Sunday, August 13, 2017

Fate of Konor

So far, I've played games in the first two weeks of the Fate of Konor campaign from Games Workshop. Unfortunately, I've let the Imperium down.



In my first game, I played Jim and his mostly Dark Eldar Ynnari in week 1. Jim was the attacker and had to get across the board so I deployed near the center line hoping to cut him off at the pass. Initially my plan worked and slaughtered most of his army, but I couldn't take down the Avatar or his Razorwing. They danced around and polished off my army in turn 6.

My mistake was deploying too close to the center with a gun line. I should have "stuck to my guns" and camped in the back. A turn more of dakka might have been the difference for me.





I played Kyle in week 2 and his Death Guard (before the new codex.)

I brought nearly the same army as before and I played a lot better. At the end of turn 6, Kyle had lost all of his army except two plague marines. I had only lost my infantry models but the way the points shook out, Kyle won because he had a unit left in his deployment zone. Oy!


We had a good laugh because that was one of those head-scratching wins but despite knocking out Typhus, the Astral Claws had to flee the battle field in shame and report to Lugft Huron about the loss.

What I learned is that the Salamanders chapter tactic is my favorite. I'm still working on my Sallies and they should be ready to hit the table top soon. I think the gun line with assault cannon razorbacks and redemptor dreadnoughts and perhaps some deepstriking termies should be part of my formula for victory.

I recently watched Duncan's Salamanders painting tip on GW's Youtube channel and gave it a try this weekend. It's so much better, cleaner, and faster than my method. I'm tempted to strip my 50+ painted models and start over using this method. Thank you, Duncan and your two thin coats.



Tuesday, July 25, 2017

Warhammer 40k 8th Edition Open War

Ryan and I got together tonight for a game of Warhammer 40k 8th Edition. The store had a couple of packs of Open War cards left so I bought a deck and we played the game we were dealt.

I have to admit, I had a blast!

We were both excited as we drew the cards, not knowing how our armies would play out in random game play. The nature of the game meant that we would have to out play our opponent and not rely on the optimized build. Since Ryan is just getting back into the game and still gathering models for his army, this worked out great for both of us.

New 8th Edition Open War Cards
 This was our initial draw. We also pulled two Twist cards - Set Piece Battle and Battle Frenzy - every model got an additional attack!

It made perfect sense for Ryan's Blood Angel Lamentors and my Astral Claws were happy to join in the frenzy of our separatist brothers.

Ryan brought three of the new Primaris Reivers. They can do some work.

Astral Claw lurking in the back field.
I haven't been too impressed with the new Primaris rules, I'm sure that will change when the new Space Marine Index drops, but right now I've shyed away from the big brother marines. However, after being on the receiving end of the Reivers attacks, I may pick up a unit.





The techmarine making Mars proud!
My rifle-dreads didn't work as well as I hoped this game.

Normally they do a lot of heavy lifting, but even keeping a Captain nearby and taking advantage of the healing hands/robot claw of the Techmarine, they just didn't get a lot done. I might consider giving the Techmarine a long rang weapon, or upgrading to the servo harness so he isn't wasted camping in the background.

I didn't snap a pic of them yet, but my regular-old terminator squad was the man of the match for the battle.

The 20 stormbolter shots from a five-man unit is disgusting! I dropped them in on the flank of Ryan's Kreig Death Corps units and watched them shoot-punch their way through everything they got near. I didn't have a character near them and they walked through fire.

Lugft Huron is close to hitting the table and will be joining his terminator friends soon. Having the chapter master bonuses will really add some punch. I also have 10 more terminators, still on the sprue and enough bits to kit them out as shoot or stabby versions I was going to go 50/50 with thunder hammer and storm shield and half lighting claws, but after tonight, I might go all shooty.




Saturday, July 22, 2017

Finished! Warhammer 40k Techmarine

Here's my Warhammer 40k techmarine for hire! I'll use him in my variety of Space Marine armies... White Scars, Astral Claws, Flesh Tearers... everyone except Salamanders.

With the new way of building armies in "formations" in 8th edition techmarines are an excellent choice for an HQ option to take a second or third formation that only requires one compulsory HQ selection.

Have spanner, will fix or smash.

In hindsight, I may add some static grass to his base.

