Showing posts with label Chaos. Show all posts
Showing posts with label Chaos. Show all posts

Tuesday, 4 May 2010

Latest Army: Chaos Marines

Just when you thought Anton's models couldn't get any better ... he gets into conversions! Check out Anton's brilliant Oblit conversions HERE!

Thanks to the kindness of Friends and some very old purchases, I have a fledging Chaos Space Marine force nesting away... a good friend of mine (Dawn) furnished me with 10 Chaos Marines on my last birthday. I'd already bought 7 Plague Marines for Gladiator games. After this, a quick conversion of the 8 'beaky' rogue trader era marines, plus a very kind contribution from the very stalwart 'Admiral Drax' resulted in a total of 27 Chaosmarines ... woop!

I noticed at my local games club 'Giftsforgeeks' that there were some second hand, painted Oblits at 2/3rds the price of full oblits. I snapped up those two. These went into the pot alongside the Rogue trader era Chaos Dreadnought, tiny tiny bloodthirster and the 8 Beastmen (who would be playing lesser deamons) ...

Finally, after an evening watching games down in Devon ... I purchased Huron Blackheart. I've always had a soft spot for the old Power clawed heavy flamer deathster.

So by May, I find myself in the following conundrum:
  • Huron Blackheart
  • 7 Plague Marines
  • 27 Chaos Marines (including 2 powerfists)
  • 2 Obliterators
  • Chaos Dreadnought
  • 8 Lesser Deamons
  • 1 Greater Deamon
But what do I buy next? I'm steering clear of Chaos Terminators (although I love the models) as it doesn't fit in with the pirate/Alpha legion sect I'm building. But what should I buy (beyond the obvious Rhino) ... I've always wanted a Landraider?

Friday, 23 April 2010

Do Chaos Deamons deserve decent deep strike?

Anton's Spectacular Nurgle Deamon Prince ... who is an impressive model
(until he met 'Suneokun's Super Stealthers')


After playing against Anton's Deamons ... I can see how playing Deamons in the current 'metagame' is a frustrating affair. Let's see:
  • You are surrounded by Mech and you are carrying swords...
  • You have 'indestructable flak armour' on troops worth 3-4 guardsmen each...
  • You have very very limited anti-tank options...
  • The units who can 'take the punishment' (Nurgle) are mostly slow and ponderous... sorry purposeful (yeah right?!?)
  • A simple question of 'what's fleet, what's cavalry and what's gonna catch me' organises target priority for your opponent ...
  • You have a weird first turn deployment of 'half' your army ... with the rest in reserve...
  • You have to conform to 'standard' deep strike rules...
  • ... and can therefore have a Warp mishap (which is very odd for a creature of the warp?)...
  • ...and then have to stand around while your opponent runs away/shoots you down.
And there is the biggest problem. I'm going to suggest to Anton that a simple rules merge would make the whole situation for Chaos Deamons in 40k much akin to Chaos Deamons in Warhammer Fantasy (which are lethal).

Daemonic Break Through...

Daemons lie on the edge of reality, phased apart within the chaotic strictures of Warp space. As such , when a Daemonic horde presses the confines of reality it is a simple matter to step through into reality. However, Daemons are notoriously wanton creatures of the immaterium, and after a life-time of anticipation, they may press to hard in their anticipation of the bloodletting to come and risk the displeasure of their masters.

Before deploying a unit via the deepstrike rules, the Deamon player will indicate which units are 'stepping through' and which are 'charging through'

Stepping through: The Deamons pace their entry to the real world. The chaos unit deploys alike to a Drop pod, Trygon or Mycetic Spore. Scatter will effect the unit, but the unit will pull up short of impassable terrain, friendly units or outside 1" of enemy units. The unit may run or fire as normal ... but cannot assault.

Charging through: Unbridled risk is in the lap of the gods ... their patrons: First the Chaos player must select the unit it wishes to charge from the warp.The Chaos unit will roll one D6 and the scatter dice. On the roll of a 'hit', the unit will scatter the D6 inches indicated in the direction of the small hit arrow. On the roll of an arrow, roll a further D6 dice and scatter the full 2D6 as normal. Normal rules for deep strike mishap apply. Units which risk a 'charge through' can assault or run (or both if they are fleet) on the turn they enter play.

So what do you think ... I thought about making the 'charge through' option just deepstriking with a charge ... but it seemed like a remarkable buff. Certain units (especially fleet, Cavalry and beast units) would be crazy not to take option 2... but they are vulnerable to 'picking off' by the opponent.

So what are your thoughts...?

Wednesday, 21 April 2010

BATREP: 1850 Tau v Chaos Deamons

Tau "Way of the Gun"

I have to admit that I had kind of 'lost the love' for the Tau back there for a while. The combination of the 'shiny new' Imperial Guard and Tyranid codici had grabbed my attention. I was pulled away from the Tau'Va and the Greater Good.

A couple of batrep's reinspired me: Sholto continued fight for the Tau'Va in the face of the great Devourer. Something about the tank shocking and the 'concentration of firepower' grabbed me.

Damn it ... I was gonna dig out those Tau and give some Genestealers a damn good drubbing!!

Introduction

The Joetsu Sept arrived at the planet of Kor'Vak to find a world in desolation. The planet had been bled to breaking point my Hive Splinter Orubus ... but something else was treading in these waters. The dried up husks of Hive ships and shells scattered about the planets orbit attested to a great contest. The recon cadre met no resistance ... there was little left. As the Shas'El made to order the Manta in for a retrieval, the sky blossomed with swirling clouds ... like ink it spread across the sky ... tinged green, it turned quickly violet and suddenly, inexplicably black.

The world was benighted. As the cadre fanned out in preparation, strange howls split the inky darkness. Were they humans, their weak souls would have been ripped asunder by the simulcra of power now holding the planet in sway. While the Tau could sense the abnormal night and their devices could map the titanic damage to the planet... they were yet untested.

That was about to change.

Army List

A week before the game I posted my army list for this conflict. Effectively designing a Tau force optimised for speed and durability and the ability to drop a lot of firepower very very hard indeed.

The army was all about regurgitating what the Tau do best. I would adapt 'fish of fury' into a durable anti assault screen for shooting my fire warriors past, I would exploit the assault moves of the Battlesuits to whittle the enemy down.

