Sunday, January 5, 2014

Adepts Sororitas/IG vs Orks

Here are some photos and a recap from a recent 2000 point game with my Adepta/IG vs Orks.
A quick overview of the lists

Adepta/IG
 
HQ
* Ministorum Priest 

        Book of Saint Lucius

* Ministorum Priestx3

    * Canoness 
        Boltgun, Cloak of St. Aspira, Melta Bombs, Rosarius 
        * Sororitas Command Squad 
            4x Flamer, Hospitaller
            * Immolator (
                Dozer Blade,Twin-linked Multi-melta

    * Saint Celestine 

Troops

    * Battle Sister Squadx2
        9x Battle Sister, 2x melta gun)
        * Rhino w/ Dozer Blade

    * Battle Sister Squad (173pts) 
        9x Battle Sister, Heavy Flamerx2
        * Rhino w /Dozer Blade 

Heavy Support 

    * Exorcist 

    * Retributor Squad 
        4x Heavy Bolter 

IG

HQ

    * Primaris Psyker 
        Enfebal and one other(never used it)

Elite

    * Guardsmen Marbo

Troops

   * Infantry Platoon

        * Infantry Squad w/ power axe and plasma gun x4

        * naked command squad

Fast Attack

    * Vendetta Gunship 

Heavy Support

    * Avenger Strike Fighter (FW) 

ORKS
weird boy
Big mek with shock attack gun

Troops
Boyz x20 with nob, boss pole, and klaw x2
Gretchin x3

Elites
Nobs with painboy some klaws (6 or 7 maybe)
Lootas x12

Fast Attack
Biker boyz x12

Heavy
Deffdread with rokkits
Battle wagon with rolla
3 Kannons

Deployment-

My opponent won the roll off and elected to let me to go first. Considering I don't have a ton of shooting it wasn't the worst choice. You can see how we deployed(after his scout move with koptas)

The mission was big guns with dawn of war deployment. We rolled 5 objectives and I was able to place 3. Because I knew my troops were more mobile and I had an exorcist i could throw in the far corner I spread all my objectives across my table with my middle objective behind the LOS blocking hill. 

I left one melta Sisters squad in reserve as there was no reason risking them to Kannon fire or lootas.
I deployed the blob in the center because with enfebel they should be able to handle most of the stuff he throws at them. To the right I hide my one rhino in the ruins where he can't see it and leave the heavy bolters and command squad in the ruins to get their 4+ but still shoot away. I then deployed my flamer squad near the exorcist to help hold that side of the board. ( the rhino near exorcist is actually on the hill but it kept falling)

He deploys his lootas in the ruins as expected and chooses to outflank his boys with his warlord weirdboy (he got that trait). He infiltrated the koptas which I don't think they have but I covered the board so it was the same as him scouting so no worries there and I didn't say anything as he had to stay 18 inches away anyway.  He deploys the kannond and nobs with the big mek in the back corner to the right. I think keeping the nobs back and without a transport wasn't the best choice and he should have deployed them in the wagon instead but he filled that with bloodthirsty boyz. Next the the battlewagon he deployed his large squad of 12 bikers.

Turn 1-
 I Enfebal the koptas to the right who were just within range. I then stupidly fly Celestine fwd and move the blob up into the terrain. About 20 of the 40 models can see his koptas and after all my shooting with heavy bolters, Celestine , and the blob they are dead and I have first blood. I shoot his wagon with my exorcist but fail to pen or glance.

In my opponents turn he moves his remaining Kopta unit to threaten the exorcist  and the rest of his army minus the nobs, lootas, and kannons shoot fwd. After all his shooting Celistine is dead along with my immolater carrying the command squad. 

Turn 1 could have been worse but we both rolled pretty terrible outside him getting a st10 shot from the big mek.

Turn 2 

I get my vendetta and one sisters squad in and Celistine passes her act of faith test and returns to action moving close to the lootas to get rid of them. I  decide to bring in the sister squad right behind the blob to help control my center objective. I attempt to enfeble the bikers and fail my test. My sister squad with flamers on the left pushes fwd to flame off the Koptas and I end up killing all but 2.  I shoot the exorcist at the side of his battle wagon and get 6 shots with 4 pens and my opponent decides to roll four 4 ups forcing me to shoot the vendetta at its side and wreck it. He rest of my army shoots at his bike squad only killing 4 models and he passes his ld test and I kill a few of the 20 man boy squad. I also flame off 6 or 7 lootas with Celestine and force them to run and eventually kill them in assault.

