Showing posts with label Emerald Eye. Show all posts
Showing posts with label Emerald Eye. Show all posts

Tuesday, August 11, 2015

Episode 51 - Goodbye Hot Rod

http://heroeshavenmc.com/

In this episode, the two Johns get together and talk about 40K, first impressions of the Age of Sigmar, hobby updates and the Michigan GT. 
 
Download: Direct Download | iTunes | RSS


Episode Timeline
00:00:15 - Sponsors
00:02:15 - New Releases
00:34:00 - Marshaling the Host
01:10:00 - Michigan GT Update

The Show Email - unstabledice@gmail.com

Show Links

Heroes Haven Comics & Games: Website | Facebook
A Gathering of Might: Website | Facebook
Scatter Shot Painting: Facebook
Michigan GT: Website 


http://www.agom.co.uk/

Monday, April 13, 2015

Episode 45 - Khorne Daemonkin

http://heroeshavenmc.com/

The End Times may have come to a conclusion, but the rage of Khorne continues to spread across the mutliverse.  In this episode, Andrew and John share their first impressions of the new Khorne Daemonkin codex.  We discuss the new formations, the Blood Tithe and a few army ideas John has using the codex.  Before we get into the main topic, the guys talk about the End Times tournament at Adepticon, Andrew talks about his game with Andy Chambers, John plays with his nids, and we talk about our sponsors.  This episode also contains a bonus segment with John Ontto at Adepticon.
 
Download: Direct Download | iTunes | RSS


Episode Timeline
00:00:15 - Sponsors
00:05:30 - End Times @ Adepticon 2015
00:32:00 - Marshaling the Host
01:03:30 - Khorne Daemonkin
01:39:30 - Plugs (Waste Wars XV, 40K Kill Teams)
01:43:00 - Bonus Content (John Ontto at Adepticon 2015)

The Show Email - unstabledice@gmail.com

Show Links

Player2Cast

Sponsors
Heroes Haven Comics & Games: Website | Facebook
A Gathering of Might: Website | Facebook
Scatter Shot Painting: Facebook


http://www.agom.co.uk/

Monday, April 6, 2015

Miniature Monday - 04/06/2015

Since the release of the new Khorne Daemonkin book, I have been playing around with painting a couple more Khorne models. Finally broke last week and painted a bloodletter to see if I recall the original painting scheme.  I also decided with this one to change the color scheme of the horns and claws from black to bone to see if I liked the results.


When it came to my daemon army, the original intention was for it to be a quick paint army with minimal effort as I tend to put too much time into individual models (~14 hours per infantry size model).  This fellow took me approximately 6 hours with the obvious bulk of the time spent on the green areas. 

When it came to the horns, I decided to experiment with using layers of wash to gradually go from bone to the black/brown towards the end.  The overall result was ok, but I will need to touch-up some spots where I felt the layering was uneven (notice the streak on the horn in the first picture?). 


Comparing the new model against an older one, I found my most recent attempt to be brighter and to pop slightly better because of the highlighting.  In the picture above, the green appears to be glossy, but I believe that is due to my lack of skills at taking pictures and not the actual model.  I also like the color scheme of the older model's tongue better than what I did with the newer one.  I'll need to dig through my notes and see if I wrote down what I did in the past for it.

Monday, March 9, 2015

Miniature Monday - 03/09/2015



The next CSM for the squad. Since this marine is wearing a helmet, I felt the need to add the green element via the clawed hand.  It was a bit of a lazy conversion, but one I figured fit with the overall look of the unit. 

Monday, March 2, 2015

Miniature Monday - 03/02/2015


One of the first models I completed this year was a Chaos Space Marine.  The model took me about two weeks to complete, but that was mostly because I kept switching projects and working on certain elements in groups (i.e. resin bases).

Thursday, September 11, 2014

Episode 36 - Renegade Open GT

http://heroeshavenmc.com/

Episode 36 - Renegade Open GT
Sponsored by Heroes Haven Comics and Games & A Gathering of Might

Episode 36 is a preview of the Renegade Open GT happening this November.  The first segment of the show is a Q&A session with Jeff from the Michigan GT.  Next, everyone updates the world on their hobby progress in another Marshaling the Host.  After MoH, we breakdown all of the details for this year's Renegade Open GT. 

