Thursday, June 16, 2016

Taumorrow Comes

Techpriest Enginseer BERP (Basic Engineering Repair Protocol) was distracted.  Assigned to the artillery company of the 555th Regiment, Cadia, he was in his first major battle.  His dendrite connector cords sniffed the air around him, the air palpable with the distinct odor of ozone - the remnants of the plasma blast that had only moments below erupted on the Manticore before him and had nearly thrown him to the ground.

Behind him, a Wyvern issued another four satisfying krumps in rapid succession, sending the blessed explosive shells of destruction downrange to the enemy positions.  BERP strove to reawaken the Manticore's engine, his mind reaching out for the Manticore's spirit for guidance.  It could, he see, keep firing, it just could not move.  Some sort of electrical discharge from the blast had immobilized the vehicle.  BERP barely cringed as another large blast from the Tau hit the Command Chimera nearby - and with smoke pouring up from that vehicle, the command squad of the artillery company exited the vehicle and sheltered behind it.  The Wyvern behind him was also damaged in that same blast and it now called for attention.  BERP moved over to it and connected to the Wyvern.  His mind now reached into the stricken vehicle and he attempted another repair.  The Manticore fired another large artillry rocket at the enemy off in the distance.

Nothing seemed to work right under these conditions thought BERP. Another plasma blast now bloomed overhead, showering BERP with debris.  The Wyvern itself stopped all functions.  BERP looked at the open firing platform and saw the crew were all dead or on fire.  BERP frowned, wrinkling his one remaining eyebrow.  Whith what passed for a sigh, he disconnected from the wrecked Wyvern and turned his attention back to the Manticore.  It, at least, was still capable of firing, thought BERP.  He observed it had one missile left in its racks.  Soon, BERP would move to the next artillery piece.  Servitors and a recovery vehicle were ordered with the mere thought, to come forward and recover the Manticore for repair and rearming.  

Nearby, the Artillery Company Commander and his subbordinates were all yelling into different communications systems, and the battle was continuing. BERP was somewhat grateful for his location behind as solid concrete structure.  On one hand, he wanted to collect data on this enemy, the Tau.  On the other hand, his program was to see to and repair the artillery throughout the battle.  BERP mused that in due time, with Victory won, we could be afforded the chance to collect data on the Tau's military technology. Until then, he would perform his function.

(yes, in part due to the attached Artillery Company Formation, the 555th beat a Tau force at 1750 points. It was fun...)







  

Friday, June 3, 2016

The Sun Will Be Out...Taumorrow'

For the greater good, I played a 1750 game this week vs Tau.  Of course I did not get time (yet) to update a better Astra Militarum list, so I took one of my prior lists (1650), carved off a 100 point vet squad, and cobbled in a Vendetta with door gunners, and added another flamer to another squad.  Pretty much dealt with it, but meant I had one formation (Emperor's assault company) and a bucket of unbound stuff (or allied formation, as it were).

Overall, it was a very close game, and I lost, 4-3.  Very low scoring, Contact Lost mission.  The battle hinged around a Shadowsun-led, suit blob, that apparently could spit fire to multiple units, had preferred enemy, tank hunter, AP2 weapons, ignores cover...

Due to time constraints and a late start, we could only get four turns in.

I used the Cadian tactical cards deck and WL traits, staying true to the fluff of the 555th "Triple Nickels".  The best part was drawing the WL trait that allowed me to ignore morale checks from shooting casualties.  The worst part was drawing cards Turn 1 and 2 that were half about either assaulting the enemy or being in the enemy deployment zone.

It was still a fun game. Any game is fun.

My opponent BTW was either just being nice, or not to aggressive.  His game plane really just hinged on his central deathstar playing in the center.  He clearly could have sent his Riptide, Longstreet, and other units out to capture more objectives.  It's another reason the game was close.  I think I drew cards 1:3:2:2; he drew 1:2:2:3.  I think he clearly could have drawn 1:3:3:3 with very minor movements.  In fact, I think I spent more time watching what he was doing than playing my own game...

Things I need to address (won't be playing for the next two weeks):

1.  Get the Emperor's Wrath artillery company built.  Overall, I need to have orders for artillery to just make them better.

2.  Drop the officer of the ordnance.  Won't need him with a better artillery formation.

3.  Possibly drop the Cadian' mechanized formation for a CAD.  That way even the Vet's Chimera's stay as obsec, although I lose the bonuses for shooting enemies near objectives (which I forget in turns 1 and 3 of this game). It also allows me to squeeze in a Primaris Psycher, to attach to the artillery for Prescience.

