Finding the Fun

In the last two weeks I have gotten four games in, and all four have ended in losses. This wouldn’t normally be that bad, I am used to losing, but it’s the way that I have lost. Either I was tabled (games 2, 3, and 4) or so close to being tabled that it didn’t matter. But the really odd thing is how I felt about them. For example, games 1 and 4 were actually a lot of fun. Game 2 was ok, not as much fun as I normally have, but it wasn’t all that bad. But game 3, that wasn’t fun at all. Not even close.

Game 1 – Tau vs. Tyranids. This was actually my second game ever against the Tau player, and I wanted to take a toned down Tyranid list, even though I knew I would be facing a fairly competitive Tau list. He had a couple of Riptides, some Broadsides, tetras, and a few other things. I was taking a Pyrovore and 2 Biovores, so obviously my list was fairly soft.

The game was the Relic, and I controlled the relic through most of the game. At least, till the last turn when I was finally shot off of it. But at least it was a close game, and I had a lot of fun trying to pull out the win with an army that had very little chance of doing it.

Game 2 – Minotaurs vs Tyranids – Now this I though would be a close game. Again, my list wasn’t amazing, but I thought it was ok. Boy was I going to be taught a lesson. I couldn’t stand up to the firepower. Grav-gun Centurians took out the Exocrine in turn one. Raveners took a beating from bolters. Gaunts and the Tervigon basically just collapsed. It wasn’t pretty. But it wasn’t a painful game like game three turned out to be. All of the doctrines allowing for rerolling was just painful.

Game 3 – Ultramarines vs Dark Eldar – Ok, I asked for this, but it just wasn’t all that much fun. I told my opponent to take whatever he wanted, and he wanted to get a second test game in of his Skyhammer Annihilation Force. My Dark Eldar Army is not competitive. They are meant for me to have fun, that’s it. But frankly, the skyhammer force, coming in on turn one, made me play defensive right away. Actually, it wasn’t even defensive. It was “Run away! Run away!” By the end of turn 2 I knew it was game over.

Game 4 – Skitarii and Mechanicus and Imperial Knight vs Tyranids – Now this game, which has the same result as game 3, was a lot more fun. I got my first game in against the Skitarii/Mechanicus pair. It was ugly, and while my list wasn’t strong, it did allow me to get a feel for my opponent’s army. It wasn’t pretty, not even close. In turn one (he went first mind you), I lost an Exocrine, Flying HT (my warlord), a Carnifex, 2 Raveners, and 4 warriors. I lost almost half my army in points, and two of my best units, and I didn’t even go yet. To make it even worse, he didn’t even roll that well (neither did I). But, at least it was a fun loss even if I was tabled that fast.

So, the question becomes why did I have fun in games 1 and 4, but not so much fun in games 2 and 3? I think that in game 1, I knew it was going to be a struggle, and that became fun. Trying to pull out a win from a game that I should not have. Game 4 was fun because it was against a new army. Yes, I got my ass handed to me in a neat little package, but it was fun to play against something new. Game 2, I think it was just disheartening how badly I lost with a list that I thought would do better. And game 3, that skyhammer force just was an unstoppable force when going against my non-competitive list. Yes, I told him to take anything, so it is my fault. I must own that. But from now on, when someone takes a competitive list, and I am taking my Dark Eldar, I have to go in asking that they take a soft list.

The Last Stand of the Iron Hands – Severus’ Perspective

Howdy Everyone!  Severus here!  Sorry I have been absent as of late.  Life is moving fast for me with this move to Alabama.  Lots of stuff to deal with.  Luckily I was able to get some time this past weekend to get some final games in with my friends.  Among those was the Last Stand Scenario that Shorereaper wrote.  He wanted to run a 2500 point list, so I would need to bring allies for my Iron Hands to reach that points level.  I knew the scenario, so I wrote a thematic list.  Here is what I took:

4 Setup Iron Hands

  • Chapter Master – Terminator Armor, Gorgon’s Chains, Thunderhammer
  • Assault Terminators – 5 man with Thunderhammers and Stormsheilds
  • Sternguard – 10 man, Vet Sgt with Melta Bombs
  • Tactical Squad – 10 man with Heavy Bolter, Plasma Gun, and Sgt with Melta Bombs
  • Tactical Squad – 10 man with Heavy Bolter, Plasma Gun, and Sgt with Melta Bombs
  • Stormtalon – Skyhammer Missiles
  • Devestators – 10 man with 2 Missile Launchers and 2 Plasma Cannons
  • Vindicator – Siege Shield
  • Landraider Crusaider
  • Knight Paladin
  • Skitarii Vanguard – 10 man with an omniscope, Alpha with Taser Goad and Phosphex Blast Pistol
  • Skitarii Vanguard – 10 man with an omniscope, Alpha with Taser Goad and Phosphex Blast Pistol
  • Sicarian Ruststalkers – 5 man with Transonic Razors and Chordclaws, Princeps with Prehensile Dataspike

