Sunday, March 27, 2011
Grey Knights First Arrivals
Of course with the Grey Knights being an elite codex this is probably 2,000 points worth. An old, early mark of terminator armor. Storm bolter and power fist. Hope it fits, cool model. A GK librarian with force sword, a GK terminator with psycannon and force sword, 3 skull servitors, and 10 acolytes. And the acolytes have Oni masks to scare off daemons. Appropriate huh.
Them Orks will loot anything
Last Monday there was a bounty of bitz in the bitz bins at the FLGS. As well as a bunch of gratefully purchased IG legs there was this little termagant (termagaunt?). Well I don't have a tyranid army, but my youngest son has a looty Ork army. So here we have it, probably to use as a 'counts as' nob due to the size of it. The Looted Termagant. May have to actually buy some more and make a whole squad.
Monday, February 28, 2011
Space Marines vs Orks 1500
My second game while I learn the rules, against the very patient and helpful Dave. This time I borrowed the Ultramarines that are 30/70 mine and my eldest sons.
My force
Captain (relic blade, artificer armor, iron halo)
Command Squad (Company Champion, Apoth, two lightning claws and a powers sword)
Together, riding in a Land Raider Crusader with melta gun.
Captain (relic blade, artificer armor, iron halo)
Command Squad (Company Champion, Apoth, two lightning claws and a powers sword)
Together, riding in a Land Raider Crusader with melta gun.
Tactical Marines with flamer and lascannon. Half the squad riding in a TL Heavy Bolter/Storm bolter Razorback.
Scouts, 5 snipers, 1 heavy bolter and Sgt Telion
Scouts, 5 snipers, 1 heavy bolter and Sgt Telion
Dreadnought with Multimelta
Sternguard (meltagun, power sword, couple of combi weapons) Riding in a TL Lascannon/Stormbolter Razoback.
Sternguard (meltagun, power sword, couple of combi weapons) Riding in a TL Lascannon/Stormbolter Razoback.
Landspeeder Typhoon with multimelta.
His Force
Battlewagon with a big mech and an ass load of nobs and a pain boy.
Trukk o' boys and a power claw nob
Trukk with war boss and other stuff
20 boyz
3 deff copters (separate units)
15 Lootas
Getchin Lobba
Trukk o' boys and a power claw nob
Trukk with war boss and other stuff
20 boyz
3 deff copters (separate units)
15 Lootas
Getchin Lobba
Game type was Annihilation, set up was spearhead and I was first player.
I chose a corner with some big terrain in it that would give my marines a great field of fine. Then realized most was too close to the table center. Raider was set to come charging round the left side, razorbacks and dread around the right. The land speeder held back to see what happened and the las cannon squad sat on a hill.
His forces arrived as a big cluster in the middle. Supported by lootas and the lobba behind and the copters coming up the long edge.
My scouts arrived on a couple of hill tops ready to sit in cover and start popping stuff. His Copters skimmed forward towards the snipers and dreadnought.
And then he stole the initiative. Bummer.
Orks 1 - Trukks and wagon move forward, one copter shoots the DCCW off the dread and then charges it. Two copters charge the snipers, killing all but one. Fire from the Lootas and Lobba does nothing.
Marines 1 - The Raider decides to man up and speeds out towards the Battle wagon, guns blazing. And missing. Nothing but a few dents as the now worried command squad climb out. But the battle wagon heading towards the Raider gave side armor to the razorbacks. As they pull forward the TL lascannon lights up the battle wagon which explodes in a pile of orky parts. The Land speeder kills a copter, the various marines and TL Heavy bolter razorback start whittling down the boys squad. The command squad run to assault the Orc nobs. Unfortunately the tide of luck has turned against the marines and the command squad gets wiped out after killing one nob and just putting wounds on a couple of others. The Captain is the only one left standing. In a nice example of know you codex (like I said, I'm learning) and remember to bring you codex, I screwed up with on deployment. Well kind of, Dave messed up on one rule but seeing as everything was from his memory it is no big deal. I had Telion and the scout heavy bolter off to the side to pop trukks. Except Dave thought Hellfire rounds was all it could fire, and those were no use against trukks. So unfortunately all these guys did was slow down one of the trukks.
Orks 2 - A trukk roars forward towards the raider, its load of boyz pour forth and the nob smacks his power fist into the tank. Nothing. The mass of nobs in the center manage to kill the captain. He'd done really well on saves, but then fails one against an instant death weapon. The copter fighting the Dread tried to break off but can't. The dread also can't hit worth a damn. In 5 turns of fighting he hits once, and that is saved. The other copter misses the TL Las razorback with rockets but manages to hit it in assault and turns it into a crater. Five of the six sternguard climb out. Lootas open fire on the land speeder and get a ton of penetrates. The lobba does nothing.
