Tuesday, August 13, 2013

40K: Space Marines Rumors, Pretty Much Everything.




So the guys over at Bolter and Chainsword, and a few people form 40k Radio have gathered together to combine all the leaked rules....

Pretty much everything is below....but they are still rumors.

WARGEAR:

CHAPTER RELICS:
There are 6 different ones.

Two swords, one Bolter, set of armor, one Storm Shield and one banner, they range from 25pts to 65pts.

One Chapter Relic grants a 6+ Invulnerable Save. (It's unclear who benefits from the Save generated by the Relic)

NEW WEAPONS:
Graviton weapons - Have the Concussive special rule, but are not Blast weapons.

Hunter Multi-Launcher (or whatever it is now called) - S:7 AP:2 Heavy 1, Armorbane
Stalker's anti-aircraft guns - S:7 AP:? Heavy 4

Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CHAPTER TRAITS & SPECIAL CHARACTERS:
ULTRAMARINES CHAPTER TRAITS:
Ultramarines armies may choose 1 of the following three doctrines:
Tactical - The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.
Assault - The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.
Devastator - The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).

MARNEUS CALGAR:
Is now 275pts
Is equipped with Artificer Armour by default. May upgrade to the Armour Of Antilochus for +10pts.
Marneus Calgar can take three Warlord traits.
The Armour Of Antilochus - his Terminator Armor - does not prevent him from preforming a Sweeping Advance, and it has a built in Teleport Homer.

VARRO TIGURIUS:
Tigurius is Mastery Level 3.
He knows all Psychic Disciplines.
He can re-roll his dice when determining his psychic powers.
He can re-roll Reserves rolls(even successful ones).
The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.

TORIAS TELION:
Telion has the same points cost.
​Updated with sniper rules for 6th Edition.

ANTARO CHRONUS:
Chronus is cheaper.
He increases the BS of his tank by +1.

SALAMANDER CHAPTER TRAITS:
Get to re-roll any failed Armor Saves from flame based weapons. (Flamers, Meltas, etc, as per page 56 of the Rulebook)
Their flame weapons (Flamers, Meltas, etc, as per page 56 of the Rulebook) get to re-roll any failed To-Wound rolls or Armor Penetration rolls that fail to cause a Penetrating or Glancing Hit.
Any Character gets to Mastercraft one weapon for free.

VULKAN HE'STAN:
Vulkan gives the Mastercrafted ability to Meltaguns, Combi-Meltas, and Multi-Meltas.
Otherwise essentially the same.

RAVEN GUARD CHAPTER TRAITS:
They all get the Stealth USR.
They get the ability to use their Jump Packs in the Movement and Assault Phase.

KAYVAAN SHRIKE:
Shrike can only Infiltrate with Jump Infantry.
????

WHITE SCARS CHAPTER TRAITS:
+1 to Jink saves
Autopass Dangerous Terrain tests
+1 to Hammer Of Wrath attacks
All White Scars units gain the Hit & Run USR, except for Terminators and Centurions.

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.
Moondraken inflicts D3 Hammer Of Wrath hits.

IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with standard Bolters.
Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

DARNATH LYSANDER:
Costs +30pts more
Has the Eternal Warrior USR.
Units within 12" re-roll failed Morale and Pinning Tests.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.

IRON HANDS CHAPTER TRAITS:
All Iron Hands have the Feel No Pain USR on a 6+.
All Characters and vehicles have the It Will Not Die USR.
Iron Hands get a 1+ to Blessing Of The Omnissiah

BLACK TEMPLARS CHAPTER TRAITS:
A Black Templars army may choose one of the following:
"Accept any Challenge, No Matter what the Odds" - Gain the ability to re-roll To-Hits rolls, and gain the Rending USR when you're in challenges.
"Crusaders" - Gain the Adamantium Will and Crusader USR's.
The Black Templars retain their current Ally Matrix.
The Black Templars may not take Librarians.
Black Templars may take Crusader Squads consisting of up to 10 Initiates (i.e. Tactical Marines) and up to 10 Neophytes (i.e. Scouts).
Black Templar Initiates may exchange their Bolters for Close Combat Weapons for free.
A Crusader Squad may purchase up to 2 Power Weapons, if you take a Sword Brother (i.e. the Veteran Sergeant upgrade).

HELBRECHT:
Once per game Helbrect can grant a Black Templars unit the Hatred and Fleet USR's for an Assault Phase.
May take a unit of Honor Guard.

