Another idea...

I'm totally gonna do a CSM list, but right now the funds for spikey marines are a little low. So I thought I'd try cobbling together something different using models that I have available. (mostly)
It's semi-spammy in that is has three identical squads in it. Anyway...your thoughts?

2000 Pts - Witch Hunters Roster

HQ: Canoness (1#, 181 pts)
1 Canoness @ 181 pts (Book of St. Lucius; Cloak of St. Aspira; Jump Pack; Mantle of Ophelia; Rosarius; Frag Grenades; Melta Bombs; Inferno Pistol x1; Blessed Weapon)
1 Mantle of Ophelia
1 Blessed Weapon

Fast Attack: Seraphim Squad (10#, 299 pts)
9 Seraphim Squad @ 299 pts (Frag Grenades; Jump Pack; Krak Grenades; Twin Bolt Pistols x7; Melta Bombs; Twin Hand Flamers x2)
1 Veteran Sister Superior (Book of St. Lucius; Jump Pack; Simulacrum Imperialis; Frag Grenade (Squad); Krak Grenade (Squad); Melta Bombs (Squad); Bolt Pistol x1; Power Weapon x1)

Troops: Battle Sisters Squad (11#, 254 pts)
9 Battle Sisters Squad @ 254 pts (Bolter x7; Frag Grenades; Krak Grenades; Meltagun x1; Heavy Flamer; Mount in Rhino)
1 Rhino (Storm Bolter; Extra Armor; Smoke Launchers)
1 Veteran Sister Superior (Book of St. Lucius; Frag Grenade (Squad); Krak Grenade (Squad); Close Combat Weapon x1; Plasma Pistol x1)

Troops: Battle Sisters Squad (11#, 254 pts)
9 Battle Sisters Squad @ 254 pts (Bolter x7; Frag Grenades; Krak Grenades; Meltagun x1; Heavy Flamer; Mount in Rhino)
1 Rhino (Storm Bolter; Extra Armor; Smoke Launchers)
1 Veteran Sister Superior (Book of St. Lucius; Frag Grenade (Squad); Krak Grenade (Squad); Close Combat Weapon x1; Plasma Pistol x1)

Troops: Battle Sisters Squad (11#, 254 pts)
9 Battle Sisters Squad @ 254 pts (Bolter x7; Frag Grenades; Krak Grenades; Meltagun x1; Heavy Flamer; Mount in Rhino)
1 Rhino (Storm Bolter; Extra Armor; Smoke Launchers)
1 Veteran Sister Superior (Book of St. Lucius; Frag Grenade (Squad); Krak Grenade (Squad); Close Combat Weapon x1; Plasma Pistol x1)

Troops: Inquisitorial Stormtroopers (11#, 214 pts)
10 Inquisitorial Stormtroopers @ 214 pts (Frag Grenades; Targeter; Hellgun x8; Meltagun x2; Mount in Chimera)
1 Chimera (Turret Multilaser; Extra Armor; Searchlight; Smoke Launchers; Heavy Bolter)

Heavy Support: Retributor Squad (7#, 274 pts)
5 Retributor Squad @ 274 pts (Bolter; Simulacrum Imperialis; Heavy Bolter x4; Imagifer)
1 Immolator (Dozer Blade; Extra Armor; Searchlight; Smoke Launchers; Twin Linked MultiMelta)
1 Veteran Sister Superior (Book of St. Lucius; Storm Bolter)

Heavy Support: Exorcist (1#, 135 pts)
1 Exorcist @ 135 pts (Exorcist Missile Launcher)

Heavy Support: Exorcist (1#, 135 pts)
1 Exorcist @ 135 pts (Exorcist Missile Launcher)

Total Roster Cost: 2000

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Ultramarine Special Characters

I've really been reading alot about the Ultramarine Special Characters and if they are worth the points. I've also been playing around with Armybuilder looking at what kind of army builds I can make with them. Heres my conclusion:

Marneus Augustus Calgar: (have the model - painted) The man, the myth, the legend. He's damn expensive, coming in at 250pt (265 if you out him in his Terminator armor), but he's very hard to kill (Eternal Warrior) and will crush almost anything he gets his dual powerfists on (rerolls all attempts to wound shooting and CC). What he gives to the whole army is the ability for all units to CHOOSE whether to pass or fail any Morale checks. Right now, I've got him set up with a 7 man unit of Honor Guard (VERY expensive), but what I plan on doing is buying some assault termies with thunder hammers and turning them loose in a Landraider...