On Orks turn he gets only 1 Gretchin squad in from reserves and moves them in the ruins next to Celistine who he will most likely kill with his deff dread. He moves fwd to assault my blob with the boys and bikers. His big mek gets a st6 shot and instana kills my warlord canonnes after I make a bunch of 6++ with regular command unit sisters but fail my reroll save on her and she bites the dust with a blast to the face.  He declares his assaults and Celestine gets a Deffdread klaw that her holy armor can't handle and she is insta killed. As for the blob squad he declares the boys assault first and overwatch kills 4 and he fails the assault. His bikes make it in killing 7 of my blog and I end up killing 5 bikes. I'm fearless because of my priest in the squad and he realizes now that the bikes are going to die on my turn. 


Turn3

I get the avenger strike fighter in but no Marbo, which is ashame considering his blast could have killed the whole nob squad which was grouped up in the back corner. I shoot most of my army into his deff dread trying to get a few extra 
points from heavy support. I end up getting 5 glances and 4 pens after shooting the strike fighter, Vandetta, and heavy bolters with rending Annndddd only take off 1 hull point as he made all but 1 5+ cover save.

At this point even though it's only turn 3 we can tell that it's not looking good for him. I have all my troops left with 2 heavy support to sit on objectives as well. I get my sisters out of the transport to sit on objectives and prep for his outflanking boyz. My flamer sisters end up taking out 1 of the 2 remaining koptas and he passes his ld with 1 wound left on the last kopta.  In assault I kill all his bikers and leave the nob with a single wound. He fails his ld and I run him down. 

Orks 
He. Outflanks to my right and ends up forcing my heavy bolters to run but they only go 3 inches and auto regroup because of the book of st Lucia which is within 12 inches. His big mek and nobs split up but at this point it's too late and he realizes he won't be able to get across the board I'm time with all the bolter shots and flyer cannons coming his way. 

The game ends after turn three because we decide to call it. With me having Marbo coming in next turn and all my troops largely in tact with no real way for him to take down my flyers we see how it's going to end.

At the time of calling the game I have first blood, 3 objectives, and 2 points from big guns. My opponent has 1 for warlord and 1 objective.


It was a fun game playing orcs and a wacky Ork list at that.
 













Thursday, December 26, 2013

WIP Imperial Fists


So it's been forever since my last post but I figured out I would throw up some photos of some work in progress imperial fists I am doing as a commission.


So far it's coming along pretty well but still needs some final touchups and the insignia.
I will take some photos of the 6 centurions already done and the captain I am working on as well.

Thursday, February 21, 2013

Colonial GT Sisters- What do you guys think?

2000 Pts - Sisters of Battle RosterTotal Roster Cost: 1999





This list is pretty close to the one I took to the qualifier event where I lost at the top table. Out of 5 missions the event only has one KP and one Relic, which are the missions I tend to struggle on. A lot of people say I should drop sister squads but I find having 4-5 units provides me with so many options in the game and having 9 total meltas(including the immolator) and 9 flamers (4 hand flamers and one heavy flamer from St. Celestine) gives me options to deal with armor or infantry.



My largest concerns are facing the double or triple helldrake lists. I have very little to shoot them down with and once they pop my rhinos it will be 2-3 squads dead a turn assuming im failing my 6++. Flamers and screamers are also very difficult for this list(what list aren't they) but my goal would be to just focus down troops. Any suggestions, comments, thoughts???