I deployed with a plan in mind.  The biggest trouble would be bringing down the Hierodule.  I put my Knight, Justice, along my left flank.  I put the terminators in the land raider with Iron Father Telavek on my right.  I put the vindicator along my left flank.  I deployed both a unit of tac marines and vanguard on each side of the defense line I was given.  I put the devestators in the middle.  The sternguard were deployed on the left flank as a support element.  The ruststalkers were deployed on the right flank as a counter attack element

If the hierodule came down the left flank, Justice and his D strength close combat attacks would be there to meet him.  If he came down my right flank, the thunderhammer terminators would be there to receive him.   I didn’t think they could take him down, but they could hold him long enough for Justice to come in and deliver the killing blow.  Everything else was there to try to keep the waves of tyranids pushed away from my defensive line so that the terminators and Justice could maneuver into position.

15 End Iron Hand Turn 1Turn one, Nids went first.  They covered the gap between our lines fast.  I had three units getting up close that could assault in turn 2 if I didn’t deal with them.  The ravengers, the hormagaunts, and the gargoyles.  I prioritized the ravengers and unloaded onto them, killing them to a man.  Up next were the gaunts, cutting there unit in half.  I did a small  amount of damage to the gargoyles, but nothing significant.  The tide was pushed back for a turn.

19 Getting closer Turn 217 Ravener vs Iron HandsTurn two, the nids advanced again.  The hierodule came out and started heading up the center with a 12 inch move and a 12 inch run.  It was going to be on my lines soon.  Warp blast tool out the vidicators demolisher cannon.  The ravenger made it into combat with one of my tactical squads (a 5 man combat squad with the plasma gun and sergeant).  They held.  The gargoyles shot off three of my vanguard on my right flank then tried to charge.  The vanguard stood tall that day and killed 7 in overwatch, preventing the charge.

On the Iron Hands turn 2, it was time to strike back.  The vindicator (now a useless moving box) moved up my left flank to try to funnel some of the gaunts towards my lines.  Shooting focused on the bigger bugs that were getting closer.  The swarmlord and his guard moved up the left center and the carnifex and hive tyrant moved up my right.  Shooting took down the swarmlords guard and put a wound on the beast himself.  The right flank focused on taking down the gargoyles and carnifex.  The vanguard did a stellar job once again, killing the gargoyles down to 2.  The rest of that flanks shooting chipped off a wound from the carnifex.  Finally, the Ruststalkers vaulted over the lines and charged into the carnifex.  They brought him down to one wound and lost one of there number in return.

Turn 3 saw the nids finally reach combat in significant numbers.  Everything moved up.  Psychic mind bullets from the Hive Tyrant popped the landraider on the right flank.  The Swarmlord and pyrove charged in against part of the vindicator on the left.  The hive tyrant and hormogaunts charged into the ruststalkers to try to save the carnifex.  In the end, the ruststalkers failed to killed the carnifex and died for their effort.  The vindicator survived with one hull point.

22 Swarmlord

We all know what is about to happen.

The Iron Hands retaliated in turn 3 with more concentrated fire power.  This time the fire power was focused on the hierodule, warriors, and the swarmlord.  Only a wound chipped off the hierodule.  The Swarmlord was brought down to a wound. Several warriors were killed and the hormaguants met their end.  Justice finally strode forth to take on the hierodule.  The right flank shooting took down the carnifex finally.  Iron Father Telavek and his terminators crawled out of the wreckage to seek vengeance on the Hive Tyrant that destroyed there beloved transport.  Justice failed his charge and now stood vulnerable in front of the iron hands lines.  Telavek and his terminators destroyed the offending hive tyrant.

24 Epic BattleTurn 4 was time for epic combat.  Swarmlord charged in against a unit of 5 sternguard supported by the pyrovore.  Finally, the hierodule charged in against Justice.  The swarmlord survived his combat with the sternguard and felled two of there numbers.  Justice put up a mighty fight with his reaper chainsword, dealing several viscous blows and bringing the mighty hierodule down to a single wound.  Then the hierodule shredded Justice.  In the resulting titanic explosion, Justice fell over and killed the Swarmlord, the pyrovore, and the sternguard.

