Followers

Saturday, December 24, 2011

A very Happy Christmas from Tales from the Lennycave

It's only one more sleep until Santa arrives, so I'd like to take the opportunity to thank all those readers of Tales from the Lennycave for their support and comments over the last several months. I originally started blogging for my own enjoyment, so to see so many people interested in reading my stuff is great. So, thank you all for reading, and a very Happy Christmas (or whatever else you might celebrate at this time of year) to all. I leave you with these Christmas poems from the 41st millenium.

The Night Before Christmas
'Twas the night before Christmas
And all throughout space
The battles continue
For each and every race
Dark Eldar are reaving
Black Templars on crusades
Grey Knights are just cheesy
With or without upgrades
The Sisters are praying
Orks ready to charge
While the Stormlord is watching
From his Command Barge
Daemons come from the warp
While Dark Angels await
The armies of Abbadon
Full of anger and hate
Blood Angels deep striking
Guardsmen on parade
Aspect Warriors stand ready
For the 'Nids to invade
The Wolf Pack are howling
Tau with guns oversize
And the charge of Space Marines
Whether it may be wise
The battles are ongoing
In the gaming hall
All that's left to say
Is Happy Christmas to all!


Kharn, the red armoured Betrayer
Kharn the red armoured Betrayer
Has a very bloody axe,
And if you ever saw it
I would say you're probably dead
All of the other Berserkers
Wouldn't let Kharn join their squad
They knew that if they let him
He'd send them all to meet the Blood God
Then one foggy Black Crusade
Abbadon came to say
Kharn with your bloody axe and might
Let's go beat the Imperium to shite
Then all the Berserkers loved him
And they shouted out with glee
BLOOD FOR THE BLOOD GOD
SKULLS FOR THE SKULL THRONE OF KHORNE

Tuesday, December 20, 2011

2012 - The Pledge

Now that we're into the last two weeks of December it's one of my favourite times of the year. No, not Christmas, it's time to decide on a painting pledge for next year. So here's what I've come up with this year.

Pledge the First

For every figure I buy (gifts are excluded) in 2012, I will paint a minimum of three figures in 2012.

Pledge the Second
All figures acquired from 1st December 2011 to 30th November 2012 will be painted by the end of 2012.

Pledge the Third
I will post photographs of all painted figures in a dedicated thread on the w-ired.org forum. This thread will be constantly updated, with the initial post containing a list of figures completed as well as acquired figures. In addition, I will post an update along with those photographs on the Tales From The Lennycave blog on a monthly basis.

Suggestions for a title for the forum thread would be appreciated. Some sort of pun on a popular culture reference preferably.

Sunday, December 18, 2011

Can the 'Nids eat Christmas?

As I stated in my previous post, I played the Christmas Carnage scenario at the club on Wednesday night. I took the following list

Librarian (125) - Jump Pack. Fear of the Darkness, Shield of Sanguinius
Sanguinary Priest (80) - Jump Pack, Meltabombs.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
5 Assault Marines (100) - remove Jump Packs.
Razorback (55) - Twin-Linked Lascannon.
5 Assault Marines (100) - remove Jump Packs.
Razorback (55) - Twin-Linked Lascannon.
Baal Predator (115) - Twin-Linked Assault Cannon.
Predator (135) - Autocannon, Lascannon Sponsons.

Our other three contenders were :
In the red corner, Alan Condren's Grey Knights (Brotherhood Champion, 5 Terminators, 3x10 Strike Squads)
In the blue corner, Frank O'Donnell's Tyranids (Hive Tyrant, 2 Hive Guard, 10 Termagants, 10 Genestealers with Broodlord, Tervigon, 3 Spore Mines, Carnifex)
In the green corner, Ralph Risk's Grey Knights (Inquisitor Coteaz, Psyker squad in Rhino, and 12 squads of 3 Warriors in Psybacks!)

I ended up with the bottom left corner (from my perspective) with Frank in the top left, Alan on my right and Ralph diagonally opposite.

I won't go into a blow by blow account of the game, but here were a few of the highlights.

Frank infiltrated his Genestealers into position to grab an early Christmas present, which turned out to be a trap, blowing up 4 members of the brood.

Alan spent most of the game ignoring the Flesh Tearers to his side, instead preferring to pump Psycannon fire into Ralph's Razorbacks instead. Although, to be fair to Alan, most of mine and Frank's shooting was at the same things.

When one of Frank's Spore Mines got a hit on its Scatter dice roll, he decided to use it to open a present. We all found the concept of a Spore Mine firing a Combi-Plasma gun rather humourous. Frank suggested we allow it to become a Plasma Spore Mine instead, so it floated into Alan's Terminators and killed two of them.

When one of Ralph's Razorbacks had it's gun shot off, it barrelled forward straight into one of my Razorbacks. In retaliation, the Razorback fired its Lascannons at the tank right in front of it. And missed. Meanwhile the Jump Pack Assault squad fired at the Termagant squad. 7 wounds, 7 4+ cover saves made.

Frank's Tervigon only spawned a single squad of 9 Termagants, which managed to find themselves a box of defensive grenades. His original squad of Termagants found a box of Melta Bombs. Which they tried to put to use on Ralph's Razorback 3.5" away, but rolled 1,2,3 on their difficult terrain test. Next turn Ralph forgot to move it and they got to blow it up then instead.

One of Ralph's Warriors escaped the wreckage of his Razorback and ran for the nearest present, surviving a hail of fire from Frank, only for it to explode in his face when he opened it.

In the fourth turn, the Flesh Tearers squads jumped from their Razorbacks to protect Santa's cave. Unfortunately for them, they were wearing armour someone had spray painted "Shoot Me!" on and only 3 managed to survive, despite the cover and the Feel No Pain of the nearby Sanguinary Priest. Luckily for me, one squad passed their Morale check and there were no assaults. We turned to Ger on the next table to roll the game ending dice, up came a 1. Victory for the Flesh Tearers.

The game itself was a lot of fun. Ralph's Psyback spam turned him into a major target for most ranged weapons on the board. At no point did the blizzard roll come up low, so shooting was relatively unaffected by it. Maybe I shouldn't have allowed the scenario to potentially end on turn four - I was concerned with four players the game might have taken too long, but with the integrated turns everyone was kept involved and interested and it resulted in some of the players not making for the objective until it was too late. Even though it was only a 33% chance of ending after four turns, I think I'd just use the normal Random Game Ending instead next time. We normally play at least 1750 a side, so there wasn't really a lot more troops on the board than in a normal game.

Finally, thanks to Ralph, Frank and Alan for agreeing to subject themselves to a scenario without any knowledge in advance of what it would involve.

Wednesday, December 14, 2011

The Last Battle - Christmas Carnage scenario.

Sorry I haven't posted in a good while, but I've been really busy lately for some reason. Anyhow, tonight is the last gaming night of the year, so I probably won't play again until 2012 after tonight. So I knocked out the following scenario for four players.

Christmas Carnage
Christmas Carnage is a four player scenario. It will be played on a 6' x 4' table.

The Armies
Players may select an army to a maximum of 1000 points. The standard force organisation chart is not in use, players may take a maximum of one choice each of HQ, Elite, Fast Attack and Heavy Support. Troops are unlimited, and any unit may utilise any Dedicated Transport option available.

Deployment
Deployment zones are in the corners of the gaming board. Players roll off, with the highest roller having first choice of deployment zone, the second highest the next choice, the third highest roller gets third pick while the lowest roller gets whichever deployment zone is left. Players must deploy their units within 12" of the long table edge and 24" of the short table edge of their respective corner.

Players alternate deploying one unit at a time, starting with the player who chose his deployment zone first, followed by the second player, then the third player and finally the last player. After each player deploys a unit (and its Dedicated Transport if it has one), the process starts again with the first player deploying his second unit. Repeat until all units are deployed. Units with the Infiltrate USR may use it to deploy after all other non-infiltrating units. If more than one player wishes to use the Infiltrate USR, alternate units in the same order above.

Note that units may not begin this scenario in reserve.

The turn
In this scenario, the turn is resolved differently than in regular games of Warhammer 40,000. Instead of each player taking a full turn, each player will move, then each player will shoot, then each player will launch assaults. The system is described below.

At the start of each turn, players roll off. The highest roller is designated "First Player", the next highest "Second Player", the next highest is "Third Player" and the lowest roller is "Fourth Player".

Movement Phase
The First Player takes his Movement Phase, followed by the Second Player, Third Player and Fourth Player in turn.

Shooting Phase
The First Player then takes his Shooting Phase, followed by the Second Player, Third Player and finally the Fourth Player.

Assault Phase
The First Player declares his assaults and moves any models that can reach into assault. Then the Second Player does so, followed by the Third Player and the Fourth Player. Do not Pile In with any models until all assault moves have been completed by all players. Then the First Player completes any Pile In moves, followed by the Second Player, Third Player and Fourth Player.

Once all Assault moves have been resolved, proceed to fight each combat. The First Player gets to choose which combat is resolved first. This may be a combat not including his own models if he wishes. Resolve this combat fully. The Second Player chooses the next combat, then the Third Player, then the Fourth Player, back to the First Player, and so on until all combats have been resolved.

Please note it is perfectly possible (and likely) for three or four way combats to occur. Combat results for such combats are worked out as normal. The player with the highest score wins the combat. If two players scores are tied, consider both to have won the combat. Neither takes break tests/No Retreat wounds. All other players compare their combat score to the winner's score to determine their break test modifier/number of No Retreat wounds taken. If more than one player has units remaining in the combat after these have been resolved, there will be no Sweeping advances possible and all units which fail their break tests will fall back.

When all assaults have been resolved, a new turn begins and the process starts over.

Objective

The objective for this game is the entrance to Santa's cave. This will be placed in the exact centre of the table. The player with the greatest number of models in base contact with the cave entry at the end of the game wins.

Ending the Game
The game ends randomly, although the dice roll for the end of game occurs one turn sooner than in normal games of Warhammer 40,000.
Roll at the end of Turn 4 - Game ends on 1-2
Roll at the end of Turn 5 - Game ends on 1-3
Roll at the end of Turn 6 (or later turns) - Game ends on 1-4

Falling back
Units falling back do not fall back towards a table edge. Instead they will fall back towards the controlling player's corner.

