Showing posts with label Death Guard. Show all posts
Showing posts with label Death Guard. Show all posts

Friday, July 31, 2020

New Year New Army Completed


Good tidings dear reader(s) wherever you may be.  I hope all is as well as they can be amidst the uncertainties of our time.  It's been some time since I've given a hobby update and while the blog has been quiet, it's been busy on my end!  As I mentioned in the earlier post I've been using painting as a way to do some self-care for my own stuff and as such, I've managed to reach some goals for the year!  So let's dive right into some of what I've managed to get done!

I didn't quite realize that it's been...a few months...5 maybe...since my last update.  It's been a wild time for everyone across the globe and typing things hasn't been on top of my list.  As much as I've been busy with work and managing life, I've been painting a lot as well.  I've taken myself to a challenge of "let's see how many I can paint in a single batch" and just kept increasing the number.  Right now the highest I've painted as one batch is 60, but looking through some of these pictures it's been large group after another it seems.  Let's start off with the smallest group size of 10, the ladies of the Escher gang in Necromunda!



I toyed around with using the color green throughout the models.  I wanted them to be an Escher cult of Nurgle that started to dip into toxins/poisons with their diseased patron and so I went with a cooler/pale flesh tone with some hints of green.  I did part of their armor using Scale 75 Orcs and Goblins set green and also contrast Warp Lightning with some highlighting/shading.  Overall I was really pleased with the vibrancy of the green compared with the pale skin and the black leather pants!


The Pox Walkers are the models that started this whole "see how many I can batch paint" deal because I grabbed one randomly to show a friend how "you can get quick decent results with contrast, see?  I hate these models but with contrast...huh...well...I actually really like that...damn I guess I need to paint these nerds up."  So 40 Pox Walkers later with majority contrast and some weathering/rusting effects and here we are!  I aimed not to do any sort of prep work other than what I already had, so if the area didn't have a strong primer presence then it just became natural shading.





So next came the Plaguebearers which I went off of the mutations in the Pox Walkers being blue, so then naturally they needed to be blue too!  Another set of 31~ miniatures using mostly contrast paints with some highlighting and selective shading.  In this case, I took an "I don't really care" attitude because my goal was speed and tabletop "good enough" rather than effort for a display piece.  I think I took more time with the skirmish game sorts because they tend to have smaller numbers of models whereas Pleaguebearers I can remove en masse.



 Then came the big project.  The Ossiarch Bonereapers.  This time I was going for something a little bit more than just "slap the paint on" as I did with the previous two.  My goal was still to try and get them done quickly as I could, but now to a new level of quality.  I managed to knock out this whole army in about 7 weeks time with taking breaks here and there.  Overall I am very pleased with the overall outcome and the tone of the army.










Finally, I've started a new army project, this time I'm going to knock out the Hadross from Wrath of Kings.  I started experimenting with airbrushing some inks on some of these models and I've been learning a good chunk of stuff on how to use them.  My biggest takeaway is that I have discovered that I really, REALLY, like using white ink as part of zenithal priming.  Prime the model in black/grey, and then hit them with some white ink.  It takes about 2-3 passes but for smaller batches of models it really stands out!  I've had some issues with white priming since contrast paints came out but this technique was smooth, effective, and gave me some great results.  Another thing I've learned is that you should probably get familiar with the intensity/color of your ink before airbrushing them...because I didn't realize it was going to end up looking that intense...I still like it and will work with it but yeah, just be careful.



PURPLE
A year later after contrast was released I've come to realize a lot about my own painting style, approach, and attitude.  It's truly been a game-changer for me and painting without contrast kind of sucks for me.  As I painted these Hadross Deepmen mostly without it, it's been agonizing and I just haven't enjoyed it as much as I might have if I had just used contrast initially.  I just don't like it as much and truthfully I'm not trying to become a Sam Lenz, Vince Venturella, or Angel Giraldez.  I'm just a dude trying to get his models pained so I can play games with painted models, and they look somewhat decent.  As a podcast, I've listened to (link right here to Trapped Under Plastic) mentioned, that I am going to paraphrase, a good 85% of the work is the base coating and shading and the rest are the highlights and details and I've taken that to heart.  Contrast knocks out 85% of my time with decent results that I then build on with the rest of the details.  Whether I choose to put more effort into that 15% or not is up to me as most of the model is done already.  I love it and for all the flak I give GW it's a great product I will continue to use.

