Da Crunch – Ork Perspective Battle Report

Howdy everyone!  Professor Severus here.  It is time to bring you the ork perspective of the big nid fight Shorereaper and I had last week.  In case you missed it you can find his list and deployment here, my list and deployment here, and his perspective on the battle here.  Let’s jump right in!

TURN 1

The setup

The setup

As I stated in the first article, my warboss wanted nothing to do with the swarmlord who happened to be sitting directly across the board from him.  I knew the Ravengers were going to catch up to me sooner or later.  So, I decided to be aggressive. The biker mob moved up to the hill in front of them.  The left flank battlewagon and trukk of boys move towards the center of my lines (they were useless against those carnifexes).  The right flank advanced to try to take on the zoanthropes, with the trukk driving flat out to get right in front of them.  The middle unit of battlewagon and trukk boyz moved up to get ready to engage some of the little bugs or the swarmlord.

I was hopeful that I could do some damage in the shooting phase.  The flashgitz lined up a shot on the biovores, rolled a 1 for the ap value, and let loose with da dakka. They killed one for their efforts. The bike shooting went into thinning out the central unit of hormagaunts.  After that, the orks braced for impact.

On shorereaper’s turn, the nids rolled forward.  He did a bunch of psychic shenanigans and killed the trukk in front of the zoanthropes, dropped the warbosses unit’s WS and BS by 3, and got off feel no pain.  Then the shooting happened.

The crone flamed the left flank battlewagon and trukk roasting a few boys each.  Then the flying hive tyrant popped the left flank trukk.  The boys got out in a terrible position and blocked the battlewagon from brining it’s load to bear.  The biovore toasted the gretching.  And the unit of termaguants on the right flank shot up the boyz infront of the zoanthropes.  The loan boy left promptly broke and fled.

Then the ravengeres charged up the hill into the biker squad.  I was actually okay with this.  The bikers are the only unit I had that could take a charge from those snake nids.  Even with the reduced WS, the nobz won the fight.  The problem was we were now locked in combat within charge range of swarmy.

The Biker Nobz hold on against the Ravengers as the Swarmlord approaches

The Biker Nobz hold on against the Ravengers as the Swarmlord approaches

TURN 2

Turn 2 had one goal.  Get the warboss free of combat.  One dakka jet came in (da red barron), who promptly lined up an attack run on the flying hive tyrant/crone.  The now unsupported right flank battlewagon rolled up and dumped it’s boys out with the hope of charging the zoanthropes.  The center trukk rolled up and dumped it’s boys out to engage the hormagaunts (better to charge than be charged). The center flank battlewagon rolled up and dumped it’s boys out in an attempt to engage the ravengers and shield the warboss.  The trukk boys on the left, now without their beloved trukk, scrambled into the position to get at the ravengers as well. The left flank battlewagon threw it into reverse and started moving towards the center of my lines, around the hill the bike were stuck on.

Shooting phase was critical.  Da red barron lined up his shots on the crone and killed it.  That flamer was going to be a huge problem as all these transports start to unload.  The flash gitz took aim at the flying hive tyrant.  Shorereaper chose to jink, and the flash gitz only landed a wound that he saved.  The jink was all that mattered though.  Otherwise most of the boys ran to get into position.

The assault phase was where the real shennanigans began. The two units of boys (totaling around 25 bodies) charged the ravengers.  They did so in such a manner that would prevent the swarmlord from being able to engage the warbosses unit.  He could only get to the boyz if he charged next turn.  The trukk boyz in the center charged the hormagaunts.  The battlewagon boyz on the right FAILED to charge the zoanthropes.  That left them out in the open between 30 termingaunts with fleshboarers and a exorcine.

After throwing buckets of dice around, the orks beat the hormagaunts, who held. The combined might of the nobz, warboss, and a bucket full of boys killed off the ravengers.  The boy units consolidated towards the nid lines to act as a screen, while the warboss and bikers fell back.

Da Red Barron faces off with the Flyrant after finishing off the Crone

Da Red Barron faces off with the Flyrant after finishing off the Crone

Then Shorereaper struck back.  Nid movement still consisted of a bunch of bodies running at me.  The flyrant came around to try to engage the big blob of boys in swarmy’s way.  The center termingaunts got into position to charge the boyz/hormagaunt fight.  The right flank termingaunts moved up to engage the boyz who failed their zoanthrope charge.

Psychic phase was a bitch. The flyrant got off psychic scream and cleared out some boyz around the swarmlord.  The neurothrope ate a bunch of boyz and then used the warp charges to take out a battlewagon.  Catalyst went off everywhere that mattered. And the warboss had his WS and BS reduced by 1.  Stupid bugs and their stupid mind tricks.

Kilo Nob lives through the self inflicted wounds!

Kilo Nob lives through the self inflicted wounds!

Shooting phase was worse. The PYROVORES actually got into range and roast the left flank trukk squad down to a single 1 wound nob.  The nob proceeded to pull a Kylo Ren, punch himself in the chest and cause 3 wounds and them made three 6+ saves to live.  He was pumped up and ready to go!  More shooting killed off some of the right flank boyz and wiped out the screening boyz in front of swarmy.