Special Rule - Blizzard

The game occurs during a blizzard. Roll a D6 for the blizzard at the start of each turn.

1 Whiteout! - The entire table counts as difficult terrain. All shooting is limited to 12" range and is at -1 to hit.
2 Very Heavy Snow - Shooting is limited to a range of 18"
3 Heavy Snow - Shooting is limited to 24" range
4 Moderate Snow - Shooting is limited to 36" range
5 Light Snow - Shooting is limited to 48" range
6 Clear!

Special Rule - Christmas Presents

Santa and his elves have wrapped up a few presents for his rescuers and some booby traps for his enemies. Due to the poor conditions, these have been scattered around the battlefield. There are 8 present markers on the battlefield. One each are placed in the centre of each table edge. The other four are placed 12" away from Santa's cave, on a direct line between the centre of the table and the centre of each table edge. Any non-vehicle model may open a present it comes into base contact with. Flip the marker and consult the following table.

1 - Booby Trap! The model takes a S6 AP1 hit.
2 - This model and his unit gain Defensive Grenades.
3 - This model gets a one-shot only gun. S9 AP2 Assault 1.
4 - This model gets a Combi-Plasma Gun
5 - This model gets a Power Weapon
6 - This model gets a one-shot only gun. S5 AP5 Assault 4.
7 - This model and his unit gain Melta Bombs.
8 - Booby Trap! This model and every other model in his unit takes a S3 AP6 hit.


Should be a good laugh, I'm playing against Ralph, Frank and Alan so let's hope it all goes well. I'll post up again to let you all know how we got on. Now, I need to go finish preparing the objective and Christmas present markers.

Sunday, November 20, 2011

Road to Glory III - Mercury Rising results

The third event in the Road to Glory series of escalation tournaments I'm currently running was held in Gamers World in Dublin on Saturday October 1st. This time, the players had 1250 points to spend on their armies.

There were six players at this event, here are your contenders -
Stephen Coleman (Beastmen)
Eoin Lennon (Vampire Counts)
Brian Dolan (Lizardmen)
Colin Power (Lizardmen)
James Fitzsimons (Dark Elves)
Malcolm Cooney (Lizardmen)

As in the previous event, there was a total of 100 Tournament Points up for grabs. 10 for presubmitting an army list, 10 depending on what proportion of their army was fully painted and based as well as 80 points for game results (4 games at 20 points each). As before, I had a Dark Elf army available for bye-busting, but it wasn't required due to the even number of players.

The event was won by Malcolm Cooney, followed by Stephen Coleman and in third was Colin Power. As with the previous event, a gold, sliver and bronze dice were awarded to the top three. The event went really smoothly, thanks to all the guys for playing in a great spirit. There were a couple of interesting incidents, including when Malcolm turned Brian's Slaan Mage into a frog using Sijevir's Hex Scroll - who could have pictured a Slaan looking like a frog? Also we had James and his unorthodox Assassins, who didn't like to hide in their regiments, but preferred to run around throwing Rending Stars instead. Obviously they forgot that they're a little squishy with shooting and direct damage spells around.

The final scores were as follows
Malcolm Cooney 85
Stephen Coleman 76
Colin Power 67
James Fitzsimons 54
Eoin Lennon 33
Brian Dolan 22

As with the previous events, players earned points towards the overall Road to Glory leaderboard, which now stands as follows. The formula for points awarded to each player is (1250/n) x (n-p), where n is the number of players at the event, and p is the number of players who finished ahead of the scoring player.

Stephen Coleman - 2126 (+1042)
Malcolm Cooney - 2091 (+1250)
Colin Power - 1834 (+834)
James Fitzsimons - 1307 (+625)
Eoin Lennon - 1084 (+417)
Gerry Nolan - 834
Fergus Finch - 713
Nigel Kavanagh - 614
Jan Karnowski - 478
David McHugh - 410
Domhnall O'Brien - 273
Brian Dolan - 209 (+209)
Derek "Jarvis" Mitchell - 205
Ken Chambers - 137
Des Kenny - 69

Again, big thank you to all the players for showing up, playing games and helping to set up the boards and clear up at the end of the day. Also to Martin Kenny and his staff at Gamers World for allowing us to use their tables and scenery.

Wednesday, November 16, 2011

Irish 40K Grand Tournament (TOWNCON) report

I not so recently attended the recently revived Irish Warhammer 40,000 Grand Tournament held as part of a new convention, Conspiracy (or TOWNCON, as it has been dubbed). The event was held on Saturday 23rd and Sunday 24th September in the Kilkenny Ormonde Hotel. The organiser for the tournament was Mr. Paul Quigley - Dublin Games Guilder, fellow Wargaming Ireland Podcast contributor and spammer of many Venoms. Paul was ably assisted by Mark Keaveney and Colin Cullinane of Wargames Association Cork. All three did an excellent job and the event ran very well.

I didn't stay overnight for this event, instead I travelled up and down both days. Thanks a lot to Ralph Risk for going out of his way to collect and deliver me to my parent's house, where I was staying since I was on my holidays from work at the time. At eight on Saturday morning Ralph arrived with Frank (playing as John Stowe for the weekend) and off we headed to Kilkenny with a brief stop to collect Jannik en route.

My army was as follows
Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Sanguinary Priest (90) - Jump Pack, Power Weapon.
Sanguinary Priest (90) - Jump Pack, Lightning Claw.
Honour Guard (230) - Jump Packs, 4 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Vanguard Veterans (385) - 2 pairs of Lightning Claws, Sergeant with Power Fist.

Game 1 vs. Nick Meade (Blood Angels)

Nick had a very small model count in his list. He had a Storm Raven with Mephiston, Storm Raven with 5 Assault Terminators, a Terminator Armoured Sanguinary Priest and a Furioso Dreadnought with Blood Talons as well as 2 Land Raiders both transporting 5 strong Assault Squads.

The missions were from this year's ETC, so each had a primary objective (worth 8BPs), a secondary objective (4 BPs) and Victory Points (8 BPs split depending on VP difference). In this mission the primary objective was Kill Points with the secondary being Capture and Control with Spearhead deployment. The two objectives were placed in the centre of the neutral quarters.

Nick deployed and went first, so he sent one Storm Raven and one Land Raider toward each objective. Since he had split up his forces, I decided to drop on one half of his force and hopefully annihilate that before Nick could bring his other half to bear. However, the plan didn't survive contact. One Assault Squad with a Librarian and Sanguinary Priest scattered 6" and couldn't be placed due to the Land Raider. One mishap roll later and that was the end of 450 points of my army. The rest of my arrivals blew up the Storm Raven, but couldn't kill the Furioso. Nick proceeded to assault with his Terminators and Furioso, later to be joined by Mephiston. My late arrivals failed to blow the Land Raider up, and my army just disintegrated. I had no success against the Furioso in combat, all I managed was to blow off an arm. I did kill off the Terminators, but that was as much as I could manage.

Nick wiped out my entire force and held both objectives. I had managed to kill a Storm Raven, the Terminators as well as damaging both a Land Raider and the Furioso, so I did manage to score a solitary Battle Point. I liked my chances pre game, as I fancied my chances with lots of high cost models, which my army usually excels at killing, but I needed to get my army down in force, which didn't happen. Half my units failed to show, and one important unit destroyed itself. Nick did play well and took the opportunity to pick my army apart, so fair play to him. 1-19.

Game 2 vs. Arran Quigley (Grey Knights)
Arran had a Grey Knights army with very few actual Grey Knights in it. His army consisted of Coteaz in a Razorback with a Henchman bodyguard, a unit of Psykers in a Rhino, a Vindicare Assassin, a Psyfleman Dreadnought, and 2 Storm Ravens. One Storm Raven had a Librarian, Techmarine and 7 Death Cult Assassins. The other held a Techmarine with 8 Death Cult Assassins.

The primary objective here was Seize Ground with 4 objectives, 2 of which had to be with 6" of the long edges. These would count towards the secondary Capture and Control objective. Deployment was Dawn of War. Arran got first turn, so I full reserved.

Arran zoomed his Storm Ravens towards the objectives on my side of the table, while the rest of his army camped around those on his own side of the table. I decided to attempt to get the drop on his Storm Ravens, take them out and then head for Arran's objectives. Again, the reserve rolls failed me and I managed to only get 3 units again. I managed to get a single penetrating hit on each Storm Raven, but only blew a weapon off of each. (With AP1 and the Ravens having gone flat out, I only needed 3+ to destroy them). In turn the Death Cults popped out and slaughtered my units. With the plan in tatters, I decided to drop my remaining units against Arran's home objective. The Psykers decided to help me out by blowing themselves into bits with a Perils of the Warp (wouldn't like to be the Servitor who had to clean out that Rhino!). I managed to get into Arran's firebase and even held his home objective on Turn 5, so started to pray for the game to end. Unfortunately it didn't, and my guys were in trouble. Arran flew in his Storm Ravens and turned his entire firepower on my army. Luckily for me I was able to remove the models nearest Arran's army as casualties, so the only thing available to assault my last remaining Assault Marine was the Vindicare Assassin. They both traded ineffectual blows until thankfully the game ended after Turn 6.

Arran's home objective was contested, and none of the rest were held, so both primary and secondary objectives were drawn. Arran was well ahead on VPs however. I almost stole this game by focusing on the objective while Arran got too focused on killing things. Arran made a couple of mistakes by not holding one of the other objectives and moving everything in to wipe me out, and then again by pouring too much shooting and putting his assault out of range - even if he very nearly succeeded. 8-12.

Game 3 vs. Colin Cullinane (Space Marines - bye-buster)

After my poor showing in the first two games I was down at the bottom of the leaderboard so I was drawn against the bye-buster army, Colin and an Imperial Fists army. Colin's army was Lysander, 5 Assault Terminators in a Land Raider, 10 Tacticals in a Drop Pod, 10 Sternguard with Combi-Meltas in a Drop Pod, Ironclad Dreadnought in a Drop Pod, 5 Tactical Marines in a Razorback and a Predator.