Tuesday, July 18, 2017

Breaking News: Warhammer 40k Space Marine Chapter Tactics!

As a former journalist, I finally get to put on my old "press pass" and share a bit of breaking news and perhaps a spoiler: 

Games Workshop has been slowly releasing some teasers about the chapter tactics in posts on the Warhammer Community page on Facebook (and possible elsewhere.) I had only seen Raven Guard and White Scars up to this point but an article aimed at new players may have spoiled the future teasers and it included a graphic of the new Space Marine codex chapter tactics.

 
Chapter Tactics Matrix
Here are my thoughts:

Ultramarines: They received a very good tactic in the ability to add +1 leadership. Since players will be making a lot more leadership rolls, especially since you still need to test even if you win close combat and you’ve taken a casualty, this is a very useful but not over-powered ability.

White Scars: The darlings of the tournament scene got a smashing chapter tactic reminiscent of their old tactics with the ability to charge after they fall back. This could be game changing… However, they will be subject to another round of overwatch, but that seems to be a small price to pay for attacking first.

Imperial Fists: The boys in yellow got a very useful tactic with their ability to ignore cover bonuses to models obscured by terrain. Also, representing the Imperial Fists ability to sling massive amounts of lead at immobile fortifications and kill buildings, the Sons of Dorn can re-roll wounds against buildings – ensuring the death of said building.

Black Templars: The Black Templars are one of my least favorite chapters, but they received one of my favorite chapter tactics, the ability to re-roll charges! I think my Astral Claws force with lots of jumping assault squads may adopt this tactic…

Salamanders: The master artisans of the Salamanders received a very fluffy rule called, “master artisans,” that allows them to re-roll a single to hit and wound roll each time it shoots or fights. My Salamanders are pleased with this ability and is much better than the command benefit Vulcan He’stan confers to his subordinates.

Raven Guard: The most grim-dark of the loyalist armies got the shaft in their chapter tactic. An army themed around close combat got a bonus for staying away from their enemies… If the early rumors are true, they receive some bonuses similar to the old scouting or infiltrate rules, but their chapter tactics only benefits their backline units and does nothing to help them against units teleport striking in. I really want to build a Raven Guard army but this rule only seems to help scouts camping in the back of the table. I would have written the rule to allow an overwatch shot in the enemy movement phase if a unit teleport strike or advances within 9-inches of a Raven Guard unit.


Iron Hands: Almost matching their previous chapter tactic, the Iron Hands received a “feel no pain” save against wounds. I’m reading this rule to include mortal wounds as well, which is a tasty rule, however, not game breaking. Codex envy: Wolfen do it better.

Sunday, July 16, 2017

Terrain WIP

Here's a quick shot of two of the terrain pieces I primed today.

A small building with a shielded top for sci-fi games and a Greek style monument for use in historical through modern and sci-fi games.



My two sets of terrain that I've been working on fit into one or both of those categories. The Greek pieces are really a part of my Old Hammer Ultramarines/any Greco-Roman 40k army like Blood Angels and the small building can fit in with any of my urban sci-fi/city fight terrain. Those table tops are my two favorites but someday I'll expand into a winter/snow setting and perhaps a chaotic realm, but for now, city fight and ancient Greece are my favorite flavors.

Tuesday, July 4, 2017

First Game of 8th Edition Warhammer 40k

I finally got in my first game of Warhammer 40k 8th edition. Like I mentioned before, I've been on the road a lot and I haven't had much time for anything else in life, let alone gaming.

Luckily I got Monday off from my day job and played my buddy Ryan in a small 1,500 game with my Astral Claws vs. his mixed Imperium. It was his first game as well and we were both excited to get our dolls on the table top.

I brought: 1 Battalion
Captain
Chaplain in Termie armor
Tech priest
1 Tac Squad in a Rhino
1 Scout Squad in a Land Speeder
4 Rifle dreads
1 Shootie Termie Squad

Ryan brought a mix of Blood Angels, Primaris Marines and Guard - mostly just to try out the various armies he wanted to play.

We played Big Guns never tire on a Dawn of War map. It was a blast!

warhammer
Astral Claws - a good leader stands behind his men!

A good opponent always helps but I liked the game and had a great time. We both spent a lot of time with our noses in the rule book and indexes double checking stats and rules; but that's to be expected with any new game.