4.  Other stuff.  Need to always squeak in a flyer or two...the CAD allows that easily.

I'll get a revised list up for comment someplace...maybe at Frontline to see what Frankie and Reece think.  Then here. Or both at once.  Somehow, I have just two more months in this gaming year to finally get the Astra Militarum figured out!

All for now, enjoy the weekend!

 




  

Wednesday, June 1, 2016

Miss me?

I have been really busy on stuff all Spring...but I'm hoping to get back in here on a more regular basis!

Overall, I'm getting ready (mentally) to switch back to Ultramarines.  As you can see in my records for this gaming year - using just Astra Militarum and Blood Angels has not been a source of success, although they have been challenging to play!

Tonight is a 1750 point game night at the FLGS, and although I'm heading over to look for a game, I'm not ready.  Have not touched Army Builder in weeks!  I'll probably just take the last 1500 point list and edit it to 1750 by either adding in more ground units and an aegis line / quad gun, or add in flyers and more death company.  All in all, by now I'd hoped to be playing a list regularly led by Mephiston, but that model still sits in the blister pack.

Challenges abound!

Two weeks ago I played a game where my opponents wanted to include both the rough draft FAQs and the new flyers supplement.  I opted to allow the supplement, but not the FAQs, as they were not the finals, just rough drafts looking for comments (and apparently still are).

Last week I missed playing in the Fratris Salutem. Vacation got in the way!

Anyway, all for now...





 

Wednesday, February 24, 2016

Triple Nickels Beats Down a Legion? Wha?....

It has been a few (weeks?) since I posted on my blog.  Winter is just a busy time!

This past weekend I got in a 1750 point game, Maelstrom Mission #3, and won at the end of Turn 5 with a score of 14 to 4.

My opponent was using a 30K Heresy Legion List - Emperor's Children -

4 squads of about 10+ Legionaries each, two squads with jump packs, each led by a 2++ Legionary character. Buffed with extra attacks, chain axes, etc.
2 landraiders

He deployed first and went first.

He just charged right up the field, more or less as fast as possible.

I'm thinking I don't have enough Lascannons.

At the end, I was still in my half of the table, but his army was down to one hull point on a immobilized landraider.

I think I lost three Chimeras, Pask's tank squadron, and a Sentinel, plus maybe two squads of Veterans.  Who cares!  it was an amazing win!  I thought it would have ended the other way around!

It was a glorious Victory for the 555th!

(no photos though....)

In other news, I decided to play Mobile Strike on my phone.  God what a time suck that has turned out to be!  My Alliance though, is top 10, and getting better daily.  I'm in the top 10 for my Alliance.  At some point, I'll probably drop the game though!  Every day, every waking moment, the game calls to me to check my builds, collect supplies, watch out for attackers, attack the fools around me, click off missions, and chat with my new found invisible friends.  It is just not the same as a face-to-face tabletop game like 40K!  There are some real a$$hats in the game too.  They teleport in, wreck you, then teleport away before anyone can respond.  Capturing commanders. leaving hives in flames.  And all of them are from the top Alliance...some day they will be defeated!  

All for now.

MING






Wednesday, January 27, 2016

Grinding My Gears

OK, I'm not entirely happy at the moment with how my Astra Militarum record is going.  I finished off last year playing Blood Angels and had a pretty respectable record for the year.  And then I switched to the Astra Militarum (Imperial Guard) - in part because there were rumors of a fresh codex coming (which ended up being the Mont'Ka supplement).  The Supplement is nice, but let's face facts.  Its a doomed supplement since in it, the AM/IG are constantly stomped and outgunned by the tau, and ultimately left to die on the planet by the Fleet.  How can you build a great narrative about that?  

Don't get me wrong - I love the games I've played with the Astra Militarum - my Cadian 555th Regiment! Its just that I have to balance investment with results.  And results have been mediocre.

