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 *Insert Imperial Army Here*

Quite a few weeks ago, when I found out that our brother Severus was leaving the state of Maryland to move to the state of insanity, I mean… Alabama, I challenged him to a mission I dubbed “The Last Stand of the Iron Hands”. I thought that this would be a fun and final way for our two armies to meet. Thinking we had more time, he challenged me to have my army fully painted. Now that he is leaving a month early, I fear that my part of the agreement will not be fulfilled.

It also happened that I described this mission to another player from our group, and he liked the idea. So I challenged him as well, except now it is the Sisters of Battles and the Carcharodons (which happen to be mine) facing my Tyranids. I decided to run this game earlier, before facing off against Severus, thinking it would be a great test for the scenario. I wrote up a list, with two CADs, and one I though would be able to put us a fight against my Tyranid list.

Now, why do I bring this up? Well, it looks like I will be getting both games in this coming weekend (the one against Severus may take place the following week). I would like opinions on this mission. Both opponents know what they will be facing, at least in the basic terms. And the Sisters have troops that I believe can fight what I have planned.

The mission has Hammer and Anvil deployment, meaning my bugs will have to march across the table while taking fire from the Imperials. There will be a “no man’s land” in the middle of the table, with no terrain for me to take cover in. Cover in my deployment zone will be sparse. On the imperial side, there will be some Walls of Martyrs Imperial Defence Lines, some Emplacements, and a Redoubt or two. And the Imperial player gets these at no additional cost. My army will have the Scythed Hierodule in it, which will only come onto the table on turn three. Also, any unit that has been completely destroyed by my opponent goes into ongoing reserves, and enters the board from my table edge.

Not to make it look like I am giving myself too easy of a mission, I have put a limit on the amount of flyers I can take. As in, I am not taking any. Both sides are taking 2500 points in their lists.

Now, what is my goal? I have to table my opponent, of course. I have to march across the table, taking fire, and hoping that I can get close enough to kill every last one of those tasty imperials. If I can table them by Turn 5, it is a win for me. If I table them in Turn 6, the result is a tie. If they last till turn 7, it is a win for them. This part of the game may require some changes

Of course, the main goal will be to have fun. I have the Scythed Hierodule, they have all of the cover. Hopefully it will balance out in the end. There can even be some fluff, the Sisters, protecting the Emperor’s faithful, called for help. While trying to save the citizens and the wounded, and giving them time to evacuate, the Sharks show up to give them aid. There alliance can even be called “Nurse Sharks”…

I know that I am probably the only one who laughed at that.

nurse-shark-hd-5-free

Current Project: Clan Sorrgul Iron Hands

resized squad 2Tonight I would like to share with you my current project, Clan Sorrgul Iron Hands.  They are the 5th battle company of the Iron hands.  I always fancied the iron hands fluff and thought they looked really good.  After the drop of the 6th ed space marine codex and they finally got some rules love (and awesome ones to boot), I decided I would take the plunge.

This is my first serious attempt at painting a good quality space marine army, and in my mind that starts from the ground up with good quality models.  In terms of marines, I am using the new tactical box with the fine cast upgrade kits.  The models look suitably Iron Hands with a dash of bionics throughout the squad.

This army has no goals of seeing the table anytime soon.  I want it to be a project where I get the models I want and paint them to a level I am happy with before I send them to the table top.  For me, that means taking it slow.  I literally painted this tactical squad one marine at a time.

Resized 3 manUltimately I am happy with the results so far.  My line highlighting needs work, but I think that will come with practice.  I am not entirely pleased with how some of the transfers look.  I am using the forgeworld transfer sheets on them.  My flesh tones really need work (I am literally too embraced to put close up pictures of them up yet).

This group is pretty much done.  I am still missing the storm bolter top for the rhino.  I confess I did acquire my rhinos and drop pod second hand.  The rhino in the picture was the worst conditioned of the lot.  Instead of moving on to tactical squad two and its rhino, I think I will take a break from them for a week or so.  Maybe work on my nob bikers.

Let me know what you guys think so far.  Excuse my ghetto rigged photo studio.  I guess if I get serious about taking these photos I should get one of those little photo booths.