I would deploy the Kroot in a defensible position, confident that the Tyranids wouldn't have access to frag grenades. I would go back to what the Tau'Va do best ... pure and simple high strength firepower. And I would use pathfinder markerlights and Tank shocking to save the day... The list is as follows:
  • HQ: Shas'El, Air Fragmentation Projector, Flamer and Missile Pod, Stimulant Injector [136]
  • Elite: Crisis Team #1 [2]: Burst Cannon, Plasma Rifle, Multitracker, team leader, 2 gundrones [141]
  • Elite: Crisis Team #2 [2]: Flamer, Missile Pod, Multitracker, team leader, 2 gundrones [117]
  • Elite: Stealth Team [5]: with 3 gundrones [180]
  • Troops: Fire Warriors [9] in Devilfish (Multitracker, Disruption Pod, Fletchette Discharger, Sensor Spines [205]
  • Troops: Fire Warriors [9] in Devilfish (Multitracker, Disruption Pod, Fletchette Discharger, Sensor Spines [205]
  • Troops: Fire Warriors [9] [90]
  • Troops: Kroot [12] with 2 Kroot Hounds [96]
  • Fast Attack: Pathfinders [8] with Shas'Ui and Warfish (Smart Missile System, Fletchette Discharger, Multitracker, Sensor Spines, Targetting Array) [246]
  • Fast Attack: Piranha [1] with Targetting Array, Fusion Blaster, Disruption Pod and Fletchette Discharger [85]
  • Heavy Support: Broadsides [2] Targetting Arrays [160]
  • Heavy Support: Hammerhead (Railgun, Disruption Pod, Fletchette Discharger, Multitracker and Target Lock and Smart Missile System) [190]
The gauntlet was thrown down to Anton of the Anarchy, and in true 'anarchy' fashion he decided to go for his 'tried and tested' Chaos Daemons rather than tempt fate with an untested Tyranid list. So the Tau were in for an upset ... and a rather tasty list!
  • HQ: Great Unclean One
  • HQ: The Masque
  • HQ: Herald of Khrone on a Juggernaut
  • Elites: 2 Fiends of Slaanesh
  • Troops: 10 Bloodletters
  • Troops: 20 Deamonettes
  • Troops: 15 Plaguebearers plus icon
  • Troops: 15 Plaguebearers plus icon
  • Troops: 10 Pink Horrors with a Changeling
  • Fast Attack: 8 Flesh Hounds including Karanack
  • Heavy Support: Soulgrinder with Phlegm and Mawcannon
  • Heavy Support: Deamon Prince with Ironhide, Mark of Nurgle and Boon of Mutation
Ant hadn't lost a game so far with his Deamons (3 in a row) and was looking forward to eating the Tau'va ... his confidence well placed. Ant is the master of 'carrying the day' and his Deamons had made a meal of both Space Marines and Guardsmen - what were some WS2 Tau gonna do?

Battle Missions

As in the previous game, we opted for battle missions. After a random roll-off (that Ant won) ... we establish 'Night Fight' as the battle.

Night Fight is different in two key ways. Firstly the 'night fight' rules used in turn 1 of a dawn of war battle apply throughout the night fight. Secondly the deployment of the defending Tau and the deepstriking Daemons is randomised. The board is divided by a diagonal cross, and all models must be deployed within those diagonal segements. 1-4 gives you a segment, with 5 or 6 giving you free choice.

The tau were denied any reserves ... while the Deamons would enter via their special rules... gulp.

Objectives

We placed 3 objectives ... one smack in the centre and one of to each side. Placing the objectives was a little random ... as neither of us had either 'a side' or any concept of what would end up where.

Deployment

"Bunch up boys!" Said the Shas'El "Ethan the Ethereal wants a 'group shot'!"
The rolls were all 1-4, with only one unit gaining a 5-6 result! Thus my only way of holding the centre was to bottle myself up. Feeling a bit exposed, I tried to keep all my units pretty close to the centre. This also meant that I was fanned out over plenty of ground ... meaning that the Daemons couldn't come too close. I kept all the firewarriors close to their transports too and placed the Stealth team and Crisis Suits in good fire support positions. The only units 'out on their own' were the pathfinders AND the broadsides...

Devilfish back to back to avoid the first turn firepower and Crisis Suits on high alert ... it's like 4th edition all over again!

Turn 1 - Deamon Entry

The Deamons arrive ... and the Tau run away!

Deamons: The Soulgrinder, Plaguefather, two plaguebearer units, Khrone on Juggernaut, Deamon Prince and Fleshhounds all arrived. First up, the Deamon Prince deepstruck into one of my units and gets delayed. Next a Plaguebearer unit gets destroyed in a warp mishap (that doesn't really make any sense) after scattering on to my crisis suits.

The other units made it down securely. The other plaguebearers and Juggernaut hiding behind a small building while the Soulgrinder popped up right next to the pathfinders. The Plaguefather and Hounds deep struck a long way back ... but those hounds worried me with their 6+D6+12" charge!

Tau: Sticking to my plan ... the Tau'va boarded their transports and got with the relocating. The Crisis suits moved within 18" of the Flesh hounds and opened up with everything they had. The Shas'El missed dramatically with his AFP ... but the Missile Pods and plasma rifle fire dropped a few Hounds ... and two hounds died by Gundrone fire.

Note to self: Do Gundrones hate Chaos?

The markerlights lit up the soulgrinder (at point blank range) and the Broadsides did too. BS5 reroll, plus no cover save resulted in a weapon destroyed result (boo). the markerlight on the Hammerhead was less effective ... rolling a 1 to penetrate. The Piranha had broken off to turbo-boost across the board, running interference across the front line of the Tau and running in front of the Soulgrinder.

The Devilfish moved back on mass, pelting some odds and ends at the Plaguebearers and Juggernaut and achieving little. Acutely aware of the Hounds and the Soulgrinder ... the Crisis Suits backed off - making their dangerous terrain roll to keep their distance!

Turn 2 - Deamon Attack

Soul Grinder 'Linford Christie' makes the 100m dash look easy...

Deamons: Anton rolls for the reminder of his nasties and get the Deamonettes and the Masque, a unit of Pink Horrors and the Deamon Prince. They all land safety, with the pink horrors away in the backfield behind the pathfinders. The Deamon Prince and Deamonettes all opt to drop within 6 inches of the Plaguebearers Icon ... putting them front a centre. Rolling a few run moves, these guys spread out.

The pink horrors let rip with shots on the pathfinders... I opt to go to ground and suffer a single casualty. Meanwhile the plaguebearers trudge forwards, hoping to get to grips with the Tau. The Herald on the Juggernaut does the same ... approaching fast-ish (Jugg's aren't cavalry - go figure?)

The one's that really worry me are the Soulgrinder and the deamon hounds. The Soul grinder ignores the pathfinders beside it and race fullsquare at the plasma rifle and Missile Pod team. After consulting the W40k book on charging with vehicles (which handily uses the Defiler as a reference - and yes the charge is measured from the leg ... not the 'hull' - a rare circumstance where GW directly relates to a problem!) The soulgrinder kills all but one of the Crisis Suits, but thanks to the gundrones I get to take a swing and achieve nothing. The final crisis suit bottles it and gets eaten (which suits me fine!)

The Fleshhounds attempt to achieve likewise and roll a huge 4 (3" move, plus 1" run) and fail to even vacate the ruins they are cowering in!

The Tau go 'old school' with an anti-assault Fish'o'Fury!

Tau: There's a bloody great Soulgrinder in the middle of my ranks and he wants to eat me for breakfast! Time for the AP1 weapons to actually work! The Piranha doubles behind the Soulgrinder (dropped his gundrones as a screen) and goes for a rearshot with its fusion gun. The two Broadsides also spot the great monster. The Fusion gun hits, but fails to pen (I forgot the fusion gun was melta ... doh! Told you I hadn't played in a while). Meanwhile one Broadside failed to hit while the other managed a immobilised result - YES! The real threat of the Soulgrinder was in close combat ... so this was good. It was sitting on the central objective though. BOO.

This was the crunch moment. Could the Tau deploy the ultimate firepower at point blank range and turn the terror on the Deamons...?