Download: Direct Download | iTunes | RSS


Episode Timeline
00:00:20 Sponsors (Heroes Haven Comics & Games)
00:01:29 - Michigan GT Q&A
00:23:14 - Michigan GT Preview

Emails
The Show Email - unstabledice@gmail.com


Show Links


Sponsors
Heroes Haven Comics & Games: Website | Facebook
A Gathering of Might: Website | Facebook


http://www.agom.co.uk/

Monday, January 7, 2013

Equinox's 2012 Year in Review

Since I feel like being a follower this week, I am writing a little retrospective on my 2012 and where things are headed in 2013. As the New Year began, I looked at my wife and told her 2012 would be forever known as the Year of Dreams since most of mine were fulfilled over the last twelve months. It began in March with me visiting Japan.

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Since I have been a small child, I have always dreamed of going to Tokyo, the home of Godzilla, anime and video games. I truly thought I would never get there, or at least not until much later in life. It just happened that I had to visit the Philippines for work, another first, and was able to schedule a few days in Tokyo before heading to Manila. I spent the next few days playing games, visiting stores, and experiencing the city of my dreams. My only regret was not having my family with me for the trip, but I know that in a few years we will all go back together.

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The next dream that was fulfilled was the movie Avengers. Anyone that knows me knows that the movie was more of an event for me than anything. The chance to watch the Marvel universe fully realized on the screen is beyond my ability to write. Since it was released, I have seen it seven times in the theater and more times than I can count on DVD. The fact that my son has taken a liking to Thor and Hulk and wants to always watch them with me just makes the whole experience that much more memorable.

Another dream of mine was to take my family to Disneyworld in Orlando, Florida. I know many people do this, but for my daughter, it was her chance to experience something magical while still being at an age where the cynicism of life has not polluted her ability to fully imagine the world as different from what it is in reality. There were a million great moments from our two week trip, but one of the biggest for me was when we first arrived at the park. As we watched the Halloween themed show under Cinderella’s castle, the evil witch appeared and a series of fireworks went off. My daughter’s response was one of excitement and fear as she grabbed onto me tight and yelled into my ear, ‘It’s real magic’. In that moment, I knew she was having a special moment that she would not experience again until she has kids of her own.

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I could share more, but I know folks reading this blog are interested in stuff related to Warhammer and not the ramblings of an old man. With that said, 2012 was really a light year when it came to the hobby. I only attended five events as a player. Of those five events, I won an award at 4 of them, so I would say that I had a pretty successful year in that regard. The total number of games I played was also down from 2011, which I believe was a direct result of my focus on non-gaming activities. I also didn’t accomplish much when it came to actually painting new models. I finished a few things, but not anywhere near what I accomplished in 2011.

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When it came to major hobby accomplishments, I really only had two of them. The first was Invasion Kenosha IV. Everything went well and it was the first year that I didn’t really need to kill myself to get everything ready. The portable table toppers I made worked and there didn’t seem to be any major complaints. The other accomplishment was getting a monthly podcast started. I admit that it is not as well polished as many of the other ones out there, but I always intended it to be more of laid-back type of experience.

FINAL

Looking ahead to 2013, my first major hobby goal is to complete my ogres for Adepticon. I am only playing in one fantasy event at this year’s convention, so I want to give it my all. My next goal is to prepare for A Gathering of Might in August, which is really an extension of my Adepticon goal since I will be bringing ogres to that event as well. Next, I am jumping back into 40K and returning to Eldar. I have a lot more to say about this goal, but I will save it for another article. Finally, I am feeling very aggressive with the new year, so I am going to make this year about taking a more competitive approach to the hobby.

Monday, July 9, 2012

The Daemons are Coming... (Again)

While my attention is on preparing this year’s Invasion Kenosha, I have spent a little time as of late preparing for the next four tournaments I plan on attending. The first tournament on the list is the 1000 point IWFB tournament at the Chicago Battle Bunker of August 12th (Sunday). While this breaks my rule of never gaming on a Sunday, I am making an exception because it has been forever since I got to play at my favorite point level.

