Monday, 25 June 2012

WHF Battle Report - Summer Incursion 2012


Recently I took my Vamps on an outing to summer incursion a 2500 Warhammer Fantasy tournament at maelstrom games.

So to start off here is my list:

Lords

  • Master Necromancer (240pts)
    Level 3 Wizard, Undead
    Earthing Rod (25pts), Level 4 Wizard (35pts), Lore of Vampires, Opal Amulet (15pts)
  • Master Necromancer (255pts)
    Level 3 Wizard, Undead
    Dispel Scroll (25pts), Level 4 Wizard (35pts), Lore of Death, Obsidian Amulet (30pts)

Heroes

  • Necromancer (65pts)
    Level 1 Wizard, Undead
    Lore of Vampires

Core

  • Dire Wolves (40pts)
    Slavering Charge, Undead, Vanguard
    5x Dire Wolf (40pts)
  • Dire Wolves (40pts)
    Slavering Charge, Undead, Vanguard
    5x Dire Wolf (40pts)
  • Dire Wolves (40pts)
    Slavering Charge, Undead, Vanguard
    5x Dire Wolf (40pts)
  • Skeleton Warriors (195pts)
    Undead
    Hand Weapon, Light Armour, Musician (10pts), Shields, Skeleton Champion (10pts), 30x Skeleton Warrior (150pts)
    • Standard Bearer (25pts)
      Standard of Discipline (15pts)
  • Zombies (158pts)
    Always Strikes Last, The Newly Dead, Undead
    Musician (5pts), 51x Zombie (153pts)
  • Zombies (155pts)
    Always Strikes Last, The Newly Dead, Undead
    Musician (5pts), 50x Zombie (150pts)

Special

  • Crypt Horrors (380pts)
    Poisoned Attacks, Regeneration (5+), Undead
    10x Crypt Horror (380pts)
  • Fell Bats (32pts)
    Fly, Undead
    2x Fell Bat (32pts)
  • Fell Bats (32pts)
    Fly, Undead
    2x Fell Bat (32pts)
  • Spirit Host (45pts)
    Ethereal, Undead
    Spirt Host (45pts)
  • Spirit Host (45pts)
    Ethereal, Undead
    Spirt Host (45pts)
  • Vargeists (276pts)
    Fly, Frenzy, Undead, Vampiric
    6x Varghiest (276pts)
  • Vargeists (276pts)
    Fly, Frenzy, Undead, Vampiric
    6x Varghiest (276pts)

Rare

  • Terrorgheist (225pts)
    Death Shriek, Fly, Large Target, Regeneration (6+), Terror, Undead

Game 1: Jake Corteen - Lizard Men

Light Slann
3 Heros on cold ones
2 Skink/Krox blocks
 2 Terradon units
2 Salamanders
Lots of skink skirmishers

 I have played Jake before so I new this was going to be hard game. Jake plays a very cagey game and getting through all the skinks to get to the juice centre is a pain to do.


I deployed to the right of the centre to his army, the plan was to push him into the corner of the board where he couldn't escape. Use the varghists to sweep away the chaff from the crypt horror bunker while my chaff tried to take out the skinks or at least hold them in place.


Jake on the other hand turtle in the corner tucking the slann at the back with enough chaff spread out over the rest of the board to hold me up for six turns.


The terror ghast took out some scouting skinks on the left flank.


On the right flank I spread out trying to avoid the skinks getting behind me, again though I made the same mistake I made before and didn't leave anything at the back tot stop terradons getting around me.


As was expected the hero with the burning blade comes running into the front of the crypt horrors to pin them down.


This time I was ready for it and threw the vargs in the flank but failed to shift him. This was suddenly not looking very good for me.


With both those units pinned Jake started pushing forward.


The hero held for another round so now the situation was looking rather grim indeed for me.







Thankfully I finally got my head in gear and brought the terroghast over to clear out the hero and threw what remaining chaff I had in from of the skink/kroxblocks.