Cato Sicarius: (have the model - halway painted) Calgar's twice removed step brother... Coming in at a mere 200pts, he's pretty decent in CC (has an Istant Death sword and FNP), he gives the army a leadership of 10 for all units (like in the old codex), the abilty to reroll the Seize the Initiative dice (meh...), and gives one Tac squad the ability to Counter-attack, Infiltrate, Scout, or Tank Hunters (Scout is the obvious choice for me..) Thinking about giving him a command squad and sticking them in a Razorback..

Varro Tigurius: (Don't have the model yet) Chief Libarian of librarians.... 230pts for this librarian, but he knows all the Psychic powers and can use 3 per turn, plus you can reroll all reserve rolls (meh...) I got no plans on using him anytime soon...

Ortan Cassius - Ultramarine Chaplin: (Have the model - painted) Sure, he's just a Chaplin, but the model is very cool looking and if you're going to take a Chappy without a jumppack, he's the obvious choice. He's only 125pts and comes with a master-crafted combi-flamer and FNP. I have a list saved with him as the leader joined to a unit of Vanguad Veterans in a Landraider (more fluffy than competitive)

Torias Telion - Scout Sergeant: (have the model partly painted) Well, if you're taking snipers, he's a pretty decent upgrade for 50pts, but SM snipers aren't what they used to be and I have no plans on taking them in any of my lists, even though I have the models for a full 10 man squad. Meh....

Antaro Chronus - Armory Sergeant - (have the model partly painted) 70 points for this vehicle upgrade that ignores Shaken and Stunned effects and gives the vehicle a BS of 5. And even if the vehicle explodes, he jumps out and starts fighting on foot. I've seen alot of people putting him in a predator, but I can only see putting him either an all Lascannon Predator or a Landraider, where the BS 5 will really put a hurting on someone. He'll find his way into one of my lists...

Call me stupid, but I really want to stick to "pure" Ultramarine lists and not mix in these other non-Ultramarine Special Characters...

Hard Decisions

So I've been doing a lot of thinking about my "green and white" marines. While I was putting lists together for the G&Ws and the SWs I kept saying to myself one of two things "well those will be painted green and white, so I'll have to just have mis-matched schemes in the army," or "I already have a land raider that is painted blue, so I'll have to buy another," so I finally came to a decision.

I am going to ditch the G&W marines and stick with the SW colors (maybe less yellow though). I think the main reason I wanted to play a "vanilla" chapter was to do some of the minis that were less "wolfie" or ones that I thought didn't really go with the fluff. Like chaplains. There are some really nice Chappy models I'd like to paint up, but they don't really go with the SW.

So what I've decided is that, I'm going to pick up some Chappy minis, maybe a Thunderfire cannon, and if I want to use them, I'll just use my SWs as vanilla marines painted blue/grey.

Seriously Messing Around

Been playing around a lot with army builder, and I think I'd like to try this list out.

2000 Pts - Space Wolves Roster

HQ: Wolf Priest (1#, 164 pts)
1 Wolf Priest @ 164 pts (True Grit; Healing Potions & Balms; Runic Charm; Wolf Pelt; Wolf Tooth Necklace; Frag Grenades; Lightning Claw x2)
1 Master-Crafted Weapon

HQ: Wolf Lord (1#, 169 pts)
1 Wolf Lord @ 169 pts (True Grit; Runic Charm; Wolf Pelt; Wolf Tooth Necklace; Frag Grenades; Lightning Claw x2)
1 Belt of Russ
1 Master-Crafted Weapon

HQ: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought @ 190 pts (Extra Armor; Twin Linked Lascannon; Missile Launcher)

Elite: Ironclad Dreadnought (2#, 190 pts)
1 Ironclad Dreadnought @ 190 pts (Dreadnought CCW; Extra Armor; Meltagun; Searchlight; Smoke Launchers; Heavy Flamer; Chain Fist; Drop Pod)
1 Drop Pod (Storm Bolter; Locator Beacon)
1 Locator Beacon

Troops: Grey Hunter Pack (12#, 324 pts)
10 Grey Hunter Pack @ 324 pts (Close Combat Weapon x8; True Grit; Bolter x9; Power Fist x2; Meltagun; Wolf Guard Leader; Drop Pod)
1 Wolf Guard Leader (True Grit; Terminator Armour; Power Fist x1; Combi-Meltagun; 1 Elite Elite)
1 Drop Pod (Storm Bolter; Locator Beacon)
1 Locator Beacon

