intro

A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Thursday, November 3, 2011

Sitrep (40k); Battle of Tilburg, day two.

Saturday night ended in a "guess the animal“ barbeque. I got to chew the fat with the ETC team Belgium, some of whom had traveled to the event, and Tom, one of the referees from the ETC. The fact he is a nice guy almost makes up for the fact he docked me points for the ETC, almost ;)

Round four Vs Nico playing daemons
The Daemons;
Fate weaver
Blood thrister
2 packs of 6 blood crushers
1 pack of 5 blood crushers
3 packs of 5 plague bearers
1 Soulgrinder

Daemonz

Lots of 'em

Round four was against daemons commanded by Nico, the current champion, Something to do with seventeen bloodcrushers supported by Fate Weaver. An Arts student was doing a project on gaming which involved him following Nico for the event and recording his games. I got to do my Forest Gump impression in the back ground. The mission was “kill the head” whoever killed their opponents general was the winner. How close the model who landed the final blow was determined the victory margin. Nico choose Fate Weaver as his general. I got picked a T4 W2 Big Mek, this was not a good start.  The deployment was spearhead. There was a tactical discussion about terrain, mainly I wanted anything that looked impassable to count as impassable. Nico’s with his deepstriking army was less keen. In the end we split the difference, probably to the advantage of the orks with two table quarters containing deep striking threats.

The Orks won the roll off and picked one of the “safe” table quarters restricting the deep strike options further. The orks deployed with the general in the corner attached to a mob and surrounded by a hundred sixty bodies. The wrong Daemon wave rolled on. The mission rules meant the general had to arrive in the first wave. Now the impassable terrain discussion started to pay off. Fate weaver arrived first, no problem. The second unit in was a pack of blood crushers that scattered danger close to Fate Weaver. There was a lot of re-measures and rechecks but in the end they were safe. The third unit in was a pack of plague bearers and they scattered on to the bloodcrushers this time there was no doubts and the pack end up in front of the green tide. A fourth pack arrived without issue.

Are you sure they can fit?

In response the Orks spread out further limiting deepstrike zone. The kans got to play the “smashie-bashie” game with the plague bearers and were rewarded with a wipeout. Some other kans and rocket boyz took pot shots at Fate Weaver and scored a wound. The second wave of daemons arrived without issue guided by an icon. The Daemons now faced some tough choice. Advance with wounded Fate Weaver supporting the blood crushers, advance without wounded Fate Weaver supporting the Bloodcrushers or fall back. In
the end the daemons opted to fall back in front of some bemused boyz. Fate Weaver went to ground behind a hill while the blood crushers fell back to provide a screen.

Daemons face off

In orks pushed forward with rocket boyz and kans doing anything to draw a line on fate weaver. When that failed they took out their frustration on the blood crushers killing one and wounding everybody else in the pack. The game rolled on for seven turns with much the effect. Fate weaver redeploying in cover while the crushers screened him while the boyz edge forward. If the Crushers moved forward the kans moved to intercept. If the Bloodthrister moved after the kans the boyz moved to intercept.

The game ended with anti climatic kill count of eight boyz vs six daemons 

WTF is he?

Results,Draw 10-10

The end of round four meant the start of the quiz. Closed book, in a basket ball arena with just a pen and paper on the table. My knowledge of thirty odd years of folklore is poor, I think I got about eight question right with another eight almost and the rest where just guesses. During the lunch break there was an offer to attend a Belgian tournament. That one is on the cards for next year ;).

Round five Vs Rutger? Playing space wolves

The Wolves
1 Rune priest
3 long fang packs in razorbacks
1 pack of four thunder pups
3 grey hunters packs in rhinos
2 dreadnought.

Ork line out

Space Wolves
Rutger is Nico sparring partner and club mate both of us were in with a shot at the title so it should be interesting. The mission was capture the opponent’s objective. The table consisted of multiple tall hills 4”. I
wanted to treat them as impassable terrain for a battle in the Canyons. The Marines wanted to count them as 3” tall hills. In the end the hills were picked. The Orks won the roll off and opted to go first and deployed
evenly along the line with the kans and the Big Meks deploying in the centre. The Marines countered by deploying in the centre and refusing one flank (opposite a brown slugga mob).