One block went into the zombies the other the flank of the vargs (the grey square) with a hero going in the front.
Both units held, I through the crypt horrors into the side of the block engaging the zombies. with another unit of zombies going in the flank of the other with the other vargs up the back.


The crypt horrors took out one block and the vargs finally got through the other.

When the dust settled I had managed to pull out a decent win. Jake's dice where a bit unkind to him at a few crucial moments that let me swing what had been a close game into a big win for me.

For once I felt like I handled the lizzy chaff quite well, I managed to stop it clogging me up too much. I still need to work on an answer to those cold one hero's though they cause me no end of problems.

Game 1 Score: 2500 BP 1190 VP

I suppose this i s a good moment to mention the scoring system. For their own evens maelstrom have their own scoring system. You compare the difference of VP's score the on a sliding scale this gives your your battle points (3000-250 for a massive win through to 1500 each for a draw) You then add on your VP's scored and that gives you your total.

Game 2:Steve Slatcher Dark Elves

Level 4
Level 2 on peg
Cauldron of blood BSB
Block of witch elves
Block of corsairs
Hydra
unit of shades
2*10 spear
Large block of spear elves
10 Coldone riders

Harpies





Steve turtled tight in the corner.


I deployed opposite with the vargs and terroghast in position to flank his army.


And then Steve caught me off guard by shoving it all forward.





This led to one of my varg units failing their frenzy test and went charging into the middle of the army. This forced my hand and I shoved everything forward.

The vargs shredded the spearmen they charged and over ran into the corsairs. This panicked the hydra and sent it running off leaving that flank wide open.


The cold one knights went in against the crypt horrors and much to my surprise the crypt horrors took five off in the first round of combat. The witch elves went running off after killing units of chaff.

The second unit of vargs then swept into the side of the corsairs and took them out.


 With them down the vargs went and took out the bunker with the wizard. The terroghast took out the level 2 on the peg.





I kept the witch elves chaffed up well I surrounded them.


 And down they went in one round.

At that start of game Steve managed to not get mind razor much to my relief. When he played so aggressive it put me on a bit of a back foot I had assumed I would have another turn to get into position, thankfully I managed to take the charge and overwhelm them in combat. The varghists working to text book perfection.

Game 2 Score: 3000 BP 2149 VP

Game 3: Michael Biggs - Orcs


It a horrible list, all the chaff in the world and that nasty savage orc bunker.


Another opponent and another tight deployment in the corner.


Last time I played Michael I tried to play a cagey game this time I decided to shove it all forward and force the issue.


His chaff came forward to block me up and pick off my chaff.


I kept pushing forward clearing out the chaff and trying to put pressure on his bunker.


At this point the savage orcs came out to play and a unit of night goblins failed their animosity and decided they wanted some of it as well. Half the crypt horrors disappeared under this assault.


This fight being the key one I threw the vargs into the front of the goblins and the zombies in the flank. This gave me massive combat res breaking the goblins who escaped and the savage orcs who bounced off the table taking the level 4 and BSB with them.




This being the end of turn three Michael called it quits as  would soon take the rest of the table.

I would like to claim superior generalship but the goblins running into the flank are what really swung it for me.

Game 3 Score: 3000 BP 2725 VP

So for day 2 I would be starting on table 2. Bit of a nose bleed situation.

Day 2 to follow.

Sunday, 10 June 2012

FOW American Infantry

So I have been a bit rubbish the past half year at updating the bog. Going to get back to doing it more regularly.

Here is my current project, American infantry company for flames of war. I used a painting guide on the flames of war website. I also went to a bit of effort on the base's as with the numbers I am using at the scale the bases will be a lot of what you see.

Infantry Stands




Command Stands





Bazookas





Company HQ





Rifle Platoon





And the whole lot together





Still got all the tanks and artillery to do, once it's all done it will look might impressive methinks.

