Swarm Confession

I play a swarm army. And by that, I mean that I play the Tyranids. However, the name is probably the closest I come to actually playing a swarm army. The only really swarmy units I take are 30 Termagants to free up the Tervigon as a troop choice and a full brood of Raveners (9, yea, really swarmy). I run Flying Hive Tyrants, the Swarmlord (with his Tyrant Guard), Carnifexes, Crones, and on and on with Monstrous Creatures. So, if I am being honest with myself, I do not actually run a swarm army. I was pondering on why, and there are three real reasons that I am not running swarmy.

1. Movement Phase – I hate moving so many models. I have played games where I had over one hundred models out on the board. The set up and the movement phase in turn one can take forever. Not only do I not enjoy taking that much time (I am old and it is tiring) but I also feel bad for my opponent, who is usually playing space marines with drop pods, so their setup takes 10 minutes, tops! I have even sent people out for smoke breaks while I set up and move. Now, I will admit that later turns do tend to go faster, but that’s only because most of my army is back into storage. And that actually adds to it, the clean up time takes forever unless I pack up as my models die.

2. Painted Units – I love the look of a fully painted army on the table. It does look amazing. And currently I have just over 30 Termagants that are fully painted, those 9 Raveners, 9 Warriors, and a lot of those Monstrous Creatures I just mentioned. If pressed, I could field a 2500-point army fully painted, it just will not be swarmy.

I am working on fixing that. I decided to work on some Rippers and Hormagants         because I want to go back to swarmy. But painting the swarm is so tedious. You paint one MC, and you have a complete unit. You paint one Termagant, and you have 29 more to go if you want the full unit.


It’s a little daunting. And again, I am old.

3. Competitiveness – Ok, I will admit to a little streak of competitiveness in my blood. I am not saying that my list is unbeatable, but running a lot of MCs is really competitive. I can tone it down, and will run unpainted units to do so, but when I want to be even slightly competitive, I will drop a lot of monstrous and flying monstrous creatures into my list.

And when you combine all three reasons, I end up running a non-swarmy list. To fix this, I am working on small models to make my lists swarmier. I am working on Rippers, Hormagaunts, Termagants, and even Gargoyles. I will ask my opponent if he minds me having long movement phases (and if he doesn’t want to face MCs, he will have to agree).

As for the competitiveness, I will find a way to make swarms work with how I like to play. But mostly, I will have fun even in my losses, which I should be used to by now. I will run two units of Termagaunts, a unit of Hormagants, and a full unit of Gargoyles, all fully painted. Those three combined is 120 models, which should qualify as swarmy.

Bloody Long Game

This weekend I got in a team game with the Lord Primarch (Ultramarines) and Augustus the Arcane (Minotaurs) vs. Severus the Uncompromising (Orks) and me (Tyranids). It was a fun game that ended with a one-point loss for the Orks and Nids. And I did learn a few things from this game.

  1. When you have a team game with 2000-point per player lists, and not play Apoc rules, you are in for a long day. The game lasted at least 6 hours.
  2. I need to learn how to accurately measure. Somehow, I had an eleven-inch charge in turn 1, which should have been a twelve-inch charge at best. Outcome didn’t matter as I failed the charge and the Raveners died in second half of turn one anyway. I really didn’t intend to cheat, but I admit it, I miss measured something.
  3. Centurions can wreck a Hierodule. In turn one, while I was trying to keep my dule away from the monster killers, I had a very poor run role, followed by another one, keeping the dule out in the open. Yea, it died pretty quickly.
  4. When you are having serious back issues, playing warhammer doesn’t help. This is not an old man’s game. I need to hire some youth (preferably of the opposite sex) to move my models for me.
  5. The weirdboy can actually be productive! How weird is that?
  6. The Lifta Droppa is hilarious when it works. And in this game, it worked very well. In theory it should hit a third of the time, but I swear that in a six turn game this thing took out at least 2 Drop Pods and a hovering Stormtalon. I think it took out even more than that, but still.
  7. The Biovore is not as bad as I feared. In fact, the one I used performed so well that I am building another one now. I will probably do a more through review later.
  8. I am getting old. Ok, I didn’t learn that in the game, but the point still stands.
  9. Drop Pod Assaults are worse in team games. There was a wall of them. Well, there was till the Lifta Droppa threw a few out of the way.
  10. I wanted to play a large game against Serverus once. Something like 3000 points per side. After this game, I now longer want to play that. I would need to nap after that game.

