Wednesday, 9 February 2011

[40k] Grey Knights Rumours from BOLS

Here you go guys, copied and pasted from BOLS for a bit of discussion...

Unit Breakdown
Special Characters:
Lord "Draigo" LR cost.
Grand Master "Mordrack" Storm Raven Cost
Brother Captain Stern
Castellan Crowe

Inquisitor Corteaz
Inquisitor Karamazov
Inquisitor Valeria

HQ
Grand Master
Brother Captain
Brotherhood Champion
Librarian
Ordo Malleus Inquisitor
Ordo Hereticus Inquisitor
Ordo Xenos Inquisitor

Elites
Techmarine
Purifier Squad
Venerable Dreadnought
Paladin Squad
Callidus
Eversor
Vindicare
Culexus
Inquisitorial Henchmen Warband

Troops
Grey Knight Terminator Squad
Special Upgrade Character - Justicar Thawn
Grey Knights Strike Squad (the regular GK's)

Transports
Rhino
Razorback
Chimera

Fast
StormRaven

Heavy Support
Purgation Squad
Dreadnought
Nemesis Dreadknight (MC)
Land Raider (and variants, including redeemer)

Unit Notes
Grand Master Rumors
Pick D3 units during deployment and giving them a special rule:
Makes them scoring (kinda neat for dread and or elite paladins)
Makes them re roll 1s to wound all game
Makes them have counter attack USR.
Makes them Scout
All these units are affected by the one choice.

No Drop Pods
But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30" move, just move... not a on table deep strike. they Can shoot when they do this, but not charge.

Paladins: 2 wounded terminators (they can have an apothecary in the squad)

Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.

Terminators equipped with frag and krak grenades.

Psychic Powers
Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.
Holocaust: S5 AP - Large Blast 12"
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.
Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests. 
They sound awesome (as they always did), but with just a lot more options and even more heroic. The thing I like with these is that hopefully they'll be a quick army for people to start and get properly painted, since they should be very small in number.

I may have to get some to ally with the Guard (if it's still allowed) and if not, I've now got a hell of a lot of Inquisitorial Stormtroopers lying about...

What do you guys reckon? Especially Col. Straken..

Monday, 7 February 2011

[40k] Balancing Your Armies

Morning all,

It's been a long while since I posted a blog on here and I've not had much time to do some hobbying, due to work and family commitments. Thought I'd do a quick one to ease us into the working week.

I took part in the doubles tournament at the Northwest Gaming Centre, along with Farseer Jordan, but in order to do so, had to use my Imperial Guard to ally. Now, I've had the Imperial Guard for a long, long time - infact, they were my first 40k army. However, I've never really given them much time over the past few years.


One of the main things for me, with not having much time due to work, is the "Pick up and go" factor that some armies give me. I know that I can probably leave my Ork codex at home, I know the stats that well, therefore they're very easy for me to go in the house, grab the boxes and not have to pre-think much before I go to the club.

So, that got me onto thinking about balancing my playing time with armies and how people go about that (if they even do?)...

Imperial Guard:

As I said earlier, my Imperial Guard were my very first 40k army. I started them back in 2003/2004, with a few boxes of Cadian Shock Troopers, but assembled them all without looking at a Codex. So I was left with very impractical squad setups and extremely limited choice.

In recent times, I swapped a Chaos Marine army for a lod of Guard stuff from fellow MAWS member, Col. Straken. With that I got enough Guardsmen and tanks to give me some flexibility within, it was just a matter of painting them up - which the recent doubles tourney gave me a kick start into doing.


Tournament Entries: 1 (Marauder Doubles 2010)
Playing Frequency: Very frequently lately, before that, probably less than 10 games.
PAG Factor: 8 out of 10. I know the units being used pretty well, and quite familiar with others.

Orks:
Orks are my go-to army. They're quick to play, all packaged up for transport and I knew the codex off by heart, meaning it's quick to make a list and easy to play on the night. I think they're my first real "I'll look at the codex before I start this..." army, which means I didn't end up with pointless squad setups or hamstring my self with army variety.


Tournament Entries: 7 (ish)
Playing Frequency: Practically solid for 2 years.

PAG Factor: 10 out of 10. I know the codex really well, everything is packaged up into relevant units.

Necrons:
Necrons were my first attempt at an army after the Imperial Guard, when I had a good grasp of the rules and also using the codex. They were chosen since they're super quick to paint and a change from the horde mentality of the Imperial Guard.


Tournament Entries: 3
Playing Frequency: For 6 months solid, then about 3 times since.

