I've been tracking my 40K performance now for 9 years. And yep, this was my worst year. The number of games were down. The number of wins way down. Just terrible. Blue or red, everything dead.
The blog pundits could have predicted it. Blood Angels and Ultramarines have been less than ideal in the 8th Edition format.
My games and battle reports showed it. I could hold my own or be looking for a win through three turns, and then bleed away any victory for the remainder of the game. Several close finishes. Just not enough staying power. Usually I'd get into some basic stats and things to evaluate causality and such for my annual performance review. I'm not going to do that this year.
Now, to the future!
Its almost like GW was waiting for me to finish the year!
I have already acquired the NEW space marine codex, NEW Ultramarines supplement, and NEW Ultramarines cards.
Maybe the winds are blowing for a change, and starting soon the new gaming year will charge off for better outcomes?
I've already been playing Ultramarines per their Chapter special rules (+1 Ld, able to leave combat and shoot at -1 to hit). But now look at all of the other stuff coming! +1 A on the assault. Doctrines. Some points adjustments. Chaplains! All sorts of things that make all Space marines far deadlier.
Imagine how the existing last Calgar list from my previous posts might work now?
It will be pretty interesting.
If my opponents would just keep playing their existing favorite factions and lists...
All for now,
MING
Ultramarines, 40K, Beer, 3rd Company, Imperial Guard, 555th Company, Triple Nickels, Warhammer, Battle Reports, Tactics, Strategy, Calth, Ultramar, Crossroad Games, Maine, Blood Angels, 5th Company
Monday, August 19, 2019
Wednesday, August 7, 2019
It has begin - Finally - Oh Wait?
I'm laughing and shaking my head simultaneously.
Ironically, I finally went to my local Warhammer store rather than my FLGS to purposefully purchase the Roboute Guilliman - Primarch of the Ultramarines model. I did this because they had the kit ready for a quick purchase, and I was in the area for a quick dinner and meeting.
The model was originally released a few years ago, and I just never bothered. I figured I could do well with my favored Ultramarines with a simple captain or Chapter Master Marneus Calgar (whom I'd purchased with his Victrix Honor Guard a few months ago). Frankly, since I think I've only seen the model twice - I thought it would be bigger! Big "Bobby G" is actually fairly small, and in reality, as my favorite painter to watch from "the Long War" has said - it is detail overload.
Last year I thought about purchasing the model and sending it out to be pro-painted.
I'm painting this one myself.
In watching some videos, there were three that stood out on w to do it, and all were worthy as an approach, or strategy, to get it done.
1. GW's thin your paint guy - he recommended assembling the model and then painting the whole model gold, using washes and highlights for the gold, then going back to paint in the blue armor and then final details and washes, etc. There are great applications for this approach that would extend to Black legion models too.
2. TLW's painter - he painted the model in parts, but started overall with air brushing and highlighting the blue armor first, then going back and painting the golds, then all of the other details. Then assembly.
3. Some nameless guy from the UK - he recommended assembly, priming and painting the model blue, and then using metallic sharpie brand MARKERS to do all the gold trim and silver metal highlights. Yes, permanent magic markers are available for bronze, silver, and gold.
Of course, the model itself comes with its own painting guide requiring about 20 different colors and washes...
My approach is a hybrid. I assembled the model, backpack, and base, and then primed them separately. Painted the gold and washed it. Now I'm on to the blue phase with a tiny brush and thin paint. Backpack is done, and I'm a third doe on the main body. Next will be gold touch-ups, then all the other details. I'm painting the detailed base separately, and will use some colors to tie in to my other existing Ultramarines. The most fun might be the dead Chaos Marine stomped in to the base. Assembly onto the base will be last. One thing I found with the base is that it had two flaming torches set on thin plastic poles. I'm going to replace the poles with metal rod - the poles are so fragile they did not last the priming stage. I'm not going to use markers though...just brush work...
Overall, I expect OK results. Not painting award quality, but OK. Overall, I'm looking forward to getting it done!
NOW, to make things interesting, of course, is this week's notice from GW on the release of a new Space Marine Codex, Cards, and Ultramarines Supplement! WOW! But what does that mean for list building? All I can say is that I'm happy I did not make other purchases yet! Will Bobby G go up in points? Will regular old scouts and tactical marines be absent from the new books? How deep will I need to dig in my pockets as I upgrade my marines to the modern era? I don't know, but it means I still have a few weeks to meet my goal of an updated list by month's end...
Leave a comment on the Chaos Marine Chapter to be the victim on Bobby G's base and I'll take it as your vote. I was thinking Nurgle (commonly encountered in my local meta), but....
All for now,
MING
See - you scrolled to the end...as a reward, here are two shots of Ultramarines from a friend's miniatures display cabinet...dang....I might need to get a glass case next...of course, they are all second company...and very nice....
Ironically, I finally went to my local Warhammer store rather than my FLGS to purposefully purchase the Roboute Guilliman - Primarch of the Ultramarines model. I did this because they had the kit ready for a quick purchase, and I was in the area for a quick dinner and meeting.
The model was originally released a few years ago, and I just never bothered. I figured I could do well with my favored Ultramarines with a simple captain or Chapter Master Marneus Calgar (whom I'd purchased with his Victrix Honor Guard a few months ago). Frankly, since I think I've only seen the model twice - I thought it would be bigger! Big "Bobby G" is actually fairly small, and in reality, as my favorite painter to watch from "the Long War" has said - it is detail overload.
Last year I thought about purchasing the model and sending it out to be pro-painted.
I'm painting this one myself.
In watching some videos, there were three that stood out on w to do it, and all were worthy as an approach, or strategy, to get it done.
