Thursday, 19 January 2012

Speeding Up Painting



You have the tournament looming close, and you just want to use that new unit that you think would round out your list perfectly.  How can you speed up that painting, given as we all have a limited amount of free time that we can commit to painting ?

I find myself in this exact situation, although I have to finish painting four units in the next nine days, and I have to summit my army list for the tournament I talked out in my last post today, well yesterday now as I'm a bit late posting this up.

These are some small changes and learnings I have made to ensure I have a chance of hitting my deadline.  This are not tips on how to paint to your best quality, but how to speedup getting a unit painted, so some of these tips are not for those looking put out their best work.

Light

If you're painting in the evenings like I am you need a good light source.  Ideally you should use daylight bulbs, as normal bulbs can give a yellow glow meaning that when you check out your masterpiece in normal daylight they don't look as good as you imagined when you finished them the night before.

Also it is best to have two lamps from different directions to avoid shadows.  Be mindful to keep the lamps far enough away, because otherwise the heat from the lamps will dry out your paints much quicker meaning you have to get more from the paint pot more often.

Painting the Visible

If you like me you've probably spent hours over all the models you've painted trying to squeeze paint brushes through small gaps to paint a part of a model you can only see if you look at the model from an obscure angle that no-one will ever see.  You must stop yourself doing this.  Concentrate on the areas people will see, face, chest, shoulders etc.  It's much better to finish more models than be happy that every small detail is done on a fewer amount.  This is particularly important if you are painting an army and have a deadline to meet.

Painting those hard to reach or see areas will add nothing to the overall appearance of the model, but will seriously increase your painting time, especially when you consider the touch-up required on other areas you might accidentally touch.

Standard is your Friend

Try to use standard colours rather than shades you mix up yourself.  Having to mix up just the right shade over and over again will cut into painting time.

If you do want to use your own special colour.  Write down the colours and proportions used, and create the colour in bulk using a mixing pot.  Not only will you always have exactly the right shade every time, but you will save loads of mixing time.

Let Friends / Family Know

If you have a tight deadline like I have, let you friends and family know that you are busy each evening that week.  This will avoid (or at least lower the risk that) your other half will request a romantic evening on the coach watching the latest RomCom, or friends organising the party of the century.

Alternatively organise something for after you finish you painting deadline.  It will soften the blow that you won't be available while your painting, and it will give you something to look forward to while you paint.

Planning

Make a schedule to keep you on target.  This will give you a target to aim for each planning session.  Be careful to leave gaps in the schedule which you can use to catch-up if you fall behind, because things happen in real life which come above painting which have to be done (in my case I have to prepare for an job interview).

Drastic Measures

Lastly if you are really up against it, you can leave some techniques to later, eg. you could come back to your models for the last highlighting sections etc.  Once you've got a portion of your army done it will inspire you to set yourself another target to get more of the army done and/or go back and add a layer of detail to the models.


My space wolves are progressing slowly, but the remaining weekend I have left for catch-up and I only planned basing for next week means I have a good chance of getting them to a level I can use them at the Magnificent Seven tournament:
The are bit too red to me, but I'm hoping a snow base will balance the colours nicely.

Please share your ideas on how to speed up painting.

Rathstar

Sunday, 15 January 2012

Smaller Point Tournament Leads to Army Choice Decision



I haven't been to any tournaments that use small points values (eg. < 1000).  I've been tempted with a couple of double tournaments, as I have found nothing gets me focused to get some units painted than an upcoming tournament that I want to use them in.  Therefore when I heard about the Magnificent 7 tournament I just had to sign up.  600 point singles tournament, 7 games in one day.  The number of games would also be excellent for getting to know a new army, plus  I really wanted an incentive to make a start on my (mainly red & blue) Space Wolves.