I hope all has been well with you all out there and that you are taking care of yourselves out there.  If you've done any hobbying please feel free to leave a comment/link and let me check out your work!  If not then until next time take care of yourselves, happy hobbying, and good luck out there!

Sunday, November 11, 2018

100 post celebration! Where has this fool been?!

Good evening fine folks of the hobby and wargaming community!  It has been a damn long time since I've last slapped a post up on here but that's not to say that things have been quiet for the hobby.  Quite the opposite indeed, I just found that life has made it challenging to keep up with the blog for a bit but now I have some time so I figure it is perfect to get things caught up on here.  Coincidentally this marks the 100th post of this randomly scheduled blog so hey that's something!  While I'm on the train of typing I'll talk about the game areas I've been playing a lot of, some projects I've been working on hobby-wise, and some news about games that I've been mulling about.  Let's roll the dice!

Well we made it somehow!
So last we chatted my comrades I believe it was back in June and since then I've been keeping the irons hot with the gaming.  To start I ended up joining a local Blood Bowl league which to date I've had 7 games played.  It all started when my brother came to visit and for all the years I've known him his interest in anything tabletop has been...chilly at best.  It never really clicked for him and he had some interest in the lore, old Warhammer Fantasy especially, but the gaming aspect just never took off.  So one day we sit down and I got him to try out a game of Blood Bowl and that was the spark that lit the fire up!  We played at least twice a day while he was there and he went and bought a Skaven team the following day.  Since then I've played a lot of Blood Bowl both online and off, have joined a local league, and have been working on my Orc team, Da Great Big Bepis, and so far it's been rough, to say the least.

Da Orcs take on Safari Orcs!
My Blood Bowl acumen has not been fully developed yet so my games have been challenging and for the most part, I've not seen any positive results until my Black Orc line started to get some skills (i.e. Guard).  The thing about Blood Bowl is to accept that the game is quite utter shenanigans from the start and so that has helped me avoid a large amount of Grade A American salt levels.  Despite the positive attitude, my Orcs have been taking a beating from everyone up until my last 2 games where I finally got a draw and a win!  You seasoned BB vets probably have a lot of tips and know this already, but having 4 Black Orc Blockers with no skills versus some with Guard has made such a huge difference it's like night and day.  I'm looking forward to the rest of the league and I think I've got 9 more games scheduled at the very least.  Will I do another league later on if offered?  Probably, but I cannot say it would be an Orc team as GW has been pumping out the new sets often enough.

Cage Da Ball!
In terms of games I've played this game is probably the least out of the three, but I have been playing more games of Konflikt '47 than I have lately and I have to say I am feeling the hook digging in deeper.  For those who do not know Konflikt is an alternate history set in World War 2 where a discovery of science has led to a new momentum in technological advances and has changed the face of war since.  It's not super crazy sci-fi but it's enough of a divergence that someone like me who isn't a fan of true historical wargaming can take a serious look at it and find something interesting and fun.  Mechanically it is based off of Bolt Action rules by Clockwork Goblin and produced by Warlord Games so there is a lot of compatibility between the two ranges.  One person can play a pure historical force from Bolt Action and the other can play a Konflikt Force with only a few minor adjustments here and there.  Otherwise, it lets you pair up your Shermans with American walkers (yes that is right, walkers as in mech walkers) and puts you to the test of the German genetically engineered nachtjager (vampire bat-human hybrids) and the totenkorps (nazi zombies anyone?)!  What's not to love?!