Troops: Grey Hunter Pack (12#, 324 pts)
10 Grey Hunter Pack @ 324 pts (Close Combat Weapon x8; True Grit; Bolter x9; Power Fist x2; Meltagun; Wolf Guard Leader; Drop Pod)
1 Wolf Guard Leader (True Grit; Terminator Armour; Power Fist x1; Combi-Meltagun)
1 Drop Pod (Storm Bolter; Locator Beacon)
1 Locator Beacon

Troops: Blood Claws Pack (12#, 233 pts)
11 Blood Claws Pack @ 233 pts (Bolt Pistol x10; Close Combat Weapon x8; Frag Grenades; Meltagun; Power Fist x3; Drop Pod)
1 Drop Pod (Storm Bolter)

Troops: Blood Claws Pack (12#, 233 pts)
11 Blood Claws Pack @ 233 pts (Bolt Pistol x10; Close Combat Weapon x8; Frag Grenades; Meltagun; Power Fist x3; Drop Pod)
1 Drop Pod (Storm Bolter)

Heavy Support: Predator (1#, 165 pts)
1 Predator @ 165 pts (Searchlight; Smoke Launchers; Twin Linked Lascannon; Lascannon (each side))

Validation Report:
b-1. Source Material: Codex Source; d-1. File Version: 1.03b For Bug Reports/; c-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Space Wolves
Roster satisfies all enforced validation rules

Total Roster Cost: 1992

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The Vend Dread and the Pred will sit in the back and lay down some suppresive fire.

The Ironclad and the two GHers drop in turn one, to set up a beach head.

The two HQs will go with the Blood Claws so they are not Headstrong. The new Drop Pods holding 12 is friggin awesome for me! Three fists per BC pack! Hopefully by the time the BCs come in, my opponent will have enough to worry about that they won't shoot at the BCs, or they'll panic and put everything into them and let the rest of the army F them up.

I got melta's all around to take out vehicles, and lots of fists to take out the pesky hard-to-kill guys. The thing I'd be worried about is that I'm pretty much fixed to the ground after the droppers come in. I'd be screwed for objectives, unless I landed on them.

One of the things I was told more than once at BoLScon was that I needed to have an Invulnerable save on my HQs. The Wolf Priest comes with a 4+i, and the Belt of Russ gives the Wolf Lord a 4+i. Both HQs have a Runic Charm that allows them to ignore a failed wound, so I can use that when that insta-kill gets through the invulnerable. I'm sticking with Wolf Guard Terminators, mainly because it gives me a 3rd PF in each of the GH units, and its only 5 points each to go up to Termies.

So the army has 12 fists in it. I was considering putting fists on the IC's, but I figure the I5 LCs always hitting on 3+ will (hopefully) allow me to kill some dudes before the the dudes get to kill my BCs. Then the BCs can hit, then the fists can do some real damage.

Guess I better get my ass in gear and make put some Pods together. Let me know what you guys think.

Well because people are talking about new lists...

2000 Pts - Angels of Redemption Roster

HQ: Belial, Master of the Deathwing (1#, 130 pts)
1 Belial, Master of the Deathwing @ 130 pts (Thunder Hammer & Storm Shield)
1 Terminator Armor

Troops: Upgraded Deathwing Terminator Squad (5#, 270 pts)
4 Upgraded Deathwing Terminator Squad @ 270 pts (Power Fist x4; Storm Bolter x4)
1 Terminator Armour
1 Apothecary
1 Narthecium
1 Reductor
1 Sergeant (Power Sword x1; Storm Bolter x1)
1 Terminator Armor
1 Deathwing Company Banner

Ultramarines 2nd Company - NO Special Characters!!!

HQ 1:
Terminator Librarian with Stormbolter (upgraded to use 2 powers per turn)
Void of Doom - range 12" Str 10 AP1 Blast (can you say OUCH!)
Gate of Infinity - allows him and his squad to teleport 24" around the board each movement phase.