1. GW's thin your paint guy - he recommended assembling the model and then painting the whole model gold, using washes and highlights for the gold, then going back to paint in the blue armor and then final details and washes, etc. There are great applications for this approach that would extend to Black legion models too.
2. TLW's painter - he painted the model in parts, but started overall with air brushing and highlighting the blue armor first, then going back and painting the golds, then all of the other details. Then assembly.
3. Some nameless guy from the UK - he recommended assembly, priming and painting the model blue, and then using metallic sharpie brand MARKERS to do all the gold trim and silver metal highlights. Yes, permanent magic markers are available for bronze, silver, and gold.
Of course, the model itself comes with its own painting guide requiring about 20 different colors and washes...
My approach is a hybrid. I assembled the model, backpack, and base, and then primed them separately. Painted the gold and washed it. Now I'm on to the blue phase with a tiny brush and thin paint. Backpack is done, and I'm a third doe on the main body. Next will be gold touch-ups, then all the other details. I'm painting the detailed base separately, and will use some colors to tie in to my other existing Ultramarines. The most fun might be the dead Chaos Marine stomped in to the base. Assembly onto the base will be last. One thing I found with the base is that it had two flaming torches set on thin plastic poles. I'm going to replace the poles with metal rod - the poles are so fragile they did not last the priming stage. I'm not going to use markers though...just brush work...
Overall, I expect OK results. Not painting award quality, but OK. Overall, I'm looking forward to getting it done!
NOW, to make things interesting, of course, is this week's notice from GW on the release of a new Space Marine Codex, Cards, and Ultramarines Supplement! WOW! But what does that mean for list building? All I can say is that I'm happy I did not make other purchases yet! Will Bobby G go up in points? Will regular old scouts and tactical marines be absent from the new books? How deep will I need to dig in my pockets as I upgrade my marines to the modern era? I don't know, but it means I still have a few weeks to meet my goal of an updated list by month's end...
Leave a comment on the Chaos Marine Chapter to be the victim on Bobby G's base and I'll take it as your vote. I was thinking Nurgle (commonly encountered in my local meta), but....
All for now,
MING
See - you scrolled to the end...as a reward, here are two shots of Ultramarines from a friend's miniatures display cabinet...dang....I might need to get a glass case next...of course, they are all second company...and very nice....
Friday, August 2, 2019
Here it is - no more delays!
It's finally time I got around to this! It's my wrap up of the July Rockport Invitational!
1500 Points - Narrative Team Event
Synopsis: The Imperium vs Everyone Else - 9 tables each with their own city-fight based scenario, 3 rounds, attackers and defenders! Team Captains determined the parings for each table. I was on the Imperium side...we lost but narrowly. Terrain was awesome, the food was awesome, the beer was awesome, it was a great day and I thank the host for putting it on!
Here are some army tray shots (just part of the 18 competitors):
My List: (1500 pts, 11 CP)
Battalion Detachment
Marneus Calgar, Warlord, Ultramarines, Adept of the Codex
Chaplain in Terminator Armor
Infiltrator Squad (5)
Infiltrator Squad (5)
Scouts (5) w/ Camo Cloaks, 4 Sniper Rifles, 1 Heavy bolter
Terminator Squad (5), 1 Cyclone Missile launcher, homer
Venerable Dreadnought, TLLC, HF, DCCF
Landspeeder, HB/TML
Suppressor Squad (3)
Spearhead Detachment
Lieutenant in Phobos Armor
Eliminator Squad (3)
Whirlwind (Castellan launcher)
Whirlwind (Castellan Launcher)
The list has a few multi-purpose functions. The major ones are -
(1) As Ultramarines, everything is +1LD, and can withdraw and shoot at -1.
(2) Calgar was the focus of a firebase, giving rerolls to hit. This fire base would normally consist of the Venerable, and two whirlwinds and Landspeeder. His warlord trait helps to reclaim CPs.
(3) Snipers would take advantage of hellfire rounds on the HB to create more mortal wounds.
(4) Lieutenant, Terminators, and Chaplain created a deep strike reaction force.
(5) Snipers and Infiltrators could deploy forward to create early game board control.
The Games
Overall, I feel like I failed. The list always started strong, but failed around turn 5. Here is a run down of my games and pairings - plus or minus remembered details...
Game 1. Slay the Warlord. I was the defender, and had to deploy my warlord and a few other units in the table center - in this case a four floor ruin and bunker/trenhline. My opponent would deploy around the table edges. My units that were destroyed could become a never ending tide. My other units could enter from a table edge. If my Warlord died, the opponent won. No other primary win conditions. My random secondary was to have a single unit pass three morale checks. My opponent - Genestealer Cult! Needless to say, Calgar died in the ruins around Turn 3, and the unit I hoped to take 3 morale checks also died. My opponent won.
Overall, and I passed this on to the team leader - was that Calgar should have started the game on the top level of the ruin...it might have helped! On turn 1, I was totally surrounded by Blips...no place to run. In reality, it was pretty close. Huge GSC casualties. Very fun game. However, rock saws, GSC deep strikes within 9-inches, etc., and horrible eliminator dice rolls were all were painful. At the end of the game I had zero points for my team.
Game 2. Don't Kill the Troops. I think I was the attacker this time. Table quarters deployment. Primary scoring was killing for points: +3 for warlord, +2 for all other units except troops, -1 (yes minus) for killing troop choices. My randomly selected secondary was something I could not get, like "kill a flyer". My opponent was Tyranids. He had a Warlord, 2 other HQs, one Elite, and 6 troop choices. Probably 94 bug models.