The list "of the Month" will be based around or mutated from the following:

Combined Arms Detachment (1750)
Company Command Squad, Chimera, Plasma Guns, Carapace Armor, Krak Grenades, Warlord
Veteran Squad, Grenadiers, Chimera, Plasma Guns, Heavy Flamer
Veteran Squad, Grenadiers, Chimera, Meltaguns, Heavy Flamer
Veteran Squad, Grenadiers, Chimera, Meltaguns, Heavy Flamer
Veteran Squad, Grenadiers
Tank Commander Pask, Leman Russ Punisher, Lascannon, HB Sponsons
Leman Russ Punisher, Lascannon, Plasma Sponsons
Vendetta (3xTLLC)
Manticore
Armored Sentinel, Autocannon
Banewolf, Chemcannon, Multimelta
Chimeras all are Multilaser, Heavy Bolter, Pintle Mounted Heavy Stubber.

I'll have to proxy the Punisher Turrets.  If they work out, I'll get real ones.

This list pumps out a huge amount of dice.  Which means the opponents have to pump out a lot of saves.  Wish me luck!  This is only a tweaked version of what I've been using - but notably I swapped out the Demolishers, the Master of Ordnance, and Master of the Fleet, for things that may be able to shoot better and miss less. The only thing I'm risking is the Vendetta being delayed from reserves, which may result in swapping in another 170 point unit...Like...another Manticore....or two Wyverns...

Am I ready to give up on these guys? Not quite yet! I just can't stop playing them!

What would I play once this experiment with Astra Militarum is complete?

...Ultramarines...

 





Tuesday, January 19, 2016

Triple Nickels in ITC Mission #1

The assassin crouched high in the temple.  Silent, unmoving. Nearby were Tau drones, ever scanning.  The assassin ignored them, its mind was also scanning.  Somewhat like a drone, the assassin mused.  There would soon be a battle here.  The assassin cared not.  It was programmed with a mission.  In the distance, avian wildlife of this jungle planet began taking flight.  Soon the noise and vibrations from the Astra Militarum armored column could be felt.  They were advancing as ordered toward this temple.  As expected in the mission profile, the Tau forces moved forward to intercept.  The assassin cared not.  It was on a mission.  It cared not for the reasons of the mission, only that it must be carried out.  The assassin would not fail.  In its mind, the assassin reached out to sense its prey.  It was expecting, typical for its mission profile to be able to sense the prey.  Such assignments were simple.  Sense the prey, usually from its tainted warp signature. But here there was no signature.  Interesting, thought the assassin. That would make the mission more than routine.  

1650 Points, ITC Mission #1

Yes!  An ITC Mission!  My force was a combination of the Emperor's Blade Assault Company and a CAD, all as Cadians (of course!).  My opponent was Tau...plus one assassin...

Terrain was a death world jungle.  In and among the new and ancient ruins.  My opponent had been expecting me to play that evening.  When I arrived, he explained we'd be doing a ITC mission.  I got to deploy first and go first. Here we are after my turn 1 - there are two maelstrom objectives and two emperors will objectives on the table.  The objectives - for those in grid speak - were about 1.5, 3 (m); 2,1 (e); 3.5 (m),1.5; and 5,3.5 (e).  You don't have to worry about having tactical card decks in this game!  My warlord trait was the ability for the warlord, once per game, to call in a single artillery bombardment.      

 
Just another view.  In turn 1, my objectives were to secure an objective and eliminate a unit.  My Manticore and two artillery bombardments were weak and scattered. I did get a maelstrom pount for the objective.

I always use my special weapons guys to mark the Chimeras they are transported in...sometime soon I need to go on a bender and finalize details and markings on alot of units! Not to mention get those dozer blades as magnetized...so no, I did not use any dozer blades....the points went to pintle mounted heavy stubbers.

And then there is this guy....I ought to steal him this week, paint him..return him...

And then the suits move up.  The game includes points for Big Game Hunter.  My "big game" was Daisy the Demolisher...his was the Suit Commander and bodyguards. In this shot, he has completed shooting - I lost a few hull points here and there...

Meanwhile, the Assassin is moving out for the kill...this guy is a beast!  (I bet her single handedley killed 17 guardsmen...captured an objective, earned STWL.  Probably the Tau MVP)

In Turn 2, I decide to dismount a squad - the commander gives them an order to shoot! A few wounds go on the assassin, even with his invisibility-like functions.  Daisy is a smoking ruin from Turn 1...Rear AV11 is no match for back shooting, no cover, Tau smart missiles shot en masse.

Here in Turn 2, the Tau continue to advance!  I've lost the second Demolisher, Doris, to those Tau missiles again! But I'm obsec on the objective.   I did, BTW, get a good hit on the Suit Commander and his unit!  They were greatly depleted down to just two suits...Many tau units were depleted from all the shooting, as were my own!

yeah...they are all hiding back here...