However Space Wolves aren't my only option.  I've really been enjoying my Necrons, and I've recently painted up (minus the basing) 2 converted crypeks, an overlord and a command barge:




Also available are the irrepressible Dark Eldar
[my razorwing would not be able to be used in this tournament due to it's large blast missiles :( ]

Magnificant 7  is 600 points, and uses simular army composition rules to Combat Patrol, however it had a few extra restrictions to try and make a more balanced field, plus it would have timmy comp (excessively OTT lists would be asked to be revised).  Here's a few of the extra rules:

  • No HQs: This would affect my necrons the most as they would be able to access a Royal Court
  • Quantum Shielding:  It had been ruled that Necrons could use vehicles with Quantum Shielding, but the shielding would not be working for the tournament, and the vehicles would not get any points reduction for the tournament
  • No large blast weapons:  With the smaller armies it woul have been nice to include a whirlwind or razorwing jetfighter to help deal with hordes, so I'd have to include a couple of flamers to help agaist hordes instead.
  • A maximum of 3 vehciles (and only 2 can be the same).  This hits my Dark Eldar the hardest, as ideally I would have liked to have a ravager, 2 raiders and a venom.
With the army restrictions in mind here's the three lists I game up with:

Necrons 600 Points

5 Necron Immortals (Tesla Carbines) - 85
5 Necron Immortals (Tesla Carbines) - 85
5 Necron Immortals (Tesla Carbines) - 85
9 Canoptek Scarabs - 135
5 Canoptek Wraiths (3 Whip Coils, 1 Particle Caster)- 210


29 infantry (52 wounds), totalling 600 points

The list has no ranged anti tank, relying on the wraiths and scarabs in combat.  Also having small squads of immortals means that they are more likely to be wiped out entirely in a phase and therefore not get a RP roll.

Although the list includes the assault elements I have enjoyed using (Wraiths & Scarabs) the rest is just standard troops.  It doesn't (mainly because it can't) include the other interesting units I have (or would like to) use such as an Overlord on a Command barges, Annihilation barges, or a Cryptek with Veil of darkness to teleport a troop unit around.  This is probably a critic of all 600 pt lists because the troops make up a much more significant proportion of the army.

Next up is my Dark Eldar list:

Dark Eldar 600 Points

10 Wracks with 2 Liguifier guns - 120
   transported in a Raider with a Shock Prow - 65


10 Wyches - 130
  incl Hekatrix with Agoniser
transported in Raider - 60


5 Warriors with a Blaster - 60
5 Warriors with a Blaster - 60


Ravager (3 Dark Lances) - 105

30 infantry & 3 vehicles totaling 600 points

Without an Haemonoculus the wracks remain elites, meaning the warriors were essential to give more troop choices.  However the restriction on vehicles meant that two small units were required rather than the more effective one unit in a venom.  The list is very agressive, and would have to go in reserve in most games that it is going second.

Without incubi or rending razorwing flocks in the list I decided to upgrade the venom blade I normally give to my hekatrixs to a agoniser for this game. Sometimes you just need to be able to deny MEQ/TEQ their armour save.

Overall I think the list could do well, and they are the army I am most familiar with at the moment, however it would be a shame to not use this tournament as an oppportunity to use a new army.

And lastly here's my Space Wolf list:


Space Wolves

Wolf Guard (3) - 84
1: Powerfist & Combi-melta (joins the first Grey Hunter squad)
2: Combi-flamer (joins the second Grey Hunter squad)
3: Basic chainsword & pistol (joins Long Fangs)


8 Grey Hunters with Meltagun & Standard - 135
   transported in Rhino - 35


8 Grey Hunters with Flamer - 120
   transported in Rhino - 35


2 Thunderwolf Cavalry, one with a Frost Blade - 125

3 Long Fangs with 2 Missile Launchers - 65

24 Infantry & 2 transports, totalling 599 points

This list seems quite balanced.  The frost blade inclusion instead of the usual powerfist (or thunder hammer) is because there will be less vehicles and because they would be great against scarabs and toughness 3 characters.  Also with such a small unit it would be much more likely to die before a powerfist could swing at the initiative one step.

