Tag Archives: Warhammer 40K

Painting Progress – 20100714

It’s been dead quiet ’round here, mostly on account of work being a bastard.  I expect that will pass when July does.

That said, I have gotten a few things done:

I’ve been plugging away at finishing the Bloodcrushers that have taken me, what, two months to paint?  God, I’ve really grown to hate these things.  Fortunately, I’m done with them.  (Just in time for plastic Bloodcrushers to be confirmed.  Bah.)

Nothing new here, really.  Painted up about the same as the other batch of Bloodcrushers, except they’ve been squad-marked with blood on their hands.  I suppose a strong argument could be made that, in general, they don’t look as good as the other batch: that wouldn’t surprise me.  I’ve hated these guys for a couple of weeks now.

Next on the docket for the Daemons is a few Bloodletters.  I need to assemble and paint the models to give each octet the full range of non-musician icons (so, four regular bloodletters to replace Fury and Icon ‘Letters and an Icon ‘Letter), bumping the octets to ten models each.  (Shut up.)  After that, I need to build my second Chariot of Khorne.

Before I do any of that, though, I’m going to paint some Skaven.

I’ve started plugging away at a few characters, looking for some easy wins (after the interminable Bloodcrushers) and to build up a little momentum.    That means the Warlord on Bonebreaker Rat Ogre, the BSB and a random other Warlord/Chieftain built primarily out of Stormvermin bits.

Some WIPs:

I am wholly displeased with how the flesh turned out.  It took me so freaking long to get coverage out of the Bronzed Flesh, I don’t know that I’m up to stripping it down and starting it over.  Mike‘s been pushing me to put the mini in the Golden Daemon, as it’s a neat conversion… but not like this.

The BSB is coming along much better, however.  I’m quite pleased that I was able to replicate the armor on my Stormvermin.  The banner itself is going to be a separate undertaking.

Not much on the Warlord yet.

I’ve have spent some time over the past few weeks stripping some Skaven minis I’d gotten in some lots a couple of years ago.  The Power Dissolver is king.  That said, I do have to revise previous statements re: Power Dissolver and gloves.  For a few minis, gloves aren’t really necessary.  When stripping a pile, however, it really will dry out your fingertips… so I’ve started to use gloves.  Thought I’d mention that.

Finally, my buddy Mike’s started up his own hobby blog: The Black Ark Apathy.  He’s out near Cupertino now, and is looking for folks to square base it up with.

Painting Progress – 20100621

I’ve given up on painting my next quartet of Bloodcrushers.  It’s been a chore to paint them and if I’m honest with myself, I kind of resent the Daemon army at the moment, as if it’s Khorne’s fault I won’t be running them 8/14.

I did decide that I like my approach with the chariot.  I didn’t get much feedback, really: just Matt H. telling me that it looked off, possibly small.   The chariot itself is slightly larger than the Chaos and Tomb King chariots and is about the size of the High Elf chariot.  The perception could come from the FW Herald of Khorne being enormous.

The chariot is a Defiler “knuckle” with a plasticard base and edges and spikes from the Chaos vehicle sprue as rails.  The Khorne symbol is from the same sprue.  The wheels are from a Chaos chariot.  I’d been planning on having plasticard struts connect to the shoulders of the Juggernaut, but Sunday afternoon I decided that would be hard to work.  Instead, I used some hobby chain I picked up years ago for some long-since abandoned project. I think it worked out pretty well.

I will say, though, that painting this thing is going to be a huge pain in the genitals.  At least the Herald isn’t glued to anything yet.

Also, because I’m looking at returning to my Skaven (if I’m not playing 40K at the Open, why wait to return to Fantasy?), I finally stuck the Grey Seer on my Screaming Bell.  I wouldn’t call it done just yet, since I need to decide what I’m doing with the bell-ringer, but… this is a big step.

Basically, I clipped the front of the saddle off, and smoothed it down.  Ground out some of the area between the Seer’s legs to try to get him to sit more flush against the dragon before pinning it onto the saddle.  I used a little green stuff to pull its robes down and look natural (as opposed to just stuck on).

I also had to do a hand-swap, as the Seer’s left hand is supposed to be hanging onto the Bell, and there’s nothing for that hand to connect to.  Instead, I just used a sword/dagger hand from the Stormvermin sprue.  I like the result a lot.