Kilo Nob stands alone after the devastation of the pyrovers

Kilo Nob stands alone after the devastation of the pyrovers

Assualt phase wasn’t bad.  The termagaunts in the center charged into the hormagaunt/boyz fight, which ended in the orks favor. The right flank termingaunts charged into the battlewagon boyz, which ended in a draw.

TURN 3

Turn’s three objective was get rid of the flyrant while staying away from swarmy.  Another dakka jet came in, and lined up some shots on the  flyrant. Da red barron moved to engage the exocrine.  The bikes moved back towards my board edge to be in position to shoot/charge the flyrant.  Kylo Nob ran forward with all his rage to engage the malenthrope.  The last battlewagon of boyz unloaded in the center to help with the moshpit that was the boyz/termigaunt/hormaguant melee.

The flahsgitz, bikers, and a dakka jet let loose into the flyrant.  They caused 2 wounds, the flyrant failed his grounding check, and lost a third.  Da red barron chipped a wound of the exorcine.  Other than that, everything was engaged.

Kaptain Waaaa and the biker nobz that were left (two I think) charged into the downed flyrant.  The center unit of battlewagon boyz charged the gaunt/boy melee.  And Kylo Nob charged the Malenthrope.  The center melee ended in the orks favor, but those damned fearless bugs held.  Warboss survived the required Ghazzy challenged, killed the flyrant, but was left with a single wound.  And brave Kylo Nob died to the probing tentacles of the malenthrope.

Kilo Nob seeks to vent his rage on the malenthrope

Kilo Nob seeks to vent his rage on the malenthrope

The nids retaliated with more of the same.  Swarmy and the Carnifexes kept on the move, trying to get into position for charges. I had been using the now empty battlewagons as walls to block Swarmy.  Zoanthropes shot at said battlewagons.  Nothing big happened in combat during Shorereapers turn.  Gaunts and Boyz died, but everyone held.

Trukk Boyz hanging on against the press of nid bodies

Trukk Boyz hanging on against the press of nid bodies

TURN 4

Turn 4 was starting to look grim.  Da orks were going into survival mode.  The warboss and remaining nobz drove for the right flank to get away from Swarmy and maybe free those battlewagon boyz.  Da red barron ran out of airspace, so left the table.  The last dakka jet came on.  Both dakka jets and the flashgitz lined up shots on Swarmy.  It was time to try to take him down.  A few battlewagons moved to make nuisances of themselves.

In the shooting phase, the orks unloaded every bullet they had at Swarmy. I knew I wouldn’t kill him, but I was hoping to get rid of the guard.  We accounted for one guard with all da dakka.  Not what I was hoping for.

In assault, the warboss charged in against the termagaunts on the right flank engaged with the battlewagon boyz.  They killed enough to make a deathwatch marine proud, but still failed to obliterate the unit.  Fortunately, a battlewagon was in position to shield the combat from Swarmy, but Shorereaper had other plans.  The center melee kept on grinding, with the advantage still going to the orks.

Shorereaper retaliated with more nid brutality.  The zoanthropes moved up to engage the warboss in a tarpit tactic.  Swarmy moved to clear out the blocking battlewagon. The carnifexes lumbered around looking bored.  Psychic once again saw catalyst go off, but for once, the warbosses unit did not have their WS or BS reduced.  The battlewagon died to the swarmlord and the zoanthropes/guant/boyz/warboss melee held.  The center ground on, but the was a light at the end o the tunnel, the boyz were almost free.

Battlewagon Boyz have almost finished clearing out the center

Battlewagon Boyz have almost finished clearing out the center

TURN 5

Things were starting to get desperate.  All the dakka jets were on the field, but getting shot angles was becoming increasingly difficult.  The only free ork unit was the flashgitz, who moved back to stay out of carnifex charge range.

Shooting was a scattered mess.  The orks couldn’t concentrate fire on any one target. They took aim at the lone biovore, the pyrovore, and the malenthrope.  The pyrovers lost a model, the biovore was killed, and a few wounds were chipped of the malenthrope.

The warboss fought like an ork possessed in a struggle to break free from the zoanthropes.  The orks were finally running low on battlewagons, and had nothing to block swarmy with.  The center melee finally resolved with 5 boyz and a nob surrounded by a mountain of gaunt corpses.  Unfortunately, they were now staring at two bored carnifexes.

Then it finally happened in Shorereaper’s turn. Swarmy finally got his charge on the warboss.  The carnifexes ran into the boyz in the center.  Due to the Ghazzy rules, Kaptain Waaaa had to accept the Swarmlords Challenge.  Mind you, he has one wound left, a 4+ armor save, feel no pain, and swings at initiative 1.  Oh, and the nids dropped his WS by 3 in the psychic phase.

Swarmy turned the poor Kaptain Waaa into green paste, killed the rest of the nobz, pain boy, and da boyz.  After the feeding frenzy, he consolidate towards the last threat on the table, the flashgitz.  The carnifexes frolicked liked excited puppies and smashed the center boyz.