So that is it. A few of the things I learned from a very long, but very fun game played this weekend.

Shorereaper out.

Now… where is that bed?

That Guy

This weekend I played a game against a chaos player whom I consider a friend. As we were setting up, I asked him about his list, knowing what I was planning on taking in my Tyranid list. However, after he gave me a rundown, I realized certain units I was planning on taking he would struggle against. Namely, I knew he would struggle against my Flying Hive Tyrant and my Hive Crone. The list was monster heavy, but it did have some units that I consider not very good (Raveners), but he decided to not take any anti-flyers in list.

After I told him that I was going to switch up my list, he told me not to. He wanted to see how his list matched up as it was. I actually felt a little guilty. Sure, there were some units of his that I did not know how they would do against me. I never faced most of his army, so I didn’t really know what it was capable of. However, I knew which units of mine would struggle against.

While he did kill my Tervigon pretty easily (turn two the latest), my Carnifex blew through his unit of chariots. The Flying Hive Tyrant slowly picked off a few units, but was basically untouched by the end of the game. The Hive Crone was killed in the last turn, but only because I put him on the ground to get a few more kill points. The Swarmlord and the Zoanthropes we very useful, causing his to take a lot of leadership tests.

But what this comes down to is that I hate being that guy. I want to play competitive games. Yes, I want to win, but I want competitive games. I don’t want a game that ends with my opponent having only two models left on the table. I want games that are close, games that come down to the final turn.

Yes, I realize in this case my opponent asked to face my more competitive list, and while I do not consider the list I played as very competitive, it was a strong list. I prefer to write my lists to my opponents. I’ve written lists where I was on the other side of being tabled, and I hated it. If my opponent has not flyers, and no real anti-flyer, I will drop them from my list and add other units.

I want my opponents to have fun. I want to have fun. A competitive loss is still more fun to me than a dominant win. I do not want to be that guy who only brings competitive lists and enjoys the suffering of my opponents.

New Model Syndrome

Howdy everyone, Severus here.  I wanted to talk today about a common occurrence, New Model Syndrome.  We have all seen it in one form or another.  In short, it is when we have a new model or unit that we have been dying to play with.  When that model hits the table it usually dies in a horrific manner early in the game.  Our gaming group had three instances of this craziness in one afternoon this weekend.

First up, my beloved meganobz.  I got these guys a few weeks ago and have them built, magnetized, and primed.  I am not a stickler about playing only painted models, so I threw them in for there first game against blood angels.  Turn one this unit managed to get in range to charge a baal predator (that was about to burn up my whole left flank).  Need a 7 inch charge, rolled a six.  Even ‘Ere we go couldn’t save them.  They promptly died to three inferno pistol shots.  Three hits, three wounds, no save, doubled them out.  So I sadly put them back in my dead model tray.

Up next, my opponents unit of Sanguinary Guard.  He had just finished painting them.  He doesn’t play unpainted models, so this was their first game.  After seeing off the meganobz with some amazing shooting, they were charged by some boyz and Grukk Faceripper.  The guard themselves killed 2 boys.  Then they lost 9 guard to boyz and Grukk.  That left Dante and one guard left, who promptly hit and ran away.  That combat went the exact opposite way everyone thought.

After these two events happened back to back I declared to the other gamers that all new models will die in a fire if they play them today.  Shorereaper did not heed my warning.  He wanted to try out his new sporocyst against the lord primarch’s ultramarines.  I joked that the primarch would kill it turn one with bolters.  Guess what happened.  Died to bolter fire from bikes and a storm bolter on a drop pod.

I could go on.  Plenty of us have stories about similar event. It seems the harder we work on a new model the more spectacular the death.  I had a conversion I worked on end up having the building he was standing on get blown up and he fell to his death back in 6th edition.  The good part is that once these models die, they seem to get over there bad luck.