Finally, I had to throw out my spray station.  I’m quite annoyed by this fact, since it was great and big and I’d been using it for several years.  A wasp decided to start building a nest in it, however, so it had to go.

Coming up, I’ve got a lengthy battle-report to type up and post.  I’m also going to be focusing on my rats (over 40K) starting pretty much now.  That means I’ll probably start with finishing my half-painted Doomwheel.

Got My Game On

I managed to get in several games this week!

Battle Missions

Tuesday, I met up with Jeff to throw down some Battle Missions.  (My first time actually using the book.)

He was running his very cool Gue’vesa IG army: everything’s converted up to be Tau-ish, from his Valkyrie converted from Devilfish, Piranha and Valk parts to his robotic Sisters of Battle built from Necron and Tau bits.  Both games were at 2,000.

I was running the same 2,000 point Khornate Daemon list I ran at Battle for the Cure.

Warp Rift

We decided to kick things off with a Chaos Daemon mission: I rolled for it and got Warp Rift.  (12″ around “rift” in the center of the board.  Defender deploys anywhere 12″ away from the rift.  Daemons can Deep Strike as normal, or can “walk on” the table from the rift.)

I lost, by kind of a lot.  I had trouble getting past the leafblower: something would get to one of his squads, obliterate it and then get blown away by the squad behind the freshly deadified squad.  Still, it was a neat mission, and was a fun game.  I’ll definitely have to build a Warp Rift terrain piece to use for this in the future.

War of Attrition

We had time for another game before closing and we’d decided that it was only fair to play an IG mission.  Two of the missions looked… bad for us due to the nature of my army.  We weren’t going to get a good game out of Bloodletters slogging a quarter of the way across the board before being blasted away by lasguns, so we settled on War of Attrition: deployment zones that put us near each other and the ability to recycle Troops choices.

I fiddled with my list a bit, as I don’t consider my 2K list to be very good: split up the 16 ‘Letter squad into 2×8 ‘Letter squads and swapped out two Daemon Princes for two Soul Grinders.

Suprisingly, this game felt closer, though I still got my teeth kicked in.  It ultimately boiled down to one side of the board seeing us trade a Bloodletter squad for two infantry squads each turn (because the Bloodletters would come on close enough to assault that turn and the Guardsmen would come on close enough to rapid fire them into nothingness; rinse and repeat) and big nasty things trashing tanks and being blown away on the other side.

Again, also a lot of fun.

Conclusion

I’m definitely sold on Battle Missions.  They’re fun, thematic and don’t require custom army lists.

One thing that I noticed is how differently they played from the core missions despite the changes being relatively subtle.   There’s a lesson here: a light touch.  There’s an inclination in scenario writing to throw a lot of different things in, and I think this does a great job of showing how just a few small changes makes for a significantly different game.

I expect that my default 40K setting for the next several months (at least) will be, “Let’s try some Battle Missions.”


Malifaux

The next day, I met Thalaric at Game Parlor to have him walk me though how to play Malifaux.  I don’t really process or understand rules until I see them in action and, frankly, Malifaux system is so different there’s no way I could have grokked them without having someone sit down with me and answer a question every 30 seconds.

I was running the Witch Hunters crew I picked up at Madicon, Chris started out running the Cult of December.

The first game probably doesn’t even qualify as a game.  More a matter of going through the motions.  “There’s no reason to cast Flaming Bullets on Samael, but I’m going to do it because I need to understand how it works.”  That sort of thing.

Second game was a bit more of the same, but it progressed much more smoothly.  Also, it became clear that Sonia Criid vs. Rasputina is not a good matchup, as the former is really pretty much designed to kick the latter in the face, hard.

Third game was more of an actual game.  Chris switched over to his Viktorias crew.  The game was surprisingly close… a very close win for me.

The game was interesting enough for me to decide to buy a few more minis for it, though my opinion of the game remains… complex.  I’d like to get in a few more games before I write up a full post about the game.

40K Skirmishing

I’ve been thinking a lot about playing skirmish games with 40K lately.

This is, I think, entirely the fault of Battle Missions.  I’ve yet to get in a game of Kill Team myself (in fact, I won’t be able to pick up my copy of the book until this evening), but I’m very excited about giving it a spin.  I expect I’ll be able to play a few games at Madicon, for sure.

Sons of Taurus has a pair of KT battle reports that are worth checking out.  (They’re also a great example of why I much prefer that format to video battle reports.)

