Time to Prepare Me Waaaagh!

Ork_Freebooterz_WarbossOy, listen up ya gitz!  Kaptain Klaw is takin’ over again.  It’s time I gotz da rust knock off of da boyz and put a proper waaagh together again.  Now den, da first step to makin’ a waagh is makin’ sure ya got da right boyz for da job.  Dat is what we iz goin’ do today.

Severus breaking in here.  I promised the ork I would translate for him.  Basically he wants to go over his new list idea with you.  Try to bear with him.

Damn hummie, shut up.  Da gitz know what I am doin’.  Anyway, havin’ had plenty of time to sit on my kroooza and think ’bout what I wantz, diz iz what I come up with.  Diz here group of boyz is meant to be tough as nails, like me!  It is composed of two of dem combined armz detachmentz, whatever dat meanz.

  • Grukk Face Ripper (goes with boyz in battlewagon)
  • Big Mek with Mega Armor and Kustom Force Field (goes in flash gitz)
  • Pain Boy (Goes with grukk or flash gitz)
  • Pain Boy (Goes with mega boz)
  • Mega Nobz, 3 with dual kill saws in a trukk
  • Tankbustas, 9 with a nob (goes in battlewagon)
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Deffkopta with twinlinked rokkit
  • Flash Gitz, 9 with a kaptain
  • Mek Gunz, 3 traktor kannons
  • Battlewagon, big shoota, extra armor, grot riggers (grukk and boyz)
  • Battlewagon, extra armor, grot riggers (tankbustas)

Total 1996

I like dis list.  Da meganobz sound like dey would be great for throwing at da enemy, cause lots of fun and chaos.  All dem boyz in trukks is great for running around and makin sure we get da charge we wantz.  Grukk iz a proper killy lad, and with all dem boyz he should definitely makez it into da scrap.  Da tankbustas are in a battlewagon since a trukk diez way to easily for dem ladz to get anythin’ done.  Da mek gunz and da flash gitz give da boyz some covering fire and keep da back field secured. Da lone deffkopta is dere just because we could fitz him in.

I tried to talk da kaptain into dropping the deffkopta and put in a few meks to soak up challenges.   His response was that wasn’t very orky in his mind.  I will see if I can’t convince him yet.

What do ya ladz think?  Pretty snazzy, right?  Model wize I haz a lot of dat stuff.  Just need some more mega nobz (so I can buildz a megamek) and more mek gunz.  Until next time diz iz da kaptain saying have a good one and WAAAAAAGH!!

Uh, yeah, what he said.  

Weekend in Review – Shorereaper

A “massive” snowstorm hit on Saturday, but before it did, I managed to get my first game in with my Dark Eldar. It wasn’t a large game, only 1300 points, but it was a good place to start. My list, basically everything I have assembled, consisted of an Archon, a Succubus, Bloodbrides in a Raider, Warriors in a Raider, Warriors in a Venom, 16 warriors on foot, 6 reavers, and 2 Ravengers with dark lances. Of course, I had upgrades with these each of these units as well.

I ended up facing a lot of Chimeras. And I mean a lot of them. Of course, there were some troops in them as well, but all I can remember were the tanks. And even though I had a lot of Dark Lances, I had a very hard time dealing with these tanks thanks to some unfortunate rolling. It didn’t help that he kept me jinking (just good tactics on my opponents part) or that he seemed to have no issues bringing down my Raveners.

In the end, I won the game. My opponent had First Blood (destroyed the Venom in turn 1), Slay the Warlord, and Line breaker while I had Slay the Warlord, Line Breaker, and all three objectives. I honestly believe that if the game went one more turn, or if my opponent played slightly differently, he would have easily taken the game. Still, with this being my first outing with the Dark Eldar, it was a success. And I don’t only mean that I won the game, I also learned some stuff. I may shift my 2K list from what I planned, but I may not. One game is not enough to judge.

I got a second game in this weekend with my Tyranids against Severus and his green tide. I changed my list up a little bit, adding in the Trygon Prime and a full Hive Guard brood while taking out the Swarmlord and his Guard. Of course, my favorite unit of Raveners made another appearance, this time without their rending claws and fully painted for a change.

To say this game went bad for Severus would be an understatement. He conceded in turn three. On my side, I lost a unit of Genestealers, the Raveners, a Carnifex, some Termagants (including some that I spawned), the Tervigon (which killed off some of those Termagants), and the Venomthrope. So, while I did lose a lot, nearly everything on his list was off the board except a painboy and the remains of his unit, some boys, and one ork with a claw that did a lot of damage to my MCs. His Flashgits (with his Warlord) failed a leadership test in turn two and ran right off the board. That gave me slay the warlord.

So, while the game went very well for me, I hate winning like that. I hate crushing wins. I would prefer to lose a close competitive game than have my opponent concede that early. Hell, I would almost prefer a crushing loss to a crushing win.

So, while I did have two successful games this weekend (with the latest snowstorm of the century sandwiched in between), I didn’t enjoy the bigger victory. And while I believe that my Nid list was less competitive than my usual list, I think I may need to tone it down even more for certain games.

Changing Gears to Avoid Burnout


Howdy everyone, Severus here.  Today I wanted to talk about gaming burn out.  It happens to all of us at some point.  For me, I could really start to feel the burnout recently on my Tau project.  I have been focused on painting a 2000 point force of tau that is fun to play as well as play against.  I have made some serious strides painting wise, finishing a riptide, a r’varna, and 20 kroot.