Long Fangs take the heights

The marines stole the initiative, for their first time ever in a GT, there may have been a happy dance from the marines and a couple of high fives. Even worse the orks were tightly bunched up due to the canyon and facing fifteen missile launchers backed up by las/plas razorbacks. The opening volley was horrific, with a slugga mob forced to go to ground to stop being wiped out. In response the orks surged forward but were hampered by the canyon forcing them to stick together. The Brown slugga mob was out of place and opted for a long out flanking move not helped by rolling three two’s for three run moves. The kans tried to gun down some long fangs and killed a few.

The Marines continued to pour in fire. The thunder wolves assaulted a shoota mob that had pushed too far forward and reduced it to six boyz. Two kan mobs came to the rescue killing two wolves and forcing the rest to flee. The other slugga mob fired rockets at the nearby close combat dreadnought and were rewarded with blowing off his dreadnought arm.

The marines switch fire and destroyed five of the six kans. The undamaged dread assaulted the brown slugga mob as it was finally arriving. The damaged dread assaulted and destroyed the last kan from the two mobs. The remaining boyz pushed forward one mob fell back to cover the ork objective.

The slugga mob trapped in combat with the dreadnought managed to destroy it and swept forward 6”. Under fire the Orks Waaagh the now free mob managed to waaagh inches to get assaults into a long fang squad guarding the marine’s objective and two rhino one had a rune priest while the other had a ten man pack of marines. The surviving shoota mob also waaagh six inches to threaten the marine’s objective. The slugga assaulted the long fangs and rhino. They had a “Micheal Caine” moment the long fangs were quickly dealt with but the plan for the rhinos was only to stun them so the boyz could lap round to block the doors. Instead the marine rhino was destroyed leaving ten marines active and ready to fight. But the Ork did get into contest range of the marine objective.

The marines counter attacked with the freed squad assaulting and pulling the slugga mob of the marine’s objective. The thunder wolves and another pack of marines engaged the advancing shoota mob. Both combats where won by the marines but the orks had the numbers to stick around. The unengaged boyz fired rockets in support and were rewarded with destroying the second marines dreadnought. The combats dragged on with the shoota mob coming out badly again while the slugga mob started to trash the marines. Under pressure the marines attacked with the rune priest with long fangs moving to support. The Marines lost the combat and the run priest opted to run away however the consolidation move was not enough to bring the boyz back in to contest range on the marine’s objective. With that the game ended

Result; Draw 10-10

The Boyz ended with three wins and two draws, Nico went on to win the event. The Dutch GT met expectations. Being Dutch it was different. The best general was game score plus sportmanship score. The missions were a bit weird but could be challenging. the terrain was good, the players and craic was excellent. Ironically it is easier to get to from Ireland than from neighbouring Germany. Hopefully, the Dutch will throw down for the ETC next year they are good fun to play. Tilburg is a great town. Being a student town the night life is good plus the restaurants are decent (anything but pork at this stage).
  
More photos  here
Rules pack here

I though this was neat, a flickering LED in the the wreck marker





Sunday, October 30, 2011

Sitrep (40K): The battle for Tilburg aka the Dutch GT 2011

“You got to follow the GTs” a crazed Ziwi once said.  The Dutch GT has the added advantage of being run in English so less like to have a lost in translation error.   The rules pack is a bit thick at 26 pages, with hundred points of games and seventy points for “soft” scores   including a dread quiz, (What is the emperor's middle name?, kind of thing).  Still worth a " you got to follow the GTs".

So the green tide was off again to foreign fields.

The Green tide at 1750 points
HQ1: "Son of Gork" 1 Big Mek (35) kustom force field (50) cybork body (10) [95 pts]
HQ2: "Son of Mork" 1 Big Mek (35) kustom force field (50) cybork body (10) [95 pts]
Troop1: "Red uns" 30 Boyz (30x6, shootas) rocketx3 (30) Nob (10) power klaw (25) bosspole (5) [250 pts]
Troop2: "Blue uns"  30 Boyz (30x6, shootas) rocketx3 (30) Nob (10) power klaw (25) bosspole (5) [250 pts]
Troop3: "Greeen uns"  30 Boyz (30x6, sluggas) rocketx2 (20) Nob (10) power klaw (25) bosspole (5) [240 pts]
Troop4: "snazzy uns"  30 Boyz (30x6, sluggas) rockets2 (20) Nob (10) power klaw (25) bosspole (5) [240 pts]
Troop5: "wild uns"  30 Boyz (30x6, sluggas)  Nob (10) power klaw (25) bosspole (5) [220 pts]
HS1: 3 Killa Kans (3x35) 3x big shoota (3x5) [120 pts]
HS2: 3 Killa Kans (3x35) 3x big shoota (3x5) [120 pts]
HS3: 3 Killa Kans (3x35) 3x big shoota (3x5) [120 pts] 

No major changes, the slugga boyz loss 5 rockets from the Prague pillage.