GRIMAULDUS:
Grants the Zealot USR to any unit he joins.
If a unit is within 6" of Grimauldus' Servitors, they gain a 6+ Invulnerable Save.
Grimauldus has the It will not Die USR.
He has Wounds:3 and Attacks:3

THE EMPEROR'S CHAMPION:
The Black Sword (one-handed stance) - S:4 AP:2 Melee, Mastercrafted
The Black Sword (two-handed stance) - S:6 AP:2 Melee, Mastercrafted, Two-Handed
The Armour Of Faith - Grants The Emperor's Champion a 2+ Armor Save and a 4+ Invulnerable Save.
The Emperor's Champion is an HQ choice and DOES take up an HQ slot.
He may be the Warlord.
The Emperor's Champion has Initiative:5 and Attacks:2 (not counting weapons).

HQ UNITS:

CHAPTER MASTER:
Now has Attacks 4 and Wounds:4.
Still has Orbital Bombardment.

CAPTAIN:
Equipping the Captain with a Bike allows a single 5-man Bike Squad to be taken as a Troops choice.

CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.

LIBRARIAN:
?

MASTER OF THE FORGE:
Now has the It Will Not Die USR.

HONOR GUARD:
Cheaper.

COMMAND SQUADS:
Can have Bikes
Cannot have Jump Packs
Cannot have Terminator Armor

ELITES UNITS:

STERNGUARD VETERANS:
3 points cheaper per Marine.
Access to Graviton weapons.

TACTICAL TERMINATORS/ASSAULT TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Siege Drills (S9 AP2 Melee, Specialist Weapon, Armorbane)
- Twin-Linked Flamers
- Ironclad Assault Launcher

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Twin-Linked Flamers may be upgraded to Twin-Linked Meltaguns
- Ironclad Assault Launcher may be upgraded to Hurricane Bolters

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Move Through Cover
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

DREADNOUGHT:
No news to report.

VENERABLE DREADNOUGHT:
No news to report.

IRONCLAD DREADNOUGHT:
No news to report.

TROOPS UNITS:

TACTICAL SQUADS:
2 points cheaper per Marine (14pts each).
Access to a Graviton Rifle as a Special Weapon option.

SCOUT SQUADS:
2 points cheaper per Scout.
May take Land Speeder Storms as Dedicated Transports.

FAST ATTACK UNITS:

VANGUARD VETERANS:
Heroic Intervention: Negates the penalty for Disordered Charge and the Sergeant auto-passes Initiative checks for Glorious Intervention.
They CANNOT charge after Deep Striking anymore.
1 point cheaper per Marine.
Jump Pack upgrade is 7 points cheaper per Marine.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Possibly 4 points cheaper.

SCOUT BIKES:
No news to report.

HEAVY SUPPORT UNITS:

DEVASTATOR SQUADS:
2 points cheaper per Marine.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 Ld:8/9 Sv:2+ InvSv: -
Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Twin-linked Heavy Bolters and Hurricane Bolters

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Hurricane Bolters can be upgraded to Missile Launchers
- Twin-Linked Heavy Bolters may be upgraded to Twin-Linked Lascannons
- Twin-Linked Heavy Bolters may be upgraded to Grav-cannon and Grav-amp

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

VEHICLES:

RHINOS/RAZORBACKS:
No news to report.

DROP PODS:
Transport capacity has dropped back down to 10.

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

LAND SPEEDER/LAND SPEEDER TORNADO/LAND SPEEDER TYPHOON:
No news to report.

LAND SPEEDER STORM:
The Land Speeder Storm is now a Dedicated Transport for Scouts.

PREDATOR DESTRUCTOR/ANNIHILATOR:
Cheaper.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
No news to report.

STALKER ANTI-AIR TANK:
AV 12/12/10
S:7 AP:? Heavy4
Does NOT have Interceptor.

HUNTER ANTI-AIR TANK:
AV 12/12/10
S:7 AP:2 Heavy1, Armorbane
Does NOT have Interceptor.

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16

Monday, August 12, 2013

40K: Space Marine Rumor Roundup.


Thought I would post a round up of all the rumors from the past few days.

As usual, please remember that these are still rumors.

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Most things remained the same. Some units got cheaper: Vanguard, Sternguard, Honor Guard, Tactical Marines and some special characters.

Same psychic disciplines

Thunderfire Cannons are the same and cost the same amount of points.

Pedro Kantor is in the Rulebook as an HQ choice.

Lysander is still in there, but he costs 30pts more.

No new shooty HQ. MoF is still in the dex so he's your best option. 

There is no HQ with the ability to make terminators troops or scoring.

The only one that deviates in this way is Kantor, he allows Sternguard to score. 

Khan gives bike and dedicated transports in the WS detachment scout.

No bionic rules but Iron Hands have army wide 6+ FNP and It Will Not Die for vehicles and characters .

Legion of the Damned have flaming projectiles. 
All ranged attacks have ignore cover special rule.
They are  are 25 points a model.