I was definitely not feeling into it.  The games I have been playing are all with the same list.  That is all well and good if you are practicing for a tournament.  I get bored playing the same list week after week.  The painting was also feeling like a grind.  I was not feeling particularly inspired by any single model in the list.

The best thing I have found for dealing with burn out is walk away from it.  In this case, it means setting the Tau project aside for a bit.  I have plenty of other armies to play, and plenty of time left in the year to complete my 2000 point painted goal.  I have no idea how long the tau will be on the shelf.  This is a hobby after all, we do it for enjoyment.  I expect to pull them out when I am no longer having fun with my current project.

So, with all of that in mind, I wrapped up my kroot this week and started in on the planning of my next project.  ORKS!  This was not a surprised, I have been wanting to pull the greenskins out for weeks.  I have been reading the sanctus reach campaign books.  It was a conversation on an overlords thread that finally pushed me over the edge.

As previously stated, I have A LOT of orks.  The problem I have had with the new codex is that I don’t have large amounts of anything I want to run.  I want to try to run mega nobz, mek gunz, storm boyz, and battle wagons.  Maybe not all in the same list, but those are what I want to try more of.  There is a flea market at a local game store next week, so maybe I will get lucky there and pick up a few.  In the mean time I have plenty of list to try out that don’t feature many of those units.

Overall, my goal is to find an ork list that is not terrible that I enjoy playing.  I have heard good things about a greentide list, but I do not like to play that many boys.  It just slows the game down for me.  Right now I am messing around with lists from the Ghaz supplement.  I want to use the big boss pole, which gives a unit fearless.  I would love to try out some formations as well, but I am short a few models to run the ones I want.

So, until next time everyone, this is Severus saying have a good one and WAAAAAAAGH!

The Epic Saga of Shamus – Arachnophobia!

ShamusHowdy everyone, Severus here.  Last week, Shorereaper and I did a little one off narrative battle report.  As usual, the comments from the Overlords made the narrative spin off in a totally random direction.  I decided to expand on that narrative.  I now introduce you men to Shamus, who will hopefully turn into a re-occurring character in our narratives.

Shamus was a fifth generation farmer sent to the eastern fringe agriworld of Verdan III. His family had sown there seeds throughout the galaxy, from his uncle on Balaam, his grandfather on Deneriar, to his father on Gath.  He got up early that morning to tend to his crops and feed the livestock. As he was preparing to head back to the house to have breakfast with his family, he noticed a glimmer or green on the horizon.

Soon, massively armored suits of a strange alien race were moving into his families homestead. He thought them attackers at first. That was until he saw what was chasing them. Flashed of bright blue light erupted from the xenos guns into the masses of charging creatures. The calm of the early morning was broken by the chaos of battle.

He didn’t understand the strange language of the armored green xenos, but he understood there intent. His homestead was where they would make their last stand.  Shamus never did like xenos, but in this case he was glad to make an exception.

Shamus hurried inside.  He shouted to Bridgette, his wife, to get everyone into the vehicles and head for Macone.  It was the nearest large city, and home to a garrison of planetary defense forces.  It was the safest place Shamus could think to send them.

That dealt with; Shames went to the chest in his bedroom. He unlocked it. Inside was the shotgun his father had kept from his time in the Adeptus Arbites. He had never thought he would need to use it, but was glad he had listen to his fathers lessons on the weapon now.

Shamus calmly walked back out of the house and to the edge of the homestead. Shots rang out from all around him. He saw a multiarmed red creature running through a field of grain towards him. As the creature lept free of the grass, Shams raised and fired the weapon, taking the creature head off in mid jump.

Another creatured broke out of the field but hesitated in surprise to see Shamus. Shamus racked the slide on the old shotgun, chambering a new round. Looking the creature in the eye, Shamus growled “Get off my god damned lawn!”

Shamus began to unload round after round into the charging creatures.  Behind them he noticed a shimmer in the air followed by burst of blue fire.  The creatures were being cut down from behind by an unseen foe.  The lead creature was enraged by the attack from the rear and turned to face it.  Good thought Shamus, let the damned thing chase after shadows.

Shamus returned to the house to make sure his family had gotten clear of the battle.  There was no sign of the family or the vehicles; he had to assume they were gone.  The strange green armored xenos were making a good showing for themselves.  They were effecting a fighting retreat, and making the bug like creatures pay for every step they took.  Shamus grabbed a handfull of ammo and went out the back of the house.

Just as it looked like the bug creatures where about to be broken, a massive behemoth emerged from the trees.  Easily twice the size of his harvester units, the massive creature began to charge through the fields at the homestead.  The xenos opened fire with everything they had.  The homestead errupted with the sounds of explosions and bright blue light as a large heavily armored suit target the creature.  The resulting explosion briefly blinded Shamus.

Blinking to get his vision back, Shamus struggled to see across the field.  Surely no creature could have survived such punishment.  As his vision cleared, he was meet with shock.  Onward the creature limped, several broken areas of armor leaking a black blood.  Guess these xenos guns weren’t all they were cracked up to be.  Shamus had a trick up his sleeve.

Leaving the green armored xenos to there fate, Shamus ran for the tool shed.  Being on an agri world means you need to learn to take care of your own.  Stock piled in the back of the shed were several large drums of promethium, used to run the farm equipment.   He loaded them onto a powered hand cart. 