PAG Factor: 8 out of 10. Easy enough to pick up the codex and make units and transport. Hard to grasp.


Chaos Daemons:
These are my most recent new army to get on the table, and I've really not played using them enough. They were bought as another excuse at an all plastic army and something I'd not seen used a lot - all Khornate daemons. I wanted an all out assault army, no faffing around camping on an objective or rapid firing the enemy - just run at them and kill.




Tournament Entries: 0
Playing Frequency: Less than 5 games.

PAG Factor: 5 out of 10. Think I'm still yet to win a game with these guys, and just never fancy getting them out of the box.

Brotherhood of the Forge:
These are my brainchild, an attempt to use the Sisters of Battle codex, along with an excuse to get Dwarves into 40k. I'm capped at the minute to 400ish points and needing to buy a lot more to get them up to a full army. Think I may need to start buying some more bits for them this month...





Tournament Entries: 0
Playing Frequency: 2 Games.

PAG Factor: 2 out of 10. I've read the codex a fair bit, but very rarely used them on the table.

Dark Eldar:
I've still yet to get these guys on the table and they're not even painted yet... (some are still to be undercoated!) so these aren't getting much love at the moment. I'll hopefully get them painted up and on the table soon enough.




Tournament Entries: 0
Playing Frequency: 0 Games.

PAG Factor: 5 out of 10. I've read the codex a lot, since the day of release, just need to play games!


So what do you guys reckon? How do you balance your playing time and do you have unloved armies, that sit in a box for years, come out to be slaughtered once in a while in an Apocalypse game, then go back to the dusty darkness....

Peace,
SB

Tuesday, 1 February 2011

Doubles Tournament at Marauders

Firstly, I appologise for the lack of pictures as I completely forgot to take any.

Over the weekend the MAWS group went to Marauders in Stockport for a well run weekend doubles tournament. It was very enjoyable and Marauders also provided lunch on both days included in the ticket prices. Now onto the actually tournament, the scoring system was 3pts for a win, 1pt for a draw and 0pts for a loss.

We went in three teams, I teamed up with Angryman using Tyranids, Brother-Captain Uriel Ventris and Sanguinius teamed up using Ultramarines and Blood Angels, and SuicideBadger teamed up with Farseer Jordan using Guard and Eldar.

Here is a quick rundown of Mine and Angrymans list:

HQ:
Alpha Warrior with twin boneswords.

Parasite of Mortrex.

Elites:
3 Hive Guard

1 Venomthrope

The Doom in a Spore

Troops:
5 Warriors - one with Barbed Strangler

4 Warriors with Lashwhip boneswords

10 Termagaunts

1 Tervigon with Toxin sacks, Adrenal Glands, and Catalyst (Feel No Pain psychic power)

7 Genestealers and Broodlord with Scything Talons and Adrenal Glands

Fast Attack:
19 Gargoyles with Adrenal glands and Toxin Sacks

Heavy Support:
Trygon

Onto the first game, we were drawn against a Mech Guard army with 4 Demolishers, 4 Chimeras (2 vet squads and 2 Command Squads) 2 Devildogs, a Medusa and a Deathstrike missile. It was Pitched battle with 3 Objectives.

It was a close game with us hugging cover while trying to advance under a hail of Str 10 pie plates. and the guard holding two objectives next to their own deployment zone and we had one just infront of our own. The Parasite managed to shake a Chimera in combat before being Lascannoned and flamered into next week. Not much happened until the later turns where we finally reached combat but it was too little too late, the Guard managed to hold one objective and contest another in their half while due to time limits we were unable to remove the Lone Guardsman that was contesting ours, he was just a Leadership test away from breaking but we were called to a halt just as he was picking up the dice. It was close and we lost due to time limits, but it was fun and was alot better than we thought when we saw all the tanks lining up.

Second game, and we got drawn against a stand-in team of 1 person, using Necrons. This game was Capture and Control (two objectives) and spearhead deployment.

We started with the Genestealers and Broodlord in reserve along with the Parasite and Trygon, the Necrons kept the Monolith, a unit of Scarabs and 10 Warriors in reserve. For the first few turns we were pounding the Necrons to dust, but they kept getting back up and the parasite failed to inflict any damage on a unit of warriors. The tide turned slightly when the Monolith arrived as we had very little that could reliably hurt it. We made a final push for the objective in the last turn to contest it but ended up being mere millimetres out, unlucky but another hard fought game.