Marines Turn 2 - The Ork command squad did any Orky victory dance, completely missing the Land raider baking up a bit for a clear shot. The Raider opens fire and the Mech, nobs, pain boy are reduced to two. The sternguard put a wound on the copter but leave it to the lascannon to finish the job. The other copter and dread carry on hugging or whatever they were doing. The rest of the marines and the other razor back carry on pinging fire off the boyz and a couple more drop.
Orks Turn 3 - The boyz over near the land raider have another go at it with the same result. But the more inspiring command squad nobs that survived earn their keep by immediately destroying it. Things aren't looking too good for the marines. The lootas kill another marine off and even the Lobba manages to kill a Sternguard. Telion is down to just one man with him after more fire from the trukk heading his way. The copter and dread continue hugging.
marines turn 3 - First good news is the one remaining sniper scout is clear and can get back in the game. He runs back to get in a better position for later. Telion continues to be useless as his squad does nothing. The marines and sternguard put some more hurt on the boyz now getting dangerously close but still just about in cover. The copter and dread thing drags on. Get a room or something.
Orks Turn 4 - Telion finally bites it and the trukk heads off to join the rest. The boyz by the dead Raider jump back in their truck and get ready to join a new fight. The two remaining nobs climb the hill to shortcut getting back into action. The copter finally destroys the dread. Its victory is short lived. The Lootas kill another marine, the lobba hits but no kills, while the boig boyz mob carries on forward but now mostly out of cover.
Marines turn 4 - Seeing the nobs moving, a few of the marines move back for a clear shot. First the las cannon and remaining marine on the hill shoot. And miss. Then a few bolters open up, killing one and wounding the other. Finally the sniper scout, all alone at the base of a towering cliff, takes his shot. The last nob is dead. The razorback opens fire on the boyz out in the open. Not a good time to be an Ork. The Sternguard turn their meltagun on the Copter and slag it.
Orks turn 5 - The Boyz let out a cry of waagh and make it into combat, just about reaching the 4 remaining sterngaurd. The Lootas ping off another marine leaving a single guy on the hill the Lobba again does nothing, and two trukks of boyz zip across the battlefield. The boyz and the sternguard fight does not go well for the boyz. The sternguard out wound them, they fail to escape and are destroyed.
marines turn 5 - Not a lot to do, the scout, marines, and razorback don't have range to anything, the lootas being too far away and everything else being on the wrong side of obstructions. The only hope for a final bit of glory is the one remaining sternguard with a meltagun. He dives across a crater to take a shot at the first trukk. The crater slowed him down too much however, and he's just out of range. Everyone else backs up and finds better positions to receive the orks and avoid the lootas.
We roll the dice, a 1, end of game.
Ork losses - Big Mech, Wagon, Nob squad, Boz Squad, 3 deff copters
Marine losses - Captain, Command squad, Raider, Razorback, Dreadnough, Scout squad
Marine losses - Captain, Command squad, Raider, Razorback, Dreadnough, Scout squad
I had one man left in three squads, would have taken bad losses in turn 6 and would have been tabled if there was a turn 7. So a victory for the marines, but a hollow one. And a big thanks to Dave who I'm learning lots from, even if I will need to correct him on the scout heavy bolter thing.
Lessons learned.
If I'd known the rules better, Telions squad would have had three rounds of BS6 heavy bolter fire into the trucks. Bad dice rolls can see a good command squad eaten by nobs, and Sternguard are awesome.
Thursday, February 24, 2011
Holy pinning batman
One of my kids got some Warmachine Protectorate of Menoth stuff for his birthday. A paladin of the wall. Three pieces, no problem, just put the cloak on after it is painted. The Avatar of Menoth. Eighteen pieces including some that look like they will be really annoying with thin attachment areas. Damn, that is going to take a while. A box of Exemplar Errants. Six of them but each appears to be at least 4 pieces, maybe 5 as I only had a quick look. now I've had a good look is many pieces for a total of 44 bits of metal to pin and glue.
I see lots of drilling, staples and superglue in my future. As much as I like metal stuff for the weight, this would be so much easier if these were plastic.
UPDATE:
OK, couple of days later and the arms are all pinned and attached. I'm starting on the shoulder pads but they are even more fiddly. Limited contact areas so super glue would not hold well. If I pinned it I'd be drilling right through the pin that attaches the arm to the body so that is no good. I tried gorilla glue and it went OK on the first guy. Second one I made a mess on though. With gorilla glue you need pressure on the joint while it hardens, and it hardens slowly. Which means rubber bands around things and trying to get them in just the right place. First guy I did two at once. Second guy I tried that, but after making a whole mess of everything I'll leave it to one at a time from now on. This will be slow.
I see lots of drilling, staples and superglue in my future. As much as I like metal stuff for the weight, this would be so much easier if these were plastic.
UPDATE:
OK, couple of days later and the arms are all pinned and attached. I'm starting on the shoulder pads but they are even more fiddly. Limited contact areas so super glue would not hold well. If I pinned it I'd be drilling right through the pin that attaches the arm to the body so that is no good. I tried gorilla glue and it went OK on the first guy. Second one I made a mess on though. With gorilla glue you need pressure on the joint while it hardens, and it hardens slowly. Which means rubber bands around things and trying to get them in just the right place. First guy I did two at once. Second guy I tried that, but after making a whole mess of everything I'll leave it to one at a time from now on. This will be slow.