The Iron Hand Devestators retaliated with concentrated missile fire in the bottom of turn 4, dropping the hierodule.  And with that the swarm was broken.  The bug started their retreat under the guidance of the warriors.  A victory for the Iron Hands, but at a great cost.

Overall the game was a blast.  Definitely a high note to go out on with Shorereaper.  I definitely felt the pressure of keeping all those nids off my lines.  The recycling unit mechanic never really came into play.  A unit coming on from Shorereaper’s board edge needs to cover 48 inches to get to my lines.  Most units can’t do that in 2-3 turns.  Maybe bringing the hierodule in on turn 1 could more pressure on the defenders.

Little narrative battles like this one are a lot of fun. Win lose or draw, you make a great story.  I am working on a little one from this battle.  Perhaps involving the saga of Shamus.  Until next time, Have a good one and take it easy.

Last Stand of the Iron Hands – Shorereaper’s perspective

So, in honor of Severus leaving us, I challenged him to a game of my own design as our final outing. I wanted his Iron Hands (and any allies he chose) to face my Tyranids in an epic battle. He knew what the mission was, and he knew approximately what was going to be in my list.

As I covered in an earlier blog, the deployment was hammer and anvil, with very little terrain in the center of the board. On his tableside, there was a Wall of Martyr Defense Line, some Defense Emplacements, and a Firestorm Redoubt with Quad Icarus Lascannons, at not cost to him, but he did get their special rules.

My list consisted of the following:

Swarmlord
3 Tyrant Guard
Hive Tyrant
30 Termagants
30 Hormagaunts
9 Warriors
30 Gargoyles (almost fully painted too!)
9 Raveners w/ Rending Claws
Venomthrope
Pyrovore
Carnifex
Scythed Hierodule

Severus will write about his list in a blog about his perspective.

My deployment was pretty standard. I knew that my fast units had to close the gaps quickly, so they were the front line. The Gargoyles were on my left flank, the Hormagaunts were deployed next to them. The Raveners I placed on the right flank, knowing they were going to move more towards the center. The Swarmlord was in the center, giving me fantastic coverage with his synapse. The Venomthrope, Termagants, and warriors made up the rest of the right flank. Supporting the left flank was the Carnifex and the Hive Tyrant. The rules of the game required the Hierodule to be kept in reserve until turn 2. For My psychic powers, the Hive Tyrant and the Swarmlord had Warp Blast, Paroxysm, and Dominion. The Swarmlord also had Psychic Scream. Yes, I somehow managed get get all of the same powers.

Here is the wall of Nids

Here is the wall of Nids

Wings!

Wings!

8 Setup Nids

Turn 1 –

My Turn 1 was pretty basic. Move forward. Everything moved forward as fast as they could. In the psychic phase, I got off Dominion and didn’t even try for anything else. In the shooting phase, I ran everything forward. I wanted to close the gap. The only way I could pull this win off was if I could get engaged in combat quickly.

10 Turn 1 Nids

Severus’s turn, in short, was shoot shoot shoot. He took out a few gargoyles, a lot of Hormaguants, and most of my Raveners.

Turn 2 –

Again, the movement phase was easy, hauling forward as fast as I can. I found myself with a lot fewer Raveners and Hormaguants, and the Gargoyles were reduced as well. The Hierodule, entering the field of battle, started his movement up the center of the table. His 12-inch movement, and double run, really allowed him to cover a lot of ground.

I got my Gargoyles in position to shoot at the Skitarii, and placed my Ravener and Hormaguants in a position to charge some tactical marines. The Gargoyles killed three of the Skitarii (my first kills) in the shooting phase, but they were about to be taught a lesson about overwatch. In the psychic phase, the Swarmlord managed to get the Warp Lance off and destroyed the Vindicator’s gun.

I charged the guants into the tac squad so they could take the overwatch, and they were actually shot out of charge range. The Ravener then charged in and proceeded to kill one Tac Marine. The Gargoyles declared a long charge, and seven of them proceeded to die to overwatch. Not a very successful turn two.

11 End Nid Turn 1

Severus used hit turn to shoot more of my units, and charged the Carnifex with some of his Skitarii. It did not go well. The Carnifex killed one model and Skitarii caused a few wounds.

Turn 3 –

And here is where the excitement started happening. The hierodule closed the gap again. The Hive Tyrant and the remaining Hormaguants put themselves into a position to support the carnifex, who was now locked in mortal combat with a Skitarii unit and had one wound remaining. Warriors and Termagants continued to rush forward, now starting to get off some shots. The remaing Gargoyled actually went behind enemy lines (where I proceeded to forget about them). In the psychic phase I managed to blowup the Land Raider with a well placed warp lance from the Hive Tyrant.