The third game was Kill Points against another Tyranid army but with a completely different build.
They had a normal Zoanthrope, two large units of Genestealers but no Broodlords, and they had three Carnifex's.

We were looking forward to this game as it should be fast and brutal. In our turn two, our Genestealers turned up and quickly got stuck in with some hormogaunts along with the Parasite and gargoyles. The doom managed to wipe out two Carnifex's after a nasty turn of eating souls and the trygon charged the Zoanthrope. The opponents Genestealers soon turned up and ripped the gargoyles apart leaving just the Parasite and a few rippers he had made to try and fend them off. After a few turns of killing and then being killed and killing again there was little left and the game drew to a close, we managed our first victory 8-5, luckily our units refused to die outright and we were left with alot of one or two man (alien) units.

The fourth game was back to capture and Control (two objectives) but Dawn of war this time. We were facing our clubmates UltraBlood.

We only managed three turns of this game due to a late start and alot of chatting. I also can't remember much of it, it did however end in a loss as we couldn't get to their objective which was defended by cassius and 5 Sternguard and we failed to kill the Dreadnought sitting on our objective. There was an upside though as we managed to kill his Stormraven with our Hive Guard and Mephiston with our Alpha Warrior!!!

Game five, Objectives, once again we had 3 objectives, but we got to place two of them. We were facing down 3 Land Raiders a unit of Terminators and two librarians, along with two Tacticals a unit of sternguard and a unit of scouts.

At first we were having problems as we couldn't get the men out of the Land Raiders, but after the trygon appeared (and then died) we had managed to rip open one Land Raider, and had coaxed out the Terminators. This game was where the Venomthrope proved itself not just as a support unit but in combat too, it killed two Terminators but unfortunatly it wasn't enough to get his men off the objective but it still ended 1-0 to us thanks to the Doom killing all his troops!

Game six, the last game of the day, and once again we were playing Tyranids in Kill Points.

we had learnt from the last game and we made a good start using our Hive Guard to insta-kill his warriors we held back ready to get the counter-charge and set ourselves up to be aggressivly defensive. The doom managed to kill a Carnifex and wound a second which was promptly killed by his spore. Our Genestealers came on and tore a unit of Gaunts apart, but then their genestealers came on a tore our gaunts apart in reply, along with wounding the Tervigon 4 times, but the Parasites special ability meant we got to make a few rippers for them outflanking, the Rippers then hid so that we didn't give away easy kill points. It was a Draw all the way through until the last turn, where he charged my remaining two Genestealers which were locked in combat with a Zoanthrope and his Alpha warrior and 3 other warriors. Unfortunatly for him I put all my attacks on the gaunts killing 6 of the 8, his attacks then managed to inflict 3 wounds, which were saved by some miracle, causing him to take 6 no-retreat saves on each unit, killing off the gaunts and the Zoanthrope giving us a 2 Kill Point lead! Our Alpha Warrior the killed off a unit of Genestealers giving us a lead of 3. And thats where it Ended.

So all in all, 3 wins, 2 draws and a Loss, good going. When the results were read out we were 8th with 7 points, they hadn't counted two of our games... when we worked it out we should have come 3rd, but oh well, it wouldn't have made a difference because only first and second got prizes, these went to a team of Dark Eldar and Orks, and our own UltraBlood respectivly. Well done Sanguinius and Ventris, keep it up. It was all enjoyable and we did alot better than expected, hopefully we can do better next time and bring home first and second to the club!

Thursday, 20 January 2011

Hollywood and 40K

Hi all,

Angryman here with a question, which big screen movie characters would you like to see in the 40K universe?

For me I'd love to see 'Dutch' from Predator, Alice from Resident Evil or Captain Jack from Pirates of the Caribbean (good idea for an inquisitor conversion).

Are there any characters in the 40K universe that could be compared to big screen movie characters, for example we already have Rambo in the form of Marbo.

All comments welcome.

Thursday, 13 January 2011

Squad Markings

Afternoon all,

I spent a LOT of time on Saturday afternoon arranging all my Imperial Guard infantry and thought I'd talk a bit about squad organisation. Part of the reason I've been putting off playing with the Guard for so long is two fold.

Firstly, I've got my "No Paint, No Play" policy. Which meant I could never have more than 40 Guardsmen on the field, and would never use Platoons. They'd always end up as Veteran Squads instead and Mechanise everything. Which gets a bit boring, very quick. So over Christmas I'd made the push to paint up the remaining 80 odd Guardsmen I had left to do, along with 12 Heavy Weapons teams. It was tough, but they got done.

