it's pretty easy to work with and can give you a nice rough ground effect. One of the finished bases can be seen to the left. It still needs some static grass applied to it to break up the blue-grey, but the result is close to what I was going for.

The Privateer Press bases are really good for this. The center of the base is a depression and the drywall paste fills this up nicely. You can slop it on the base and push it around, creating little hills and rough patches. For my Cygnar I want a rough surface so I poke and stab at it with a hobby knife to give it some texture, but you can just as easily smooth it all out if you wanted a flat surface. It's also really easy to push in around stuff if you want to have sticking up out of the ground. Finally, it's cheap and if you live somewhere that has drywall you've probably already got the materials.

I've learned a few things about using it:
  • The drywall paste isn't strong enough to hold stuff by itself. You need to glue the model and any other bits and pieces you want sticking up out of the ground to the base before putting the paste on. After its dry you could go back and add rocks or grass with PVA glue like you would for any other base.
  • Adding a bit of card to the feet of your miniatures raises them up so they look like they are standing on top of the ground rather than sinking into it.
  • It takes a while to dry. I'm not sure how long but I leave mine overnight. Different manufacturers probably have different drying times.
  • After it dries you can use a knife or some fine grit sand paper to knock off any bits that ended up sticking to your model or the sides of the base.
  • You can paint your model before doing the base. Just use some gesso to prime the dried paste before painting it then go back and touch up any spots on the feet of your model once you've painted the base.
Cheap and durable, drywall paste can add some variety to your bases outside of the glued gravel look.

Tuesday, February 23, 2010

Game Review: Warhammer: Invasion

I got a chance this weekend to sit down with a buddy of mine and play a few rounds of Fantasy Flight Games' Warhammer: Invasion. It's a great little game and I highly recommend it.

First a quick description. Warhammer: Invasion is a card game that can be played with two to four players. In it each player controls their own kingdom and recruits warriors to fight for them and manage their kingdom. The core set retails for about forty dollars although it's possible to find it for cheaper elsewhere. It's not a collectible card game, per se, but there are expansions, both released and soon to be released. All the cards you need to play are in the core set, and when you buy an expansion you get all the cards in that expansion. There are no random cards. The core set contains starter decks for Empire, Chaos, Orks and Dwarves, and teaser cards for Elves and Dark Elves. We played with just two players and each game probably took about half an hour so you can get in a bunch of games in one evening. Of course having more players will make the games longer.

If you've played other collectible card games the sequence of play will be familiar. Each player's turn is broken down into four phases and after one player is done with their turn play moves to the next player. Unlike many other Fantasy Flight games (I'm looking at you Arkham Horror), the rules and phases for Warhammer: Invasion are very simple. In the four phases you 1) get your resources, 2) draw new cards 3) play cards using resources and 4) fight. Each player's kingdom has three zones. Fighting can damage these zones and once two of the three zones are destroyed that player is eliminated from the game. Last player in the game wins.

The game borrows from real-time strategy video games. While it's possible to quickly build up a fighting force and rush your opponent in the first couple of turns, it's a better strategy to invest in your kingdom, building up your support zones to generate more resources and draw more cards. Balancing your offensive and defensive investments is a big part of the game.

After a few games some of the strategy starts to shake out. For instance, one of the areas in the game is the battlefield. Troops in this area are the only troops allowed to attack an opponents kingdom. When you attack, your target has the choice not to defend with any of their troops so if you destroy your opponent's battlefield first there's no longer a reason for them to commit troops to defending it and they can amass an army in their battlefield to attack you. This puts you on the defensive with few options for getting rid of their troops outside of attrition while defending.

It's a great game, and judging from the product lineup Fantasy Flight is planning on supporting it for a long time. If you enjoy the play style of collectible card games but are tired of the investment they require, this game is a good way to go. Likewise, if you enjoy the Warhammer Fantasy universe then this game is for you. Finally, if you just enjoy a great game with friends (and this is definitely a great game) then I'd recommend a trip to you friendly local game store to pick up Warhammer: Invasion.

Monday, February 22, 2010

Attika Campaign: Mission 4

Here's the last mission in the Attika Campaign. Chaos is running rampant in the streets of the holy city, searching for artifacts and the precious gene seed.

You can find the other missions here.
Mission 1
Mission 2
Mission 3

Mission Set 4 - Fighting in the City Streets.

No matter what the outcome of the battle at the Temple City Walls, some chaos forces eventually make it inside the city gates. Once inside they move swiftly to seize control of the city, the temples and the artifact vaults. Most importantly, control of the city will give them time to find and secure the entrances to the underground complex storing the space marine gene seed.

Players should again pair off against each other. These missions should be played at 1000 points. Mission type is Sector Control (see below) with Dawn of War deployment. Opponents dice off to see who deploys and goes first.

Just like the Mission Set 1, players in each game should keep track of the number of objectives they control at the end of the game. Once all the games have been played add up the objectives won by the chaos and imperial side. Whichever side controlled more wins the campaign.

Sector Control - After choosing sides and deploying troops, divide the table into quarters. Players take turns placing a total of four objectives, starting with the player who deployed first. There may only be one objective in each quarter, and objectives must be twelve inches away from the edge of the board and all other objectives. All other rules follow the Seize Ground basic mission.

Remember that the side that won Mission 3 gains the Reinforcements special rule for the games they play. Note that this is slightly different than the Apocalypse Replacements strategic asset.

Reinforcements - Once a game when a unit from a troops choice is killed that unit may immediately be put into reserves. When they arrive the controlling player must bring them in from his table edge, they may not deep strike or outflank. Dedicated transports do not count for determining if the troops choice is destroyed, and do not come back with the reinforcements.

Saturday, February 20, 2010

WIP: Termagants Complete

I wrote a couple weeks ago about how I had used a tutorial to do up a termagant. Of course one termagant isn't much of a danger to anyone outside of a gretchin, so I had to go find him some friends. The color scheme worked out well and the limited number of steps and colors made things go fast. It won't be much difficult to expand my termagant horde or to paint other tyranid models in the same color scheme.

As a side note, if you ever thought tyranids evolving was just something for the fluff, take a look at these guys. This is three generations of termagant, the oldest being on the right. They've pretty much gone the way of all Warhammer minis, getting progressively larger as time goes on. I like the latest figure the best. I only wish that it's tail didn't stick straight out behind it. The previous generations all had a bit of curve to their tails which added some variation to their silhouette. I suppose that in mobs of twenty you don't really notice.

Final note: Termagant is a real English word: a violent, turbulent, or brawling woman. Harridan and Harpy mean the same thing, too. A Trygon is a kind of sting ray, and Lictors were romans that cleared a path for their masters. Zoanthropy is a mental disease where you imagine that you're an animal other than human and the Carnifex was the official public executioner in Rome. I'm not trying to make a point, I just find it interesting.