My DV box turned up today (finally)
Stunning chaos minis. The DA chars are cool. The tactical marines have scuplted symbols which sort of blend into the shoulderpad rims.
Sadly my captain has a broken wing on his helm that snapped off when clipping the helm from the sprue. Way too solid a join on a flimsy part.
Looking forward to adding some marine ally goodness to my guard.
Tuesday, 11 September 2012
Friday, 7 September 2012
Ooh FAQ's
so things i took note of as it affects me.
Valkyries/Vendettas received the same clarification as the BA stormraven. you can get out if you move over 6". would of been nice if they added specifically if you could get out if zooming. it then goes on in the rulebook faq that you you can use the rule to get out of a locked velocity flyer. which only happens if zooming. So by that we can infer that you can get out a zooming valkyrie/stormraven, hurray.
If you get out a shaken/stunned transport, you are still shaken in your next shooting phase, neat.
Leman Russ are Heavy vehicles. All the ones with ordnance are worse than they were under 5th. Everything else is unnaffected. Meh.
Also if your transport is destroyed, unless it was an assault vehicle, you cannot assault in your next assault phase. So if I blow up your rhino with my melta squad, I'm safe from assault for a turn thats nice.
An Aegis line has to be in one uninterupted line :(
Interestingly the Guard faq says the scout rule on the valkyrie has no effect...but what about outflanking? bad gw. And they didn't remove scout from it. This is super sloppy.
Also a change that hasn't affected me at all, paladins, nob squads and wolf guard units are no lomger characters! But ones that are leading units are, as it should be.
Some other notes.
Mawlocs are not mega sharks. they cannot burst out the ground and eat planes.
Banshee now have power swords. At least axes made them a viable suicide unit vs 2+ armour.
Can shoot flying monsters down with markerlights, thats funny.
Valkyries/Vendettas received the same clarification as the BA stormraven. you can get out if you move over 6". would of been nice if they added specifically if you could get out if zooming. it then goes on in the rulebook faq that you you can use the rule to get out of a locked velocity flyer. which only happens if zooming. So by that we can infer that you can get out a zooming valkyrie/stormraven, hurray.
If you get out a shaken/stunned transport, you are still shaken in your next shooting phase, neat.
Leman Russ are Heavy vehicles. All the ones with ordnance are worse than they were under 5th. Everything else is unnaffected. Meh.
Also if your transport is destroyed, unless it was an assault vehicle, you cannot assault in your next assault phase. So if I blow up your rhino with my melta squad, I'm safe from assault for a turn thats nice.
An Aegis line has to be in one uninterupted line :(
Interestingly the Guard faq says the scout rule on the valkyrie has no effect...but what about outflanking? bad gw. And they didn't remove scout from it. This is super sloppy.
Also a change that hasn't affected me at all, paladins, nob squads and wolf guard units are no lomger characters! But ones that are leading units are, as it should be.
Some other notes.
Mawlocs are not mega sharks. they cannot burst out the ground and eat planes.
Banshee now have power swords. At least axes made them a viable suicide unit vs 2+ armour.
Can shoot flying monsters down with markerlights, thats funny.
Thursday, 6 September 2012
Vs Ogre Kingdoms
So i took my currently standard list of Grey Seer, Battle standard, Engineer with rocket, 34 clanrats with full command, 2 units of slaves with musicians, 6 gutter runners, Doomwheel and warplightning cannon.
Against ogre kingdoms, which to memory had 2 units of 3 yhetees, 2 units of 6 bulls, a level 3 butcher and 3 mournfag cavalry.
I won turn one, and didn't do much. Put a wound on a ogre with the warp lightning cannon. Doomwheel managed to restrain itself from shooting some slaves. Skitterleaped my engineer over to the ogre flank and did 2 wounds with it. Ogres advanced, with no shooting and no magic.
Turn 2 wither was dispelled and failed to cast plague. manauvered some units to try and block charges, which didn't quite work. Doomwheel shot at a Yehtee unit, killing two of them with str 8 shots, they panicked and fled into the path of one of the bull units, but later rallied. The Butchers unit attempted to charge my slaves, but failed. The other yehtee unit charged my clanrat block, killing 3 of them, and knocking two wounds of my grey seer. I was able to win combat however, but wasn't able to catch them.