Round one Vs Marines played by Sam Williams
The enemy:
Vulkcan
1 librarian
1 squad 5 terminators hammer and shield
1 Land raider
1 squad 5 Vets with 2 meltas/2 combi meltas in a drop pod
1 squad 5 Vets with 2 H flamers/ 2 combi flamers in a drop pod
1 squad 10 scouts with Teflon, sniper rifles and rocket
1 squad 5 scouts with sergeant and power fist
1 squad 10 scouts with shotguns on a land speeder storm
1 squadron 1 land speeder melta/flamer
1 squadron 1 land speeder melta/flamer

The Orks won the roll of and opted to go first, forcing the marines into an empty table corner.  Fearing flamer drop pods the boyz spread very evenly across their deployment zone. Two Big Meks with two shoota mobs, two kan mob and one slugga mob was all that could fit in the zone with the rest of the army going in reserve.  The marines responded by out flanking with the small scout squad while the rest of the army set-up hiding behind the land raider. 

Orks deploy

The Orks moved off spreading out to minimize flamer casualties and protect the kans from melta attack. The Marines reacted with the flamer pod deep striking near a shoota mob.  All available marines units opened fire and killed twenty six of thirty boy mob.  While the landraider moved to engage the other shoota mob.
Ork reinforcements arrived in the shape of a slugga and a kan mobs.  The rest of the boyz moved to engage the marines.  The kans opened fire and immobilized the land speeder storm. The depleted shoota mob with just three rockets and a nobz opened fire on the flaming marines and killed mob.  The rest of the marines were buried under a tide of boyz and kans. For go measure, one of the kans destroyed the pod. 

Orks engage Stern guard  

The out flanking marines scout failed to make an appearance but the melta vets land near a kan mob.  The landraider moved and debussed Vulkcan and the terminators ready to assault to the second shoota mob.  The thin the ranks the marines opened fire and killed all the orks in assault range . The speeders shuffled forward and flamed a few orks. The melta vets opened fire and destroyed two of the three kans with kustom force feild saving some of the shots.


Vulkcan's last stand

The Orks went Waaagh. Vulkcan and the terminators went down to a hail of choppas and shootas. The melta vets and their pod also when under choppa.  One mob of kans moved after the land raider while the rest opened fire on the speeders immobilizing one.

Terminator trying to stop the green tide

With Vulkcan and the terminators down the marines tried to break contact. The landraider carrying the librarian immobilized itself right in front of the approaching kans.  There was limited shooting as Teflon and scouts still tried to get the marines first kill point.   The Orks kept up the pressure with the kans assault and destroying the landraider and the mobs down two land speeders.
The game end with the scout final killing a kan mob.  While the librarian get stuck in combat with a shoota mob.

Result: Win Orks 20-0

Round two Vs Eldar plazed Joe
The enemy
1 Farseer
5 Fire Dragons
5 Fire Dragons in a wave serpent
5 Dire avengers in a wave serpent
10 Dire Avengers in a wave serpent
10 Dire Avengers in a wave serpent
2 Fire prism
1 falcon

Eldar

Eight highly mobile tanks with limited anti infantry payload vs the tide.  The Orks won the roll off and opted to go second. “Are you sure?” Joe asked very keen to go second for a last turn tank shock on to objective.  The Eldar deployed on the side with the most of the cover.  While the Orks were squeezed into their deployment zone. 

Tanks, lots of tanks,

Joe was nominated for best painted army probably due to some great free hand work and the transports are marked with the aspect of the troops they carried.

The opening shooting from the elder was heavy with the boyz being densely packed.  In return the boy sprinted forward more to spread out then capture any objectives.  The Eldar continued to fire blast weapons at the approaching mobs but the boyz were now better spread out and moving through cover. 