At the end of the game, I had zero points for my team. My opponent only had a wounded warlord off in the far far table corner, I still had Calgar and a few other units. I'd lost like a score of 8-0. This game was just a tremendously bad pairing. But I'd killed 93 bugs in the process. Had to. They were all over me. Actual loss score was probably 8-0.
Game 3. Keep the Loot. In this game there were about 6 objectives, and you scored points at the end of each battle round (after the first) for the number of objectives you held. We had table quarter deployments again. In this case, my infiltrators and eliminators and scouts captured objectives during deployment - so I started the game with 4 out of 6.
My opponent was Orks! They had two or so truk-borne boyz mobs, two or three grot mobs, commandos, Zaggstruck, jumping boyz, meganobz with a truk, weirdboy, and relic shock attack gun, warboss on bike, mechboy on bike, something like 90 models (again).
I started off with more objectives, but I started to lose two of them pretty quick. One objective got cleared of eliminators, captured by orks, recaptured by the landspeeder, recaptured by orks, cleared of orks...in the end I'd lost again, but might have scored my secondary for my team. Final score was probably 5-3. Giant ork dead pile.
In Closing....
Overall, in looking at the list, the Chaplain just did not deliver, and the new eliminators were a disappointment. Since then I saw a eliminators tactica video which recommended just using the frag rounds...
My MVPs were the Whirlwinds and Terminators and Calgar and Landspeeder. 1500 points is a difficult spot for list building...If I do it again I'll use three Whirlwinds...I love the fact they can hit the entire table.
Since then, I've played a game using the 2000 point list from earlier this summer, but had to swap in a replacement for the regular dreadnought. Overall, I slaughtered the Nurgle opponent's units but fell short again towards the end...I'm peaking mid game...
Feedback on my list variants is to drop the Chaplain. 100+ points for a storm bolter 2+/4++ dude who is mediocre in close combat it just too bad. He does provide a CC benefit, but fails his ncharges half the time. The new concept is to replace him with a jump-pack captain with a hammer...similar number of shots, but far better in CC and still provides a reroll bubble. The other concept is to consider replacing the phobos lieutenant (who can deep strike with the terminators) with a cheaper lieutenant and just deploy it with the warlord at the fire base. Rerolling those 1's to wound from the very start would earn lots of benefits downrange. The other concept is to replace Calgar and the Lieutenant with Bobby G...(who I just purchased and will build/paint this weekend...)...
All for now. I have other things to try...but yeah, my losing streak is probably 12 games in a row...I'm continuing to bring in new models now...painting stuff...I like the new contrast paint for Ultramarines as their base coat...it helps on the transition to Primaris...But....
Still having my worst gaming year ever,
MING
1500 Points - Narrative Team Event
Synopsis: The Imperium vs Everyone Else - 9 tables each with their own city-fight based scenario, 3 rounds, attackers and defenders! Team Captains determined the parings for each table. I was on the Imperium side...we lost but narrowly. Terrain was awesome, the food was awesome, the beer was awesome, it was a great day and I thank the host for putting it on!
Here are some army tray shots (just part of the 18 competitors):
My display board...Its a new Calgar model!
Looks wet and death-world muddy...
The claw...and chaos....
So misguided...GSC...my round 1 opponent...
Don't be snotty...be nurgly green!
Well, spray on tans for dreads are a hit...
Ummmm...
Bugs....my round 2 opponent...very creative!
Waaaaaaaaauuuuuuggggghhhhh! Round 3 opponent...
Shiny...
My List: (1500 pts, 11 CP)
Battalion Detachment
Marneus Calgar, Warlord, Ultramarines, Adept of the Codex
Chaplain in Terminator Armor
Infiltrator Squad (5)
Infiltrator Squad (5)
Scouts (5) w/ Camo Cloaks, 4 Sniper Rifles, 1 Heavy bolter
Terminator Squad (5), 1 Cyclone Missile launcher, homer
Venerable Dreadnought, TLLC, HF, DCCF
Landspeeder, HB/TML
Suppressor Squad (3)
Spearhead Detachment
Lieutenant in Phobos Armor
Eliminator Squad (3)
Whirlwind (Castellan launcher)
Whirlwind (Castellan Launcher)
The list has a few multi-purpose functions. The major ones are -
(1) As Ultramarines, everything is +1LD, and can withdraw and shoot at -1.
(2) Calgar was the focus of a firebase, giving rerolls to hit. This fire base would normally consist of the Venerable, and two whirlwinds and Landspeeder. His warlord trait helps to reclaim CPs.
(3) Snipers would take advantage of hellfire rounds on the HB to create more mortal wounds.
(4) Lieutenant, Terminators, and Chaplain created a deep strike reaction force.
(5) Snipers and Infiltrators could deploy forward to create early game board control.
The Games
Overall, I feel like I failed. The list always started strong, but failed around turn 5. Here is a run down of my games and pairings - plus or minus remembered details...
Game 1. Slay the Warlord. I was the defender, and had to deploy my warlord and a few other units in the table center - in this case a four floor ruin and bunker/trenhline. My opponent would deploy around the table edges. My units that were destroyed could become a never ending tide. My other units could enter from a table edge. If my Warlord died, the opponent won. No other primary win conditions. My random secondary was to have a single unit pass three morale checks. My opponent - Genestealer Cult! Needless to say, Calgar died in the ruins around Turn 3, and the unit I hoped to take 3 morale checks also died. My opponent won.
Overall, and I passed this on to the team leader - was that Calgar should have started the game on the top level of the ruin...it might have helped! On turn 1, I was totally surrounded by Blips...no place to run. In reality, it was pretty close. Huge GSC casualties. Very fun game. However, rock saws, GSC deep strikes within 9-inches, etc., and horrible eliminator dice rolls were all were painful. At the end of the game I had zero points for my team.
