Showing posts with label Tournament. Show all posts
Showing posts with label Tournament. Show all posts

Sunday, 12 November 2017

I'm Back! (Again)

Hey folks! Here I am, back again. It's been nearly 7 months since my last post, and what a 7 months it's been! We've had the release of 8th, along with several codices and new models. I've played a fair few games of 8th now and I am having a real love/hate relationship with it; more on this below.

I've just got back last night from taking part in Never Mind The Blog Wars, Alex Brown's (From The Fang) latest event and it has left me feeling torn. Last night I knew I had had three fun games, won one of them and generally had a great day of gaming. I predicted being in the lower end of the table but I knew I was neither last or second last (those people had had their 'rewards'). I was happy yesterday, and that was that. This morning I saw the rankings. 28/30. I really didn't think I had done that badly. It really left me feeling a bit flat and torn because I had basically enjoyed being terrible at 40K.

I think this is a general indicator of how I feel about 8th so far. I love the rule set. It plays well. It's simple to pick up and yet complicated enough still with unit rules, and the new mechanics and way things work are great. I just seem to hate actually playing. I think it's because I still want to be able to mix it up and take any units I like (as opposed to the "best units") and this doesn't seem to be the case, at least for the armies I play. I am still on mostly Index armies (Blood Angels, T'au, Harlequins, Imperial Knights) and maybe this is why I am struggling. The released codices seem to allow more flexibility for their armies. Case in point is Astra Militarum who seem to be able to take just about anything and still be brutally effective (I may do a post soon about why I think the new system has turned them into a murder machine).



So I have two things I am going to do at this moment. First, I am going to carry on anxiously waiting to see how the Blood Angels codex treats us when it is released in the next weeks, while continuing to paint them up, just in case they are decent this time. Second, I am going to start trying lists that include everything that other people classify as the good units/loadouts to take.

Just to clarify, Never Mind The Blog Wars was a great event, as all of Alex' events have been. It was my own shocking performance that has disappointed me!

Sunday, 26 February 2017

Birthday Bash - The List

Hey folks.

I just returned from Birthday Bash yesterday and will be putting up the overviews of my games in the next few days but for now, here is the final list I took on the day.

++ Combined Arms Detachment (Space Wolves: Codex (2014) v2030) (1498pts) ++

+ HQ (100pts) +
········Iron Priest (100pts) [Helfrost pistol (20pts), Tempest Hammer (5pts), Warlord]

+ Elites (658pts) +
········Dreadnought (185pts) [Blizzard Shield, Fenrisian Great Axe (25pts), Smoke Launchers (5pts), Venerable Dreadnought (25pts)]
············Drop Pod (35pts) [Storm Bolter]
········Wolf Guard Terminators (235pts)
············4x Wolf Guard Terminator (197pts) [Assault Cannon (20pts), Chainfist (15pts), 3x Power Fist (30pts), 3x Storm Bolter]
············Wolf Guard Terminator Leader (38pts) [Frost Sword (5pts), Storm Bolter]
········Wulfen (238pts) [Wulfen Pack Leader (50pts)]
············Wulfen (42pts) [Dual Frost Claws (12pts)]
············Wulfen (42pts) [Dual Frost Claws (12pts)]
············Wulfen (52pts) [Stormfrag Auto-Launcher (2pts), Thunder Hammer/Storm Shield (20pts)]
············Wulfen (52pts) [Stormfrag Auto-Launcher (2pts), Thunder Hammer/Storm Shield (20pts)]

+ Troops (280pts) +
········Grey Hunters (140pts)
············5x Grey Hunter (80pts) [5x Bolt Pistol, 4x Boltgun, Meltagun (10pts)]
············Razorback (60pts) [Storm Bolter (5pts), Twin-linked Heavy Bolter]
········Grey Hunters (140pts)
············5x Grey Hunter (80pts) [5x Bolt Pistol, 4x Boltgun, Meltagun (10pts)]
············Razorback (60pts) [Storm Bolter (5pts), Twin-linked Heavy Bolter]

+ Fast Attack (460pts) +
········Stormwolf (235pts) [2x Twin-linked Multi-Meltas (20pts)]
········Thunderwolf Cavalry (225pts)
············Thunderwolf Cavalry (75pts) [Frost Axe (20pts), Storm Shield (15pts)]
············Thunderwolf Cavalry (75pts) [Frost Axe (20pts), Storm Shield (15pts)]
············Thunderwolf Cavalry Pack Leader (75pts) [Frost Axe (20pts), Storm Shield (15pts)]


Monday, 13 February 2017

A Wolfie Update

Hello again!
First of all I should point out this post has nothing to do with Robert Lindsay or the comedy series Citizen Smith, so apologies if you were looking for that.

If you're still with me, great! Time for a brief update on what is happening with my Space Wolves. Since I last posted I have done some painting (not nearly enough) and managed to get a couple of practice games in for the Birthday Bash tournament that is looming like a big loomy thing.