The primary mission was a Capture and Control mission, with Annihilation as the secondary. Deployment was Pitched Battle, Colin got first turn and as usual I reserved in order to Deep Strike. Colin had to land all his Drop Pods before I arrived from reserve. It left his units quite scattered and I was able to drop against it in force. The plan went well, I was able to quickly dispatch Colin's Predator and Razorback squad holding his home objective. This game went very well for me, I was able to get an assault off on the Sternguard before they devestated any of my squads as well as getting rid of the larger Tactical Squad. This left Colin unable to claim the objectives. Lysander and the Assault Terminators did some damage in return but I did my best to ignore them while killing off his other units and even destroying a couple of his Drop Pods for the Kill Points. In the end I wore Colin's army down to the Terminators and Lysander.

I held Colin's home objective as well as being quite comfortably ahead on Kill Points at game's end, although I did lose a couple of units and failed to kill Lysander or the Terminators. It was nice to see things go to plan and vehicles actually die to my AP1 guns. Very enjoyable game. 17-3.

That was the end of day one's play. I had a look around the hall to see how my clubmates were getting on. Jannik was kicking ass with his Footdar on the top table. Several others were well up there - Phil Johnston, Gerry Nolan, ETC Captain Fantastic Mike Tangney and Frank as well. Pearce Condren was gaining a lot of attention for his "tournament bunny" ears and tail in a solid mid table position, as was his dad Alan as well as Ralph. So it seemed at that stage if anyone was letting the DGG down, it was probably me, although with another day's play to go there was still changes to happen. On Day 2 I was back up nearer the middle tables and drawn against a Kan Wall Ork army. Not a good matchup.

Game 4 vs. David McHugh (Orks)

David, or Jiggy as he's better known, had a scary wall of Orks. He was fielding 2 Big Meks with KFFs, 2 squads of 6 Lootas, 15 Kommandos, 3 mobs of 30 Boyz, a small Grot mob, 9 Killa Kans and a Deff Dread with four combat arms.

Our primary objective was a 5 objective Seize Ground, with Annihilation secondary mission and Spearhead deployment. For this game I decided to start most of my army on the board, with the exception of the Vanguard, who could assault after Deep Striking anyway. Jiggy had his Kan Wall up front with his Boyz behind, all covered by his Kustom Force Field. I had little success early busting Kans with my melta weaponry, which resulted in most of them getting to assault, although I did manage to destroy those that did eventually. I got the Vanguard into the back of a large Ork mob, although they did die to the counter assault. I was lucky that Jiggy rolled poorly for his run moves in the turn he had called his WAAAGH!, but his Lootas made up for that with excellent shooting - he was hitting constantly with more than half his shots. One of my Assault Squads killed off the Kommandos and prepared to take on the Lootas, only to lose all seven models to a single volley (yeah, they hit on 5s, I've a 3+ save and FnP, I know. Lots of 6s for him, lots of 1s for me). They also killed off the lone Sergeant from another squad who assaulted them. I took far too many casualties on my way into assault to win combats quickly and efficiently, although an Assault Squad with Furious Charge should do better than 4 hits translating into a single wound. Jiggy ground me down to a final few Marines surrounded by Orks at game's end.

Jiggy won both objectives in this game, although he was not as far ahead on Victory Points as it appeared looking at the table. I was always going to be in trouble with so many Kans on the table, my army finds walkers to be a pain in the arse. Fair play to Jiggy, he played well and deserved his win - although those Lootas are bloody ridiculous, definately the men (Orks?) of the match. 3-17.

Game 5 vs. Alan Condren (Space Marines)

Last match of the event and I was up against fellow DGG member Alan Condren and his Space Marine army. He had Vulkan He'stan with 5 Assault Terminators in a Land Raider Crusader, 3 squads of 5 Tactical Marines in Razorbacks, 2 squadrons of 3 Land Speeders, 3 Attack Bikes and 2 Predators (one Twin Lascannon, one Autocannon/Heavy Bolters).

Our primary objective was Annihilation, while the secondary was 3 objectives (one in the board centre, the other two on the centre line 6" in from the side edges). Deployment was Pitched Battle. Alan deployed his force mostly central, but with one Razorback squad to advance on the side objectives. I dropped in on the right flank, and easily blew up the Razorback and slaughtered the squad inside, before heading into the centre while one squad held the objective. It turned into a tough battle in the middle, I killed both Predators and the Razorback squad, but Alan's bikes and Speeders did plenty of damage too. When my straggler Assault Squad arrived, I went for th Razorback squad on the left but failed to destroy the transport. Vulkan and his Terminators then arrived to save Alan's final scoring unit, driving off the Assault Squad before returning to the centre to contest the objective there. The game ended after 5 turns before the squads could get to grips with each other.

I had taken the primary objective on Kill Points, but we both held a single objective and had both scored a similar number of Victory Points. Despite playing with the DGG for several months, this was my first game against Alan. I was quite happy that the game ended when it did - Alan's Terminators would have ripped my squads in the middle apart, even if they couldn't hold the objective themselves. Another tough, really enjoyable game. 14-6.

I finished up the tournament with a total of 63 points, with 43 for battle, 10 for presubmission and 10 for having a painted army. This was good for 23rd place out of 33 players. It was about what I expected heading in to the tournament, there were plenty of very good players and tough armies running around the place.

In first place was Jannik with his Footdar, followed in 2nd by Captain Mike also with Footdar. Third place was taken by 2011 ETC Captain Richard Flood and his Grey Knights. From the DGG, Phil Johnston was 5th with his Space Wolves, Frank was 11th with Black Templars, Pearce 18th with Blood Angels, Ralph's Grey Knights 19th, Gerry 22nd with Witch Hunters and Alan's Space Marines 29th.

I had a great weekend at the event. I thought Paul, Mark and Colin did an excellent job in what were sometimes trying circumstances. From what I understand, Paul was only recruited to help out originally, but due to unforeseen circumstances ended up having to do the bulk of the work himself. He also got everyone TOWNCON bars, which was cool too. He also handled well some post-event whinging from some guy who wasn't even there about something that didn't effect him in any way. Thanks again Paul, even if you did forget to thank that guy who made those nice buns for the event.

I've come to the conclusion that my army needs to change dramatically to become competitive. While there are builds it absolutely slaughters, it's far too vulnerable to Dreadnoughts, Assault Terminators, hard ICs and deathstar units. It's also very dependent on reserve rolls, even with the re-rolls I still didn't get enough units in turn 2 against both Nick and Arran. Deep Striking in with the Meltaguns can be highly effective, but the units doing so end up clustered out in the open. Shield of Sanguinius and Feel no Pain can help out against shooting, but my units are in trouble if they are assaulted. I have ideas as to where I will go with the Flesh Tearers from here, but that's for another post.

Monday, October 17, 2011

Army Focus : Flesh Tearers

Photobucket

I finished painting my Flesh Tearers army up to 2000 points for the recent North Wexford Gamers tournament. So I've decided today to show off a few pictures.

HQ1 : Librarian (125)
Bolt Pistol, Force Weapon, Frag & Krak Grenades, Power Armour, Psychic Hood, Jump Pack. Blood Lance, Shield of Sanguinius.
HQ2 : Librarian (125)
Bolt Pistol, Force Weapon, Frag & Krak Grenades, Power Armour, Psychic Hood, Jump Pack. Blood Lance, Shield of Sanguinius.

Photobucket

HQX : Honour Guard (250)
Sanguinary Novitiate - Bolt Pistol, Chainsword, Frag & Krak Grenades, Power Armour, Blood Chalice, Jump Pack.
3 Honour Guards - Meltagun, Chainsword, Frag & Krak Grenades, Meltabombs, Power Armour, Jump Pack.
Honour Guard - Meltagun, Power Fist, Frag & Krak Grenades, Meltabombs, Power Armour, Jump Pack.

Photobucket

Elite 1 : Sanguinary Priest (95)
Bolt Pistol, Power Weapon, Frag & Krak Grenades, Meltabombs, Power Armour, Blood Chalice, Jump Pack.
Elite 1 : Sanguinary Priest (95)
Bolt Pistol, Lightning Claw, Frag & Krak Grenades, Meltabombs, Power Armour, Blood Chalice, Jump Pack.

Photobucket

Elite 2 : Terminator Assault Squad (210)
Terminator Sergeant - Thunder Hammer, Terminator Armour, Storm Shield.
Terminator - Thunder Hammer, Terminator Armour, Storm Shield.
3 Terminators - Lightning Claws, Terminator Armour.

Photobucket

Troops 1 : Assault Squad (235)
Space Marine Sergeant - Bolt Pistol, Power Fist, Frag & Krak Grenades, Power Armour, Jump Pack.
2 Space Marines - Meltagun, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.
7 Space Marines - Bolt Pistol, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.

Photobucket

Troops 2 : Assault Squad (235)
Space Marine Sergeant - Bolt Pistol, Power Fist, Frag & Krak Grenades, Power Armour, Jump Pack.
2 Space Marines - Meltagun, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.
7 Space Marines - Bolt Pistol, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.

Photobucket

Troops 3 : Assault Squad (235)
Space Marine Sergeant - Bolt Pistol, Power Fist, Frag & Krak Grenades, Power Armour, Jump Pack.
2 Space Marines - Meltagun, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.
7 Space Marines - Bolt Pistol, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.

Photobucket

Fast Attack 1 : Vanguard Veteran Squad (395)
Space Marine Sergeant - Bolt Pistol, Power Fist, Frag & Krak Grenades, Power Armour, Jump Pack.
2 Veterans - Lightning Claws, Frag & Krak Grenades, Meltabombs, Power Armour, Jump Pack.
7 Veterans - Bolt Pistol, Chainsword, Frag & Krak Grenades, Power Armour, Jump Pack.

Photobucket

Thursday, October 13, 2011

Kings of War

I saw an article on the Mantic Games blog this afternoon (www.manticblog.com), about their soon to be released Warpath rules. I'm interested to see where they go with it, but more importantly it got me thinking about their first game, Kings of War.