That then led me onto a major goal of mine, which was to attempt to organise the lot into squads and make them "Transport Friendly" - i.e. So I don't have to spend half an hour before each game trying to make the correct squads up according to my list. So, here you see the product of that, 20 odd plastic Takeaway containers.

Operation: Chinese Democracy is GO!
This then got me thinking "How exactly am I going to mark these squads?", since the majority of my stuff is second hand or swapsies, I've lost the Transfer sheets. But, if I'm right as well, the transfer sheets would require me to use Varnish on the models... which is a big No-No for me and plastic models. I don't want any more hassle than it's worth once it's painted and based.

So the idea for the Guard was to incorporate the Squad markings into what types of squad they are. Putting a number on one shoulder, along with an Icon to signify their platoon on the other:
100 to 199 - Company Command Squads, Associates, Advisors etc.
200s - Platoon Command Squads
300s - Veteran Units
400s - Special Weapons Teams
500s - Heavy Weapon Platoons
600s - Abhumans and Rough Riders
700s - Mechanised Infantry
800s - Infantry Squads (including Heavy Weapon team)
900s - Conscripts.

It then got me onto thinking about the other, more informal ways I've marked squads in my other armies.

Chaos Daemons were distinguished by different coloured tongues on Bloodletters or armour plates on the Blood crushers.

Orks had different tattoos, along with lines on one arm to dictate which Trukk boy squad was which.

So far my Necrons remain un-marked... I could do with a decent idea for them...

And lastly, the upcoming Dark Eldar army will mean the cloth colour is different on each unit, likely Red and Green for the moment.

What do you guys do to mark your squads and keep them organised during your games?

Peace,
SB


Monday, 10 January 2011

200th Post and Wargaming New Year Resolutions

Morning all, I came onto the blog today to try and keep the ball rolling since the Christmas period has been pretty quiet.

Everyone's been with family, drinking, shopping, drinking, building stuff and drinking more... so there's been no one around to post.

As I went to make the new post, I realised that it would be the 200th post we've done on the blog. So thanks to everyone involved with the blog for reaching the milestone, especially since 2 years ago I couldn't imagine us getting to double figures... Anyways... onto the meat of the post.

Whilst my PC at work updated yesterday, I was thinking about what I wanted to get done over 2011, in terms of Wargaming. I've been pretty good over the past few years at getting (certain) armies completed.

2007 was my Chaos Space Marines that were bought bits and bobs second hand off eBay, then repainted ready to try and get a full 2000pt army ready for the first year at Britcon.

2008 was my Necrons, trying to get them completed for my 2nd year at Britcon.

2009 was the year of the Orks, painting and converting hundreds of them. They still get added to here and there, but I've not had any major push like that point.

2010 was the year my Imperial Guard kicked off again, after a post-Christmas trade with Col.Straken for my un-loved Chaos Space Marines army, along with the birth of a Khornate Chaos Daemons army.

So what's in store for 2011? 

First up, finish my Dark Eldar. I've had them since November, and whilst I've been buying bits here and there, I've yet to make a start on painting.

Secondly, get playing with more rulesets. We flirted with BFG for a few months in September - November, but ended up falling back into a rutt with 40k. I got the Island of Blood WHFB starter set for Christmas, so I'm looking forward to getting into Fantasy.

Third, on the topic of Fantasy, is that I need to get myself in gear and finally paint my Bretonnians. I've got about 3,500pts worth that have barely been used on the tabletop. Hopefully maybe I can go to a Tournament to get me in gear, and as a break from 40k.

Fourth is more of a hope, than resolution. I'd love to hopefully get hold of a Necron Codex next year. I think it would be the first army I've had that's crossed from old Codex to new, it'd be interesting to see how that plays out. Previously I've either swapped armies without using the new Codex (Chaos) or given up on them and started again (Guard).

Fifth, I'd like to get some more done on the Brotherhood of the Forge and hopefully flesh them out into a full 2,000pts force. That's not likely to happen unless the Necron's don't get an update in 2011.

Sixth, I'd love to get a narrative campaign up and running ofr 40k. Gathering resources, battling over territory and special events etc. Would be really good to have that to link games at MAWS together.

Finally, I want to stick to my ruling of "No Paint, No Game" with all my armies and try to avoid temptation to use them before they're done.