12 End Nid Turn 1

While nothing noteworthy happened in the shooting phase, the Hierodule finally got into shooting range and killed three more marines, then ran forward another three inches.

20 Turn 3

In the assault phase, the Swarmlord and the Pyrovore charged the Vindicator, and proceeded to knock one hull point off of it. The Ravener finally won his close combat, and consolidated in front of the Redoubt. The Hive Tyrant and Guants managed to save the Carnifex from death.

In Severus’s turn, he charged the Hive Tyrant with Terminators, and killed it. He Killed the Carnifex (finally). And he finally wiped the Gargoyles off the board.

Turn 4 –

And now we come to the end of the game. The Tyrant? Dead. The Carnifex? Dead. The Hormaguants? Mostly Dead.

The Swarmlord and Pyrovore moved forward again, putting them in position to charge some Sternguard. The Knight failed a charge on the Hierodule in Severus’s turn, so I moved him closer so I could get off the charge. I wanted this battle to be epic. I used the Swarmlord to give the Hierodule Preferred Enemy.

22 Swarmlord

The Pyrovore killed a marine, and the Warriors and Gants killed a few others in the shooting phase. That was about all I had left to shoot with. I charged the Swarmlord and the Pyrovore into the Sternguard and charged the Hierodule into the Imperial Knight. Really, nothing exceptional happed in the combat with the Swarmlord/Pyrovore… well, other than they two of them managed to kill one marine. But the Knight/Hierodule was going to be exciting. The Knight, with his D attack, managed to knock the hierodule down to one wound. The Hierodule, with preferred enemy and S10 hits (9 of them! 7 Base, 2nd Close Combat Weapon, and the charge) obliterated that Knight. When the Knight exploded, he exploded big. The apoc template then scattered onto the Swarmlord, killing him (and taking Severus’s chance at killing the Swarmlord away again).

We all know what is about to happen.

We all know what is about to happen.

Too bad the Hierodule took a grenade to the face in Severus’s next turn. After that, with as few unit as I had left, I had to concede.

It was a fun and epic way for our last game to play out. Oh, and my record against Seth was 15 Wins, 19 Losses, and 1 Tie. Yes, I kept track.

Last Stand of the Nurse Sharks

It is a little late, but last Saturday I got my first chance to test my “Last Stand” scenario. And even though I lost, I had fun, and I learned some things to make the next game a little more even.

First, as you can see from the pic below, my army had an interesting fight ahead of them. I had to march my Tyranids across a No-Mans Land with very little cover. My opponent, fielding Sisters of Battle and Carcharodons, had an open field of fire. I actually wrote his list, so I should have known that I was in for a rough day.

That two feet of no terrain looked bigger in person

That two feet of no terrain looked bigger in person

And it really was a rough day. I gave him a unit of two thunderfire cannons, and they removed a swarm unit a turn. Sure, they just went into ongoing reserves, but they would just die again.

The Hierodule came on the board on turn three, like my rules stated, but that just didn’t give me enough time to do anything with him. He was only really productive in turn 5, and that just was not enough time.

So, the game ended up with the Nurse Sharks holding the line. The Nids, throwing themselves against the line…. And just dying in no mans lands. But it was fun.

Below are some further pictures….

I deployed on the 2 foot line, keeping my fastest units to the front. I wanted to get them to the enemy quickly.

I deployed on the 2 foot line, keeping my fastest units to the front. I wanted to get them to the enemy quickly.

Sisters hiding (smartly) in the trenches.

Sisters hiding (smartly) in the trenches.

A better picture of the Nurse Shark deployment. Tyberos "commanding" from behind the trenches.

A better picture of the Nurse Shark deployment. Tyberos “commanding” from behind the trenches.

Warriors and Raveners moving forwards. Raveners would be put into ongoing reserves at the end of my opponent's turn.

Warriors and Raveners moving forwards. Raveners would be put into ongoing reserves at the end of my opponent’s turn.

Here the lines are starting to separate. Faster units pulling away.

Here the lines are starting to separate. Faster units pulling away.

Sisters in the trenches (their right flank). In the distance you can see the Hierodule which took on the left flank... just before the game ended.

Sisters in the trenches (their right flank). In the distance you can see the Hierodule which took on the left flank… just before the game ended.