Black Templars are in the book. 

They can not take some selections but have access to Centurions, Thunderfires, and so on. 
No Vows, just chapter tactics.

Chapter Tactics for the following chapters: Ultramarines, White Scars, Imperial Fist, Salamanders, Iron Hands, and Raven Guard. 

They have two special rules per choice.

Centurions 

Can be taken as Elites or Heavy :

Heavy support are the devastator option.

They come with twin-linked Heavy Bolters and Hurricane Bolters. Hurricane can be upgraded to missile and HB upgraded to Twin- Las cannon or Grav-cannon and grav-amp. 
Can upgrade to omniscope which gives night fight and split fire special rules.

They can select a Land Raider as a dedicated transport.
Special Rules: Slow and Purposeful, Decimator Protocols(Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and They shall know no fear.
Centurion "devastator" come with Twin-Linked Heavy Bolter and hurricane Bolter for 60 points. 
You can have up to 6 in a squad.

Gravitation Weapons are nasty against heavy armored troops. 
The roll to wound is based of the armor save. So shooting terminators, you would wound on a 2+ and all types are AP2.

Elites are the assault option. 

They come with Siege Drills at S9, twin-linked flamers and Ironclad assault launchers. They can upgrade flamers to meltas and assault launcher can be upgraded to Hurricane Bolters. 
Can upgrade to omniscope which gives night fight and split fire special rules.

They can select a Land Raider as a dedicated transport.

Special Rules: Move through cover, Slow and Purposeful, Decimator Protocols(Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and TSKNF.

2+ Armor save 
No invulnerable save.
Toughness 5
Strength 5

You can not deep strike the centurions.

Wednesday, August 7, 2013

40K: New Space Marine Rumors!!!


While these are still considered Rumors, they are starting to be verified as more and more sources are reporting the same exact things in multiple locations.

Enjoy!

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Centurions:
The guys are a heavy support choice. They're a marine cased in heavy armor with powerfist with lascannons under slung on one pic and heavy bolters on the other. Think of a heavier terminator armor that a marine straps into. I think this is where Chaos Oblits came from. They look to be on 40mm and I'm really starting to dig these models.


UPDATE: Comes with a grav weapon option. I've seen a picture of the back and it is a suit that a power armor marine wears.

Plastic Chaplain:
Like other plastic HQ's that have come out. He is armed with a Crozius and bolt pistol. He has ornate armor and he is in a dynamic pose.

UPDATE: Chaplain comes with helmetless option that has a bionic eye option.

Plastic Librarian:
Same as above regarding previous HQ releases. He is helmetless and he's armed with a staff. He also has a wicked cherub flying off his pack pack. I really like this model.

The Hunter:
I believe this will be anti-air rhino. Its a cross between Vindicator Heavy Armor and a whirlwind style weapon mounted on the back. It comes with two cannons that have three barrels.

UPDATE There’s another cannon option that looks similar to the epic version. It’s a heavy cannon option, possibly shoots missiles.

Vanguard Plastic:
I saw two separate pics one armed with TH/SS and one with a pair of Lighting claws, finally. Same Marine bodies just with some new iconography to freshen up the models.

UPDATE: They have options for beaky, relic blades, and a bareheaded marine w/ mohawk! The Vanguard Vets are more action oriented, think of the Blood Angels Death Company sprue.
Sternguard plastics:
These models look pissed off, GW really captured the old grizzled look. Sternguard have a marine with bald head w/ beard and another mohawk head! The bolters also have the drum magazines. I have seen the following combi-weapons flamer, melta, and plasma. GW did an amazing job on this kit, I'm super pumped for this kit.

Tactical Marines:
The Armor has been updated will small studs, purity seals, and some new leg poses. These will mix really well with the current tactical squad. Missile launch backpack in the new tactical squad matches the devastator one with robo arm. There is a new arm set that has a marine loading a magazine into his bolter.

All Marine models have been painting in the following chapters: Crimson Fist, Iron Hands, and Ultramarines."


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Here are a few more rumors from over on BoLS!

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The New Weapons

The big talk in the rumor involves Graviton Guns, and their ability to deal with highly armored opponents. Now the graviton gun family has been with us since Rogue Trader, and just reappeared in the latest Forgeworld Horus Heresy book where they do this:

Graviton Gun: 18" S:* AP:4 Heavy1, Blast, Concussion, Graviton Pulse, Haywire

Graviton Cannon: 36" S:* AP:4 Heavy1, LargeBlast, Concussion, Graviton Pulse, Haywire

Graviton Pulse: Instead of rolling to wound normally with this weapon, any model caught in its blast must instead roll equal to or under their Strength on a D6 or suffer a wound (a roll od 6 always counts as a failure). After the Graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult and dangerous terrain for the next turn thanks to the gravity flux.