It’s also stirred up a lot of interest on RPG.net’s Other Games Open forum, my primary gaming forum.  A number of alternative options for playing with skirmish games with 40K figures have come up, and I thought I’d share them here.

I haven’t played (or really read all the way through) any of these, but I’ve flipped through them all.

Thunderhawk Down requires the 5th Ed rules, but Brutal Conflict and Death Squads appear to be stand-alone.  Thunderhawk Down and Brutal Conflict appear to have pretty complete sets of armies, while Death Squads is a little light (with several listed as “Coming Soon!”).

For the heck of it, I threw together a chart comparing armies each game supports:

Army

System

BC

DS

TD

13th Company

Y

Black Templars

Y

Blood Angels

Y

Chaos Daemons

Y

Y

Chaos Marines

Y

Y

Daemonhunters

Y

Dark Angels

Y

Dark Eldar

Y

Y

Eldar

Y

Y

Y

Imperial Guard

Y

Y

Y

Kroot Mercs

~

Lost and the Damned

Y

Y

Necrons

Y

Y

Orks

Y

Y

Y

Space Marines

Y

~

Y

Space Wolves

Y

Y

Tau Empire

Y

Y

Tyranids

Y

Witch Hunters

Y

I’m definitely going to give Brutal Conflict and Thunderhawk Down a read-through (Death Squads is a bit too verbose for my tastes, and I don’t have any of the armies it supports) and will probably give them a spin when the shiny-newness wears off of Kill Team.

Daemonhunters vs. Daemons

Awesome Grey Knights art from here.

Someone on the IFL Forum made a comment about “the fact that [Daemonhunters] have anti-demon stuff that doesn’t affect the new demons is just a bit stupid.”

This appears to be a pretty common, yet significantly inaccurate belief, and it bugs the snot out of me.

So, to set the record straight, I decided to run through the codex and pick out the items that specifically refer to Daemons, as well as the things that people would think would work against Daemons (read: things that relate to Pskyers and psychic powers).

Now, I’m hardly claiming that Daemonhunters are a power army or anything, and they definitely have some things that, while still broadly useful (in a world with the new Space Wolves and new Tyranids, they’re increasingly useful), aren’t as useful against Daemons specifically.   But it’s not as dire or “stupid” as people claim.

The List

Still Useful:

  • Annointed Weapon (Wargear) – Unchanged, still works except vs. Soul Grinders by RAW
  • Daemonhammer (Wargear)- Unchanged, still works
  • Destroy Daemon (Psychic Power) – Unchanged, still works
  • Grimoire of True Names – Unchanged, still works
  • Hierophant (Henchman) – Unchanged, still works
  • Mystic (Henchman) – Unchanged, still works
  • Incinerator (Wargear) – Unchanged, still works
  • Psycannon / Psycannon Bolts (Wargear) – See Incinerator
  • Rites of Exorcism (Special Rule) – See Hierophant
  • Sacred Hull (Vehicle Wargear) – See Hierophant
  • Sacred Incense (Wargear) – Unchanged, still works
  • Sanctuary (Psychic Power) – See Incinerator
  • Scourging (Psychic Power)- See Incinerator
In summary, Daemonhunters have:
  • A number of things that make Daemons assault as if through Difficult Terrain.  This is never a bad thing and, given that most Daemons lack grenades, it’s even more effective.
  • A host of things that ignore Invulnerable Saves, which is all most Daemons have
  • Rules that weaken Daemons in combat: making them ½ Weapon Skill and/or -1 Initiative.
  • Rules that help against Daemons in combat: wounding on a 4+, granting (effectively) Preferred Enemy or providing an at-Initiative Thunderhammer.
  • Something that allows free shots at every single Daemon unit in the army as it deploys.
Clearly, Daemonhunters have a number of things going for them that are 1) intended for use against Daemons and 2) still very much useful against Daemons.

No longer Useful:

  • The Aegis (Special Rule) – Daemons don’t take psychic tests
  • Banishment (Psychic Powers) – Instability is gone
  • Blessed (Vehicle Wargear)- Daemons don’t have vehicles that have the listed attributes.
  • Culexus Assassin (Elite) – See The Aegis
  • Daemonic Infestation (Special Rule) – Simply not relevant, but this was hardly an “anti-demon” rule.
  • Null Rod (Wargear) – See The Aegis
  • Psychic Hood (Wargear) – See The Aegis
  • Ungents of Warding (Wargear) – See The Aegis

So, in other words, all of the Daemonhunters’ “anti-demon stuff” still works just fine against Daemons except:

  • Things that affect psykers and psychic powers
  • Banishment, because Daemons no longer have Daemonic Instability
  • Blessed, at least by RAW

The psychic thing is something of a legit complaint, I think.  The things that one would want to classify as “psychic powers” in the Daemons army, though, really aren’t in the same league as other armies’ psychic powers.