Guile vs the pile

Painstakingly the boyz moved through terrain towards the objectives all the time taking fire from the elder.      A cheap rocket attack succeeded in downing  the Fire Dragons wave serpent.
Running out of the time the Eldar turbo boosted on to objectives hoping for an early game end.  The orks replied by securing two of the objectives.  The game rolled on.

Contesting tanks

The game went into the death or glory phase with grav tanks trying multiple tank shocks to be countered by death or glory rocket armed boyz.  Most of the rocket boyz were killed but not before destroying two more grav tanks.  In response the Orcs assaulted the tanks that contested the objectives and were two shy of clearing all of the objectives.  The game end with two grav tanks contesting objectives while the boyz attempted to pummel them.

Non contesting tanks

Result Win Orks 16-4

Round Three Vs Brahme
Vulcan (again!)
2 predators with autocannon/lascannons
2 squadrons of two speeders with melta/flamer combo
3 tactical squads in rhinos with flamers
1 dakka dreadnought
1 close combat dreadnought

 The mission called for three objectives, One in the centre of each deployment zone and one in the table centre. The centre obective ended up on a massive pyramid that dominated the table. The Orks won the roll off and opt to go second. The plan being to refuse flank aganist the marines to limit their fire power. In the end refused flank did not seem to work with hundred and sixty one models.  The marines rushed forward to seiye the centre objective. The Speeders turbo boosted to get a cover save while the predators and dreadnoughts opened fire on the kans damaging and stunning a few. 

All terrain LAV

The Orks countered with a general advance.  The kans and a shoota mob destroyed a speeder and stunned two more. Every one else ran towards the pyramid.  Start of turn two the marines claimed the objective in their zone and the centre objective the active speeder burnt a few orks while the predators and dreadnoughts destroyed a few kans. Vulkcan and the marines guarding the centre objective opened fire and killed a dozen orks.

Hold fast

In reply the orks captured the objective in their zone.  A choppa mob attacked an speeder squadron failing to do damage and grouping up nicely for a flamer attacker.  A slugga mob assualted the pzramid but could not bring the numbers to bear to win combat and lost several orks due to fearless.  
The speeder squadron toasted the bunched up slugga mob causing them to flee.   A dreadnought and tactical squad assualted the orks on the pyramid to help vulkan.  While the marine transport moved to block the other mobs advancing on the pyramid.  The marines won the combat for the pyramid reducing the slugga mob to a few models which fearlessly hung on.

Hand of Gork claims a marine

Another ork slugga mob joined the assault to the pyramids while the shoota mobs finished of the speeders.  The kans all ran to suport the battle for the pyramid.
The second marine dreadnought assaulted a shoota mob to pin it in combat. While the predators tried to whittled the kans down to three active models.  The battle for the pyramid raged on with Vulkcan's troops putting up a stubborn resistance to draw combat.  With time running out the knas and the second shoota mob all charged into combat final destroying the defenders.  The shoota mob fighting the dreadnought got a luck hit and destroyed it.  In the last turn the orks claimed all the objective to claim a win.

Kings of the hill

Result; Ork Win 20-0

Day one had ended with the orks on 56 out of 60 points but tomorrow was the dreaded quiz and even worse... 

...Demunz

Sunday, October 16, 2011

WiP (40K), Nice kans

Ominous portents from the Eagles Nest. Increased numbers on DHL packs arriving, orders for more plastic card and green paint, mutterings of “needz more rivets” points to new Waaagh.

First up is the forged world units in assemble is the scheisse panzer skaudron. Also in assemble is “Da beast” with “da uver beast” still in its box.




The frist beast "as is", the next one will get a bit more converting

The armour is being supported by cheap Mexican labour made from puppet wars Mexican heads and GW bodies. A second mob of Wild boyz is also in the works just waiting for some maxmini feral heads to arrive.  The plan is to try to get the Waaagh ready for Hamburg in November.