I wasn't initially impressed with Mantic at first. The first product of theirs that I saw was their Elf range, which I don't really like. However, over time they've begun to impress me more and more, with frequent releases and great prices (for someone used to GW anyway). I happened to win some of their Undead in a raffle held by Firestorm Games (www.firestormgames.co.uk) when I was there as part of the 2010 Fantasy Home Nations event. I also picked up the starter box, Mhorgoth's Revenge, late last year, but never did anything with either.

Seeing as all their rules are free to download, this afternoon I downloaded the latest rules and all the current army lists for the game. I did a few quick calculations and worked out I can get nearly 1000 points out of what I have, with just the addition of a Necromancer, as one thing I don't have is any characters. I worked out the following army list.

Necromancer (110)
Revenant Regiment (135) - Banner, Musician. 2 Handed Weapons.
Revenant Regiment (135) - Banner, Musician.
Revenant Troop (85) - Banner, Musician.
Skeleton Regiment (140) - Banner, Musician. Spears. Undead Giant Rats.
Skeleton Regiment (140) - Banner, Musician. Spears. Undead Giant Rats.
Zombies Half-Regiment (75) - Banner, Musician.
Ghouls Regiment (80)
Balefire Catapult (50)
Balefire Catapult (50)

I'm going to try to start up assembling and painting a few starter models shortly. The above force can also be used as a Vampire Counts army for Warhammer, so it might see some use as that as well.


P.S. On another note, a series of articles I'll be starting soon will be looking at the Lores of Magic available in Warhammer. I'll leave the choice of the first lore to my readers, so the first person to comment gets to choose the Lore.

Wednesday, October 12, 2011

Wargaming Ireland Podcast 12.3 now available

Hello Tales from the Lennycave fans,

If you're a fan of the blog, here's something else that might be interesting for you. The latest edition of the Wargaming Ireland podcast is now available for download. It's episode 12.3 and can be found here - wargamingireland.podbean.com, and can also be found on iTunes (search Wargaming Ireland podcast). Hosts Nigel "Brooklyn" Kavanagh and Derek "Jarvis" Mitchell are joined by Paul "Mandragoran" Quigley and myself for a chat about events (both recent and upcoming) while Jarvis gives us his opinion on the new Ogre Kingdoms book from his perspective as a long time Ogre player. There's lots of good humoured abuse and banter and I'd definately recommend checking it out.

Monday, October 3, 2011

North Wexford Gamers 2011 Tournament Report

September 17th and 18th was the date for the third annual North Wexford Gamers tournament. This year's event was held in the Amber Springs Hotel in Gorey. I've attended both previous events. In 2009 the tournament was a one-day, Fantasy only event held in the Loch Garman Arms hotel, while in 2010 the tournament expanded to two days and included a Warhammer 40,000 event as well, it was held in the Ashdown Park Hotel. For 2011, the venue had once again moved to the Amber Springs Hotel. If this keeps up, the event will run out of hotels in Gorey and have to look elsewhere.

Anyhow, this year I played in the Warhammer 40,000 event. I was fielding my Flesh Tearers list, which can be found elsewhere on this blog but for simplicity is below -

Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Sanguinary Priest (95) - Jump Pack, Lightning Claw, Meltabombs.
Sanguinary Priest (95) - Jump Pack, Power Weapon, Meltabombs.
Honour Guard (250) - Jump Packs. 4 Meltaguns, 4 Meltabombs, Power Fist.
5 Assault Terminators (210) - 2 Thunder Hammer & Storm Shield, 3 Lightning Claws.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Vanguard Veterans (395) - Jump Packs. 2 w/2 Lightning Claws & Meltabombs, Sergeant w/Power Fist.

All designed to Deep Strike, crack open vehicles and then assault the squishy beings inside - assuming the plan worked.

I arrived on Friday evening for my game against 40K organiser Darragh Cullen, who was fielding the bye-buster list - which was a Necron army owned by Ralph Risk (who couldn't make it, unfortunately). Necrons don't really like playing against my type of army, something to do with too much assaulting and Feel no Pain. As well as that, I don't have any vehicles which negates the Necrons really overpowered ability to glance on 6s. The game was reasonably quick to play - I won by about 3-2 on Kill Points, although had the game gone on to a 6th turn I would likely have been able to phase out the Necrons, as a couple of Darragh's units were stuck in assaults and down to their last model or two. I would have expected to finish them off in Darragh's turn before swooping on any survivors in my own.

Elsewhere in the hall some other games were going on, with Paul Quigley and John Stowe having swapped armies - Paul was playing John's 30 Scarab swarm Necron army, while John attempted to get to grips with Paul's Venom Spam list. Another game was a Grey Knight civil war between Jay McKeown and Jason Lane, which apparently went on well into the night (A full report on this game can be found on Jay's blog - http://blog--hammer.blogspot.com/2011/09/nwg-2011-practice-and-game-1-let.html). Also going on was some last minute modelling thanks to Phil Johnston and his Kroot Mercenaries - Phil needed to model some Vulture Kroot with wings, so he sat with a scissors, super glue and a sheet of clear plastic. With the aid of Chris "Dgame" Smith, he managed to get his army assembled. A large amount of alcohol seemed to appear around the hall too, which probably didn't help with the modelling, but nobody really seemed to care.

I didn't stay very late, as I hadn't had a day off work in over a week and it was well past my bedtime. Saturday morning arrived and I had time for a bit of breakfast before heading back to the Amber Springs for the rugby match. Ireland unexpectedly beat Australia by 15-6 and it was time for the first round.

Game 1 vs. Alan Garvey (Chaos Space Marines)
Alan is just getting back into playing Warhammer 40,000 after a break of about fifteen years. His Chaos Space Marine army had a Lord on Daemonic Steed, 10 Terminators, 5 Terminators, 2x10 Chaos Marines in Rhinos, 10 Berserkers in Rhino, 3 Bikers, 2 Predators and a Defiler.

The mission was Annihilation, with Spearhead deployment. I had a terrible opening turn (my second, due to Deep Striking) with only half my units arriving and the sum total of their damage being an immobilised Rhino. Alan's counter attack hurt, but I was able to recover somewhat and start to pick off a few easy kill points with melta shots to rear armour as well as a quick assault on Alan's bikes. After this, I tried to limit my losses by keeping away from the dangerous parts of Alan's army - I didn't have the force required to deal with 10 Terminators, but I did have the speed to avoid them, as well as using my own Terminators as bait. It cost me the unit, but it took some of Alan's more dangerous units out of the game and allow me to hit and run to pick up both Kill Points and Victory Points.

I won the mission on Kill Points, 6-3, while the VPs were 1074 to 870, which resulted in a 15-5. I had high hopes for this game, both due to Alan's list and his time away from the game. Kill Points missions play to the strengths of my army, I only have 10 to give away and don't have many easy targets such as light transports in my army. I found Alan to be really nice bloke and was a lot of fun to play.

Game 2 vs. Paul O'Donoghue (Imperial Guard - Death Korps Siege Army from IA)
Paul had taken the opportunity to include an Imperial Armour list and lots of forge world models. His Death Korps had a few interesting units and rules, they have WS4 (bad for me) and can include their Heavy Weapon squads in combined units as well as the infantry squads.

Paul had a Company Command Squad, a Quartermaster, Platoon with 3 squads and 2 Autocannon HWS, Platoon with 2 squads and 2 Lascannon HWS, 2 Engineer squads with Hades Breaching Drills (nasty things, they burrow up through the ground using the Deep Strike rules, and do a S10 Melta hit to any models they end up under), a Cyclops squadron (mini remote control tanks that can explode as a demolition charge), a regular Leman Russ, an Executioner and a Demolisher.

This game was a Capture and Control mission with Pitched Battle deployment. I knew this game was going to be tough, especially after Paul had deployed. He had enough infantry to protect his tanks and allow them to punish me for several turns. I was able to charge one of his big blobs of Guardsmen on the arrival turn with my Vanguard, although the main part of the force came under heavy firepower from the Guard tanks as well as demolishion charges and other powerful Guard shooting. I managed to get an attack going down the left flank and into Paul's tanks and command elements, but was unable to capture an objective in the last turn due to a combination of poor dangerous terrain tests (out of 14 remaining models, I failed 6) so was unable to muster enough force to clear Paul's objective. He had captured mine with an Engineer squad which had followed up out of a tunnel bored by one of his Hades Breaching Drills.

So in the end the game was a win for Paul by one objective to none. I had managed to pick off some of his more points heavy units in the late game, so the score was 1370 VPs to me against 1465 for Paul, so that was a 5-15 result.

Game 3 vs. James Kenny (Dark Eldar)

My third game of the day was against James and his Dark Eldar. He was fielding Duke Sliscus, an Archon with Webway Portal, 9 Trueborn in a Raider, 2x4 Blaster Trueborn in Venoms, 2x10 Warriors, 2x14 Wyches, 10 Hellions and 2 Razorwing Jetfighters.

The mission for this game was Seize Ground (3 objectives, arrayed across the centre of the board) with deployment being Dawn of War. James had a different army than the Dark Eldar lists I usually play, so with the infantry squads in the army I expected a Webway Portal, which duly arrived. This game started off well enough, although the portal was placed reasonably centrally so I couldn't avoid it all game. I managed to have a decent arrival turn this game, with the Honour Guard managing three penetrating hits on a Razorwing. That is, until James made his three flickerfield saves and then pounded an unlucky Assault Squad with lots of missiles. That was bad enough, until the exact same thing happened to the other Razorwing in the next turn. The game included several brutal melees, Duke Sliscus and his squad being run down by the Vanguard. The Terminators arrived only to be pounded with firepower, fail an abnormally high number of saves and the survivor then ran away. I was slowly getting worn away, but the end of turn 5 arrived and I was holding one objective, with another contested by the last Terminator who had rallied himself. The game went on another turn and my Assault Squad on the objective was charged by Wyches and the Terminator by the Archon (who, luckily for me, didn't ignore my armour save). I managed to hold out for turn 6 when the game ended.