After deployment...its like the Alamo...
Reserves arrive, but too late...
Game 2. Don't Kill the Troops. I think I was the attacker this time. Table quarters deployment. Primary scoring was killing for points: +3 for warlord, +2 for all other units except troops, -1 (yes minus) for killing troop choices. My randomly selected secondary was something I could not get, like "kill a flyer". My opponent was Tyranids. He had a Warlord, 2 other HQs, one Elite, and 6 troop choices. Probably 94 bug models.
At the end of the game, I had zero points for my team. My opponent only had a wounded warlord off in the far far table corner, I still had Calgar and a few other units. I'd lost like a score of 8-0. This game was just a tremendously bad pairing. But I'd killed 93 bugs in the process. Had to. They were all over me. Actual loss score was probably 8-0.
Turn 1 begins...bugs on the move! I have a bit of buggle wrap...but it wont last!
Game 3. Keep the Loot. In this game there were about 6 objectives, and you scored points at the end of each battle round (after the first) for the number of objectives you held. We had table quarter deployments again. In this case, my infiltrators and eliminators and scouts captured objectives during deployment - so I started the game with 4 out of 6.
My opponent was Orks! They had two or so truk-borne boyz mobs, two or three grot mobs, commandos, Zaggstruck, jumping boyz, meganobz with a truk, weirdboy, and relic shock attack gun, warboss on bike, mechboy on bike, something like 90 models (again).
I started off with more objectives, but I started to lose two of them pretty quick. One objective got cleared of eliminators, captured by orks, recaptured by the landspeeder, recaptured by orks, cleared of orks...in the end I'd lost again, but might have scored my secondary for my team. Final score was probably 5-3. Giant ork dead pile.
Mid game...Chaplain vs the horde...gotta respect that!
Cleanup crew bringing in the pain...
In Closing....
Overall, in looking at the list, the Chaplain just did not deliver, and the new eliminators were a disappointment. Since then I saw a eliminators tactica video which recommended just using the frag rounds...
My MVPs were the Whirlwinds and Terminators and Calgar and Landspeeder. 1500 points is a difficult spot for list building...If I do it again I'll use three Whirlwinds...I love the fact they can hit the entire table.
Since then, I've played a game using the 2000 point list from earlier this summer, but had to swap in a replacement for the regular dreadnought. Overall, I slaughtered the Nurgle opponent's units but fell short again towards the end...I'm peaking mid game...
Feedback on my list variants is to drop the Chaplain. 100+ points for a storm bolter 2+/4++ dude who is mediocre in close combat it just too bad. He does provide a CC benefit, but fails his ncharges half the time. The new concept is to replace him with a jump-pack captain with a hammer...similar number of shots, but far better in CC and still provides a reroll bubble. The other concept is to consider replacing the phobos lieutenant (who can deep strike with the terminators) with a cheaper lieutenant and just deploy it with the warlord at the fire base. Rerolling those 1's to wound from the very start would earn lots of benefits downrange. The other concept is to replace Calgar and the Lieutenant with Bobby G...(who I just purchased and will build/paint this weekend...)...
All for now. I have other things to try...but yeah, my losing streak is probably 12 games in a row...I'm continuing to bring in new models now...painting stuff...I like the new contrast paint for Ultramarines as their base coat...it helps on the transition to Primaris...But....
Still having my worst gaming year ever,
MING
Wednesday, July 3, 2019
The End is Coming!
Dang, I'm about 5 weeks from the end of my gaming year.
For Warhammer 40K, its going to be my worst record ever.
Not that I'm too worried. If you read my blog over the years, you know I've had bad years before.
Interestingly, my win/loss record does somewhat reflect what is going on in the game elsewhere...Blood Angels are near the bottom of all factions concerning winning or losing. Ultramarines are struggling. Overall, I'll write a summary of it all sometime in mid-late August.
A few highlights from this week!
1. I'm working to get ready for the next Rockport Invitational - this July event is a 1500 point city fight hybrid event, and it should be an awesome day of gaming, food, and beer. I'm looking to build a Ultramarines list that will be fun to play - and it will include what I have for blue painted Primaris marines and such. I've been having issues with battlescribe this week (since their last upgrade) but I'm hoping to field something like:
Marneus Calgar
His bodyguards
Librarian
Lieutenant
Three Primaris Infantry Squads
Dread(s)s
Terminator(s)s
Whirlwind(s)s if space permits.
Overall, terrain is supposed to be dense (city like) with related scenarios, so who knows?
I might actually try out the new GW contrast paints as part of the process of getting ready! I watched a great video last night that showed the process, and it was a good summary of getting table-top ready blue guys.
2. I got contacted by an old 40K buddy! Willy! (nickname). He is in the Army and works in North Carolina! It ends up he now plays at the game store also occupied by the Long War guys, and he gets to hang with them. I might road trip through the Carolinas in August, and if I do we might get together for a beer and game!
All for now, have a great weekend. I got stuff to build, paint, mow, sail, and boycott. Should be good times!
MING
For Warhammer 40K, its going to be my worst record ever.
Not that I'm too worried. If you read my blog over the years, you know I've had bad years before.
Interestingly, my win/loss record does somewhat reflect what is going on in the game elsewhere...Blood Angels are near the bottom of all factions concerning winning or losing. Ultramarines are struggling. Overall, I'll write a summary of it all sometime in mid-late August.
A few highlights from this week!
