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

Friday, September 24, 2010

FOW; mission critical-Blastov

Somewhere on the Eastern Front in 1944.
Design note; adapted to FOW from CS grants table top teasers in battle games issue 23


Introduction; 
After a long absence Kampgruppe O'Donnell has been sent into battle once more. Its orders are to advance down the Blastov road to stop any potential Russian advances. After a night of heavy rain the lead platoon reports sighting Russian tanks blocking the road.

Blastov Road

The Protagonists
Kampgruppe O'Donnell
1 Company HQ (2 PV)
1st platoon (5 PIV)
2nd platoon (3 PV)
Heavy tank platoon (3 PVI)
Tank hunter platoon (4 jagdpanzer)

Panzer IV's move into Blastov village
And spread out to engage the approaching Russians.


The Russians
Battalion HQ (1 T34/85)
1st Tankovy company (10 T34/85)
2nd Tankovy company (10 Shermans)
Panzer IV's claim the frist kill with a long range shot on a sherman.
Return fire destory a PIV.
3rd Light Tankovy company (10 Stuarts)
1st Guards heavy tankovy company (3 IS-2)
2nd Guards heavy tankovy company (3 IS-2)
1st Guards heavy assault gun platoon (5 ISU-122)


Panthers and Tigers rush to the rescue
Deployment;
See map.
The German 1st platoon starts at A
2nd platoon and the heavy tank platoon start a B
The German Tank hunter platoon starts the game in reserve
The Russian start deployed at point 1.

Special rules
Its been raining
During the night before the battle the area was affected by heavy rain the result is that several unmapped marsh areas have formed on the battlefield. Before deployment each player must secretly roll D6-2 to see how many marshes they have. During the game at the start of your opponents movement phase a player can reveal one or more of their marsh markers by placing them down on the table. Marshes cannot be placed in terrain or on the road but they can be placed under an opponent’s units.
While Russian units wait for re-supply.

And there is a lot of Russians.

Pushing hard
The Russian force has been pushing hard to get into position as a result several platoons are low on fuel and need re-supply. After deployment secretly roll a D6 for each Russian tank company and consult the chart below.
4-6 no effect the unit can fight as normal
3- The unit is in the process of being resupplied and cannot move or shoot for the frist turn
2- The unit is in the process of being resupplied and cannot move or shoot for the second turn.
1-The unit is in the process of being resupplied and cannot move or shoot for the third turn.




Resupplied the Russians push the right flank taking casualties in the process.
And the Left flank as well.

Victory conditions;
This is a plain and simple shoot-out the game last until one side breaks or is destroyed.

But take heavy losses in the process.

Sunday, September 19, 2010

40K; Sitrep, corridor combat

“Do you want a 1000 point game next week?” And “can you bring your camera and the rules for 40K space hulk” seems too interesting a game to pass. It turns out Franco gone and built himself a 6’x4’ space hulk and wants to christen it in gaming. Below are some of the in game pics

Word Bearers breach the compound.

This is the view of the frist room they encounter.

Before moving into the next corridor.

Solar Wolves react as the alarm is raised.

Solar Wolf breaks cover to take a pot shot.

Dark Disciple leads from the front.

While the Solar Wolf captain stalks the corridors.

Word Bearer reinforcements pour in.

Only to be met with stiff opposition.

Solar Wolves and Word Bearers clash in close combat.

Thursday, September 16, 2010

Wip (40K); Battle Buggies take 2

Jeez, when the Ork codex came out I thought the war buggies were one of the weaker units, now I cannot get enough of the gits. Below is my second war buggy squadron.

Materials

Deff koptas

Plastics rods

Wheels

Gubbins


Method.

  • The skids, rotors were cut off the Deff koptas.

  • Plastic rod was measured and then cut to fit in the front and back of the Deff koptas.
  • Large wheels were attached to the rear axle while small wheels were attached to the front axle.
  • To raise the front a length of plastic rod was measured and cut to raise the front wheels of the kopta
  • The rear and front axles were then attached to the koptas.
  • To tide up the back a jet turbine (alternative any gubbins could do) was added and the gap was filled in with green stuff.

