Monday, 21 July 2014

Daemon Prince of Tzeentch - Non GW




Size comparison with GW DP

  • The model is a Reaper mini called a Pit Fiend. It is a "Bone" mini so very cheap.

  • You can see from the size it is a perfect substitute.

Tuesday, 17 June 2014

A Random Encounter. June 12 2014

Chaos Space Marines v Ultramarines 


500pts

Mission: Crusade (5 objectives)
Deployment: Vanguard Strike
Nightfighting: Rolled but didn’t happen

Level 2 Sorcerer with mark of Slaanesh
Slaanesh Primaris Psychic Power (Chaos Focus): Sensory Overload
Slaanesh Psychic Power (compulsory): Hysterical Frenzy
Biomancy Psychic Power: Endurance

Level 1 Librarian
Primaris Telepathy Power (Focus): Psychic Shriek
Telepathy Psychic Power: Invisibility

Chaos won the roll and chose to go first.

The Battlefield and Deployment


Chaos Top Turn 1


Mysterious objective: nothing of note
Sorcerer casts Endurance, Ultramarines fail to Deny.

Ultramarines Bottom Turn 1


Librarian casts Psychic shriek, PERILS Takes a wound and misses due to snap fire (Rhino moved 12’’).
Terminators shoot Cultists, kill 7. Cultists FALL BACK and are destroyed. Ultramarine First Blood.



Chaos Top Turn 2


Sorcerer casts Endurance.
CSM and Sorcerer assault Rhino and destroy it with Krak grenades (1 glance and 3 pen)
 



Ultramarines Bottom Turn 2


Librarian casts Invisibility PERILS AND DIES, Chaos get Slay the Warlord. Chaos DENY THE WITCH just to rub salt into the wound!
Ultramarines unload all shooting at CSM, cyclone launcher manages 14 hits, 9 wounds, but only kills 3! No other shooting kills any CSM. CSM pass moral but only just!
Tac Squad assaults CSM – 1 dies to overwatch. Sorcerer kills Sergeant in a challenge. FnP on Boon table. CSM 10 hits, only 3 wound and no kills! Tac squad land 3w, 2 fail, 2 FnP (Endurance). Tac squad fail moral and FALL BACK!


Chaos Top Turn 3


Sorcerer casts Sensory Overload but fails to kill any Tac Marines.
CSM shoot pistols at Tac marines and kill 1.
CSM assault Tac Marines, 1 dies from Overwatch (Wall of Death). CSM kill remaining Tac marines.
 


Bottom of Turn 3 and turns 4 – 6


Terminators capture central objective - mysterious objective was Skyfire Nexus.
CSM bunker down on objective – mysterious objective was Skyfire Nexus.
Cultists spread out and got to ground on objective.
Ultramarines Tac squad moves to capture objective in multi-story ruins - mysterious objective was Nothing of Note.
Ultramarines shoot at Cultists every turn but fail to force a moral check, not even once!



GAME ENDS

Chaos: 7 (2 objectives, Slay the Warlord)
Ultramarines: 7 (2 Objectives, First Blood)

DRAW

APPENDIX


Chaos Space Marines

HQ: Sorcerer, mark of Slaanesh, Mastery level 2, Spell Familiar, Force Sword, Vets of the Long war
Troop 1: 10 CSM, mark of Slaanesh, + cc weapons, Vets of the long war, Champ has power sword.
Troop 2: 20 Cultists
Troop 3: 19 Cultists

Ultramarines

HQ: Librarian, force axe
Troop 1: 5 Tac Marines, flamer
Dedicated Transport: Rhino
Troop 2: 5 Tac Marines, missile launcher
Elite 1: 5 Terminators, cyclone missile launcher

Comments by James


Pre-battle thoughts

This is just a test run as neither of us have read the new rules. Keep it small and look everything up to see if there are any changes. Also a test for new psychic powers.

Post-battle thought

This was a hard fought battle, after Mike routed my Cultists in turn 1 he took control of the battle and I was forced into a defensive reactionary position. Mike had 3 scoring units to my 2 which meant I had to kill at least one of his to draw. Luckily I had that chance. After that point I was forced into a defensive ‘holding’ position to get the draw. If I exposed my Cultists they would have been shot to death and if I exposed my CSM they would have been shot to death – Mike had control of the centre and could hit any of my units with missiles and bolters. I could have tried to split my Sorcerer off and go for another objective, but with 2W, T4 and 3+ armour a single Krak missile would have instant killed him – not a wise choice. Another option could have been to go for the objective in Mike’s deployment zone and get Linebreaker as well, but CSM aren’t fearless so I could have easily been forced to make a moral check which would have been a big risk (I had to cross open terrain to do this) but this may have been the best option to try for – didn’t think of it during the game.
Luck got me over the line for a draw.