So first off I have changed up my list based on advice and trial and error. Gone are the Bloodclaws and the second Iron Priest and in come the Wulfen and a Drop Pod for the Venerable Dreadnought. I will post the full list later this week. The basic thinking is that foot slogging the Dreadnought across the table potentially (and very probably) leaves him out of the action and able to be avoided. Okay, so he can't assault out of a Drop Pod but he can be where he needs to and with careful positioning, just as safe from harm.

The Wulfen are just for rip 'n' tear fun.



As you can see above the painting progress is not great​ so far but I am still fairly confident I can get it tournament ready in two weeks. This kind of pressure is how I got my Skitarii ready for Blog Wars 9 and there were far more models for that. It'll be fine.

So the first game I played have been against Jonathan's Necrons (Dragon's Eye Miniatures) and for a first run out with the Wolfy Wolfmen of Space it wasn't too bad, especially when you take into account that Necrons are Jon's thing. He knows his Necrons. Despite losing it was a fairly close game in victory points and I learned a few things about the chaps from Fenris. You can check out the battle report at Jon's blog here.

The second game was against my mate John and his Eldar. This army is a particularly hard nut I have been desperate to crack so I was looking forward to using a Wolf-shaped hammer to try it this time (have I said "wolf" enough yet?). Luckily for me John had toned down.his force from it's normal strength which meant I had no Wraithknight and less jet bikes to deal with, but it was by no means a soft target. And the result? I narrowly scraped a win thanks to the power of Maelstrom. In kill points the Eldar where all over me but I played the objectives as best I could and it landed me a 10-9. More important than winning was that I learned yet more about the force and picked up ideas for tweaks.

Grateful to both Jon and John for their insight and thoughts on how my army played and how I played them and hopefully I won't come out dead last in the Birthday Bash (although the prize for last is decent so it wouldn't be the end of the world).

So now I just need to get them painted.

Also Wolf.

Saturday, 17 September 2016

Angel's Blade Review Part 1: Unit Updates

So Angel's Blade, the Blood Angels part of the new Black Crusade supplements was officially released today, and Blood Angels being my main army, I had to get my hands on the limited edition version. So here's a brief review of what has changed in terms of individual units. Over the next few days I will also write about formations, gear and rules changes and my initial thoughts on the updates as a whole and then a small piece about the limited edition.

Read on to see what's changed!

Vehicles

So one of the big changes to units in Angel's Blade is the changes to vehicles. Firstly is the addition of the ability to take Predators, Vindicators and Whirlwinds in squadrons as in Codex Adeptus Astartes: Space Marines (C:SM from here on out because that's a lot to type each time), and like C:SM, the vehicle squadrons gain special rules like Linebreaker Bombardment for Vindicators, Killshot for Predators etc. Along with this Baal Predators can also be taken in squadrons and get to re-roll 1s to wound which is pretty nice and Land Speeder squadrons with 3 or more Land Speeders can move an extra 6" when moving flat out.

Dreadnoughts can't be taken in squads per se, but they can be taken in a formation which means they don't have to maintain coherence and they gain a nice once per battle special rule. More on that in the formations review though.

Interesting thought about these squadrons is that they all have access to Overcharged Engines as well which potentially makes them more powerful than their C:SM counterparts. Manoeuvrability is always good to have.

Characters

There are two main changes to characters in the book. First is addition of the Terminator Captain as opposed to the Codex: Blood Angels (C:BA) Captain who can take Terminator Armour as an option. The Terminator Captain is 135pts base and comes with Storm Bolter, Thunder hammer and Iron Halo as standard which means it works out exactly the same cost as a similarly equipped Captain from the Codex. There seems to be two reasons for doing this. Firstly, there are one or two formations that call specifically for a Terminator Captain so this makes it slightly easier (maybe) to know what to drop into the formation and secondly because it gives the Terminator Captain the option to swap out the Thunder hammer for Captain Karlaen's Hammer of Baal Relic which has been added as an extra piece of wargear. Oddly, Karlaen is referenced throughout the book but at no point is there an option to take him in formations and the like which is a shame because Counter Attack can be handy from time to time.

The second change is the addition of a proper Death Company Chaplain. This is basically a jump pack Chaplain with an Inferno Pistol that costs 125pts. It's 5 pts more expensive than the C:BA equivalent but you get the Rites of Blood special rule. Guess what. Re-roll to wound is back. Him and his unit on the turn he charged. That's re-roll to hit and to wound at charge time back in the fray. You have been missed. He also gets access to new Death Company wargear if taken in certain formations but more on that in another post. Overall this guy will probably be making it into plenty of my lists and GW were helpful in releasing a lovely model a while back which was perfectly equipped to be the new DC Chaplain. Funny eh?