Normally, I'm not a fan of such simple games that 40k has become but there's still a lot of complexity within the units that makes it more robust than it first appears.

Going back to the unit specific movement stat is going to take a while to get used to. My termies only moving 5 is a bit of a surprise but I don't hate the idea. At least now the various terminator armor units have a more distinct feel.

The psychic phase is far more simple - and deadly. Ryan had only one psyker so I didn't get to test things out firsthand but I did not like taking mortal wounds on a roll of 5+. I'm considering taking a psyker myself now and except for my Grey Knights, I was going to skip psykers in my other armies.

The shooting phase is far deadlier as well, especially coupled with HQ units camping near the shooty units and granting those free re-rolls. My captain stayed nearly motionless the entire game and directed the fire of my rifle dreads from a safe spot behind his multi-wound brothers.

The new way HQ choices interact with units reminds me of the old Warzone rules. "A good leader stands behind his men," was the best quote to remind players to keep those valuable leaders "in cover" and behind their squads. Of course, if you think you can tank shots, by all means keep your bosses in front, but even with just one game under my belt, you won't be successfully tanking any fire in this edition.

The close-combat phase is the part I like the least. I know it'll take a while to get used to, but it seems the clunkiest of all of the phases. The you-go-I-go selection seems to actually slow things down and I imagine that keeping track of which units have been activated will be challenging in larger games. I don't care for the idea of players being able to fight half of a battle between units and then come back to it later in the phase. I think a lot of skirmishes will be forgotten in the frenzy of game play, especially in a tournament.

The morale phase is OK, but I think if you won a close combat fight, you shouldn't have to take a morale test. I guess it's slightly more realistic if you took heavy casualties that you might run away from the fight ... even if you wiped out your opponent.

Despite my nitpicks, I enjoyed my first game of 8th and  I can't wait for the next battle!

Thursday, June 29, 2017

Warhammer 40k Astral Claws WIP

I've been on the road for work the past couple of weeks but I have managed to eek out a few Astral Claws scouts. I think I just need to do a few minor touch-ups.

Warding the Maelstrom!
Also, I'm getting old... at least it's getting harder to paint eyes as my eyes age. Yar.

Tuesday, June 13, 2017

Why is Hero Quest so great?

This is why: BardicBroadcasts!

I know this has been viewed more than a million times already, and I may be a little late to the party, but I love everything on the BardicBroadcast YouTube channel.

The Bard himself and I have a number of things in common, including a love of Dwarfs, keeping a book of grudges, wrestling, and a love/hate (really just love) relationship of Games Workshop products.

While I'm not as big a fan of video games as the Bard, but I appreciate his artistic eye that he demonstrates during his cracking boxing/unboxing and review videos. I would hazard a guess that he has some artistic training on his character sheet as he shows us the keen eye of an art director with his spot-on commentary. He admits when he likes something that hearkens to a fond memory or a predilection for a certain genre of game, but he's also self-aware and warns the viewer of those prejudices. However, he also freely admits when his expectations have been challenged and his mind has been changed upon examination of model, game piece, or figure. His videos are well thought out, demonstrative, explanatory, and logical but most of all, entertaining.

Not only are his criticisms astute, but his delivery is captivating. From his "cracking" voice, knife flips, transitional stare into the camera, and the way he says, "muscularity;" I'm hooked on every frame. Along with artistic criticism, his performance is charming and captivating. So many of us who enjoy these trappings of the hobby fail at articulating why we enjoy these elements. Not so for that Bard! Through his unique voice, the Bard is truly a fan of the things he reviews and his reviews are genuine.

I wish he had a paid channel, I'd subscribe faster than the Bard can remove plastic cling film.


Tuesday, June 6, 2017

Bugeater Grand Tournament 2017

This past weekend, I packed up the new Guilliman model and my Grey Knights and made the trek to Omaha, Nebraska for the Bugeater Warhammer 40k Grand Tournament.















I went last year and had a blast and this year was no different.












Like last year, the Bugeater gives away some of the best swag, including these objective markers, custom dice, a measuring stick, a custom mission deck of cards, a patch, and lots of door prizes.

After seeing Guilliman in action in Kansas City at the Midwest ConQuest, I knew I had to upgrade my army. He's a beast. It doesn't take a lot of skill to play with him and even a guy like me can increase my win count with him on the table.