Wednesday, 14 May 2014

The Green Tide: A Call To Arms. April 11 2014


With the fall of Snotrot and presence of so many enemies, the power vacuum and opportunity for a good fight was too strong for the Orks to resist. Vast numbers of Nobs flooded into the area, all fighting for control over the territory and for the right to lead the green skins against the interlopers. While many formidable Nobz battled for supremacy, a lone Ork arrived on the scene shrouded in a cloud of black smoke from his rumbling steed; the mighty Warboss Snagratz Beast Ripper had arrived. With a thunderous raw of his engines Snagratz crashed into the dominant Nob and popped his head like a boil. Once in control he quickly realised that with the masses of angry Nobz and a sea of Orks all itching to smash face, he would have to point them towards an enemy and give them a good fight or his army would quickly implode. As much fun as that sounded, Snagratz figured that these strange creatures of half reality would be even more fun to kill. Meanwhile Namtar had dispatched a small fire support squad to return to Snotrot to liaise with Ku’Gurogh who had resurfaced after Fateweaver was defeated. Lord Szorin was sent with his honour guard of Sonic Marines and a Havoc squad to help bolster defences against the Imperium and Eldar, and to coordinate actions between the Namtar and Ku’Gurogh. However, they would first have to deal with their new allies bloodlust.

 

Daemons with CSM allies v Orks 

1500pts

Mission: The Emperor’s Will
Deployment: Dawn of War
Nightfighting: Forgot
We rolled for terrain and set it up together simultaneously.
We roll to see who chooses sides: We both roll 6. We both roll 3. Daemons roll 5, Orks roll 6!
Orks win the roll and choose to go first.


Great Unclean One
Exalted Reward: Eternal Blade
Greater Reward: Dark Blessing
Psychic: Warp Speed
Psychic: Haemorrhage
Psychic: Life Leech
Herald of Tzeentch
Psychic: Prescience

NOTE: For this game both Mike and I managed to field an illegal list by accident. I used Noise Marines as Troops which you can only do for your primary detachment while Mike put 11 Nobz into a Trukk and gave his Warboss a Power Klaw for free (thinking it came standard). Neither of us cared and figured it evened out.


The Battlefield




Deployment

Ork Deployment


Ork Trukk filled with Nobz revs its engines in anticipation.
Daemon deployment

Daemon Objective is slightly too far forward, oops, oh well it just meant it was closer to Mike to capture.



Orks Daemons Top Turn 1


DAEMONS SEIZE THE INITIATIVE!

Daemons move forward.
Herald of Tzeentch casts Prescience on Havocs.
Warp Storm: Warp Serge, +1 Invol save for all Daemons.
1) Havocs shoot Defkoptas and kills 2 [I forgot my plan was to shoot the Big Mek with Shokk Attack Gun first, this mistake would cost me]
2) Noise Marines shoots Ork Boyz and kill 9
3) Soul Grinder shoots Ork Boyz and scatters hitting 3 and killing 2, harvester kills 1.
Daemonettes run.





Orks Bottom Turn 1.


Orks move forward. Nobz jump out of their trukk.
1) Lootas shoot at Havocs and kill 1.
2) Shokk Attack Gun shoots Havocs, hitting 7 Havocs, 5 Plaguebearers and the Herald of Tzeentch. Kills 5 Havocs and a Plaguebearer. Havocs hold their ground.
3) Deffkoptas shoot GUO, 2 hit, SNAKEEYES.
4) Nobz charge Soul Grinder, overwatch hits 2, 2w, 2 FnP. Nobz roll 3’’ charge and fail.


Nobz haven’t disembarked in this pic yet.

The terrifying calamity of the Shokk Attack Gun reduces all but 2 of the Havoc to rivers of blood and body parts; yet they hold.



Daemons Top Turn 2.