1. I'm working to get ready for the next Rockport Invitational - this July event is a 1500 point city fight hybrid event, and it should be an awesome day of gaming, food, and beer. I'm looking to build a Ultramarines list that will be fun to play - and it will include what I have for blue painted Primaris marines and such. I've been having issues with battlescribe this week (since their last upgrade) but I'm hoping to field something like:
Marneus Calgar
His bodyguards
Librarian
Lieutenant
Three Primaris Infantry Squads
Dread(s)s
Terminator(s)s
Whirlwind(s)s if space permits.
Overall, terrain is supposed to be dense (city like) with related scenarios, so who knows?
I might actually try out the new GW contrast paints as part of the process of getting ready! I watched a great video last night that showed the process, and it was a good summary of getting table-top ready blue guys.
2. I got contacted by an old 40K buddy! Willy! (nickname). He is in the Army and works in North Carolina! It ends up he now plays at the game store also occupied by the Long War guys, and he gets to hang with them. I might road trip through the Carolinas in August, and if I do we might get together for a beer and game!
All for now, have a great weekend. I got stuff to build, paint, mow, sail, and boycott. Should be good times!
MING
Wednesday, June 19, 2019
It did not go well
If anything, my June 2019 ITC experience affirms I'll need to modernize my 40K forces. You can be highly trained and play pretty well, but if you are just outgunned, you still can get slaughtered. Every game was pretty close to start, and each had their own moments and takeaways.
I think I'm on a totally losing streak now of 6 games.
2000 Points - ITC - 10 person event.
Game 1: Nurgle
The biggest takeaway in this game is how disgustingly resilient is a game changer. 5++ FNPs vs all wounds is wayyyyy better than the 6++ that some other armies can get. In this game I misunderstood who the warlord was, and I might have done better with better secondaries.
Game 2: vs Ravenguard
The biggest issue in this game was the -1 to hit Ravenguard more than 12 inches away. Being closer with half your army does not help much. Old 1W marines vs new 2W marines does not help either. I also wanted to go back and check his maths...if it checks out, there are some cool things I can do to imprive my Ultramarines before the next event based on these ideas...
Game 3: Orks!
Giant piles of orks. Not enough pictures for another great game! Favorite opponent with a really detailed really cool ork warband! Overall, I probably should have put the fliers in Hover Mode for this one...
I think I'm on a totally losing streak now of 6 games.
2000 Points - ITC - 10 person event.
Game 1: Nurgle
The biggest takeaway in this game is how disgustingly resilient is a game changer. 5++ FNPs vs all wounds is wayyyyy better than the 6++ that some other armies can get. In this game I misunderstood who the warlord was, and I might have done better with better secondaries.
Early game, Turn 1. Nurgle heads for the center while I'd gone off to try to punch a hole in the screen that was keeping me out of their deployment zone.
Turn 3 - Nurgle terminators in my back corner. My reinforcements are off in the distance, distracting the opponent from fully committing to attacking my small fire base.
Turn 5 - If it had gone another turn....
22 to 17 loss after 5.
Game 2: vs Ravenguard
The biggest issue in this game was the -1 to hit Ravenguard more than 12 inches away. Being closer with half your army does not help much. Old 1W marines vs new 2W marines does not help either. I also wanted to go back and check his maths...if it checks out, there are some cool things I can do to imprive my Ultramarines before the next event based on these ideas...
Not bad, pretty cool, modern list here.
You know your game is going bad when your Chaplain is all alone and had no other marines to lead...
Telion can hide like a boss from large piles of shooting dice...
The score belies the fact that his 5 man infiltrator squad in ruins was nearly impossible to kill, and I could not do it on Turn 1...and barely on Turn 2...fun game. Todd's Ravenguard are really coming in to their own!
Game 3: Orks!
Giant piles of orks. Not enough pictures for another great game! Favorite opponent with a really detailed really cool ork warband! Overall, I probably should have put the fliers in Hover Mode for this one...
The horde in its glory.
Turn 2...Kill retreat kill advance. Its a huge mess.
Holding the left flank. Sternguard about to be charged (again)....
Telion ordering the scouts to stand firm...shoot the driver! Which one?
8 points from Victory...
After all that, on the next day was Fathers Day! My two home-grown 40K players dropped in with a bottle of Tin Cup Whiskey and a game of 40K! It was a great time...for one it was his first game in 5 editions...for the other it was his second game as 8th edition. They ganged up on me (but it was to be expected) - they used my Ultramarines, and I used that practice blood angels list. We did not keep score, but the Blood Angels were wiped off the table in Turn 5....
Thursday, June 13, 2019
Back to 40K - Local ITC Prep
Just a heads up. Of course, regular reader, I'm still pretty busy. Its been a month since my last 40K game, but I have an ITC event coming up this weekend. So, I've been down in my "beats lab" doing some solo practice to re-acquaint myself to my standby Ultramarines list, through use of a cobbled/junk drawer Blood Angels list. ITC Mission 3.
It does not go well for the Ultramarines.
The Blood Angels went first.
Both sides had reserved their assault elements.
The Blood Angels list is surprisingly devastating.
The game remained a near tie through turn 4.
Not unexpected, after all, I'm playing...me.
I'll reset tonight and do it again, then pack up and reset tomorrow for the Saturday event.
FYE - here is the Blood Angels list - it has stuff I'm just trying...3 detachments, 2000 points.
Blood Angels Captain, TH/SS - upgrade stratagem to DC.
