Sunday, January 24, 2010

The Gorgon Knights

For various reasons, I'm doing some painting and repainting and would like to proudly reintroduce my Space Marine army - the Gorgon Knights. 

The main reason why I did this is because I felt that by painting my marines as Salamanders, I would feel obligated to use Vulkan He'Stan in every single army list I wrote. This way, I can field other HQ choices or even field using different Codexes. I still need to figure out an interesting chapter badge, but that'll come to me eventually.

Tuesday, January 19, 2010

Apocalypse Battle Report - Seize and Slaughter Pt 1

The teams were drawn and on the 9th of January, they met full force.

Team 1 consisted of Chaos Space Marines, Chaos Space Marines, Crimson Fists, Tau and Ork forces while Team 2 consisted of Tyranid, Imperial Guard, Space Wolf and Eldar forces.

Chaos 1's army consisted of:
Daemon Prince of Slaanesh
Khorne Berserkers
Plague Marines in Rhino
Noise Marines in Rhino
Land Raider
His Strategic Asset was Corrupt and Despoil

Chaos 2's army:
Terminator Lord of Khorne w/ Daemonweapon
Khorne Berserkers
10 Chaos Terminators
Land Raider
His Strategic Asset was Daemon Shell

Tau's army:
Battlesuit Command Squad
Fire Warrior Team x2
Hammerhead x3
Broadside Battlesuit Team
Strategic Asset: Network Markerlight

Ork army:
Da Green Tide
Strategic asset: I don't remember

Space Marine Army:
Pedro Kantor
Inquisitor Lord with 2 Mystics and a Sage
Culexus Assassin x2
Vindicare Assassin
Big Decked out Vanguard Veteran Squad
Land Raider
Strategic Asset: The super orbital bombardment

Team 2: Eldar Army
Farseer with Three Warlocks on Jetbikes
Eldrad Ulthran
Autarch with Jump Generator
5 Dire Avengers
Wave Serpent
6 Fire Dragons
2 Vypers
8 Warp Spiders
Strategic Asset: Hammerfall

Tyranid Army:
Genestealer Brood x3
Carnifex x4
Strategic Asset: Chimney Spores

Imperial Guard:
Company Command Squad
Inquisitor Lord with Mystics and Sages
Veterans with Meltaguns
Veterans with Meltaguns
Platoon Command with Commissar and Priest
Several Infantry Squads
2 Mortar Teams
Autocannon Team
Lascannon Team
Leman Russ Battle Tank
Leman Russ Vanquisher with Pask
Basilisk x2
Strategic Asset: Giant Orbital Bombardment

Space Wolves:
Logan Grimnar
Rune Priest x2
3 Wolf Guard in Terminator Armor and Arjac Rockfist
Drop Pod
Grey Hunters in Rhino
Grey Hunters in Rhino
Long Fangs
Strategic Asset: Vortex Grenade

The scenario that we played was Seize and Slaughter. We rolled the scatter die to find the no man's land and set our objectives, each side putting their primary objective in their territory and a tertiary objective in enemy land and in the no man's land. Contrary to regular apocalypse suggestion, we decided to do the standard roll off to decide who got to deploy and take first turn, with no stealing of the initiative. Us (Team 2) won the roll and decided to deploy first, knowing that destroying or disabling the Stompa was our only hope of surviving.

The IG Player set his ordnance behind cover where it would remain untouched for most of the game and scattered his infantry squads and heavy weapons around and in cover whenever possible to provide support. SW Long Fangs sat inside cover with two Rhinos filled with Hunters to back them up. The Tyranid Player set his spore chimneys up on the right flank to try and completely cover his advance of Carnifexes and Genestealers. One squad of Genestealers and the Broodlord would be outflanking. I set up my Seer council, Wave Serpent with Eldrad/DA, Vypers and Falcon with Fire Dragons towards the middle, knowing that they'll probably be re-deployed due to Eldrad's Divination ability. Autarch/Warpspiders, Marbo, the Trygon, Raveners and Logan/Wolf Guard in Reserves to deep strike into play.

The enemy team decided to go for a two pronged deployment. The Tau and the Green Tide would deploy on our right flank (Broadsides up high for full LOS to the entire battlefield), the Stompa stood in the middle of their line to support either side and all three Land Raiders (filled with Berserkers, Pedro and Vanguard Vets), Possessed, Terminator Lord, Rhinos filled with cultist marines and a Vindicare assassin sat on our left flank ready to roll over some guardsmen and Space Wolves. Next to the Stompa sat both Defilers ready to tear into squishy guardsmen. The Inquisitor Lord sat in the middle of the table behind the Stompa for safety. The Culexus Assassins and chaos Termies would stay in reserve.

Seeing the entire left flank ready to fall, I rolled to redeploy up to 3 units. Seeing that the left flank would need reinforcing, I moved the Falcon, Seer Council and Wave Serpent there.

The lines drawn and the forces deployed, we prepared to wage war......

Catch part two next time!