How about you guys?  Have you seen new model syndrome rear it’s ugly head before?  Share some stories.  Until next time this is Severus saying have a good one and take it easy.

Four Units of Sharks

As I have repeatedly stated, one of my many armies is the Carcharodon chapter of the space marines. This army, while not played much, has a special place in my heart. I was introduced to this chapter thanks my good friend, the Lord Primarch, and while it doesn’t see the tabletop time it used to, I still enjoy playing it. I usually field a very elite list when I play the sharks for fluff reasons. While I may change my list up almost every time I play them, there are four units that are almost always in my lists. In this blog I will briefly cover each and introduce you to a character of my own creation.


First, of course, is Tyberos, the Red Wake, Chapter Master of the Carcharodons. Tyberos is not really all that special. Sure, he brings some interesting tweaks to a Space Marine chapter, but he is not all that different from a regular Chapter Master from the space marine codex. He comes in at 190 points and is basically armed with a powerfist, a lightning claw, and terminator armour. I did a much more in-depth coverage in an earlier blog, so I will not get into all of his abilities here. And while I say that he is not all that special, I use him all the time, and usually he dies in my game. But he is a fun character, and he brings the second unit that I almost always bring.


Tyberos makes a terminator assault squad with lightning claws available as a troop choice. In the fluff, this is his bodyguard, and I cannot leave home without them. I usually take a unit of seven with a land raider as a dedicated transport. The downside to all of this is that one unit is taking up 545 points, or just over a quarter of my total points in my 2K point army. Not that I want to sell terminators short, they are a solid unit, but they are an expensive unit. This unit, being a troop choice, also gives me access to an objective secured landraider, which has not come into play all that often, but it is nice to know I have. A vehicle with armour values of 14 all around is still a tough nut to crack.

The third unit I tend to field is Isurus, Captain of the Second Company, and here we have the character of my own creation. While I do not have a back-story to him yet, I am working on it. He is standard captain on a bike, so I do not need to go through his stat line, but I have equipped him with the “Might of the Lamniforms” which is a melee weapon that hits at +2 Strength, is AP 3, and has rampage and strikedown. This is a version of the Teeth of Terra, meaning it is just as restricted as that weapon. This captain has actually been the hero of many games. Even when the unit he has joined has been eliminated, he has managed to pull out a win for me. Maybe it’s the artificer armour.


Isurus, being a Captain on a bike, frees up the final unit that is almost always in my lists. I love taking a full unit of bikes (if not two) in my Marine list as a troop choice. The speed and variety of weapon options that a full unit brings to the table is usually worth it to me. And again, having objective secured, while not always necessary, is nice to have in your back pocket.

So, there you go, the standard four units in my 2K-point army lists. And those 4 units take up just over half of my points. Like I said earlier, I run a fairly elite army, but it is a fun army for me, even if I do not win with them as often as I win with my Tyranids.

Shorereaper, signing off….

tzitzimitl - air demon

Severus’ Guide to Magnetizing!

Howdy everyone!  Severus here and today I want to talk about magnets!  I love them and use them on everything. Infantry, monstrous creatures, vehicles, flyers, bikes, you name it, I can magnetize it (and probably have).  I use them for all kinds of purposes, but the most common is to allow a particular model the option to switch armament.  Today I wanted to give you guys a tutorial on the common techniques I use when magnetizing models.

In my experience, the easiest thing to magnetize is a vehicle. Of those the landraider is a great example.  It can have 3 different weapon options and uses several different methods to get all those parts on there.  I just so happen to have picked up a use redeemer/crusaider this weekend and thought it would be a great chance to make a demo of it.

20150301_070418In terms of supplies, this is what you will probably need on hand.  Obviously magnets, I used 1/8th inch diameter disc magnets.  You can get them online pretty cheap.  I usually have a hand drill with a small drill bit to make pilot holes and a large drill bit that is the size of the magnet (in this case 1/8th inch). For this particular project, I like to use picture hangers to make braces (you only need 4) as well as some side cutters to work them.  I also use a hobby knife to help clean up holes and place magnets (I use a scaple).  Super glue is great for fixing things in place, I also use an accelerator (zip kicker).