Wednesday, February 23, 2011
Army Transport Miniature Case Review
I've previously kept most of my minis in bits boxes. When they are plastic it seems OK. If they are tough enough to be played with they should be tough enough to be transported next to a few more of their kin.
And then we got into Warmachine where the minis are predominantly metal, heavy, and often multi piece. Time for a new solution, and the $60 Army Transport case seemed like a good deal vs $130 for the Battle Foam equivalent. Overall I think it was worth the $60 as any padded case seems to run fairly pricey. Here's my thoughts on it.
Materials are kind of second class. Not bad, but not top notch. Looks OK at the moment but feels like it could wear out easily. I hope to be proven wrong.
The front pockets are pretty tight. Room for a thin manual, some cards, a few dice. Anything thicker though, like the ever present Chessex blocks of 36 dice, there is no way to store in here.
The zipper only runs around the top which limits access. You want something out that bottom tray? You are going to be removing every other tray to get to it.
The trays that come standard with the 'full' version are 6x 1 inch trays and 2x 2.5 inch trays. 1 inch is about 25mm. Warmachine small bases are 30mm. Yeah, problem there if you are buying this for Warmachine. You can buy an empty bag and get 1.5" and 2.5" trays separately. Thing is it costs more that way, now you are looking at close to $80.
Tray dimensions are 7.5" by 12.5". In pull out squares that's 13x24. You can shuffle them around a bit, but unless you have lots of really bulky guys that is about 18 small minis per layer. As a guide, a regular marine will fit in a 3x3, Devastator or Sergeant, 3x4, Standard Bearer 3x5 or 3x6.
If you spring for one of the 3 or 4 inch foam layers (and the bag will hold 11 vertical inches of foam) you can get most vehicles in. A layer will fit 3 transports (trukks, chimeras, razorbacks) or 1 large vehicle (land raider, battle wagon) and a transport. It'll only really fit two Russes as they are kind of chunky. The biggest stuff though, like a Valkyrie will not fit in this. Well not unless you break off the wings and front antenna.
So am I happy with the bag? Yeah, I guess. Kind of wishing I'd sunk the extra into one of the dedicated Battle Foam bags though. Yeah, twice the price, but bigger, better built (it seems, no first hand experience) and just better designed. Plus, the Warmachine version has trays designed to fit Warmachine minis, rather than the too thin standard Army Transporter trays, and a big ol' Warmachine logo on the front. While the Army Transporter does its job, it feels too much like a cooler bag someone shoved foam trays into.
And then we got into Warmachine where the minis are predominantly metal, heavy, and often multi piece. Time for a new solution, and the $60 Army Transport case seemed like a good deal vs $130 for the Battle Foam equivalent. Overall I think it was worth the $60 as any padded case seems to run fairly pricey. Here's my thoughts on it.
Materials are kind of second class. Not bad, but not top notch. Looks OK at the moment but feels like it could wear out easily. I hope to be proven wrong.
The front pockets are pretty tight. Room for a thin manual, some cards, a few dice. Anything thicker though, like the ever present Chessex blocks of 36 dice, there is no way to store in here.
The zipper only runs around the top which limits access. You want something out that bottom tray? You are going to be removing every other tray to get to it.
The trays that come standard with the 'full' version are 6x 1 inch trays and 2x 2.5 inch trays. 1 inch is about 25mm. Warmachine small bases are 30mm. Yeah, problem there if you are buying this for Warmachine. You can buy an empty bag and get 1.5" and 2.5" trays separately. Thing is it costs more that way, now you are looking at close to $80.
Tray dimensions are 7.5" by 12.5". In pull out squares that's 13x24. You can shuffle them around a bit, but unless you have lots of really bulky guys that is about 18 small minis per layer. As a guide, a regular marine will fit in a 3x3, Devastator or Sergeant, 3x4, Standard Bearer 3x5 or 3x6.
If you spring for one of the 3 or 4 inch foam layers (and the bag will hold 11 vertical inches of foam) you can get most vehicles in. A layer will fit 3 transports (trukks, chimeras, razorbacks) or 1 large vehicle (land raider, battle wagon) and a transport. It'll only really fit two Russes as they are kind of chunky. The biggest stuff though, like a Valkyrie will not fit in this. Well not unless you break off the wings and front antenna.
So am I happy with the bag? Yeah, I guess. Kind of wishing I'd sunk the extra into one of the dedicated Battle Foam bags though. Yeah, twice the price, but bigger, better built (it seems, no first hand experience) and just better designed. Plus, the Warmachine version has trays designed to fit Warmachine minis, rather than the too thin standard Army Transporter trays, and a big ol' Warmachine logo on the front. While the Army Transporter does its job, it feels too much like a cooler bag someone shoved foam trays into.
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