Since I am planning on four tournaments, I needed to stick with one army. To make this task even more challenging, one of the four tournaments is a 40K combat patrol event at Duelcon (www.duelcon.con). Since I am planning for two different systems, I am stuck with one army that can meet both; Chaos Daemons.

The Emerald Eye (1000 point IWFB Series List)

Heroes
Herald of Tzeentch w/ Master of Sorcery and Disc (160 pts)
Masque (90 pts)

Core
(12) Bloodletters w/ Full Command (174 pts)
(12) Daemonettes w/ Full Command (174 pts)
(15) Horrors w/ Full Command (240 pts)

Rare
(3) Flamers of Tzeentch (105 pts)
(1) Fiend of Slaanesh (55 pts)

Tuesday, March 15, 2011

Chaos Daemons vs Space Wolves Battle Report

In the aftermath of the Space Wolves assault on K’Nosha Prime, three worshippers of chaos were able to get past enemy lines in an attempt to reach a secret space dock. The wolves had sent a kill team to retrieve them, as it was believed one of them may possess vital tactical data. Knowing that they were being stalked, the forces of chaos unleashed a band of daemons from the warp to stop the marines and see their minions to freedom.

In this battle report, Ernie and I play a game of Special Operations: Killzone. The mission for this game was 34.6 Person of Interest. In this mission, each team is trying to retrieve the Persons of Interest (PoI) from the center of the board. We played the game on a 4’x 4’ with heavy terrain. We also decided to use the Fate and Secondary Missions cards for the game.

When it came to the force I was using for this game, I elected to use my Chaos Daemons. I am quickly finding them to be my army of choice for Killzone, mostly because I like the simple play of them and how the army works at this size. While selecting my forces, I decided to drop the Slaanesh elements from it and focus on Khorne and Tzeentch.

Bonecrusher w/ FNP
6 Bloodletters
1 Fleshhound of Khorne w/ Blade Master (+1 Attack and Rending)
2 Horrors
1 Flamer w/ Resistant (+1 toughness)

Ernie gave me a surprise when I arrived and revealed that he was playing his Space Wolves. It had been a long time since I had faced the grey beards, and was honestly expecting him to bring his orks to the game. When it came to his list, it was a nice mix of terminators, scouts and wolves.

When it came to draw cards for the game, I first drew the Reverse Engineering card for my secondary mission. This card has me select a model with a non-standard equipment choice as my target for the game. If I can kill the model in CC, I earn an extra 10 mission points. Ernie had two models that fit the requirements, so I wrote down that I was targeting his Wulfen model for the mission.

As for my Fate card, I drew ‘Die, You Git’. This card allows me to re-roll any/all failed re-rolls to wound by a single model during a single enemy’s phase. When it came to the Fate card, I wrote it down and forgot about it. Since all of my CC attacks are with power weapons and I am typically getting 2.5 swings per assault phase, I just felt like I would never need it.

Early Turns
The early turns of the game saw Ernie quickly move his wolves into position to grab two of the PoIs. He also set his scouts into overwatch to sniper my forces as they came out of hiding. During my turn, I ran my Khorne units forward and had the flamer jump ahead. As for the horrors, I moved them into a position to get some shots if Ernie chose to move out of cover.

Middle Turns
The middle game saw our forces clash in the center of the board, each side trying to grab the PoIs. I was able to bring down one of Ernie’s terminators with my bloodletters. In exchange, his other terminator was able to bring down my bloodcrusher with the help of a well placed sniper shot.

Late Turns
The late turns of the game saw Ernie move two of the PoIs off the board with the help of one of his wolves and a grey hunter. As they were capturing them, my forces continued to assault what remained of Ernie’s team and press forward. I also snagged the last PoI and began to move him towards my board edge. The game concluded with Ernie having only a single wolf remaining and failing his leadership test to continue the game.

Conclusion
With the game concluded, we sat down to figure out the scores. I knew it was going to be close, as I clearly had the edge when it came to kills, but Ernie played the smart game and focused on capturing the PoIs. As we figured out the scores, Ernie revealed that he had drawn the ‘Traitor” card for his secondary objective and had selected one of my horrors to be the traitor. In the end, I had score XX points, and Ernie had XX points.