Shamus stuck his head out the door to check on the battle.  The large bugs we tearing one of the large armored suits to pieces, greedily trying to reach the pilot.  The xenos were continue to fall back and direct there fire at the big bugs.  Fools, thought Shamus.   He could see the leader bug moving up there flank around the house.  The four armed beast looked more than capable at dispatching the lot of the xenos.

Shamus opened the door to the shed.  He activated the motor on the hand cart and pointed it towards the house.  The cart began to roll forward, bouncing along the ground through the chaos of battle.  No one seemed to notice the little cart.  The cart rolled up and hit the house, spinning its wheels as it stuck in place.

The xenos finally dropped the big bugs with there constant fire, but Shamus knew the leader bug was moving in for the kill.  Shamus shouted at the xenos “If yall want to live through this I suggest you get away from my god damned house!”  The xenos turned to look in the direction that Shamus was pointing, just in time to see the lead bug break from cover.

It was incredibly fast.  The xenos were to slow to react, battle weary like they were.  Not Shamus though.  He raised the gun and racked the slide, loading an incendiary round they used for burning crops. He aimed at the hand cart and pulled the trigger.  The cart and the barrels on it went up in a massive explosion that knocked Shamus of his feet.

Shamus pulled himself to his feet.  Flaming debris was scattered over his whole homestead.  He looked around for the lead bug.  The beast still lived, pulling itself from the fire.  Most of its legs were burned off as well as a few of its arms.  Shamus picked up the shotgun and started slowly walking towards the beast.  The green armored xenos began to pick themselves up and start a full retreat.  Cowards.

Striding up to the beast, Shamus looked it in the eye.  It tried to lift its one remaining sword arm, but Shamus pinned it to the ground with his boot.  He racked the action of the shotgun.  Aiming at the creatures head, Shamus laughed.  “And people say that a farmers life is boring.”  Pulling the trigger, Shamus turned the creatures head into a pile of black ichor.

Looking around at the fire and devastation of his farm, Shamus sigh.  Guess it was time to go see what became of his family.

And there you have it.  Part one of the Epic Saga of Shamus.  Let me know what you guys think.  I am not much of a creative writer, but these seemed like a fun project to try. Until next time, this is Severus saying have a good one and take it easy.

The Dirty Truth – I Proxy…

The mini cooper sets its sights on a fire raptor...

The mini cooper sets its sights on a “fire raptor”…

Howdy everyone, Severus here.  Today I wanted to bring you an opinion piece on proxying within warhammer 40k.  Now, like many of you, I tend to cringe when I hear the idea of proxying.  It conjures up images of neck beards proxying models with odd models that have no place in the game in order to field the latest net list they found.  I want to take a moment to go out on a limb here to defend the use of proxies within our game.

First off, let’s face it.  This can be an expensive hobby.  Most of us have some sort of budget to keep to.  Proxying a unit can allow you to avoid investing in a model that once you get it on the table, you find does not live up to your expectations.  Sometimes a model seems like it will be a good fit with an army.  Then it turns into a dead fish on the table and you regret your choice. Soon it is retired to a shelf somewhere like an odd trophy, a reminder of a poor decision.

Often times, we forget models or they break during play.  Proxying is a great way to get your game in with your friend even with the missing models.  Yes it is possible to glue the broken guy and hope he holds while play continues, or you can drive home and grab the model your forgot.

A number of factors today went into making the interesting image at the start of this article.  Shorereaper and I are looking to invest in Horus Heresy (as mentioned before).  We wanted to play a game with our 2500 point list to see how they worked.  My list featured 2 land raiders.  Since I only had one, we lined up a loaner from the Lord Primarch.  I forgot to pick it up.  Rather than cancel the game, we found an oddly appropriate sized proxy and played the game.  Now that I have a game under my belt, I feel much better about investing in the models I am missing to complete the list.

Now, proxying can have it’s dark side.  Personally, I am against proxying if the intent is to never buy the model.  If you are playing me, you either need to have forgetten/broke the model, or want to test it out before buying it.  I made this hard rule after going off the deep end a few years ago.

I played with a few highschool friends.  We were under very tight budgets at the time, so we fielded large numbers of proxies.   The issue became that some guys felt there was no need to ever buy the physical model. They could play the game with the proxies they had, and they enjoyed it.  Those games though were filled with oddities.  Plastic cups as drop pods, boxes as vehicles, paper circles with units written on them.  It prevented any immersion in the game.  Something I never appreciated until I started playing against non-proxy armies on nice tables.

That about wraps it up for me today.  How do you guys feel about proxying?  Do you prefer to only play WYSIWYG?  Or do you proxy on occasion to test out new models?  Until next time, this is Severus saying have a good one and take it easy.

The Last Stand of the Tau

Howdy everyone!  Severus here, and today I am going to tell you what happened on my end of the table in our special scenario, Nowhere to Run.  The description of the scenario, army lists, and deployment can be found here.  Lets get down to it!

Tau deployed first, and chose to go first.  Then the nids seized the initiative!  That put me on my back foot very quickly.  The nids pretty much ran as fast as the could straight at me.  The Hierodule killed a few drones with it’s giant hellstorm attack.  The hive crone burned up a bunch of fire warriors on my right flank as well.  Then the flying hive tyrant unload on the squad of fire warriors on the right that held my ethereal, killing him and a few fire warriors.  The exocrine picked off a few missile drones.  It was a big blow, but now it was time for the tau to fight back.