These weapons are quite unique, but not overpowered, and very situational. So if the design studio wants graviton weapons added to the main Space Marine codex, they have two choices.

a) use the existing rules from the Horus Heresy book which are neat but really nothing to write home about
b) make up divergent rules with more "punch", but undercut the Forgeworld rules that are only a few month's old.

Updating Ancient Kits
There is also talk of several old kits getting long-needed refreshes. First off, the venerable Tactical Squad kit.

This kit is very old, having last been updated in 2004. It's getting quite long in the tooth for probably the most important single SKU Games Workshop makes.

With converters going crazy for cool bits, and the runaway success of the Horus Heresy range, it would be easy to see a handful of new bits thrown in for: Mk2 Crusade, or Mk4 suits in addition to the more prevalent current Mk 6-8 suits. The Accessory sprue is just begging for more special and heavy weapons and assault options for the modern 6th edition Tactical Squad. Can I finally get some power weapons and combis please. I've only been waiting 9 years..

Stylistically the Astartes have come a long way since 2004. You see a much stronger embrace of their real world Roman Legion roots in the artwork and the current kits are a bit "clean" by comparison. I wouldn't be surprised to see some more filigree, straps and Roman Legionary inspired accessories, that you see all over the current metal Ultramarines.

Tactical Bits Rumors
Here is a list right off the rumormill of what is said to be in the new Tactical/Sternguard kit. I want to say take these with a dose of caution. This is aHIGHLY UNUSUAL release from the rumor perspective, with directly contradictory reports coming in from normally accurate sources. It has all the hallmarks of something fishy going on.

New Combo-box builds Tactical OR Sternguard
5 man box on 3 sprues, similar to the Blood Angels kits.

Shooting Weapons
6 heavy weapons (HB, HF, ML, PC, LC, MM) ~this seems too good to be true
2 flamers
2 hand flamers
2 plasmaguns
2 meltaguns
bolt pistols
grav gun
bolters
grav rifle
plasma pistol
3 combi bolter bases
3 combi-plasma add-on bits
3 combi-melta add-on bits
3 combi-flamer add-on bits
3 storm bolters

Marine Bodies
5 Legs
7 Torsos
12 Heads
5 Backpacks
18 Pauldrons

Assault Weapons
Power sword
Power fist
Power maul
Lightning claw
Chainsword

Misc
Back banner
Many purity seals and other thematic bits

Look for a slight price jump. If these rumors pan out, we are seeing soemthing on par with the Dire Avengers, with half the models per box, for roughly the same price, but in the case of marines, you would be loaded down with bits for everything, and have a combo kit that also replaces the Sternguard box.

If this is true, I wouldn't be surprised to see the Assault Marine/Vanguard Veterans get rolled into a similar product.

Rhino/Razorback Box: 

We've all seen what happened to the Tau Skyray just a couple of months ago. It got it's sprue added to Hammerhead box, merging the two into a higher priced combo-kit. With Games Workshop always trying to consolidate similar kits into a smaller number of SKUs to free up retail space for new products, does anyone think this won't happen to perhaps their most popular selling vehicle kit?


Making a combo Rhino-Razorback kit would save retailer shelf space and tack on $5-10 to each kit that goes out the door, based on what happened to the Hammerhead. the only question is does anyone think GW won't do this?

Look for all kinds of drips and rumors over the next couple weeks. The Space Marines with their new minis are coming fast.


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Friday, August 2, 2013

40k: Space Marine Rumors, A Look Back



With so few Space Marine Rumors coming out, I thought it would be fun to look back and the Space Marine Rumors from almost a year ago and compare.

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via Stickmonkey on Warseer
These are all wip and no release timing is available. Codex SM is not underway, so these may be a splash release or could be a long way off.

New tactical squad. Hvy flamer. Mk 8 style
Edit: there are more mk 8 bits here than before, but there are still "beakies" too. Includes many options not released before in plastic, including a Hvy flamer, a backpack style (read devastator) missile launcher w flakk missile, slings on bolters, power weapon options. Basically think of all the blinged out options you get w a BA, SW, GK box and now apply it to tactical marines. Poses are all standing, but they aren't as static.

New assault squad. New jump packs. New weapon options
Edit: retooling similar to tac squad. The jump packs are all new, but don't get knickers in a twist cause they are the same style as current ones. They just look better cause the seam is not there. New cc options in the sprue include thss and lc. There is a few new options in here I can't reveal.

