Showing posts with label Other People's Stuff. Show all posts
Showing posts with label Other People's Stuff. Show all posts

Thursday, March 26, 2009

An Old Enemy



I have some bloodletter pictures coming, but in the meantime, here are some pictures from this weeks game. I got to play against Art, my old nemesis and former roommate. Art and I have played in some games together in the last few years, but it's always been some odd two-on-one deal or a three-way free-for-all. This was the first time we were able to go mano-a-mano in something like three years.

This game had four objectives so Art deployed in the center near three of them. I was hoping to surround him, but not a single unit from my second wave showed up until turn three. That gave him plenty of time to waste my first wave.


My screamers made a line for his hellhound when they finally showed up, but it would be too little, too late. Art slaughtered me to the daemon.

Meanwhile, on the adjacent table, Nick was playing his old nemesis and former roommate, Anton. They were both practicing for the Adepticon Championships.

I was able to capture this heroic moment. Right after I took this picture, Nick had to take seven saves from from the Kroot attack. He made 6 of them! Impressive rolling. Too bad it wasn't enough to save the marine.

Wednesday, January 28, 2009

Not a Battle Report

I took some pictures of the game I played against Nick on Monday and wanted to share. So this is not a battle report, just pictures of a battle. Enjoy...

The setup.

This was a Command and control game, and I think I put too many units on his objective(upper right in the picture), and not enough on mine (not pictured, but to the lower left).


The most aesthetically pleasing close combat of the game. His tactical squad against the only fully painted unit in my army.

I'm proud of these screamers. They took a full tactical squad worth of rapid fire right in the "face" and only lost one member.


My favorite point in the game, when I smoked two dreadnaught on one turn (and by smoked I mean destroyed).

In the end, the game was a draw. A real blast of a game.

Here's a bonus shot:
For those of you that follow Nick's blog, you've seen the terrain he's recently finished. Still, I didn't appreciate the enormity of the rock spire until I saw it in person. I hope this picture shows that. In the foreground are Eric's new Crimson Fists.

Tune in tomorrow for a monumental update.

Tuesday, December 4, 2007

Six Things I Learned about Playing Apocalypse

Last Friday I played my first Apocalypse game. I was definitely fun, but more than anything it was a learning experience. I thought I'd share some of my observations.

First off, let me explain how I came to participate in this battle. A friend of mine suggested to his gamer friends that we all take a day off of work to have a huge mega-battle. I was skeptical at first, but eventually gave into peer-pressure.

We had seven people total. We ran two boards: one 6'x4' and one 8'x6'. I partnered up with another Chaos player named Dan against Brian's 4,000pts of Orks. The other table was an alliance of Necrons, Tau, and Eldar with an Imperial Callidus Assassin for good measure. This unlikely union faced off against a team of Tau and Imperial guard.

Unfortunately, we got stuck on the small table. Here's a picture of our forces after set-up:

I'd like to point out several a couple things. First off, Brian's excellent scratch-built stompa. Also, remember, all those trucks and what-not were full of Orks.

Bottom line, it was a slaughter. It really was a green tide.


OK, so here are 6 things I learned in this first game:

1. You need to build an Apocalypse Army. Dan and I basically threw together a force from what miniatures we had available whereas Brian had a huge, well-defined force. The Orks were an Apocalypse Army: Chaos was two 40K armies. This goes hand-in hand with my next point...

2. You need to use Datasheets. Brain was using three: Speed Freaks, Mek Stompa, and Skullhama Battle Fortress. We had none. I've been working on a tide of spawn, but it's not ready. Neither of us had anything to really threaten those killer units.

3. Know your ally. This is not to disparage Dan, who I met five minutes before we started playing. He was a real cool to play with and a nice guy (and his army, unlike mine, was completely painted). I just wish we could have coordinated before hand so that we had a sense of what we were doing. A ten minute discussion before the game probably won't cut it.

4. Play fast as possible. Seriously, games like this take a long time. I think generally, I play pretty fast. I make decisions fast and I move from phase to phase as quick as possible. This means I probably make a lot of mistakes, but I'd rather see more things actually happen during the course of a game than think about what could possibly happen over the course of a game.

5. Know what you're fighting for. This is complicated and I plan to write more about this in the future. Plus, the basic point applies to regular 40K games as well. I think game-playing is so much more enjoyable when you are playing to a story or background. Maybe I'm just a RPGer at heart, but I don't find pointless destruction entertaining. This is not to say that I don't find the strategic challenge of 40K fun. I do; I just like more.

6. Apocalypse is about planning as much as it is about playing. I have to say I got away with very little pre-game work. Still, the guys who organized this put a lot of work into getting people, tables, models and terrain together. Plus Aaron was nice enough to open his home to us. He even provided coffee and a deli tray:



My hat goes off to the all the people who planned this day-off event.