Meanwhile, in the far left, I've outflanked the Tau. My first unit of 5 Scions came in from reserves by deep strike, wiped out the firewarriors there, But then were wacked hard to get me down to just two.  They held the objective though.

Here we are in the middle of Turn 3.  I have one bonus (white dice) point for STWL, the Tau have 1 (green dice) for BGH.  I am leading on Maelstrom points 5-2 (blue dice vs pink).  My second Scions unit of 5 came in and killed another suit.  I lost two of them to interceptor fire.  I'm losing a lot of vehicles in the mean time! (not to self - need Scion meltagun models...)

And finally the Kroot arrive from reserves!  It is a large unit including a Krootox. Also in Turn 3, the Assassin has assaulted and killed off the IG veterans.  I'm still holding both maelstrom objectives and one Emperors' objective...If i could just kill that Assassin I might be able to pull off a major Victory!

Just another view.  Yeah, Kroot can have access to weapons that can hurt AV10...

This is somewhere in Turn 4 or so.  The Kroot kill off the Manticore, and after the large Tau gribbly wrecked the Commander's Chimera, the Assassin shot and charged the survivors.  It ended badly for me there - Now I'm holding just the two Maelstrom objectives. I had managed this turn to eliminate the last remaining suit to earn BGH.  Flamers in the Command Squad meant nothing to the invisible fear-causing assassin...

So the score at the end of 4 is looking pretty good if I can hold on! If the game ended right now I'd have a lead in points!

My largest functioning units are off on my far left flank - If I can keep it clear, I might be able to rack up more points. I'm basically shooting drones like a madman...

At the end of 5 turns, I had maintained my Maelstrom kill point gap.

But we went on to Turn 6! Now I'm holding just one Maelstrom objective.  If my opponent could table me or get me off his deployment zone he could pull off the win!  He failed...

And there the game ended.  We both had STWL, BGH, and Linebreaker.  I got 4 points for taking the Maelstrom.  My opponent got 4 points for taking Emperor's Will.  The game ended as a 7-7 draw!

Nuff said.

But did you know this:


Thanks for reading.

MING

Monday, January 4, 2016

Braiiiinnnnzzzz......

Captain Jaxxson - Company Commander - 555th Armored Infantry Regiment - was...dreaming again.  Maybe it was something he ate earlier that day.  Maybe it was a fitful dream about the future.  But to think that was heresy.

The dream was similar to the one before.  His mechanized units were deployed on a dusty plain of ruins and rock piles.  In the distance, through the haze came the enemy. Howling, moaning, shrieking, all of the sounds of the enemy.  As soon as the figures materialized in the hazy dust his armored vehicles - Demolisher Tanks, Infantry Fighting Vehicles, and Artillery - began firing.  The noise was constant and reports flooded to his command vehicle of...zombies...

Maelstrom Mission #2 - 1650 Points

OPFOR (CAD?)
Tszeentch Lord of Change (warlord)
5 Fiends
1 Herald on a Steed

The forces of Khorne -
Khorne Lord on Juggernought with an Axe of Khorne
10 Flesh Hounds of Khorne

The Forces of Nurgle -
Herald with Grimoire
Herald
20 Plague Bearers
10 Plague Bearers
10 Plague Bearers

1st Company, 555th Regiment, Cadia (CAD)
Company Command Squad 5551HQ
Commander, Plasma pistol, power sword
Officer of the Fleet
Master of the Ordnance
Veterans, 4, 2 FL
Chimera, Multilaser, HB, PMHS

Veteran Squad 55511
Grenadiers, 10, 2 MG
Chimera, Multilaser, HB, PMHS

Veteran Squad 55512
Grenadiers, 10, 2 MG
Chimera, Multilaser, HB, PMHS

Veteran Squad 55513
Grenadiers, 10, 2 PG
Chimera, Multilaser, HB, PMHS

Veteran Squad 55514
Grenadiers, 10, 2 PG
Chimera, Multilaser, HB, PMHS

Sentinel "Crackers"
Armored, autocannon

Tempestus Scions
Scions, 10, GL

Demolisher "Daisy"
HB hull and Sponsons

Demolisher "Doris"
HB hull and Sponsons

Manticore

Deployment and Thoughts
This was to be my last game for 2015!