The zoanthropes sacrifice themselves on the buzzing saw of Kaptain Waaaa to buy the Swarmlord more time

The zoanthropes sacrifice themselves on the buzzing saw of Kaptain Waaaa to buy the Swarmlord more time

TURN 6

Well ladz, things were looking grim.  So what does an ork do?  DAKKA!!!!!!!  Instead of turning tail and running lie some cowardly gitz, the flash gitz sat still to get +1BS.  The other battlewagon moved to block up the carnifexes.  Da dakka jet’s buzzed overhead but still couldn’t get an angle on anything worthwhile.

The final moment of truth. The flashgitz could do some real damage to swarmy.  He was out in the open, down to two guard.  They had +1 BS.  And swarmy for once didn’t have catalyst on.  Then they rolled a 5 for AP.  The volley of fire proceeded to bounce of the carapace of the guard, wounding one.

And that was it.  Swarmy and the carnifexes smashed the battlewagons, leaving the flash gitz on foot. In turn 7 they tried to shoot again, but still failed at doing anything.  Then swarmy killed 5.  After that the game ended.

The Flash Gitz decide that they are not getting paid enough for this nonsense

The Flash Gitz decide that they are not getting paid enough for this nonsense

When we sat down to calculate victory points, the orks wracked up a mighty 11 points.  Unfortunately, the nids devoured a monstrous 19 points.  So the match went to the nids.

And there you have it lads.  Shorereaper both saved Swarmy’s head and crushed the orks mob.  It was a blast, with lots of ork kunnin and nid brutality to keep the game going back and forth.  Until next time this is Severus saying have a good one and take it easy.

The Return of the Horde!

Howdy Everyone!  Professor Severus here.  This past week, Shorereaper made a trip down to the south to fulfill his duties as my groomsmen.  One of those many duties was to haul down his nids so Kaptain Klaw could have one more chance at taking the Swarmlord’s head as a trophy!

03 Red BarronWe worked up our lists before the game.  I really wanted to try out the new decurion style detachment for the orks.  So, I wrote up a list and got the models dug out of the closet.  As a side note, I REALLY need more storage space at my current house.  Here is what I came up with:

Great Waagh!-Band:

  1. Painboy on Warbike
  2. Waaagh!-band
    1. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    2. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    3. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    4. 19 Boyz, Nob with Power Klaw and Bosspole
    5. 19 Boyz, Nob with Power Klaw and Bosspole
    6. 19 Boyz, Nob with Power Klaw and Bosspole
    7. 10 Gretchin, Runtherd
    8. Mek
    9. 6 Nobz on Warbikes
    10. Warboss on Warbike, Power Klaw, Big Bosspole
  3. Dakkajet Skawdron
    1. 3 Dakka Jets with Extra Supa Shoota
  4. Battlewagon with Big Shoota
  5. Battlewagon with Big Shoota
  6. Battlewagon with Big Shoota
  7. 10 Flashgitz with Battlewagon with Big Shoota

Total: 2501pts

As I have stated before, I think the Great Waaagh!-Band detachment has a fundamental flaw.  All the benefits rely on the warboss living, and the warboss must issue and accept challenges.  It really pains me to say this, but unless you are taking Ghazzy, most standard warbosses won’t survive many challenges against combat characters.  The idea with the biker warboss was to keep him mobile and try to keep him alive as long as possible.  If he gets anywhere near the Swarmlord, he is dead. The plan was to try to kill the inevitable tyrant guard with shooting and then swamp ole Swarmy with a ton of boys until he falls under the weight of bodies.  I went with a mounted force to keep thing more mobile and to let me pick my fight easier.  Or at least that was the plan…

Shorereaper and I made our way out to Moxie Games and began the setup.  We agreed on kill points as the mission.  Mainly because when we go orks vs nids, we pretty much focus on killing each other and forget the rest of the objectives.  We set up a table with some nice line of sight blocking terrain, rolled up dawn of war deployment, and got to work.

I had first deployment.  Since I had no idea how Shorereaper would deploy, I went for a balance approach.  I put a battlewagon and a trukk full of boys on each flank and one set in the center.  I put the warbikes and flashgitz near the center as well.  The gretchin hid in a corner.  The idea was that wherever Shorereaper put his scary units (mainly Swarmy and the Ravengers), I could hopefully use my speed to redeploy.

04 Ork DeploymentAfter Shorereaper deployed, I realized I had a problem.  He had Swarmy and the Ravengers (great name for a metal band) directly across from the biker boss, Kaptain Waaaaaaa.  Shorereaper decided to not try to seize.  Pro Tip:  If you opponent doesn’t want to seize, it means he has you right where he wants you.

07 Zoanthropes in the distanceAnd with that, I will leave it here.  This is going to be a multi-part battlereport.  We still have Shorereapers list and deployment to go over.  Then we can get into each of our perspectives on the game itself.  Until next time this is Professor Severus saying have a good one and take it easy.