I hope to play more Apocalypse in the future as time allows.

Here a few more pictures from the game:
ORKS!! And...


More Orks!


Here's a picture of the backside of the only fully-painted unit I fielded. OK, I need to go paint now...

Friday, September 28, 2007

Third Edition Chaos Retirement Party!


A couple weeks ago, I took a trip over to my friend Art's house to play a game of 40K. We actually met before hand to Games Workshop Oak Park so I could pick up a copy of the new Chaos Codex.

In some ways, I considered the game that followed a retirement party of sorts for the 3rd edition Chaos Codex (and good riddance!). I purposefully wrote a list that used as much 3rd edition stuff as possible. My list looked something like this:

HQ - Sorcerer Lord (Mark of Tzeentch, Disc, CCW, PW, Demonic Aura, Personal Icon, Familiar, Bolt of Change, Twisting Path)

Troops - two 9-man squads of Thousand Sons (Free Aspiring Champion and Icon, Champion armed with PW, familiar, Doom Bolt, Bolt of Change, and two Thralls)

-Two 9-man units of Demons (5 flamers and 4 horrors)

Heavy - Defiler with consecrating warp fire and mutated hull

Fast - 5-man unit of screamers

I unfortunately don't have Art's list nor did I take very good notes. what follows is pictures and a brief synopses of the game.


Here's a picture of the board set up:

We played secure and control with 5 loot counters. Since we were using such a 8x4 table for a 1200 point game, most of the loot counters ended up in our respective deployment zones. There was plenty of room to keep them 12" apart without having to go into the middle of the board.

I deployed most of my force(the defiler, and both units of sons) in the large ruins closest to my right flank. I deployed my HQ on my far left. I was hoping to use him to go tank hunting w/ Bolt of Change.

Pretty quickly, I realized two mistakes. Since I had tried to cram three units into one building, I had created a great target for Art's Basilisk, Leman Russ, and Hellhound. Also, as strong as my lord was, he was basically all alone on the left flank.

In the first turn, my HQ destroyed a lone Sentinel, but then was wiped out by a direct hit from the Russ. TheBasilisk then destroyed half of one of my son squads.

The rest of the game was very back and forth. My screamers performed very well for what will probably be their last outing. I used them to charge one of his large squads from behind. The guard broke and fled, but since the screamers were behind and flamers/horrors were in the front, they were wiped out.

I also have to commend Art's supreme commander. He was brave enough to charge a unit of flamers and caused enough wounds to force an instability test, sending the rest of the unit back to the warp.

In the end, Art held three objectives and contested one, while I only contested one. Good game over all.

Here are some more pictures:

Above is the only picture of my own forces I managed to take. my two units spent most of the game sheltered in this building against Basilisk shots.






Art's Command squad in their post-battle prayer meeting.

Thursday, August 9, 2007

Chicago GT Report

Te results from the Chicago Grand Tournaments have been posted. My friend Anton was nice enough to write this extensive report of his games. I would have published this earlier, but I somehow overlooked it. Sorry.

Anton plays a fierce Tau force and he placed in the top 25%. Here's his report on the action:

I didn't take any pictures, but I can give you a brief battle-report of my games:


Game 1: Iron Warriors
mission: Annihilate


12 Terminators, 3 Predators, a Defiler, and some other random ickyness. Only 2 6 man marine squads for troops. I stuck him on sportsmanship for that, but only one notch, and I told him about it.
Overall, I was worried about this being my first game, and having never beaten iron warriors, I thought I was headed for the bottom of the barrel. However, I did a good job of limiting his fire-lanes, I refused flank the hell out of him, so only 1 or 2 tanks had shots in a turn, and while I didn't manage to destroy many of the preds (only immobilized one), I did make short work of the 12 man termi squad and they ran off the board after being taken below half. He didn't spread out well, and I used my mobility to my advantage.

Result: Minor Victory that should have been major because I forgot i got points for my scoring units left.



Game 2: Crusade Marines (various chapters, actually written up that way and well painted, not just thrown together)
Mission: Objective markers

Really friendly. I sat down and his wife was there, and I thought I was playing her for a second. Probably the most easy going and chatty of my opponents. Very basic set up. Lots of 6 man las-plas, 2 dreads, 2 speeders. Very nicely painted. Hadn't played 4th edition much, and I mopped him up. By turn 4 he was off the board except for one dread, and a squad of marines. Did a very good job of using a squad to claim 2 objectives. Tricky. In the end, he didn't have enough scoring units left to claim a victory. I used fish of fury which upset him a bit. I demoralized him completely after that, and after sinking 48 pulse rifle shots into his terminators, he was all but done. The rest was pretty much mopping up. He played a good game though, and his wife and him were very interested in the game and discussed tactics and armies with me the entire game. She was just starting a sisters army and since I am doing the same we were talking penitent engines, repentia, and seraphim all game. It was actually her suggestion that got me to take the engine against scott last monday (so you can blame her for the cheating!)