Wednesday, September 8, 2010

PIP (40K); Boom, painting Ork big guns with hairspray



Painting the gunners

The gunners were prepped (flash removed, etc).

The gunners were undercoated AP desert yellow.

Their flesh was painted goblin green.

Their tunics and clothes were painted random selections of GW bestial brown, snakebite leather, codex grey and ultramarine blue.

Teeth, nails, toes etc were painted GW bleached bone.

Their metal tools were painted a random selection V gun metal and GW tin blitz.

Their bases were painted codex grey and based with urban scatter material.


Painting the guns

The guns were undercoated AP rat fur

Once dried, the guns were sprayed with hairspray and coarse sand was sprinkled on to the guns.

The guns were then given a fine spray of AP metal.

Once dried the sand was scrubbed off using an old stiff brush. The result is metal effect which is stippled with rusty red spot, which look cool.

The guns cabling was painted GW blood red or GW ultramarine blue.

Handles were painted GW bestial brown.

Some of the armour plates on the gun-shield were painted with watered down V red or GW ultramarine blue. The watered down painted allows the rusting metal to show through while at the same giving a different colour to the gun shield creating a ram shackled effect.

legend

V= Vallejo

GW= Games workshop

AP =army painter

Wednesday, September 1, 2010

Dig in (40k) vehicle explodes marker

Materials needed;

MDF

Vehicles accessories or left over parts

Textured paint


Method;

Cut the MDF into the desired shape for the vehicle explodes marker.



The marker does not have to be the exact same shape as the vehicle it is replacing imagine bits of it have been blown off or away from the wreck.

Bevel (slope) the edges of the MDF

Take the vehicle components and glue them to the MDF either with liquid nails or PVA glue.



Once the first layer of vehicle components has set glue a second layer down the more layers the richer the effect.


Once all the layers have glued paint textured paint on any exposed parts of MDF and in patches over the vehicle parts.


Once the textured paint has dried undercoat the marker GW chaos black and paint the rubble to what theme seems appropriate. I like painting mine salamander green because one of my regular opponents uses a salamander army and the wrecks seem appropriate.



To save time I made a mould of my first template and just cast several more explodes marker ( hmm I wonder do the boys in Battle Cry are interested in a joint venture).


Friday, August 13, 2010

40K; To Rank or not to Rank that is the question

So the ETC has come and gone and dust is starting to settle. Ireland's performance was good but should have been better. I had hoped for a top half finished instead we ended up in the bottom quarter.

One of the interesting points raised was how the team was selected. There are two distinct schools of thought on how it should be done the first is the Rankers and the second is the Captain choice. The Ranker philosophy is that the top eight ranked players at a given time are the best players in the country regardless of all other factors. Ideally the captain is the best player in the country. The captain choice philosophy is that there are 100+ players that play games in Ireland by picking players for a given purpose a better team can be created. Ideally the captain is not playing and is dedicated on getting a team win.

The common issue with the captain’s choice is that it is open to corruption and the captain will only pick his mates for the team. The counter is that such a captain is a bad captain and a bad captain would be a liability regardless of method selected. Another complaint is that the captains choice would bypass rankings in favour of getting to know the captain. The counter is the same a good captain goes to all/most of the events he should know most of the players, he should be thinking of the big picture the rankings are still important to generate names see how players are progressing. A good captain with freehand to select his A-team and a burning desire to win would be lethal when it comes to ETC. Most of the top teams use a version Captains choice and true so do some of the bottom ones but considering there are twenty four teams ahead of Ireland compared to seven below implies it is more gain than pain.