Via Dakka
 Wild Unz


Wednesday, October 12, 2011

Sitrep (40K); Absinthe without leave, battle for Prague pt2


Round three b (or who is tougher Orks or Ogryns)
Primary Mission: Annilation
Secondary none
Deployment: Pitched battle
The enemy; Vit playing Imperial Guard
The army:
Commissar lord
1 squad or 10 Ogryns
2 Vendettas
4 squads of ten vets in chimeras
2 squads of hyrdas

After day one we went to nearby restaurant that does the best steak in Prague with the longest wait timing to go with it. Vit's nickname is the Mad Hampster. he is a bit crazy and was convinced Ogryns could take on the green tide. There was only one to settle this so back to the venue

The green tide won the roll off and opted to go first with two shoota mobs and a big mek opting to go up front with the rest opting to roll on. The Mad Hamster opted delploy a single squad of vets then steal the initiative and roll everything on. A hail of bullets killed hail a dozen orks, return fire took a out a couple of tree, scratched some paint work but that was about it.
The deployed vets opted to suicide themselves to take out a squad of killa kans which approaching the ogryns led by the Commissar Lord. Elsewhere the guard opened fire on the kans trying to remove the instant ogryn death weapons, some kans where destoyed but by and large they where intact.
The orks responded by attacking the vets and their chimera, the vets went down fast but the chimera exploded and took out half the mob. Mean while the boyz opened fire and down a vendetta.



The ogryns pushed forward and fired ogryns their rippa guns decimating a shoota mob. The nearest kan mob got hit with everything available and lost a kan while the other two mobs were destroyed.
The Kans went into the Ogryns killing two with the commissar lord passing both his invulnerable saves. The guard responded by moving into range flaming the closing orks. The ogyrns pulled the arm off on the killa kans..
The Orks waaaghed. hitting pretty much everything in the guard army. A slugga mob hit the Ogyrns, killing the Commissar lord and wounding an ogryns while the kans missed with everything. The respond the Ogryns also missed with pretty everything. To make it worse they failed their leadership test and tried to flee only to be ran down by the boyz.

Orks Vs Ogryns

With that the Mad Hampster conceded that orcs were tougher than Ogryns, complaining killa kans and unsporting orks :)

Round Four
Primary Mission: capture and control (multi objectives)
Secondary Kill points
Deployment: Pitched battle
The enemy; Jan playing Marines
The army:
1 Chaplain
1 librarian
1 tech marine with thunderfire cannon
1 squad of devastators with 4 missile launchers
1 squad of 5 terminators with Hammer and shield
1 squad of five marines in razorback with las/plas
1 squad of marines ten marines in two combat squads one with lascannon
1 predator with auto cannon and lascannons
1 typhoon speeder
1 attack bike squad with 2 bikes
1 rifle dread
1 ironclad dread in a pod

The green tide won the roll off and opted to go first with two slugga mobs up front with a big mek. The marines responded with some combat squads deployed near objectives. The marines then stole the initiative. The Ironclad arrived near a slugga mob while the rest of the marines walked or ran into place.
In reply all the orks rolled on ran forward. The big mek left the slugga mob to join the other mob further from the ironclad. The other slugga mob then went for the iron clad ripping off its hammer and loosing a few boyz in return.
The Marines replied with the chaplain leading a combat squad and the bikes into an assault to support the dread. Most of the boyz were kiled but enough survived to pin the squads. The Thunderfire cannon lived up to its name mauling the other slugga mob. The anti weapons went hunting kans with little effect.


Orks and terminators face off

The Orks opted to Waaagh, a shoota mob joined the melee with the iron clad while the damaged slugga mob assaulted a nearby combat squad. One marine survived and fled but the mob rolled badly for its free move, elsewhere the Chaplain suffered a fatal klaw to the face while his squad was destroyed and the bikes opted to flee.
The bunched up mob of slugga boyz was to good a target to miss the thunderfire cannon fired and reduced the mob to a single wounded Nob. Elsewhere the anti tank guns where beginning to make their presence felt destroying three kans and badly damaging a few more. The attack bikes moved into position to finished a kan squad but failed to damage leaving it open to attack by a weaponless kan. The Ironclad finished off the first slugga mob but stayed locked in combat with the newly arrived shootas. The Liberian opted to gate and moved a scoring unit on to an uncontested objective while the terminators closed on the wound nob.