Ghosts phase right through terrain...surprise!
When I first started Bolt Action my interest in it was lukewarm at best.  I liked the activation mechanics and rules itself but the overall WW2 theme just wasn't hitting it for me.  I like my projects to have some potential for random spurts of creativity or wacky themes but Bolt Action had that "no the uniform color for the Wehrmacht WAS THIS COLOR AND NO OTHER HOW DARE YOU" vibe from the community.  If I wanted pink British, God forbid I play with anyone other than my close circle.  With Konflikt that barrier is lifted and I feel that the creative spark is back again.  With that in mind, my allegiance was gifted to me by Mike to the glorious empire of Japan!  I've played a few games with them and so far I am really liking the force as it plays in Konflikt and I've been looking at expanding my forces with more of their exoskeleton suits, Ghost squadron, and also their walkers.  I even snagged some alternate heads from Puppetswar to differentiate my dudes from traditional historical gaming! (note: I think the ones I ordered are not longer available but there are some Bushi similar ones available!)

Japan vs Italy to see who takes the secret Ragu recipe home
Finally in terms of what gaming I've been relatively active in CMON's newest addition to the scene and that is the Game of Thrones wargame, A Song of Ice and Fire.  My Kickstarter order arrived earlier this year and I've managed to get a few games in and I will say I really like this game.  It's like if you took what I liked about old Warhammer Fantasy and streamlined it so that it plays relatively quickly and brutally.  I will say it's not super in-depth as WHFB used to be but it's also not as bullshitty as some of GW games can be these days.  Some of the things I particularly enjoy are: you purchase entire units that are equal sized (certain exceptions apply) instead of units of individually priced out models of different sizes and footprints, you have a Tactics deck which you play cards from to change the course of battle, the said Tactics deck is composed of cards from your chosen house but also who is your commander, and the models are pretty solid quality that has enough detail to be exciting to look at but not too much where painting them en masse would be annoying. It seems like CMON plans on supporting the game for some time as of right now the current range has a good amount of Starks, Lannisters, Neutral (aka House Bolton right now), and are coming out with the Free Folk and Night's Watch.  Speaking of CMON support...

A quick intro game mid/late battle
One game that I wish CMON would continue to support is Dark Age.  That's right folks I don't care about the scuttlebutt on the official FB group I feel like this game has been kicked to the curb by CMON.  I feel like it was a self-fulfilling prophecy for Dark Age in that CMON must have thought to themselves "hey this game isn't making as much money as we want, so let's not do much to grow the game past the small community we have."  Then when surprise surprise, the game doesn't grow because they failed to pump life into it (not that the community hasn't tried to, it's just hard to grow a game when the suppliers of said game aren't adding much to the plate) they must have said "oh gee, this game isn't making money like we thought, time to silently kill it off."  Sure there are some on the FB group who believe that CMON is just waiting until the dust settles from A Song of Ice and Fire, but when you don't restock ANYTHING for an entire game and refuse to answer questions (or give vague "I'm not allowed to talk about that" at best) from the community?  Once it became apparent that the game was not being supported by CMON any longer (until I hear something otherwise this is the stance I hold) I went ahead and grabbed as many Skarrd as I could.  Hey even if CMON doesn't want the game to grow I still want to dig deep into the psychotic gribblies the faction has to offer.

When the Collector bug bites you hard
Aside from the various things I've got going on I've recently been picking up models and bits to get started on a nice 40k project.  I ended up painting some of the Death Guard for a Kill-Team event at NOVA Open but the curse of too many details made painting them fun but also frustrating as hell.  Trying to find a logical pattern of models to paint outside of the Dark Imperium box? Yeah, how about no.  Not saying my Death Guard are being put aside but my Death Guard are being put aside for the moment to revive my original allegiance to the sons of Sanguinius, the Blood Angels.  Regardless of their spot in the current meta (screw that noise) I am excited to try out some airbrushing techniques and get a decent sized force put together.  I'm also attempting to use nothing but Primaris models even for non-Primaris units like the Death Company and Devastators.  Until the old style armor gets made with modern scaling I am just avoiding the old stunty marines and I'll take my time converting marines.  I'm working on the final details but I think the story plan will be my usual MO: urban winter fighting.  I'm just waiting on some stuff from Pop Goes the Monkey (absolute legend) before I start working on this project.