HQ 2:
Jump-pack Chappy with boltpistol (cause I love that model)

Elite 1:
Terminator Squad with Ass-cannon (librarian here)

Elite 2:
Dreadnaught with Ass-cannon and Missile launcher

Troop 1:
10 man Tac squad with Flamer and Multi-melta
Rhino with EA

Troop 2:
10 man Tac squad with Flamer and Multi-melta
Rhino with EA

Troop 3:
10 man Tac squad with Melta and Missile Launcher

Troop 4:
10 man Tac squad with Melta and Missile Launcher

Fast 1:
5 man Assault squad with flamer/ Sgt with Powerfist and Combat shield (Chappy here)

Heavy 1:
Predator with Auto-cannon and Heavybolters

Heavy 2:
Devastator squad with 4 Heavybolters

Heavy 3:
Devastor squad with 4 Plasma-cannons

Obviously this is a very shooty list. Chappy will handle anything that gets close and the Librarian will port around the board destroying stuff. I thought about bringing a Special Character, but I just feel they get abused too much (Vulcan can suck it!!!).

Yeah ok, I have apparently decided to consider other options...

2000 Pts - Chaos Marines Roster

HQ: Chaos Lord (1#, 150 pts)
1 Chaos Lord @ 150 pts (Bolt Pistol x1; Power Weapon; Twin Linked Bolter; Fearless; Frag Grenades; Krak Grenades; Bike; Mark of Khorne)

Fast Attack: Bikers (4#, 222 pts)
3 Bikers @ 222 pts (Bolt Pistol; Close Combat Weapon; Meltagun x2; Twin Linked Bolter; Frag Grenades; Krak Grenades; Bike; Icon of Khorne; Mark of Khorne)
1 Biker Champion (Bolt Pistol; Power Fist; Frag Grenades; Krak Grenades; Bike; Mark of Khorne)

Troops: Thousand Sons (10#, 292 pts)
9 Thousand Sons @ 292 pts (Bolter; Fearless; Slow and Purposeful; Inferno Bolts; Mark of Tzeentch)
1 Aspiring Sorceror (Bolt Pistol; Force Weapon; Fearless; Bolt of Change; Inferno Bolts; Mark of Tzeentch)

Troops: Chaos Space Marines (11#, 235 pts)
9 Chaos Space Marines @ 235 pts (Bolt Pistol; Close Combat Weapon; Bolter; Meltagun x2; Frag Grenades; Krak Grenades; Rhino)
1 Aspiring Champion (Bolt Pistol; Close Combat Weapon; Bolter; Frag Grenades; Krak Grenades)
1 Rhino (Twin Linked Bolter; Extra Armor; Searchlight; Smoke Launchers)

Troops: Chaos Space Marines (11#, 235 pts)
9 Chaos Space Marines @ 235 pts (Bolt Pistol; Close Combat Weapon; Bolter; Meltagun x2; Frag Grenades; Krak Grenades; Rhino)
1 Aspiring Champion (Bolt Pistol; Close Combat Weapon; Bolter; Frag Grenades; Krak Grenades)
1 Rhino (Twin Linked Bolter; Extra Armor; Searchlight; Smoke Launchers)

Troops: Khorne Berzerkers (10#, 240 pts)
9 Khorne Berzerkers @ 240 pts (Bolt Pistol; Close Combat Weapon; Frag Grenades; Krak Grenades; Fearless; Furious Charge; Mark of Khorne)
1 Skull Champion (Bolt Pistol; Power Weapon; Frag Grenades; Krak Grenades; Fearless; Furious Charge; Mark of Khorne)

Heavy Support: Land Raider (1#, 250 pts)
1 Land Raider @ 250 pts (Twin Linked Heavy Bolter; Twin Linked Lascannon Sponson x2; Havoc Launcher; Extra Armor; Searchlight; Smoke Launchers)

Heavy Support: Vindicator (1#, 150 pts)
1 Vindicator @ 150 pts (Twin Linked Bolter; Daemonic Possession; Demolisher Cannon; Dozer Blade; Searchlight; Smoke Launchers)

Heavy Support: Obliterators (3#, 225 pts)
3 Obliterators @ 225 pts (Power Fist; Obliterator Weapons; Show Weapon Stats; Fearless; Lascannon; Linked Flamer; Linked Meltagun; Linked Plasmagun; Multi-Melta; Plasma Cannon; Slow and Purposeful)

Validation Report:
Roster satisfies all enforced validation rules

Total Roster Cost: 1999


67th Division IG and BoLS-con

I was kinda depressed after the tourney, but now I think it was just because I was SO friggin tired. I was mentally sapped and my legs and feet were sore from all the standing and bending over the tables.