The rankers favour rankings because it is simple and is based on merit. At first pass it seems ideal. Others, like myself, think it breaks down too often and that the top eight are only the top eight at the time you look at them, next time you check the list will have changed particularly around the bottom half. Other notable issues are,
The Tristam effect;
Tristam is a good player with the second highest number of tournament wins this year but he did not make the cut for the ETC, Why? Is the answer that he organised and ref'd several tournaments? In organising/running Gaelcon and Vaticon he was penalised under the ranking system, everybody who attended got points but he did not. Without his sacrifice the rankings cannot work and the tournament scene would be a poorer place..
The Mike Brown effect
Some players are annoyingly good. But because of life commitments they have only limited time to game. They do not get to go to many events but when they do they do very well. Under rankings they are penalised despite the fact they are arguably the best players around.
The Mike Tangley effect:
Some players regularly travel aboard for big events and have played in Tournaments from San Francisco to Nottingham. They are penalised under rankings if they opted to play in a large 150+ event aboard instead of a small local 10 player ranked event. Despite the fact they bring so much to the team.
The Vulcan effect;
Some players can build awesome armies that are capable of doing very well and break into the top ten. However, their armies may not be allowable at the ETC and the player may have little or no ability with any other army but they still make the cut on a ranking team.
The Unknown Soldier effect;
Somewhere in the Irish rankings is one or more unknown soldiers. He plays tournaments with his favourite army, it is ETC allowed, the player consistently gets draws or wins but doesn't always win big or score high on the rankings. At the ETC he would be an ideal in a shield role (I will discuss the roles swords and shields at the ETC later). But he will never make selection on a ranked system
The Josh Roberts effect;
Some of the players who make a rankers team will need to change armies either it is not ETC allow or another player has first call on their armies. The argument is that they are good players regardless of armies used, Mike Brown, Dan Aherne and Paul Quigley are examples such players who can switch armies and still do well. I think that works small tournaments but will fail a ETC. A ranker who qualifies and changes army has at most 3-4 months to be become familiar with his army. When he goes to the ETC he will face Josh Robert of team England. Josh has 500 games of experience with his army. That is a game a day for nearly year and half. To get a result against that type of player a big ask of the ranked player. Its even worse if you are asking it of someone who is not playing their first choice army or have had only a couple of months in their new role.
The "I won" effect;
In order for the rankers to pick a team they must pick a point in time and say by this date the top eight are on the team. If a player is in the top eight before or after that date but not on the date they do not make the cut. Consider a player who is in the top eight for seven of the eight tournaments during the year but misses out because the one event he missed was the decider. Or consider the case of a player who makes the cuts but has soon as he qualifies he plummets down the rankings so that by the time of the ETC they are ranked forty seventh.
The precedent;
This year ETC team was intended to act as golden ticket and friends affair with players get invites to play for the team and a couple of others getting to play. As it worked out it ended up being a ranking ETC team. All of the players ranked in at some stage or another. The rankings team consisted of nothing but swords (more on this later) i.e. players who play to win and for who the concept who playing for draw is alien, you don't get to make the top ten by playing for a draw. This team went to ETC and was badly defeated, the players were good the team was not. The precedent is against the ranked team.

The ETC and Pairings
Regardless of the selection method both systems are aimed at doing well at the ETC. They do this by winning the pairings. The ideal team consists of a mixed bag of players some are sword players, they play to win, for them the idea of a draw is alien and their armies themed for that purpose. Others are shield players, they are okay with draw and can hold their own against pretty much anything. The third type are jack of all trades they can do both but not to the same level as dedicated sword or shield players. The Ideal team consists of three swords, three shields and two jacks. The way the pairings work is that one team nominates player the other team picks a nemesis army for him to play against the cycle is repeated three times with the last two pairs consisting of two predetermined team champions and the last free players on teams. The sequence they are played is sword, shield, sword, shield, sword, shield, jack, jack depending on who has the initiative swords and shield may switch places in the sequence. The desired results is win, draw, win, draw, win, draw, draw, draw points wise the win translates 95 v 65 ETC points. There may be some upsets causing a swing of +\-20 points but by and large that is how it should play out.

The ranked team consists of nothing but swords, most of whom will have to play as shields or jacks only three will be playing in roles they are suited for. The Captains choice will consist best swords, shields and jacks available for the ETC. When the Ranked team and the Captain choice pair off both teams will be pretty similar, good players are good players after all, however, where they deviate it will be to the advantage of the captains choice. His players are picked for purpose from a larger pool while the ranked team has players who are in roles they are not accustom to or have had only a couple of month to get up to speed with.

By and large that is what happened to Ireland most of the time the swords were blunted, the shields were broken and the jacks did so-so. Intermittently swords struck and shields held but far far too few times. If you are not convinced look at the scores for Ireland at the ETC. How rounds were won by more than 115 points or lost by more than 45 points? The fault is not the players they are some of the best nor is the issue the captain he has to make do with what he has. The main problem is that team is off balance too many swords not enough shields or jacks. The result was a team where the captain struggled to get good pairings and players struggled to get good results.