The devilfish went into 'fish 'o' fury' mode. 3 squads of nine firewarriors dropped at 9" away from the Deamonettes. The Crisis Suit Commander and two XV8s joined in with their firepower (Flamers, Air Fragger and Missile Pods) while the Stealth team went ballistic. To add insult to injury 12 Kroot make a 26" spotting check and add their S4 shots to the mix.

The Crisis Suits kill 10 Deamonettes. The Stealth team then wade in and wipe them out. The first firewarrior team fires blistering firepower on the Herald and wipes him out. The remaining units (and tanks) fire on the suddenly exposed Plaguebearers and killed a few (T5 plus 5++ plus 4+ being hard to beat) ... but the back of the assault was thwarted. The Masque and the Deamonettes were gone.

The Hammerhead was having equal fun on the other side of the board. They hit all 10 Pink Horrors and wiped them out to just 6, they then followed up with some particularly devastating Smart missile system shooting which left the changeling more than a little exposed.

TURN 3 - Turning the tide

The Chaos Deamons regroup for the charge....

Deamons:
Hats off to Ant for pushing through. The rolls weren't going his way and I was bringing 1500pts+ of firepower (TAU FIREPOWER) to bear on his piecemeal army!

All Ant's 'others' arrived. A unit of Bloodletters and 2 Fiends. They followed the Deamonettes in and took up the space (but this time behind the plaguebearers).

Fiends, Bloodletters and Plaguebearers - oh my!

The Fleshhounds leapt out of the ruins and race towards my gundrones and Piranha. While the two hounds made short work of the drones, Karnock failed to wound the speeding Piranha. I revenge the piranha let off it fragmentation device and wounded and killed Karnock!

The Soulgrinder ... immobilised but unbowed shot up the crisis suit team, killing a drone. Meanwhile the Plaguebearer trudged dramatically towards the enemy. The Great Unclean One continued his 'slow and purposeful' trudge towards the centre of the board. The Changeling wisely hid.

.... only for the Tau to run away ... again!

Tau: Popping up, the Pathfinder focussed their shots on Soulgrinder. The broadsides followed up and accomplished another 4. Resulting in the Soulgrinder being and immobile close combat monster - grrr! The Piranha sped away from the exposed Fleshhounds, who met short shrift when the crisis suits (dropping the commander) and Kroot took aim. The Hounds go down as the Stealthsuits and Commander line up on the Bloodletters. The Firewarriors decide they are less than brave and jump back into their transports (we're Tau after all ... who believes in giving a fair chance?!?) and the Devilfish retreat. The firepower of the commander, the hammerhead (on dispersed) and the stealth team prove too much for the real threat - the Fiends are downed. Meanwhile the Bloodletters are mauled but not out.

TURN 4 - Jumping the stealthies.

The Deamon Prince shows how its done and gets the drop on the Stealth Team

Deamons: The Bloodletters approach behind a wall of Plaguebearers ... forcing the Tau'Va back! The Deamon Prince leaps forward as the Great Unclean one makes a stellar run move and finally joins the fight in the middle of the board (cue roar of approval!). The Deamon Prince manages to turn a Gundrone into a Spawn (nice?!?) and then charges into the Stealth team.

The XV25's fight to the last to delay the Deamon Prince ... for the Greater Good!

However, he has underestimated the ability of Suneokun stealthers! They hit the Deamon prince first. Hitting him TWICE and putting a single wound on him. In response the Prince kills 4 suits ... but the stealthers hold (at Ld5) and fight on!

The Tau 'rinse and repeat', dropping a biblical pile of S5 death on the hapless Deamons

Tau:
The markerlights spot and pick out the Plaguebearers this turn as the devilfish rinse and repeat their fish of fury firepower. The broadside manage to finally (FINALLY!?!?!) blow up the soulgrinder. Meanwhile the Fish formation wipes out the Bloodletters and tears great holes in the Plaguebearers. The Kroot join in as the XV8 suits dispose of the spawn. The Changeling is dismissively gunned down by SMS fire as the Hammerhead Railgun shot scatters and nearly shoots its own fish'o'fury formation!

The Kroot back away from the Deamon Prince as the stealth team is stripped down to nothing but a single member who unbelievably HOLDS HIS GROUND! The Crisis Suit commander moves forward to potentially intercept the Deamon Prince (Tau'Va and all that!)

TURN 5 - Backs to the wall

The Plaguebearers attempt to tie the game ... as the Deamon Prince finally escapes the Stealthers

Deamons: Four Plaguebearers, an injured Deamon Prince and an out-of-puff Great Unclean One are all Ant has left. The Stealth team have done a stellar job ... holding the Prince off the Kroot and allowing them within 5 inches of a 'clean' objective. Meanwhile, all I need do is shoot down his plaguebearers.

He makes a do-or die play. The Deamon Prince tries to turn the last Stealth team member into a Spawn ... but the Stealther passes his toughness test, holding the Prince up! The Plaguebearers surge from the ruins and assault the Kroot. 4 T5 5++ FNP Plaguebearers versus 12 Kroot and 2 Hounds. The Hounds go first at I5, downing a single Plaguebearer. The remaining 6 attacks bite home, but most missed and the subsequent reroll to wound of the poisoned weapons is awful. The Plaguebearer kill a single Kroot. In retaliation the Kroot pile on the wounds and only one Plaguebearer survives.

He then has to take two saves and a FNP to either hold up the only unit in scoring range ... but Ant rolls a 2. The Plaguebearers are wiped out and the Kroot get to consolidate on to the objective.

Look Familiar? ... Butch Cassidy or Way of the Gun ... The Deamon Prince and Greater Deamon make their last stand!

The Deamon Prince strangles the last of the Stealth Team and the two MC's retreat as the Tau encirclement begins.

Way of the Gun. Cumulative firepower rules ... they don't survive to turn 6.

CONCLUSIONS

Well Tau are redundant ... aren't they?

I think we put that one securely to bed. Needless to say, this wasn't the most enjoyable game ever played by Anton. The ability of the Tau to 'concentrate firepower' would make even Admiral Akbar proud. The Fish of Fury and assault moves made for some impressive play. Resulting in an army that Ant just couldn't get to grips with ... which is hardly fair.

In fact, Anton and I discussed it afterwards and struggled to think HOW the Deamons could get the drop on the Tau with their deepstrikers. Clearly the Plaguebearers were the only unit that didn't fold like a damp cloth when targetted, but even a 4+ cover save meant very little in the face of so many high strength rifles.

Even when the Deamons got to grips, the slippery Tau proved just that - slippery! The added insult of the Air Fragmentors was particularly nasty. The Tau simply had the ability to 'upsticks' and run away ... while offering firepower the Deamons couldn't afford to absorb.

SECOND THOUGHTS ... is 1850pts too much?

I've been playing around in the 1750-1850pt arena for a good six months now. The last 1500pt battle I played was a cracking match against Mark's Guard... very close and 'down to the wire'. The problem I'm finding is that at 1850pts the battle very quickly swings one way or the other.

This problem is further compounded by Jervis Johnson's battle missions. I'm wondering whether they should have been released with a disclaimer of 'designed to be played at 1500 pts' ... as the two games I've had at 1850pts have resulted in demonstrable wipeouts.