 

The Long Fight

Every now and then, Severus and I feel the need to cause mass death and destruction. We challenge each other to a battle of the swarms. He puts up his Orks up against my Tyranids. This past weekend was another one of those long battles. He brought tons of orks including 6 HQs and a lot of boys (and only one tank). I brought 188 models including the Swarmlord, a Hive Tyrant, Tyrant Guard, 9 warriors, 9 Raveners, a Pyrovore, 2 Biovores, 60 Termaguants, 40 Genestealers, 30 Gargoyles (who didn’t last long) and 30 Hormaguants.

Knowing this was going to be a fun blood bath, I decided to deploy everything onto the table. I didn’t even infiltrate the Genestealers. Gargoyles were on the left flank with the Warriors. Hormaguants, Biovores, Raveners, and the Hive Tyrant were on the right flank. Genestealers, Hormaguants, and the Swarmlord were the center of my army. Oh, and the Pyrovore was there with them in his first appearance.

I had no goal except to charge in and kill or be killed. Well, it turns out that it is fairly easy to be killed. Gargoyles killed a Deffkopta, and so did the Raveners, but from that point on, it was just a slow death.

The following are some photos of the action. You can just see the models being slowly pulled off the board.

1 Orks After Scout

Severus deployed his Orks in a similar way. Just get them on the board. He scouted his Deffkopta forward, and braced for the on coming tide.

2 Most of the orks

My view of what I would be facing.

2 Orks 1

And as you can see, some of these were members of the grey tide.

3 Genestealers

Some genestealers, preparing for the run forward.

4 Greenstealer

What do you get when on genestealer eats too many Orks? A greenstealer.

5 Orcs in the distance

Time to skitter forward.

6 Hive Tyrant

Filling up the right flank was a Hive Tyrant, making sure that none of the Raveners decided to fall to their instincts.

7 Close Combat 1

Not much later in the game, a close combat. One ravener and a few Hormaguants just couldn’t stand up to the clubbing that they received.

8 Pyrovore leading the charge

The Pyrovore, bravely moving forward. In this game, I have to admit that he did pretty good. Wasn’t an all-star, but he did take out a few models. And Pyrovores are considered terrible…

9 Orks Close the flank

Ork boys, having defeated the gargoyles, are seining in to slaughter some Warriors. I wish I could say it went well, but it really didn’t. Two units charged those warriors, and they didn’t last a turn of close combat.

10 Broodlords perspective

The Broodlord and his crew slowly moving up the edge. Someone had to try and save the Swarmlord.

11 Ignore the Pyrovore

This was one of the most entertaining points in the game. Two almost full units of boys decided to charge the Swarmlord. So they went around the Pyrovore. The wanted the Swarmlord.

12 And the beating begins

And now it started becoming a quagmire. Two units of boys charging in, and the Pyrovore with nothing to do. Shame I didn’t have “Supporting Fire”.

13 Ork Close combat

14 And the roll

This is going to hurt.

15 What is going on here

And the Orks are thinned out… but so are the Gaunts and the Genestealers.

16 Close combat 2

And finally the Flash Gits show up for some close combat. From here, it just went down hill. Severus slowly picked off the Genestealers, the Guants, and the Guard. In turn 6, the Swarmlord had one wound left. Then I dumped all of my psychic dice into Catalyst, knowing I would need Feel No Pain. And I periled. The Swarmlord took himself out of the game, causing me to be tabled.

Five hours. Lots of Death. A loss. Now that was a fun game.

Experimenting with Terrible Lists!

Howdy everyone, Severus here.  This week I came up with an awesome/terrible idea, depending on your point of view.  I got it from a fantasy podcast, Garagehammer.  The idea is that you write the worst list you can with your army.  You and your opponent switch lists (meaning you lend him your army, so you need a little trust here).  Then you have at it, see who can succeed with the terribleness.

So, Shorereaper, the Lord Primarch, and I all wrote up bad lists and had at it!  I decided to limit it to 1000 points (makes running an unfamiliar army easier at a small point level).  In terms of armies, I decided to go with orks.  They are a softer army, and I have lots of options when it comes to units (you do not want to see my storage closet).  Here is what I came up with.

  • Boss Zabstruk – Warlord
  • Weirdboy – lvl2
  • Burna Boyz – 5 man
  • Nobz – 7 total with slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 10 boyz – slugga and choppas
  • 6 Stormboyz – nob with ‘uge choppa
  • Deff dread – 4 close combat weapons
  • Killa Kans – 2 with rokkit launchas
  • 3 Bubblechuckas

Now, I could have been meaner with this list.  Zagstruk gives a leadership re-roll within 12 inches.  That will help with all the ork low leadership and lack of nobz in the boy units.  This list has a few answers for armor as well.  Deff dreads and kans can take those down.  I wanted the list bad, yet playable.  Case in point, Shorereaper could have made a nid list without any synapse (which is crap), but he threw one synapse creature in.  Kept it sporting so to speak.