Considering that the ranked team did not work this year and suggesting that we use it again next year is like WW1 if the first wave did not work we send in another wave. Yes there is the benefit of hindsight but they had that as well in WW1. It would be far better to change tactics and try another selection system and if that doesn't work then try another system the year after, to keep on driving to create the best selection process.

So having read all of the above and gotten pass the bad grammar and spelling the question is do you rank or not rank?


Thursday, July 22, 2010

Mission Critical (40K); Black Hawk Down

Overview;
Third Armageddon war.
Imperial fighter ace call sign Black Hawk has been shot down over Sulpha river. High command fears that the news will devastate morale. But hope is not lost. Black Hawk survived the crash and has been captured an Orc hunter-killer-eater patrol. A Imperial gaurd patrol is in the area and has been order to rescue the pilot before patrol lives up to the later part of its name.

The forces;
Black Hawk Down is a kill team mission as outlines in the battle mission book. The Orc force is outlined in "the Orc Patrol" special rule. The Imperial gaurd patrol consists of 200 points of guard.
Both sides have access to USR's and must secretly write down who has what.


Deployment;
Terrain is as per map. The main features are the stake at the centre of the table (to which Black Hawk is tied to) and the six Orc huts surrounding it, containing the Orc patrol.



Reserves & Who Goes First;
The Orc reserves and their deployment is covered under "the Orc Patrol" and "the Village" special rules. The Guard have no reserve.
The game starts with the Guard moving on from their chosen table edge.


Special Rules;
1) Sentries and sounding the alarm,
The Orc patrol that captured Black Hawk is resting up in a village getting ready for a hummieque later in the day. The village is protected against attack ten grot sentries patrol the perimeter.

Moving Sentries
At the start of each Orc turn player both roll a D6 for each sentry. Whoever rolls highest may move the sentry the distance indicated on the dice. In the event of a draw the Orc player may move the sentry.



Raising the alarm
A sentry will raise the alarm if any of the below condition are met,
-If a sentry ends a turn within initiative range of a scout model ie 2"
-If a sentry is fired upon by any weapon except a silenced one eg sniper rifle. The sentry will raise the alarm if he survives being hit by a silenced weapon.
- If a sentry is attacked in close combat he will raise the alarm on a 4+.
-if a Sentry ends a turn within initiative range of a dead sentry he will raise the alarm.

Once the alarm has been raised the Orc patrol can start to activate. Roll a D6 on a 5+ a single randomly generated Orc element can enter play. Add a D6 on each subsequent turn and for each 5+ rolled an Orc element can activate. How the patrol activates and comes into play are outlined in "the Orc patrol" and "the village" special rules.

2) The Orc Patrol
The Orc patrol is broken into six elements for purpose of reserves. Roll a D6 and consult the table below to see what element has been activated. Once an element has been activated it cannot be activated again reroll the D6 to determine a replacement element.



1 2 Runtherders (one with Grot prod and the other with Grabba stick) and 3D6x2 grots
2 2D6 Orcs with either shootas or sluggas, the tenth orc may have a big shootas
3 3D6 Orcs with either shootas or sluggas, the tenth orc may have a rokkit
4 2D6 Orcs with either shootas or sluggas, the tenth orc may have a big shootas. Plus a Nob with 'eavy armour and custom weapon (counts as a big shoota and a power klaw)
5 D3+1 Nobz 'eavy armour, The frist nob has a choppa, the second a 'uge choppa, the third a power klaw and the fourth another choppa.
6 1 Killa Kan with Kustom Mega blast, grot riggers and extra armour.

3)The Village
The village consist of six Orc huts numbered one to six. Once an Orc element is generated roll a D6 to determine which hut they are in. The element leaves the hut in the same fashion as a unit disembarking from a stationary transporter. Once a hut has been used it is empty and further elements must come from another hut.
Victory Conditions & Game Length;

4)Black Hawk.
Unsurprisingly, for a man who has been shot down and beaten up, Black Hawk is in bad shape. Black Hawk cannot move until a Guard model is in base contact and pass a strength test to free him from the stake. After which Black Hawk can only move if he stays in base to base contact with a Guard or Orc model, effectively the model is carrying Black Hawk. Any model in base to base contact with Black Hawk counts as slow and purposeful (USR).