Result: Victorious slaughter



Game 3: Tau
Mission: board center


I was kind of excited to be playing another Tau player. Much different build than my list. 4 static firewarrior squads, 12 each (but no marker drones), sniper drones, a hammerhead, 2 squads of three crisis suits w/ pods and plasma, a pair of broadsides. He placed the broadsides to one side with a good field of vision. I knew I'd have to sink a hell of a lot of firepower into them to drop them, so I ignored them completely. Limiting their shots as best I could and focusing on everything else. I think that basically won me the game. I infiltrated the Kroot into the woods in the center, but they got picked apart fairly early. I had much more firepower to bring to bear on everything else. We both rolled HORRIBLY this game. More ones and twos than I've ever seen... But it was horrible on both ends... I was able to use my dropped skimmers as cover to advance my suits in the backline. It was kind of an accident, but I couldn't have asked for a better strategy. He dropped one of mine, and I dropped one of his fish, and I used them to block line of sight from his broadsides and other suits and advanced on one side and used my firepower (which wasn't superior at all in this game), and picked apart the firewarriors in cover. The suits were tricky. I only managed to kill one squad, after catching them out in the open and frying them with railgun shots. I deepstruck my drones and almost managed to kill his ethereal with them. Had I done that, I think I would have gotten a major or maybe a slaughter. Only caused one wound on the little bugger though. He tankshocked my broadside off the board... That sucked... but it was kind of funny. I have never seen anyone else use tankshock in a tournament setting, but it's not a bad strategy/technique. Certainly worked for him. I was the only player who beat him, and I think he ended up being the highest scoring tau player, so this was a proud moment for my army.

Result: Minor Victory (I had a lot of stuff in the center at the end of the game, he had nothing).



Game 4: Ultramarines eq.
Mission: Table quarters


At first, I couldn't figure out where the hell all his points were at... he had 3 squads of 6 w/ las-plas, and 2 devastator squads, one attack bike squad, one w/ missile launchers, and one with heavy bolters. I scared him into setting up his HB devastators behind cover. He had two beefed up librarians w/ retinue, and uber powers... It was a bit ridiculous. I made the mistake of not realizing that one was still scoring, and that cost me a major victory... I thought the missile launcher devs would be much more brutal, but I ended up almost ignoring them, and it paid off.

He hid the attack bikes behind cover, and I knew I'd have to do something about it. I deepstruck my commander and managed to kill one, but not the other. I thought i was fucked and he'd get a last turn grab (I took first turn because i had too much in LOS of his lascannons), but I managed to vaporize it with a hammerhead railgun shot on turn 4 when I flanked him. I also vaporized one of the librarians with a railgun when he got too close to my broadside. The broadside took a ridiculous amount of fire, and he had a vendetta against it, which probably cost him the game in a way. He all but ignored my hammerheads for the more lightly armored devilfish and the broadside. They took maybe 2 or 3 shots all game, and were free to flank the less manned side of his board. I picked apart the closest las-plas squads, and got myself into a great shooting position. He sent the terminators into each quarter, and they got chewed up on both sides. He was a weird superstitious guy and had all his dice set to sixes and in nice rows. He also over-measured a lot, but all in all, neither the superstition nor the long moves helped. I only managed to get a minor victory because I thought his other terminator squad was below scoring and didn't sink enough fire into them on the last 2 turns.

Result: Minor Victory



Game 5: Undivided Marines
Mission: Recon


I went into this game a bit cocky, I'll admit. Recon? I thought I had it in the bag. My mobility had won me at least 2 of my games so far, and I didn't think this was going to be a problem. Boy was I wrong. The guy was the Las Vegas GT winner, and it showed. He played an excellent game, lined up like 10 lascannon shots so that I couldn't hide (it was one of those shitty lava boards), and managed to drop my 2 hammerheads by turn 3. At that point, the game was effectively over. He caught my refused flank, and matched it with a ton of marines. I took first turn and tried to pull a switch and move to the other flank, that was almost empty except for a squad of havocs. Had I been able to pull it off, I think I would have had the game, but he just had way too much firepower to bring to bear on me. Stunned my 1st hammerhead on his first turn, immobilized on the 2nd, and destroyed it on the 3rd. My shooting was abysmal the first turn. I dropped one marine I think. I should have deepstruck all my suits... But I figured he'd have to come to me... He did, but by that point, I had almost nothing left on the board.