My first game I drew Trent Northington, one of the better players in the country (ranked 11 in the ITC ranking in 2016...)

He had a nasty army with all of the 7th edition formation nastiness you'd expect. The Castellion formation with a Tau Riptide Wing.

He seized the initiative on me and then kicked me in the teeth with his own Guilliman. I wish I could say I gave him a good game but it didn't really go my way except I managed to take out his Guilliman by the time the game was over.

The next game I played was one of the guys who left my FLGS for a new store in town. I played a bit better, but my dice were a little cold and I was playing timidly and dropped this game too. He had three Forgeworld Knights, Space Wolves, and Saint Celestine and managed to dodge me most of the game and I spent a lot of time running after him and not swinging my giant flaming sword of the Emperor.

Then things turned around for me. In fact, I ran the table on the rest of the games and either tabled or received the white flag from my opponents. In the end, I finished 4-2 and placed 10 in the ITC ranking and 11th in the tournament ranking which included painting and sportsmanship.

When it was all said and done, I played four of my games against folks from my hometown... It was a long way to travel to play people I've played before, but I still had a good time. Omaha is an amazing town, the Bugeater is a fantastic event and I'll be back next year with my 8th edition army in tow!

(The image of the tournament was stolen from the Bugeater Facebook page)

Wednesday, May 31, 2017

Warhammer 40k Guilliman WIP

Since seeing him in action at the Midwest Conquest GT, I decided to add Roboute Guilliman to my forces for the Bug Eater.

He's an incredibly intricate model to buy, sand, glue, prime and paint for a tournament. I'd like to spend a lot more time on him, but I'm not ashamed of what I've got here.

I'm not quite done but he's well on his way.






































Also, here's a Flesh Tearer that's nearly done.


Monday, May 29, 2017

Midwest Conquest Recap

This past weekend I traveled to Kansas City for the awesome Midwest Conquest Warhammer 40k Grand Tournament. I never had so much fun losing. It's a great tournament and I had more fun this year than last year but I fared far worse on the table top.

Here's my army in a nutshell:
2 CADS
1 Chaos Lord on Juggernaut
1 D-Thirster - Bloodthirster
3 Units of Cultists
1 Unit of Bloodletters
4 Heldrakes with baleflamers
1 Heldrake with autocanon

My army on parade.










 D-Thirster ready for action.
Dark Prince Adam.
The drakes! I wanted my army to look like a 70s album cover.



















My plan was to let the heldrakes do most of the heavy lifting. They can zip around the field, go into hover mode to snag objectives, torch Marines and melt through their armor, deny jinks to Dark Angels and various Eldar... the army looks great on paper and fared well in the few test games I was able to get in but did not do well against tournament play.



 As I mentioned before, I had a blast. There were 70 players in the 40k GT and surprisingly, there weren't a lot of Marines or Eldar... However, I nearly faced every Necron player who entered - coincidentally, the worst match-up for my army.

They say that speed kills, but apparently the best defense is resurrection. I played 3 Necron armies and lost to all three because I couldn't kill anything. The dang things wouldn't melt with all of my fire. In the battle of space robots vs space dragons, space robots won.

My games went:
1. Win vs Necrons - Great player and I skunked him in a win on the last turn by snagging objectives but his army was otherwise intact.
2. Loss vs Dark Eldar. - The guy charged top of turn 1 with a large talos unit. I told him he couldn't and he said he could... I dug through the rule book but couldn't find the damn scout USR quickly so I let him get away with it.
3. Loss vs Necrons. Another great player who had a Christmas themed Necron army. I could not roll to wound to save my life - or end his.
4. Loss vs. Space Wolves. Another nice player who fielded a nasty Curse of the Wolfen list. I nearly tabled him but he had a ton of points in the victory conditions and made an impossible amount of storm shield saves.
5. Loss vs. Necrons. Necrons, again. Also, another Christmas themed Necron army, complete with Lego heads and lights! I shouldn't complain because he was a lot of fun to play but again, I couldn't get past those Necron resurrection rolls.
6. Win vs. Ork. I played my friend Warren and his Ork trukk and biker mob. Warren was the only Ork player in attendance... I haven't played him in a couple of years and I think the last time we played, he beat me in a 500 point game. We had a lot of fun and I'm glad I got to play him.


