New librarian mini sprue. Codex options included
Edit: this is where the librarian/chaplain kit I saw a long time ago went. Has a force sword or staff, has combi weapons, has pistols. Two heads. All in mini sprue. It's 2 mini sprues. Only options from current codex not present are jump pack, bike, or TA. No info on where chaplain went.

New Techmarine mini sprue. Conversion Beamer.
Edit: very similar to current tech ax Techmarine. Layered body. Has tech ax, tech sword, plasma pistol, combi weapons, couple variants on servo arms, and conversion Beamer. 2 mini sprues.

Edit: on both these mini sprue characters the heads and weapons are compatible with existing line. But the arms/bodies are unique.

New scout box. New sculpts. Combined boxes. New options.
Edit: includes some new scout only weapons. Heads are less bulky. All codex options present in one box.

New flyer. Interceptor/bomber. Flat but boxy. Storm raven sized. No transport. No hover. Heavy assault cannon and ff missiles. Or bombs and servo drones in gun pods.
Edit: shares wing/engine aesthetics of storm raven, but fuselage is flatter. Wings not as bent. No thrusters in wingtips. Two tail options, one for each build.

New scout transport. Like Tauros (FW ig) but open wagon style. Halo warthog mashed w rhino. Pintle TL HB.
Edit: rumored rule only will allow pintle weapon when unit is embarked. Fast vehicle. 4 buggy style wheels. Rider models/bits compatible with new scout box. Roughly rhino sized. For Baja race fans think armored sandrail.

Cheers. Like I mentioned, these are likely a long way off, and I will fill in more later.

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This is why we take Rumors with a grain of salt. This was last October and Stickymonkey is usually spot on with his rumors.

I like the idea of the buggies.

The Interceptor/Bomber could have been the God awful Dark Angels Land Speeder.

I like the idea of combining a Chaplain and a Librarian in one box, but GW already sells like 5 different kinds of Chaplains, so this doing this would cause them to lose money in the long run, which I don't see happening.

Hopefully we can get some new Rumors next week, as I am still anticipating on Space Marines being released in September, so that they can have "Orktober"...I mean come on, that's just too good to pass up right?!?!

Thursday, August 1, 2013

Warhammer Fantasy: Tale of Gamers Battle Summary


Last night was my Warhammer Fantasy: Tale of Gamers escalation league.

Point Total: 1750

Mission: The game last night was an odd one. One army deployed in the center of the table while 2 others deployed on table edges of their choice. There were 3 objectives. Armies closest to the objective at the end of 3 rounds (Was supposed to be 6 but we only had time for 3), gets a victory point. Killing another army's general, and finishing the game with your general alive, also awarded a victory points. Objectives are Circled in the above pic. The turn sequence happened for everyone at the same time as opposed to having individual turns. So we all charged and moved in sequence, then we all did Magic, then we all shot, then all CCs were resolved.

Armies:
Ogres
Daemons of Chaos (Me)
High Elves
This is also the order for who went first in each phase.


First we all placed one objective on the board. We then rolled off to see who would deploy in the center. Ogres lost the roll so they deployed fully. Then I deployed fully on a long table edge, and High Elves deployed fully on the opposing long table edge. Then it was game on.

Over the course of the game the only thing the Ogres lost were 2 Sabertusks, which he used to tie up the High Elves bolt thrower for 2 turns and my Soul Grinder for 1, a unit of Leadbelchers to my Beast of Nurgle, and his Ironblaster to another unit of my Beasts of Nurgle. The majority of the Ogres wrath was unleashed on the High Elves killing a unit of Dragon Princes with his Mournfang Cavalry and a unit of spearman with his regular ogres, as well as really putting a hurting on his casters by stripping his level 4 to a level 1. He may or may not have also killed a unit of Silver Helms.


It was a tight game and we ran out of time after only getting in 3 turns. In the end the Ogres had 2, High Elves had 1, and Daemons had 0. Sad times. I'm confident however that had we gone the full 6 rounds. That I would have won the game. I had 4 more ogres to clear off of one objective and a Phoenix to clear off another. All seemed totally doable with what was going on in the last round we played.


Even though I lost and Ogres are pretty OP, I still had a great time. Im really enjoying this league and look forward to next weeks game.


Tuesday, July 30, 2013

40k Battle Report: Grey Knights/Necrons 2k Team Tournament


This past weekend, Capn'Moe and myself attended a 2000 point, team tournament at a LGS. The games were pretty normal, with a few rules changes here and there. The Missions caught us off guard, but more on that later. Army Lists rules were the standard 2000 point total, 1000 points per person. Everything counted as Allies of Convenience at a minimum. Warlord traits were changed to a popular rule going around, which I greatly enjoy, where you roll the d6, then choose which chart you will select from.