Fun to paint but damn that's a lot of unique details for a basic marine

Tested out the Minitaire Ghost Tint method...not a success
That's not all I've been up to but that's all I've got for tonight folks!  Here's to another spurt of blogging that hopefully doesn't get crushed by the weight of real life!  Until next time happy gaming and thanks for sticking around folks!

Thursday, June 21, 2018

A 40k Battle Report: When 2 Legions go to War!


Good tidings to you happy reader and welcome to another battle report from yours truly!  I hope you have had some excellent times with your hobbying whatever it may be.  I’ve been busy assembling a lot of models myself and I’ve caught myself in a bit of a routine so I’ve not touched anything paint-wise lately.  However, I think I’ve put together 3 Necromunda gangs, 42 Plague Marines, some Cryx stuff for Warmahordes, the Blood Bowl starter set, and some other various models here and there.  That’s not why we’re here today though, we are here to read up on some fighting, killing, objective securing, and dice-rolling!  My good friend Josh came over one Saturday recently and we were able to get a couple games in during the day, one of which was a good classic game of Warhammer 40k.  Let’s get to it!

We agreed on a 2000 point game where the Black Legion and Death Guard would face off using the Vanguard Strike deployment and we went with a modified version of Secure and Control with 3 objectives instead of 1.  Prior to rolling off for the mission/zone, we had my lovely wife set the board up for us initially and we added a couple of touches here and there.  The limited space offered by the deployment zone meant that we would have to fight hard for the objectives as they essentially were turtled into our zones.  Would the resilience of the Death Guard overpower the wrath and hatred of the Black Legion, or will they succumb to Abaddon’s forces and relent control? (Side note: due to my irregularity with this game I failed to adhere to the new Psychic Focus rule of being able to cast a power only once, I realized my mistake afterwards and apologized to Josh as I spammed Miasma of Pestilence like a lot, but he also spammed Prescience and Warptime so it was a moot point) *Edit: Josh told me did not so whateva*

"Hey you shouldn't have done that." Yeah neither should you. "Oh yeah."

Our respective army lists:

Death Guard 2000 points, 9 CP
·         Battalion Detachment, +5 CP
o   HQ: Typhus – Warlord, Miasma of Pestilence + Putrescent Vitality
o   HQ: Malignant Plaguecaster – Helm of Fugaris, Miasma of Pestilence + Blades of Putrefaction
o   Troops: 9x Plague Marines w/ 2x Blight Launchers
o   Troops: 9x Plague Marines w/ 2x Plasma Guns
o   Troops: 20x Plaguebearers
o   Fast Attack: Foetid Bloat-drone – Twin Plaguespitters
o   Fast Attack: Foetid Bloat-drone – Fleshmower
o   Heavy Support: Chaos Land-Raider w/ extra combi-bolter and Havoc Launcher
o   Dedicated Transports: 2x Chaos Rhinos w/ extra combi-bolter and Havoc Launchers
·         Vanguard Detachment, +1 CP
o   HQ: Chaos Sorcerer –  Blades of Putrefaction, Putrescent Vitality
o   Elites: 7x Possessed Marines
o   Elites: Tallyman
o   Elites: Biologis Putrifier

Black Legion 2000 points, 10 CP

·         Battalion Detachment, +5 CP
o   HQ: Abaddon the Despoiler – Warlord, +2 CP
o   HQ: Sorcerer – Force Axe, Prescience + Warptime, The Eye of Night
o   HQ: Sorcerer in Terminator Armor – Force Axe, Lightning Claw, Prescience + Warptime
o   Elites: 5x Chaos Terminators – Power Axes, Heavy Flamer, Combi-Bolters
o   Elites: Helbrute – Multimelta, Helbrute fist
o   Troops: 10x Chaos Marines, Heavy Bolter, Meltagun, Icon of Vengeance
o   Troops: 10x Chaos Marines, Heavy Bolter, Flamer, Icon of Vengeance
o   Troops: 6x Chaos Marines
o   Fast Attack: 5x Warp Talons, Mark of Khorne
o   Heavy Support: Chaos Land-Raider, Havoc Launcher
o   Heavy Support: Chaos Predator, Twin Lascannons, 2x Heavy Bolters
o   Dedicated Transports: 1x Chaos Rhino