Now that I've had time to think about it, I think I did OK for my first tourney. One win, two draws, and four losses (2 of which were very close and decided in the last turn). I'm still a complete rookie when it comes to Warhammer and... I brought Guard. It's still hard to find just the right mix with the IG and in my humble opinion, I don't think there is a good tourney build for them. All my tanks and ordinance are scary, but with the assload of melta weapons out there, it just means my vehicles just blow up.

My first game was against a Tyranid player. Good kid with a solid list, but he did not play them very aggressively, which I believe hurt him. We played to a draw and I didn't really lose that many units. If there had been one more turn, I probably could have beaten him as the Valkyrie and Vendetta were set up to put a real hurting on him.

Second game was against a NASTY SM list. Vulcan can suck it!! Around 20 bikes with meltas and multimeltas, 9 landspeeders with multimeltas and missile launchers, an Ironclad Dread in a drop pod with a melta, and Vulcan with a unit safely hiding behind a big terrain feature. Great guy, but he was rough to play against. He got first turn and all those twin linked meltas starting popping vehicles first turn. I only got one round of shooting off with the Bassies before they exploded and their shots scattered badly. He was destroying at least 2 vehicles per turn and then assaulting the Veteran squads into oblivion. The only highlight of the game was when my Commissar Lord and his faithful Ogrynns took a charge from 2 bike squads with a Captain and held them up for 2 rounds. Obviously I was beaten horribly...

Third game was against a 17 year old kid with a horrible Eldar list. Only 1 wave serpant. I felt sorry for the poor kid and I started giving him pointers halway through the game because I was beating him so badly. He would start to do something and I would have to stop him and give him advise. I think he appreciated that, becuase for the rest of the tourney he would find me and ask me questions. I guess the "parent" in me was coming out and he reminded me of Dustin. Anywho, solid win, but I felt sorry for the kid..

Fourth game was against the dreaded Necrons. He was a very funny guy and had a scary list. Two lords, one on foot and one destroyer lord, both with res orbs. Four 10 man warrior units, three squads of destroyers, 2 heavy destroyers, tomb spiders and scarabs. I hate WBB!! I was killing warriors by the handfulls and they kept coming back! On the last turn, we both had 2 objectives and there was one contested. I saw his Destroyer lord coming after one of my objectives and I unloaded on it, finally destroying it just as it was in charge range, then put my Commisar and his two remaining Orgrynns in front of the objective to protect it. It was his turn, the Lord came back to life and cut through my HQ with that damn Warsythe and his consolidation move put him contesting range, so I lost. It was a very good game!

Fifth game was against a 20 year old kid who makes most all the tourneys. He had a beautifully painted Black Templar army. Two landraiders, four Rhinos full of Crusader squads (he had more but I can't remember everything he had). He was a great kid and we were very evenly matched. As we played, he told me that he goes to lot of competions and this was the toughest group he had ever faced. Anyways, none of his Templars got into charge range until the last turn and I rolled terribly. I lost but it was very close. I have to say that I am seriously thinking of doing Black Templars, even if Rolling Stoop (AKA John) thinks they are broken. They are just a very cool army.

Sixth game was against a Mech Sisters of Battle army. Very cool guy and it was great game. I had destroyed the majority of his units, but the 2 that counted most, I couldnt get them off of objectives and then in came Saint Celestine and took down one of my objective holders, winning him the game. I count it as a draw though because after we totalled up the points I had made all the other secondary, teitary (tittyary), and all the modifiers, so we were even on points. The best part of the whole game was watching my Ogrynns march down the field destroying Sister Units (I imagine raping them) as they went. Poor girls. I bet the suvivors had nightmares for months....

Last game was against a Gunline IG army with an ass-ton of Lascannons and Creed. Another great kid and a beautifully painted Mordian Army. It went badly. I was exhausted and he got the first turn. First thing he did was have Creed give orders to twin link all the Lascannons and Auto cannons. He blew up FIVE vehicles in turn ONE!! Both Bassies, A Hellhound, A Chimera, And the Valkyrie. The vets that had been in the Valk then ran off the board. Turn 2, he blew up the Vendetta, the other two Chimeras, and the battle cannons off both LRBTs. I got one objective and two unclaimed one left the table, leaving him sitting on two objectives. With all my vehicles popped, there was no way for me to get to them. I lost horribly.