We anticipated there to be around 10-12 teams total, with maybe 8-9 showing up. Turns out 14 teams showed up.

Things got intense quickly.

We saw a list with 2 Heldrakes and 3 Vendettas, One list with 4 Heldrakes, and tons of other weird combinations like Tyrinds/Imperial Guard, and Necrons/Daemons.

Surprisingly no 4 Land Raider lists, Tau/Tau, Tau/Eldar, or Necron/Necron, all of which we had planned for.

Actually we only saw 2 Tau Players all day at the tournament which was surprising.

Our List:

Grey Knights: (Makers)
Inquisitor Coteaz
Henchman Warband - 2 Jokero Weaponsmiths, 3 Plasma Cannon Servitors, 5 Acolytes with Boltguns
Henchman Warband - 8 Acolytes with Boltguns
Dreadnought - Auto-cannon, Auto-cannon, Psybolt Ammunition
DreadKnight - Heavy Incinerator, 2  Nemesis Doomfists, Personal Teleporter
DreadKnight - Heavy Incinerator, 2  Nemesis Doomfists, Personal Teleporter
Aegis Defense Line - Quad-cannon

Necrons: (Capnmoe)
(Warlord)Necron Overlord - Mindshackle Scarabs, Gauntlet of Fire, Sepiternal Weave
7 x Necron Warriors in a Ghost Ark
7 x Necron Warriors in a Ghost Ark
6 x Necron Warriors in a Ghost Ark
Annihilation Barge
Annihilation Barge
Annihilation Barge

First game mission rules were interesting. 
Dawn of War Deployment, Night Fight in effect 1st turn.

Primary Objectives: 10 points for win, 5 points for draw, 2 points for loss.
- 1 objective placed in the center of each table quarter worth 2 points, and 1 objective placed in the middle of the table worth 3 points.

Secondary Objectives: 5 points for win, 2 points for draw, 0 points for loss.
- 1 kill point for each troop unit you destroy, 2 kill points for all other units.

- 1 bonus point for First Blood
- 1 bonus point for Slay the Warlord
- 1 bonus point for Line Breaker
- 1 bonus point for "Last Laugh" (Being the last team to kill a unit in the game)

Our opponents for the first game were Blood Angels/Daemons

Reclusiarch with 10 Death Company in a Rhino
5 Assault Marines - Meltagun, Infernus Pistol
Predator - Autocannon with Heavy Bolter Sponsons
5 Terminators - Assault Cannon
5 Devastators - Lascannon, Multimelta, 2 Missile Launchers, Stormbolter

Skulltaker
20 Bloodletters
Herald of Nurgle - Loci of Fecundity, Mastery Level 2, Gift
20 Plaguebearers
5 Tzeentch Flamers - Pyrocaster with a gift
Soul Grinder - Mark of Nurgle, Phlegm Cannon

Jokero extended range of their unit by 12" and made everything rending.
Coteaz rolled on Divination and got Prescience and Perfect Timing.


48" Twinlinked Plasma Cannons that Ignore cover, and 36" Twinlinked Bolters that ignore cover and are rending...Essentially, the best possible outcome.

We put everything on the table except for the small unit of Acolytes, and castled up Coteaz and his unit behind the Aegis Defense line with Coteaz on the Quad Cannon. The Dreadnought was just to the side of them with a firing lane straight at the Terminators and Devastators, but still in a good position to charge in if the Death Company were threatening. We deployed the Dreadknights on both flanks to clear objectives, and maximum coverage on shunt moves. The Necrons formed a wall on the line in case they stole the initiative.

They deployed everything on the board except for the Flamers and the Assault Marines. Plaguebearers on our right, in a large blob behind a hill. Just to the left of them...in the open was the devastators. The Soul Grinder was in the middle behind a forest (Which they never moved him into for some reason) The Terminators were between him and the Devs. On the left of us was the Bloodletters behind a hill, and the Predator and Rhino full our Death Company, both of which were out in the open.

They did not steal the initiative.

We started by moving the Necrons forward and taking their down the Predator to 1 hull point and wrecked the Rhino for First Blood. The Dreadknights shunt moved across the board and use their torrents to take the unit of bloodletters down to almost half. A few more shots here and there took out a terminator or 2, and one Devastator. We ignored the plaguebearers completely, hoping to just out range them and let them have one objective.

On their turn they fired a few shots here and there, Warp Storm table took out few models from Coteaz's unit, but no real major loses. They assaulted in the Bloodletters and Skulltaker to one of the Dreadknights and challenged, I accepted, then casted Dark Excommunication. It was successful and took away his Cloak and Sword. He was then instant killed, giving up Slay the Warlord.