My only complaint was his ridiculous lords... on bikes (T5), 4 wounds, 2+ save, 4+ invul. Immune to insta-kill, and feel no pain on every wound... This was the only game I felt completely outplayed though, and he timed everything well. He didn't make a single mistake, and played a great game against me. He got a slaughter out of me, for my only loss of the tournament. He played super fair, and got a deserved victory out of me. I should have deep struck my suits, and not tried to refuse flank him... He was by far the best player I played all weekend, and caught everything I was doing and countered it well. I was going to dock him for the lords, but he played such a stand up and honest game that I gave him the 10 for sportsmanship anyways. At one point he was arguing with me about something that was going to help me (Attacking skimmers that haven't moved, I still think he should have been able to hit them automatically, but he insisted he needed 6's), and it was nice to play someone who wasn't trying to get something over on you (I know we've all had our share of those games). By turn three I was fighting for a minor loss... but didn't manage to hold on.

Result: Slaughtered


I had a great time at the GT this year. The games were spaced well apart, giving you a break and not making you feel rushed. My main complaint was some of the uber-powered characters, and really unbalanced lists I played. You couldn't score them anywhere but sportsmanship, and I felt bad docking someone on that if they played a fair game. Also, they need to do away with the shitty lava boards... terrible.

I did much better than expected. I wanted to be in the top 25%, and I think I made that easily. I'm not 100% sure though, because of my slaughter the last game. We'll see when the results are posted.


Thanks for the report, Anton.

Nick Baran had this to say about his Grand Tournament experience:

I was 2 people's favorite opponent. That's the only reward I get out of those stats. I got an average painting score with the army they have directly linked on the GW site to their "What we are looking for" painting examples. I feel slightly hurt.


Also, the tournament winner, Bill Kim, has started his own Blog. Check it out.

Wednesday, May 16, 2007

Slow Escalation Campaign Rules

A lot of people have been asking me about these, so I figured I'd post them here. Below are the rules for the campaign I'll be taking part in next month. These come courtesy of Nick Barren, so if you like them, show your appreciating by visiting his website and buying some stuff.

Slow Escalation Campaign Rules
Below are the required limitations for playing a slow escalation campaign. These will help allow for more balanced games. Play all games on 4' x 4' boards (Note: We're also experimenting with some 3'x3' and 2'x4' boards on really small games).

Starting Forces:
- 300 Point scouting forces. Troops, Elites, and Fast Attack ONLY
- Vehicles with a combined armor score of 32 or less.
- No models with more than 2 wounds.
- No Invulnerable saves.
- No ordnance weapons.
- Forces may halve minimum squad sizes.
- No 2+ saves.

Escalation Modifications:
400 Points: Models with 3 wounds or less allowed. Vehicles with a combined armor score of 33 or less allowed.

550 Points: HQ Allowed. 2+ Saves Allowed. No more halved squads allowed. Vehicles with a combined armor score of 34 or less allowed.

750 Points: Heavy Support allowed. Vehicles with a combined armor score of 35 or less allowed. HQ Required.

1000 Points: Models with more than 3 wounds allowed. All vehicles armor values allowed. Ordnance weapons allowed. Invulnerable saves allowed.

Note: When a force exceeds an Escalation threshold, it now operates under those rules. The lesser forces they fight, however, do not.

Fleeing the Table
You may voluntarily cut your losses and flee the battle if it is going poorly. You may only do so after you’ve sustained 50% of your total models in casualties.

Accumulating Points
Earn D6 points for every 50 points of your earned Victory Points rounded down. Earn 2D6 points for winning the battle. Earn D6 points for a draw.

Maximum Disparity
To prevent a continually victorious army from becoming invincibly large a maximum disparity will be established based upon the points bracket the campaign is in. This will also force the escalation of even those armies that continuously lose.

-750 points - Maximum disparity 25 points
750-1000 points - Maximum disparity 50 points
1000+ points - Maximum disparity 100 points

Friday, May 11, 2007

Bonus post!

Since yesterday's post was so text-heavy, I figured I'd make it up to you and post some pictures today. Unfortunately, I don't have any pictures to share at the moment. My friend Art sent me these pictures yesterday, so I figured I'll share them with you all.

Here is a nice "aerial" shot of Art's cityfight board(or Cities of Death board if you wan to be new-school about it).


Art's Armored Company. I think the best part of this picture is the Imperial Eagle that is stenciled on the board.


more Cities of Death buildings and a couple of Vehicles from his Sisters of Battle Army.


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Don't fear good citizens! I have been working on my Thousand Sons Army. In fact, I spray primed my unit of screamers last night. Thrilling, I know.

I will be posting pictures next week, I promise!