Neither of us had managed to claim any objectives, so the game was a draw. I scored 1314 VPs and James got 1403, meaning it was a 10-10 result. I was running out of figures and would surely have lost had we been forced to play Turn 7. The two Razorwing Jetfighters surviving to pound me with missiles really hurt, I could have easily destroyed them had James failed his saves, but he didn't and it cost me a lot of my guys. Had I been able to make a more determined attack on the Wyches II might have managed to win, but it just wasn't to be.

That was the end of day one, and I was on a respectable score of 30 points out of a possible 60. This called for a trip to the chipper and then off to the pub for several pints, a lot of talking shite and a group of us subjecting Northern Wasters fantasy player Barry Lynch to a number of choruses of the song "You don't make friends with Skaven" before bed. I was a little bleary the next morning but after a shower and breakfast I felt a bit better and we headed back to the hotel for day two.

Game 4 vs. Brian Stack (Space Wolves)
First up for me on Day 2 was Brian's Space Wolves army. While Brian's army was not fully painted, the figures he has done are of an excellent standard. You can see some of his work here - http://w-ired.org/forum/viewtopic.php?f=31&t=666. He was fielding a Wolf Lord in Terminator Armour leading 5 Wolf Guard Terminators with a Land Raider Crusader, a Rune Priest leading 15 Blood Claws, 2 squads of 10 Grey Hunters with Wolf Guard in Rhinos, 5 Wolf Scouts, 6 Long Fangs with Missile Launchers and 2 Land Speeders with Multi Melta and Heavy Flamers.

The mission was Capture and Control with Pitched Battle deployment. Brian placed his objective to the left side, so I followed suit in order to keep my army together while covering both objectives. Brian spread his deployment a little too much in this game, so I never needed to fight his whole army at once. I was able to quickly eliminate the Rune Priest, Blood Claws and a Grey Hunter pack before the Terminators arrived. I was luckily able to kill the Wolf Lord with a Librarian's Force Weapon, but the Terminators just refused to die for several turns. By turn 5 I had cleared out most of Brian's army and the objectives were firmly under my control - my Terminators decided to pass some saces for a change and went on the rampage taking out Brian's remaining Wolf Scouts and finally assaulted the Long Fangs in the bottom of turn 7, wiping his army from the field just before the end of the game.

This game the plan managed to work well, although Brian's major mistake was in deployment after the objectives were placed. With Brian's army destroyed, both objectives were under my control. I had taken heavy casualties myself however, conceeding 1313 VPs to the 1993 I scored. This was a 17-3 win to me. Great game against a lovely guy and his pretty figures - what more can you ask for?

Game 5 vs. Luke Osbourne (Grey Knights)
After my win in round four I was up to the heights of table 4 for my last game, which was against Luke's Grey Knights. His army consisted of Inquisitor Coteaz, Ordo Xenos Inquisitor leading 6 Death Cult Assassins in a Rhino, 3 Purifier squads in Razorbacks, Strike Squad in Razorback, 2 Henchman Squads with Meltaguns in Razorback, 3 Servitors with Multi Meltas in Chimera, 3 Henchmen with no upgrades, Land Raider and 2 Psyfleman Dreadnoughts.

Fortunately for me, the mission was Annihilation with Spearhead deployment. Luke had more than twice as many Kill Points than I did, and the deployment method had him deploy tightly together in a corner. I used this to drop on one side reducing his army's ability to support each other. The Death Cult Assassins terrified me, and managed to wipe out an Assault Squad and the Honour Guard before I was able to kill them. Luckily for me my Terminators decided to turn their armour on for day 2, and they just waded through all the heavy firepower Luke threw at them. Although they were finally lost, they managed to take out a couple of squads as well as soaking up lots of firepower. By the late game, I had taken enough Kill Points to win provided I was not wiped out. At the end of turn 6, I was down to roughly 6 surviving Marines while Luke still had plenty of firepower, but the Random Game Ending dice fell in my favour and victory was mine.

We calculated the Victory Points for the game and Luke had killed 1560 to my 1246, resulting in a 14-6 for me. I was very fortunate to win this game - the Terminators were immense in the amount of shots and force weapon blows they shrugged off. The dice were certainly in my favour and the game ended when I needed it to. I would not have survived another turn. Luke was very graceful in defeat even though the dice were not friendly.

I finished up with a total of 61 Battle Points for an overall score of 94. As well as my Battle Points I gained 10 points for list presubmission and scored 23/30 for painting. I also managed to score more Victory Points over the course of the tournament than any of the other players, although I probably conceded more than most as well. My score was good enough for 4th place out of 26 players, which I was very surprised by.

The event was won by Jan Karnowski and his Ork army, which was a horde of footsloggers and no vehicles (216 models - 2 Big Meks, 34 Lootas and 180 Boyz). Second place was achieved by the DGG's own Mr. Paul Quigley with his Venom Spam Dark Eldar, while 3rd was Peter Scott's CSM army. The winner of the ABF Painting Award (Anyone But Frank) was, well, Frank O'Donnell for his heavily converted Forge World Imperial Guard army. In fact, only two armies managed to score 30 points for painting - both were Frank's.

Overall a great showing for the DGG players - we had 9 entrants, 6 of whom finished in the top ten as well as Frank's best painted award.

A really big thank you needs to go out to the event organisers, Nigel Kavanagh, Derek "Jarvis" Mitchell, Fergus Byrne, Darragh Cullen and Craig Murphy. Organisation was excellent, excepting that one incident where some really sound guy brought you a load of free buns for your players, which you managed to misplace for a day and then forgot to thank him at the end of the event. That was not sound.

Wednesday, September 28, 2011

Road to Glory II - The Revenge report

I'm back now after a few weeks of inactivity - I had an army that needed to be painted for a couple of tournaments as well as taking a few days holiday to visit the family. I have a number of events to cover in the next few posts, so I hope to update every couple of days for the next week or two.

Saturday, September 3rd saw the second event of my escalation-style series. Road to Glory II (The Revenge) was held at 1000 points - 6 players competed over four rounds.

Our contenders were :
Eoin Lennon (Vampire Counts)
Fergus Finch (Beastmen)
Stephen Coleman (Beastmen)
Malcolm Cooney (Lizardmen)
Colin Power (Lizardmen)
Gerry Nolan (Orcs & Goblins)

80 points were available through Battle Points, 10 for presubmitting an army list and 10 available for using a painted and based army.

I had a Dark Elf list available in case a bye-buster was needed. I did end up playing it in the first round, as Malcolm arried late meaning I had an even number of players from Round 2 onward. All players had presubmitted their army lists, so all six received 10 points.

Round 1 - Meeting Engagement scenario.
Defending champion Stephen Coleman (winner of Road to Glory I - First Blood) went down 20-0 against my bye-buster list, due to some misfortune on Steve's part and some excellent shooting from me. Eoin defeated Fergus' Beastmen 13-7, with Gerry defeating Colin by the same score.

Round 2 - Dawn Attack scenario.
In the meeting of the winners of the previous round, Gerry barely defeated Eoin 11-9. Stephen and Malcolm managed a 10-10 draw, but the big winner of the round was Colin, who beat Fergus 20-0.

While the players took their lunch break, I judged the armies for painting. Stephen, Colin and Gerry used fully painted forces and received 10 points. Malcolm and Fergus had a couple of unpainted models, so got 9, while Eoin had about 60% of his figures finished, so scored 6 points.

Round 3 - The Watchtower scenario.
Colin went into this round in the lead, but was beaten 12-8 by Eoin. Malcolm managed to hold the Watchtower against Gerry using only Skinks for a 15-5 win. Fergus' run of poor luck continued, losing 20-0 against Stephen.

Round 4 - Blood and Glory scenario.
Things were close going into the final round, with Colin on 55, Eoin and Steve on 50, Gerry on 49 and Malcolm on 44 - all of whom were still capable of winning the event. In the end, Eoin defeated Malcolm 12-8 while Gerry defeated Fergus 18-2. However, Colin managed to defeat Eoin 19-1 to become Road to Glory II champion.

The final positions were as follows
Colin Power 74
Gerry Nolan 67
Eoin Lennon 62
Malcolm Cooney 52
Stephen Coleman 51
Fergus Finch 28

As I had printed off 15 certificates, I gave out a number of awards. For prizes, I bought some of the metal dice on sale in Gamers World, one in gold, silver and bronze.

1st Place - Colin Power
2nd Place - Gerry Nolan
3rd Place - Eoin Lennon
Last Place - Fergus Finch
Most Sporting - Fergus Finch
Best Army - Stephen Coleman
Most Violent (Most VPs Scored) - Colin Power
'Ard Boy (Least VPs Conceded) - Malcolm Cooney
Professor Pacifist (Least VPs Scored) - Fergus Finch
Still Standing (Most VPs Conceded) - Fergus Finch
Toughest Schedule (Highest Combined Opponent's BP) - Fergus Finch
Bunny Run (Lowest Combined Opponent's BP) - Stephen Coleman
Most Stylish Shorts - Fergus Finch
Most Organised (Earliest Army List Submission) - Eoin Lennon
Snooze Button Award - Malcolm Cooney

I'd like to thank all the guys who showed up for coming along, playing their games and helping out, as well as Martin Kenny and his staff at Gamers World Dublin for providing us with a venue.

Monday, September 12, 2011

Look out Gorey, here comes Lenny

This weekend I will be attending the 3rd annual North Wexford Gamers tournament which is being held in the Amber Springs Hotel in Gorey (which, for those of you not familiar with Irish geography, is in North Wexford. Who'd have thought it?). I've been to each of the previous events, which have both been well run and very enjoyable to play. Although this year, things will be a little different.

This year, I'll be entering the Warhammer 40,000 tournament. Last year, I played Fantasy, and in the first event there was no 40K tournament. NWG is also a bit different, as it allows players to use their Forge World models. Although if you've been listening to the North Wexford Gamers/Wargaming Ireland podcast, you'll know this already. Because Paul mentioned it every five minutes.