I ended up playing Shorereaper’s nids against my ork list and later the Lord Primarch’s blood angels against Shorereaper’s nids.  It was a lot of fun.  With such soft lists, bad units do well.  Those unarmored nobz literally walked through an entire flank of the nids in one game.  A basic librarian ended up killing old one eye.  Plus it is fun to try out a different army.  Gives you a real challenge as a general.  Playing nids with only one synapse creature is REALLY interesting.

Overall I think this was a great change of pace.  I thoroughly enjoyed my games.  It also was a really fun list building concept.  Trying to make a bad list is not as straight forward as some may think.  I will totally be playing this format again.  Until next time this is Severus saying have a good one and take it easy.

A Distant Third

This weekend was an eventful one for my Tyranids and me. First, I got my first game in against the new Eldar codex, but I will get into that more in a later post. The bigger event was a tournament on Sunday at Critical Hit. While many of my friends have been play testing their lists for the last month, I wrote mine this week (play testing a variant once). It was an 1850-point tournament and I wanted to bring something competitive. I used the Hive Fleet Detachment from the Shield of Baal book. This is the list that I brought:

  • Hive Tyrant w/ Wings and 2 TL Devourers w/ Brainleech worms (230 pts)
  • Hive Tyrant w/ Wings and 2 TL Devourers w/ Brainleech worms (230 pts)
  • Hive Tyrant w/ Wings and 2 TL Devourers w/ Brainleech worms (230 pts)
  • Ripper Swarm w/ Deep Strike (45 pts)
  • Ripper Swarm w/ Deep Strike (45 pts)
  • Ripper Swarm w/ Deep Strike (45 pts)
  • Venomethrope (45 pts)
  • 5 Zoanthropes, Neurothrope, Tyrannocyte (400 pts)
  • Hive Crone w/ Stinger Salvo (165 pts)
  • Hive Crone w/ Stinger Salvo (165 pts)
  • 2 Biovores (80 pts)
  • Exocrine (170 pts)

The plan was to protect the rippers by keeping them in reserve. I could deploy the flyers in cover (if I was able) and keep the Venomthrope close in order to increase their cover save while they were on the ground, hopefully keeping them from having to jink. I felt that this was a fairly competitive list and I hoped I would have a decent showing.

Round one was against another Tyranid player. In his list was a Barbed Hierodule, 3 Flying HT’s, the Swarmlord, Rippers, a Malanthrope, and a few other units. The mission was the Relic with Hammer and Anvil deployment. My opponent deployed first and we had some fun Nid on Nid action. It really was a close game, his warlord trait (reducing my reserve rolls by 1) kept my Zoanthrope brood out of the game till turn four. He had the barbed Hierodule jump on the relic and just pick off units left and right. I did kill the Malantrope, the Swarmlord, a ripper swarm, a flying HT, and knocked down the Hierodule down to one wound. However, I couldn’t knock the relic out of the Dule’s grasp and he took the win. It was a fun game even if it was Nid on Nid action. I felt that my list had a decent showing, and I may have even been able to pull out a victory if I did a few things differently. However, I didn’t do those things, and round one ended in a loss.

Round two paired my bugs up against two Imperial Knights and the Iron Hands. My opponent brought two Thunderfire cannons, a Chapter Master, a Psyker, Tactical Squads, and some Scouts for his Iron Hands. The mission was Crusade (with 4 objectives) with Vanguard Strike deployment. My opponent really didn’t have much to handle my massive air attack, so he just wanted to put up a fight and have a fun game. Sadly, I am not sure he did. I surprisingly had an easy time with the knights. A flying HT and my Zoanthropes took down one Knight and the two Crones and another flying HT took down the other thanks to some great rolling, and this all happened in turn two. My Tactics were to ignore the Thunderfire Cannons, since they really couldn’t hurt much of my army, and pick off everything else. By turn three, the game was pretty much over and he conceded the game. I actually felt guilty, even in a tournament setting, I prefer have close games.

After that win, I found myself paired up against Salamanders in round three with Dawn of War deployment and the Scouring mission (all objectives worth 3 points). My opponent brought a drop pod assault with 2 more Thunderfire cannons, an assault squad, the Forgefather, a Sternguard squad, and a lot of Tactical Squads and Devastator squads. He won the deployment roll, and immediately went after my warlord with his Sternguards. And after 20 shots, and many hits, he knocked my warlord down to one wound, barely missing out on first blood and slay the warlord in turn one. He did end up killing the warlord, the biovores, the venomthrope, and a hive crone. I, however, managed to just pick off everything he had that could wound me (ignoring the Thunderfire cannons again). I did struggle getting my Zoanthrops out from reserves again, but this time thanks to just some poor rolling. However, while I couldn’t get my Zoanthropes onto the table, the rest of my rolling was incredible, much like the rest of the tournament. After a few turns, my opponent conceded, so I picked up my second win of the tournament (again feeling guilty because of how badly it went for him).