Other Units

Assault squads got a mildly annoying update. On the one hand they now have access to the Eviscerator for vehicle rip n' tear but they also removed the jump packs (you have to add them like C:SM), dropped the price to 70pts but took away the free transports. I'm not sure many BA players wanted this. Yes, you can now take those melta squads for 15 base points cheaper but you are paying for transports! A free Rhino/Razorback/Drop Pod was well worth the 15 point tax. Sad times in my opinion.

Devastator squads also got updated and as far as I can tell the changes were the addition of the Grav Cannon and Grav Amp and the Armorium Cherub. The Cherub is the same 5 point deal from C:SM and probably worth it for that crucial one-model twin linked at a vital point. The Grav Cannon and Amp is a big deal and moves the BAs closer to being able to deal with the pesky Monstrous and Gargantuan Creatures. Previously there was only access to Grav via the Grav Gun and Grav Pistol or the Space Marine Command Tanks if you are lucky enough to get to Warhammer World. Now we can drop pod those Grav Devastators in and do what the other Chapters do. Wreck face. It's fair to say that opinion is polarised on Grav at the moment; if you have it and use it, you love it, if you come up against it, you generally hate it; but BAs needed something to make Wraithknights and Tau suits sweat a bit more.

What Blood Angels Didn't Get

So if you were expecting Centurions, Stormtalons, Stormhawks, Thunderfire Cannons, Ironclad or Venerable Dreadnoughts, Land Speeder Storm or Typhoon, Hunters or Stalkers, then you will be disappointed. Did Blood Angels need them? Competitively, yes. In the tournament scene access to some of these things would see Blood Angels on a more even footing with other Space Marine Chapters. I have lamented the lack of some of these units many times in the past, but I realised it would also lose the character of the Chapter. If you want to win tournaments then you will probably gravitate to the armies that are very good at taking all comers. I like fluff and more and more I am moving towards playing what is 'cool' rather than what is optimised. Blood Angels may not be consistently performing well in tournaments after this update but they certainly are still awesome and I look forward to testing out all the new formations and rules!

Seamless link!

Next up I will go through the new formations and detachments. Check back tomorrow to see what we got!

Thursday, 16 June 2016

Double Trouble - The List and The Review

Hello dwellers of the internet!

The weekend just gone saw the first Double Trouble event as organised and run by Alex of From The Fang. This was also my first ever doubles tournament so I was looking forward to that but doubly so (see what I did there?) because it was an unusual (but excellent - more on that in a minute) format of random pairings.

Those of you who follow the blog know I have been preparing for this by writing roughly a billion lists for different armies but ultimately I settled on Tau.

Here is the list:-

Tau CAD - 750pts

HQ

Ethereal - 65pts
Hover Drone, Recon Armour, Honour Blade

Elites

XV8 Crisis Battlesuits - 139pts
Shas'vre - Twin-linked Fusion Blaster
2xShas'ui - Twin-linked Fusion Blaster
Bonding Knife Ritual

XV95 Ghostkeel Battlesuit - 196pts
Cyclic Ion Raker, Twin-linked Fusion Blaster, Stimulant Injector, Velocity Tracker, Bonding Knife Ritual, 2x Stealth Drone

Troops

Breacher Team - 140pts
5x Fire Warrior with Pulse Blasters
TY7 Devilfish with Disruption Pod

Breacher Team - 140pts
5x Fire Warrior with Pulse Blasters
TY7 Devilfish with Disruption Pod

Fast Attack

Pathfinder Team - 70pts
Shas'ui
4x Pathfinder with Pulse Carbine/Markerlight
Bonding Knife Ritual

This is quite a soft list for Tau but I figured it has good mobility, transports to keep my nasty blasters alive beyond a turn and some deep striking for precision (ha, chance would be a fine thing!) striking, not to mention the hard-to-kill Ghostkeel.

All in all though it didn't fare too badly in the face of lots of much stronger armies and even caught a few marine squads off guard (love those Pulse Blasters).

I'll hopefully try and do some sort of battle reports for my 3 games but they will be more narrative than anything as I didn't record a single detail.

The reason for this was because I was having too much fun! I was looking forward to this format anyway and it turned out to be everything I hoped. I got to play with or against 9 guys I had never had a game with before and every one of them a thoroughly good chap. We had some laughs at some ridiculous outcomes and that and nobody seemed to care when they lost everything (including me!). I've only been to 3 tournaments so far (all of them Alex's) but this was the most relaxed of them all. Just a fun day of gaming all round.

The painting competition was great again with the usual fantastic work on display (I didn't get a vote for mine but, in fairness, it wasn't finished and there was far better work on display so I don't mind) and the raffle was fantastic again. 5 Start Collecting sets and Deathwatch: Overkill were on offer. I managed to scoop myself a Start Collecting Space Wolves box which is excellent because I always fancied painting some Thunderwolf Cavalry. Now I have some!

Shout out to Luke, Tess and Dan who had to put up with being partnered with me and to Rob, Matt, Kai-Uwe, Owen, Peter and Tobias who had the pleasure of pummelling my little fish men throughout the day!

More to follow soon!