The points limit for the event is 2000. I don't have any Forge World models, so I used the event as an excuse to paint my Flesh Tearers (a Blood Angels successor chapter) army. I'll be fielding the following army -

Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Sanguinary Priest (95) - Jump Pack, Lightning Claw, Meltabombs.
Sanguinary Priest (95) - Jump Pack, Power Weapon, Meltabombs.
Honour Guard (250) - Jump Packs. 3 w/Meltagun, Meltabombs. 1 w/Meltagun, Power Fist, Meltabombs.
5 Assault Terminators (210) - 3 w/Lightning Claws. 2 w/Thunder Hammer, Storm Shield.
10 Assault Marines (235) - 2 w/Meltagun. Veteran Sergeant w/Power Fist.
10 Assault Marines (235) - 2 w/Meltagun. Veteran Sergeant w/Power Fist.
10 Assault Marines (235) - 2 w/Meltagun. Veteran Sergeant w/Power Fist.
10 Vanguard Veterans (395) - 2 w/pair of Lightning Claws, Meltabombs. Veteran Sergeant w/Power Fist.

I actually finished all the painting this evening, although most of the army still needs to be based. I'm pretty happy with the way it looks, although a completely painted coherent looking army always looks pretty good, even if the paint scheme and techniques used are simple.

So, how do I hope to do at the event? I think a decent result would be about 40 points out of 100 for gaming. I'm not an experienced 40K player and I've only attended one 40K tournament before, although thanks to the guys at the Dublin Games Guild, I have been practicing and I'm better than I used to be.

I won't be reporting live from the event, but if anyone is interested in following proceedings on Twitter, follow @wargamingire or search #NWG2011 and there will be plenty there. I will be writing up a tournament report after the event and I'll try to remember to take pictures, as long as I don't drink too much.

Wish me luck,
Lenny.

Tuesday, September 6, 2011

150 not out

In the vein of my previous post when I reached my 100th figure painted this year (see here - http://lennyexperiment.blogspot.com/2011/06/100-not-out.html), I've decided to follow up on my more recent progress since I've reached 150 figures yesterday (I'm actually up to 156, I finished off 15 in one day) so it's hard to say which was the exact 150th figure. Anyhow, here's what I've painted since the last time.

Warhammer : Dwarfs
6 Warriors with Great Weapons

I played Dwarfs for years in 7th edition Warhammer and I'm planning to get a new army of them painted for 8th edition.

Warhammer 40,000 : Flesh Tearers
Sanguinary Priest
Honour Guard
28 Assault Marines

I'm painting a lot of these at the moment - I need them for a tournament the weekend after next and I still have another 13 models to do.

Warhammer 40,000 : Knights of the Hammer
Tactical Marine

This was the test model for a new Space Marine chapter colour scheme I wanted to test. I've had an idea to improve this model - I'm going to create a knightly army using Codex Dark Angels for these with lots of banners and shields.

War of the Ring : Gondor/Arnor
8 Minas Tirith Warriors with Captain, Banner Bearer and Hornblower

I painted the command company for these guys in order to keep the army ticking over. I'll be painting more when I get the Flesh Tearers done.

Warmachine : Cygnar
Charger Light Warjack
Journeyman Warcaster
4 Stormguard

I painted these as reinforcements for my Cygnar army. After having so much fun at the Steamroller tournament, I'll need to paint more options for the next one.

HORDES : Blindwater Congregation
Gatorman Posse - 1 Grunt

This guy was painted as the test model for the rest of the posse. Really pleased with it and I'll paint the rest soon.

It took me a total of 174 days to paint my first 100 models. These 56 took me a further 76 days to do, much faster. I'll be aiming to manage 250 by the end of the year. I'll do another post when I reach 200 done. Hopefully within a month and a half or so.

Thanks for reading,
Lenny.

Thursday, September 1, 2011

Steamroller Tournament Report

So last Sunday morning I entered the world of competitive Warmachine for the first time. I was awoken by the alarm at 8.30, an ungodly hour to some but if I had been at work it would have gone off at 4.45.

The event was a 35pt Steamroller, which meant players could bring two lists and choose which to play each game (having seen the opponent's list or lists). I limited myself to painted figures only, so the only choices I had available to me were both versions of Haley. So I picked an infantry heavy list for Captain Haley, with a smaller, harder hitting list for Major Haley. The lists are below.

Captain Victoria Haley (5 WP)
Ironclad (7)
Lancer (6)
10 Long Gunner Infantry (10)
Long Gunner Infantry Officer and Standard (2)
10 Stormguard (9)
Black 13th Gun Mage Strike Team (4)
Stormsmith Stormcaller (1)
Stormsmith Stormcaller (1)

Major Victoria Haley (5 WP)
Ironclad (7)
Lancer (6)
Hunter (6)
10 Long Gunner Infantry (10)
Long Gunner Infantry Officer and Standard (2)
Black 13th Gun Mage Strike Team (4)
Gun Mage Captain Adept (2)
Stormsmith Stormcaller (1)
Stormsmith Stormcaller (1)
Stormsmith Stormcaller (1)


Game 1 vs. Phil Johnston (Cryx) - Incursion

Phil chose his Lich Lord Terminus list, Tier 3. He had Terminus, a Stalker, 10 Bloodgorgers, 10 Revenant Crew, 10 Blackbane's Ghost Raiders, Captain Rengrave, Darragh Wrathe and General Gerlak Slaughterborn. I chose my Captain Haley list, as Phil had plenty of infantry with few heavy hitters.

Phil took first turn, and thanks to his Tier abilities had a large number of undead pirates up to the flags in the centre of the board. All but Terminus ran forward, while Terminus cast Malediction on himself (which he upkept all game long). In the Cygnar turn the Long Gunners advanced onto a hill and made a CRA on Darragh Wrathe, leaving the dragoon on foot. The Ironclad and Lancer advanced, then Haley tried a Chain Lightning on the Revenant crew, but the Lancer turned out to be fractionally out of range. She followed up by casting Temporal Barrier. The rest of the Cygnarans advanced. The flag on my right side (Phil's left) disappeared.

Phil's Ghost Raiders charged into the Stormguard, leaving one to claim the flag on my left. The Stormguard's set defense protected all but two from Phil's attacks. Darragh Wrathe advanced to engage a Stormsmith and a Long Gunner, but missed. The Revenants took control of the flag in the centre. General Slaughterborn and the Bloodgorgers moved up to threaten my right flank. In the Cygnar turn the Lancer ran to contest the centre flag. The Ironclad charged into the Stalker, but missed with his Quake Hammer, doing some damage with the Open Fist. The Stormguard killed the few Ghost Raiders who had attacked them. The Black 13th moved up. Lynch and Watts used Black Penny in an attempt to kill Darragh Wrathe, but both missed. Ryan nailed a couple of Revenants. The Long Gunner disengaged from Darragh Wrathe, who missed his free strike. The Long Gunners started to make combined shots on General Slaughterborn, but Phil made three consecutive Tough rolls (uh-oh). Haley again put up a Temporal Barrier. This earned Phil a control point for the flag on the left.

Phil moved Terminus up this turn, then declared he was using his Feat. Terminus swung at Lynch of the Black 13th, but missed. Slaughterborn advanced into combat, proceeding to kill the Black 13th and 3 Long Gunners (damn those Tough rolls), generating 6 soul tokens for Terminus. Darragh Wrathe killed the Stormsmith. The Ghost Raiders proceeded to tie up the remaining Stormguard, killing another couple while the Revenants attacked the Lancer, losing it's Movement system. At this point Phil's time ran out. He gained another Control Point for the flag on the left. At this point I knew I couldn't prevent Phil from winning the scenario, so I had to assassinate an ARM 29 Terminus instead - needless to say I failed to do so, so it was a win for Phil by scenario.


Game 2 vs Padraic O Confhaola (Protectorate of Menoth) - Command and Control

Padraic had two lists, one led by High Exemplar Kreoss and the other by the Harbinger of Menoth. I chose Major Haley, while Padraic chose Kreoss. His force consisted of Kreoss, a Reckoner, a Vanquisher, a full Choir, Daughters of the Flame, 10 Zealots with Monolith Bearer, 2 Vassals and Eiryss.

Padraic had first turn, he ran forward with his entire force. As the scenario involved contesting a flag near the board edge with your warcaster while clearing out a 12" area in the centre of the board, a scenario win was going to be difficult. In return, I repositioned most of my force away from the flanking Daughters of the Flame, while the Gun Mage Captain Adept had a potshot at Eiryss, but he needed a 10 and missed.

In his turn Padraic advanced his army forward again. The Choir prevented me shooting at his warjacks, while his Zealots used their abilities to make them near invulnerable. Eiryss killed the Gun Mage Captain. The Daughters ran forward and engaged all three of my jacks in melee. In my turn I needed to get rid of the Daughters, as they could leap out of combat to assassinate Haley, so I assigned focus to the jacks to boost attack rolls. To help out, I had all three Stormsmiths use their Stormcall on the Daughters, but they all failed their skill checks. Then the jacks proceeded to fluff their attacks - despite needing 10s and 11s on three dice, only one hit by the Ironclad. Haley moved in to kill another. Lynch of the Black 13th had a pop at Eiryss, but he missed.

Padraic then proceeded to demonstrate my big mistake. Kreoss advanced, then feated, knocking Haley down. The Reckoner then hit her with it's gun for 10 damage, then one of the Vassals gave it another shot, rolling just enough on the damage roll for the caster kill.

This game had finished early so I went for a coffee in Insomnia around the corner from the shop, where I witnessed an argument between a staff member and an aggressive woman who was visibly under the influence of something.


Game 3 vs. Dave Murphy (Khador) - Grind.

Dave was running Karchev the Terrible, supported by a Berserker, two Kodiaks, a Juggernaut, a Destroyer and a Manhunter. With that many heavy warjacks, I chose my Major Haley list.

Dave got first turn, so he used Karchev to Tow the Berserker, Juggernaut and Destroyer forward. Karchev also cast Sidearms, the Kodiaks ran up in support, as did the Manhunter. I countered by moving forward with the Gun Mage Captain, who proceeded to shoot down the Manhunter. The Hunter had a shot at a Kodiak, doing a reasonable 9 damage. The rest of the army advanced, not able to do much more.