Ironclad vs Power klaw

A slugga mob assault the drop pod to get an extra few inches of movement. The result was a weapon destroyed drop pod and a badly grouped up mob of Orks. The armless kan wounded the bikes who predictable ran away leaving the kan to go after the now scoring combat squad. Elsewhere the last kan mob sited the sole survivor from a marine combat squad and gunned him down.
Again the grouped up mob was to tempting a target to miss for the thunderfire cannon this time there no survivors including a big mek. The anti tank weapons now started to fire at the wounded nob who went to ground to stay alive. The Ironclad finally was destroyed, freeing up the shoota mob to go after the scoring marine squad. The combat squad was assaulted by the armless kan but quickly destroyed it with krak grenades while. The terminators got in an assault on the last kan mob.
The orcs respond by blowing up the drop pod and moving to recapture the marine held objective. The kans and terminator when into each with the kans coming out the worst for it. The libarian left the scoring squad and moved to block the advancing green tide. The thunderfire cannon fired on the threatening mob killing several. But this turned out to be a mistake because al the casualties took the librarian out of assault range preventing him from pinning the squad.
In the final turn the orks assaulted the scoing unit destroying their transport and leaving sole survivor contesting the objective. The marines respond by turbo boosting the landspeeder into cover(????) to contest the Ork held objective.

Result Win Ork 14-6

Round five
Primary Mission: capture and control (two objectives)
Secondary Kill points
Deployment: pitch battle
The enemy; James playing Chaos marines
The army:
2 sorcerers with lash
2 squads of 5 hurgel marines
2 squads of three Obliterators
2 squads of ten marines in rhinos
1 predator

Green on Green action

The final round had the orks in eighth place with a possible top three finish if they could get a good result. The final game was against double lash. To make it more interesting the lashes were on the sorcerers hidden in units so the boyz could not snipe them early in the game.
The green tide won the roll off and opted to go first The orks were spread evenly across the deployment not knowing where the marines might go. Strangely the marines abandoned their flag opting instead to bunker up in one corner.

So games are an absolute treat to play with Orks and unfortunately for James this was one of them. The boyz surged forward the lashes fired and group the boyz tightly but the obliterators failed to deliver. By turn three the boyz hit the castle. The first wave consisting of a single badly damaged mob faired badly and was cut down, But that was just the first wave in turn three slugga mobs backed up by two kans hit the castle and it was carnage. Marines killed dozens of boyz but the was always more. On turn five the castle collapsed and marines were forced to fight in isolated pockets. By turn six the marines were down to a single immobilised and weaponless predator locked in combat with a power klaw nob. The game ended before the noby could strike the death blow to the marine army. The highlight of the game was when a shoota mob managed to congo line across the table to claim both flags while the slugga mobz beat up the marines.



Orks congo to capture two flags very snazzy

result. Win Orks 19-1

When the dust had settled the orks had came fourth in battle and overall. The main losses were driven by missing a game and not getting the army scored for painting. The ref doing to painting scores called over while the mobs were in transit, ie boxes, and not being able to see the models their score was not too impressive. Overall great craic the czech were good fun to play. Rumour has it of a Czech tournament with a cash prize of 500 euro. Tempting but I think it might just bring out the worst in players but then again 500 euro to play 40K?

Doh for got the picture link

Monday, October 10, 2011

Sitrep (40K); Absinthe without leave, battle for Prague


Prague is the nearest capital city to the Eagle's Nest. Sooner or later it was going to have a 40K event and sooner or later I was going to hear about it. Vit from the Czech ETC team sent on the details with just enough time to arrange a trip. So the green tide was off to Prague. 

 The event is 1800 points. 50 points less than I am use to but still worth a go.


The green tide
2 Big meks with Curva mak'as and cybork bits
3 kan mobs each with three kans with big shootas
3 mobs each with 30 boyz, 3 rockets, sluggas, nob with klaw and pole
2 mobs each with 30 boyz, 3 rockets, shootas, nob with klaw and pole

The venue

round one:
Mission; Rescue the Sea witch
£%$” An odd number of players meant I got the bye buster. Vit offered to switch but that meant he would miss a game which did not seem fair either. None of the refs had a bye buster army so default draw. To pass the time the head ref, victor set up a battle of dread fleet between his helper monkey , John, and me. I drew the Grand Alliance fleet and was given one ship with orders to rescue another, the Sea witch. Not a good start further challenged by the fact My ship was the only active ship in play meant I got hit with pretty every sea monster going. I free the Sea witch but the game end before she could make good her escape. Nice intro to a pretty interesting game.

Results: loss, possible further hit to the wallet

Round two
Primary Mission: Annihilation Kill points
Secondary; capture and control (multi objectives)
Deployment: Pitched battle
The enemy; Mirck playing Great knights
The army:
Grand Morkar (ghost dude)
Inquisitor lord in terminator army with fancy cannon
2 squads of 10 terminator with all the trimmings
2 Dread knights.