What about you guys? What are your Wargaming Resolutions for 2011?
WH40K 5000 points Tyranids V’s Chaos Space Marines battle report

Hi all,

Angryman here. Col Straken and I recently played an apocalypse sized game of 40K. Due to unfortunate circumstances we had to play the game at my house on my dining room table. It measured 8ft x 3ft so we decided to play length ways on the table. Rather than the standard objective apocalypse game we decided on blood lust, so we went for kill points instead. Please forgive the shortness of this report, due to time constraints we only made rough notes for each turn.

Force composition Tyranid
Winged Tyrant
Tyrant with 3 guards
Alpha Prime
2 Tervigon’s
The Parasite of Mortrax
3 Hive guard
3 Zoanthropes
3 Lictors
The Doom of Malan’tai with a spore
5 warriors with L.H / B.S and venom cannon
4 warriors with death spitters and barbed stranglers
3 warriors with death spitters and barbed stranglers
2 harpies
30 gargoyles
3 ravenors
3 shrikes
3 dakka fexes
1 screamer killer fex with spore
2 trygons
Mawloc
20 Genestealers with Broodlord



Force composition Chaos Space Marine (from memory)
Kharn the betrayer
2 Chaos sorcerers
Khorne lord on juggernaut
Khorne lord
Lucius the eternal
2 winged daemon princes
2 obliterators
2 defilers
2 vindicators
1 dakka predator
1 squad of 10 noise marines
1 squad of 10 CSM (night lords)
1 squad of 20 khorne berserkers
1 squad of thousand sons
Plague reaper (baneblade counts as)
2 chaos dreadnaughts
2 squads of terminators
1 squad of Khorne raptors


CSM Turn 1
Due to lack of space in the deployment zone only one squad of infantry could deploy (the Nightlords), everything else was held in reserve. One of the chaos dreadnoughts failed its frenzied test and had to run towards the nearest enemy. The remaining chaos forces spread out of their deployment zone.
 

 2 Ravenors, 2 Warriors, 1 Gargoyle and a Dakka fex were all killed by the 1st round of chaos shooting.
Tyranid turn 1
All of the swarm flew, ran, slithered and crawled towards the CSM, making best use of the cover.


There was no Tyranid shooting, everything ran forward towards the enemy.

CSM turn 2
The very large squad of Khorne Berserkers (20) with 3 lords (yes 3, one on foot, one on the juggernaut and Kharn the betrayer), the Khorne Raptors, the Noise Marines, the Thousand Sons and a squad of 5 Khorne terminator champions all arrived from reserve. The rest of the CSM force, mainly the armour, moved forwards to get into better firing positions.

10 Gargoyles, 1 Zoanthrope and a Dakka fex were killed by the 2nd round of chaos shooting. All other troops ran forwards to support the armour.

Tyranid turn 2
The Mawloc, the Screamer killer fex with Spore, a lector and the large unit of Genestealers all arrived from reserve. Everything else in the Tyranid force moved towards the CSM.


One harpy manages to kill a night CSM with its Stranglethorn cannon.

In assault the newly arrived Genestealers assault Chaos Dreadnoughts, a Chaos Vindicator and the Plague Reaper. The broodlord destroyed one Dreadnought, the Genestealers took the CC arm from the 2nd Dreadnought, the Vindicator and Plague Reaper only had their paint scratched but the Plague Reapers special rules meant it got to attack back and killed 3 Genestealers.

CSM turn 3
The 2nd squad of CSM terminators arrive from reserve and using the icon on in the Khorne Beserker unit didn’t scatter. The infantry moved towards the large Genestealer unit and into better firing positions.


The last Dakka fex, a Tervigon and a Warrior were killed. Multiple wounds were also caused on the rest of the Tyranid multi wound creatures. The Plague Reaper accounted for a large number of the wounds caused.

One of the Daemon Princes assaulted the Flyrant. He suffered 1 wound and lost the combat and suffered a 2nd wound due to no retreat. A defiler assaulted the newly arrived Mawloc, a CC arm was taken off the Defiler and 3 wounds caused in return. The Mawloc then used hit and run to escape the combat. The 2nd Daemon Prince and the Khorne raptors and terminators all assaulted the Genestealer unit locked in combat with the Chaos Dreadnought. They destroyed the Genestealers without taking a single wound in return.

Tyranid turn 3
1 Trygon, the Doom of Malan’tai in a Spore and a 2nd Lictor arrive from reserve. The Mawloc burrows and everything else moves forwards to get into assault range.


In the shooting phase the Doom kills 2 Khorne Berserkers, the Spore kills another. The Hive guard cause 3 wounds on a Daemon prince and the Trygon fails to dent a Defiler.