Lessons Learned
1. Never trust Tzeentch! How cool is it that the game was won by Ernie drawing the ‘Traitor” mission and playing it on a horror.

2. I need to really think about when is the right time to drop a player below 25% and start forcing the test to end the game. In this case, I controlled the board and had the tactical advantage when it came to forces remaining. The smart play would have been to pull back and secure the last PoI before dropping Ernie below 25%.

3. I need to remember that every decision matters. I had won the roll to see who would go first. I selected to go second at the start of the game. After the game, we talked about my reasoning why I elected to go second. Reflecting upon it, I really didn’t have a good reason and really just made a gut call during the moment. Looking back now, the call didn’t cost me the game, but it didn’t help me either considering the primary objective.

4. For the first time, I have to admit that I am a bit concerned about balance with the game. This concern has nothing to do with what actually happened in our game, but comes from the thought that a team composed of only bloodcrushers could be over the top. Again, not something I am worried about for casual games like this one, but it is something to consider when playing Killzone on a more competitive level.

Wednesday, February 16, 2011

Chaos Daemons vs Orks Battle Report [Zoning Out Week]

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To any archaeologist, the ruins of K’Nosha would have been a find of a lifetime. To the orks that were marauding them, they were simply old rocks stacked on top of each other. Little did they know that their presence had awoken an evil that had been lying in dormant for over a century.

“Fools were the Old Ones for creating beings that embody chaos,” hissed the daemonette as it stepped from the gateway.
“Fool was your pathetic god for creating such weak acolytes as you,” roared the bloodletter from across the ruined plaza.

Each of the daemons began to move towards its rival, claws and daemonic blades rising to inflict the first wound. With a cackle, a horror of Tzeentch materialized between them and began to speak in an echo laden voice.

“We are here for the green glow of ork souls. Let us not forget that our master serves all of our gods equally”

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In this battle report, Ernie’s orks face the terrible onslaught of my chaos daemons. This was our first game of Killzone, so we elected to ignore the secondary mission and fate cards and just play a standard mission. Each of us built our armies based on the Adepticon rules which meant that we had 250 points with no more than 25 points spent on skills.

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The mission we were playing was 12.2 : ENCOUNTER. IMO, this seemed to be the most basic mission, so we both felt like it was a good one for our first game of Killzone. When it came to designing my list, I decided to go with a mixture of daemons, thus allowing me to get a taste of how different units in the game would play.

6 Bloodletters
1 Fleshhound
4 Daemonettes
2 Horrors
1 Flamer

One of the first things that I realized when it came to building my list was that daemons start on the board. This makes a big difference to how I approached the list. The other thing I learned was that daemons of different gods could not come with 2” of each other. Not a huge deal, but since this was my first time out with Killzone, I drew a lot of attention to it.

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Another cool thing about Killzone is that it is not the typical six turns and it’s over type of game. There is also the fact that the order of play can change each turn, so plans can fall apart as quickly as they are stacked.

Early Turns
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The early turns of the game were spent with my Khorne models meeting the mega-nobz head on. The fleshhound was the first to reach them and served as little more than a speed bump to the power clawed greenskins. It didn’t matter though, as its sacrifice was enough to allow for my bloodletters to reach the same orks and deliver their daemonic blades. It was an epic battle that left the ruins covered in green blood.

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While this was happening, my Tzeentch and Slaanesh models each circled opposite sides of the center ruin. My horrors were weathering shots from a crazed ork that had climbed to the top of the ruins. On the other side, my daemonettes split to grab a corner of the table while seducing the last of the mega-orks that had failed to enter the ruins proper.

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Middle Turns

The middle of the game became a cat-and-mouse affair between the daemons and orks. It was at this point that we really got a good taste of priority rules. Unlike 40K were you plan your moves around the sequence of play between you and your opponent, in Killzone, there is an advantage to taking risks and gambling on the priority rolls. There is also the potential for things to come crashing down when you set-up for those priority rolls and fail to make them.