HQ: Saint Celestine (1#, 115 pts)
   1 Saint Celestine, 115 pts

Troops: Battle Sister Squad (11#, 191 pts)
   9 Battle Sister Squad, 140 pts = 9 * 12 (base cost 12) + Meltagun x2 20 + Sister Superior 17
      1 Sister Superior, 5 pts = (base cost 0 + Melta Bombs 5)
      1 Rhino, 41 pts = (base cost 35 + Searchlight 1 + Dozer Blade 5)

Troops: Battle Sister Squad (11#, 191 pts)
   9 Battle Sister Squad, 140 pts = 9 * 12 (base cost 12) + Meltagun x2 20 + Sister Superior 17
      1 Sister Superior, 5 pts = (base cost 0 + Melta Bombs 5)
      1 Rhino, 41 pts = (base cost 35 + Searchlight 1 + Dozer Blade 5)

Troops: Battle Sister Squad (11#, 181 pts)
   9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 17
      1 Sister Superior, 5 pts = (base cost 0 + Melta Bombs 5)
      1 Rhino, 41 pts = (base cost 35 + Searchlight 1 + Dozer Blade 5)

Troops: Battle Sister Squad (11#, 181 pts)
   9 Battle Sister Squad, 130 pts = 9 * 12 (base cost 12) + Flamer x2 10 + Sister Superior 17
      1 Sister Superior, 5 pts = (base cost 0 + Melta Bombs 5)
      1 Rhino, 41 pts = (base cost 35 + Searchlight 1 + Dozer Blade 5)

Troops: Battle Sister Squad (10#, 145 pts)
   9 Battle Sister Squad, 140 pts = 9 * 12 (base cost 12) + Meltagun x2 20 + Sister Superior 12

Fast Attack: Dominion Squad (6#, 180 pts)
   4 Dominion Squad, 90 pts = 4 * 13 (base cost 13) + Meltagun x2 20 + Dominion Superior 23
      1 Dominion Superior, 5 pts = (base cost 0 + Melta Bombs 5)
      1 Immolator, 85 pts = (base cost 65 + Dozer Blade 5 + Twin-Linked Multi-melta 15)

Fast Attack: Seraphim Squad (8#, 180 pts)
   7 Seraphim Squad, 165 pts = 7 * 15 (base cost 15) + Two Hand Flamers x2 40 + Seraphim Superior 35
      1 Seraphim Superior, 15 pts = (base cost 0 + Melta Bombs 5 + Power Sword 10)

Fast Attack: Seraphim Squad (8#, 180 pts)
   7 Seraphim Squad, 165 pts = 7 * 15 (base cost 15) + Two Hand Flamers x2 40 + Seraphim Superior 35
      1 Seraphim Superior, 15 pts = (base cost 0 + Melta Bombs 5 + Power Sword 10)

Heavy Support: Exorcist (1#, 135 pts)
   1 Exorcist, 135 pts

Heavy Support: Exorcist (1#, 135 pts)
   1 Exorcist, 135 pts

Heavy Support: Retributor Squad (5#, 85 pts)
   4 Retributor Squad, 80 pts = 4 * 12 (base cost 12) + Heavy Bolter x4 20 + Retributor Superior 12

Aegis Defence Lines (2#, 100 pts)
   1 Aegis Defence Lines, 50 pts
      1 Gun Emplacement, 50 pts = (base cost 0 + Quad-gun 50)



Monday, January 14, 2013

Sisters of Battle

So this past weekend I used this list at a 2k Colonial GT qualifier and it served me fairly well, however I dont see it being able to beat the current Daemon Meta. I also see this list having a tough time against anything that can block my ability to move(i experienced this in my final game at the top table vs a Daemon Chariot(9 of those big bases is a pain!)/Screamer/Flamer spam.


Any suggestions on changes? I think I may try out some combi-flamers on all the superiors and possibly ally in marines for null zone and a scout squad or something i can use to get an outflanking or quick linebreaker point.

(i have exluded points because i dont have my list on hand so a few things may be a little off)

HQ

St. Celestine

Troops

3x Battle Sisters(10) in Rhino w/ dozer & light(on 2 rhinos). 2 meltas and melta bombs on superior

Battle Sisters(10) in Rhino w/ dozer. 2 flamers and melta bomb on superior

Battle Sisters(10) w/ 2 flamers and melta bomb superior

Fast Attack

2x Seraphim squad (8) with 2 flamer pistols and superior with melta bomb and power sword

Dominion Squad(5) with 2 meltas and superior with bombs. Immolator w/ multi-melta

Heavy Support

2x Piano Tanks

1xRet Squad(5) with 4 Heavy Bolters


Aegis D Line w/ quadgun.