I ran into this sketchy looking Bender unit. I think he stole my wallet... Perhaps he was working for the Necrons.

 Christmas themed Necron army #1. The Santa Crons.
Christmas themed Necron army #2 - with Lego heads and working lights!










Again, I truly had a blast getting my ass kicked. I had a lot of compliments on my army and everyone said they were afraid to play me... but my army folded pretty easily with the heat was on. I had a couple people vote for me for top paint too, which was very flattering and probably my proudest moment of the tournament. 

 Next weekend it's off of Omaha for the Bugeater GT. I thought about bringing my Daemonkin but I think they are going to sit this one out and I'm going to bring my Grey Knights and Roboute Guilliman ... if I can get Robby G. painted in time. 

Sunday, May 21, 2017

Display Board for Warhammer 40k

I don't know if you'll receive any bonus points for building a display board in Warhammer 40k 8th edition, but I find it's the best way to carry my minis around no matter what edition.

My dragon wing army for my Khorne Daemon Kin is just about finished painting and I'm going to take them to both the Midwest Conquest and Bugeater tournaments. I'm just finishing up my "extra" units that I can summon during the game and once I complete that, I'll snap a few more pics.

The dragon wing army takes up a large footprint so I had to order a large tea tray from Pier One for all of my models to fit. It's roughly 20"x20" and is easily the largest of all of my carrying trays.

Here's how I made it:

 First I cut out a sheet of cork from Michael's and cut out a rough shape of the Khorne symbol. Then I glued the outer portion of the cork sheet to a piece of plywood cut to the interior dimensions of my tea tray.

I used a lot of rocks from the garden to hold the cork down so it wouldn't bubble while it dried.
Next I glued the little triangle bit for the interior of the Khorne symbol and added glue in the cutout.
Next I added a lot of flocking rock of various size to the interior. I want the Khorne symbol to appear that it's been ripped out of the earth.
Next, I primed the whole board in cheap spray primer from the hardware store.

I had a cup of coffee while it dried.
Finally to wrap up, I dry brushed the topsoil portion of the board to match my bases on the models. Then, I airbrushed the Khorne symbol to look like it's hot magma or evil energy has burned a brand in the desert.

Then, it's done!

Saturday, April 22, 2017

New Warhammer 40k Announced!

This is some big news - Games Workshop announces the new 8tb edition of Warhammer 40k!

www.warhammer-community.com/2017

I, for one, am very excited.

It's all covered in the FAQ, but no codexes, free rules, all of your minis are still in the game, and 3 ways to play!

Saturday, April 15, 2017

Do you even air brush, bro?

I've tried air brushing several times, and perhaps have over-spent on equipment, but I just can't seem to get the hang of it.


I just can't seem to get the air, paint, water, mix figured out.

Some days, it's fantastic, it's like I'm blessed with a natural ability to spray paint evenly on model soldiers and tanks.

Other days, like tonight, I can't get anything right. It's spitting, not spraying. It's too dry, it's too wet. I couldn't even get a decent base coat down tonight.

I'm just going to stick with a brush.

Sunday, March 5, 2017

WIP Drop Pods and Flesh Tearers coming soon!

One of my favorite armies to play is Blood Angels. You can build all sorts of crazy lists, like dreadnoughts in drop pods, Death Company companies, the Golden Host, librarians in dreadnoughts, dreadnought in Relic form... and I find them fairly fun to paint.

When I was at the Las Vegas Open (LVO) this year, I got to chat with famous violinist and Blood Angels enthusiast, Pascal Roggen. Pascal brought a very nasty Blood Angel drop pod list similar to my own Drop Dread army, however, he had added a close-combat build Leviathan and a Relic Deredeo - both in dreadnought drop pods.


It was pretty cool to chat with a famous 40k player and it was nice to pick his brain for a few minutes. One of the things we we spoke about was that dreads and the Golden Host formations teamed up together would make for an awesome 1-2 punch.

When I got back home, I dusted my dreads off of the shelf and I was a little ashamed of my paint jobs on the Drop Dread army. The drop pods had been repainted, some of them four or five times, and it was really looking sloppy so I threw the lot into the paint stripper.