Turn 3 I reformed a slave unit to face the mournfangs on my flank charged my slaves into the butcher unit, and the doomwheel hit the same ogre unit in the flank. Was able to kill all except the butcher and one ogre, who lost combat and fled, pursued by the doomwheel, which made contact with the other ogre bulls. next turn it won vs the ogres and they were run down. The lone yehtee survivor from doomwheel incident charged my clanrats killing my grey seer, and was slain in turn. Mournfangs made contact with the slaves, butchering them and they fled.
Game was called there. It was three mournfangs vs nearly all my army. odds are I couldn't of done much vs the cavalry. but on the other and would taken a lot for them to catch all my units.
Grey seer not really worth it vs ogres. He's fragile, and the spells are a bit hit and miss vs ogres. A warlord would be a much sturdier general. and try to win by numbers.
Doomwheel was an absolute star, it's shooting attack does d6 wounds, which is golden vs ogres.
Also apparently going by some stats floating around, I'M SECOND!! mind you it's only been going two weeks, which has me at 2 wins one loss I guess.
Against ogre kingdoms, which to memory had 2 units of 3 yhetees, 2 units of 6 bulls, a level 3 butcher and 3 mournfag cavalry.
I won turn one, and didn't do much. Put a wound on a ogre with the warp lightning cannon. Doomwheel managed to restrain itself from shooting some slaves. Skitterleaped my engineer over to the ogre flank and did 2 wounds with it. Ogres advanced, with no shooting and no magic.
Turn 2 wither was dispelled and failed to cast plague. manauvered some units to try and block charges, which didn't quite work. Doomwheel shot at a Yehtee unit, killing two of them with str 8 shots, they panicked and fled into the path of one of the bull units, but later rallied. The Butchers unit attempted to charge my slaves, but failed. The other yehtee unit charged my clanrat block, killing 3 of them, and knocking two wounds of my grey seer. I was able to win combat however, but wasn't able to catch them.
Turn 3 I reformed a slave unit to face the mournfangs on my flank charged my slaves into the butcher unit, and the doomwheel hit the same ogre unit in the flank. Was able to kill all except the butcher and one ogre, who lost combat and fled, pursued by the doomwheel, which made contact with the other ogre bulls. next turn it won vs the ogres and they were run down. The lone yehtee survivor from doomwheel incident charged my clanrats killing my grey seer, and was slain in turn. Mournfangs made contact with the slaves, butchering them and they fled.
Game was called there. It was three mournfangs vs nearly all my army. odds are I couldn't of done much vs the cavalry. but on the other and would taken a lot for them to catch all my units.
Grey seer not really worth it vs ogres. He's fragile, and the spells are a bit hit and miss vs ogres. A warlord would be a much sturdier general. and try to win by numbers.
Doomwheel was an absolute star, it's shooting attack does d6 wounds, which is golden vs ogres.
Also apparently going by some stats floating around, I'M SECOND!! mind you it's only been going two weeks, which has me at 2 wins one loss I guess.
Friday, 31 August 2012
And tonights outcome
If there's one thing you can say about the Grey Knight codex, it probably has better shooting than any other book. Maybe not better guns in some cases, but still.
Anyway I had an infantry platoon with 3 squads with autocannons, 3 lascannons, platooon command with flamers. Creed with medi pack, astropath, Officer of the fleet and snipers. 5 stormtroopers. Marbo, Veteran squad with plasma. Veterans with melta. Valkyrie, Leman russ with heavy bolters, Leman Russ Demolisher with Multi Meltas. leman Russ executioner with Plasma sponsons. And an aegis line with quad gun,
Against a bunch of henchmen with MONKEYS!! Some highlights of the monkey madness, one of the unit had 48" range heavy bolters, and Coteaz had a psychic power that meant i got no cover save from them :( oh and we both had aegis line
We were playing The Emperors Will with hammer and anvil deployment. My objective was sabotaged which I completely forgot about after turn one. Richards was +1 cover saves, which on a bolstered ruin, meant that anyone holding it had a 2+ cover save.