The list worked out well in the tournament for the most part. I was able to get max points game one vs. black templar. Game 2 was closer as it was against a Daemon player but his list was not the Meta Screamer/flamer spam list. It was a great game that saw me winning in the end. Game 3 was at the top table vs. a very competitive player using 9 chariots, 18 screamers and 18 flamers(those numbers might be a bit off) and then 2 small horror squads along side 3 plaguebearer squads.


I feel like the list was at its strongest with the open board as I can control fairly well with the mobility it offers. I find that my rhinos rarely die turn 1 which allows me to get into good position. The seraphim normally do their job and get their points back or at least take all the fire and get their points that way.

Celestine is worth her points and more so I cant complain there.

I just have very little counter to fast assault units like screamers and wraiths. With wraiths at least I have a TON of metla and st8 shots i can unload + all the bolter shots. I think the two hardests list for this build right now would be wraithwing with three barges and the obvious daemon lists.

What do you guys think? Am I missing something obvious to help deal with those types of lists? What would you do to lower this to the 1850 point level?

Saturday, December 8, 2012

Sisters of Battle???



      I have been looking to start a new 40k studio army since the Daemons have been placed on the back burner due to their sudden boom in popularity (they may still happen as I already have a bunch of the models). I was reading through some of the Sisters of Battle rules and they seem fairly interesting. While I generally do not like playing with T3 units/armies I think they could make for some pretty cool lists if allied or even just on their own.

      The initial standouts I have for the army are the easy HQ choice in Saint Celestine (makes unit fearless, 2/4++ and comes back if killed on a 4+ with d3 wounds!), Fast attack choice Seraphim with max double flamers seems pretty great for horde control, and the Retributors with all heavy bolters seems like it could lay the hurt down on most walking units, marine or not. While Celestine and Seraphim seem to be the most common unit I never hear anyone talk about using the Retributors, why? With the new meta moving towards hordes and durability they seem like a great unit to have geared out with heavy bolters. Every shooting turn you have the chance of getting 12 heavy bolter shots with rending(on a 4+ with superior) . Sure they aren't going to rock large units or even kill a unit of 10 marines but they provide a great backfield unit that wont gain much attention from your opponent.

      My largest concerns for the army are the troop choices and cost. While the sisters have the 3+ save their t3 makes them weaker than walking marines so you either need to pay for a rhino or carry them in squads of 20 just because I don't see them standing up to the common 10 man strike squad with 20 st5 bolters wounding on 2+.

I'll see what the future brings but I think they make a pretty interesting choice for an army or at least an ally...if the wallet permits.

Thanks and as always check out the facebook page and feel free to post your thoughts on the topic!

-Stephen

Tuesday, November 13, 2012

it's been awhile

So work is slowing back down to somewhat normal and I am starting to get more time. This past weekend I was able to play in a small tournament at timewarp which was a lot of fun. I got to break out the orks and ended up getting 2nd place out of 8 players which got me a dakkajet to work on so photos of that should be posted with the photos of farseer and warriors.

I have also decided to put a halt on the daemons for now because of time issues...I may come back to them but I think instead that time will go towards my personal armies.

I figured I would post the Ork list I ran for the tournament and see if people have thoughts, suggestions, cool ideas.

HQ-Warboss on bike w/ claw, squig, and pole.

Elites-2x 11 lootas

Troops- 10 gretchin w/ ork boss, 20 man shoota squad w/ 2 big shootas , 20 man slugga/choppa boyz w/ 1 big shoota, 30 man shoota w/ 3 big shootas. Each boyz squad had a nob with PK boss pole and armor (slugg choppa squad nob did not have armor).
6 biker nobs- painboy, 2 PK (one with combiskorcha and one with waaagh banner), 3 with choppa slugga...these boys come out to 400 exact i think... they have a 4+/5++ with fnop and are there to absorb all the fire...and if you ignore them these 6 guys + warboss will put on a hurting.

fast- none
heavy- 2x battlewagon with armor and rollas

forts- aegis D line with quad gun.

all in all the list was pretty fun to play. it was a nice balance of not having 4walking 30 man boyz squads (which is prob better but is to blah to play) but still having enough models to make it tough to kill. After two games using the wagons I quickly learned that while they are great at killing mech and vehicles they provide a nice way of chopping down the squad inside by half if it blows up...the change from st3 to st4 REALLY hurts.

my favorite part of this list was prob the aegis defence line...having gretchin sit back on an objective while lootas shoot away with a 2+ save if they need it (after they are down to 10 models) is pretty nice.