Maybe the real question is this. If at 1850pts I can take pretty much everything I would want to ... perhaps the 'balance' of the 1500 game is that I have to 'sacrifice' 350pts worth of 'like to have' and choose between several good options ... but I can't take them all?

BEST UNITS

The stealth team wins best unit through their stalwart holding up and wounding of the Deamon Prince ... they managed to bog him down for two turns. After that ... I loved flying around my new Piranha. Fast skimmers are a lot of fun to field. I remember an earlier game against Ant where he was fielding Saim Hann and kept saying 'I can't get over the speed' ... yeah I get that!

On the Deamons side, the Plaguebearers were solid ... although their 'slow and purposeful' turned them into nothing but mobile cover against such mobile foes. Two units (if they'd arrived) would have given Ant some nastier options (especially for 'precision' deepstriking) and put me under more pressure ... but even so.

COULD YOU BEAT TAU WITH DEAMONS?

Without dedicated anti-tank, even killing my broadside or the Kroot would have been an uneven leveller. The pathfinder too, would have played ample sacrifice. A nid army full of Zoanthropes and Hiveguard would have proven a bigger challenge ... but then the S5 comes into play. And there were just too many 2+ to wound hits going on.

Clearly against enemies with plenty of firepower (like Guard) or a mix (like Marines), Tau still struggle... but avoiding the gunline and using the firepower is the first in more confident steps...

How would you beat Tau with Deamons?

Wednesday, 9 December 2009

GiftsforGeeks Tournament Update (Dec)

The Geeks all got together for another round of the tournament with the following head offs...

Where Necrons Dare V The Dirty Dozen: Mark and Jack's combination of a FNP Smurf Biker Horde and Marks Guards nasty uber command unit of hero's, 2 Vendettas and 2 Basilisks was like a bad dream for the necrons. In spite of some great shooting rolls by Hutch, the necrons got rolled by the Marine/Guard combo thanks to a lack of power weapons or instantkill shots.

Moment of note: Jack manages to elbow Marks Vendettas off the table and spins one across the floor ... the vendetta is unharmed although the autoejectmust have triggered as the canopy came off.

The Chaosmarine has Landed V Apocalypse Tau: Predictably bloody, I didn't stay for the end ... but the Chaos boys had a 200 points of extra nastiness (thanks to planetstrike). Ant's save rolling skills were put to the test as Dustin and Spence's Tau pummelled the encroaching deamons and marines with Plasmarifle and pulse fire... Despite this I had to leave before the end ... and so ask Anton to fill us in? Who won?

Moment of Note: Anton rolls 7 saves of 5+ on his deamons... Nice.

300 (Thousand) V Full Metal Waargh: Orks aren't designed for defending. In this case the planetstrike proved pointless as we hit nothing (despite 14 firestorm shots)... The Guard arrived on mass turn one and the Roughriders were picked off quickly. The mortars were targetted by Adam's counter attack and the S6 arsenal (Primaris Psyker/Hellhound/Grenades/Multilasers) proved too much for the Deffkoptas. The Guard managed to deny/defuse the exterior forces while the Space marines cracked open the Fortress of night (?!?) innit and proceeded to massacre over 60 orks over three turns. For 'cunning plan' reasons, Adam's Warboss in a Battlewagon spent the whole battle hiding at the back of the field...

5 objectives captured to two left empty ... demonstrable victory.

Moment of Note: many, many. An assault cannon achieve rending hits on all four shots needs mention. The Chimera behind the hellhound immobilising the hellhound (doh!). The mortar pinging every truck in range and the Primaris Psyker shooting up 8 shots a turn of S6 goodness.

Conclusion

At this stage the two Guard/Smurf armies are demonstrably ahead... so much so that they look like they could just wipe the Xenos from the face of the planet. The Chaos Lords are doing better, and the Tau struggle on and the Necron and Orks become the whipping boys of the group... and yet there's a glint of a plan in Adam and Hutch's eye.

Next up, my team face off against the other Guard/Smurf unit in an open battle. It'll be Chimera armour infantry versus Vendettas (eek!) and Terminators/Assault marines versus biker horde (double eeek!) - it'll be close.

Friday, 23 October 2009

Can I proudly present ... Anton

Pot Bellied Deathguard - Yeah!

Just a quick post to big up a new member of the blogosphere who's come on board recently. I've played against Anton a couple of times in 40k and he's subsequently given me a crash course in Hordes...

The Downside of being a Chaotic Princeps - an absorbing workplace!

One thing to say is that Anton is a very gifted painter. His mini's reek style and are consistently some of the 'best dressed' at GiftsforGeeks. Oh, and he's just finished painting up a chaos warhound ... which looks amazing I think you'll agree.

The Chaos Warhound ... Sans Grieves.

He's a 'multi-army' kind of guy, with a horde of chaos marines (all factions, but especially deathguard), Nids, Saim Hann and Guard. And a Warhound ... did I mention that already?

Anton's been speed painting some blood claws again ... speed painting (ED: Grrrrr...)

So go over and have a peek at 'The Anarchy of Anton!' for some premium enjoyment, add him to your blogroll for some serious amusement. Oh and as for the painting/sneezing thing...

Part of Anton's 'bodyguard' for Typhus ... I've faced them, they not nice.

... Just look at his Deathguard - it explains a lot!

Friday, 28 August 2009

Magneto the Carnifex and other painting photo's

By Suneokun

Here's 'Magneto' in all his glory, following the advice of other players, I magnetised the Carnifex (which was remarkably easy). He therefore now has lots of interchangeable weaponry of goodness. Here he is with his 'standard loadout', the awesome barbed strangler and scything talons...

Next up, I've completed a unit of 12 Kroot, backed up by two Kroot hounds and a Shaper. I decided these boys where niggled at me and hence their diabolical performance in the Apocalypse "Battle for the Pub" game. 15 Kroot (47 S4 attacks) versus ten Thousands Sons (10 attacks) and the Kroot where killed and ran off the board ... so hopefully their finished paintscheme will mean a more visual (it's important for Kroot to be bright to 'attract' enemy firepower) Kroot will serve me better...


I also finally got round to finishing the last two Tau WV15 Stealthsuits I originally got back in my (£125 for £25) Tau purchase in December 08! These three usually accompany my Fusion Blaster XV25 as an anti-tank version of my 5 man, 5 gun-drone team.


Last but not least, I've been continuing with the 'green-theme' and building some DeathGuard Chaos Marines. I'm a big fan of the models, and was blown away by Ants Forgeworld Deathguard terminators (literally, actually) when they arrived with Typhus in our latest APOC game. I'm putting together a squad for Gladiator (150pts per team) battles... here's the Sergeant:

Monday, 10 August 2009

BATREP: Pub Conquest!

Our mighty pincushions line up against the EVIL horde!


By Suneokun.

This was my fourth Apocalypse game, and things were starting to fall into place for many of the players around the table. Subsequent to the previous games, we'd learnt the following things:
  • Deploy close together, there's nothing wrong with point blank range and starting 24" apart guarantees carnage from turn one.
  • Don't bother with strategic assets. Perhaps for more experienced players this was essential, but for the most of us strategic assets are ridiculously overpowered. Denying flanking/deeps strike wholesale.
  • Don't fear close combat monsters... after all there's always another band of unlucky plebs to throw in the way.
With this in mind, I was ordered to attend with 2000pts of the army of my choice. I decided to field my Tau, who could just about field 2000pts.