Dave started his next turn by activating Karchev. He feated, cast Unearthly Rage and Tow. He then moved forward and turned around. (The usual trick to gain extra movement for the Towed jacks). The Berserker and Juggernaut charged into my Ironclad and Lancer, doing some reasonable damage, while the Destroyer lobbed a bombard shot at Haley, which scattered harmlessly. I saw this as my opportunity to end the game right there. Haley cast Temporal Acceleration on the Hunter (giving it two shots), then Dominated the Juggernaut who moved and swung at Karchev for some damage. I followed this up with the Black 13th and Gun Mage Captain (all with Brutal damage shots), then two shots from the Hunter took Karchev out. I also had the Long Gunners preparing to do two CRA as well, but they weren't needed. So with that I got my first win.


Game 4 vs. Mark Hall (Cygnar) - Kill Box.

Mark's two forces were led by Caine and Siege. He picked Caine, while I decided to stick with Major Haley. Mark's army was Caine, an Ironclad, a Charger, Gun Mages w/Officer marshalling a Hunter, 10 Long Gunners and 10 Sword Knights.

I won first turn this time, so I advanced my force forward and handed over to Mark. He brought his force forward into range. Caine cast Snipe on Mark's Long Gunners. His hunter shot and damaged mine, while the Long Gunners combined into my Lancer for some damage.

I moved forward again in my turn, my Long Gunners killed a couple of Mark's. I shot Mark's Hunter with mine, as well as the Black 13th, wrecking it. I ran the warjacks forward, and declared Haley's feat, catching all of Mark's army excepting Caine and the Sword Knights (which he had forgotten to move). In Mark's turn I chose his activation order. His Long Gunners did some more damage to the Lancer. His Gun Mages only had a few models in range, but he killed Lynch of the Black 13th as well as more damage on the Lancer, which was then finished off by his Charger. The Ironclad and Sword Knights advanced. Lastly Mark activated Caine, who advanced and declared his feat. He damaged the Ironclad, killed the Gun Mage Captain, a Stormsmith, took out the Hunter's movement and did a couple of points of damage to Haley. He then declared he would use his regular attacks to shoot Haley, but he had no line of sight, so he cast Flash to get out of the open instead.

In my turn I saw the assassination. I moved my Ironclad beside Caine, but with his back to Haley. I then cast Chain Lightning twice at the Ironclad, bouncing onto Caine each time and I boosted the damage to kill him for my second win.

Except for one thing - Major Haley doesn't have Chain Lightning, it's Captain Haley that does. I realised this almost immediately, and apologised to Mark, who suggested resetting the turn. Very sporting of him.

I allocated two focus to the Ironclad, who proceeded to charge Caine. I used the Ironclad's Tremor attack, boosting it to knock Caine down. The remaining members of the Black 13th then proceeded to shoot the knocked down Caine to death.

Overall I finished up in 9th place out of 14 players with two wins. The winner of the event was Gerry Nolan with his Legion of Everblight, second was Harry Cullen's Skorne with Jason Jensen and his Cryx in 3rd place.

I really enjoyed the event, so much kudos to Ciaran Bolger for organising. I had four games against four excellent opponents. I hadn't played Warmachine much recently, so as the event went on I started to get back into the hang of things (until the Chain Lightning incident - d'oh). I found the Warmachine tournament environment more relaxed, although my lowered expectations of success may have had something to do with that.

I'm looking forward to the next event, although I might take the Gatormen if I can get them painted in time.

Monday, August 15, 2011

August Painting Update

Hi guys, quick post from me today. Here's some photos of things I've painted over the last six weeks or so -

Flesh Tearers Assault Marines
Photobucket

Storm Knights Space Marines - test colour scheme
Photobucket

Dwarf Warriors with Great Weapons
Photobucket

Gatorman Posse Warrior
Photobucket

Cygnar Journeyman Warcaster
Photobucket

Cygnar Stormguard
Photobucket

Warriors of Minas Tirith Command Company
Photobucket

Friday, August 5, 2011

Lenny's favourite gaming resources

Today's post is going to be a little different than normal. Here's some of the fantastic gaming resources I enjoy, whether it's excellent gaming content, beautifully painted models or anything else.

WEBSITES AND FORUMS
www.w-ired.org - This is the main Irish wargaming site. It's the place to go to find out about upcoming events along with a forum covering Warhammer, 40K, Warmachine, HORDES, Blood Bowl, Infinity, Malifaux and much more, as well as a Painting and Modelling section with some really nice stuff in there.

www.manticgames.com - Have to say I really like these guys and what they do. While they might not make the best minis around, they're really well priced and who can argue with free rules?

www.beastsofwar.com - Another excellent website with tons of fantastic content and excellent videos. I've met a couple of the guys involved at events and they're a great bunch.

www.avatars-of-war.com - These guys make some fantastic miniatures and characters.

PODCASTS
Wargaming Ireland Podcast - wargamingireland.podbean.com
Ireland's first wargaming podcast. Presenters Nigel and Jarvis (also the administrators and guys behind the www.w-ired.org website) discuss wargaming news, new releases, upcoming events and events which they have attended with a rotating cast of guest panellists. Was formerly the North Wexford Gamers podcast (northwexfordgamers.podbean.com). Both are also available on iTunes.

HeelanHammer - www.heelanhammer.com
Presented by Dan Heelan and Wayne Kemp as well as regular and irregular guests, HeelanHammer is a Warhammer podcast. The guys discuss and give their opinions on new releases, with in depth reviews of new army books and great reports from tournaments and events they have attended. I have met both Dan and Wayne in passing, I actually played Wayne at the 2010 ETC 6 Nations event. Really nice guys and an excellent podcast.

BLOGS
Fantasy Battle Roundup by Mike Sweetman - www.fantasybattleroundup.com
Mike's blog started up on the RankingsHQ website and has now moved on to his own website. His blog is an excellent resource for anyone interested in Warhammer Fantasy Battle. Mike sources lots of great links and showcases some wonderful models in his Midweek and Weekend Roundup posts as well as providing plenty of links to the work of others. A really great blog.

Wargames@farfaraway.org by Owen Conlan - www.farfaraway.org/blog
Owen's blog is mainly focused on Warmachine/HORDES but he occasionally posts on different games, such as Malifaux. Owen posts many battle reports and tournament reports on his blog, as well as lots of photos of his recently painted and work in progress figures. Well worth a look.

Wargaming Ireland Blog - www.w-ired.org/blog
I've mentioned Wargaming Ireland twice already, so I'll keep this short. The guys also maintain a blog with a variety of posters, although it's mainly concerned with upcoming events.

Subject to Stupidity by Phil Culleton - subjecttostupidity.blogspot.com
Phil documents his adventures in wargaming since his move to Germany a couple of years ago. He talks many different wargames, roleplaying and has some fantastic photos of his painting.

War and More by Adam Tremblay - warandmore.blogspot.com
I first came across Adam's work as his Daily D6 blog on RankingsHQ. He's recently set up his blogspot, where he posts a variety of different posts including his Daily D6 blogs, as well as plenty of other things - he's even branched out into movie reviews.

Dice and Brush by Johan Mars - diceandbrush.blogspot.com
Johan hails from Sweden. His blog shows off lots of his really high quality painting and modelling work.

The Triple Helix Project by Trev O'Hanlon - triplehelixproject.blogspot.com
Trev's blog has lots of great photos of his work along with some really interesting posts about his fluff for his army and reports on his tournament experiences.

Monday, August 1, 2011

DGG Cup Update

The draw for the DGG Cup group stage matches has been made.

Group A : Ger O'Brien (Space Wolves), Mike Tangney (Tyranids), John Stowe (Blood Angels), Brian "Lenny" Leonard (Blood Angels).
Group B : Colin Murray (Blood Angels), Ian Mahon (Grey Knights), Paul Quigley (Dark Eldar), Ciaran Bolger (Orks).
Group C : Phil Johnston (Blood Angels), Ralph Risk (Necrons), Alan Condren (Dark Angels), Frank O'Donnell (Chaos Space Marines)
Group D : Adam O'Connor (Chaos Space Marines), Gerry Nolan (Orks), Pearce Condren (Tyranids), Ken Chambers (Dark Eldar)

A quick reminder of my list
Librarian (125) - Jump Pack, Blood Lance, Shield of Sanguinius
Librarian (125) - Jump Pack, Blood Lance, Shield of Sanguinius
Sanguinary Priest (95) - Jump Pack, Meltabombs, Lightning Claw
Sanguinary Priest (95) - Jump Pack, Meltabombs, Power Weahttp://www.blogger.com/img/blank.gifpon.
5 Assault Terminators (210) - 3 Lightning Claws, 2 Thunder Hammer & Storm Shield.
Honour Guard (250) - Jump Packs. 3 w/Meltagun, Meltabombs. 1 w/Meltagun, Power Fist, Meltabombs.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
10 Vanguard Veterans (395) - Sergeant w/Power Fist, 2 w/2 Lightning Claws, Meltabombs.


So my three opponents are Ger's Space Wolves, Mike's Tyranids and John's Blood Angels. The games, with missions and deployments are below. The group stage gives 3 points for a win, 1 for a draw and 0 for a loss. The top two players advance from each group.

Ger v Mike, John v Lenny - Capture and Control, Spearhead.
Ger v John, Mike v Lenny - Seize Ground, Pitched Battle.
Ger v Lenny, Mike v John - Annihilation, Dawn of War.