After all my diliberations I have provisionly choosen...

 
My Space Wolves, however as you can see they are no where near.  The two rhinos are done, but apart from that only one model is up to the stage where I can base it.  The last week, and the following two weeks will be an exercise it doing as little as possible so I can get the army down.  It is really hard to move away from a model, knowing I want to do more on  it, but if I don't do this I won't get the models done.
 
My aim will be to get the models done, but return to the models as soon as the tournament is over to paint more detail and add highlights.  It will be a tough challenge, but at least it will get me started on getting my Space Wolves updated for the new edition and new codex.

If I don't make it, the other armies are waiting in the wings to take over for the tournament.  My current thinking is that my Dark Eldar will get the nod over my Necrons if my Space Wolves don't make it.

The army list subimission deadline for the tournament has been extended to this coming Wednesday, so please feel free to comment on the army lists or anything else I've mentioned.   Now back to painting...

Rathstar

Thursday, 22 December 2011

Necron Crypteks: Trying more out


Hi,

Until I build two annihiliation barges I have 180 points to try out other stuff in my 1750 point list.

For my last battle I converted two models to be Harbringers of Despair.  I use the Pretorians models as the base, then added the lychguard loin cloths, filed down the shoulder pads where the jump infantry equipment would attack, and finally used deathmark heads.

Going back to my last battle, I took the list I showed in my last post minus the annihilation barges, and added:

  1) Whip Coils for the Wraiths, and 2 extra scarabs instead of one annihilation barge

  2) 2 Harbringers of Despair, one with a Veil of Darkness instead of the other barge

The idea behind adding the Harbringers of Despair was to add some low AP weaponry to the army, and to more mobility to one of the large immortal units with the veil allowing them to better support the wraith & scarabs and threaten distant objectives.

I won't go into much detail of the game, as we only got 2 turns in each, but it was looking like it was heading towards a tabling of my mech guard opponent.  He had lost a lemn russ, a leman russ with the str 6 ignore cover turret (nightmare against my scarabs), 3 chimeras, and one gun from a hydra.  I had lost 3 wraiths, the command barge, and one scarab squad had been mauled down to 2 bases (after being on 12 bases at one point).  I had next turn, and 2 hyrdas would have died to scarabs and my dismounted overlord, a manticore would have died to the wraiths and destroyer lord, and the last chimera would probably died to lances or immortals would have wreaked through weight of fire.

But how did I think the extra stuff I added to the army instead of the annihilation barges performed and whether they would stay:

Whip Coils: This upgrade didn't have the opponents to test them, but I think they will be useful against opponents which have multiple high str attacks (eg. dreadnaughts and grey knights).  Allowing the wraiths and particularly the destroyer lord attack first against such opponents could be crucial.  I will playtest more with these upgrades, as they are expensive (at 60 pts for the squad) and do nothing against powerfirst and thunderhammers.

Extra Scarabs:  After 2 turns the scarabs normally go from 16 to 22 models, so they normally rech combat, however I say how certain weapons could wipe them out very quickly, and sometimes there is not the cover or intervening models to give them a 3+ cover save.  If possible I will look at my list to see of I can fit in any more, eg. losing an immortal from each squad to fit in 2 more scarabs.

Harbringer of Despair:  I was not too impressed with these.  If the immortals do their job they should not be in flamer range of the enemy, particularly as they have assault weapons to move away from the enemy.  I think I will drop the basic Harbringer of Despair for 2 more scarabs immediately.

Veil of Darkness:  Although not used in the 2 game turns, I could see myself using the veil in turns 3 or 4 to threaten the guard objective held by 30 guardsmen, allowing me to target them with both immortal units, as well as the depleted wraiths.  I will give the Veil a few more test runs.  The ability to move a large unit accross the board to where the action is or to capture an objective should come in handy.