All in all it was good experience. If anything, it has motivated me to finish my Ultramarine force and get them on the table. I didn't see any pure Ultramarine lists out there. I wish I had more time to watch the Narrative games and especially the Fantasy battles, but I still had fun......

N00b's Eye View

We'll seeing as we have some folks that can take some action, I'll put in my $0.02 about BoLScon.

I had a blast. I got my ass handed to me over and over again, but seeing the armies, and playing some really great guys (except for the one that threw his Whirlwind) was just great.

I would echo some of the things others have stated. For a n00b like me, 7 games was too much. If there are no other options, I am 99% sure that I'll still go next year, but I would like to see something that would be a bit less intense. I would like to see a 3 and 3 or even a 3 and 2 so that I could have time to do other things.

I would have loved to sit in on a game of Space Hulk. I am pretty sure I am not going to buy the box, but I would have really liked to give it a test drive. Same for spending more time looking at the WFB, and the naritive battles. I would have totally brought a "second" army (meaning enough stuff to bump it up to 3k) to jump into a Narative battle in between tourny battles.

Also, I think that if there were a "mini" tournament with smaller prizes, perhaps you'd get some of the more intense players to skip it, and give us little fish a chance at winning something. Although I can totally see some douchbag playing in the mini tourni to kick the little fish asses.

Anywho, I had a blast, it was really well run, and I think the BoLS post was wrong when it said we got 15 min behind. I didn't think we ever got that far behind.

Oh, and as I told JWolf, please for the love of God, don't do it the weekend before school starts (although I know you guys didn't have many choices).

Oh. One other thing I figured out, just about 1/3 of all of the 40k games I have EVER played, were played at BoLScon.

My BoLSCon Rant...

Yeah you probably already read this but it will make me feel better to post it here...