Tuesday, 30 August 2011

Battle Report: Cardiff Carnage 2011

Was just down at Cardiff Carnage this weekend a multi system event hosted by the Viet-Taff. I was playing 40k with my drop podding wolves.


Rune Priest - Chooser of the slain, Living Lightning, Jaws of the World Wolf, Melta Bombs, Wolf Tail Necklace
-125

Rune Priest - Murderous Hurricane, Jaws of the World Wolf, Wolf Tail Talisman, Melta bombs, Wolf Tail Necklace
-120

Wolf Guard Squad
Wolf Guard - Power Fist, Combi Melta (43)
Wolf Guard - Power Fist, Combi Melta (43)
Wolf Guard - Power Fist, Combi Melta (43)
-129


Dreadnought - 2 Twin-linked Autocannons (125)
Drop Pod (35)
-160

Dreadnought - 2 Twin-linked Autocannons (125)
Drop Pod (35)
-160

8 Grey Hunters - Melta gun, Wolf Standard, Wulfen (150)
Drop Pod (35)
-185

8 Grey Hunters - Melta gun, Wolf Standard, Wulfen (150)
Drop Pod (35)
-185

9 Grey Hunters - Melta gun, Wolf Standard, Wulfen (150)
Drop Pod (35)
-200

10 Grey Hunters - 2 Melta gun's, Wolf Standard, Wulfen, Power Fist (205)
Drop Pod (35)
-240


10 Grey Hunters - 2 Plasma gun' s, Wolf Standard, Wulfen, Power Fist (210)
Drop Pod (35)
-245

Total 1749

16 Kill points

So the first surprise was on the Friday night I found my list had made it into the dirty dozen, This is the 12 filthy lists that scored low on the comp...yup I am rocking the filth \m/

This I celebrated by drinking too much on the Friday night as I figured a hangover would make bugger all difference to the kicking I was going to get for my first 2 game as the dirty dozen have to fight each other then.

Game 1: Take and Hold, Dawn of War

Gary Morgan - Grey Knights

Castllan Crow
Coteaz

8 Death Cult Assassins
3 Henchmen - Melta Gun
Chimera
 
5 Man Strike Squad
Razor Back

5 Man Purifier Squad
Razor Back

5 Man Purifier Squad
Razor Back

2 Rifleman Dreads

1 Ven Rifleman Dread

Land Raider God Hammer

Everything that can is toting Psybolts and a smattering of hammers and halberds on the Grey knights.

Really not what I need with a hang over, my worst match up for my list. The one hope I had was the mission you had to get as many scoring units within 6" of the center of the table so I was going to fall back on the old wall of drop pods plan.

For deployment I won the roll off and decided to go first so I deployed the living lightning rune priest so I at least had some psi-nullification down on the table and his squad in the runes near the middle of the table. Gary deployed his strike squad in a razor back not far from the objective I assumed hoping to seize the initiative and get warp quake up. (We decided the hills where area terrain to give us a bit of cover.


Thankfully I got the first turn and decided the strike squad had to die. The plasma gun squad and the double melta squad landed next to the razor back. Another squad landed with the rune priest on the objective to get some nullification further forward and an empty drop pod came down to act as more cover.
I had kept both dreds in reserve for two reasons. I figured if I failed kill the strike squad they could could come down outside the warp quake range and still be effective they also where my best counter to the assassins.





Thankfully the alpha strike came good and I managed to pop the razorback and kill the squad inside.




Alas the joy was short lived, on Gary's first turn Crow and the two purifier squads went into the plasma gun squad and the assassins with Cortez went into the melta gun squad that blew open the Razor back. Well I say went into what I really mean was they deleted them (A phrase I found myself using quite a lot this weekend).

To add insult to injury the squad in the middle got shot up a bit despite the night fight and failed there break check.