In the assault phase the Daemon prince and Flyrant cause a wound each on each other but the combat remained a draw. A lictor and a unit of warriors had assaulted a Chaos Vindicator but failed to hurt it. One Harpy charged the Plague Reaper and caused a hit, meaning the main cannon could not fire next turn but the Reapers special rule meant that the Harpy took 1 wound in return. The 2nd Harpy had charged the 2nd Chaos Vindicator and immobilised it and destroyed its main weapon.

CSM turn 4
The Chaos Vehicles move out of combat and move to get better lines of fire on the Tyranids. The infantry moves in rapid fire and assault range.

In the shooting phase the Doom kills 2 Thousand Sons, 2 Nightlords and 2 Tzeentch Terminators, giving him S10 and W10.
In return the Chaos shooting managed to kill 9 Gargoyles, 1 Harpy, the Screamer Killer fex, 2 Lictors, 2 Warriors, a Mysetic Spore and cause several wounds to the multi wounds creatures.

In combat a Daemon Prince is killed by a Ravenor, the last Harpy is killed by a Defiler, the doom held up the Thousand sons in combat, taking 1 wound and causing none. Chaos Terminators kill the 2nd Mysetic Spore and the 2nd Daemon Prince killed the Alpha warrior but was cut down by the squad of close combat Tyranid Warriors.

Tyranid turn 4
The Mawloc automatically emerges from reserve and manages to move the Plague Reaper forwards and kill a Khorne Beserker. The remaining Trygon deep strikes off the table and goes back into reserve and the last Lictor arrives near the Noise Marines.

The Tyranids move into assault range whilst in the shooting phase the Tyranid Psykers finally get to use their Paroxysm on the Raptors and Nightlords (making them WS and BS1). The Hive Guard immobilise the remaining Chaos Dreadnought, the Zoanthrope stuns the Plague Reaper and destroys it Demolisher cannon and the Doom leeches 2 Nightlords and kills the remaining Tzeentch Terminators.

In assault the Flyrant assaults the Defiler, it destroyed it but suffered a wound in return. The Trygon assaults the 2nd Defiler, and destroyed that one but suffered a wound in return. The Shrikes and Ravenor assault a Vindicator and Destroy it. The Tervigon assaults the remaining Vindicator and destroys is main weapon. The Parasite of Mortrex and the Gargoyles assault the Khorne Raptors and got absolutely mashed. 1 Raptor was killed in return but they held didn’t get wiped out due to no retreat and held up to Raptor unit. The Doom of Malan’tai suffers 1 wound in combat but holds up the Thousand sons.

CSM Turn 5
The Chaos Dreadnought failed its frenzied test but fails to hurt the Plague Reaper. All remaining troops move into Charge range of the Tyrainds.
In the shooting Phase the Doom fails to kill anything and a Lictor and a Zoanthrope were killed.

In the assault phase the impossibly big unit of Khorne Berserkers with the 3 lords charge the Mawloc and a Trygon. Kharn and a few Berserkers face off against the Mawloc and cut it to pieces but Kharn manages to kill one of his own in the process. The other 2 Khorne Lord have an impressive 30 attacks between them (Daemon Weapons) but only manage to cause 4 wounds on the Trygon. The Berserkers manage to finish off the Trygon before it gets to attack back. The Doom loses the combat against the Thousand Sons but still holds them up in combat. The Khorne Raptors kill off the remaining 2 Gargoyles.

Tyranid Turn 5
The last Trygon arrives from reserve and what’s left of the Tyranid army moves into assault range of the CSM.


In the shooting phase the Dakka Predator was immobilised and the main turret on the Plague Reaper was shook.

In assault the Ravenors and Shrikes assaulted the Nightlords killing 3 but failing the break them. The Tervigon charged the Plague Reaper and damaged the main drive. The Tyrant and his guard assaulted the Khorne Raptors and avenged the munching of the Parasite. The Flyrant charged the Thousand Sons in combat with the Doom but failed to destroy them.

END OF GAME

That was a resounding Chaos Space Marine Victory.

Are there any lessons learned? From the Tyranid point of view, remember to spawn with the Tervigons. I managed it once, 5 Termagants arrived all game. Never play lengthways on an 8x3ft table against an army with a lot of template weapons.

All comments welcome

Monday, 3 January 2011

New year

Hi all,

Angryman here with a quick post, did everyone get all the 40K goodies they asked Santa for and did you achieve all of your goals for the Christmas break?

all comments welcome