Armies

Apart from my own diminutive force, 7 other armies made up the forces on the battlefield. They were as follows:

Forces of Good
  • Mark: Wielding Superheavies AND 3 Vendettas, Marks Imperial Guard.
  • Dustin: Railgun Heavy Tau with lots of kitted out Crisis Suits in a huge Apocalypse formation.
  • Jack: Originally bringing grey knights, Jack flipped back to his normal space marines to avoid Deamon spam-death. Jack took control of the Superheavies too.
  • Suneokun: Overall commander (for my sins) and bringing lightweight Tau with many Stealth and Crisis Suits.
Forces of Evil
  • Adam: Awesome Ork force including Gazza, Big Meks and a borrowed Stormlord.
  • Ant: Chaos Marines of all factions, including Typhus and Teminator Bodyguard and multiple Rubix Marines squads.
  • Dave: Monstrous Creatures abounded with Dave Deamons, Soulgrinders and even a Brass Scorpion.
  • Penfold: A simple force ... 5 Eldar Grav Tanks, an Avatar and A HUGE *#^^?# Eldar Revenant Titan - good grief...
Synopsis: The Superheavy tanks are evenly matched, but the Revenant gives the Evils a real boost. That said, although the evils have DS Termies and Deamons they lack the deep strike potential of the Tau and Guard Fusion/Melta weapons...

***DISCLAIMER***

What follows is an extremely partizan view of the Apoc battle, like Ciaphas Cain I'll ignore the titanic firepower and gigantic prizefights going on (many because I wasn't involved in them) and focus on the strategic capture points - which the Tau played a brilliant role in capturing.

Troop selection - Tau

My main tactic was to field a 'non-threatening' force. The idea being that most of the gigantic vehicles would be involved in trying to batter eachother, and I could slip in quietly.
The core of the force was built around two squads of nine firewarriors. These I equipped with EMP grenades - expensive, but I was very aware of the lack of penetrating AT firepower these units held. Plus I felt that the goal of the fire warriors was simply to make as much of a nuisance as possible. I gifted both the squads with a pathfinder devilfish to enable their movement.

After reading throught the Tau tactica I struck out with a Vectored Commander complete with Flamer and Plasma Rifle. My plan was to use him like a mobile pester power. He could run in, shoot things up at close range and then 'hopefully' batter the survivors into mush with his 4 S5 attacks.

Secondly I took a Shas'O and Bodyguard. These guys were kitted up for a mixed role, giving them good AT and AP firepower. Two gundrones would cover their backs, and the little addition of a 'kamikaze' to the 'expendible' double flamer member would mean that any close combat these guys failed at would end with a nasty S8 AP3 large blast surprise for the attackers.

Next I chose a single fusion blaster and missile pod Monat. He would hopefully play tank hunter, using his move-fire-move abilty to avoid returning fire.

The next option was simple. I selected 2 Stealth teams, one of four members and one of five. The four member team gained a couple of drones and a fusion blaster and were sent off for a deep strike. The other unit of 5 burst cannons were accompanied by a huge number of gundrones (10). This uber-unit would strike fear into the hearts of the enemy and hopefully cause some real problems.

On the heavy side I selected two teams of pathfinders with a rail rifle each and I also got a Broadside with two gundrones, a marker and a shield and the ability to move AND fire.

I quickly constructed 12 Kroot, 2 Kroothounds and a shaper. These boys would flank and cause some misery.

Finally, to soak up the points I took my vaunted Ethereal (who is very good at dying) and 8 bodyguards.

Setting up

The Battlefield, in Classic "Gifts for Geeks" tradition, was about as non standard as it was possible to have it. Effectively a giant U shaped board with each commander's BASE deployed at each end of the U stalk. These represented the first two of five objectives, with the warhammer pub the hotly contested objective on the front line.

In either corner lay objectives, for the 'evil' deployment zone this was placed squarely on the newly released landing platform. The good side had to stump for placing their objective on an abandoned shrine ... exposed and vulnerable.

A Battle of Three Parts

The following battle report is broken into three sections:
  • The Evil homebase defence
  • The Good homebase defence
  • Middle Ground
Each section describes a different part of the field and reflects the action well.


PART 1: The Evil Home Base Defence

The Evil base (a bunker complex) was being held by two squads of Thousand Sons Rubix Marines and a group of Havocs. In addition, one ShadowStorm and one BaneBlade Superheavy held sway over this side of the board, both equally capable of launching a brissling counter attack against anyone foolish enough to try and assault this complex.

Synopsis:
The Evil players started out well, but were unable to bring their weaponry to bear on the stealth suits (thanks to their 2D6x3 invisibility), subsequently 4 crisis suit teams dropped in on the Thousand Sons and the most isolated ShadowStorm. Weathering the incoming fire from lascannons and heavy bolters they managed to reduce the Havocs and Rubix marines down to 2 models. At this point (Turn 2), the uber-stealth squad arrived and devastated the remaining models. Greater Deamons and bloodletters attempted to intervene, but fell quickly to the Tau burst cannons and S7 missile pods (everybody got their assault autocannons? Yes...good!)

The bunker complex was subsequently held by a mixture of crisis suits, stealth suits and Kroot (which had infiltrated into a convenient wood nearby). The uber-Stealth unit was devastated by an uber-pieplate from the Chaos Baneblade, while the shadowsword was picked apart by missile pod (YES missile pod) and Fusion Blaster shots to the rear and exploded. The remainer of the battle (Turn 3-4) was spent trying to destroy both the Baneblade AND the Eldar Revenant Titan which had turned its attention on its home objective. But more of that to follow in Part 3...

Conclusion: objective captured by the forces of Good.

Part 2: The Goodie (goodie..two...shoes) Home Base Defence

With the guards, space marines and Tau tanks rushing into the zone for Part 3 ... it was left to the Ethereal to hold the bastion against all comers. Next to him were the 'other' Tau firewarrior squad with their transport. Further across the board a ShadowSword Skulked (is that possible?) ready to exchange blows with the other two superheavies. Additionally, a broadside battlesuit and some pathfinders held the left flank.

"Five Falcon Grav Tanks at 6 o'clock, call in the Vendetta's boys!"

Synopsis: The first surprise was that the five falcons flew the whole board length to target the shadowswords rear armour. Despite withering brightlance fire the Superheavy survived. Following this, the Guard Vendettas went to work, managed to stun, disarm and even down 4 out of 5 eldar battletanks (reroll to hit being really usefull when you need a six!) The remaining 2 Falcons then rammed the hapless devilfish. The devilfish suffered a stunned result, but one of the falcons was immobilised! subsequently, one of the grav tanks was taken out ignominously by the devilfish's two gundrones (rock'n'roll!) and the firewarriors finally took out the immobilised tank after two turns of EMP bating...

Meanwhile a series of Deamons turned up behind the superheavy and met sustained fire from fire warriors and pathfinders. The Ethereal had more on his hands, as an enormous Soul Grinder appeared in front of his bastion. Going to ground saved all but two of his squad and they held together like glue. Popping their heads up in time to see Marks Vendetta's do the double and pop the Deamon-machine with ease. With the Grav tanks destroyed and the Soulgrinder gone, the Good side home objective was secure.