So we deployed and Josh seized the initiative, which he didn’t want to get but wanted to see if he would get a 6, and cautiously advanced up to get some firing solutions on the oncoming Death Guard forces.  A few lascannon shots lanced through the ruins slamming into my own Land-Raider as he brought his heavy weapons to bear.  A house rule we have at my place is that we take into consideration how much terrain covers up your model/unit and if it’s at least 50% then you get a cover bonus, unlike RAW 40k where it’s all or nothing.  This house rule alone helped keep my Land Raider from being a pile of molten slag first turn and while I took some solid damage to recognize that I might not get much mileage from the vehicle.  Josh also sent his Warp Talons up the midfield to get a head start on the hopeful murdering to take place, and a Rhino filled with marines moved along the edge towards my left side objective aided by Warptime.  The Death Guard responded by rumbling ahead in their respective vehicles, which amounted to not a lot of return fire back into the Black Legion’s ranks, but what did connect ended up causing some hurt.  The Heavy Bolter from the Land-Raider shot into the Warp Talons killing 2, while the 4 Lascannon shots slammed into the Predator causing it to go down to 4 wounds.  The Rhinos moved along with the Bloat-drones to engage the Black Legionnaires on the right flank, whilst on the left, I moved to counter the oncoming forces.

Our respective movements
Turn 2 passed and the Black Legion held their line to bring about more firepower to the lumbering Death Guard.  His sorcerer brought assistance from the warp to his Predator in guiding its shots, bringing it back to standard skill.  More lascannon shots slammed into the Death Guard Land-Raider bringing it to critical levels, which really put into perspective its limited time left on the planet.  The left flanking Rhino rounded the corner towards the objective, coming face to face with my own forces.  Josh’s Warp Talons attempted to pull off more damage on the crippled Land-Raider but failed to penetrate the armored hull.  The Death Guard sensed that this was the time to act and so out of the Land-Raider fell back, and it’s unholy hull disgorging Typhus, the Tallyman, and the Possessed Marines into the field.  The left side Rhino opened up and pestilent marines accompanied with a Biologis Putrifier, and the right side Rhino unleashed its cargo of marines and the Malignant Plaguecaster.  Typhus summoned forth a horde of Plaguebearers between the two buildings with a Plague Pact.  Where the field had only a few Death Guard units now there were many!  The Biologis handed out free candy for all the good boys and girls and encouraged his marines to do the same, so with 68 grenade attacks (Blight Bombardment + Veterans of the Long War) I ended up doing some obscene amount of mortal wounds to the Rhino and forcing the marines inside to fall back to a better position, but taking some casualties from the exploding husk.  Only to be followed by the spitting Bloat-Drone causing more casualties (who then charged in to poke them with its proboscis!). The Malignant Plaguecaster on the right hit the Helbrute with some Smite love and in conjunction with his expanded 10” of “get a free mortal wound on a roll of +7 sweepstakes,” ended up doing a decent amount of wounds.  The Plague Marines tried to capitalize on their ranged firepower power on the Helbrute as well but failing to do any lasting damage.  The Possessed charged into the Warp Talons and made quick work of the remaining numbers, the Fleshmower Bloat-Drone attempted to charge the Land Raider but failed to roll high enough, and the Plague Marines entered combat with the Helbrute because they wanted a close up to look at the dude inside the sarcophagi but otherwise were ineffective at scratching the dread.