GUO casts Warp Speed on self.
Herald of Tzzentch casts Prescience on Havocs.
Warp Storm: Warp Ebbs, -1 Invol save for all Daemons.
1) GUO casts Haemorrhage on Ork Boyz but the first passes his toughness test.
2) Soul Grinder shoots Ork Boyz, 7w, 4 dead Boyz (cover saves).
Havocs shoot Big Mek, 4 hits, 4 wounds, Big Mek is dead, Daemons get first blood – revenge is had by the Havocs.
3) Beasts of Nurgle charge Deffkoptas. 22A, 14 hits, 6 wounds (4+ poison), 4 saves on 6+!!!!!
4) Daemonettes charge Nobz. 53A, 38 hits, 13 wounds, 8 SAVES ON 5++!!!!!! 1 dead Nob and 4 down to 1w.
Nobs hit back. 15w, 13 dead Daemonettes, 6 dead Daemonettes from instability. ONLY 1 DAEMONETTE LEFT!!!!
1) GUO charges Ork Boyz and makes it by 3mm! Kills 9 boyz and the rest are too far away to hit back.



Daemonettes make their doomed assault


Ork Bottom Turn 2



1) Lootas shoot Havocs and kill 1. Final Havoc Falls back.
2) GUO Kills 5 Ork Boyz, but with 2 Look Out Sir the Nob with power claw survives. GUO takes a wound.
3) Warboss charges Beasts of Nurgle.
4) Beasts attack and kill all 3 Deffkoptas [major tactical error, should have attacked the warboss and potentially got slay the warlord – may have cost me the win]
Warboss kills 2 Beasts of Nurgle with his instant death S10 claw.
5) Nobz kill remaining Daemonette.
6) Ork Boyz charge the Soul Grinder, 1 dead ork from overwatch. Soul Grinder rolls 3 1s for wounds, Ork Nob with claw does 1HP off Soul Grinder.
4) Remaining 2 beasts both regain a wound from It Will Not Die.





Daemons Top Turn 3.


Havoc falls back off the table. GUO casts Warp Speed.
Warp Storm: Warp Surge, +1 Invol save for all Daemons
1) Noise Marines shoot Blastmaster at Lootas with 3 dead Lootas.
2) GUO kills 6 Boyz, final boy Falls back.
Beasts of Nurgle only rolls 5 attacks (4-14 attacks!), 2w, Warboss makes 2x5++ saves!
3) Warboss kills the 2 beasts.
4) Soul Grinder kills 1 Boy, Nob hits 3 times, no damage.



Moments before an Ork Boy makes a very important decision… RUN!


Orks Bottom Turn 3.


1) Gretchen move to capture objective
Lootas shoot GUO, 21A, GUO takes 1 wound.
Soul Grinder fights Ork Boyz, 3 hits, 2 dead Boyz, Nob fails to take a HP off Soul Grinder.





Daemons Top Turn 4.


GUO moves back to help hold objective [Major tactical error! Should have moved for linebreaker – cost me the win]
Warp Storm: All Calm
1) Noise Marines shoot Blastmaster at Trukk, Hit, S8 v Armour 10, rolled a 2! 1HP off Trukk.
Soul Grinder only kills 1 Ork! Nob hits 2 times but fails to pen the armour. (Requires 5 to glance)

Orks Bottom Turn 4.


Nobz Embark in Trukk.
2) Lootas shoot GUO, 21 shots, 9 hits on 5+! 3w, GUO passes cover save.
3) Warboss charges Soul Grinder.
Soul Grinder does 3w on Warboss, MAKES 2 5++ saves!
Warboss EXPLODES soul Grinder, roll 1’’ for explosion! 2 Dead Boyz.





Daemons Top Turn 5.


1) GUO continues towards own objective to help hold back the Green Tide realising it was too late to take linebreaker.
2) Herald of Tzeentch moves towards Noise Marines. Gets close enough to cast Prescience but must do it next turn as it must be cast at the start of movement.
Warp Storm: Daemonic possession – no psychers.
3) Noise Marines shoot Trukk, weapon destroyed only and 1HP off Trukk.

Orks Bottom Turn 5.


4) Warboss advances and turbo boosts behind Trukk.
5) Lootas shoot Noise Marines and kill 2.
6) 1 Ork Boy Shoots Noise Marines, 1w, 1 save.





Daemon Top Turn 6.


1) Herald of Tzeentch casts Prescience on Noise Marines.
2) GUO continues to move back to reinforce the objective.
3) 1 Plaguebearer squad move out to intercept incoming Ork tide.
Warp Storm: Dark Prince Thirsts, no damage
4) Noise Marines shoot and Wreck Trukk. Nobz get out casually.