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It was during the middle of the game that I found myself chasing the stormboy and remaining few orks. The problem for me was that they had the advantage of speed and firepower. I would move to engage, but the darn orks would just skip back and shoot another daemon.

Late Turns

The game really came to an end with the last of my daemonettes trying to kill the last of the orks. As we approached the conclusion of the game, I realized that my only chance of winning was to kill what Ernie had remaining. To the credit of the Killzone team, the rules for scoring really make it that a game cannot boil-down into a stalemate.

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The game concluded with the last of my daemonettes reaching the few orks and dying to a combination of claws and crude weapons. As she faded back into the warp, her screams of anger could be heard across the planet. While back in Ernie’s basement, we were both laughing and reminiscing about how the Killzone rules had brought back fond memories of 2nd edition and Necromundo.

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Conclusions

I am not going to claim that Killzone is a replacement for standard 40K, but I will say that it is a great supplement to the game and really brings something that 40K needs. I love the narrative feel of the missions and found myself getting very excited at the storytelling potential of this format.

Lessons Learned…
1. Every army needs to have troops that can close the distance with the enemy. My single flamer and fleshhound were not enough for getting at the orks who were clever enough to avoid the slower moving bloodletters and daemonettes.
2. While the errata for chaos daemons do kind of push you towards keeping daemons of the same god together or at least away from another god’s minions, I don’t need to move them like they are a single squad. Reflecting back on the game, I felt like I should have spread out my forces more and done a little more mixing between the gods.
3. Don’t overlook the cool upgrades and skills available. There were a couple of options that I ignored which may have helped with some of my models surviving longer. FNP on a flamer is one example.

Zoning Out Week: Adepticon Chaos Daemons Team



It seems like the middle of the week was the best time to explore my chaos daemons as an option for the Killzone tournament at Adepticon. This army has always been a strong contender for my attention, and the Killzone event just seems like it may be a good choice for the Emerald Eye to make an appearance. However, it may also be the boring choice as I have not worked on anything for this army in quite some time.

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When it comes to playing daemons in Killzone, one of the key changes to how the army plays is that the deep strike rules for them are ignored. This means that all daemon models start on the board as opposed to waiting in reserves. This has a dramatic impact on how the army plays, but I am finding that it does not imbalance it as one might expect. What balances this advantage is that most of the army is just not that fast and lacks a lot of firepower to deal with stuff outside of close combat.

Bloodletter 16 pts
Bloodletter 16 pts
Bloodletter 16 pts
Bloodletter 16 pts
Bloodletter 16 pts
Bloodletter 16 pts
Fleshound of Khorne 15 pts
Fleshound of Khorne 15 pts
Daemonette 13 pts
Daemonette 13 pts
Daemonette 13 pts
Daemonette 13 pts
Daemonette 13 pts
Daemonette 13 pts
Flamer 35 pts

In general, this army is about having the numbers to survive enough shooting that I can reach the opponent and do some harm. There are not a lot of tricks to it and I really think I prefer it that way. However, I could see me swapping out a couple of models to include a bonecrusher or fiend, just to add a little more punch.

The other thing I am still considering, and hence looking for feedback on, it whether or not I should just stick to a single god. I know most purists like it that way, but I enjoy mixing the different daemonic groups, so it has become habit for me. If I were to stick with a single god, I am thinking either Tzeentch or Khorne, just because those are my favorites.

Sunday, February 6, 2011

Special Ops: 40K Killzone - Assault on Arizona

After a long hiatus, I will be returning to Phoenix, Arizona for a week of business and gaming. I will have free time on Monday (02/07) - Thursday (02/10) after 5 PM, so I am looking for games of Special Operations: Killzone to be captured as battle reports for my upcoming Zoning Out Week series.

To make this week of gaming both exciting and rewarding, I am also offering a very special incentive for players to come out and play me. Each person that plays me will be entered in a special raffle to win a gift certificate* from one of the awesome gaming stores in the Greater Phoenix area.

If you are interested in playing me in a game of Special Operations: Killzone, please send an email to equinox999equinox@yahoo.com with your name, the store you prefer to game at, and availability. You can also leave a comment in this post with your contact information if you prefer.