I may mess around with the idea of having mega nobz in wagons and some fliers (because they look pretty cool)

Wednesday, October 17, 2012

Daemons anyone?!

So the necrons have come and gone. It's time to start planning out the next army OTS will be making. I have decided to go with Chaos Daemons. They should be fun to paint and play + they are just so cool.

Here is the initial list I was thinking of running- no point values but its close or around 2k.

HQ-Fateweaver
Elite-3 flamer squads of either 6 or 7 each
Fast- 3 screamer squads of 5 or 6 each
Troop- 4 or 5, 5man plague bearer squads (may take out the fifth squad to add a larger unit of pink horrors for more anti infantry shooting.
Heavy- Daemon Princex2. either slaanesh with breath or 4+ invl version with gaze and breath.

should be a fun project to start once the necron additions (person who bought the crons added 2 arks, 12 warriors, despairtek, and 10 immortals) and the fantasy lizardmen army is completed.

Friday, September 21, 2012

NOVA BAT REP #1 (Game 3 of GT)

So I figured I would do a series of a few battle reports. I have some photos...not great but at least they show the board.


I will start the series by going through my list...here we go!


NOVAcrons


HQ
*Stormlord- 225pts
*Overlord + Barge- 240
*Royal Court#1-(145 total of three)

   Harbinger of Despair(veil and shroud)-70
   Harbinger of Eternity(cronometron)-40
   Harbinger of Storm(staff of lightning)-35
* Royal Court#2-(185 total of three)
    Harbinger of Storm(staff of lightning)-35
    Lord (mss, res orb, warscythe)-90
    Lord (mss, warscythe)-60

Troops

*9x Immortals w/ Gauss=153
*8x Immortals w/ Tesla=136
*6x Warriors w/ Ghost Ark=193


Fast Attack
*5x Scarabs
*4x Scarabs
*6x Wraiths(3 coils)


Heavy Support
*Annihilation Barge(Telsa Cannon)

*Annihilation Barge(Tesla Cannon)
*3x Spyders(1 Gloom)
Total=1997


So the basic-super simple breakdown of my strategy was to provide a rush/diversion w/ wraiths leaving me turn 1 & 2 to position the rest of my army to unload 24inch range hell.


The Telsa immortals were my bait and hook unit...using them to bring units out of the game and then veil away to claim objectives.


One of my initial concerns with the list was flyers but I quickly learned that if they don't kill all my vehicles(tough to do with av13 to start) when they come on and they stay within 24 inches(36 for barges)...they die. Because I need snap fire to hit anyways it gives my ark the freedom of moving 12inches and rapid firing 8 haywire shots and 22 regular gauss shots.


Spyders are in the list to provide assault support for the Guass immortals + pump out sacarabs for at least 3or 4 turns normally.


The HQ slot is pretty straight forward...Stormlord provides great anti-armor and helps keep my army alive for 1-2 turns. I say this because as you will see I was often afforded 2+ cover saves on vehicles turn 1 and 2 or 3+ saves on scarabs and immortals.


The Overlord is used to push forward, opposite wraiths generally, pushing the opposing army together...I was not all that impressed by the overlord but he is needed for contesting quarters and quick help situations...and a close combat monster in challenges.


Bat Rep #1 (Game 3 Nova GT)

This game was against a GK/IG allied force. Here is the list...

HQ
*Coteaz- 100
*Ordo Xenos Inquisitor(Psyker- Hammerhand)-85
*Primaris Psyker (had puppet master and the one that lets you move around after deployment)-70
TROOP
*GK Strike Squad x10 (Justicar w/ Daemonhammer, 1 Force Sword, 6 Halberds, 2 Psycannons, -Warp Quake & Hammerhand)- 260
*GK Strike Squad x10 (Justicar w/ Halberd, 1 Daemonhammer, 6 Force Sword, 2 Psycannons, -Warp Quake & Hammerhand)-255
*Henchmen(3x Acolyte w/ Razordback w/ psy ammo)=63
*Henchmen( 7xPysker w/ Barrage, 3x Acolyte w/ Chimera(bolter and multi-laser))- 173
*Veteran Squadx10(3xplasma guns)=125
*Veteran Squadx10(1x plasma pistol,3xmelta, demolitions, meltabombs, Chimera-bolter and mulitlaser)- 202