Turn one I did seize the initiative, but Coteaz stopped that forcing me to reroll. The inquisition Land Raider moved up 12" and the flat out a further 6" right in front of my lines. A variety of shooting bounced of the aegis line. for my part, I took a hull point from the land raider and not a lot else. Again the Aegis line absorbing a lot of fire. The two
Turn two no reserves arrived for the inquisition. The deathcult assassins disembarked from the land raider and tore into the squad manning the quad gun. I had my Kasrkins, Marbo arrive and my platoon command was outflanking thanks to Creed also showed up. Kasrkins teleported next to the Land Raider and reduced it to mere debris, too late to save my lines though. Marbo showed up in the ruin that had been bolstered by a techmarine. The command squad showed up next to Coteaz's unit, intending to flame them to death. Unfortunately I did not realise that Coteaz's unit would get a free shot against these units. Marbo lost a wound, and the chimera was blown up. (FIRST BLOOD!) The command squad within pinned. Marbos demo charge did nothing to the squad in the ruin thanks a 2+ cover.
Turn three saw the calidus show up and reduce half my infantry platoon's brains into goo with the neural shredder. Lost my executioner to the deathcult, and the demolisher was destroyed by the stormraven. Also lost a lascannon team. Marbo was denied his cover save by psychic trickery and died. 3 of the command squad died the survivors fleeing, never making it of the board, but they would be taking no further part in the battle. I also lost the battlecannon from my Leman Russ. On my turn however I was able to kill the deathcult assassins with whats was left of my infantry platoon, and Creeds command squad finished of the calidus. Finally a Lascannon from my Leman Russ finished of a techmarine hovering in my lines. My Valkyrie showed up, the veterans inside and the transport unable to affect the stormraven.
Turn Four the occupants of the StormRaven disembarked. The Arco Flaggelents going for my melta Vets, and the dreadnought making a move for my kasrkin loitering in the midfield. The valkyrie was shot out the sky by the stormraven, the machine spirt bringing it's bolters to bear on my command squad felling Creed (WARLORD!) And the Arco Flaggelents made short work of the veterans, they did manage to kill a couple though. Bastonne survived combat, but broke and ran, and was cut down. A henchmen unit of psykers tried to fry the sole survivor of the command squad, the astropath. However they rolled double 1, the entire unit wiped out by the predations of the warp. to add insult the astropath made his deny the witch. I also lost my final leman russ to the crack shooting of the vindicare.
Turn Five The flaggalents did not make into combat. I lost some more guardsman to inquistorial heavy bolters. The dreadnought failed to charge the kasrkin, it did fell 2 of them with assault cannon fire however. The vindicare with a lack of targets gunned down one of the fleeing flamer guys. The meagre remaons of my army consolidated towards the objective. The remaining kasrkins failed to penetrate the dreadnought, and a heroic charge resulted in a dead kasrkin, and me failing to scratch it's armoured sarcophagus with a krak grenade. The survivor turned to flee and was slaughtered by the mighty machine.
And with that the game ended.
We each had our own objectives. However Richard had First blood, Slay the Warlord and a unit in my deployment zone. Final Score 6-3
Man of the match. Aegis Defence Lines :D
Anyway I had an infantry platoon with 3 squads with autocannons, 3 lascannons, platooon command with flamers. Creed with medi pack, astropath, Officer of the fleet and snipers. 5 stormtroopers. Marbo, Veteran squad with plasma. Veterans with melta. Valkyrie, Leman russ with heavy bolters, Leman Russ Demolisher with Multi Meltas. leman Russ executioner with Plasma sponsons. And an aegis line with quad gun,
Against a bunch of henchmen with MONKEYS!! Some highlights of the monkey madness, one of the unit had 48" range heavy bolters, and Coteaz had a psychic power that meant i got no cover save from them :( oh and we both had aegis line
We were playing The Emperors Will with hammer and anvil deployment. My objective was sabotaged which I completely forgot about after turn one. Richards was +1 cover saves, which on a bolstered ruin, meant that anyone holding it had a 2+ cover save.
Turn one I did seize the initiative, but Coteaz stopped that forcing me to reroll. The inquisition Land Raider moved up 12" and the flat out a further 6" right in front of my lines. A variety of shooting bounced of the aegis line. for my part, I took a hull point from the land raider and not a lot else. Again the Aegis line absorbing a lot of fire. The two
Turn two no reserves arrived for the inquisition. The deathcult assassins disembarked from the land raider and tore into the squad manning the quad gun. I had my Kasrkins, Marbo arrive and my platoon command was outflanking thanks to Creed also showed up. Kasrkins teleported next to the Land Raider and reduced it to mere debris, too late to save my lines though. Marbo showed up in the ruin that had been bolstered by a techmarine. The command squad showed up next to Coteaz's unit, intending to flame them to death. Unfortunately I did not realise that Coteaz's unit would get a free shot against these units. Marbo lost a wound, and the chimera was blown up. (FIRST BLOOD!) The command squad within pinned. Marbos demo charge did nothing to the squad in the ruin thanks a 2+ cover.