Orks v Tyranids – Nid Perspective

So, now that we have seen my list and deployment here, I am going to get into the actual game. *I apologize, I am writing this a week late, and I am not sure I am 100% correct on the following*

Right off the bat, I opted not to try and seize the initiative. My logic was that if I move forward, I would have limited shooting, and everything would have to run forward. This would put me in a position to get charged on turn one. If I let Severus go first, I might be in a position to get a charge off in the first turn with the Raveners.

Turn 1 –
Severus did the Orky thing and quickly moved forward. It was actually a little scary seeing that many ork vehicles head in my direction. He did get off some shooting, killing one of the two biovores and a couple of hormaguants, but he mostly seemed to use that turn in order to get into a position where he could charge and protect some of his more important units.

In my turn, I moved into a position to start getting charges off. My Raveners made a move towards the Warboss and his Squad. Swarmlord slowly moved forward (because that is what he does). The HT and the Hive Crone headed towards the nearest ork vehicles.

In the psychic phase I got Catalyst off and gave feel no pain to the Swarmlord and the Raveners. I reduced the Warbosses BS and WS. Finally, the Zoanthropes blew up a Trukk, giving me first blood.

09 Nid Center Flank

In the shooting phase, my Biovore bombed the unit of Gretchen (killing all but 2), the Exocrine shot at another Trukk, the Hive Crone burned some boys in a pair of vehicles (not many, I caused 1 wound in one and 4 in the other). But mostly I ran units forward that would not have been able to get off a charge.

In the assault phase, I had the Raveners charge the bikes. While I did get a few wounds on them, killing 2, Severus caused more to the Raveners, killing three of them. However, I was fearless, so I was just happy getting them tied up.

15 Turn 1 over

Turn 2 –
In Turn two, only one of the three Ork flyers entered the game from reserves. Severus positioned some boys to charge the Raveners. More of his boys were put into a place where they could shoot and charge the Zoanthropes. In the shooting phase he killed the Hive Crone (which was a significant loss for me) and caused me to jink the Flying HT.

In the assault phase, the boys charged the Raveners, and proceeded to slaughter most of them. The other boys failed their charge on the Zoanthropes.

In my Turn two, I continued to move forward. The Carnifexes continued to try to get into a position where they could do something (that was a theme for them through this game). The Swarmlord again didn’t move that far forward. At this point in time, I was just trying to get him into combat with the Warboss. But the fact that the boss was on a bike, and that the Swarmlord does not have fleet (plus my move through cover rolling was terrible), I was not having any luck catching him.

In the shooting phase, the Pyrovores managed to kill off some boys (that were no longer in combat since they killed the Raveners), so they were actually productive.

I sent more troops into combat, trying to tie up and kill some boys. While it worked, it didn’t work as well as I had hoped.

18 Turn 1 Over

Turn 3 –

In Turn three, another one of the Ork jets came in on the table. And this time, after some serious firepower, a failed grounding check, and a charge from the Warboss, the Flying HT was brought down and killed. I also lost more little bugs and one of the pyrovores (which did not explode). The Warboss consolidated away from me, making the swarmlord have to go even further.

In my turn, the Swarmlord continued to try and run down the Warboss. Actually, most of my units were trying to get into better positions. I didn’t have anything to deal with the flyers, so I proceeded to ignore them except for the random snapfire from the Exocrine (and he always failed to cause any damage). Malanthrope and Carnifex units continued to try and position themselves differently. By this time the Hormaguants and one of the Termagant units were very much reduced in size. Even the second Termagant unit was reduced. I was taking losses left and right.

25 Turn 3

Turn 4 –

Severus used his turn four to try and rack up some kill points. One flyer shot at the Malanthrope and killed it. The warboss charged into combat with the left flank Termaguants in order to support the boys that were tied up.

Turn 4 is where I realized that if I were ever going to catch the Warboss, I would have to sacrifice my Zoanthropes. I put them into a position to charge into the combat that the Warboss was in. A couple of Termagants wouldn’t hold out long enough. The Thropes, while terrible in close combat, are survivable with a 3+ invulnerable save. The Warboss slaughtered the Neurothrope in close combat, and I took more losses, but the Warboss could not get away. The Swarmlord was going to get him.

30 Turn 3

Turn 5 –

The turns picked up the pace as the game went on, but that because both Severus and I were taking heavy losses. But turn 5 was the hardest for Severus. He did complete some shooting, took out a few small units, but he was taking a beating. He charged the exocrine (after taking off some wounds with a flyer) but lost combat. He killed a more of the Zoanthrope unit, but not enough to flee. And that is when the Swarmlord charged in a killed the boss in a challenge. From there his game collapsed completely.

35 Turn 4

 Turn five was the first turn where the Carnifexes were able to do anything. They charged and destroyed a battlewagon. The game did go on to a turn 6, but by this time there was not much left in either one of us. The Tyranids feasted on a lot of Orks. And I have to say, the new detachment that the Orks have is not one of the better ones.

34 Turn 4

Orks v Tyranids List and Set Up – Nid Perspective

This past Thursday, I was privileged enough to get another game in against Professor Severus and his Orks at Moxie Games. I was down in Alabama for his wedding, and the Tyranids unwillingly made the trip with me. We were discussing this game for a while and I settled in on the following 2500-point list.