Pavane of Slaanesh is kind of a lot like Lash of Submission, but it’s not nearly as strong.

You’ve kinda got me on things like Bolt of Change (being the same between the Daemonic Gift and the Chaos Marine Psychic Power) and Daemonic Gaze/Doombolt (which is actually better for Daemons), but at the same time would it really be reasonable to classify 100% of an army’s shooting as psychic powers?

Blessed isn’t, by RAW, useful against Soul Grinders.  I’d feel a little dirty making that claim at the table, but at the same time… ‘Grinders are affected by all of the rules that work against Daemons.  That makes it a bit more of a wash.

So, even with the nerf to psychic defense (nothing to defend against), items that still kick daemonic butt outnumber items that are no longer useful in fighting daemons nearly 2:1.  That psychic defense stuff, while not useful against Daemons, is more important than ever against other armies.

Doom of Malantai Debate

I’ve been strenuously avoiding the Doom of Malantai debate because I’ve yet to get through the new codex.  As far as I can tell, it’s a tough question.  Someone linked to this video, though, and it got a good laugh out of me.

Rapid Fire 2010 Results

The Second Annual Rapid Fire tournament went down on Saturday at Game Vault.

Turnout was shockingly low.  We’d had nearly 20 people signed up for it and had 6 at the start of the tournament (with 2 more showing up through the day).  Some folks gave a heads-up (which is fine), but many didn’t (which is less so).  You always expect a little of that (because life happens), but the scale (> 50% of signups) of it was pretty disheartening.

Regardless, it really seemed like everyone who showed up had a good time, which means the event was a success.

Results were:
Most Battle Points: John S (Space Wolves)
Best Army: Doug McN (World Eaters)
Longest Streak: (tie) Jay P (Space Marines), Matt M (Orks)

Because we had so few people, Matt H and I played a number of ringer games to ensure that 1) everyone who’d signed up was playing and 2) that people got to play different people.  This unfortunately undercut the point of the format a bit, but nobody seemed to mind.  The person “on deck” would have had to have waited around a very unreasonable amount of time.  (To offset this, we decided that losses to the ringers wouldn’t break winning streaks, but it never came up.)

That meant I finally got to use the ringer list I built for last year’s Rapid Fire:

Tau Empire

  • Ethereal
  • Fire Warrior Honor Guard x12
  • Crisis Suit x1 – Flamer, Fusion Blaster, Multi-tracker
  • Fire Warrior Team x12
  • Kroot Carnivore Squad x20

It put up a better fight than I thought it would.

I was very excited and interested to see how the opposing scenarios would work out.

In short (because it’s detailed in the RF post), each player rolls for scenario.  Each player works towards their scenario and tries to prevent their opponent from succeeding in their scenario.  So, Player 1 could roll Seize Ground and Player 2 could roll Annihilation: Player 1 would try to hold the objectives and lose fewer KP/VP than Player 2, while Player 2 tries to kill more KP/VP than Player 1 while trying to deny them objectives.

Frustratingly, in the vast majority of games, both players rolled the same scenario.  So, there weren’t many cases of opposing scenarios… certainly not enough for me to get a feel for how good/bad an idea it is.

Similarly, the change to Annihilation (VP on a per-model basis vs. KP on a per-unit basis) didn’t come up often enough for me to get a feel for it.  I’m quite sure that it’s wildly impractical in a larger game, but at 500 points, it didn’t seem very hard to work out at all.  It also has some odd impacts on rules, like Combat Squadding or blobbing IG squads together, but I’m not sure that’s a big deal in the small, small points levels.

Despite the turnout, I had a good time and it looked like everyone else did.  It’s always a treat to get down to Game Vault, which is simply a great store.  (I wish it were closer to Manassas.)  We’ll be doing it again in 2011 (though likely with preregistration).

Rapid Fire This Weekend!

A reminder that Rapid Fire is this Saturday at the most excellent Game Vault in Fredericksburg, VA.