Overall battlefield view
There was a Rhino and some Black Legion marines there...
Turn 3 started off with some slight moved on Josh’s part where he moved the 10 man squad of marines that were chilling around in the back towards the Plaguebearer mob with the hopes to inflict some casualties.  However the Plaguebearers are blessed with Granpappy Nurgle’s most annoying flies and so the fusillade of bolt rounds ended up being a light drizzle, which subsequently shrugged off from the invulnerable saves or their disgusting resilience.  In the ensuing melee when they were charged in only 1 of the daemons returned to the Warp, and in turn, ended up killing off 5 of their number underneath filth-encrusted blades.  The terminators in the Land-Raider left their protection with the hopes of killing off the Malignant Plaguecaster who was alone, but in the ensuing combat rounds, he will prove to be more than enough to handle these veterans from the legion days.  His sorcerer used The Eye of Night which ended up killing off the Land-Raider in the middle with a resounding zap of eldritch energy but not enough to cause it to explode.  Abaddon and his Terminator clad sorcerer teleported on to the battlefield, alone and detached from the Black Legion defense lines.  The small squad of Marines stationed on the building roof leapt down to join their Helbrute brother in slaying the Plague Marines, but even their added number to the melee made little headway against the members of the XIVth.  For the Death Guard, the Biologis accompanied Plague Marines hopped back in their Rhino and subsequently left for the greater battle towards the mid-line, leaving the Bloat-Drone to finish off the last remaining 2 Chaos Marines.  The Possessed sensed the presence of the Despoiler and with the assistance of the Tallyman, who had not been doing a good job keeping track of those 7’s, fervently charged the legion’s headmaster.  If it weren’t for the sorcerer protecting Abaddon and denying some warp powers the Possessed would have felled their warlord, but they managed to bring him down from 7 to 2 wounds.  The Malignant Plaguecaster kept ticking down Terminators in combat with him due to his “you get a mortal wound, you get a wound, everyone gets a wound on a +7” but also due to his stick of badassery (dear reader, I think that model looks dumb as hell with his stick but let me tell you…that stick was kicking ass).  The Plague Marines fighting the Helbrute made no progress on killing anyone and so slowly kept taking casualties.  The Plaguebearer mob, empowered by Typhus, killed 3 more of their Black Legion opponents.  The Fleshmower Bloat-Drone did this sort of weird dance where it wanted to charge the melee with the Helbrute but then wanted to charge the Land-Raider as well and so ended up sitting around and looking somewhat confused.
Side view of the field
Turn 4 started off with the Predator moving into firing lane with the Rhino that had moved closer earlier on, thus implying its impending doom.  Across the field, the Black Legion had come into contact with their enemy and there was not much need for movement, but the Land Raider switched places with the Predator and moved to counter the oncoming Plaguebearers, as they had finished their mission in killing the Chaos Marines.  Firing solutions were cogitated in the Predator, aided by a Warp entity, and the Death Guard Rhino exploded in an incandescent display as its armor was punctured by Lascannon fire.  The ensuing explosion was grandiose and caught Typhus in the blast as well as the surviving members of the squad inside.  The Biologis Putrifier did not survive the explosion and Typhus was wounded.  The Terminator-clad sorcerer moved to the side, allowing his master the glory of melee alone and projecting his psychic barrier further up the field.  Abaddon cleared out the Possessed with the Fist of Horus and Drach’nyen, dispatching the combatants with relative ease.  The Terminators continued to struggle to finish off Hootie and the Nurgle-fish and continued to take casualties from The Stick.  The Helbrute combat finally finished as the remaining Plague Marines perished under the combined weight of the blows, leaving the Marines to climb back on top of the roof and the Helbrute to move on towards the Malignant Plaguecaster.  The Death Guard responded by closing the gap between the remaining forces and the objectives laid out on the enemy’s lines.  The Malignant Plaguecaster finished off the remaining Terminators and the Helbrute with some psychic boogaloo Smite jam being shot everywhere.  The Predator has finally finished off this turn from the combined weight of fire plinking away from the Rhino and a spurt from the Plaguespitter.  The Fleshmower Bloat-Drone buzzed its way towards the sorcerer standing on top of the objective, and with a surprisingly quick burst of energy charged up the building and subsequently pulverized the psyker into a fine red paste.  The Plaguebearers moved up the field while Typhus slinked around the building.  I attempted to cast some powers from my remaining sorcerer, with the hopes of creating a Warp-infused combat machine, but with a timely Counter-Charge stratagem, Josh was able to activate Abaddon who swiftly murdered the sorcerer.  Drach’nyen was a little more hungry than expected so he took a mortal wound from the weapon biting the hand that fed him.