Victory conditions.
The Guard win if they get Black Hawk off the table another result is an Orc win.

40K (PiP); Bases and Faces



Bases and Faces

"Bases and faces" I am told is the mantra of the GW painting studio. I am guessing that the logical is that the base represents the Marco level painting while the face represent the micro level painting. Or to put it another way the painting of the base is the first impression of the model. It is the bit that sticks out as you walk by the table or look at the army from a distance and it attracts the viewer to examine the army in more detail. The faces bit is the next step as the viewer takes a closer look at the model the smaller details begin to shows.

Personally I'm not up for the painting faces aspect yet, painting eyes, nostril hair seems like more pain than gain. But the bases aspect I'm willing to try. Hence this blog post

Originally I was looking for inspiration for a Grey Knight army I have sitting in the "to do" pile. A new army means trying out new modelling/painting/gaming methods. For a theme I wanted the Grey knights to be fighting on a daemon world of some type. The way to reinforce the daemon world image was to tart up the bases of the Grey Knights. A browse on the internet highlighted several manufactures of custom made Daemon world bases the one I liked the most was Dark Art Miniatures lava world. Which was similar to a display table I had built for Gamers World a while ago. The potential of lava bases models fighting on a lava table seemed to fit.

Since this was just a test run rather than the start of the army properly, the test models were Chaos Daemons rather than Grey Knights I really just wanted to see how the bases worked out.

The method -bases

The bases were undercoated GW chaos black then repainted chaos black to cover any gaps.

Once dried the bases were dry brush V German grey.

The lava parts of the bases were painted GW blazing orange.

Once dried the lava parts were wet washed V flat yellow.

Once everything was dry the whole base was lightly dry brushed V german grey.



The method - Blood Letters

The models were made as normal and undercoated AP. blood red.

The models were then painted GW blood red.

The blades were painted GW chaos black, the hilts were painted GW bronze, the handles were painted GW bleached bone and the tips were highlighted GW blazing orange.

The tongues were painted GW blood gore.

The whole model was given a coat of AP medium tone but no varnish was applied.


GW –Games workshop

V=Vallejo

AP =army painter



Friday, July 16, 2010

Sit Rep (40k); Conclave 2010

Round one Vs Colin Culliane's Space wolves
mission capture the flag deployment pitch battle
Colin's space wolves consisted of
Wolf lord
2 Rune priest
1 Wolf guard Terminator squad ( in a pod)
3 packs of Grey Hunters (with all the trimmings in pods)
1 Dreadnought (in a pod)
14 blood claws

Dublin has Space Wolf Ger, Cork has Space Wolf Colin (rumours that they both walk around their respective houses wearing nothing but a mullet wig and a wolf skin thong can not be confirmed). Colin was a a slightly disadvantage for the game in that he was still re-doing his wolves meaning some of his first choice units were not ready.

The Sister won the dice off and placed their flag in the centre of their deployment zone. The Wolves reciprocated by placing their flag on their left flank behind a low wall. The Sisters deployed their force in two lines on their right flank, threatening the wolves flag while covering their own. The first line consisted of the Cannoness and Celestians flank on either side by a Sister squads, all were mounted on transports. The second line consisted of the three Exorcists The Wolves deployed a Rune Priest and Bloodclaws opposite the Sisters flag. A "word in your ear" moved them six inches back towards their edge.

The Sisters started the attack, the Cannoness's strike force moved flat out towards the Wolves flag. The exorcists fired on the Bloodclaws who obligingly fled of the table. In reply the Wolf Lord, his terminators and two packs of Grey Hunters, one with a rune priest, podded into action. One Grey Hunter pack with the Rune Priest podded between the Exorcist squadron and the Sisters flag. The Wolf Lord and his retinue podded between the Cannoness and the wolves' flag. The second Grey Hunter pack podded between the Cannoness and the Exorcist squadron. The opening shots from the Wolves disarmed one Exorcist, immobilised another and destroyed a Rhino, killing several Sisters in the process.