I sent the vespid and the tetra’s forward to try to screen some of my lines.  The right flank retreated.  The center also retreated.  The stealth suits, which infiltrated into the enemy deployment zone, moved up my left flank to harass the genestealers.  My goal this turn was to bring down the Hierodule and the flying hive tyrant.  I got the nova reactors off on the riptide and r’varna.  The r’varna opted for volley fire, and the riptide got the nova profile on it’s burst cannon.  I unloaded just about everything I had into those two targets.  I put three wounds on each, leaving the tyrant with one wound left and the hierodule with 3.  The tyrant passed his grounding check and lived.  I also picked off some of the genestealers on both flanks with the vespid, stealth suits, and hammerhead.

The R'varna tried to hold the right flank after the fire warriors take heavy loses

The R’varna tried to hold the right flank after the fire warriors take heavy loses

My center retreats in the face of the big bug threats

My center retreats in the face of the big bug threats

Finally, in a bold move, I charged the vespid in to tie up the genestealers on my left flank.  I swear, the logic was sound.  It is better to charge than be charged.  I would be going at initiative 6 along with the genestealers and I would have more attacks this way.  What I forgot was that vespid don’t have assault grenades.  I crossed some rubble in the charge and was reduced to initiative 1.  The vespid were cut down to three men.  Despite the heavy losses, they rolled insane heroism and held!  Take that ya stupid bugs!

The vespid sell there lives to slow the tyranid advance

The vespid sell there lives to slow the tyranid advance

Turn 2 saw the nids strike back. The flying hive tyrant got behind the hammerhead.  The crone came to the middle to shoot at…something.  To be honest, a lot was happening, and he was not a priority, so I forgot what he did.  The big bugs kept up the pressure on the right flank, with the hierodule lining up a charge on the R’varna.  The ravengers in the center moved in to take out the screening wall of tetras.  Shooting saw the hellstorm template kill more firewarriros on the right, the hammerhead dying to the tyrant, and the exocrine taking out a broadside.

In combat, the genestealers on the left finished off the brave vespid.  The hierodule, looking to crush the right flank, tried to charge the R’varna.  It failed, rolling only a 4 inch charge.  The right flank had a chance yet.  The ravengers charged the tetras, only killing two.

In my turn 2, I retreated along the center and right flank.  On the right, I placed the remaining fire warriors as a screen to low down the big bugs.  The riptide moved to try to get a second shot at the Flying Hive Tyrant.  The stealth suits moved up to shoot the now unengaged genestealers.  Finally, the Y’varha arrived.  I tried to deepstrike him near the genestealers on the left flank.  He scattered a full 11 inches and landed right behind the exorcine, doing a wound with his flechette attack.  I turned on the Riptides and R’varnas nova reactors (getting the nova profile for the heavy burst cannon and extra run move for the r’varna since it could not fire this turn).  The Y’varha failed and wounded itself.

Shooting wise, the Y’varha targeted the venomthrope with it’s flamer and killed him and a near by hive guard.  The Riptide was out of range of the Hive Tyrant, so it sets it’s sights on the crone, taking him down to one wound.  The fire warriors in the center focused on the ravengers, doing a few wounds.  The remaining firepower went after the Hierodule, doing another wound (leaving him with 2).

The riptide sets it's sights on a new target

The riptide sets it’s sights on a new target

The R'varna retreats as the fire warriros try to buy the army some more time

The R’varna retreats as the fire warriros try to buy the army some more time

Turn 3 sees the nids continue there push into the right flank with the big bugs and genestealers.  Both the flying hive tyrant and crone fly off the table.  The ravengers push up the center with the swarmlord.  The genestealers on the left try to keep moving forward but are slowed by terrain.

Shooting sees the hellstorm template kill one squad of fire warriors down to a man.   The exorcine turns around to shoot the Y’varha, doing a wound.  Otherwise the rest of the nid shooting is off the table, and thus they launch into assault.

The ravengers charge the tetras (again, but this time the tetras had some decent supporting fire), but they didn’t manage to kill one.  The hierodule charges the lone firewarrior left in front of him.  The Dimachaeron and the genestealers charge the other firewarrior squad.  In the end, both fire warrior squads on the right flank are destroyed.

The tau respond with a continued retreat.  Now that the right flank and center are out of room, they start retreating to the left flank.  The Y’varha advances towards the exocine.  The Stealth suits continue to take sight on the left flank genestealers.  The fire warriors in the center reposition themselves to screen the broadsides and crisis suits.  Nova reactors were activated on the r’varna (volley fire) and riptide (ripple fire) but failed again on the Y’varha.

Shooting sees the Y’varha kill the exocrine.  The stealth suits kill all the genestealers except the brood lord on the left flank.  The R’varna volley fired again at the Hierodule and genestealers on the right flank.  It killed all the genestealers except one and the brood lord and took another wound off the hierodule.  The riptide and the firewarriors took aim at the ravengers, whittling them down a bit more. The rest of my army focused fire on the hierodule, trying to take it’s last wound, but failed.

