Showing posts with label terminator. Show all posts
Showing posts with label terminator. Show all posts

Friday 5 January 2018

Deathwatch/wing - Librarianism To Done!

I had the opportunity to catch up with some of my To Done! pics. Again a mixed bag of success on the photography, I've received some helpful comments, but if I'm going to rush through the picture taking process so I can get back to actually painting the figures then I have to be accept the results I get!


Most of these pics are actually off my phone anyway, so again there's not much to justify any complaints. The Space Hulk Librarian was on my To Do List, so it was nice to actually just tick it off - a 'quick win' that had taken a long time to get done ;)


I'm pretty happy with the glow effects too, some of the lightning could be better  but for the most part I think I did a good job.


Not entirely sure if I'll ever use him but if my Deathwing are deployed in force he'll probably be a HQ option I might take.


I was very crude with removing the Blood Angel references, perhaps too crude as they're still recognisable in some places but again the potential use out of the model is so limited it didn't warrant any more effort than I actually put into it.




Happy with the lettering on the pages though.


Job done, so I gets me the Great Big Gamboge Stamp of Approval. More to come as I finish writing up some of my other successes so far this season.


Tuesday 3 May 2016

Deathwatch Overkillin'

As the dust settles around the 40kaddict Terrain Competition and I try and marshall my thoughts, deal with my neck/arm pain and cope with the new IT regime I thought I'd just share the highlights of a couple of Deathwatch Overkill games PeteB and I played the other night.


It's embarassing to admit that this is our first game since we played Dark Angels Vs his Daemonkin back in December and you may not be surprised to learn [given he's had about seven or eight armies in the five years I've known him] that Pete has since offloaded much of his 40k in that time.


But he was well up for trying this game out and so I subbed in my painted Genestealer and Chaos Cultists for the Hybrids and swapped my painted Dark Angels for the Deathwatch characters.


We played the first mission which is really the Deathwatch have to kill 25 Broodkin, who in turn have to kill just two Deathwatch [those are the odds...]. I'd already seen Luke's review [sorry can't add a direct link due to the IT policy, grrr!] so I knew it heavily favoured the Deathwatch and you really needed to gang up your models


Luckily I had a couple of Ambush cards that allowed me to pick another 3 cards and deploy all ambushes so now I potentially had a lot of bodies to swamp the Marines.


Anyway you can see that didn;t work very well and as my Cultists with Autoguns have no armour save I quickly decided the 6+ save on assault cultists was better than nothing, not to mention they're more likely to hit in short range.


I managed to get another card that helped speed up my brood and managed to get close up with the Astartes.


But it didn't really do me any favours and Pete continued to rack up kill points.


I played a card that allowed me to ambush in any tile, bringing some Aberrants on to surroudn the Frag Cannon wielding Rodricus Grytt, I managed ot put a owund on Jensus Natorium, the Librarian.


Pete followed up by reaching his kill target of 25.


We then played out my last turn and I was able to bring down Jensus and Rodricus, so although I was outgunned it was only just. In a normal game of 40k where everyone gets their turn this would have been a draw. So, although the Genestealers are completely outclassed ultimately if you cna get them in close then their is a possibility to make things more equal.


We then swapped sides and it was obvious my 25mm bases did afford me an advantage compared with the 32mm bases the marines are now supplied with. It also made me start to consider options for rebasing... [incidentally the Watcher is the teleport homer for Garran Brannatar [the Terminator Salamander].


I managed to get forward quite quickly and make some quick early kills leaving the Cultists thin on the ground.


Mor earrived and I was able to continue to push forwards with Garran protecting the rear.


I was able to reach the final room and take the fight to the cultists. Thanks to the Space Marine ability to heal themselves by forgoing an attack any wound inflicted was quickly recouperated. This ended up feeling too easy so I then chose not to restore any wounds.


I went on to make the 25 kills and again we played on with Pete's turn and without restoring any wounds he was able to kill Garran and Cassius. This confirmed that although it doesn't seem balanced initially there clearly is a balance between the opposing factions. I thin k it's marginally skewed in favour of the Marines and the restoring wounds is a bit much, at the least a roll to restore a wound would add some challenge, aside from the price of failing to attack. Even a 4+ would make it less easy for the Marines. We'll definitely add a house rule in for this.


And in a flurry of effort I actually finsihed basing, rewashing the resin dust off the bases and priming all the cultists. I'm hopeful if the rest of my current projects progress as planned this hobby season I may get chance to do Red Planet BASE! on them all before the end of the season.