A last thought I had from the game, was that again the warriors did nothing.  The Harbringers of Destruction killed a chimera and took one weapon off a hydra.  I could lose one unit, but for the moment I think I keep them as losing the basic Harbringer of Destruction will leave me with 39 scoring models.  Normally that would be a good number, but as all of mine are on foot, slow, and without a transport to hide in, I may need all I've got if the enemy decided to target them.

That's all for now.  I should have another game with my necrons later this week, plus I be posting up Starsmash Part II which is all about deployment.

Rathstar

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Wednesday, 14 December 2011

Necrons Slowly Rise

Hi,

I just came back from my local Games Workshop, and I got in a quick 1500 point with my Necrons.  I've still got to assemble 2 Annihilation Barges, but the lists I've been using so far have had over half the points in agressive assault units, which is odd given that Necrons are a mid range shooty army, but the army has been fun to play.  For 1750 points I'll just add in the Annihilation Barges to even it out.

Below is  the list I intend to take down my local club, and the army should get some good test games over the xmas break.

How does my list fair against the local necron lists you've seen or played against ? Do you think necrons will have any effect on the tournament scene ?

Rathstar

Necron 1750 Point Army List:

Overlord - 100
  Warscythe
Command Barge - 80

Destroyer Lord - 160 (joins wraiths)
  2+ save, Mindshackle Scarabs

10 Immortals (Tesla Carbines) - 170

10 Immortals (Tesla Carbines) - 170

5 Warriors - 65
Cryptek, HoD**, Solar Pulse - 55

5 Warriors - 65
Cryptek*, HoD - 35

5 Warriors - 65
Cryptek*, HoD - 35

7 Scarabs - 105

7 Scarabs - 105

6 Wraiths - 210

3 Spyders - 150

Annihilation Barge - 90

Annihilation Barge - 90

Total: 1750pts, 66 models.

* Crypteks sometimes join the immortals allowing the small warrioir squads to go into reserve.
** HoD = Harbringer of Destruction, so has a lance (Str8, AP2, 36" range, Assault 1)

I may drop 2 immortals to give the overlord a 2+ save and mindshackle scarabs, but so far the overlord tends not to voluntary get off his barge.

Wednesday, 30 November 2011

Starsmash - Part One - The Toughest Tournament in My 2011 Calender

[Reflection]

Two months ago I went to the tournament I had been building up to all year.  For me this is the toughest tournament of my tournament calender, and would be a real test of my improvement over the last two years.  I have been going to more tournaments and trying to get more games inbetween tournaments to up my game.

Starsmash is also my local tournament, run by local club (Spiky club).  It's 1500 points (I would prefer 1750 points, but variation is always good and shakes things up), 5 games and no comp.  What I think makes the tournament so competitive is a number of factors, the two main ones being that it very well run (helped by the fact that it's in it's 10th year at least), it's easy to get to with good rail and motorway links, and it's counts for full points on the Rankings HQ website.

Last year taking my Tau I finished very low, so I wanted to finish at least top half, with an top ten finish being ideal (out of 40ish players).

Rather than full battle reports, over the next few weeks I will show my main learnings from each game, from deployment & terrain rules to the dangers of clumping, and how the good or bad decisions in these areas affected the game.  First up will be deployment from Game 1.

Rathstar

PS. The list I used at Starsmash was:


Haemonculus Nalix Soulseer - 55
with Venom Blade

6 Incubi - 132
in Raider with Dark Lance - 60

3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons - 65

3 Trueborn with 3 Blasters - 81
in Venom with 2 Splinter Cannons - 65

10 Wracks with 2 Liquifier Guns - 120
in Raider with Dark Lance - 60

9 Wyches incl. Hekatrix with Venom Blade - 105
in Raider with Dark Lance - 60

8 Wyches incl. Hekatrix with Venom Blade - 95
in Raider with Dark Lance - 60

3 Wracks - 30
in Venom with 2 Splinter Cannons - 65

Ravager with 3 Dark Lances & Shock Prow - 115

Ravager with 3 Dark Lances & Shock Prow - 115

Razorwing Jetfighter - 145
with 2 Dark Lances, twin-linked Spinter Rifle & 4 Monoscythe missiles

Total: 1499 Pts

Sunday, 27 November 2011

Battle for Planet OG II - Belated Game 3 Battle Report


Well this battle report is well overdue, as I returned yesterday from Battle for Planet OG IV.