Today I dug them out and took a brush to them to get the many layers of old paint off. I let the models soak a lot longer than I normally would because of the amount of paint, almost a month. As I scrubbed off 10+ years of paint, you could see the layers and armies underneath. Black primer>Ultramarines>Imperial Fists>Blood Angels.

Since I'm starting over on the bulk of the army anyway, I thought I'd take on a new Blood Angel faction - the Flesh Tearers.


I've been torn because I've been thinking about making them all vanilla BAs so they could potentially be used as pre-heresy Blood Angels. I really love the MKIV armor on the BAs, especially the MKIV jump packs, and I think the BAs are going to be top tier in the Horus Heresy but I think the Flesh Tearers would make for a cool scheme to help keep be from getting bored painting red (like my Chaos/Khorne) and I can kit bash a few more "savage" parts into the models so they'll look a lot "less out of the box." I plan on using the FT formation to get as few troops and as many drop pods in the list anyway and nobody around here has FTs so that will also help my figures stand out a bit more.

I'm in the middle of dozen projects already but there's always a bit of fresh energy when scheming and painting a new force.

WARNING: Word to the wise, red paint, like Khorne Red foundation/base paint tends to stain your white tub pink. I had to keep my wife away from the bathroom until I could give it a good scrubbing to hide my evidence.



Saturday, February 25, 2017

Warhammer 40k Primarch Rumors

There's are a couple of rumors floating around from Games Workshop about new Warhammer 40k rules and models releases; as well as major changes to the fluff.

Rumor 1: All of the Primarchs will return, including the dead.

Rumor 2: One of the traitor Primarchs will become a loyalist and one of the Imperial loyalists will become a traitor.



I got into a discussion with some people on a thread on Spiky Bits' Facebook page about it and here are my theories.

The Emperor will briefly return, only to be killed again. Once he finally dies, all of the pysker souls he's been consuming on the golden throne will coalesce and bring all of the dead primarchs back to life. The missing primarachs will rush back to Holy Terra like moths to a flame. Of course, this means both Horus and Sanguinius have returned as well.

Horus will see the results of his actions and will repent his wicked ways, blame Ebrus/Logar and the Word Bearers for tricking him into corruption and turn to the side of good. He then will wage a new holy war against the other traitors and will probably kill the Chaos god, Slaanesh.

The return to life will not go well for Sanguinius though. The shock of being betrayed by his closest friend, returning to life, and seeing his father die will force him to succumb to the black rage and the Angel will fall to the side of the traitors. The psychic link to his "children" will send all of the Blood Angels into the black rage and they will turn on the Imperium.

That's just my thought.

Most people seem to believe that the Alpha Legion will be the traitors to turn good because they were lead to believe that becoming traitor will help humanity. Some folk also give good odds on Magnus turning to the side of the Imperium because he was basically duped into becoming evil and he was trying to help the whole time.

The Space Wolves seem to lead most theories that they will make a heel-turn and become bad guys. They are one of the more aberrant of the loyalist forces and are already treated with suspicion by their brother legions but I think that's a bit obvious.

I really think the End of Days for the 40k universe will come full circle and end with Horus and Sanguinius.

What do you guys think?

Friday, February 17, 2017

New name?

I was in the shower, where I often do my best thinking, and I thought, "There can be only ones" would make for an awesome blog name...

I like "Look Out Sir" but it's not as catchy.

Friday, February 10, 2017

LVO Results

Last weekend I traveled to the glitzy lights of the Las Vegas strip with my Ad Mech army, the Pilgrims of Erudition, to compete in the Warhammer 40k Championships at the Las Vegas Open.

It has been said that it was the largest miniature war gaming tournament, ever.

I didn't do well.


My first night in Vegas, I got sick. Like, really sick. I've had chronic stomach problems most of my life but this was bad - and not like my usual issues. It wasn't pretty.

I bought some Pepto from gift shop and soldiered on. I even found a few minutes to slip a few bucks into the one armed bandits and didn't walk away any richer and my luck never got better.

The first night I found the main gaming hall. It was huge. I've never seen so many gaming tables since the Texas Wargames Con.

Folks were still setting up until the wee hours of the morning but I got see a few Youtube gaming celebrities, like Dave from Miniwargaming.com, Lawrence from Table Top Tactics, and Ace Face from ... Ace Face.