Turn three saw the calidus show up and reduce half my infantry platoon's brains into goo with the neural shredder. Lost my executioner to the deathcult, and the demolisher was destroyed by the stormraven. Also lost a lascannon team. Marbo was denied his cover save by psychic trickery and died. 3 of the command squad died the survivors fleeing, never making it of the board, but they would be taking no further part in the battle. I also lost the battlecannon from my Leman Russ. On my turn however I was able to kill the deathcult assassins with whats was left of my infantry platoon, and Creeds command squad finished of the calidus. Finally a Lascannon from my Leman Russ finished of a techmarine hovering in my lines. My Valkyrie showed up, the veterans inside and the transport unable to affect the stormraven.
Turn Four the occupants of the StormRaven disembarked. The Arco Flaggelents going for my melta Vets, and the dreadnought making a move for my kasrkin loitering in the midfield. The valkyrie was shot out the sky by the stormraven, the machine spirt bringing it's bolters to bear on my command squad felling Creed (WARLORD!) And the Arco Flaggelents made short work of the veterans, they did manage to kill a couple though. Bastonne survived combat, but broke and ran, and was cut down. A henchmen unit of psykers tried to fry the sole survivor of the command squad, the astropath. However they rolled double 1, the entire unit wiped out by the predations of the warp. to add insult the astropath made his deny the witch. I also lost my final leman russ to the crack shooting of the vindicare.
Turn Five The flaggalents did not make into combat. I lost some more guardsman to inquistorial heavy bolters. The dreadnought failed to charge the kasrkin, it did fell 2 of them with assault cannon fire however. The vindicare with a lack of targets gunned down one of the fleeing flamer guys. The meagre remaons of my army consolidated towards the objective. The remaining kasrkins failed to penetrate the dreadnought, and a heroic charge resulted in a dead kasrkin, and me failing to scratch it's armoured sarcophagus with a krak grenade. The survivor turned to flee and was slaughtered by the mighty machine.
And with that the game ended.
We each had our own objectives. However Richard had First blood, Slay the Warlord and a unit in my deployment zone. Final Score 6-3
Man of the match. Aegis Defence Lines :D
Monday, 27 August 2012
And the aftermath
Was a fairly solid victory for the guard. 12vp to 4vp.
Was playing The Scouring which is the 6 objectives of varying values. By chance I had 8 of the 15 vp's in or near my deployment zone.
Marines went first, doing little due to range. My first turn I took a couple of hull points of a rhino. I did have a pinned infantry unit from sniper fire though.
Second turn again very innefectual shooting by themarines. And the plane did not show up. My second turn marbo showed up, his demo charge scattered, took two marines out and their rhino was wrecked. Kasrkins deepstruck behind the predator and reduced it to slag, losing a melta gun in the explosion. An incredible round of shooting from the lascannon team took three hull points from the land raider. And I wrecked the other rhino
Turn three Marbo suffered the full wrath of the 8 marine survivors who blazed away in venegance for their fallen comrades. He did not survive. Lost another Kasrkin to the scouts. And the stormtalon arrived. The Quad gun blazed away to no effect. The stormtalon open fired on the squad manning the quad gun, felling the autocannon team and another trooper. The Lascannon team was incinerated by the land raider redeemer cannons. For my part I killed the scouts and generally panicked at the land raider near my lines. To which I could do little. Also it turns out you can throw grenades at flyers, so my brave trooper made a mighty throw and actually hit the Stormtalon, but did nothing to it.
Turn four the stormtalon flew off the board. Land raider toasted a few guys, but the terminators did not disembark. Very little else left to do anything. My turn was also quiet.. One of my infantry squads made to claim another objective. I killed the plasma gun and the heavy bolter guy from the marines in the backfield. My command quad hid, ready to ambush the tactical marines advancing on them.