Elite
*Marbo-65

Fast Attack
Vandetta w/ twin linked las x3-130

Heavy Support
*Dreadnought w/ twin linked autocannons w/ psy ammo-136
*Dreadnought w/ twin linked autocannons w/ psy ammo-136
*Dreadnought w/ single twin linked cannon + psyfist- 131
*Griffon-75


Objective Priorities:
Primary--Objectives (objectives outside deployment count as targeting relays)
Secondary-- Mod. KP
Tertiary-- Quarters
TieBreak- VP

Deployment- Vanguard

So the game started with me winning the roll off and deciding to go second...unknowingly we rolled first for the side and then AGAIN for who goes first...so I ended up giving my opponent the choice of side assuming I had to do so in order to go 2nd...when I found I asked if I could actually pick side as we had not rolled for the first turn yet and my opponent said "no"...I guess it is one of the largest GT's in the country but after that I was expecting a rough/long game...in the end I won the roll off for turn and got to go 2nd anyway but he wisely blocked me from having a ruin to deploy in.

As you can see in the picture he deployed his forces in a straight line. The IG and 2 dreads going towards my far left side while his GK Strike Squads formed a line awaiting my forces and giving cover to his solo dreadnought in the middle. He tucked his Griffon away out of sight behind the ruins.

I pretty much turtled in the corner, placing my wraiths in front as always and the immortals further away to bait the GK Strike squads.  I placed my Scarabs and Spider squads out of range of his griffon and chimeras/dreads so he wouldn't be able to spotlight them.








 Turn 1 he pushed fwd with his Pykers and melta guard. He threw his two dreads behind each chimera and moved his griffon a bit forward. The GK took the bait and pushed towards the wraiths and Tesla immortals.
In shooting he spotlighted my 2 barges and ark with his chimeras and a single dread and then shot dreads at all three doing nothing. He then passed his test for Barrage and put down a St10 blast on my ark, annihilation barge, and chariot. This slowed the game as he was attempting to place the template on a single metal numb on the ark(clearly decorative) which allowed him to hit all three. In the end we called a judge and they ruled with him (a bit silly) but karma came back and he rolled a 1,2, and got one pen...which I saved using my cover from the ruins). All the GK strikes, one dread, and the griffon shot at the wraiths and even with him have prescience up he only killed two.

On my turn 1 I managed to hit his griffon after using my crono reroll...expecting to kill the thing I roll my d6 st 8 hits and get a 1...ok well at least I can knock the gun off on a 4 right? I rolled a 5 and he was stuck. Oh well. In my movement I moved the wraiths towards his chimeras and guard but out of sight from his GK(behind the center ruins). I spawned 3 scarabs taking a wound on a non-gloom prism spider. I decided to push this squad of 8 to my middle area terrain...making sure to keep them 36 inches away from the griffon. If he wanted to waste a spotlight on the scarabs at this point i was ok with that as he would be hitting at most 3 bases with a direct hit. After nearly losing 3 vehicles with one shot I knew I needed to be smarter and spread those bad boys out. I pushed the ark forward, moved the chariot with the wraiths, and spread the barges just enough to make a double hit pretty hard. My tesla Immortals pushed fwd getting 4 guys in range.

In shooting I shot 4 immortals into the closest GK strike squad getting three 6's I ended up kill three models (1 psycannon). The ark and 1 barge shot onto his psyker chimera only causing 2 glances(rolling 7 hits with a st 7 only getting 1 glance). The other barge turbo boosts to get a 4+ save.


Turn 2- His Vandetta comes in and nothing else(has harbo and acolytes). At this point the game is going really slow and we only have like an hour left. He pretty much backs up what he can and moves the GK strikes towards immotek. The valk flies right next to spyders getting ready to blow a barge down.

In shooting he casts puppet master on my boosted barge and gets it off- taking 6 shots on by chariots rear armor. Luckily I save everything minus a glance. He then barrages me again with his psykers but this time misses.  His dreads and everything else that can, shoots at the wraiths killing 2 more. His vandetta shoots all three lascannons and only gets 1 pen through but rolls a 1. His GK shoot the Guass immortals killing 4 and wounding immotek (prescience and me rerolling passed saves is rough). I ended up saving 9 wounds on immotek in the game so his 2+ was awesome. At the end of the phase I rolled for my immortals and 3 came back.