Overviews of battles one and two can be found in the comments section of this post. The scenario was:

" The battle for the cells has had consequences beyond any ones perception. The battle that ensued after the initial raid is suddenly interrupted by eruption and devastation. Huge tremors result in magma filled geysers erupting from craters around the battlefield, shooting many feet into the air and inflicting terrible damage to all it contacts. Time to win the conflict fast before Mother Terra takes you both out "

Primary Mission: Kill them all

Table Quarters Deployment

Place an objective in the middle of the board.
At the beginning of every players turn, roll 8d6 and scatter a large blast   :)) template from the center of the board (this always scatters). If it hits the edge of the board bounce it back again using the remaining movement.

 - Any unit hit by this template will suffer 2D6 S8 AP 1 hits
 - Any vehicle hit will suffer an auto S10 AP 1 hit

Cover saves may be taken by infantry if applicable (as they try to dive for safety), however any model caught directly may not (and must always have the most amount of wounds allocated to it)

As time is not on your side, prioritising your targets is key, this is a kill points mission with the following changes.

 - HQ units are worth 3 KP each.
 - Elites / Heavy Support are worth 2 KP each
 - Everything else is worth 1 KP each

Secondary Mission:

The eruptions have thrown up a (previously) deeply rooted Cell of enormous stature and power.
The winner of the mission is the one who has the most troops choices within a 6 inches of the center of the objective.

The Game 

My opponent had taken 2 max sized platoons with 7 heavy weapons accross the 10 infantry squads.  A Command HQ had a medic to give them feel no pain, and a master of the ordance.  The basic infantry was rounded out by a heavy weapon squad of 2 lascannon teams and 1 missile launcher team.  Within the infantry was a 2 commassairs ready to make up to 50 guys stubbon, and an hq slot psyker was also included.   The odd meltagun and many grenade launchers were scattered through the infantry as well.

Finally Orgyns and Rough riders were included to give his horde a nice counter attack responce, while a squad of ratling snipers was included to round out the force.

After complaining in many recent games that my anti tank kept failing me, this opponent had completely nerfed my anti tank by taking not a single vehcile.  They couldn't even instant kill orgyns because they were toughness 5.  However they would be useful for instant killing the heavy weapon teams and ignoring the feel no pain on the command squad.

This mission was a modified kill point mission, ie. hq was worth 3 kill points, heavy and elite slots were worth 2 kill points, everything else was 1 kill point.  My kill point total increased from it's normal total of 18 to 26.  While the guard had the option to combine his squads vastly reducing his kill point total.  The basic guard modified kill points was 23, however of the 10 guard squads they were split into a mob of 50 guys with 2 heavy weapons, a mob of 30 guys with 3 heavy weapons & a mob of 20 guys with 2 heavy weapons.  This reduced his kill points by 7.

The deloyment was Spearhead, and as a bit of random fun, each turn a larget template would scatter 8D6 from the centre of the board, anything infantry touched by the template would suffer 2D6 Str 8 Ap2 hits.  Vehicles (even glanced by the template would suffer an automatic str10 ap1 hit.  To make up for this the secondary objective was to have the most troop choices within 6" of the middle of the board.

Every game you should come up with a game plan (but have the flexibility to change it on the fly).  Mine for this game was simple.  I couldn't win a straight up shooting match, having to kill 20 or 30 guys to get rid of 2 or 3 heavy weapons when they are in cover simply wouldn't happen.  This game would be won or lost in the assault phase.  My assault elements would move as fast as possible towards combat, while everything else advances to the middle of the board (to be safe from the scattering template, average scatter = 28").