Conclusion:
objective held by the forces of good.

Part 3: The Battle for the Pub (and other titanic struggles)

For your convenience I've divided this battle into one of scale.

Part 3 MACROBATTLE: The Eldar Titan proved a devastating foe. The Good superheavies and railgun managed to destroy the Brass Scorpion (much to the owners chagrin, he'd only just forked out for it!) and the Big Mek in battlewagon behind. The rest of the army proved ridiculously durable. The Eldar Titan simply shrugged off those hits that landed, and it's D weapons (instant-penetration) reeked havoc in our superheavies on the offensive. To make matters worse, Penfold had the best run of deviation rolling I have ever seen, missing maybe two shots the entire game. First to die was the Stormlord, followed closely by the Baneblade. By the close of turn 3 only Tau railguns and one immobilised Leman Russ stood in the way of this monstrosity.

"Like Shooting Monkeigh in a cage, eh Boris?"

At this point, the Eldar titan was distracted in a timely manner by the capture of the Evil Home Base by Tau forces. An adventurous Crisis Suit Team (err...mine actually) got a rude shock when the Eldar Titan Leapt 36" and then Assaulted the crisis team. Some stunning rolling resulted in all the members being killed with no comeback - how's that for overkilled!

The Titan then went to work on the Bunker complex, flattening the structure and killing a few Tau and kroot. The Baneblade brought the pain then, forcing half the defenders to go to ground by the start of turn 3. Luckily for the plucky Tau, the 3 Vendettas came to the rescue, managing to destroy one of the Eldar's Pulsar and immobilise the giant walker. Furthermore, the Vendetta's disgorged 3 squads of melta toting veterans and the combined arms of Vet and Vendetta proved too much for the beleaguered giant and its structure points failed.

Only a single Ork stormlord had survived the superheavy faceoff.

Part 3 Microbattle: With the superheavies dishing it out above their heads, the man sized minitures prepared for a titanic battle. First casualties were, typically, the guard. Pummeled by incoming (albeit inaccurate) Ork fire, they weathered at point blank range. Pushing mud from their eyes, they could see a squad of 10 ork bikers bearing down on their pulped defences. With a hum of technosourcery a Tau Devilfish flew over their lines and deposited 9 firewarriors in a defensive screen in front of the warbikes.

The Tau Firewarriors (foolishly) jump out from behind the Guard - "For the Greater Good!" never ever normally works as a tactic...

The combined fire of the firewarriors, devilfish, Tau commander and remaining guard heavy bolters brought the Ork Bikers down to 4 bikes (thank goodness they weren't Nob Bikers ... otherwise the Guardsmen would have been on their own and lumped it!). To top it off the bikers then charged the 9 Tau and the firewarriors suceeded in drawing the combat. Then to add injury, they proceeded to whittle down and eventually beat the ork bikers (at Toughness 5 I add) in hand to hand. The remaining 3 firewarriors then ran up to the Stormlord and proceeded to jam EMP grenades in it's tracks until hunted down by 12 Ork boys!

Adjacent to the 'Pub' the 'close-combat' Tau Shas'O lived up to his name. Blasting apart an Ork Trukk with his plasma rifle and flaming the occupants, he then charged into close combat. 2 Orks and a Nob stood in his way. For a nervous moment I worried about that Powerklaw, but the Shas'O came good - dispatching a whole truck full of Orks single handed - Nice!

This success held up the advance to the left, but on the right - the guardsmen were less lucky as GazzaGhul battlewagon poured into combat and Gazza Warrghh the boys over the baracades. All looked desparate as all guns (including the Shas'Os) whittled down his retinue. Still Gazza shrugged off fire and stormed through the barracades, pinwheeling guardsmen behind him. Only the timely intervention of sacrificial guardsmen squads managed to keep Gazza distracted and thankfully away from the backfield objective.

Less lucky were the defenders of said objective, a squad of stalwart sternguard (apt really) veterans. Facing down a Skulltaker on Chariot and a group of Felsh Hounds, none other than Typhus and a whole contingent of beautifully painted forgeworld Deathguard terminator jumped on them. They were met by a uncannily accurate baneblade cannon shot at point blank range, killing two - but alike to Gazza, soon Typhus was stomping around the backfield trying to catch any vehicle or unit he could.

Despite throwing everything at these two uber characters (and you don't get any more Uber then these two) the combination of FNP, 2+ saves and Eternal warrior was too much for the small arms and railguns alike... in spite of this, Mark did a brilliant job distracting both the eternal warriors with guardsmen carcasses while AT THE SAME TIME whittling away any supporters or dangerour units. As such at the end of turn three, the supercharacters were having far too much fun to worry about challenging an objective.

The Rubrix Marines of the Thousand Sons were less worried. Following up behind the chaotic orks (which makes the chaos marines look pretty tame to be fair) they were ambushed by a large band of kroot. Despite their numbers and plethora of attacks at S4, the kroot were roundly punished by the marines in the worst showing ever (clearly they resented the fact I had painted them yet) and quit the field in a rout. The Thousand Sons subsequently held the pub ... which must have been a dissapointment for the gretchin staff as they weren't hungry or thirsty .. Ever.

The Shas'O managed to avoid most of the conflict and jumped at the last moment to contest the pub at the end of round four - toasting a few Thousand Sons in the process.

Meanwhile the lowly Devilfish lost it weapon on the way into contesting the Platform and along with a single vendetta contested the final objective.
Final Score: Goodies 3 objectives, Contested 2 objectives, Baddies 0 objectives.

CONCLUSION OF CONCLUSIONS

Despite a valiant effort by the forces of evil the combination of tau mobile firepower and the outrageous squadron of Vendettas proved too much for the base attackers and defenders. The Vendettas were certainly the squadron of the game, proving again and again how effective 9 tainlinked lascannon can be in your backdoor (IE:VERY).

A big shout must go to Mark and Jack for holding up Dave, Ant and Adam (Adam Ant?) in the centre and playing pincushion for penfold's Revenant. I especially applaud Mark's genius distraction tactic on the superheroes in the middle.

For me, I really enjoyed how the Tau performed overall. Unlike to character they proved much more effective up close and personal, throwing themselves into the thick of it and rising dazed from the other side, delirious with survival. They're casulaties were only topped by the guard, but with the superheavies outgunning eachother - the manueverability of the Crisis suits proved very handy (18" per turn at a push) and on a large board they attracted little enough attention to succeed.

What would have happened if the Eldar Titan had decided to charge our lines on turn one would have proved quite different. As it was, our tactic of effectively ignoring it and shooting everything else proved sound.

Tuesday, 9 June 2009

BATREP: Apocalyse Nidfest - Part 1

The Sternguard Advance as the Land Speeder Typhoons bank for another attack run! All under the watchful eye of Brother Uriel: The 'FlakPanzer' Dreadnought!

By Suneokun.