01 Nid Army

HQ –
Swarmlord (Warlord)
3 Tyrant Guards
Flying Hive Tyrant w/ devourers w/ Brainleech worms

Troops –
30 Termagants
30 Termagants
30 Hormaguants

Elite –
Malanthrope
2 Pyrovores
4 Zoanthropes and 1 Neurothrope

Fast –
Hive Crone
9 Raveners w/ Rending Claws

Heavy –
2 Biovores
2 Carnifexes w/ Adrenal Glands and Scything Talons
Exocrine

02 Nid Army

I felt this list brought some solid synapse creatures, a pair of flying MCs to deal with flyers, large numbers of troops, and some solid blast templates. Ok, I had two pyrovores, but they look good. I brought the Carnifexes for some tank killing ability, although I am not used to running them in pairs.

For psychic powers, the Swarmlord had Catalyst, Psychic Scream, and Horror. The HT had Psychic Scream and Paroxysm. The Zoanthrops had Warp Blast/Lance and Onslaught. Of course, they all had Donimion as well.

05 Nid Deployment

We decided on a kill-points game, and had the Dawn of War deployment. The professor won the roll off and deployed first. You will be able to read his list and perspective, but the short version is that he had a unit of bikes (with his warlord and a painboy), a bunch of boys in trukks and battlewagons, and three flyers.

09 Nid Center Flank

On my left flank, I deployed the Exocrine, a unit of termagants, and the Zoantrhopes to shore up my psynapse on that side. Zoanthropes, while terrible in close combat (and have no shooting) are very survivable. I didn’t think I would need to worry about them. In the center, I had the Biovores in terrain, the Swarmlord, the hormaguants, and the other termagant unit. This gave me a solid center. On my right flank I placed the flying HT and the Hive Crone in terrain, along with the Raveners, Malanthrope, and the Carnifexes (which was a poor decision on my part). The Carnifexes were all the way to the right flank and spent most of the game trying to get into a useful position.

08 Nid Left Flank

06 Nid Deployment

The Malanethrope gave cover saves to that flank nicely, including the Swarmlord (although just barely). The Crone and the HT had a nice 2+ cover save, making sure that they would make it to the next round.

Six Thousand Points

Shorereaper here, and I am in a state of shock. Today while waiting for my work computer to reboot for the third time, I decided to see how many points of fully painted Tyranids I could field if I chose too. Now, this is presuming unbound, and was more of a moment to see what I have done. Six thousand points. Let me say that again. I have six thousand points fully painted. And that’s not even including upgrades (except for some wings on Tyrants). Here is the list:

HQ:
Swarmlord
1 Hive Tyrant
3 Flying Hive Tyrants
Old One Eye
Tervigon
3 Tyrant Guards

Elites:

Haruspex
Malanthrope
Maleceptor
2 Pyrovores
Venomthrops
4 Zoanthropes
Neurothrope

Brain Bug!

Brain Bug!

Troops:
30+ Genestealers
2 Broodlords
30 Hormagaunts
60+ Termaguants (half with special weapons)
9 Warriors

Wings!

Wings!

Fast:
Dimachaeron
39 Gargoyles
2 Hive Crones
9 Raveners
3 Spore Mines

Heavy:
2 Biovores
2 Carnifexes
Exocrine
Trygon Prime

Lord of War:
Hierodule

The lone firewarrior tries to delay the hierodules inevitable charge

Holy crap that is a lot of models. And all of that doesn’t even incude my unpainted and unbuilt models. I may have a problem.

And no, I do not have a photo of them all. I don’t have the time (or space) to put them all out. But one day, I must take pictures of this.

Sorry for the short post, but I just wanted this in writing.

It’s Finally Happened. GW Returns to the Realm of Social Media

groundhog7Howdy everyone, Professor Severus here.  Today marks a moments occasion.  Games Workshop has finally returned to the realm of social media.  That’s right, like your grandparents, GW finally has a facebook page.  Unlike grandma, it looks like they might know what they are doing.

It popped up on my feed this morning. It is a community page for fans.  Basically the rules are be nice, only talk about 40k on the page, and if you want to post models, make sure they are citadel models.  I say that is fair enough. I mean, it is a page run by GW specifically to talk about 40k.  Doesn’t make a lot of sense to have stuff about other games on there or for other companies to have their models displayed there.

Based on the format of the page, it looks like the same social media team that is running Forgeworlds page.  They are clear upfront that they are not the design team.  Do not ask them rules questions.  So far, it looks like that team has kept the Forgeworld page on message and kept the community well managed.  So there is hope for this new GW page.

Now, this is going to really age me, but screw it.  Once upon a time, GW actually hosted message boards on their website.  At one point, it was a good community to be involved in.  Lots of back and forth from players of all levels as well as moderates and the occasional design team member chiming in.  But over time, the board was overtaken by the negative members of the community.  GW tried to get control of the boards, but eventually gave up and shut the whole thing down.  Since then they have not had many major attempts at social media or interacting with the community.