I'd be pretty chuffed if the Ravenwing, Imperial Knight, Genestealers and Cultists bases were my only remaining successes this year, although there's still scope for more if I get a wiggle on. Anyway, hope you liked to see something a little different, I'll probably get some more games on and I'm sure Pete will be up for more games.

Wednesday 14 October 2015

1850pt battle report - Dark Angels v Orks

Ben asked me for a last minute game the other night so I took the opportunity to get some more practice in with the Dark Angels and this time borrowed his Cerastus so I could field my potential Blog Wars list

The low down:
  • Hammer and Anvil
  • Kill points
  • Night fighting, won deployment, elected to deploy first and go first.
  • Warlord Trait - Ezekiel - Fearless to all units within 12"
  • Psychic powers:
  1. Psychic Shriek
  2. Terrify
  3. Shrouding
  4. Mental Fortitude
I had my Devastators in my Bastion, this time with an armorium cherub [the Watcher] which I never actually used.


I had Ezexiel taking cover in the wrecked Rhino from the blasted copse, we 'Forged the Narrative' that the Orks had blown up the tank prior to the game starting and the squad were abotu to leave it's confines. The Cerastus had the lead, in front of the other Combat Squad and the scouts while the Plasma Cannon Tactical squad held the sacred shrine. There was only 7 in this squad as I had to drop a couple of member to fit the Cerastus in. One unit of Deathwing and the Techmarine were int he Land Raider the others were dee striking.


Ben's set up, this time with a fair few tank busters.


I was able to wreck one of the Trukks thanks to the Devastators Missile Launchers but then was unable to use the Quad Gun because the target was no more. First strike to me.


Big Shootas managed to get some good field of fire from their vantage points but I'm not sure they did much damage in their first turn [certainly no First Strike] thanks to stupidly good cover saves helped by Ezekiel casting Shrouding and night fighting too. I think the Knight may have taken a Hull Point or two though.


My turn two and the Deathwing arrive and shoot up the back of one of the trukks but not sufficient to wreck it. Ezekiel leapt from cover and raced up behind the Land raider hoping to get in range for Psychic Scream, which he did but couldn't hit!


The Painboys trukk had come down my left flank and the Scouts had not alternative but to assault. They were going to die in the Ork turn with only overwatch to reward their sacrifice, so I may as well assault and get twice my attacks at a better 'to hit' roll. Sadly they failed to do anything more than perhaps 1 wound and were promptly slaughtered.


My disembarked Terminators shot up the Orks nearest so I no longer could meet my charge roll. I also kept the Techmarine with them. which in Ben's turn I realised was a mistake as he could have trekked over to the Knight and tried to fix his Hull Points. I think the Knight was able to wreck Ghazgkhull's trukk though, but it may have taken far more fire than it should have done.


With their ride imobilised the Tank Busters set forth with a couple of Bomb Squigs adding a Hull Point or two to the Knight.


The Dakkajet turned up but I'm not sure he was particularly effective.


Which was irrelevant really as Ghazgkhull was bearing down on them.


Things were not going to end well.


Kommandos turned up and I immediately remembered their burners and just how useless that bolstered 3+ cover really was.


 But there was still plenty going on in the middle of the board.


Having killed the Scouts the Panboy and krew headed for the Tac squad


The get into Kombat and wreck face.


It seems the Dark Angels were sporting some Apprentice-crafted armour! So the four marines were chopped up with hardly a wound in return.


Orks consolidated onto the crashed Aquila.


Ghazgkhull got into combat having shot three of the Terminators. It's one thing to have a full compliment of Deathwing in that assault but just three was never going to hold up against the Orks.


The Knight was charged by the Tank Busters who managed to get another 2 Hull Points on him through various means.


My other Deathwing were surrounded also with one Terminator being lost before the charge. The Techmarine was trapped in the assault too


Ghazgkhull finishes the Deathwing off with ease and moves back up the field.


The Tank Busters blow the Knight up which takes out all but two of their number.


With most everyone dead I decided to call it.


Even with a Knight I feel utterly out-classed with the Dark Angels. I'm not sure if it's early days getting to know them, the fact I have units that are sub-optimal, the wrong tactics or a tough opponent going up against hordes. Bottom line is that although this was a fun game, and we had a right old laugh, the fact it suddenly fell apart so spectacularly was not fun and the army is just painful to use at the moment.

Therefore, I cannot anticipate with any joy taking this current army list to BWX. Sure it's a 'non-competitive' tournament so sub-optimal is fine but if it needs to be sub-optimal it will have to look cool and right now it's neither. So, following this I've abandoned the Dangles for BWX, it will be nids again. I'm hoping to try a different list with more Monstrous Creatures but we'll have to see.