The lone firewarrior tries to delay the hierodules inevitable charge

The lone firewarrior tries to delay the hierodules inevitable charge


The tau lines shift to the left to avoid the rampaging Hierodule and Dimachaeron

The riptide, out of flyers to target, unloads on the ravengers

The riptide, out of flyers to target, unloads on the ravengers

The R'varna stares down the hierodule after another round of shooting fails to kill the monster

The R’varna stares down the hierodule after another round of shooting fails to kill the monster

Turn 4 sees the nids get ready to deliver a killing blow.  The bigs bugs start to push towards the center, setting there sights on the R’varna.  Swarmlord turns around to focus on the Y’varha (who is down to one wound) that just killed the exocrine.  The brood lord on the left turns around to take down the stealth suits that have killed his entire brood.  The flyers come back on the board, but appear to be out of position to support the final assault.

Shooting was largely uneventful due to clever placement of 2+ armor save models to lessen the blow of the hellstorm template.  The flying hive tyrant tried to gun down the Y’varha but failed.  And thus the nids moved onto the assualts.

The hierodule and the Dimachaeron charged the R’varna.  The R’varna was dispatched in short order.  The swarmlord charged the Y’varha and was able to put the final wound on him.  The ravengers charged the riptide on the left flank.  Overwatch did some damage, and the riptide finished off the unit in combat.  Finally, the broodlord on the left flank charged and killed all 5 stealth suits that had been harassing him the entire game.

The tau retaliated in turn 4.  With two big bugs encroaching on the main force, decisions had to be made.  The forces moved to bring maximum weight of fire on to the hierodule.  The Riptide moved up to take a shot at the flying hive tyrant.  That was it, the tau were pretty light on models at this point.

Shooting saw the riptide kill the flying hive tyrant.  All other guns targeted the hierodule.  In a finally blaze of glory, the big bug was slain.  Unfortunately, the Dimachaeron was still there and completely unharmed.

Combined fire power saw the death of the hierodule, but the Dimachaeron remains on the loose

Combined fire power saw the death of the hierodule, but the Dimachaeron remains on the loose

On to turn 5.  The swarmlord turned around and started heading back towards the tau lines.  The crone also moved up a bit, but was still not in range this turn.  The Dimachaeron swept around the right flank towards the tau gun lines.  The little lone brood lord on the right also followed.  The left flank brood lord shuffled forward, out of the fight for now.

There wasn’t any shooting to speak of, so on to assaults.  The Dimachaeron charged the broadside, quickly slaughtering it and the drones.  The right flank brood lord assault the two tetras, blowing one up.

Turn 5, the Tau threw everything they had at the Dimachaeron.  They were able to finally bring the beast down, but the swarmlord remained unharmed along with the one wound hive crone.  We rolled for it, and the game ended.

By our own victory conditions, the monstrous creatures were still alive.  So, the tau could not disengage from the fight in time and missed there evacuation.  They were killed to the man.  Counting up our modified kill points and adding in first blood and line breaker, the nids won 26-21.  So the secondary reflected a close loss for the tau.

Overall a very fun game.  That hierodule was much harder to kill than I had anticipated.  Getting seized on also robbed my army a turn of shooting at range, so I had to begin my retreat sooner than anticipated.  There were some epic rolls, like the vespid holding up the genestealers by rolling insane heroism.  Or the hierodule failing a 5 inch charge on turn 2 against the r’varna.  All in all, a good match!  Until next time, this is Severus saying have a good one and take it easy.

Duel with the Dule

Hey all, Shorereaper here, and I am going to give you my perspective on the the game I had against Severus this past weekend.

As you can see from the previous post, my list was very Monstrous Creature heavy, and very much deployed on the front line. I knew I had to get most of my units into close combat, and I new they would take a lot of firepower trying to cross the battlefield. For my psychic powers, I managed to get Catalyst (feel no pain) on the Swarmlord, as well as the Horror and Psychic Scream. The Hive Tyrant got Psychic Scream and Onslaught. Of course, all four psykers got Dominion, meaning I would have two to four synapse creatures at any given time. Getting ready for the game, I felt that my best chance was to go first and get in the Tau’s face as quickly as possible. Luckily for me, I managed to seize the initiative.

Turn 1 –
This was a relatively short turn for me. Everything my army moved forward, and moved forward fast. I was going to play this game aggressively and I decided to ignore the Stealth Suits coming up on my rear flank. The Hive Crone and the FHT took to the air and immediately got into firing range.

Left Flank closes the gap.

Left Flank closes the gap.

In the shooting phase, the template from the crone took out a few fire warriors in one unit. The Hierodule, with its 12-inch move, was able to barely get into range and managed to cause a wound on the Broadsides. Of course, I ran the Hierodule after that, thanks to its agility special rule. The FHT shot at the unit of Fire Warriors with the Etheral, and killed him. Everything else just ran forward, or in the Swarmlord’s case, lumbered forward at a slow walk. The Exocrine also fired its large blast weapon, picking off a few drones.

Left Flank move up fast.

Left Flank move up fast.

Then came the pain. Severus unloaded into the Hierodule and a few of the other monsters that were trying to close the distance. The Stealth Suits and Vespids picked off a few Genestealers on the one flank. The Hierodule took three wounds, and the flying HT was brought down to just one wound. I forgot how much firepower the Tau could bring to bear in that first turn.

Here come the Nids

Here come the Nids

As I am sure Severus will say in his blog, he decided to charge his Vespids into my Genestealers. I figured this was going to go well for me. And while it did, it didn’t go as well as I hoped. While my Genestealers did kill the majority of the Vespid, and they managed to kill one Genestealer, they stayed locked in combat thanks to an amazing roll of snake eyes.