Counting backwards from Game 7 which is freshest in my mind.
My opponent was a fairly straightforward Tau list. Two railheads, unit of 3 broadsides, 6 fireknifes (TL Missle Pod/Plasma rifle), pathfinders, two squads of 6 FWs, Monat with fusion, two squads of kroot.
Given my history I felt pretty ambivalent about my chances. There were 6 objectives, which could vanish from the board at the end of each turn. If they were controlled when they vanished, the controlling player got to keep it and the unit that was controlling it went into reserves and returned through deep strike the next turn.
The guy played like a fucktard. Sorry that’s just the truth. He made moves that made absolutely no sense. Moved guys just because. Moved guys randomly. My moves were calculated and I stuck to my plan and executed it perfectly. I held three objectives on turn 1. Given that I only have three troops choices that was all I could hope to hold. It got even better when one of the objectives on his side of the board vanished uncontrolled. So now I held three to his possible max of two.
That being said..I lost..and badly. Why? Let me give you some highlights from the game. Two brightlances fired 5 shots each at the same devilfish. I either never hit it (twin linked mind you) or rolled a 1 for penetration each time. That devilfish would go on to contest one of my objectives that I held from turn one. My fire prism fired three dispersed blasts into a unit of kroot (KROOT) that were holding one objective. Every shot was right on target. Hitting at least 8 models each time with S5 hits. I killed…zero.
My striking scorpions’ serpent came in on turn two an rammed a hammerhead, stunning it. On turn three the scorps got out and assaulted one of his crisis teams. Three Fireknifes with two shield drones. I charged and layed in with my 36 S4 attacks..of which I got 17 wounds. The outcome…zero. His suits strike back and kill two scorpions. My powerfist then goes with it’s five attacks. Hits with two…applied to the shield drones…zero. I lose..but stay in the fight.
One of his objectives then vanishes controlled. He now has one that I cannot contest. And holds one with the kroot that will not die. I still hold three, but don’t worry that will change. The devilfish that I cannot kill slowly trundles its way over and contests the first one which is held by my untouched and actually unfired at Command wave serpent. (I actually tricked the stupid bastard into never firing at this tank even though his three broadsides were in clear line of sight of it the entire game…not that it mattered apparently.) His monat drops next to my serpent full of avengers on the second objective and cracks it. The avengers pile out and he actually assaulted them in the following turn. They held up, but the objective remained contested. The remaining three fireknifes bunny hopped over to contest the third objective. They should have, at that point been entangled with my scorpions of course, but the scorps were bogged down with the other three..which after three turns were still at 100% strength and I was down to four scorps and the exarch. Yes that’s three turns of at least 4 powerfist attacks at WS5 S6….and no one died. I killed a ton of his shit…but in the end I simply couldn’t make my shots count. Even though I could have contested the one objective that he held, it was still a loss because the other objective had vanished controlled. So couldn’t even pull out a draw.
So if it looks like I had bad luck in that game, consider that that was probably the best luck I had in ANY of the games.
In the game just prior to that I played against an extremely tough army. I cannot fault the guy playing it because it was just a damned tough build. He was a good player and it should have been a fun game. It was a space marine army led by Vulkan so all all bike-mounted melta and flame weapons count as twin linked. Tom played this army so I know he can vouch for the sheer fucktoughery of the whole thing. Here’s one thing I did NOT know about Space Marines..I got first turn in this battle and he started with NOTHING on the board. Zero. In turn one all his shit came on and lit me up. I’m not really sure how that works..but I cant' really bitch about it even though I lost an entire turn of shooting, just because I made a point of moving everything 18+ inches to get the cover save and as a result I took no losses despite all the twin-linked melta weapons.
Now I’m not going to go into great detail on this battle, because frankly I felt that I was outclassed. Space Marine bikers are T5 with a 3+ it’s a bitch for me to wound them and even if I do they pretty much just shrug it off. So my solution was to concentrate my fire on doomed units. On turn two (my first turn of shooting) I concentrated everything on one 5 man biker squad. 18 S6 war walker shots, Prism Cannon at S9, Krak missile and shuriken cannon from a WS, fire dragons with heavy flamer and 5 S8 fusion guns, scatter laser and pulse laser from the falcon. The only fire that did NOT go into that squad was from my guardian squad and farseer that assaulted another squad. Anyway through a combination of bad rolls on my part and good rolls on his…despite all that firepower….two marines died. Meanwhile my farseer and guardians opened fire on another squad of bikers and had much better better luck I mean they actually forced a morale test which caused the unit to fall back out of assault range. Leaving them stuck out subsequently flamed into oblivion. The farseer did survive and went on to carve up several skimmers with his witchblade, but ultimately died to an unsaved multi-melta shot from a surviving skimmer. At the end of the game I had a unit of close-combat kitted avengers tied up in close combat with a full squad of biker marines and unable to wound them (needing 6s). And a couple of immobilized weaponless vehicles just sitting around the board here and there.
Not much to say about the game prior to that, it was against Space Marines led by Pedro Kantor. Who can pretty much suckit. I fought for a draw in this one because on turn one he managed to explode three of my transports before they even got off the blocks. Yes..explode..not wrecked..explode. It wasn’t a horrible game despite that. Except that again I struggled to even so much as wound marines and just watched them make save after save on the few wounds that I did manage. And of course with Pedro leading the army it’s not like they ever had a chance of failing a morale roll.
My final game of day one was against a guard army with a Collosus Siege Mortar. The guy had a beautiful army and he was very nice. It wouldn’t have been a bad game at all except that the Collosus was obscene. It sat hidden in a corner of the board for the entire game and never missed. Not once. Every shot hit precisely on target. The damned thing is supposed to scatter 2D6 inches with no adjustment for BS, but nope…rolled a hit every shot. S6 AP3 pie plate with no cover saves. That means dead eldar. He would use his chimera-transported lasguns and plasma along with the vehicle’s own multilaser to crack open transports and then the siege mortar would kill whatever had been in it. I don’t even recall what the objective of this game was….my objective was to not get my entire army pulverised by the siege mortar.
Game three of day one was against some douche with Space Wolfs. He can tell you about it if he remembers..I actually don’t recall much detail on the game.
Game two of day one was against Tau, and a complete douchebag who kept tossing his hair. My luck, however, held strong. Just to give you an idea of how bad this went, my farseer and guardian squad assaulted his command unit of crisis suits. Two flamers, and a shitton of pistol shots on the charge resulted in..nothing. And then the assault itself netted…nothing…followed by a failed leadership and I was run down…by Tau. Think about the odds on that..remembering that my unit is LD10 and that my Guardians are I5 and Tau are I2.
The first game of the tourney I played Nurgle Space Marines. The guy I played was super nice and I had no problems with his rolls really. But again my list was just outclassed. Two Daemon princes, Greater Daemon, and a shitton of T5 space marines with 3+ saves and FNP all sitting in rhinos and chain firing meltaguns out of them. Even though I did manage to crack open the rhinos, the guys inside were far tougher to kill. I’m not sure I even managed to kill a single squad as I simply couldn’t wound them and even when I did they got a 3+ and a 4+ save each time. I don’t remember killing any of them, but maybe that’s just because I was busy getting my face gnawed off by the two daemon princes and greater daemon the whole time. I did manage to kill 1 obliterator with my prism cannon. Of course…the obliterator cant have the nurgle mark or even if wouldn’t have died.
Annnnnnyway…all in all I’m very disappointed. John says I am entrenched, and he’s probably not wrong there. I’ve had many of my eldar models since Rogue fact two of the models in my guardian storm squad are actually RT models.
Still my biggest frustration was my complete sheer ass luck. I should never have lost to the last guy. I outplayed him in every way except on the dice. As an example he actually moved crisis suits in behind my Scorpion wave serpent on turn two and shot it in the ass. I had cover saves from SMF and made them so the serp survived with only a shaken result. But he had his crisis suits blocking the exit so I wasn’t going to be able to disembark and assault. The stupid fucker actually JSJd AWAY from my serpent in the assault phase (for no real reason other than the fact that he could move in the assault phase..nothing else on the board had LOS to that unit) just to give me room to disembark in my turn and assault. There were no secrets he knew perfectly well what was in the transport and still gave me room to disembark the entire unit. Not that it mattered.
The other thing is…dice without pips or numbers on them should NOT be allowed at a tournament. In fact I’m convinced that there is so much dice fuckery going on that they should supply the dice and the dice should remain at the table.
Several of the guys I played had the same fucking dice…they had some fucked up symbol on either the 1 or the 6. I say it was on either the 1 or the 6 because I was never sure which it was on. Sometimes it was a 1..sometimes a 6. Depending on what he needed.
Anyway..I’m on the verge of just ebaying my shit. I’m disappointed and frustrated. I’m tired of having the world’s worst fucking luck. I joke about how bad my luck is in Vegas and how the best way to win is to bet against me, but I’m really tired of having such bad luck. It has lost all humor value for me. I’d love to have average luck for once.