In my turn 2 lighting only hits the unwounded chimera taking 1 hullpoint  (lighting you suck).
I attempted to back up my guass immortals behind the hill but rolled a 2...ohwell. I jump my tesla immortals behind his far right object with his vets and i roll an 11 inch scatter which puts me at the edge of the table...giving me a nice rear armor shot on his griffon.  I moved my barges 12 inches and my ark split to be 24inches from the vandetta and still only a roll away from the left objective. My chariot flew over his 2hp(remaining) chimera and only hit and glanced on 1...so now both chimeras are down to 1hp my scarabs, which pooped out another 3 bases have pushed fwd and are ready to assault. My wraiths I moved into position to kill anything that falls out of the vehicle, and both barges are in the middle ready to shoot the flyers or vandetta. I figured with 3 HP and only a 5+ jink if he chooses the immortals and 1 barge or ark should do the trick. I shoot the immortals first as they have no other targets. They only get 1 hp off. I then shoot my closest barge and he doesn't do anything on 5 hits WTF!!! I am now forced to shoot my 2nd barge which i really needed to kill the 2nd chimera as the ark will wreck the psyker one for sure. The 2nd barge manages to knock out the vandetta and the psyker chimera is wrecked. He fails his pinning check on the psykers...WOOT! My tesla immortals shoot his griffon up the but and make quick work of his remaining Hullpoints.
  In assault he has backed the psykers out of the range of my wraiths so I decide to charge his chimera while assaulting the fistdread next to it with the scarabs. He ends up doing a wound to a wraith during overwatch but I make the charge and wreck the chimera and he gets out 3 inches behind the vehicle. My scarabs only lose a single base and as expected show the dread who is boss. After the combat he is clearly shocked and we laugh at how amazing scarabs are vs. armor.

Turn 3
We have 40 minutes left in the game at this point and we both realize we need to pick up the game speed. His acolytes in the razorback come in and he moves them near the objective. Harbo stays in reserve. He moves everything in my left corner back towards his objective, and he pushes his vets on the hill fwd to kill my wraiths with plasma and volume of fire. He moves the middle GK to the middle area terrain on his side of the board and the other squad to the far right objectives next to the acolytes.

In shooting I dont need to worry about his barrage st10 blast because they are pinned but he makes up for it with some amazing dreadnought shooting. He blows up the pen'd barge with the far dreadnought (not that unlikely but I fail two 4's and his hit was rending so thats the end for that barge) His dread which is now towards my side of the board takes its 4 shots on my ark and hits all 4 and pens 1 with a non rending shot and then rolls a 5 and I go BOOM! I lose 2 warriors in the explosion.
His melta vets take 3 meltas into the barge and take it down.  Everything else on my left side shoots at the wraiths killing them with ease. His GK continue to try and kill the immortals and the stormlord keeps taking wounds like the boss that he is and in the end I lose 4 more immortals but once again 3 decide to come back (squad down to 7 immortals).

As my turn 3 starts I get through about 10 minutes of movement and they make the call for last round turn....my opponent throws his hands up and goes to look for a judge. I have no desire to end a game only playing 3 turns(even though it means a clear and easy victory for me) so when they come back I tell the judge I am fine with playing a 4th round and agree that I will fast play through my turns.

My lightning is still on but I forget to use it because of the round drama. I move my warriors into the objective on my left. I push my spiders to the middle of the board with the 2nd scarab squad on their left towards the ruin. I pump 3 bases into the 2nd squad making it 7 strong. I move the overlord towards the far objective and because my immortals are so far out in the back left corner I decide to jump them safely towards his vets to shoot some down and be ready to contest or take the objective. I place them 10 inches from the table edge and 10 inches from his troops and roll my scatter with confidence...and I get an 11 inch roll towards the table edge and mishap. I roll and he gets to place my models. He makes a mistake and places them in my back far right corner...this means they will be able to make last ditch effort and veil towards the middle objective as he cant cover the full range with his Warp Quake.
I move the remaining barge to take shots at his dread close to my far left objective.