Turn 2 –

My turn two movement was exactly the same as my turn one. March forward and pressure the enemy. The FHT flew behind the Hammerhead while the Crone swept to the right. The Dule and the Dimachaeron moved in close to the left flank (again, from my perspective). The Exocrine stayed put this time, meaning I would be able to use the slightly better Ballistic Skill.

Turn 2 b

In the psychic phase, like most of the game, I managed to get off catalyst, giving the Swarmlord unit and one other unit feel no pain. I also used some dice to give most of my creatures a better synapse range (including the Broodlords).

It begins

It begins

In the shooting phase, the Crone weakened another fire warrior unit, the FHT took down the Hammerhead, and the Exocrine took out some drones (and may have cause a wound to the broadside unit). Again, all of the other units ran to close the gap on the Tau.

In this assault phase, I thought I would start to significantly crush the Tau. The Raveners charged the 4 Tetras hoping to reduce the number of markerlights that could be brought against me. The Hierodule charged the R’varna. Well, the Hierodule tried to charge R’varna. I failed to successfully make the five-inch charge that was needed. The Raveners took down two tetras, and the Genestealers finally killed off the Vespids, which opened them up to shooting in Severus’s turn.

Raveners cause the destruction of two Tetras

Raveners cause the destruction of two Tetras

Again, my units had to deal with more shooting. This time Severus brought the Hive Crone down to one wound, shot more Genestealers, and only caused one wound to the Hierodule. Severus did manage to kill off the Venomethrope and one Hive Guard with the Y’vahna, and then fled far enough away that I would not be able to charge it in my turn.

Hierodule leading the charge. After the failed charge.

Hierodule leading the charge. After the failed charge.

Turn 3 –

As with all of my movement phases, the Tyranids kept charging forward, except for the Exocrine. I shifted the Hierodule for a slightly better shooting and charging position, and the left flank Genestealers closed in on one unit another unit of Firewarriors. The Crone and the FHT, both with one wound each, flew off the board to safety. The Raveners continued to pursue the Tetras.

One Hive Guard Making sure the rear is clear.

One Hive Guard Making sure the rear is clear.

In my shooting phase, the Exocrine fired at the Y’vahra, and cause one wound. The Hierodule toasted all but one Fire Warrior in one unit and caused some wounds to the Broadside unit. Most units, of course, ran forwad.

Hierodule preparing to assault the R'varna

Hierodule preparing to assault the R’varna

This is where the heavy assaulting started. The Raveners charged the Tetras again, the Genestealers and the Dimachaeron charged the larger unit of Firewarriors, and the Hierodule charged the one Firewarrior he didn’t kill (talk about overkill). The Raveners didn’t kill anything. The Genestealers and the Dimachaeron (on the left flank) managed to kill their firewarriors, and of course, the Hierodule killed off the one Firewarrior.

Here comes the Dimachaeron

Here comes the Dimachaeron

After my turn, Severus managed to kill the Exocrine and even more Genestealers. He also knocked the Hierodule down to one wound. I will say this now, that Hierodule can take a lot of firepower.

Turn 4 –

By turn four, the Tau were beginning to be cornered. I moved the Swarmlord into position to charge the Y’vahra. The Crone and the FHT moved into position to also shoot the Y’vahra. The Hierodule and the Dimachaeron moved into position to charge the R’varna. I was also finally frustrated with those Stealth Suits and moved the Broodlord into position to charge them. Sadly, that Broodlord was the only model left in that unit.

The last two Raveners preparing for another attack.

The last two Raveners preparing for another attack.

In the assault phase (nothing happened in my shooting phase), the Swarmlord managed to kill the Y’vahra. The Dimachaeron and the Hierodule killed the R’varna, and the Broodlord took out the unit of Stealthsuits. However, the Raveners tried to assault the Riptide, and were finally killed off.

Dimachaeron prepared for his next assault.

Dimachaeron prepared for his next assault.

And then it finally happened. After three full turns of being shot at, the Hierodule could no longer stand up to Tau firepower. The last wound was finally knocked off. I am left feeling that my first game with the Hierodule was successful, even if he didn’t make it to the end of the game. The FHT also was finally taken off the board.
Turn 5 –

With almost no available shooting left from my army, I just tried to shoot two tentaclids at a unit of firewarriors, killing off one. This being my final turn (unknown to me at that time), I charged the Dimachaeron into the broadsides and the other Broodlord into the remaining tetras. I did successfully kill one tetra (losing a Genestealer in the resulting explosion) and finally finished off the Broadsides.

In what turned out to be Severus’s final turn, he killed off the Dimachaeron with a lot of firepower. I still had the Swarmlord (and two of his guard), two Broodlords (but no Genestealers), and the Hive Crone.

So, throughout the game, I left my right flank soft and exposed, but thanks to a lucky scatter from Severus, the flank never collapsed. The left flank hit hard and fast, which seemed to work in my favor for this game.

Turn 4 c

So, the Tyranids managed to pull out a victory under the stated conditions. I had some MCs left on the table. And even when we broke it down by the modified victory points, my Tyranids managed to take home the victory. Although I believe I had an advantage with the Hierodule, it was still a very close game.