Ork line up

The green tide won the roll off and opted to go first, it spread out evenly across the deployment zone with the shootas boyz screening the slugga boyz while the kans and big meks deployed in the centre. The knights replied by deploying in one corner to minimise the number of Orks mobs they were facing.
The Green tide opted to move and run, moving 9-12” to the knights intent on doing some damage. The Knights replied by decimating one of the shootas mobs. The orks replied by falling in behind the advancing kans while the decimated mob opted to secure a near objective out of storm bolter range. The orks moved slower this turn but still closed the gap.

Grey knights

The grey knights replied by switching fire to the Kans with considerable less success. Turn three saw the boyz getting into weapons range Kans and shootas opened up on Mordrak and were rewarded with knocking of two his wounds. The knights had a bad habit of allocating wounds to their grand master in the hope of getting extra terminators. The extra knights arrived but the cost was soon to to haunt the Grand Master. With the orks begin to arrive the Knights went on the offensive. Storm bolters and pyshic cannons opened fire damaging kans and killing a few orks. The terminators prepared for an assault. Mordrak attempted hammer hand but suffered perils of the warp and was slain. To add insult to injury his retinue of ghost knights were also removed. The loss of Mordrak ended the knights phase with the rest of the units being out of range.
Sensing weakness the orcs close in. One mob got the hop on the inquisitor lord who had join a squad of terminators. The lord was slain but the boyz got pummelled by the terminators. Elsewhere the knights fought back. A mob of killa kans was destroyed by a dread knight. While the hiding shoota mob was finished off by the second terminator squad.
The boyz destroyed another dread knight but lost a mob in return. The game ended tied on kill points with the orks holding most of the objectives with less than 250 vp in the difference. Annoyingly, Mordark's retinue of ghost knights did not concede a kill point.

Result 12-8 to the boyz

Knights engaging the green tide

Round three
Primary Mission: capture (single objective)
Secondary capture and control (multi objectives)
Deployment: Spearhead
The enemy; Phillip playing Chaos marines
The army:
2 Daemon princes one with lash
3 squads of obliterators
1 squad of 3 terminator
3 squads of marines in rhinos
1 squad of 12 berserkers in a land raider

Ork second line

The green tide won the roll off and opted to go first. Kans screened the shoota boyz who screened the slugga boyz with the big meks opting to go with the shootas. In response the traitor marines deployed far back with the terminators opting for deep strike.

Chaos Marines deploy

The orks moved forward more cautiously this time with every rocket and big shoota pointed a the lash prince. By the time they had finished firing all that was left was a very amused and undamaged prince. The traitors responded by lashing a shoota mob into plasma cannon range and destroyed half the squad while the other obliterators and lascannons from the landraider destroyed a now exposed kan mob. The Orks again edge forward, another full round of shooting was rewarded with a single wound on the prince.

No Ork mob likes seeing lash princes on the table


 The lash fired again draw ing the damaged mob into flamers range of the obliterators while the berserkers and a squad of marines went after one of the approaching mobs. The obliterators again decimated the shootas boyz who thankfully decided to stick around. Else where lascannons fired on the kans destroying a few. The berserkers hit hard nearly destroying a mob in a single turn but fortunately enough survived to pin them in place. The orks opted to Waaagh The pinned berserkers and their supporting marines suffered attention from two slugga mobs and some kans while the badly damaged shoota mob went for pay back on the prince. The other prince went down in a hail shoota fire. All of the marine units survived the combats leaving the orks locked in place and the obliterators and land raiders with no targets
One squad of scoring marines sneaked in to claim an objective. The surviving berserkers and friends final went down under a hail of choppas with the orks moving after the obliterators. The lash prince also went down to a klaw to the face.
About to be swamped the marines broke formation the land raider opted to move to contest a near by objective but found its path blocked by kans. Obliterators switched to flamer and cleansed a mob while another went after a mob to contest another objective or more likely to try and pull the garrison mob away from the three objectives it controlled. The terminators tried to put in a appearance but suffered a mishap and ended to far away to do anything useful. The game ended with land raider trapped in a wall of kans while one mob of obliterators was destroyed and another was pinned in combat.


Result: win 17-3

 Renegade Guard (mantic ghouls or zombies I think)


Next game who is tougher Orks or Ogryns?