Thursday, January 14, 2010

Death on Swift Wings

Here's an Eldar list that I've drawn up recently to adapt to my local meta of deep-striking several 'bomb' units that are capable of wrecking entire lines. The idea is that this army really has no 'line' to attack and should always be on the move. When the opportunity arises, unload enough firepower into targets to make sure that they don't get back up.

Farseer (Guide, Fortune, Spirit Stones, Runes of Warding - 140)
Autarch (70)
Fire Dragon x5 (80)
- Wave Serpent (TL-Scatter Laser, Spirit Stones, Star Engines - 140)
Dire Avenger x5 (60)
- Wave Serpent (TL-Bright Lance, Spirit Stones, Star Engines, Shuriken Cannon - 170)

Dire Avenger x5 (60)
- Wave Serpent (TL-Bright Lance, Spirit Stones, Star Engines, Shuriken Cannon - 170)
Vyper x3 (Starcannons, Shuriken Cannons - 240)
Vyper x2 (Scatter Lasers, Shuriken Cannons - 140)
Vyper x2 (Scatter Lasers, Shuriken Cannons - 140)
Fire Prism (Spirit Stones, Holo-Fields, Shuriken Cannon - 170)
Fire Prism (Spirit Stones, Holo-Fields, Shuriken Cannon - 170)

Total: 1750

If I'm facing an army that depends high on an alpha strike (Drop Pods, Tzeentch Daemons, IG Gunlines, Deep-striking armies), then my forces will be placed in Reserves in order to deny them the hit and then I'll use the Autarch's reserve bonus to come in and hopefully cripple their forces. The Vypers, while expensive and fragile, are the back bone of my shooting. By moving the Wave Serpents flat-out and then using the Star Engines in the shooting phase, I plan on screening as many Vyper Squadrons as possible in order to negate their fragility. The Farseer will put Guide a squadron and watch as the torrents of dice just bog down their targets. Fire Prisms will be the principle anti-tank roles in the army with the Fire dragons and Wave Serpents able to pick up the roles if need be.

Wednesday, January 13, 2010

Everyone Eventually Moves On - The Space Marine story

Pictured above is my Salamanders Dreadnought, the most recent model that I've completed. What's wrong with this? This model was finished at least a month and a half ago and I haven't had the will to paint anything else.

Now, during the Apocalypse game last Sunday, two of my friends (who play space marines) stated their intention to switch to Space Wolves and Chaos Marines. After thinking about it a while, I understand why.

The Space Marine is the poster child, it's the "easy army" to play, easy to make an effective list and has a very forgiving learning curve. The drawback? Once most people learn the game and delve into more advanced tactics, they see that the current Space Marine codex is garbage. It's boring to write a list, reasonably boring to play one and it feels that every other army in the game keeps getting more and more toys that allow it to lay waste to your 10 man tactical squads, your Land Raiders, your Dreadnoughts (I'm looking at you new Zoanthropes!) and what have you.

Heck, even from a hobby stand point, it's relatively boring. You paint dozens of dudes are intended to look exactly the same (props to the new Space Wolves kit for breaking the cliche of a power-armoured face in the crowd). Most of your vehicles are based on the Rhino-chassis, meaning you have a box, a box with a gun in front, a box with a gun on top, or a box with a bigger gun on top.

The Space Marines are indeed the poster child - it's how people learn the game. But once they reach another level game play, do they still find satisfaction in using those men in cans? I know that after playing Necrons, then switching to Eldar, then Space Marines as my latest army, I'm finding them very lacking in unit selection, model appeal and play enjoyment. I really should've saved the $300+ I spent and gotten more Eldar. :-/

I know that most players start out the game playing Space Marines or some other MEQ equivalent. If you're one of these players, have you changed your principle army? Did you play another army and then switch to Space marines for whatever reason? What are your thoughts?


Thursday, January 7, 2010

Apocalypse Scenario - "Seize and Slaughter"

(Image Courtesy of Marvel Comics, unrelated to 40k but would make an epic Indepdendent Character)

So I've been organizing an apocalypse game for this Sunday and just wanted to throw the scenario that I've been creating for it on here for posterity. Pics will be provided as well as an attempt at a battle report.

The game is about 8000 per side (so not a huge apoc game, but enough to consume the entire day).

Basically, it's Seize Ground with a twist. Each team gets one Primary Objective and two Secondary Objectives. Each team also nominates a single Independent character who acts as the 'commander'. If there is a Unique or Special Character, then he/she must be the Commander. If there is more than one Special character, the teams nominate one.

1) For each Primary Objective a team controls, they get two Victory Points.
2) For each Secondary Objective a team controls, they get one Victory Point.
3) If a team kills the enemy Commander, they get one Victory Point.
4) If a team kills all of the enemy HQ choices, they get one Victory Point (in addition to the one they get for killing the Kommander).

Troop choices are the only ones who can control an objective. Completely destroying a unit does not give a victory point. In the unlikely situation that the enemy is tabled, the surviving team wins.

Thoughts, opinions?