I won the roll off and decided to go first, which had the added bonus that I could put the Guard in the top right hand quarter that had the least terrain.  There was a small ruined walls terrain piece in the middle of the board.  In the guard quarter there was a forest about 10" from the centre of the board, and a 3 story ruin in the top right had corner of the board.  There was a multi story ruin in each other corner of the board, a few forests scatter round the small middle ruin.

With the scattering template I decided to set up in a loose quarter circle 12" from the middle of the board.  My opponent put a blob of 20 guys with 2 heavy weapons and the psyker in the ruin in the top right hand corner of the board, along with the command hq on the first floor, and the heavy weapon team split between the 2nd and 3rd floors.  The orgryns were hiding in the ruin behind the 20 infantry.  A blob of 30 guys (with 3 heavy weapons and a commassair to make them stubbon) were deployed stretching from just behind the forest in his quarter all the way back to the right hand table edge.

The two platoon commands were left in reserve (my opponent probably worried about easy kill points).  Joining them in reserve was a blob of 50 guys (with 2 heavy weapons and a commassair to make them stubbon), and the rough riders.

Remember all the blob squads had multiple sergaents with power weapons and the psyker had  power weapons making them a daunting prospect in assault.  Lastly 5 scouts deployed in the ruin in the bottom right hand corner.

Luckily I did not have initiative stolen from me, and was able to start turn 1.  I was lucky with the scattering template an it scattered towards the guard lines.  It hit the blob of 20 guys and killed 5 of them, and killed one of the command squad.  After that the template did not hit anything else, it didn't scatter towards the guard quarter and I moved my army into the middle of the board knowing the average scatter would take it 28" away (so I won't mention it again).

All four raiders with assault troops moved nearly the maxiumum 24" forwards, all stopping just before the forest, the rest moved 12" into the middle of the board to avoid the scattering template and get in range of the guard.  I started by shooting the razorwing missiles at the heavy weapon squad (hoping to instant kill them).  As they were split between levels I could only get 2 models with a hit.  A combination of bad scattering and good cover saves meant that I only killed one base.  Splinter cannons did little to the command squad with their feel no pain, and most of the ravager lances were stopped by cover saves.

I think this was bad target priority by me.  Although it would have been nice to try and instant kill the heavy weapon teams the fact that they were on different levels meant that I had to get a hit or only move and inch to hit any of them.  A much better target would have been the unit of 20 infantry that had already lost 5 models.  They were quite packed and all on the ground floor.  The razorwing would probably have reduced them down to the size that just one of my close combat squads could have killed them.  Ideally I had to kill the guard squads quickly because their multiple power weapons would take a toll on my fragile squads.

Splinter cannons should also have gone into the 20 man squad to help reduce them to much more manageable levels.  Given that I was likely to be out of range with the ravager darklance to fire at the heavy weapon teams they should have gone into the command squad (to ignore feel no pain).

With no reserves, the guard stayed still in their turn.  They blew up the raider with the wyches and the haemonoculus.  Luckily no-one died due to having feel no pain, and they passed their pinning test.  The wrack raider was also blown up, and again no-one was hurt due to higher toughness and feel no pain.
This would leave me with 2 squads to assault the 30 man unit, and 2 mounted squads to assault the 20 mn squad further away, however the wracks failed their pinning test.  Because the wrack raider went full speed the trueborn venom's wouldn't have been in range even if they had grisly trophies, and I didn't roll the exact 9 (1 in 9 chance) that would have meant a squad leader would have made a difference.  I'm coming the conclusion that I'll just have to suck it up when I fail pinning tests, and rather than spend money to help I should just buy more models and guns.

With only 2 raiders downed I think I got off lightly.