In shooting I manage to do 1 HP to his dread and kill a few melta vets.
In assault I push my scarabs and overlord into all three of his squads. He rolls above average and kills a few bases and I roll well enough to dwindle down his psykers and kill his melta vets. His back vet squad remains untouched and while in a challenge coteaz passes his mss and I miss ALL THREE ATTACKS!! and he turns around and force wpns me to death after I fail a hammer hit to the face ...ugh.

Turn 4
Harbo comes in on my back left objective. He gets his acolytes out of the razorback and moves the GK squad over as well...smart move considering 3 acolytes wont hold up to a barge shooting them but a strike squad easily will. His middle GK squad pushes to the middle objective and both squads cast quake...leaving me about 5-6 inches of play to land w/ 5 inches of the objective on either side and run fwd to take it with the despairtek and immortals. His dread moves into the objective on my back left  but leaves room for my warriors to take shots at it next turn(he wants to kill my untouched barge). In assault he kills all my remaining scarab bases now that he has a hammer free to attack me+ force wpns. He consolidates away towards his objective. At this point he has 2 objectives to my one. To win the game I need to kill harbo and his dread on my objective + veil onto the middle objective and if I can reach both squads with my spyders contest his back left.

My gauss immortals push fwd to attempt to take his strike squads under 50% but still hold the back left. The barge moves over to leave its options open. I can either shoot the dread, harbo, or his units on his back objective. My scarabs are out of position so they just move out of the way so I have more room to veil onto the center. My spyders roll their 3d6 to get through the terrain and roll two 3's and a two. I will still be in charge range of the remaining vet squad but his psycher and 3 acolytes are going to be free unless I win the assault and bounce through...which should happen with my spyders. It is now the moment of truth...veiling onto the center objective! I place my despairtek exactly the 5 inches away from the marker and about 8 inches from his 12inch mishap range from quake. I roll the scatter and get 8 inches...towards the grey knights.  I roll and he places me back in my favorite corner of shame :-)

I go ahead and start to shoot. I now know I have to kill both harbo and the dread to save the W, assuming my spyders can win the easy assault. I go into the dread first with my warriors and blow him to bits with my haywire shots. I am now forced to shoot harbo with the barge and he takes a 7 st7 hits to the face and says goodbye...I ark to my warriors but only kill 1 which comes back.

Now for the game...I roll my assault and make the charge. I roll my impact hits(only 2 that were in base to base) and miss one and he saves the other....oh nooo the dice gods have officially turned against me!!! In assault he swings first causing 4 wounds with krak grenades...I make all my 3+ saves (thank god). I turn around and do 9 attacks to him, missing on 5 and killing 3. I win by 3 forcing him to take a leadership on 5. I am feeling like I have this in the bag...if he fails I can consolidate to the objective on a 3 or more. He rolls and gets a 4 and...................1. He sticks around to fight my monsters and saves the game.

The game ends on turn 4. We each have 2 objectives, I am ahead by 2 VP(needing one more to win), and we tie on quarters. It goes to VP and in the end I lose out by 24 or 26 total points. WOW...now thats what I call close.

All in all the game was a great game but I would have enjoyed at least one more turn as I had control of the game at the end of turn 4 with almost all his army tucked back in the far objective. He would have died to spiders in his turn leaving me room to contest the far left objective and bounce my tesla immortals to contest the middle or back objectives.  The game was greatly slowed by a ton of stingy play which was frustrating but I understood the situation of the tournament.

I was upset about the loss but I was ok with it. I could have taken the free win with only three turns but I wanted to test myself.

Wednesday, August 29, 2012

So I just snapped some quick photos of the NOVAcrons I have been working on for the past two months. This army will be up for sale after the NOVA GT this weekend. If anyone is interested please contact us @ ontargetstudios@gmail.com



















Monday, August 20, 2012

Display board almost done

Just need to add the snow and models and its all done!

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Thursday, August 16, 2012

more wip for the NOVAcrons.

So I havent posted in way to long so here is an update on what I have been doing with my painting time the past few weeks. The vehicles are coming along nice. I really like the way the rusted orange glow and the aggressive colors turned out.

I still have to touch up all yhr models, paint at least 15 scarab bases(prob more like 20), finish highlighting on barges and spyders and lastly work on all the lords and crypteks.

Wish me luck :/

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