Saturday, September 24, 2011

NWG2011 wrap up



NWG2011 has come and gone, grudges have been settled and new scores have been made. Feedback seem very positive. Below is a brief run down of what I thought worked, did not work and things I would like try next.



Players getting stuck in



What worked;

  • The craic was awesome it is hard to quantify what or by how much but everybody seemed in good spirits for the entire weekend. By allowing forge world and challenges, not allowing match-up with club mates or previous opponents players got to met a lot of new faces and both were able to enjoy their game. The build up on W-ired with players issuing challenges and belittling their opponents armies added to the craic. 
  • Forge world and other cool stuff. Last year there was one or two forgeworld models about this year there were entire armies of the stuff. Eldar hornets went toe to toe with Varks renegades. Dreadnoughts in Lucius pattern drop pods went hunting Kroot Mercenaries in a forest table. While an imperial guard tank company tried to stem biggest Orc Waaagh seen in Ireland yet. 
  • Based aboard, attending foreign events and talking to players who have done similar provide a lot of inspiration for some of the event's eccentrics. This year we had the war gamers special other award as a thank or blatant bribe to the war gamers special other to encourage people to come and participate.
  • Spot prizes and freebies. Once again all the 40Kers got freebies just for showing up. Last year it was a big blast marker this time it is a small one (that will be the recession kicking). Plus we had a bunch of other prizes for spot prize to encourage players to go a bit nuts and general try to have fun. The “Unlucky Mofo” award went to player who drop his army on the way in on the second day but still showed just to let the organisers know. In the end we gave him a loan the ringer army and told him get back in the game. We also had the “early Mofo” for a player who submitted their army two months in advance.
  • Terrain wise four boxes worth of terrain was made just for this event. A fifth box, containing the good stuff was shipped but just missed the weekend. In addition, some players brought their own terrain the result was nearly half of the tables were covered in new terrain appearing for the first time at NWG.
  • The Bar in the hall with bar staff patrolling the tables was a nice touch.


Daemons



What should have worked but did not

  • Geopp, the pairing software (or more likely the TOs lack of experience with it), made for an interesting weekend. On Friday night we got familiar with the system but not enough on the day the printer would not work and the pairings kept creating errors. In the end we had to use excel and brain power to get the best fit for pairing. One interesting learning from Geopp was the amount of rules that can be allied to the swiss system. I was aware of the do not play on the same table or against clubmates or against previous opponents but never twice against the same army, which is interesting.  Whatever army of the month is its effect is lessened in you only get to play then once at the event.
  • Food in the hall we were considering bring in pizzas and drinks into the hall but in the end just left folks do their own thing. I am not sure if that is good or bad
  • Terrain wise I would have liked to have more of it.  J The missing box had a bunch of LOS blocking terrain I would have like to have seen in play.


Slaanesh types



What to do next time
  •  A points bonus for players fielding new armies premièring at NWG. This year we had one player build an army just for this event. Next over a dozen players are starting armies to début for NWG2012 that is pretty cool and needs to be encouraged. (their efforts are being published here).
  • At the moment the tournament score 75% game points and 25% painting. Next year there will be more points up for grabs for painting and sports. The Dutch GT is 60% game and 40% sports/painting.  I think it will involve something with armies on parade displays.


Nova open army on parade
  • More terrain. You just can not have enough. The plan next year is for least half the table to have new terrain. Jungle world, mushroom world and a couple of others are in motion.
  • I was also like to try introduce Infinity and malifuax to the event. Perhaps a 1 day competition for each one on Saturday one on Sunday. But the player pool is very small and may not be able to support another round of events in parrallel. The was also talk of doing a FOW big game on the friday before the main event it might be interesting.
  • Swap? one of the strange aspect of NWG was when a players asks can he swaps armies with a friend or an opponent. It is not usually the done thing at a tournament.  But if all the parties concerned are willing it might be an option in a future event.  






Brooklyn doing the awards section


Honour Roll
1 st place
Jan “Jan”Karnowski
2 nd place
Paul “Mandragon” Quigley
3rd place
Peter “Harlequinn” Scott
Best General
Tristam “Welshman” Hills
Best painted (aka any body but frank)
Frank “General Grouchy” O Donnell
Wargamers special other
Katriona Osbourne and Eion O Mahony
The biggest blasts
Chris “itsPug” Poulton

Alternative best army
Phillip “Gypsy” Johnston

Alternative model
Eion O Mahony



Eion's slealth Monlith

Finally