Turn 2 I pushed both wyches into the 30 man squad, and the incubi went on their own into the 20 man squad (they were down to 15 men plus the psyker and I calculated the incubi should do about 9 kills). All the remaining vehicles (including the small unit of wracks and the 2 trueborn units) else stayed in the centre of the board (they at least moved slightly to ensure they would require 4+ to hit in combat).

The wyches fleeted to get right next to the 30 man guard blob.  I didn't want to fire at them in case it meant that a bad difficult terrain role from the wyches with the haemonoculus meant they did not make combat.  The incubi moved so that they would only reach the two guard models out of terrain (meaning they didn't need to risk a difficult terrain test).

Shooting saw me pick the right targets, with all the lances making sure the command squad (apart from the commander who was hidden out of line of sight) were dead.  The heavy weapon team was also finished off.

In combat the commassair and all three sergaents in the 30 man blob could move against the the wyches with feel no pain.  It was a bit tense, but they wyches eventually broke the blob after 4 turns of combat.  The incubi did not fair too well as there was still 3 power weapons in the squad of 20 (2 sergaents and the psyker).  I really should have allocated some razorwing love (ie. large template missiles) on turn 1 :)

While these combat were going on the guard 50 man blob unit came on from reserve, and one of the platoon hqs.  The platoon hq hid in the ruin in the top left hand corner, and the 50 man blob spread out along the middle 20 inches of his side of the table, spread evenly because the wracks had 2 liquifier guns.
I think this was a mistake by my opponent, he should have moved more agressively forwards.  What he did do was first fire grenade launchers at a vehicle, and then the following turn fire at another vehicle with the addition of 2 heavy weapons bringing down a raider.

Just before the wyches finished off the 30 man blob the rough riders came on from reserve amd charged a ravager that I had carelesly left on his half of the board.  A good fleet roll and they charged and wreaked it.  With nothing much else to fire on (the 50 man blob squd through cover or the orgyrns hidding in the top right hand corner ruin) all my lances and splinter cannons turned on them and killed them in a turn.

When the 30 man blob squad was finished the pain token was given to the wyches without feel no pain.  The squad that started with the haemonoculus moved towards the incubi combat and helped them finish off the last of the squad, however there was only 1 incubi and  few wyches left, who were seem off by orgyrn shooting nd combat the following turn.  The imperial commaneder risked coming out of cover to kill the incubi and then consolidated back behind line of sight blocking terrain.

The other wych squad got on my last remaining raider and moved towards the ratling snipers in the ruin in the bottom right hand quadrant.  In the last turn they hopped off and charged the ratlings, easily killing them all.

In the centre the orgryns (after killing the wyches) moved accross and assaulted the wracks.  The wracks lost combat but held for the game to end.  However with the small wrack unit on a borrowed venom sitting on the middle objective the orgryns would have needed another couple of turns to force me off the middle objective (particularly s in the mission rules it stated that only troops could contest objectives.

In the end I hadn't killed many kill points; 2 blob squads (50 men), the ratlings, the heavy weapon team, the primis psyker, and had lost a lot; haemy, incubi, wych squad , 3 raiders, venom & ravager, however I had managed to keep the secondary objective for a 10-5 loss.

With 2 big wins in my first 2 games I was able to win the tournament on the victory point tie break :)  Winning the secondary objective in my 3rd game was essential to winning the tournament.

Rathstar

Thursday, 24 November 2011

Life stirs...

As the 2011 tournament season draws to a close for me I'm busy assembling necron barges. It was to go to a tournament this weekend, but because of other priorities I don't think I'm going to make it.

So what have I been up to since my last post. I've completed my battle report for the Battle for Planet OG tournament I went to. It's on my tablet waiting to be transfered to my PC and will be posted this weekend.

I've also attended 3 tournaments, Starsmash in Reading, M.A.D. at Triple Helix & Warfare in Reading. My posting schedule should return to normal now, so overviews of my performance and learning with my Dark Eldar will be forthcoming along with my initial games with my necron army (so far they have drawn against a Lysander led marine army).

Until next time...

Rathstar
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