Set up 1


Nowhere to Run – Tau Vs Nids Special Scenario

20150207_153139Howdy everyone!  Severus here (and Shorereaper adding some input as well), and I have a special battle report for you today.  Not that long ago, Shorereaper got himself a scythed hierodule. He has finished it’s assembly and painting.  For it’s first game we made up a little narrative and rules to go along with it.  The Tau have attempted to capture an imperial agriworld.  Everything was going well for the greater good until the tyranids showed up. With access to plentiful biomass on the agriworld, the nids began to run rampant.  The tau never mount static defenses, they prefer to retreat and retake the lost land later.  Unfortunately for Darkstar and Aun’Ro, they have literally run out of ground to retreat to and are waiting on air evac off the continent.  The hive mind, knowing it’s prey is finally cornered, sends in a force to deliver the killing blow.

Mission wise we randomized the deployment and got hammer and anvil (which seemed fitting).  Victory conditions were set as such.  The tau are going to try to break the tyranid swarm by killing all the large creatures.  If the tau can kill all the monstrous creatures by the end of the game (random game length), then they can successfully disengage from the tyranids and make it to there transports.  If they leave any of the monstrous creatures alive, then the tau can not disengage and are overrun.

As a secondary victory condition, we decided to keep track of a modified kill points.  The idea being if it came down to a close game, then we could have a different method of determining the fate of the tau.  We settled on the following.  HQ’s are worth 5 points, Elites are worth 4, Heavy Support are worth 3, Fast Attack are worth 2, and Troops are worth 1.

Now for the army lists.  Knowing this would be the first game for either of us with a hierodule, we decided to make it a suitably epic game.  We settled on 2500 point lists.  Here is what I fielded:

  • Commander Darkstar – Iridium Battlesuit, Puretide Engram Chip, Command and Control Node, Multi-Spectrum Sensor Suit
  • Aun’Ro – Ethereal
  • Stealth Suits – 5 man with Shas’vre, all with counterfire defense systems
  • Riptide – Heavy Burst Cannon, Stimulant Injector, Velocity Tracker
  • Crisis Team – 3 man with Shas’vre, all with twin-linked missile pods and plasma rifles
  • Fire Warriors – 12 man with Shas’ui
  • Fire Warriors – 12 man with Shas’ui
  • Fire Warriors – 12 man with Shas’ui
  • Tetras – 4 tetras
  • Vespid Stingwings – 11 man with Strainleader
  • Y’varha – Stimulant injector
  • Hammerhead – Railgun with submunission rounds
  • R’varna- Stimulant Injector
  • Broadsides – 3 man with Shas’vre, all with high-yield missile pods, counterfire defense system, and 6 missile drones

Shorereaper here, I brought out the following:

  • Swarmlord w/ 3 Hive Guard
  • Hive Tyrant w/ wings and two TL devourers w/ Brainleech worms
  • 14 Genestealers w/ Broodlord
  • 14 Genestealers w/ Broodlord
  • Venomthrope
  • Hive Crone
  • 6 Raveners w/ Rending Claws
  • Dimachaeron
  • Exocrine
  • And of course, the Scythed Hierodule

Set up 1

Back to Severus

Now onto deployement.  We rolled off and the Tau got the first choice.  I decided to deploy right on the line.  My reasoning was that as the nids advanced, I could slowly retreat deeper into my deployment zone.  As soon as I ran out of room to retreat, I would be in big trouble.  I anchored the left flank with the riptide and vespid.  I put the hammerhead, r’varna, ethereal and 2 units of fire warriors on the right flank.  The center I placed the broadsides, the commander with them, a unit of fire warriors, the 4 tetras, and the unit of crisis suits.  I held the y’varha in reserve and infiltrated the stealth suits to harass the nids.


The tau deployement


The Riptide supporting the left flank


The R’varna supporting the right flank

And back to Shorereaper for his Deployment.

So, since my Tyranid Army was based heavily for close combat, I also decided to deploy as close to the Tau as possible. I knew that there would be a couple of turns trying to advance through a lot of fire power. I also knew that the Tau would slowly fall back making it harder for me to close in on them.

Set Up 3

I placed the Swarmlord right in the center of my deployment zone. I knew that I would need his synapse range to cover most of the board since the only other synapse creature was the Flying Hive Tyrant and he would advance up the board quickly. With the Swarmlord I placed the Raveners, the Venomthrope (for that added cover), the, Dimachaeron, and the Exocrine to sure up the center. The Crone and the Hive Tyrant I placed on my left flank with the hope of softening up that side on my initial run. The Hierodule was also placed on that side as well. I decided to infiltrate my Genestealers, one unit on each flank. The one unit was the only unit on the my right flank, which I hoped would be able to slow any Tau that tried hit that side, knowing that the Raveners could get there to support them if needed. The plan was to hit the Tau’s left flank (from my perspective) and sweep in across the table.

Set Up 5

Set up 4

Set up 2

And there we have it.  The stage is set for an epic battle.  Will the tau hold out long enough to be evacuated?  Or will the nids overwhelm them and consume there biomass?  You will just have to wait for next time.  Until then this is Severus (and Shorereaper) saying have a good one and take it easy.