20150301_070437In terms of a drill, a lot of guys like dremel’s.  I am a bit more utilitarian, so I use my trusty power drill.  If you go that route, I have a tip for you.  Hold the drill still on a table and manipulate the piece you are drilling with the other hand.  Just be careful that you don’t drill your own fingers.  Plus large drills like this can have a lot of power, be careful!

20150301_065942 20150301_070007In terms of the landraider, assemble it into the above components.  Iron Hand doors are optional.  We are going to magnetize the weapon options to be interchangeable on the sponson and the sponson to the chassis.  I like the have the sponson removable for 2 reasons.  First, because my KR foam is designed for landrainders without sponsons.  The second is when a weapon is destroyed, I can remove it from the model.  Helps me remember.

20150301_070609First, take on of the picture hangers and trim it down with the side cutters. The bottom piece in the picture above is what we need.


These pieces hold a magnet nicely!  Now we just need to mount them in the landraider.

20150301_070808I leaved a magnet on the metal piece and place it in the landraider (just place the magnets on the metal parts, don’t glue them, they are only space holders).  I then dry fit the sponson on to make sure the metal piece is at the right depth.  You can mark the edge with a marker to so you know where to glue it.

20150301_071303Repeat this process with the landraider upside down for a metal piece on the top of the mount.

20150301_071359Next, I paint a large amount of black paint onto the magnets.  You want a big puddle of it.

20150301_071451When you dry fit the sponson in again, it should mark areas the magnets contact.

20150301_071549Next I use the drill and 1/8th drill bit to drill into the back of the sponson.  All you need to do is make a slight hole so that the magent sits in it.  Don’t drill all the way through.

20150301_071728I then put a drop of glue in each hole.  I use the hobby knife to slide the magnets into the hole.  Polarity of the magnets is not important, they will be sticking to the metal brackets, not other magnets.  Then I use some accelerator to fix them in place.

20150301_071756Once everything is dry, you can test the sponson out.  Two magnets gives an adequate hold.  If you feel like you want more stability, add additional metal brackets and magnets.

20150301_181903Next up is the magnetizing the weapons to the sponsons.  First trim off the pegs from the main weapon support as seen on the right sponson above.

20150301_182033Drill a small pilot hole with the hand drill.  It doesn’t have to be all the way through.  Just enough to guide the 1/8th drill bit as it gets started.  The 1/8th inch hole goes completely through the support as shown above.

20150301_182140Next, I stack 2 magnets and place them in the hole.  Use super glue and accelerator as before.

20150301_182750Next up, drill all the components.  This is an easy step, most of the parts already have a whole that is close to the right size for our magnets.  Use the 1/8th inch drill bit to widen them enough to fit a magnet.

20150301_183221Organize the components into right and left sponsons.  This is the point where we need to make sure we get the polarity correct.  I put a small stack of magnets on each side of the center support.  It is important to get outside magnets on outside parts and inside on inside.  Mess this part up and it is a lot of work to get fixed.

20150301_183310Now we just take magnets from the appropriate side of the sponson support and insert them into the pre drilled pieces.

20150301_183634 20150301_183612Now we have weapon options that are interchangeable.  Next up the outside plate.

20150301_184223Drill and place magnets in the rectangular holes meant to accept the outside armor plate.  This part is a bit tricky, so go slow with the drill.

20150301_184259These are the inside of the outside armor plate.  We need to trim of the rectangular peg.

20150301_184334Shave the rough parts down smooth with a hobby knife.

20150301_184348Now we can use the left over metal brackets to make metal plates for the inside of the armored plate.

20150301_184439Trim them down with the side cutters to the shown size.

20150301_184534Now all you due is super glue the metal plates in place.

20150301_184754 20150301_184742Now we have a fully magnetized redeemer or crusader.  Now all you need is to scoop up the twin linked heavy bolter and the two twin linked lascannons from ebay and we can run all three options!

That about wraps up this tutorial.  Like I said before, vehicles are great things to start working with.  Large models mean larger magnets.  Larger magnets mean larger tools, so the job is a bit easier.  Infantry and monstrous creatures can be a bit trickier.  Regardless, if you take your time and put in the effort, you can really get some cool things done.  Until next time, this is Severus saying have a good one and take it easy!


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.  

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 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 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.