If you’re in the area, you should come!  It’ll be fun!

Rapid Fire 2010

In March, Matt Hoell and I pulled off a 40K tournament idea I’d had bouncing around in my head for the better part of the year.  It was very, very successful: everyone had a good time (which is all that truly matters).

Not only that, the IFL went on to adapt it to Fantasy and run both the 40K and Fantasy version at Games Day Baltimore (where it was very well received) and the GW Sugarland store ran their own version just last month.

Well, we’re going to run it again, in January.  I’m really hoping to make it an annual thing.  So, if you’re within driving distance of The Game Vault in Fredericksburg, VA, you should come!  It’ll be fun!   (You can sign up here.)

Rapid Fire 40k Tournament

When: 1/23/10
Where: The Game Vault, Fredericksburg, VA

Schedule:
Set up and registration: 10am-11am
Start time session 1: 11am
Lunch break: 1:30pm
Start time session 2: 2:30pm
All games end at 6pm
Awards: 6:30pm

Entry fee: $10 (100% of entry fees will go for awards.)

35 spots available.

Format:

The goal is to try to play quickly.

There will be an odd number of players for this tournament. Players pair off, in order of sign-in, for the first game, with the extra, last-to-sign-in player “on deck.”

As soon as a game finishes, the player on deck challenges the Defender and the loser goes on deck.  If the Defender’s won three games in a row, the Challenger remains on the table, and the Defender goes on deck.  In case of a tie, the Challenger remains on the table.

Fully painted armies will receive one re-roll on any single die roll per game(this includes everything from the roll for mission, who deploys first all the way to extra turns).  Any single die roll.

Army Composition:

  • 500 points
  • 1+ Troops Slots
  • 0-1 HQ Slot
  • 0-1 Elite, Fast Attack, and Heavy Support Slot
  • No model with 3+ wounds
  • No 2+ Saves
  • No vehicles with a total Front + Side + Rear > 33
  • No ordnance
  • No Imperial Assassins
  • No more than 2 vehicles

No unit is mandatory, save the single Troops choice. This means, for example, Kroot Mercs do not have to take shapers.  If it says “1+” ignore it!

Game Structure:

  1. Both players roll for their mission
  2. Defender rolls for deployment
  3. Play the game!
  4. Loser reports game, Winner waits for new Challenger

Games are played on a 4″x4″ mat.

Missions:

Each player rolls once on the following table.

D6
Mission
1-2
Seize Ground
As the standard Seize Ground mission, except players place d3 objectives on the table.  Challenger places first.
If your opponent rolls King of the Hill, one objective must go in the center of the table; one of your opponent’s if possible.
If you control more objectives than your opponent, you’ve succeeded in your mission.
3-4
King of the Hill
As the standard Capture and Control mission, except there is only one objective, placed in the center of the table.
If you control the center objective, you’ve succeeded in your mission.
5-6
Annihilation
At the end of the game each player calculates the value of every model in their opponent’s army killed or removed from the game for any reason (Deep Strike Mishap, Gets Hot, etc).
For simplicity’s sake, each member of a unit is worth an equal portion of that unit’s cost.  Discard any fractions, please.
If you have more VP’s than your opponent, you’ve succeeded in your mission.



Deployment:

Roll for Deployment as per 40K Rulebook.

Results:

If one player has succeeded, and the other has failed, that player has won the game.
If both players have succeeded or failed in their mission, the game is a draw.

You
Opponent
Your Score
Opponent’s Score
Succeed
Fail
15
5
Succeed
Succeed
10
10
Fail
Fail
5
5

The person who plays the most games will be given 15 bonus battle points.

Winning streaks are calculated based on the players succeeding in their mission, not games at the table.

Awards:

  • Most Battle Points
  • Longest Winning Streak
  • Best Painted Army
  • Best conversion or Best Themed 

Ties will broken by Number of Games, then Winning Streak length.  If ties cannot be broken, the prize will be split.

Kroot Hounds

I’m trading off some stuff to help Chris build some neat Kroot Hounds and Fenrisian Wolves.   Talking about it made me think about my Kroot Hound conversions that I’ve started but never quite finished… and definitely never posted to this blog (since I did them probably over a year and a half ago).  So, here they are!

The bodies are skinks with their heads sawn off.  Kroot heads.  Dinky skink hands have been replaced with huge and menacing genestealer claws.  The end result are kooky and ferocious looking pygmy kroot.  Rar!