So, I want everyone to take a moment here and really try to think about this.  GW is trying to connect with the community.  They are like a shy animal finally coming out of it’s home.  If you scare GW with a bunch of negative feedback, they could pull the plug on the whole thing.  I understand that GW has not pleased everyone of it customers over the years.  They are reaching out here and trying to be more involved.  This could be a great thing.

Now, some people will feel they need to express themselves negatively about GW, which is fine.  Just please keep it off of their page.  I don’t want them to shut this down.  I want the chance to interact with them and be a part of this community.  And with that I leave you. I got some orks to show off on the new community page.  Until next time, this is Severus saying have a good one and take it easy.

Commissar’s Grit – No Retreat, No Surrender!

The mighty prize in it's new resting place.

The mighty prize in it’s new resting place.

Howdy everyone, it’s Professor Severus here.  I had the chance to get out of the house this weekend and get away to the FLGS, Moxie Games.  Stephen, one of the active members of the community, decided to organize a bad list tournament.  You can take a look at my past post to see the Tau list I put together for the tournament.

So, as a refresher, the rules of the tournament are as follows.  You write the worst legal list possible using an army of your choice.  You bring those models and that list to the tournament.  When you are paired up with an opponent, you swap armies.  You then have to use the bad list they gave you to beat the bad list you brought.  I have played this format before and it is a blast.  The tournament used malestorm missions 1, 4, and 6 using the standard tactical objective deck.

Round one I paired with an opponent I never had played before, RT.  He brought in a list of Dark Angels.  Standard CAD (none of that new shennanigans they got with their 7th edition update), composed of two tactical squads, a scout squad, a vet squad, a terminator squad, a rhino, a razorback, a predator, a captain, and a chaplain.  The captain was the warlord.  I setup to go first, but that dang Mirrorcodex allowed RT to seize the initiative.

The game started out close, but in the end massed bolter fire and 3+ saves carried the day.  I really felt like space marines could conquer the galaxy after that game (as long as no one shot back).  I focused on keeping the suits with the commander contained.  The suits only use was close combat, so quickly the commander was named Leroy Jenkins.  One of the highlights was the scout squad taking the charge from the mob of suits and holding their own.  Eventually some tactical marines came in and helped break the suits.

Malestorm points really went in my favor.  My opponent didn’t have much luck with cards.  I also focused on taking out his fast moving vespid first to minimize the amount of objectives he could grab.  In then end, the Dark Angels emerged victorious.  I believed I managed to rack up 9 points to RT’s 1.

Getting set up with the Dark Angels.  Not sure why the think a fallen is hiding in the tau, but whatever motivates them was fine by this commissar.

Getting set up with the Dark Angels. Not sure why the think a fallen is hiding in the tau, but whatever motivates them was fine by this commissar.

Round two saw me taking the helm of Khorne Chaos Space Marines against another opponent I had never played, Cathy.  She gave me an army containing 2 units of cultists, 2 units of khorne berzerkers, 2 units of chaos space marines with bolters, a unit of chaos space marines with close combat weapons, a unit of bikers, a dark apostles (as warlord), a chaos lord, and a unit of obliterators.  The biggest weakness in this list was the cultists.  I put the characters in those units to give them fearless.  Then I stuck them on the back field to hold objectives.  I was all prepped to go first, but the dang Mirrorcodex reared it’s ugly head again and I was seized on (both RT and Kathy rolled 5’s).

This was the malestrom mission where you could steal an opponents “score objective x card”.  That forced each player to get aggressive and get on objectives quickly, which played right into Khorne’s battle plan.  The berserkers carried the day.  They took a charge from the suit mob led by Leroy, then proceeded to butcher everything in their path (counter attack, rage, and furious charge is a great combo).  The bolter marines helped clean up a few squads as well.  In the end I had Cathy tabled by turn 4.  11 points to the Professor.  No epic moments in this one, just lots of dead tau and tau allies.  I really felt bad playing that game.  It was becoming clear things were going in chaos’ favor by turn 2 or 3.  I had to keep at it and score points as battle points were used for any tie breakers.  Sorry Cathy.

The Blood God was really disappointed in the offering the drones made.  They had neither blood nor skull for the great lord.

The Blood God was really disappointed in the offering the drones made. They had neither blood nor skull for the great lord.

Finally, onto the last round of the tournament.  I was paired up with Anthony, an opponent I have played before.  He is a frequent player to local tournaments, so he know his way around an army.  He brought me by far my worst list of the day.  It was a Dark Eldar list composed of 2 archons (one acting as warlord), 2 units of wracks, 6 units of wyches, a unit of bloodbrides, an ur-ghul, and 3 units of khymarea.  All on foot.  The tau list definitely had the advantage on maneuverability, durability, and range.  I had second turn, so I set up a bit back to try to mitigate any turn 1 shooting.  Of course when I tried to seize, it didn’t work.

The malestrom mission was deadlock, the mission where your number of cards decrease each turn.  That meant you had to get out onto the field early and start scoring.  My original plan was to hold back with most of the force and wait for army wide feel no pain to kick in on turn 3.  Anthony got a good first hand, so I had to start getting after those points if I wanted to keep up.