25 Marines dead by turn one, almost half my army gone. This was not looking good, I needed a good counter attack next turn so when only one dreadnought showed up I got a distinct sinking sensation.

He came down in the middle using the pod to block the assassins off from the quick rout to the objective. He managed to glance the Chimera as well. Otherwise I didn't achieve much. In Gary's turn he shot off most of the squad that was in in the middle leaving only the wolf guard alive after the the rune priest took the shot for him. Thankfully the assassins failed there terrain check and didn't get to charge my only other squad on the table.




Next turn was going to important, my other dread came in. I used it's pod to block the arch way to cut off crow who was hiding the other side. Everything else opened up on the assassins killing a few I tend put the dread in to try and tar pit them for a turn or two alas Cotez managed to take it out this gave the assassins a run on my rune priests squad.


Thankfully being down to only four assassins not they ripped apart the squad but I had just enough left to take them and Cotez out. What was left of the squad got shot off the table next turn leaving only one Wolf guard again. The remaining dread got stunned and lost a weapon to crow.

Then my last squad showed up at this point I realised I could still win this, my storm bolters had been slowly picking away at the purifier squad left in the open. I actually had more troop choices left even if two of them where just loan guys so I dropped the pod in the middle and hid everyone behind it.


After this Gary realised the risk and started shooing away the pods and my other squad to try and get in. He managed to destroy a few of the pods but didn't manage to make them go boom so I could still hide behind them. So on turn five his land raider and Chimera rolled on top of the wreak with the land raider that managed to immobilizing it's self. 


With crow and the dreadnought still locked in combat come the end of turn five I was winning 3-2 but as is the way the game didn't end.
On my turn it took all three melta guns to blow up the Chimera, despite shooting everything I could at them I only killed one henchmen they passed there test.




On Gary's turn he manage to killed on of the wolf guard pulling it back to a draw.




And with that the game ended on a draw Gary got bonus TP's for killing my most expensive HQ and having more VP's.

Final Score
Gary: 19TP's 1501 VP's
Me: 15TP's 771 VP's

Conclusion
On the whole very happy with that result, Grey knights are my worst match up I was lucky I got the first turn but losing half my army so early meant I was stuck playing a defensive game. My natural urge to try and take out troop units proved it's worth as did the wall of drop pods.

Game 2: Seize Ground (5 Objectives), Spear Head

Chris Silltioe - Imperial Guard

Creed! and Kell + Command Squad
Chimera

Leman Russ with Pask

Leman Russ Exterminator

Leman Russ Vanquisher

Vet Squad with triple Plasma
Chimera

Vet Squad with triple Melta
Chimera

Vet squad with triple Grenade Launcher
Chimera

Vet Squad - Auto Cannon, Camo-Cloaks, Sniper Rifles and joined by Gunnery sergeant Harker

Banewolf

As we can see an army of pure filth well worth it's place in the dirty dozen (!)

I won the roll off and let Chris go first, he caught me a bit off guard by deploying in the only table quarter with no objectives and infiltrating on of the vet squads to an objective on the other side. Thankfully on his first turn he moved out for there and spread out, last thing I had wanted was to be dropping in miles away from the objectives. I then dropped two squads and the dreadnoughts into the middle of all this, the prime targets being the plasma and melta squads.




Both Chimeras went boom and the melta squad got pinned.



Over the next few turns it all went a bit Benny hill with me chasing guards men all over the board as I lost a dred and quite a few marines. The dread in the middle was taking shot after shot while trying to kill what remained of the melta  squad. Bloody Creed and his orders, every time they broke and ran off he would rally them and send them back into the fight.


One of the squads dropped in behind the infiltrating guys who promptly tried to leg it.






But not quite fast enough.


And just as I get back into cover guess what shows up from reserve.





Thankfully Chris rolled enough ones for some of my guys to survive and take it out.
At this point the game had swung well in my favour, another pod arrived and squad started hunting down the tanks.