Thanks to kill points, I manage to slip into third place in the standings out of 8 players. The list performed about as I expected, if not a little better than I expected. I got to face three opponents I normally do not play, so I consider that a win as well. However, I must give a shout-out to Severus and A-Bomb for finishing first and second, as well as a thank you to my opponents for three great games.

I Hate the Green Tide

Howdy everyone, Severus here.  Today’s article is pretty simple.  I hate the green tide.  I had a chance to play a game this weekend against a friend.  I have two tournament lists that I wanted to try out.  One is trukk based, the other centered around a green tide.  I have run the trukk one a few times and liked it.  I figured now was the time to give the green tide a try.

I will never play that army again.  It is not a bad army, in terms of competitiveness.  It is a SUPER tedious army to play.  We played on a terrain dense city fight table (mistake number one).  My opponent was playing sisters of battle with tons of bolters and flamers (mistake number two).  We rolled up dawn of war deployment (mistake number 3).  All of the above made for a very un-fun game.  Let me explain

Due to the the terrain dense table, I was always rolling for difficult terrain.  Due to dawn of war deployment, My boyz were stretched out nearly 6 feet long.  Due to the high number of flamers I had to make my boys spread out as much as possible.  This meant moving models small distances through terrain.  Trying to balance them in awkward spots.  All while mainting as much distance between my boyz as possible.

Here is the part no one thinks about with the green tide.  If things go well, you have to move that mob of boyz 5 times a turn.  First your standard movement phase, then you run, then you can charge (since the formation has a free waagh every turn after turn 2).  If you make combat, you pile in at initiative.  Finally, if you win, you can consolidate.  Rinse and repeat again and again and again.

Even with my opponent boltering and flaming me to death, I still had boyz left.  He quickly ran out of room to run.  He was corned and we ended up calling the game early.  It was a powerful army even in this circumstance.  It was just way to annoying to play.  Trying to keep my nobz spread out, making sure there were plenty of boyz around each character to soak up any wounds, all of that made the movement of the mob more complex.  And when you are moving up to 5 times a turn, it drives you nuts.

So in short, strong army, horrible to play with.  I can not speak for my opponent, but it was not an enjoyable list for me to play.  Ultimately, that is what it comes down to for me.  Did I enjoy my time with the game?  In this case no.  So, even though the trukk list is probably the weaker list, that is what I will be taking to the tournament.  Until next time, this is Severus saying have a good one and take it easy.

Testing Tournament Ork List – It Feels Good to Waaagh

Howdy everyone, Severus here.  In my last article, I talked about two lists I had wrote for a small tournament coming up in a few weeks.  I had a chance to sit down and play a few games this weekend.  I decided to use the following list.  I felt like it was the most flexible list I could write, plus I love trukk boyz.

  • Combined Arms Detachment
    • Mek, Slugga and Choppa (joins ‘Eavy armor boys)
    • Big Mek, ‘Eavy Armor, Kustum Force Field
    • Grukk Face Rippa (joins ‘Eavy armor boyz)
    • 2 Mega Nobz with kombi-skorcha and Boss Mega Nob with 2 kill saws, trukk
    • 11 Tankbustas with Boss Nob (rides in a battle wagon)
    • 15 boyz with slugga, choppa, and ‘Eavy armor, Nob with power klaw and ‘Eavy armor (rides in a battlewagon)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Battlewagon with big shoota
    • Battlewagon with big shoota
    • 3 mek guns with traktor kannons
  • Combined Arms Detachment
    • Pain Boy (joins mega nobz)
    • Pain Boy (joins ‘Eavy armor boys)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk

The first game was against Shorereaper’s nids.  We ended up playing a crusade mission with 4 objectives and dawn of war deployment.  I won’t give you the full play by play, just the high points.  The tractor cannons were awesome!  They managed to ground two FMC next to mobs of boyz.  When they weren’t knocking guys out of the sky, they were forcing them to jink.  Combine them with the tankbustas and deffkoptas and I was hunting gown FMC pretty effectively.

As for the trukk boyz, they did a great job of getting out there and making a mess of things.  They worked well in terms of mobility, allowing me to re deploy quickly and throw more bodies at any problems I was having.  They felt much more flexible than one solid mob (green tide style).