This special event is being sponsored by Invasion Kenosha III. The next invasion is happening on July 23rd, 2011 in Salem, Wisconsin (Kenosha County).

*The actual drawing for the raffle will take place and announced on the Realms of Equinox site on 02/19 as part of Zoning Out Week. Entries into the raffle are limited to one per person and only earned after completing a game against me. Players selected for this event will be chosen based on location and availability during the week. I have the right to decline any offers to game based on my availability, locations, or discretion. The amount and store for the gift certificate will be announced at the time of drawing and will be based on locations played during the week and number of participants in the event. The actual gift certificate will be mailed out after the winner is announced. Please allow 1-2 weeks for delivery.

Wednesday, August 11, 2010

New Cities of Death Stratagems for Daemons


GW has posted some new Cities of Death & Planet Strike stratagems.

You can see them here.

Friday, May 28, 2010

Tournament Tuesdays: UG&G Aftermath Part Two


Now that I have had some time to reflect upon the event, my general impression of it is positive. The scenarios were clearly cut & paste jobs of my old scenario sheets that I used for K’Wars and the KGC. This made me giggle and was a good reminder of how past efforts still impact the community today. Moving past the bit of nostalgia, I found the scenarios to be ok, with some strange deployments and special rules. In particular, the second scenario made Ernie’s army way to strong, as he had FNP ‘Ard Boyz and Boyz w/ 4+ cover saves and the ability to charge in the 2 turn with foot slogging orks. The third scenarios special rules also had a huge impact on the game and should have been done differently or limited to only the first turn. My advice here is to avoid using a lot of special rules or trying to be overly creative with deployment zones.

The gaming area of UG&G has a lot of character about it. The numerous posters, flyers and shelves with board games truly give the store an atmosphere of being a ‘home’ for gamers. The problem is that the gaming area is very small and can barely hold 4 4’x4’ tables. 4’x4’ tables are great for combat patrols and other small scale games, but 1500 points per side doesn’t work as well. The small gaming space also means that accidents are more likely, as in the case of two of my bloodletters getting swept to the floor and broken. This can happen anywhere though, so I am not complaining, just pointing out that one needs to be prepared to game in such tight quarters.

When it came to the TO, he was a very nice guy and a pleasure to meet. He was very laid back and casual, the kind of guy who makes an event feel more welcoming to new players. The only suggestion I would make to him is to stick to the posted schedule and not let things run over as much as they did during the event. There were only six teams (11 players plus the judge), so clock management and such should not be a big deal. Again though, the TO was such a nice guy and he seemed a little new to the role, so it wasn’t a big deal.

My last thought is that the scoring system could use a little work. The tournament was clearly geared towards winning games, but an award for painting would be nice. It would also be nice to see the final scores and know where our team placed. Since this is a casual event, I am not ultimately worried how I did, but it is nice to know.

At the end of the day, I had a good time at UG&G and will try to make another tournament in the future. Due to the size of the store, I would suggest it sticks with combat patrols and other small scale tournaments and not try to run full size games in the available space. I would love to go back there for a combat patrol tournament* or kill team tournament, so I hope they heed this advise. In the end, it was a good time and I thank the TO and store owner for running the event and giving me a day out to play.

Tuesday, May 25, 2010

Tournament Tuesdays: UG&G Aftermath - Part One

Last Saturday I participated in a team tournament at Unique Gifts and Games in Grayslake, Illinois. Overall, I had a good time, but do have to admit that I am very rusty when it comes to playing in tournaments.

The first game was against an ork & imperial guard team. The ork player was using the biker special character and a lot of boyz and trucks. The IG player was fielding a leman russ, penal squad, a big squad of ratlings and a platoon. Overall, a decent mix between the WAAC of the ork player and the well rounded force of the IG player.

The tournament was using PST format missions. For this game, the primary mission was to hold the center objective the longest. The secondary mission was killing the opposing team’s highest costing unit. The tertiary mission was standard kill points. The deployment zones for the mission were 24” x 24” triangles starting from opposing corners. Terrain was symmetrical; with each table half have two ruins/cliffs that were ~12” from each table edge. There was also one ruin in the center of the table.