I decided to break the army into three waves.  The khymarea were the first, scoring kingslayer, blood and guts, slay the warlord, and scoring objective 5 in the first turn (poor darkstrider never knew what hit him).  The bloodbrides tied up the Leroy mob in the center of the field.  While those units soaked up the firepower in turn 2, the wracks go into position.  They weathered the fire power from turn 3.  Finally in turn 4, most of the wyches were in places to make charges and I started taking down units.  That is really when things started to swing.  The archons were putting down suits and kroot, wyches were chasing around drones and vespid.  All sorts of chaos was breaking loose on the field.  Heck, even the Ur-Ghul scored a few points by sitting on a back field objective.

This game was a close one.  I think I had it on turn 5, but the game went on.  Anthony had a chance to tie it up in turn 6.  In the end, the brave drone unit failed a 4 inch charge into my warlords second unit of wyches (the first were used as fodder to protect him).  This saved me from giving up slay the warlord.  I ended up taking it 15 to 13 I think.  Time expired after that.

And with that, I was the lone commissar left on the battle field.  I went 3-0 and racked up a healthy pile of battle points.  Anthony took second.  Overall, it was a blast.  These types of games always make you stretch your brain tactically to try to figure out a solution to the mission.  Plus with some many ridiculous list in the field, dumb funny things are bound to happen.  Although you could make the argument that I won because I own the most crappy models.  Not going to argue that one.

I really appreciate Stephen for running this tournament.  It was a blast and the chainsword prize was so worth the effort of painting up all those vespid, hounds, drones, and suit. So, what do you guys think?  Anyone ever play in a tournament like this before?  What sort of list would you bring.  Until next time this is Professor Severus saying have a good one and take it easy.

Building Towards a List

As many of you know, I have been putting a lot of time into my Alpha Legion as of late. However, with my mild ADHD, I haven’t even been able to concentrate on one list to build towards. I am a big fan of play testing which is why I bought outriders and a javelin without ever using them. So, after some thought, I decided to build one 2500-point list, using the “Coils of the Hydra” Rites of War, and work on completing that list specifically.

Now, in this list there is no Primarch, since Forgeworld has not produced a model yet. And don’t get me started that we have seen a model of Russ, and not even a hint of Alpharius. Also, what I like about this list, is that it is easy for me to switch out other units. For now (which will probably change before I actually post this), this is what I have:

 Dynat

HQ:
Armillus Dynat
Exodus (No model, I will have to come up with something)
Legion Centurion (Saboteur) w/ Artificer Armour, Combat Augment Array

Iron Saboteur

Saboteur for when I play against the Iron Hands

Troops:
10 Man Tactical Squad w/ Rhino
10 Man Tactical Squad w/ Rhino
10 Man Tactical Squad w/ Rhino
8 Man Support Squad w/ Meltas, Rhino

Melta

Elites:
Apothecary w/ Artificer Armour
Darkwing Storm Eagle (“Borrowed” from the Raven Guard)

Fast Attack:
10 Man Headhunter w/ Combi-bolters, banestrike ammunition, heavybolter
Javelin Attack Speeder w/ Multi-Melta

Heavy Bolter Headhunter

Heavy Bolter Headhunter

Heavy Support:
Fire Raptor Gunship w/ Autocannon batteries, Armoured Ceramite
Land Raider Phobos w/ Multi-Melta, Armoured Ceramite, Auxiliary Drive

I plan to have Dynat, the Apothecary, and the support squad ride in the Land Raider. I could also place a Tac Squad, the Headhunters, or nothing in the Darkwing, depending on my mood or needs for the day. I have never used Exodus, so I am interested in how he will work, and putting him with the Headhunters seems to be the most logical place (rather than have him run around on his own).

I also like this list because I could easily swap units out. I could easily drop Exodus and the Javelin freeing up a lot of points. Also, if I drop the rites of war, I could reduce my army by dropping the Darkwing and a unit of Tactical Marines.

Finally, what do I have to get and build to run this list? Well, I need an Exodus model, which I may use a Recon Squad model until an actual character model is released, and I need one more Rhino. I have to build the Fire Raptor and the Storm Eagle, since I now have both of those.

This list brings some fluff, some punching power, a little too much air power (one flyer is usually enough), and the ability to hold some objectives. The Javelin (with outflank, deepstrike, and it’s speed) can be used to support troops in need.

 

The Great 30k-40k Conspiracy…

Meme

 

Howdy everyone, Profesor Severus here.  I was listening to a podcast last night and I had a sudden epiphany.  I think the guys over at The Southern State of 40k may have stumbled onto a great Games-Workshop conspiracy.  And I am here today to break it down for you.

Over the last year or two, the way we build lists and the rules for 40k have changed a lot.  Crazier combos are starting to be let out in the rules, making balance harder to achieve.  List building is become more and more complex with the composite detachments, formations, and factions.  Even the way the rules are provided for us is becoming more complex as seen in the recent campaign updates to space wolves, tau, astra militara, and ect.  It is a very different looking game compared to what we all knew back in 6th edition.  I am not saying it is good or bad, just different.