Our next turn, Necrons easily took out the Predator, the other Dreadknight took out the Death Company. Most of the terminators and devastators died to Necron shooting, and things started to snowball from there.

They weren't really ready for the Dreadknight shunt moves at all, and it totally caught them off guard. The Torrents from the Heavy Incinerator made it worse. They deep striked in the Flamers near our small Acolyte unit but didn't shoot at them for some reason. They were then decimated by the Dreadnought and Acolytes at point blank range in the following turn, which allowed the Acolytes to easily claim that objective.

The game ended after turn 3, with us winning by a score of 19-4. We held two of the 2 point objectives and the middle 3 point objective easily. We didn't lose a single unit the entire game, and the only thing they had left was 5 Assault Marines, the unit of Plaguebearers and around 5 Bloodletters locked in combat with a Dreadknight.

1-0

Makers Game Thoughts: Their list was interesting, but I questioned a lot of their decisions in deployment and list building. They were great guys to play against however and very friendly.
Capnmoe Post Game Thoughts: It was obvious that these guys lacked a lot of tournament experience. Some of their tactics and moves just didn't make much sense to me. They were nice guys but would have been better suited to be playing a Rogue Trader Tournament. The unit of PB's and the Herald were tough unit for sure.

Second Game:
Vanguard Strike Deployment
Scoring was table quarters (A scoring unit has to be in that table quarter, with nothing else there to contest it.)

Our Opponents were running Salamanders/Dark Angels

Vulkan and 5 x Terminators with Thunder Hammer & Stormshields in a Land Raider Redeemer
10 Man Tactical Squad - Flamer, Multimelta in a Drop Pod
5 Man Tactical Squad - Razorback with Twin linked Lascannon.

Belial
5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists
5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists
5 x Deathwing Terminators with Cyclone Missile Launcher, Chainfists

Jokero gives extended range again this game.
Coteaz powers are Prescience and Forewarning.

No Night Fighting.

We win and choose to go first, deploying everything as close to the line as we could.

They chose to deploy only the 5 man in the Razorback and the Landraider...that's it.


We moved up only what we needed too and popped the razorback easily. We then moved around the right flank with 2 Arks, to put some fire on the Landraider causing it to lose 2 hull points.

On their turn, the drop pod came in on our left flank and scattered to the far left corner of the board. The 10 man popped out and the Multimelta managed to wreck one of the arks, dropping out a squad of 7 Warriors.

They attempted to Deathwing assault directly in front of our lines.

1st unit of terminators dropped in and scattered back about 6" away from Coteaz's bubble. 2nd unit dropped in, scattered and had to roll for mishap. We placed them in the back corner farthest away from us, making them foot it the entire way across the board.

Belial and his unit came on, in the back corner of the table as well.

On our turn we I shunt moved a Dreadknight right in front of the Landraider, essentially blocking it in with no where to go. The Necrons followed up behind me and glanced down the Land Raider, wrecking it and forcing the Terminators and Vulkan out for some hand to hand combat.

Then we were free to just take the Terminators in waves of plasma cannon fire. With the Jokero making them 48" range, it just became a shooting gallery.

The Game ended very quickly after that and we tabled them on turn 5, finishing the game in just over 1 hour.

Vulkan held off the the Dreadknight in close combat for 3 turns in a 1 on 1 duel, but eventually fell when the 2nd Dreadknight assaulted in.

Final score 19-2

Makers Game Thoughts: After the game we talked and I realized a few things. First, the Thunder hammer/Storm Shield option is far better than all chain-fists, I guess it was a modeling choice. Second was that he rolled for scatter on Belial's Unit, and he then rolled for mishap. After looking it up...his unit doesn't scatter. Also deploying only 2 things to start the game was a horrible idea in my opinion.
Capnmoe Post Game Thoughts: Put more than 2 things on the board at the start of a game. Your just asking to loose doing that. Terminator Ork conversions are awesome.

2-0


Third Game: Championship
The last game of the day came down to the two team who had not lost yet, and who had the most points total. We learned that we had a 5 point lead over the next closest team, so we felt pretty good going in.

Our first 2 games went fairly well because of our luck of the draw on matchups.

But for this game, our opponents? Yep, the 4 Heldrake list....Shit.
These guys had all of their stuff painted to Tournament quality, and played a very similar list at Adepticon this year. They were seasoned veterans, who knew the rules, and you could tell weren't here for fun.

We expected to play these guys at some point during the day, so we weren't that surprised to find out who it was. Most of our friends at the store wished us luck...and laughed a little under their breath.

Their List from what I can remember.