But hey I'm still smiling right...

The Blade's Whisper

My display base for the tourney. I think the warhost is ready.

The tears of a Tau

So being busy, sick, and generally lazy, I fell behind. But I got these done for John.

I'm seeing RED.....

So, I had abunch of extra Smurfs lying around AND I had been wanting to make an Assault oriented army of SMs. John had Black Templars. Pidge has Space Wolves. Calvin has Grey Nights. I had first looked at the Dark Angels, but really didn't like the units. I had been thinking of Blood Angels and the BoLS did thier articles on them and I was hooked.... I got enough models for 2 10 man Tac squads, a Terminator Squad, and an 8 man Veteran Assault squad. They've been stripped and primed with a maroon primer....

Almost got all the buildings I need...

Okay, Since interest in City Fight seems to have faded. I'm just making a bunch of buildings that we can use in regular games (If we ever play again...)

Urban Board update

I've got two more buildings to build and some small terrain to finish, then I'm done.


So Tamara was giving me crap because after I had finished my 2000 point Space Pup army, I still had an ass-ton of marines sitting around. Well I am pretty tired of painting Space Pup grey, so I decided that I'll paint them up as another chapter. I was looking through the different chapters and I had a few criteria. I didn't want to paint any of the "usual suspects (Ultramarines, Blood Angels, etc), so I looked for some of the other chapters and game up with the Angels of Retribution. A Dark Angels founding.

BoLS has decal for AoR so that was the nail in the coffin, as it were. So here is my first attempt.

Second, I started my Ironclad. For this guy I wanted him to look beefy, and less vulnerable than a regular Dread. I bought som of the leg cowls from the Dark Angles Dread, and put them on the back of the lower legs. This makes the smooth covering right above the feet, go all the way around the back of the legs. I wanted somet hing to beef up the crapace, and looks like the picture of the "real" Ironclad, so I used tank treads. I am not sure if I want them to be a bit smoother. Lastly I used some more treads on the hips to make them look like they are more protected.

Not sure if you can see it, but I have cut out notches at the bottom of the chest on either side, thats where the secondary weapons will go. I wanted it to look a bit more like the FW Dreads

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