We lost the starting roll, so the opposing team deployed first. Ernie deployed his boyz, ‘ard boyz, and mek on the ground and his lootas on top of the cliff in our d-zone. The opposing team lined up all of their trucks and while the IG platoon and ratlings were positioned on and around their cliff.

When it came time to deploy my daemons, I broke up my primary squad to be the horrors and daemonettes, with my secondary being the bloodletters and flamers. The chaos gods decided to screw with me and I ended up rolling for my secondary squad to come in. This quickly became the theme of the game for me.

To sum up the game, Ernie could only hold up so long with me being unable to get any units on the board. Worse, when units finally became available, or in the case of the flamers on turn one, I ended up rolling really high on the scatter and being forced to roll for a deep strike mishap. In the end, Ernie was torn apart by the combined forces while my stuff got picked off as it arrived. Not a good start to the tournament.


Our second game was against an IG/Tau team. They were designed to sit back and fire a lot of shots. There were also heavily geared to deal with mech armies. When they saw that we had no vehicles in our army, they joked about how their various railguns and lascannons were going to be pretty useless.

The second mission was about getting into the enemy’s deployment zone and killing their commanders. The problem with the mission wasn’t the goals; it was the special rules and deployment zones. Each team got a different deployment zone (see diagram) and since we won the coin toss, we selected the spearhead d-zone. This meant that Ernie could start at the center of the board with his orks. What made matters worse was that each team got to select two universal special rules from the book and apply them to two units on the team. Upon review of the options, we decided to give Ernie’s ‘ard boyz FNP and his regular boyz stealth since they were travelling with a KFF wielding mek.

The winners for me this game were the horrors and flamers. On turn one I deployed my horrors and bloodletters within a few inches of the IG players main line. Of the two units, my opponent was more concerned with the bloodletters and wasted his first turn wiping out the squad. With my horrors mostly unharmed, I had a solid launching point for my other units as they arrived in turn 2 and 3. By the end of turn 3, I had mostly wiped out the IG army and was now chasing a few broadsides. Also at this point, Ernie was making his way across the board to my side to finish what remained.

If there was one thing that I could take from this game, it was the fact we ignored the hammerhead. Before the tournament, Ernie and I discussed in length how we would deal with armour as it was sort of our Achilles heel. The reality in this game though was that the hammerhead simply couldn’t do enough against Ernie, so we just left it and focused on the missions.


The last game was against an Eldar and space marine team. The Eldar army was clearly WAAC, but since it was the judge playing it, I didn’t mind as much. The space marine army was pretty simple, so like the first game, the combination of the two armies made for a balanced mix.

Of the missions played, I feel this was the worse one with regards to the rules. Looking back, I think my dislike for it has to do with how they impacted my army. The special rule for the mission required all deep striking units to scatter, even when in range of an icon or similar. This suddenly meant that 50 points of equipment in my army was useless and that even lucky rolls to hit were meaningless. If it was only the first turn of the game, I don’t think this rule would have been as bad.

When it came to the game, we did decent. The Eldar player was fielding an avatar, two wraithlords, and two guardian squads with conceal and platforms. The space marine player was fielding two 10 man marine squads with missile launchers and melta, a dread, an attack bike, and the Salamanders special character. When it was over, I had a unit of bloodletters on an objective, Ernie had a couple of orks, and the marine player had his one marine squad, character and dread sitting on the other objective.

At the end of the day, Ernie and I were 1-1-1. Not bad considering this was our first tournament of the year. I wish we could find out what our total score was at the end, but nothing has been posted yet. Of the armies being fielded, most had unpainted units and I can proudly say that we were the best looking team on the table. Shame there was no best appearance award!

Tomorrow: Final Thoughts and Feedback

Friday, May 21, 2010

Preparing for UG&G Team Tournament - Part Three

"Get out on the floor
Do things to make 'em adore you
Show 'em why you were born
And put a little mustard on it

Don't tell me what time it is now
I know what time it is now
It's show time!
Show time!"
(It's Showtime, Electric Six, 2007)


We are less than 24 hours from the UG&G Team Tournament. At this point, I am doing some last minute touch-ups on models and a display base. I am also trying to get a good nights sleep so I can fully enjoy a day of gaming.