The Possessed did a hurtin' on ole Abby!
The last turn of the game (we rolled a 2 to end it) resulted in the Land-Raider making an effort to thin down the Plaguebearer ranks with not a lot of impact and Abaddon cutting down the Tallyman.  Unfortunately, that did not allow him enough time to get a move on the objective in my own zone and so he stood alone across the battlefield with the bodies of the dead and a sorcerer as his only companions.  The Plaguebearers charged the Land-Raider the turn before, mostly for big ole’ Pappy Nurgle’s amusement, but simultaneously securing the objective and causing the Land-Raider to disengage.  The Fleshmower Bloat-Drone flew towards the remaining Chaos Marines, but the combined weight of Blight Launcher rounds and psychically charged acidic bile a la Smite ended the small squad before the drone had a chance to eat something new.  My Rhino moved up to contest the objective held by the Land-Raider and so with the turn coming to a close the game ended with the Death Guard victorious with 5 to 4 victory points!
End of Josh's turn 5

End of game battlefield shot

Afterward, Josh and I decided to have a 1-on-1 with Typhus and Abaddon to see who was the better warlord since they never met in combat otherwise.  We decided no psychic powers and we would roll a d6 to see who struck first.  Josh won and swung with Drach’nyen and the Talon, but only managed to get a couple wounds in.  Typhus returned with a swipe of his Man-reaper, doing 4 wounds right off the bat to Abaddon!  The subsequent initiative roll-off led Typhus to follow up with another assault and in doing so did 7 wounds! Abaddon fainted, making Typhus the winner of this matchup! 
Here we see Abaddon in his natural state, prone before the better warlord.
Overall it was a great game with a lot of good moments.  I think my list was overall a fun one and I took a couple of things I haven’t before, and so I learned a few things about their use.  List-wise I felt more prepared than I did with Well’s Tzeentch daemons and I think pumping up the Plague Marines to higher numbers helped them last longer on the field.  Some of those Disgustingly Resilient rolls were phenomenal though and I think that rule alone makes up for a lot if played right.  I prefer the Plaguebearers to the Pox Walkers so having them come in, reliably with the stratagem, and being a nice sized blob to contend with was a good source of pressure.  Josh and I talked about the game afterward and one thing I felt like he could have done differently was putting the Warp Talons on reserve so when I came closer he could have shredded some infantry instead of being shot at mercilessly.  Also, Abaddon being so far away from the main combat didn’t help out either, the aura he projects to help his own troops would have been invaluable.  If he teleported let’s say right in the Helbrute fight, well I wouldn’t have had anything to really counter that over there.  Overall a good game and it was a lot of fun!

So that wraps up this battle report, I hope you all have enjoyed it and next time we’ll talk about the other game we played.  It’s a game you might not have heard, or have had much experience with, but you should!  Until then readers happy gaming! 


Tuesday, April 3, 2018

A Time for Batreps Part 1


Good morning fellow wargamers and welcome to today’s post, hopefully for your reading enjoyment!  It was relatively quiet for the hobby lately and then my good friend Wells came down to visit.  Next thing I know I’m playing a game daily with the guy and having to flex some game muscles I haven’t in a while.  It was a great time and I was able to catch up on some games and relax during a rough work week.  So I wanted to share my battle reports with you all on the 4 games we played!  Just like last time I can’t recall all the details because of old man brain but I will share my impressions and some cool moments, and with that let’s begin with part one of a two-part post!

So our first game was the venerable and well known Warhammer 40k and Wells brought his Daemons of the great sorcerer himself, Tzeentch (mono-god build)!  This time he faced the growing legions of the new Death Guard, the mortal vessels of his arch-nemesis Nurgle.  We played 2000 points and after rolling for the mission and deployment we played Contact Lost and deployed in corners (one of my favorite deployments to be honest).  If you’re not familiar with Contact Lost the gist of the mission was that you gained your Tactical Objectives by holding the objectives and could have up to 6 at any time, so the game was like double objective focused.  Objective squared. 