Sister reinforcements started to arrived in the form on a Sister's squad and the Callidus. The newly arrived Sisters de-bussed close to the Grey Hunter pack nearest the Sister's flag. The Callidus deployed covering the two Grey Hunter packs. The Cannoness and her Celestians dismounted moved to support the Sister squad who had lost their Rhino as them moved against the Wolves threatening the Exorcist squadron. The third Sisters squad supported by an Immolator and a weaponless Exorcist pushed on towards the Wolves flag. Shooting saw Grey Hunters nearest the Sister's objective take heavy casualties before killed off by the Callidus in close combat forcing the Rune Priest to flee. The second Grey Hunter squad also took heavy casualties and also flee. The Space Wolf second wave consisted of a Dreadnought which podded close to the Exorcist squadron. While the Wolf Lord split from his retinue with both units moving to block the advancing Sisters squads. Shooting had no effect but the Terminators destroyed the Immolator in close combat while the Wolf Lord stunned the sister's rhino.

Sisters Garrsion their own objective

The Sisters third wave arrived and consisted of a celestian squad in an immolator which rolled on in close range of the dreadnought and promptly destroyed it. Elsewhere the sister unit remounted their rhino and moved to secure their own flag. The sisters in the stunned rhino de-bussed and moved on towards wolves flag. Other units moved to cover the fleeing Space Wolves. The exorcist targeted and destroyed the Wolf Lord while the cannoness and her celestian fired on the terminators killing two. The cannoness assaulted the terminators and pinned them in combat. The Space Wolf third wave consisted of the last grey hunter pack which podded between the Sisters and the Wolves flag. The Sister unit caught out in the open advancing on the wolves flag was destroyed but elsewhere the cannoness saw of the terminators forcing the sole survivor to break and flee. She then consolidated towards the newly arrived grey hunters.

Sisters storm the Space Wolf objective

With most of the Wolf units in retreat the sisters moved to destroy the drop pods and escort the fleeing units of the table. The cannoness moved towards the last active Wolf unit which fled after being hit by a volley from exorcist squadron. In reply the first of the space wolf units reached their table edge and left the table. The sole surviving wolfguard rallied but was on his own and on that the game ended.

The last Wolf Gaurd standing

result win sisters 20-0

Round two Vs Buckhardt's Eldar
mission annihilation deployment dawn of battle.
Buckhardt's Eldar consisted of
Eldrad
Avatar
Wraithlord
10 Dire Avengers in a wave serpent
10 Guardians a wave serpent
5 Fire Dragons in a Falcon
1 squadron of two warwalkers
10 Harlequins
1 bike squadron of three bikes

Buckhardt is sparing partners with some of the players on the German ETC team so it was interesting to play against German 40K player. Judging by his expletives in German when he saw his Eldar were matched against the Sisters indicated he knew how to play. The game started badly with the Eldar picking their table edge and claiming the area I did not want them to get. To make it worse they opted to roll on turn one thereby avoiding Callidus's "word in your ear". In response the Sisters opted to roll on turn one.

Eldar build a nest in their deployment zone.

Turn one saw the Eldar arrive and built a nest in their table half. The Sisters rolled on in castle formation with the transports opting to blow smoke. Turn two saw the Eldar close combat units work forward towards Sisters. Shooting was poor with only a rhino being immobilised. In response the Sisters started to work around the eldar flanks trying to enfilade their position. Shooting was equally poor with with one war walker destroyed and the other immobilised.

The Eldar started to break from cover to attack the sister in earnest with the big guys leading the charge. Shooting was terrible little to no damage being inflicted. The Eldar got some consolidation in destroying the cannoness's immolator in close combat. Pinning the Canoness and her celestians.

With the Canoness pinned the remaining sister started to counter attack. The exorcist fired on and badly wound the Avatar while a Sister squad flamed the harlequins killing all but one. The second celestian squad de-bussed and downed a Falcon. The remaining Sister's units work forward into better firing positions.