The game was put together on the fly - and we only had a bit less than 2 hours to try to get the game in.  My opponent had no real idea what he'd be playing against, and I had no idea whether he had any shooting weapons or spells that could act as shooting weapons.  He had to spend time getting his list final and spells rolled.

The mission gives you new maelstrom cards each turn based on the number of objectives you control. The objectives were spread pretty wide. My opponent won to choose deployment edge and won to deploy first and go first.  I was using the Cadian tactical cards and warlord trait (this card game the warlord a single artillery barrage card just like the Master of the Ordnance). My opponent's warlord trait was a one-time force me to discard a tactical card pull.  

Without any real knowledge of my opponent's army (which was modeled /converted and themed to look like a big un-dead shambling zombie horde) or the impact of his available 9+ warp charges, I decided to deploy with all infantry mounted.  Overall, being mounted seemed safe.

My opponent's forces were deployed with his largest mob of plague bearers in the center, Khorne dogs and jugger lord to the left.  Overall, I put a single veteran squad to my left, and then concentrated on my right and center.  I wanted to stay as far as possible from the dogs (but threw them the single unit as a speed bump).

As soon would be seen, killing the un-dead and demon infested filth of this opposing force would be difficult.

Here we are at deployment...the "un-dead" horde already is sitting on two objectives (white discs).  I have one.  It was a good mix of 5+ cover, 4+ ruins.


The Game
Here you can see his "converted"/"counts-as" army - these un-dead ogres would be the fiends.  Some stuff still has painting and converting in process.  Overall...this list is resilient.

Shamblers and two heralds moving through the grasses toward the Shrine of the Golden Flower

In turn 1 - the Lord of Change flew off to the far left.  The dogs all moved forward.  The dogs scored a point for the objective.

Cadian Turn 1.  Moved forward to grab objective 2 on the right.  I put a lot of firepower onto the fiends taking out 4, the larger plague bearer mob taking out 6.  But the undead would continue to move forward! I had planned to shoot up the dogs - but he'd given them essentially a 2+/4+ save through his sorcery.  The fiends and bearers were the next best targets - although he'd also boosted their saves! At this moment, Squad 55512 should have also rushed forward to grab objective 3 in front of the dogs - I would have not scored it - but could have kept the Un-Dead from drawing a card for controlling it!

Just a view on the left flank, where things were going to get real - at this point, Squad 55514 should have fled back to the far corner - but...they stayed where they were to support other attacks.

Somehow I'd forgetten to take photos in Turn 2...and forgot to get the Scions in from reserves.  On the left, the Dogs and Jugger Lord surrounded Squad 55514's Chimera, and assaulted.  The vehicle was wrecked, and then with no place to emergency disembark, the squad was eliminated.  First blood to the Undead.  He also got points for the assault and some objectives, so at the end of 2 the score was 4 to 1.  During my turn, he used his warlord ability to make me discard a scoreable card!  Return fire focused on the dogs and on the Bearers, and maybe half were eliminated. In this shot the Undead are just beginning their turn 3 movement.  

See what I mean? This is after my following turn - many of the dogs are now dead...two are wounded...

Here in Turn 3 he tries it again - the plague bearers have touch of rust or whatnot - but they FAIL! On my turn - I tank shock forward 6-inches and spin the tank around.

Here we are at the end.  In Turn 3, he also charged forward to attack squad 55513's Chimera, but I had room to dismount.  Dorris the Demolisher was exploded by the Lord of Change.  I moved forward to have Crackers assault the remaining Jugger Lord and dog - losing one hull point in the process, but hopefully tying it up.  Squad 55511 had moved into his deployment zone - and I was still in control of 3 objectives and a 4th was within reach.  My opponent's units were greatly thinned - but not a single one was entirely eliminated!   The Lord of Change was wound to boot! My unpainted Scions were sitting in the opponent's backfield, ready to grab objective 6.  At this moment, I felt the game was in my favor to ultimately prevail!

And then...the game had to be called.  We could only play 3 full turns before we had to pack up and leave the store due to an early closing time.  At that point, I probably had the larger army, and more mobility BUT my opponent was yet to truly lose a single unit.  The core was 7 to 2....I'd been card locked!  My second point was for linebreaker, as was his 7th.


So it was registered as a loss...but I think I got enough here to revise the list with for the next game (this result and the comments people left for me at B&C)...

Good luck in your gaming in 2016!

MING