Now, rewind in your head to about 3 years ago.  Forgeworld launched their Horus Heresy system.  It was based of 6th edition 40k rules, but it essentially had it’s own force org charts and codexes.  At the time of it’s launch, it played a lot like 40k.  Lists were built relatively the same.  Army rules and unit entries were provided in the same format as 40k for the most part.  Essentially, 30k was a different skin on the 40k rule system.  At the end of the day, you got into Horus Heresy if you liked the fluff or the armies.

Now look at what has happened with the two games over the last few years.  40k has sort of opened up the flood gate with rules, new units, new army construction methods.   Balance is now a thing that can be hard to achieve.  It is quickly becoming a game more about the story and less about balance and competition.  And 30k (aka Horus Heresy) has stayed the same.  It still adheres to strict force org charts, formations haven’t showed up yet, lords of war are limited based on army size, and the rules feel pretty well internally balanced.

This is a complete guess, but what if that was the point.  The game systems were to similar when 30k launched.  Now they have diverged enough to start seeing a real difference.  On paper, it looks like 30k should attract players more concerned with balance and competition.  40k should attract players more interested in narrative and crazy games.  I am not as active in the community as I once was, so I can’t tell you if the player base has shifted to follow those lines yet.

What do you guys think?  Does that theory make sense?  Could GW be intentionally trying to split the player base into a narrative focused group and a balance focused group by making 30k and 40k so different?  Or has the Professor been working around to much super glue fumes lately?  Until next time this is Professor Severus saying have a good one and take it easy.

Kaptain Klaw’s Review of the Great-Waaaagh Band

Ork_Freebooterz_WarbossOy!  Listen up ya bunch of lazy gitz!  Da Kaptain iz back to tellz ya about da new shinzy, da Great-Waaaagh Band detachment!  Da hummies over at GW wentz and updated da Waaaagh! Ghazghkull supplement.  Da Kaptain got his klaw on da book and iz here ta give ya hiz thoughts on it.

Da big thing dey did waz organize all da Waaagh Ghazghkull formations into one of demz decurion style thingz da space robotz have. Dey call it day Great-Waaagh Band detchment.  It haz all da same special rulz from da previous Ghazzy detachment.  Dat includez dat da warboss haz to challenge and dat you add 2 to da mob rulez rollz.  Even da 3+d3 hitz iz still dere.

Da benefitz for da detachment iz dat if your warlord iz a warboss, den you getz a free waaaagh every turnz.  Da other benefitz iz dat if ya have a mob of boyz with 10 or more modelz, dey get da hammerz of wrath on da charge.  Da free waaaghz iz da best benefit!  Dis letz da boyz really get to da krumping fast.

Now, fur da most partz, da auxillary detachment are all da same from the older version of da Ghazzy book.  Da big stand outz are da Blitz Brigade, Ghazzy’s Bullyboyz, and da Dakka Jet Skwadron.  Der are a few other auxillaries dey added, mostly optionz for takin da fast attack or heavy supportz choices as a detachment.  No cool special rulz.  Dat makes a sad Kaptain.

Da other big compenent iz da core formations dat dey added.  Dey are da Waaagh-Band and da Goff Killmob.  Da special rulz dat are added from dez formations are not dat good.  Da Waagh-Band is completely replaced by da Great-Waagh Band detachment rulz.  Da Goff Killmob getz to re-rollz dere charge rollz.  So da choice for which one iz bestz for yer WAAAAAGH iz based on da contentz.  Da Kaptain likez da Waagh-Band.  Loads of boyz, a few nobz, and a Warboss (Da Kaptain gotz to go somewherez) make for a good start.

Now dere iz a bitz of a problem with da Great-Waagh Band detachment.  If da warboss diez, den da whole free waaaghz thing fallz apart.  So ya gotz ta make sure dat boss iz dead ‘ard.  Ya evenz needz ta uze your orky kunnin.  Wit da all in me headz, Da Kaptain haz made diz list az an example of whatz da detachment can do.

Great Waagh-Band Detachment 1850 pts

  • Command Choice
    • Big Mek, Mega Force Field, ‘Eavy Armor
  • Core Choice
    • Waaagh-Band
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Boyz – 12 in a trukk with a Nob (power klaw and bosspole)
      • Gretchin – 10 with Runtherd
      • Meganobz – 3 with killsaws and Battlewagon
      • Mek
      • Warboss – Cyborg Body, Da Lucky Stikk, Mega Armor
  • Auxillary Choice
    • Dakkajet Skwardon
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss
      • Dakka Jet with 3x supa shoota and flyboss

Dat iz what da Kaptain haz come up with so far.  Da dakka jet getz Tank Hunter against other flyerz.  Da also get da extra shotz from all da free waaghz.  Da boyz in da trukks will be able to get stukk in fast with da waaagh.  Finally, da meganobz, da warboss, da mek, and da big mek getz in da battlewagon and go off to find da biggest and da best fight.

So, what do ya gitz think?  Doez da new detachment get ya orky juices flowing?  Or are ya a puny hummie?  Until next time, diz iz da Kaptain sayin’….WAAAAAAAAAAGH!