A total of eight gamers descended on GiftsforGeeks retail store for a mighty nidfest battle. As most frequent readers will be aware - I have a soft spot for the old Genestealer Cult Army. Back in the day of the less formalised codici, you could basically pull anything into a genestealer cult army. The theory is this, any underground cult will make 'deals with the devil' in order to gain power and influence. Therefore whilst a genestealer cult at it's core will have the Tyranid invasion policy as a strong political aim, the Genestealer magus will be savvy enough to exploit any power he can get, including turning to the currupt powers of Chaos and their evil ways. In my own mind I think they fit perfectly, after all the Chaos Gods are only really interested in stealing and corrupting souls, or blood - as such the Tyranids are welcome to a DNA leftover (which is all they're interesting in) ... deal or no deal?

In addition, I was inspired by the sublime story of Ciaphas Cain, where the Tau and Guard are nearly dragged into open brutal conflict by the machinations of an evil Genestealer Cult operating in the background and corrupting the PDF, governor et al...

Following that old (twisted) 2nd Edition logic I had proposed the following format, I would be playing fluffy in-the-middler with a half Tyranid/half New Guard codex Genestealer Cult Army. Alongside this force, Jack and Rob were fielding two impressively sized Tyranid Horde. Finally Dave would bring up the rear (but mostly lead insanely from the front) with a Chaos Marine and Deamonic Horde, which perfectly balanced out the force. And so the armies of Darkness were formed...

Facing this foe, Mark would reprise his role as the all dominating Guard - since the last battle he'd bought, built and painted two superheavies and a Vendetta (TOO much free time AND disposable income methinks!). He was ditching all pretense of a balanced force and maxing oout on vehicles. Crigey Chris did a last minute side-switch and stuck with his beautifully painted Ultramarines rather than bringing his Nids (clearly deciding on Nid-bashing options for the sons of Ultramar), meanwhile Dustin's Tau would be backed up (and faintly scorned by) a new entry 'Hutch' - who would be fielding a spectactularly painted (and for sale) Grey Knight force.

Army Lists

Genestealer Cult Uprising - Suneokun - Jack - Rob (TBC) - Dave

HQ
Genestealer Magus (Primaris Psyker) with Synapse Creature
Broodlord Patriarch with 8 Genestealers (Feeder Tendrils and Flesh hooks)

Winged Hive Tyrant, Scything Talons, Wings, Bonesword and Whip

Hive Tyrant with Venom Cannon and Bonesword and Whip and 3 Tyrant Guard
Skulltaker

Apocalyse Formations
Maelstrom of Gore (gifting fleet of foot to all members) Comprising;
Chaos Lord with Blood Feeder and Mark of Khorne.

Chaos Terminator Lord with Chainfist, combi plasma.

3 x Khorne Berserkers [5] led by a Skull Champion with power weapon.

Elites
Tyranid Warriors [3] with Deathspitters and Rending Claws
Tryanid Warriors [3] with Spinefists and Redning Claws

Tyranid Warriors [3] with Scything Talons and Devourers

Hybrid Coven (Psyker Battle Squad) [7] with Chimera

Tyranid Warriors [8] with Deathspitters and Scything Talons
Chaos Dreadnought with twinlinked Lascannon, TL bolter, Dreadnought CCW and extra armour.

Bloodcrushers of Khorne [2]


Troops
Brood Brothers #1 (Penal Squad) - Gunslingers
Brood Brothers #2 (Penal Squad) - Knife Fighters

Genestealers [8] - Flesh Hooks and Scuttlers

Genestealers [6] - Flesh Hooks
Genestealers [20]
Gaunts [10] - Flesh Borers
Gaunts [10] - Flesh Borers

Hormagaunts [12] - fleshhooks
Hormagaunts [12] - fleshhooks

Hormagaunts [16]

Hormagaunts [16]

Bloodletter of Khorne [5] Bloodletter of Khorne [5]

Fast Attack
Sentinel - Lascannon

Sentinel - Lascannon

Ravener with Scything Talons

Heavy Support
Leman Russ - Lascannon/Heavy Stubber
Leman Russ - Heavy Bolter/Heavy Stubber

Carnifex - Barbed Strangler, Scything Talons, Spineback, Mace Tail

Carnifex - 2x Scything Talons Carnifex - Scything Talons and Barbed Strangler
Carnifex - Venom Cannon and Crushing Claws
Traitor Baneblade with Autocannon, Baneblade Cannon, 3 TL Heavy Bolters, 2 Lascannon, Demolisher Cannon
Soul Grinder with 2 x Dreadnought CCW, Harvester, Mawcannon vomit-tongue-phlegm.


Imperial/Tau Defenders - Mark - Chris - Dustin - Hutch (TBC)

HQ
Techpriest Enginseer with 4 Servitors, 2 with Heavy Bolters
Librarian (Company Commander) with Smite and Gate to Infinity
Shas'O Swift Fury with Plasma Rifle, Missile Pd, Hard wired Multitracker, HW drone controller, Shield Drone, Bonding Knife
Shas'O Sureshot with Missile Pod, Cyclic Ion Blaster, Multitracker, HW target lock, HW drone controller, bonding knife and shield drone.

Elites
Techmarine with Thunderfire Cannon
Brother Uriel (Awesome looking 4 autocannoned Dreadnought)
Sternguard (10) in a Rhino
3 Crisis Suits with Missile Pods, Plasma Rifles and Multitrackers 3 Crisis Suits with Missile Pod and 2 TL Missile Pods, Burst Cannon, Fusion Blaster, Multitrackers and HW Multitrackers all round and 2 gun drones

Stormtroopers #1 [8] with plasmagun and meltagun
Stormtroopers #2 [8] with plasmagun and meltagun
Stormtroopers #3 [8] with plasmagun and meltagun

Troops
Tactical Squad #1 with Plasma Cannon and Plasma Gun in Rhino
Tactical Squad #2 with Lascannon and Plasma Gun in Rhino
Fire Warriors #1 [10] with Shas'Ui, Photon Grenades and Bonding Knife in Devilfish with Disruption Pod
Fire Warriors #2 [10] with Shas'Ui, Photon Grenades and Bonding Knife
Fire Warriors #3 [10] with Shas'Ui, Photon Grenades and Bonding Knife

Kroot Warriors [16] with shaper, light armour and 4 kroot hounds
Platoon Command Squad in a Chimera with Boltgun, Powerfist, platoon standard and vox-caster
Infantry Squad #1 [10] with Grenade Launcher and vox-caster in Chimera
Infantry Squad #2 [10] with Grenade Launcher and vox-caster in Chimera

Fast Attack
Vendetta
Armoured Sentinels [3] with Multilasers
Land Speeder, Heavy Flamer and Multimelta
Land speeder Storm with Cerbus and Jamming Beacon

Land Speeder Typhoon with Typhoon Missile Launcher and Heavy Bolter

Land Speeder Typhoon with Typhoon Missile Launcher and Heavy Bolter

6 Pathfinders in a Devilfish

Heavy Support
BaneBlade

Banesword
2 Leman Russ Battle Tanks with Lascannons and 2 Heavy Bolter Sponsons
2 Basilisk

Demolisher

Predator with TL Lascannon, 2 Heavy Bolters, Extra Armour
Vindicator with Demolisher Cannon and Dozer Blade

Devastator Squad with 4 Missile Launchers
2 Hammerheads with Railguns, Burst Cannons, Disruption Pod, Multitrackers and Target Lock

Landscape: The long walk ahead

The battlefields covered 2 4' by 8' boards which are 'linked' by a crowded cityscape in the centre. The armies woudl setup in diagonal positions, and for the Imperial forces this gave them ample room to target the enemy. For the ravening hordes, we would benefit from the line of sight being blocked by the intervening buildings, allowing us to approach at speed.