I had managed to get guys on four of the objectives for the game ending giving me a big win.


Final Score
Me: 30 TP's 1543 VP's
Chris: 0TP's 643 VP's

Conclusions

One of the most enjoyable games I have ever played, Chris was great laugh my face hurt from grinning by the end of it.

My army worked perfectly, the alpha was good and just as I started to run of steam another pod would show up with reinforcements allowing me to keep the momentum in my favour.

Game 3: Capture and Control, Pitch Battle

Neil Trent - Black Templar's

Emperors Champion (Preferred Enemy Vow)

2 Units of 5 Terminators with 2 Cyclones each

2 x 5 man Squads with las Plas
2 x 5 Man squad with Multi Melta, Melta Gun in Rhinos
5 Man Squad in Rhino

2 Preds with Auto Cannon/Las Cannon Sponsons

2 Land Speeder Tornados

It's a good mission for me but there is a lot of AP2/3 in the list.

I was going first so I deployed my objective behind a bit of terrain towards the left hand side with the living lightning librarian squad on it. Neil put his objective on the right hand corner and then turtled up very tight in the middle of the board.





Since he hadn't deployed on his objective and had went quite tight I decided to try and take out the transports and try to trap his army in.

Both dreads scattered one landing out in the open. I dropped one squad and the empty pod between his army and the objective.





With my fire I managed to blow up one rhino and immobilized another. Then came the return fire, to say this was painful would be an understatement, both dread and their pods blew up on the first shots that hit them, the grey hunter squad got shot up and then the emperors champion and squad finished them off.


This was not looking good, first wave wiped out and to top it off all three remaining squads decided to show up at once. the only saving grace was Neil hadn't moved far out of his tight castle so my plan was to try and jam him in and delay him getting to the objectives.

On the right the plasma squad drops in to shoot something up while the other rune priest squad ends up tucked away at the back after a nervous scatter.





On the left the squad that went in to block that side had an even more brown trouser scatter. Thankfully they still landed with in range to melta something and blew up one of the Predators.


On the left hand side Niel counter attacked blowing up the pod, and killing a few guys before charging in with the terminators breaking the squad and sending them running.







On the right the terminators wade in again to the plasma squad.





I managed to kill a few but the squad still gets gutted.


After that it was time for me to play hide and seek, I made sure to target the speeders and take them out I just hoped after losing his transports Neil wouldn't have time to get across the table.





On the right my last few marines on his objective desperately tried to keep the distance open for as long as possible.





One the left the long march to my objective begins, with my rune priest ducking back down behind the cover.





On the right I was relived with Neil spilt the emperors champion off from a squad to go after the librarian that at least gave the squad on the objective a fighting chance.


It started to get really tense now 2 squads of two faced off against my guys.





But one wolf guard came through.





At turn 5 I was winning but we went on for turn six where my last guy on his objective was killed.





On the left the termies got a good move through terrain roll and then it came down to the run...





And the buggers got just what they needed to contest :(

Final Score
Neil: 28TP's 1430 VP's
Me: 6TP's 880 VP's

Conclusion

After the game I found out Neil was Bro_Lo from 3++ so I should have expected a hard game.
Losing my first wave really hurt, I had expected it too get badly munched but not quite so easily.

I had hoped I could stand toe to toe in combat but that preferred enemy just beats your face in. I can never quite get the terminators and grey hunter match ups right either When I used to run a TH/SS death star with a couple of lightning claws in it I would charge grey hunters. I would rip the heart out the squad but lose most of mine in the process as well. Every time I try it though the grey hunters tend to just die.

Probably my biggest mistake was at the end, Neil pointed out I could have used the rune priest to block the terminators. I had kept him back in case the game went on for another turn as he would be usefully for shifting the terminators. Broke my own rule of "always play as if the game will end this turn" and paid the price.

So that's the end of Day 1, Day 2 will come later in the week.