The Myth of Old One Eye – Results

I lost. I lost bad. The Lord Primarch tabled me by turn three in my scenario with Old One Eye, but it was a lot of fun. I knew going into the game that the list I was taking was probably going to lose bad. Those who know the Tyranids will see a gaping whole in my list, but I wrote it only for fluff purposes. The list I brought consisted of:

Old One Eye
Venomthrope brood of 3
30 Termagants
30 Termagants
30 Hormagaunts w/ Toxin sacs
14 Genestealers w/ Talons
13 Genestealers w/ Talons
9 Ripper Swarm Bases
6 Raveners w/ Rending Claws
30 Gargoyles
1 Carnifex w/ Adrenal Glands

Old One Eye 5

The Primarch took Sgt Telion, a Culexus Assassin, Tyrannic War Veterans, three units in drop pods, a Bike Squad, a command squad, a psyker, a Stormtalon, and a Thunderfire Cannon. I am probably wrong on exactly what was in his list, but you get the idea.

Now, any Tyranid player will tell you that there is a serious lack of units with a synapse range. There is a reason for this. I thought that since Hive Fleet Behemoth was already defeated, only smaller creatures (except One Eye) would be left on the planets. I admit, I added one more Carnifex into the list, but I felt that lack of synapse creatures just added to the fluff of the game. This was a cleanup action for the Ultramarines. And boy did they clean up.


I had first turn, and it went bad right off the bat. Since I had no Synapse creatures, I had to take instinctive behavior tests on all my units except the genestealers. The gargoyles failed, and fled to the nearest terrain. The Raveners failed, but caused no unsaved wounds to themselves. The Venomthropes failed, using Old One Eye’s leadership, and fled off the board. That’s right, before the game really started, I gave up first blood and three additional kill points since they are an elite unit.

By the end of the game, I killed the Primarch’s bike unit, his assassin, and one tactical marine. He killed everything. I made him finish the game. I forced him to actually table me.

Not that it mattered, that was accomplished by turn two.

I already knew that I needed synapse creatures, but this proved how badly they are needed. But at least it was a fun game.

Taking the Iron Hands Back to the Past…AKA Horus Heresy!

40kHeresyHowdy everyone, Severus here.  I wanted to take a break from Tau today and talk about my other on going project.  Getting more into 30k, aka Horus Heresy.  As I have mentioned previously, I have a 40k force of Iron Hands.  My goal is to take that army and make it 30k compatible.  What I mean by that is try to use the existing models I have as a basis for an army.  Yes, I intend to use GW plastic models in the place of most of the forgeworld options.  I will explain more later.

First off, writing an army list in 30k is a very different experience.  It is essentially a whole new system of wargear and weapons.  The quick reference books (the small red ones) are a life saver.  There were a few areas I wanted to focus on when it came to the list.  First off I love Ferrus Manus and the Gorgon Terminator models.  They were a must.  I like the Medusan Immortal models, but in the end I just couldn’t fit them in this list.  Second, I wanted to feature the Iron Hands own rite of war.  That meant replacing rhino’s with land raiders.  Finally, having recently read Angel Exterminatus, I fell in love with the Storm Eagle, so that had to make an appearance.

Here is the list:

  • Ferrus Manus (with Forgebreaker) (Joins Gorgon Terminators)
  • Legion Praetor – Iron Father with Cataphractii Armor, Cyber-familiar, Digital Weapons, Iron Halo (Joins Tactical Squad in Storm Eagle or Gorgon Terminators)
  • Legion Tactical Squad – 10 man with Sergeant
    • Landraider Phobos – Armoured Ceramite
  • Legion Tactical Squad – 10 man with Sergeant
    • Landraider Phobos – Armoured Ceramite
  • Legion Tactical Squad – 10 man with Sergeant (Rides in Storm Eagle)
  • Contemptor Dreadnought – Multimelta, Heavy Flamer
  • Gorgon Terminators – 10 man with Hammerbearer
  • Legion Storm Eagle Assault Gunship – Twin-linked Multimelta, Two Twin-linked Lascannons

Total: 2485pts

There is still some work to be done with the list.  It has 15 points to spare (Shorereaper and I agreed to build to 2500, we hear that is the normal size game for horus heresy).  I would like to squeeze in a drop pod for the contemptor, I don’t think he will fair to well walking around.  The list concept is Ferrus and the Gorgons start on the field and basically walk straight at the enemy.  The landraiders can be deployed normally or outflank with the Iron Hands rite of war.  The Storm Eagle can provide ranged anti-armor.  The embarked tactical squads can add some fire power if needed, but are mainly there for objective grabbing.

Model wise, I have a good start on the list.  The only things I don’t own are a second landraider, 5 more Gorgon Terminators, a Storm Eagle, and Ferrus Manus.  You will note that the majority of that list is forgeworld models.  My goal is to complete this list, then as my budget allows, go back in and replace the tactical squads and landraiders with the forge world variants.  This should allow me to get a functioning army sooner, then I can go back and make it more period accurate.

There is only one fly in the ointment.  I have gone through several different list in our play testing.  I don’t have the models to proxy this list to test it out.  As Shorereaper and I have found, play testing is key.  There are so many cool things in 30k, but in the end they may not all fit your army theme or function like you thought.  I will try to borrow some models to proxy the storm eagle and ferrus so I can give this list a proper test.

That about covers it.  How many of you play 30k?  Did you try to convert a 40k force into a 30k force, or did you pull a Tuttle and go all forgeworld?  How has your experience with 30k games been compared to 40k.  Until next time, this is Severus saying have a good one and take it easy.