Photo from a recent battle with Warlord Ernie's Orks

Nar-Duruk-Mek's Warband (aka Ernie's Orks)
Big Mek w/ KFF & Cybork Body (95 pts)
25 Boyz w/ Nob (185 pts)
27 Ard Boyz w/ Nob (305 pts)
10 Lootas (150 pts)

60+ orks means that we have two very solid troop choices for holding objectives. These two units are even better with a KFF providing each unit with a decent cover save. I wish I had time to paint up a Soul Grinder as I would love for it to be parked with that KFF.

Looking at the overall combination of units between our two armies, the first thing folks will notice is that we have no fast attack or heavy support choices. 63% of our combined points are spent on troops, while less than 20% is used on HQ models. This should go a long way towards helping us get higher than average sportsmanship scores. I say this because most people tend to score down armies that have the "hard" stuff.

The next thing I notice is that we have stuff to deal with pretty much all types of armies. I have units that can deal with elite units, while Ernie has the stuff for hordes. At the same time, neither of our lists is pigeon holed into one "style" as I can manage hordes and Ernie can crack elites, we each just do it differently. This means that unless we face an optimized team that is a one trick pony, we should have a fair chance at winning each game.

Next Tuesday: Aftermath!

Tuesday, May 18, 2010

Tournament Tuesdays: Preparing for the UG&G Team Tournament – Part Two

With only four days remaining until the UG&G Team Tournament, my list has been finalized and I am making some last minute updates to secure as many painting points as possible (even though painting is only worth a maximum of 5 points).

HQ



I decided to be a bit lazy and field two heralds for my HQ. The reason I am calling myself lazy is that I did not convert a herald of Tzeentch as I originally planned and am going to just use a painted green horror. Since a HoT comes with daemonic gaze, I decided to purchase ‘We are Legion’, ‘Master of Sorcery’ and ‘Bolt of Tzeentch’. This means that when he lands, he can support the unit of horrors while also taking a crack at any armour in his vicinity. (95 points)


My second herald is Slaanesh’s favorite pole dancer, the Masque. Before I knew I was fielding a HoT, I knew I was fielding the Masque. The fact that she can fire three pavanes a turn means that I can really play with the positioning of enemy forces. She is also a decent hth character that can provide some clean-up work when needed. (100 points)

Elites



My only elite choice is a minimum size unit of flamers. Their template attack is nasty if I can accurately deepstrike. In general, these guys will be used to deal with anything that has a combination of high toughness and armour saves. (105 points)


Troops



As I mentioned in part one, I am fielding a 10 model unit of bloodletters. These are my shock troopers for dealing with marines and similar MEQ models. They are also my back-up unit with regards to carrying an icon and securing a landing zone for my other units. (190 points)



Next is a unit of horrors that I also mentioned in last week's post. The purpose of this unit is to arrive in the first wave and provide support to future units via the icon. The unit can also deliver quite a few shots, so it can target horde units that have lower armour saves and toughness. (188 points)



My last troop choice is a small unit of daemonettes. These ladies are meant to provide the Masque with some protection from shooting attacks. They don't have the numbers to be effective in CC on the assault, but could be a fair support or mop-up unit. (70 points)


The Plan

Since I am fielding daemons, I have to consider how I will divide my army at the start of each game. Typically, I expect the Masque and HoT to be embedded into the troop choices of their particular deity. I do think though that the HoT may be held back at times, just to give me an extra shot at a tank or MEQ unit. All things considered, my default waves will be:

Primary Wave
Horrors w/ Herald of Tzeentch
Daemonettes w/ Masque

Secondary Wave
Flamers
Bloodletters

My logic for the two waves is to use the primary wave units to secure a landing zone for the secondary wave. The horrors with a higher invulnerable save have typically survived a turn of shooting, so I feel they are the best choice for the first wave. If the chaos gods spit on me though, the bloodletters also carry an icon, so I can still secure the arrival of later daemon units.

On Friday: Ernie’s Orks and Final Plans.