The mega nobz were a bit of a disappointment in this game.  They went hunting a tervigon and instead got bogged down in a mass of termagaunts.  They would win combat every time, but always loose a wound or two in the process.  Those damn little bugs were fearless, so I got tarpited to death.

In the end, the orks took the game.  We were sitting on two objectives to my opponents one with slay the warlord and line breaker.  A good showing considering the nids had two flyrants, two crones, an exorcine, a tervigon, a brood of zoanthropes, and a tyrnanofex in the list.

The next game I played was against Augusta’s Minotaur force.  Mission wise, we rolled up the relic with vanguard deployement.  In terms of stand out units for this list, the mega nobz were awesome.  They managed to get a turn one charge off on a 10 man unit of assault marines with a chaplain and killed all of them in one round of fighting.  That was some awesome rolling!

The tankbustas were amazing once again.  They managed to take down a stormraven that went into hover mode with one round of shooting.  The poor tractor cannons were shot to death with stupid hellfire rounds from the sternguard.

The trukk boyz were the stand out here.  Turn two I was able to basically set all of them up in a bubble around the relic.  I manage to assault and kill just about everything that got too close to the relic.  That gave Grukk and his mob the chance to hop in and grab the relic and get out.  The mobility of these units is what makes them work.

In the end, I held the relic and first blood.  Victory for the orks!

Overall I am happy with this list.  It has some amazing mobility.  It allows me to redeploy my units to where I need them to be effective.  Then I can overwhelm key points in the enemy force.  For now, I think I am going to stick with this list.

That’s it for today.  Until next time this is Severus saying have a good one and take it easy.

Weekend in Review – Shorereaper

Another weekend, and another four 40K games played. This weekend was a weekend of one win and three significant losses. Two of the three losses were so bad that if I didn’t concede, I would have been tabled. In fact, one game was so bad that by the end of turn four, there were only four marines left on the table. They were in four different units, but still, only four marines.

The first game I played was with my Carcharodons against the Lord Primarch’s Necrons. My list was a very non-competitive list, and between that, some very poor tactical decisions, and my rolling, I had a very unlucky game. For example, Tyberos managed to kill two Necron warriors, and nothing else. And one of those warriors was killed by orbital bombardment. The second was killed in close combat, and that was all she wrote. I may have killed a few more models with the rest of my Army, but I do not think I even removed a complete unit. The Primarch’s Destroyer Overlord was nearly undestroyable. So, in the end, my Carcharodons did not have a good showing.

The second game, which was at Critical Hit, was that same Carcharodon list against some Tau. This game went much better for the Space Sharks, thanks to some poor reserve rolling by my opponent and another soft Tau list (yes, it is possible). For example, his Riptide didn’t come onto the board until turn four. A deepstriking unit of stealth suits misshaped, allowing me to place them in a position where it took two turns to get into a position where they would be able to do any good, and by that time I had it knocked down to just one model. This allowed me to rack up some easy kill points before the serious firepower game into play, and by the end of the game I had 7 victory points more than my opponent. And Tyberos actually did some work in this battle! He tore through some sniper drones, a hammerhead tank, and a unit of fire warriors. Not much, but much more than the two Necron warriors in Friday’s game.

The Third game I got in was my Tyranids against the Lord Primarch and his Ultramarines. I wrote a friendly list that was intended to try out my Sporocyst for the first time. My opponents list was also pretty soft, but by the end of turn one, I knew I was in for a struggle anyway. His bike squad (and one final bolter shot) managed to take out the cyst in turn one, so I didn’t even get to try out the new unit. His alpha stike and the rest of his army managed to collapse my entire left flank except for one lone Broodlord. My Raveners were cut in half, as well as my Hive Guard. My Exocrine was dead, as was the Sporocyst (which was the only unit on the right flank that was killed. Immediately I was facing an entirely new game, reacting to his deployment rather than being able to play offensively. I didn’t even make it into turn three without feeling that the game was lost. What I learned, or more accurately confirmed, is that taking 6 Raveners and 9 Warriors is not really a good plan, which was again confirmed in my fourth game.

The fourth game had my soft list of Nids face off against some Grey Knights, and again, it went badly. The Dreadknight, which I admit I was nervous about, killed my Exocrine, and then died. A unit of Palidins faced off against my Trygon Prime, and did kill it after a few turns. In a last ditch effort for some points I landed my Flying Hive Tyrant, which promptly died giving my opponent another objective and slay the warlord, which lead to me conceding again.

So, four games, three poor showings.

At least I know I can write a soft list.