End of my turn 1
Let me tell you about this game.  Daemons of Tzeentch were rough to handle at first.  I forgot a couple key points about them such as not caring about your AP at all and they shoot…A LOT.  A host of 30 Daemons was cheaper than my 7 Plague Marines.  The first turn didn’t have a lot of happenings going on other than some movement towards the objectives and hopefully better positioning for the next turn.  Once Wells explained how his Pink Horrors could fire 90 shots at full strength at S4 with +1 to wound it was pretty clear that I needed to get stuck in and fast.  However, since I play Death Guard fast was not really my strength so casualties were expected even with my unholy resilience.  I split my force to try and cover two sides of the board and capture as many objectives as I can, and Wells equally split his force but had the upper hand in mobility, numbers, and firepower.  It became quickly apparent just how difficult it would be to budge his daemons from any point on the field and suitably for the Death Guard it became a war of attrition.


The (in)famous Death Guard Champion
Long story short (I have 3 more games to cover!) I barely won 12 to 11 and that was due to Wells having some poor luck with his d3 objectives and never being able to score more than 1 point for those.  We had some good moments though.  Wells managed to Treason of Tzeentch my daemon prince and subsequently charged one of my Helbrutes taking it from a healthy untouched to nearly exploding with 2 wounds left.  Wells took out one of my Rhinos near his Lord of Change causing it to explode for a nice 5 mortal wounds.  The Noxious Blightbringer, a model I previously held little care for, was instrumental in my Plague Marines being able to cut through 30 Pink Horrors with relative ease (I gave him the Dolorous Knell for that sweet 2 dice on LD checks and pick the highest, with a nice -2 LD penalty as well).  Wells was able to pick apart my backline units like the Predator and Helbrutes with his Burning Chariots and he was able to secure objectives easily as he needed to, as his blobs kept my line troopers busy by sheer numbers.  My MVP of the game, however, was a Plague Marine champion who single-handedly charged into a blob of 23+ Pink Horrors, and managed to survive the overwatch fire to go on survive 8 rounds of melee combat ALONE before Typhus waddled in to help.  Then he rolled up on an objective to score the last point I needed to win the game, what a trooper! Wells was kind enough to give me a spare model he had so I gave him a little trophy, some battle damage, and will be giving him a name for his honorable service to Nurgle.


Still holding strong for Nurgle!
Survived and took an objective, mah man!
Like I said it was a rough game for me as I took models that eventually did very little than what I expected or their gear wasn’t that great against daemons.  Instead of Blight Launchers, I should have gone with the Plaguespewers for the auto-hit d6’s to spread the wounds on his units, as the higher AP didn’t matter squat to his models.  I also lacked a lot of multi-wound damage dealers so when faced with his bigger stuff (i.e. Burning Chariots, Soul Grinder, and the Lord of Change) my options were limited and scarce.  Late game I had nothing that could threaten his Lord of Change and if Wells had better dice rolls for his psychic powers overall (he still had some solid rolls don’t get me wrong) things might have been very different when those mortal wounds start flowing in.  As a side note, I still do not like using Poxwalkers as a unit and I am still not a fan of their models so I think for future games I will forgo them in favor of Plaguebearers.  I’ve heard on some sites about the Poxwalker infinity circuit or whatever, but truthfully screw that noise and stay on the shelf.  I mean the Plaguebearers are comparatively T4 with ++5 and Disgustingly Resilient with better attacks, and only at a slightly higher cost, it makes it kind of hard to NOT take them over the zambos.  Also I wouldn’t have put forth points into power fists unless I knew that squad was going to try and tackle these bigger targets, but with the prolific number of ++4 saves rolling around it was hard to land some of that much needed damage and so maybe they had a place and I just didn’t use them correctly. 

With a new Tzeentch trophy
Overall it was a good game and we both had a lot of fun but I felt that Wells should have won by all rights.  If he had some better VP dice rolls he would have definitely come out of this victorious.  As for me, I think I’ve learned a lesson about making sure you have the right tools for the job in this edition.  I know I’ve said that before and I truly believe it, but for some reason this game I went potato and didn’t consider it more carefully.  I’d like to think I am usually decent at doing that but perhaps I need more exposure to different armies to be better at that skill.  Ah well!  There is always a next time, and speaking of next times we’ll go over part 2 of the batrep summaries.  Until then happy gaming and hobbying folks!