Daemons have been forced back into ¼ of the battlefield while the Green Skins surround them.



Ork Bottom Turn 6.


Ork Boyz, Nobz and Warboss advance.
1) Ork Boys Kill a Noise Marine with a pistol shot.
2) Nobz shoot noise marines and kill 1 and assault, roll 6, 6, 1 for charge into cover!
Chaos Lord challenges a Nob, 3 hits, 2w, Nob makes 1x5++ save. Nob hits back, 2w, 2 saves.
Nobz do 7w on single remaining Noise Marine… he dies.



Chaos Lord faces off against an Ork Nob.


Game Ends.

Daemons: 4 (3 for objective, 1 for first blood)
Orks: 4 (3 for objective, 1 for linebreaker)

DRAW


APPENDIX


Daemons with Chaos Space Marine Allies.

Warlord: Great Unclean One with exalted reward (Eternal Blade), greater reward (Dark Blessing), psycher lever 3 (Warp Speed, Haemorrhage, Life Leech).
HQ2: Herald of Tzeentch, Prescience.
Troop1: 20 Daemonettes with Alluress.
Troop2: 10 Plaguebearers.
Troop3: 10 Plaguebearers.
Elite1: 4 Beasts of Nurgle.
Heavy1: Soul Grinder of Nurgle with Phlegm Cannon.
CSM Allies.
A-HQ: Chaos Lord, Mark of Slannesh, Power Maul, melta bomb.
A-Troop: 5 Noise Marines, 4 Sonic Blasters, 1 Blastmaster, champ has melta bomb.
A-Heavy: 8 Havocs, 4 Autocannons, champ has power maul and melta bomb.

Orks

Warlord: Warboss on Bike, power claw, cybork body, attack squig.
HQ2: Big Mek, Shokk Attack Gun, cybork body
Troop1: 11 Nobz, 1 power claw, 3 big choppas, 1 pain boy
Dedicated Transport: Trukk
Troop2: 30 Ork Boyz, 1 Nob with power claw, bosspole and eavy armour
Troop3: 30 Ork Boyz, 1 Nob with power claw, bosspole and eavy armour
Troop4: 19 Gretchen, 1 Runtherd
Elite1: 10 Lootas
Fast1: 5 Deffkoptas
Fortifications: Aegis Defence Line


Comments by James.


Pre-battle thoughts

I wanted to try a few things this game. First to test some CSM fire support as so far I have only played CSM with Daemon allies, and not the other way around. I also wanted to try Beasts of Nurgle. I know I would miss a fast attack choice as I find them the most fun to play, particularly the Grimorie; but it was time to play without it. Havocs were the main ally choice and I decided on autocannons as they are good against light armour – like Killa Kans (which have been in every Ork army so far), burna boma and Trukks. Noise marines will provide ignore cover support so they require a Slaanesh lord and the Tzeentch Herald is a cheap 45pt Prescience. After choosing the Beasts and sticking to my GUO, Ku’Gurogh, the rest of my choices were fairly basic: plaguebearers to hold objectives and Daemonettes to kill. My main concern was Lootas and a Battlewagon.

Post-battle thoughts

The battle was much harder than expected, and Mike predicted my list perfectly! No Killa Kans or Burna Boma, huge numbers of Orks, no burna boyz, no Battlewagon… Not only that, but Mike played a very good game picking his battles perfectly. His Warboss was the only thing in his army that could instant kill my 4w beasts and perfect for providing S10 support for other assaults, such as v my Soul Grinder. 11 Nobz in a trukk proved to be devastating and I was amazed when my 20 Daemonettes were reduced to 1 for a single dead Nob in 1 round of assault! I also made 4 critical errors, I didn’t shoot the Big Mek with my Autocannons in turn 1 and suffered dearly for it. I didn’t attack the Warboss with my Beasts, when they were 4 strong and had a very high chance to kill it and win the game for me. I didn’t go for linebreaker with my GUO, fearing the capture of my objective. I didn’t shoot the Gretchen on the objective with the Blastmaster as it could have killed 25% and caused the unit to fall back. The real issue was I had planned on shooting the Big Mek but simply forgot, likewise I had planned to get linebreaker with my GUO but forgot and I simply failed to consider the warboss or Gretchen at the time. I forgot a few of the basics.
Great game though, I need to be more attentive to the seemingly little decisions that can in fact make a big difference.