Tellion
Scout squad, 4 SRs, HB, cloaks
Tac squad, 5, flamer, 4 bolters, 1 CS
Ditto
Furiouso dreadnought - frag cannon and HF, DCCW
Lieutenant w/ twin claws
Lemartes
Sanguinary Guard, 4, 3/w swords, 1 PF, angelus boltguns
Sanguinary Guard. 4, 3w/ swords, 1 PF, 2 PPs, 2 angelus boltguns
Sanguinary Ancient, PF, relic banner, angelus boltgun
Sanguinary Priest
Mephiston
Stormraven Gunship, loaded
Assault squad, 5, pistols and chainswords, flamer
Assault squad, 5, pistols and chainswords, flamer
Inceptor Squad, 3, plasma exterminators
It is pretty interesting....
It does not go well for the Ultramarines.
The Blood Angels went first.
Both sides had reserved their assault elements.
The Blood Angels list is surprisingly devastating.
The game remained a near tie through turn 4.
Not unexpected, after all, I'm playing...me.
I'll reset tonight and do it again, then pack up and reset tomorrow for the Saturday event.
FYE - here is the Blood Angels list - it has stuff I'm just trying...3 detachments, 2000 points.
Blood Angels Captain, TH/SS - upgrade stratagem to DC.
Tellion
Scout squad, 4 SRs, HB, cloaks
Tac squad, 5, flamer, 4 bolters, 1 CS
Ditto
Furiouso dreadnought - frag cannon and HF, DCCW
Lieutenant w/ twin claws
Lemartes
Sanguinary Guard, 4, 3/w swords, 1 PF, angelus boltguns
Sanguinary Guard. 4, 3w/ swords, 1 PF, 2 PPs, 2 angelus boltguns
Sanguinary Ancient, PF, relic banner, angelus boltgun
Sanguinary Priest
Mephiston
Stormraven Gunship, loaded
Assault squad, 5, pistols and chainswords, flamer
Assault squad, 5, pistols and chainswords, flamer
Inceptor Squad, 3, plasma exterminators
It is pretty interesting....
Friday, May 31, 2019
News from the Front Lines - Bolt Action Fun Part II
This is a second part for my Bolt Action experience at Huzzah!! 2019.
Day two - Saturday - I'd signed up for two sessions - Stalingrad - Pavlov's House and Stalingrad - Tractor Factory. Both of these are "mature" well developed games that I'd originally played in prior game systems. Basically multi-player, 4-hour sessions! It was going to be a full day! Everything was provided by the session organizer, so all you had to do was show up and play! (Some of these pictures are attributed to Dave Shuster and Others who attended and led events and I borrowed them from our group's Facebook page! On day two I took very few photos! Just threw dice!
Game #1 - Stalingrad - Pavlov's House.
This game is based loosely on historical events, and largely praised by the Russians, where a "loose knit" infantry platoon led by Pavlov kept the Germans from capturing a concrete / brick and mortar apartment block on a hill near the river in Stalingrad. The "house" provided a great observation point for all of the roads in the area.
Here is a quick link to some cool factoids and a picture of the real location:
https://en.wikipedia.org/wiki/Pavlov%27s_House
Overall, there is some historical vagueness about this site, and more recently some Russian sources don't credit the leadership to Pavlov at all...
I digress. If you go and see some of the Huzzah!! event photos you will see plenty of people took photos of this set table (it looks amazing and very similar to the b/w photos). The table had a large 3 section, 4+ story building in the middle, with a large brick building to the west (short edge) and ruins along the north (long) edge. Some photos are posted below with captions...
Our game had three of us as Russian players to defend the house. Our win condition was that at the end of the game we'd still have at least one unit remaining in the building. We had the equivalent of three platoons of infantry. We'd start the game with one platoon (led by Pavlov) in the building - with his own MMG and ATR support. Our other platoons would be on the western edge, to advance and support the building defense. As a team, we assigned our most crazy and experienced player to defend the building. Myself and our third player would advance in support, both feeding him reserves and pounding away with our support weapon teams (mortars, MMGs, and snipers).
There were 5 players as Germans - and their force was mostly assault infantry units, with lots of MMG, sniper, and mortar team support. Thier team deployed their units in a big U, covering the approaches to the building on the northeast, east, and southeast. All they had to do was get in the building and clear out the Russians...
From the get-go, the German assault faltered. As they charged the large open space to the building, our Pavlov attacked their units like a madman, putting out as many pin markers as possible - our team strategy was he'd use all of the order dice before our reinforcements would do anything. Our tight strategy and decision making as a team was critical. The German team assaulted seemingly as individuals...Once we got all of order dice used at the building, our reinforcements focused on running two paths to the building. One of my squads (untested conscripts) headed around the brick building to attack the Germans directly - while the more experienced units and officers headed for the communications trench feeding the rear access to the building.
In turns 2 and three, the Germans made contact with the building along the southeastern walls, and started efforts to assault their way in. All the while under fire from our reinforcements and support units in the large brick building on the west. The storm assault units all seemed to have flamethrowers, SMGs, and other elements for a successful assault.
By turn 4, German units occupied the first floor, but Russians were above them and our reinforcements arrived to start assaulting back in from the west side and basement. In once case, a recently successful German squad in the first floor western end of the building had assaulted in to clear the floor, only to be counter-assaulted by a Russian infantry squad (from the south corner), eliminating them too! Then a third squad assaulted in (from the north corner) and eliminated the Germans!
By the end (turn 5) The Russians were starting to take the building back.WIN for mother Russia!
Postlude
In my own tactical assessment, I postulate that the German side lost because of a lack of tactics in two areas:
(1) They did nothing to prevent the Russian reinforcements from arriving.
(2) They attacked piecemeal, in turns 3, 4, and 5 and the lack of coordination blocked themselves from getting more units in the building.