They were all very nice.


There were a lot of awards to go around. I had dreams of taking a little of of bling back home and I knew my army was strong, but like I said before, I was sick, didn't play well and my dice didn't do me any favors. Dusty Dice strike again.

In the Championship bracket, I only went 2-3-1. In the third day RTT, I went 1-2. Not good at all.

Ug.

I hardly slept and I had to keep running to the bathroom all tournament long. It was pretty embarrassing.

I did have some fun games despite the losses. In fact, my last loss on the second day was to a guy from Wichita whom I had seen at the Bugeater last year. His pirate Ork army is something to behold.

I thought I had this game won in turn 1, but his dice got hot, red hot, as his stompa's D-ray punked out both my knights and my warlord! He rolled so many 6s in a row... If it was any consolation, he said it was the best he's ever rolled in his life.

In my game that was a draw, I thought I was winning from early on. In the last turn, I blew up a force field generator, which killed my night in the resulting blast, knocking me off the objective giving up the primary mission to my opponent. I didn't lose many things throughout the battle but the game ended up a draw. Yar.

Damn slow Ad Mech.

Honestly, I think my biggest disadvantage was the second knight in the Warhost Convocation. One of the Top 8 players was playing a War Host but brought in a grav-Centurian Devastator squad and a White Scars librarian - one of my armies that I drew up and considered bringing.

MSU and mobility are not under-rated in this format. You've got to move, move, move. Gun lines don't always work. Ask the Tau.

I picked up a few goodies from the Forgeworld table. I snagged a Great Brass Scorpion, a Deredo dreadnought, a leviathan dreadnought, and an event only heresy era Space Marine character with a thunderhammer.

Back to the painting desk to finish off the KDK Heldrake army... or maybe my Rogue Trader Ultramarines, or maybe my Astral Claws... or the dreadnought drop pod army. I've got to focus. The Astral Claws would probably do ok in this format, especially if I run them as White Scars. I've got to have a think and reload for my next tourney.



Monday, January 30, 2017

Tech Priest Dominus WIP

My Adeptus Mechanicus Tech Preist Dominus conversion is almost ready.

I wanted to build M.O.D.O.K. (Mechanized Organism Designed Only for Killing) from Marvel Comics because he's one of my favorite villains. Tinkering around with some bits I had, I eventually transformed the idea into more of a dark mechanicum tech priest with tentacles in a dreadnought hull.

I've got him almost ready for the LVO; just some cleanup and deepening of shadows. Let me know what you think!



Sunday, January 22, 2017

Las Vegas Open tune-up games

I've done pretty well in my last couple of tune-up games for the Las Vegas Open. A very busy season at work has kept me out of the game room and I'm not getting as much time to fine-tune my force as I would like. I'm also not able to keep painting on my army, but I have managed to get a game against both Jim and Carey recently (Not Jim Carey. That really would have been worth a batrep. I bet he'd play Orks or maybe Chaos...)

First I played Jim's very competitive Tau list with a riptide wing in ITC scenario 4. I had some poor dice all game long but I managed to win by a wide margin by taking the primary, tying on the secondary, and taking all three tertiary objectives. You couldn't tell by my model count though. Jim whittled me down to just a couple of units left on the board; but my Pilgrims of Logic took no prisoners and he didn't have many models left either. 



My most recent game was against Carey and his mostly Nurgle Chaos Daemon army in ITC scenario 1. Carey suffered from rolling high all game. Unfortunately, that meant he lost his plague drone and herald deathstar on a double-six against my one of my Knights.

Poof.

Plus, he only got invisibility off once all game and lost his general to an explodes result when my dune crawler blew up, wounded Be'lakor on a six, and failed his save on a one.

Poof.

At the end of the game, he had just one model left, a Nurgle daemon prince hiding in a building, and I had only lost my dune crawler, rust stalkers, and infiltrators. Despite my light casualties, it was a very close game and the only difference was the tertiary objectives.

In both games, I've lost my Infiltrators and Rust Stalkers. I use them fairly aggressively so that the rest of my army doesn't get shot at and I think that's mostly worked as a solid strategy for me. I don't really see them as pawns, because they are so gross in hand-to-had, but they are so fragile that having 2 wounds and FNP doesn't do them any good.