Taking heavy casualties the Eldar pushed forward. Their assault was reinforced by the arrival of a jet bike squadron. The Wraith lord flamed, assaulted and then destroyed the sisters unit that had attack the harlequins. The Avatar fired on a exorcist, missing it , then failing to hit it in combat. The Dire Avengers de-bussed and blade stormed the pinned canoness and celestians destroying the unit and wounding the canoness. Eldrad also de-bussed and stunned an exorcist in combat. The sister counter was led by the appearance of the Callidus who Neural Shredded the fire dragons and jet bikes The Dragons broke and ran while the bike were finished of in combat. The Stunned exorcist tank shocked the surviving Harlequin and the Dire Avengers and was reward with the Dire Avengers failing a morale test. The Cannoness shot the last harlequins while the exorcists destroyed the Avatar.

As the Sisters close the Avatar and Wraith Lord break from cover

With most of the eldar army either dead or fleeing, Buckhardt continued to push the attack. The surviving war walker obliterated the callidus who had gone to ground. The wraith lord destroyed an exorcist. While the rest of the army went to ground. To counter a sister squad got within range of the sulking guardians and flamers wiped out the squad bar the warlock who passed his morale test. The remaining exorcists reduced the Wraith lord to his last wound. On that the game ended.

The Wriath Lord set his sights on the Sister's squad that flamed the Harlequins
Result win Sisters 19-1


Round three Va Dan Aherne's Chaos Space Marines
Mission multiple (three) objectives deployment Spearhead

Dan's CSM consisted of
Daemon Prince
3 squads of three terminators (two with 3 combi-meltas and one with 3 combi-plasma)
3 squads of three obliterators
2 possessed Landraiders
2 squads of 5 chaos marines

Dan won the dice and picked the corner with two objective with the third objective near the centre of the battlefield. On a good day Dan is arguable one of the best players in Cork, today was not that day. The CSM deployed in cover but in position to move into good firing positions. In reply the Sisters all went into reserve.

Turns one and two saw the CSM making their biggest error with one squad of CSM mounting a landraider and move towards the Sisters table edge with an escort of obliterators. Two terminators squads with meltas also arrived but with no targets opted to deepstrike on the CSM table edge. The first wave of sisters consisted of the cannoness, one celestian squad, one squad of sisters, the Callidus and an exorcist. The celestian and their immolator quickly slagged the land raiders killing several of the valuable scoring marines. The Exorcist destroyed the escorting obliterators. The Sisters unit moved into coverd. The Callidus destroyed a terminators squad.

CSm landraider make a fatal error moving into close range of meltas

The CSM tried to extract the CSM squad trapped on the Sister table edge with the Daemon Prince and the obliterators moving to support them. The obliterators killed several on the celestians and destroyed the Immolator. The Terminators destroyed the Callidus. The Second wave of sisters arrived consisted on another Sisters unit and an Exorcists. The Sisters unit moved into cover while the exorcist killed a couple of obliterators. The Celestian finished of the CSM squad while the cannoness wounded the Daemon Prince.

The third squad of terminators arrived and plasma fired destroyed the second exorcist while the obilierators stunned another. The Daemon Prince assaulted the Cannoness who through and act of faith survived the combat. The Sisters third wave arrived consisted of another exorcist, the third Celestian squad and the third Sister squad. The Celestian moved forward to close the range to the second CSM landraider. All three Sisters squad broke cover and blew smoke. The third exorcist destroyed the plasma terminators. The Cannoness continued to duel with the Daemon Prince.

The remaining oblierators fired on the Sisters Rhinos trying and failing to immobilise or destroy the vechicles. The Daemon Prince killed the cannoness after sister failed an act of faith. In response the exorcists wounded the Daemon princes while the Sisters de-bussed on two of the objectives, flamer and bolter fire cleansed one of the objective on the last CSM terminator squad. The game ended with the Sisters holding two objectives with the last one unclaimed by either side.

Sisters re-claim a ruined chapel from the CSM

Result win Sisters 17-3


Overall the Sister claimed 56 of the 60 points available. Sylan playing Nurgle CSM on table two also sneaked in a score a of 56. So the winner went down to opponent performance. My opponents between them scored five wins while Sylan's only scored four result overall win to the Sisters. Their third win this year.

Sylan's Nurgle CSM in vaghino's came second

Whose Angels?

More pictures of the day can be seen here