If I'd been on the German team (going with my philosophy of making sure everyone in a multi-player game has a task) - I'd have done the following: (1) concentrated all of the support teams in the ruins on the north table edge - giving them cover and full capability to concentrate their fire on the length of the house and on the gathering Russian reinforcements. (2) Direct half of the German infantry to get after the Russian reinforcements and block them from getting into the building; (3) direct the assault troops (the other half) to take the building ground floor and work up with working supporting fire from the north.
Game #2 - Assault on the Tractor Factory
Another game based loosely on historical events. Here the Germans were to assault and clear the Russians out of the Tractor factory complex in Stalingrad - again, Russian stories abound of how the plant manufactured and pushed T34's unpainted and out into the battle right up to the German assault.
This was to be another multi-player game, about 4 hours, 3 layers per side. Again the terrain was awesome, including even rail cars bearing T34 turrets and other small details that made the game awesome.
For the most part, each player received about the same - HQ unit, 3 squads, and support. Each Russian platoon gained an additional squad of conscripts free per their special rules. IIRR I had a ATR team and two flamethrower teams. As before, all German assault squads had flamethrowers in them...extra MMG teams, mortars, etc., and to make things more fun, the Germans were supported by a large barrage of smoke. The win conditions were for the Germans to remove all Russians from the main building for a win. Anything else was a Russian win. Deployment was similar to a meeting engagement, but the Germans started with the smoke already heavy in front of the main building, and each Russian player was allowed to start with a single unit on the table. I started with my ATR team in cover up high and no vehicles to shoot at.
Casualties were huge on both sides. I was deployed/concentrated on the right of the main building, but did send one Russian SMG squad and the two flamethrower teams into the building. My own goal was first to have a great time, second to distract the Germans, and third, to have units close enough to run back into the building on the last turn to support the win. It was a lot of tasks! On our left and center, things may not have been as organized, but it all worked as we talked our way through it.
By turn 2 the Germans had crossed the table and were all clustered in the smoke outside the main building. By turn 3, they started sending units piecemeal through the front door, but largely were either milling around in the smoke or were distracted to the east and west by our other units.
By turn 4, it was a bloodbath in the building (or really bad BBQ) as German assault units used a lot of flamethrowers to gain entrance through the front door and windows along the south and east sides of the building.
In turn 5, my surviving units ran back into the building. The Germans tried to get us all out and failed, and the game went down to the last dice roll.
Another Russian WIN.
Post Mortem
This was a great pitched battle and really fairly played. We "Russians" had a plan - distract and keep enough around for a last turn spoiler. Sure, we had some moments of bad tactics on the ground - on my end, I sent in a squad through a breach in a wall on the far west to shoot up and assault a weakened German squad, only to be shot and flamed to a crisp by the following veteran German assault squad. We had similar issues in the building - I totally failed in a activation roll for a flamethrower team that had pin markers on them - to see the team assaulted on the next turn and get removed from play. For the most part, the ATR team stayed up high and on ambush, taking potshots at any German infantry in view. I think at the very end (time called) we Russians had about 12 models left on the table, while the Germans probably had 50.
Similar to the game prior, if I'd been on the German team I think the best path to Victory would have been to flood the building with assault troops as fast as possible, and work to cut off any Russian reinforcements. At times, German MMG and sniper teams were just milling around in the smoke, rather than lending support. The lack of a hard hitting assault kept them from really achieving the victory they needed. Overall, if the Germans had been more aggressive, their far-better infantry would have taken the building and then dealt with us piecemeal - aggressive play on their part would have completely undone our distraction strategy.
All for now, Happy War Gaming!
MING
Day two - Saturday - I'd signed up for two sessions - Stalingrad - Pavlov's House and Stalingrad - Tractor Factory. Both of these are "mature" well developed games that I'd originally played in prior game systems. Basically multi-player, 4-hour sessions! It was going to be a full day! Everything was provided by the session organizer, so all you had to do was show up and play! (Some of these pictures are attributed to Dave Shuster and Others who attended and led events and I borrowed them from our group's Facebook page! On day two I took very few photos! Just threw dice!
Game #1 - Stalingrad - Pavlov's House.
This game is based loosely on historical events, and largely praised by the Russians, where a "loose knit" infantry platoon led by Pavlov kept the Germans from capturing a concrete / brick and mortar apartment block on a hill near the river in Stalingrad. The "house" provided a great observation point for all of the roads in the area.
Here is a quick link to some cool factoids and a picture of the real location:
https://en.wikipedia.org/wiki/Pavlov%27s_House
Overall, there is some historical vagueness about this site, and more recently some Russian sources don't credit the leadership to Pavlov at all...
I digress. If you go and see some of the Huzzah!! event photos you will see plenty of people took photos of this set table (it looks amazing and very similar to the b/w photos). The table had a large 3 section, 4+ story building in the middle, with a large brick building to the west (short edge) and ruins along the north (long) edge. Some photos are posted below with captions...
Our game had three of us as Russian players to defend the house. Our win condition was that at the end of the game we'd still have at least one unit remaining in the building. We had the equivalent of three platoons of infantry. We'd start the game with one platoon (led by Pavlov) in the building - with his own MMG and ATR support. Our other platoons would be on the western edge, to advance and support the building defense. As a team, we assigned our most crazy and experienced player to defend the building. Myself and our third player would advance in support, both feeding him reserves and pounding away with our support weapon teams (mortars, MMGs, and snipers).
There were 5 players as Germans - and their force was mostly assault infantry units, with lots of MMG, sniper, and mortar team support. Thier team deployed their units in a big U, covering the approaches to the building on the northeast, east, and southeast. All they had to do was get in the building and clear out the Russians...