Turn five saw the return of the stormtalon, which was blasted out the sky by 2 glancing, and 2 penetratings from the quad gun. Finally wrecked the land raider with a leman russ lascannon. The terminators were out and I had little left to shoot at them :(
Turn 6 the terminators made mincemeat of an infantry squad. I managed to kill three of them with shooting, consolidated towards the mid field objective, and killed the final tactical squad in my deployment zone.
Turn 7 the terminators made towards my deployment zone.
Final score -
Imperial Guard = Objectives - 4,1,3,2 First blood and Linebreaker = 12
Space Marines = Objectives- 3 and Linebreaker = 4
Observations, Aegis lines are ridiculous good value. Since vehicles only need 25% cover, pretty much anything can get a cover save behind it, 4+ cover as well. And the skyfire gun can (and did) wipe out a flyer in a single salvo.
Placing objectives after choosing deployment zones is silly. Sure I was lucky with what objectives I had, but my gunline didn't even have to move from behind the Aegis line. A perfect set up.
I don't like to critisize, but I fell Colin could of been a bit more aggresive with the Land Raider. A drive right towards my lines (I had no melta there and had horrendous difficulty getting rid of it as it was) would of probably wiped me out, but there ya go.
Colin also has a pretty amazing setup at his gaff. It's a pleasure to play there , and he's a fine opponent I wish I had remembered my camera.
Was playing The Scouring which is the 6 objectives of varying values. By chance I had 8 of the 15 vp's in or near my deployment zone.
Marines went first, doing little due to range. My first turn I took a couple of hull points of a rhino. I did have a pinned infantry unit from sniper fire though.
Second turn again very innefectual shooting by themarines. And the plane did not show up. My second turn marbo showed up, his demo charge scattered, took two marines out and their rhino was wrecked. Kasrkins deepstruck behind the predator and reduced it to slag, losing a melta gun in the explosion. An incredible round of shooting from the lascannon team took three hull points from the land raider. And I wrecked the other rhino
Turn three Marbo suffered the full wrath of the 8 marine survivors who blazed away in venegance for their fallen comrades. He did not survive. Lost another Kasrkin to the scouts. And the stormtalon arrived. The Quad gun blazed away to no effect. The stormtalon open fired on the squad manning the quad gun, felling the autocannon team and another trooper. The Lascannon team was incinerated by the land raider redeemer cannons. For my part I killed the scouts and generally panicked at the land raider near my lines. To which I could do little. Also it turns out you can throw grenades at flyers, so my brave trooper made a mighty throw and actually hit the Stormtalon, but did nothing to it.
Turn four the stormtalon flew off the board. Land raider toasted a few guys, but the terminators did not disembark. Very little else left to do anything. My turn was also quiet.. One of my infantry squads made to claim another objective. I killed the plasma gun and the heavy bolter guy from the marines in the backfield. My command quad hid, ready to ambush the tactical marines advancing on them.
Turn five saw the return of the stormtalon, which was blasted out the sky by 2 glancing, and 2 penetratings from the quad gun. Finally wrecked the land raider with a leman russ lascannon. The terminators were out and I had little left to shoot at them :(
Turn 6 the terminators made mincemeat of an infantry squad. I managed to kill three of them with shooting, consolidated towards the mid field objective, and killed the final tactical squad in my deployment zone.
Turn 7 the terminators made towards my deployment zone.
Final score -
Imperial Guard = Objectives - 4,1,3,2 First blood and Linebreaker = 12
Space Marines = Objectives- 3 and Linebreaker = 4
Observations, Aegis lines are ridiculous good value. Since vehicles only need 25% cover, pretty much anything can get a cover save behind it, 4+ cover as well. And the skyfire gun can (and did) wipe out a flyer in a single salvo.
Placing objectives after choosing deployment zones is silly. Sure I was lucky with what objectives I had, but my gunline didn't even have to move from behind the Aegis line. A perfect set up.
I don't like to critisize, but I fell Colin could of been a bit more aggresive with the Land Raider. A drive right towards my lines (I had no melta there and had horrendous difficulty getting rid of it as it was) would of probably wiped me out, but there ya go.
Colin also has a pretty amazing setup at his gaff. It's a pleasure to play there , and he's a fine opponent I wish I had remembered my camera.
Because Guard don't do subtle
Sunday, 26 August 2012
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