Ger O'Brien (Space Wolves)
Wolf Lord (240) - Thunderwolf Mount. Storm Shield, Wolf Claw, Runic Armour, Meltabombs, Wolf Tail Talisman. Saga of the Wolfkin.
Wolf Lord (260) - Thunderwolf Mount. Thunder Hammer, Storm Shield, Runic Armour. Saga of the Bear.
Rune Priest (110) - Chooser of the Slain. Jaws of the World Wolf, Living Lightning.
3 Wolf Guard (129) - Combi-Meltas, Power Fists.
Lone Wolf (105) - Terminator Armour, Chainfist, Storm Shield, 2 Fenrisian Wolves.
Lone Wolf (105) - Terminator Armour, Chainfist, Storm Shield, 2 Fenrisian Wolves.
7 Grey Hunters (135) - Meltagun, Wolf Standard, Mark of the Wulfen.
Rhino (50) - Dozer Blade, Hunter Killer Missile.
7 Grey Hunters (135) - Meltagun, Wolf Standard, Mark of the Wulfen.
Rhino (50) - Dozer Blade, Hunter Killer Missile.
7 Grey Hunters (135) - Meltagun, Wolf Standard, Mark of the Wulfen.
Rhino (50) - Dozer Blade, Hunter Killer Missile.
8 Fenrisian Wolves (64)
6 Long Fangs (140) - 5 Missile Launchers.
Razorback (75) - Twin-Linked Assault Cannon.
6 Long Fangs (140) - 5 Missile Launchers.
Razorback (75) - Twin-Linked Assault Cannon.

This is a strong army (although it could be worse) played by a strong player. The main thing that might play to my advantage here is the scenario - Ger has considerably more Kill Points he can conceed than I have. It may be beneficial to try to pick off some of the cheaper ones available to me (Rhinos, Razorbacks) to build an early lead. Those Thunderwolf Lords are going to be near impossible to kill and will slaughter my guys, so I'll need to be careful. The Grey Hunter squads would be vulnerable in any other Astartes Codex as Tactical Squads, but underestimating them would be a bad idea. Maybe I'm best hoping for a late Deep Strike (bottom of turn 3) and an early finish, but that is relying on the dice more than I would like.

Mike Tangney (Tyranids)
Tyranid Prime (90) - 2 Boneswords, Scything Talons.
Tervigon (205) - Catalyst, Toxin Sacs, Onslaught, Scything Talons.
3 Venomthropes (165)
Tervigon (185) - Catalyst, Toxin Sacs.
10 Termagants (50)
13 Genestealers (182)
13 Genestealers (182)
21 Hormagaunts (168) - Adrenal Glands.
6 Raveners (210) - Rending Claws.
3 Spore Mines (30)
Tyrannofex (265) - Rupture Cannon, Dessicator Larvae.
Tyrannofex (265) - Rupture Cannon, Dessicator Larvae.

This is going to be a tough game. Mike is an excellent player (He's playing Eldar for Team Ireland ETC 2011) and tournament veteran who has played in many events all over the world. Tyranids aren't known as a top tier list, but there's a lot of things in there that will give me a lot of trouble. Genestealers are still more than capable of tearing into Space Marines, while the Tyranid Prime will rip into my guys while hiding in an infantry unit. The Ravagers and Hormagaunts are decent in combat as well. I'm less scared of the monstrous creatures, the Tyrannofexes may have S10 shots but they're only AP4, so I still get armour saves. They're tough with a lot of wounds as well and could certainly tie me up - same goes for the Tervigons, although both have low initiative. The Tervigons will no doubt pump out annoying Termagant broods while providing Mike with Feel No Pain. Should be an interesting clash - although if I get my assaults right I could hope to catch a monstrous creature at the same time as a brood of Termagants and Hormogaunts and force it to take lots of No Retreat wounds.


John Stowe (Blood Angels)
Dante (225)
Honour Guard (265) - Jump Packs. 3 Infernus Pistols, 2 Lightning Claws, Power Fist.
5 Assault Terminators (215) - 2 w/Lightning Claws, 3 w/Thunder Hammer & Storm Shield.
Furioso Librarian (175) - Fear of the Darkness, Wings of Sanguinius.
Furioso Dreadnought (150) - 2 Blood Talons, Heavy Flamer, Extra Armour.
10 Assault Marines (245) - Flamer, Meltagun. Sergeant w/Infernus Pistol, Power Fist.
10 Assault Marines (250) - 2 Meltaguns. Sergeant w/Infernus Pistol, Power Fist.
10 Assault Marines (260) - 2 Plasma Guns. Sergeant w/Infernus Pistol, Power Fist.
Stormraven (215) - Twin Linked Lascannon, Twin Linked Multi-Melta. Extra Armour.


This game will be the battle of the Descent of Angels armies. John uses the Blood Angels Codex to represent a Night Lords force (so he can have Jump Pack equipped Troops squads - maybe if the rumoured Codex : Chaos Legions appears, that will allow him to do that as well). I've played this army (and lost) twice at 1750, and found that my Jump Pack models beat John's - provided he doesn't get his Terminators or Dreadnoughts involved, so the Stormraven is a priority target (he's been talking about some form of Eldar Phoenix conversion - which I'm looking forward to seeing. His Furioso is based on an Epic Titan!). Both armies will want to get into the thick of things, so it will be interesting to see if the objectives are reasonably close together, or more distant.


I don't realistically expect to qualify for the quarter finals. Being the underdog in each of these three games, I can opt to play hyper-aggressive 40K and if I go down, it will be with all guns blazing to the last. I've found playing this army rewards aggression, so I'll probably stick to that. The first game up is against Ger on Wednesday night, so I'll maybe do up a report of the game by the weekend.

Saturday, July 23, 2011

Infinity - Initial opinions

Today, Gamers World held an Infinity Gaming Day. I popped in for a couple of hours after work, as I'd heard plenty of good things about this game so I hoped to get an introductory game in. In the end I managed to play two games. In the first I got completely creamed by Myk, but I picked up on the basic mechanics of the game and basic tactics. In the second game I played against Ian, who I managed to beat thanks to some fortunate dice rolls on my side.

I think I enjoyed the second game more, although that probably had more to do with the fact I had a much better idea of what I was able to do and was trying to achieve. Both guys were very helpful to play against and certainly helped out and were more than happy to answer any questions I had. Thanks to Greg, Myk and Ian, I had a very enjoyable couple of hours.

As for the game itself, I found the mechanics very interesting. Each player is limited to a number of orders per turn, which dictate how much you can or can't do. I enjoyed the aspect of the game involving reactions - basically, when one of your models does something in line of sight of the enemy, they can choose from a number of reactions. The game uses D20s rather than the normal D6 used in wargaming, and I liked the idea of the opposed rolls (you need to roll equal to or under a number in most cases, although you ideally want to be as close to that number as possible. If you needed to roll 12 or less, the closer to 12 you roll without going over the better.

The question is, of course, whether I will collect a force or not. While my major concern is whether or not the system will still be played in a few months time. While Greg seems to have gathered a reasonable number on his Infinity mailing list, I'm still not sure whether this game will be played by many people long term. However, the rules are available free and a playable force is much cheaper than with many other games, maybe. Who knows?

Tuesday, July 19, 2011

DGG Cup 2011

The Dublin Games Guild has announced the return of their in-house competition for 40K. As I've been playing plenty of 40K with the DGG guys this year, I threw my hat into the ring (even though I'm technically not part of the club). The format is players are divided into four groups, everyone plays everyone else in their group once. The group winner and second-place players advance to the quarter finals, and it's straight knockout from there.

The points value for the event has been set at 2000 points. This is slightly problematic for me, as my army has been designed to play 1750 (which is tournament standard around here), and I don't want to have to buy any more figures right now. This leaves me the option of including my Death Company unit (at 250 exactly), although the Rage USR makes them next to useless against good players, of which the DGG has many.

As such, I've decided to include my Assault Terminators instead. Not Jump Pack equipped, but they Deep Strike, so it's close enough. They only come to 210 points, so I'll throw some Meltabombs in. I'll be running the following against Frank tomorrow night, and assuming it goes OK I'll be submitting it for the Cup. The groups will be drawn after the lists are due in, so there's no point tailoring it to face anything particular.

Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Librarian (125) - Jump Pack. Blood Lance, Shield of Sanguinius.
Sanguinary Priest (95) - Jump Pack, Meltabombs, Lightning Claw.
Sanguinary Priest (95) - Jump Pack, Meltabombs, Power Weapon.
5 Assault Terminators (210) - 3 w/Lightning Claws, 2 w/Thunder Hammer & Storm Shield
Honour Guard (250) - Jump Packs. Sanguinary Priest w/Meltabombs, 3 w/Meltagun, Meltabombs, 1 w/Meltagun, Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Sergeant w/Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Sergeant w/Power Fist.
10 Assault Marines (235) - 2 Meltaguns, Sergeant w/Power Fist.
10 Vanguard Veterans (395) - Jump Packs. Sergeant w/Power Fist, 2 w/2 Lightning Claws, Meltabombs.

Interesting fact I discovered writing this list - Blood Angels Codex Librarians can't take Meltabombs.

Thursday, July 14, 2011

Dwarfing it up - 8th edition style

I've recently been thinking over many of the things I find very frustrating with 8th edition Warhammer. While I think it's a great, really fun game for one off club games, campaigns and the like, I'm not really happy with it on a competitive level. There's several things in the game that bother me. The more I think about it, the best way to deal with these issues seems to be to return to my Dwarfs. They have all the tools I need.

The next thing to consider is what type of army I want. If I look at my current collection I have a good 3000-3500 points. However, it lacks many of the things I would include in an army now (I would need to add Grudge Throwers and more Great Weapon armed troops).

The other thing is that I am not impressed with the way I have painted what I have. I painted most of it 4-5 years ago when I used to paint only to get models onto the gaming table. In addition I did not do a good job protecting the models and many of them are now broken or chipped badly. Therefore I have resolved to paint up a new army. I will quite likely strip the paint from many of these models (particularly the metals).

So I was thinking of starting with something along these lines. Haven't worked out a full army list yet (and probably won't for some time)

Runelord w/Anvil
Thane BSB
Master Engineer
2x Warriors w/Great Weapons
Quarreller Rangers
Hammerers
Miners
Cannon
2x Grudge Thrower
Organ Gun

What I have done is painted up the first four Warriors for the army. These are the only photos I have for the moment - it's the test figure. Look out for the rest in the next painting update post.

Photobucket
Photobucket

My Blog List