From the get-go, the German assault faltered. As they charged the large open space to the building, our Pavlov attacked their units like a madman, putting out as many pin markers as possible - our team strategy was he'd use all of the order dice before our reinforcements would do anything. Our tight strategy and decision making as a team was critical. The German team assaulted seemingly as individuals...Once we got all of order dice used at the building, our reinforcements focused on running two paths to the building. One of my squads (untested conscripts) headed around the brick building to attack the Germans directly - while the more experienced units and officers headed for the communications trench feeding the rear access to the building.
In turns 2 and three, the Germans made contact with the building along the southeastern walls, and started efforts to assault their way in. All the while under fire from our reinforcements and support units in the large brick building on the west. The storm assault units all seemed to have flamethrowers, SMGs, and other elements for a successful assault.
By turn 4, German units occupied the first floor, but Russians were above them and our reinforcements arrived to start assaulting back in from the west side and basement. In once case, a recently successful German squad in the first floor western end of the building had assaulted in to clear the floor, only to be counter-assaulted by a Russian infantry squad (from the south corner), eliminating them too! Then a third squad assaulted in (from the north corner) and eliminated the Germans!
By the end (turn 5) The Russians were starting to take the building back.WIN for mother Russia!
Postlude
In my own tactical assessment, I postulate that the German side lost because of a lack of tactics in two areas:
(1) They did nothing to prevent the Russian reinforcements from arriving.
(2) They attacked piecemeal, in turns 3, 4, and 5 and the lack of coordination blocked themselves from getting more units in the building.
If I'd been on the German team (going with my philosophy of making sure everyone in a multi-player game has a task) - I'd have done the following: (1) concentrated all of the support teams in the ruins on the north table edge - giving them cover and full capability to concentrate their fire on the length of the house and on the gathering Russian reinforcements. (2) Direct half of the German infantry to get after the Russian reinforcements and block them from getting into the building; (3) direct the assault troops (the other half) to take the building ground floor and work up with working supporting fire from the north.
Overview looking "east" - Pavlov's house is the building in the distance.
Russian reinforcements moving out to help Pavlov's platoon
Germans charging the house and being cut down by the Russians inside...
Game #2 - Assault on the Tractor Factory
Another game based loosely on historical events. Here the Germans were to assault and clear the Russians out of the Tractor factory complex in Stalingrad - again, Russian stories abound of how the plant manufactured and pushed T34's unpainted and out into the battle right up to the German assault.
This was to be another multi-player game, about 4 hours, 3 layers per side. Again the terrain was awesome, including even rail cars bearing T34 turrets and other small details that made the game awesome.
For the most part, each player received about the same - HQ unit, 3 squads, and support. Each Russian platoon gained an additional squad of conscripts free per their special rules. IIRR I had a ATR team and two flamethrower teams. As before, all German assault squads had flamethrowers in them...extra MMG teams, mortars, etc., and to make things more fun, the Germans were supported by a large barrage of smoke. The win conditions were for the Germans to remove all Russians from the main building for a win. Anything else was a Russian win. Deployment was similar to a meeting engagement, but the Germans started with the smoke already heavy in front of the main building, and each Russian player was allowed to start with a single unit on the table. I started with my ATR team in cover up high and no vehicles to shoot at.
Casualties were huge on both sides. I was deployed/concentrated on the right of the main building, but did send one Russian SMG squad and the two flamethrower teams into the building. My own goal was first to have a great time, second to distract the Germans, and third, to have units close enough to run back into the building on the last turn to support the win. It was a lot of tasks! On our left and center, things may not have been as organized, but it all worked as we talked our way through it.
By turn 2 the Germans had crossed the table and were all clustered in the smoke outside the main building. By turn 3, they started sending units piecemeal through the front door, but largely were either milling around in the smoke or were distracted to the east and west by our other units.
By turn 4, it was a bloodbath in the building (or really bad BBQ) as German assault units used a lot of flamethrowers to gain entrance through the front door and windows along the south and east sides of the building.
In turn 5, my surviving units ran back into the building. The Germans tried to get us all out and failed, and the game went down to the last dice roll.
Another Russian WIN.
Post Mortem
This was a great pitched battle and really fairly played. We "Russians" had a plan - distract and keep enough around for a last turn spoiler. Sure, we had some moments of bad tactics on the ground - on my end, I sent in a squad through a breach in a wall on the far west to shoot up and assault a weakened German squad, only to be shot and flamed to a crisp by the following veteran German assault squad. We had similar issues in the building - I totally failed in a activation roll for a flamethrower team that had pin markers on them - to see the team assaulted on the next turn and get removed from play. For the most part, the ATR team stayed up high and on ambush, taking potshots at any German infantry in view. I think at the very end (time called) we Russians had about 12 models left on the table, while the Germans probably had 50.
Similar to the game prior, if I'd been on the German team I think the best path to Victory would have been to flood the building with assault troops as fast as possible, and work to cut off any Russian reinforcements. At times, German MMG and sniper teams were just milling around in the smoke, rather than lending support. The lack of a hard hitting assault kept them from really achieving the victory they needed. Overall, if the Germans had been more aggressive, their far-better infantry would have taken the building and then dealt with us piecemeal - aggressive play on their part would have completely undone our distraction strategy.
Overview of the table - the large building actually has a fully modeled roof for display.
My ATR team getting set for ambush. Bringing an ATR to a flamethrower fight...not good...
German assault troops advancing through the smoke screen!
Russian Infantry ready to counterattack....
German troops milling around the doors - nobody wants to run in first...
All for now, Happy War Gaming!
MING
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