Objectives: The cityscape represented one objective, with the base in each deployment zone forming another. In addition, a further objective of killing the enemy commander got everyones attention. The Allies decided to opt for the Ultramaring Librarian as their commander model. The Tyranids opted to make the Tyranid Hive Tyrant with three tyrant guard as theirs (I wasn't involved in this decision making and sorely wish I had have been!)

Deployment: Both armies deployed over the far half of their board, split diagonally across the middle. While the 'gribblies' as I like to call them deployed over the more 'sheltered' side of the board, the armour (led by the traitor baneblade) sat from and centre and would attempt to draw fire from the enemy. The Imperial lines looked more like a 41st Millenium 'WhatTank?' convention, with the two superheavies holding centre stage in front of the Basalisks. Layer upon layer of tanks fielded, with the Imperial Guard holding the centre ground and back while the Ultramarines ranged down the left flank and the Tau took the near side right flank (where they could pop-up to fire). A rush of Rhinos and Chimera would rush the centre ground.

Turn 1: Gribblies Charge!

The Tyranid Horde of Warriors, Hormagaunts,
Genstealers and Termagaunts gets running!

The Allies plumped to go first and immediately went about deploying as much firepower onto the Tyranids as possible. The traitor baneblade came in for a bit of a pounding but weathered the incoming fire remarkably well. In the same sense a large number of direct and indirect fire was targetted towards the running horde. While the pieplates looked dangerous, the swarms only lost occassional models. In the centre of the board and Genestealer Patriarch and his 8 strong retinue came under surprise attack as a dozen heavy weapons attempted to flatten the building they lurked in and kill the occupants.

Despite pummeling the building with everything they had, the forces of the Imperial Guard only managed to immobilise an immobile building AND then disarm 3 weapons that never existed. A valiant effort to uproot the Patriarch failed, and he and his retinue quickly moved across into the bottom of the building in which the nervous Space Marine Scouts crouched.

In the centre ground the Baneblade and Leman Russ took potshots at the Tau skimmer targetting them and managed to destroy the railgun on a hammerhead.

Turn 2: INCOMIIIING!

Scout Sergeant 'Boris Johnson' is introduced to the 2nd Edition munch bunch!

Imperial Allies: Suddenly, 'too clever by half' allied deepstrikers and flanking started appearing everywhere. To the surprise of the Broodlord and his eight strong retinue, the scouts Ultramarine LandSpeeder Storm zoomed to their defense, shooting a heavy bolter and Heavy flamer into the building at point blank range. The heavy flamer claimed four victims and the heavy bolter another two - leaving the Broodlord with a meagre retinue of two. Meanwhile in the backfield Tyranid lines, Mark dropped in three eight man stormtrooper units and attempted to massacre the rear armour of our tanks. They were further backed up by not just a Landspeeder, but a Vendetta and a squad of Grey Knights. Thanks to some lucky damage rolls and poor scatter, the meagre Cult Army armour division only suffered a shaken result on the Baneblade main weapon and one of the Leman Russ couldn't fire - everything else survived.

Meanwhile the gribbly horde advanced another 10" across the board (on average) and wer now only a couple of turns from flooding into the city. Basilisk and Superheavy attrition was light though, due to the intervening building. This was the case until the Tau dropped a 10" template NOVA BOMB on the advancing horde. A great deal of units lost many many models in this single strike, and the Tyranid Horde was severely affected.

In the centre ground, Tau forces descended on the City, hoping to hold the oncoming horde for the Greater good. Large numbers of Crisis Suited warriors were backed up by fire warriors and Kroot.

Genestealer Cult Horde: The plan at this point had two prongs, to draw the Imperials into the centre ground, and to hit their attritional firepower (Superheavies, Basilisks) with a devastating heavy flank attack. As such we put together over 15 Carnifi and selected the lot, plus Hive Tyrant and others for the charge. What we hadn't counted on was the Ultramarines disruption beacon. This evil evil device resulted in over 50% of our attacking units being redirected to flank onto our backfield. This debacle was further strained by Commander Jack (commanding the flanking forces) having a truly disasterous luck. As such, Rob's valiant 5 Scything Talon leaping Warriors failed to wound a single techmarine who dealt out 3 wounds in return. The Carnifewes were unable to wipe out a cannily place squadron of Armoured Sentinel and were left bunched up and hopelessly vulnerable. Our devastating flank attack was in disarray!

Meanwhile the surviving Broodlord and retinue [2] swarmed up the building on their flesh hooks (which are wickedly evil in city-fight terrain, "What do you mean you can treat verticle terrain as horizontal?") The scout squad had lost a member to attritional fire from the traitor units. The Broodlord quickly dispatched the other three scouts, leaving the Sergeant to the tender ministrations of the Genestealers. Despite wounding him three times, his carapace held ... he was still in the fight - which was actually a blessing in disguise.

The advancing 'Gribbley Horde' quickly detoured around the Nova Bomb - leaving a solid space for the Leman Russ tanks to advance.

20 termagaunts, 3 warriors and a psyker battle squad focussed their displeasure on the deepstruck storm troopers. The template from the psyker battle squad killed all but one of squad 1, while killing a further 4 in squad 2 (S6, rolled an AP3). The firepower proved too much and despite their 4+ save they were wiped out from fleshborers, deathspitters and spinefists. The Landspeeder came under fire from some lucky gaunts, who managed to wing the skimmer with their fleshborers and succeed in two immobilised results - destroying the vehicle. The Sentinels were less lucky with the Vendetta, despite managing a hit (on a 6) and penetrating (reduced to glancing), they only succeeded in stunning the vehicle (apparently ignored becuase flyers can always move - (Ed:I smell beardiness!) ho hum...

The valiant grey knights were equally luckless as they were quickly overwhelmed by the furious charge of five bloodletters from their own deployment zone, killing only one deamon in reply.

Turn 3: Annihilation.

Turn 3 was the single biggest carnage of the game so far. The Imperial had been denied clear targets due to range and the intervening terrain, now they faced the immediate threat of upwards of 10 monstrous creatures and close comabt specialists. The other side of the board saw little incoming as the superheavies and battletanks took aim at the 'helf-hearted' horde. By the end of the Allies players turn over 7 Carnifex, 2 Hive Tryant (and Tyrant Guard), 8 Deamons and 5 Tyranid Warriors were destroyed. Multi-wounds, extended carapace and, immunity to instantdeath meant nothing as the outnumbered flankers were poured into a cauldron of retributional fire. Only 4 Tyranid Warriors survived, managing to kill the Techmarine and stagger out of the firing line. The Imperial Armour was secure.

Sadly also, the Tyrant Guard guarded Tyrant (IE: The Tyranid Commander) had been one of the unlucky ones to make the flank assault and NOt been disrupted. The Allies had been handed the commander on a plate (giving one victory point) thanks to their deployment and their disruption field.

DINNER TIME LADS!

At this point, lunch was called. The Tyranid Horde was bloodied but not unmade - what could the Horde do against such attritional fire? What could we pull out of the fire after lunch?