Chaos Lord - Terminator Armor, Burning Brand of Skullthrax, Khorne Axe, Mark of Khorne
15 Cultists
15 Cultists
18 Cultists
Forgefiend - Hades Autocannon
Heldrake - Baleflamer
Heldrake - Baleflamer

Chaos Sorcerer - ML3, Mark of Nurgle, Sigil
8 Chaos Space Marines with Mark of Nurgle
5 Terminators - 2 x Combi-Melta, 2 x Combi-Plasma, 3 Axes, 2 Swords
10 Cultists
10 Cultists
Heldrake - Baleflamer
Heldrake - Baleflamer

The mission was Kill Points.

Spearhead deployment (Similar to Vanguard Deployment, however you and your ally are in opposite corners, and you have to be at least 12" from table center, and 9" from opponents deployment zone)


My Grey Knights were in 3, and CapnMoe's Necrons were in 4.

We deployed everything except for the unit of 8 acolytes.

Cover was sparse, with roughly 1 large piece per corner.

In area 1 he deployed the unit of Marines with the Sorcerer, and in area 2 he deployed 2 units of 15 cultists and the Forgefiend.

Jokero gives his unit rending.
Coteaz got Prescience and Scrier's Gaze.
This was going to be rough.

We won the roll and decided to go first.
They did not seize the initiative.
No Night Fighting on turn 1.

CapnMoe moves an Ark and of course immobilizes himself, seems to be one per game with us on that.

Dreadknights shunt move over to area 2 and torrent the two units of cultists he has deployed behind a large rock, decimating both units, they fail Leaderships and then run off the board.

The Dreadnought pops off some shots and causes a few wounds on the Forgefiend, while the Necrons follow up and wipe if off the table.

With table area 2 clear for now, we push over and focus on area 1. Only 2 Plasma Cannons have line of site, and manage to take out a single Chaos Space Marine.

On their turn, their sorcerer casts invisibility, and they move up a small amount. That's really about it.

On our turn we start to push back over toward area 1 and take out a few more space marines, but mostly our turn is spent getting ready for their turn as we really don't have a lot to shoot at.

I tried to use Scrier's Gaze to try and keep our 8 man Acolyte unit out but I rolled 3 5's so they came on, in the back corner. I spaced them out exactly 2" apart from each other on the table edge to avoid them from getting flamed.


Bottom of turn 2.
They have 2 drakes come in, and the Terminators with the Lord.

The drakes come in, one from each side and start to focus on the GreyKnights and the Quad Cannon hopping to take it out before it can fire interceptor.

One of them ended up being too close and within range of Coteaz's unit for his "I've Been Expecting You" rule. They failed to kill the quad cannon and  interceptor fire lit up the rear end of one and brings it down. The debris scatters onto his Chaos Space Marines taking out 1 more.

The terminators scatter and end up too close to the Grey Knight lines and Coteaz's bubble. The warband gets the free out of turn shot at the unit and takes it down to the Lord and 1 terminator.

Between the vector strikes and torrent weapons, the Grey Knights are reduced to 2 acolytes with Coteaz, a Dreadnought with 1 Autocannon, and the 2 Dread Knights. The terminators manage to get off some shots and put 2 wound on one Dread Knight.

Top of turn 3, CapnMoe unleashes a hail of fire on area 1 and starts lighting up some drakes, stripping hull points everywhere. In the end one drake made 2 saves to keep itself in the air. It would fly off the board next turn with 1 hull point left.

Bottom of 3, all cultists come in.
His sorcerer and marines move up closer to the Dreadnought, Coteaz, and his 2 Acolytes but fail the multi-charge.

He manages to get into close combat with the Dreadnought though, and takes it out before it can strike back.

More shooting here and there, but they are now just trying to take out the Arks and Barges with Balflamers and Vector Strikes, which is causing them issues.

Top of 4
We move everything towards Area 1 and manage to wipe out another unit of cultists with an Annihilation Barge.

The second Dread Knight moves in to assault with the terminators and attempts a Divine Intervention, which passes. This puts a fresh 4 wound Knight, with Assault Bonuses into a challenge with the Terminator Lord which then instant kills the Lord.

The other Terminator fails his Leadership test and starts to fall back.

Bottom of turn 4
Somehow the Heldrake that we killed earlier comes back on the board, as well as the last unit of Cultists, and the other Heldrake.

We failed to realize that the one Heldrake was already dead from earlier, It was getting late and we were both exhausted and starving. Also Capnmoe was coming down from caffeine issues from earlier that day, but you'll have to ask him about that...

After a few more torrents, and some shots from the Cultists they manage to put 1 wound on all of our Arks, take out 1 of the Barges, and finally kill Coteaz and the unit of Acolytes that came in from reserve.

Top of Turn 5.
Both Dreadknights torrent the last unit of Cultists and wipe them off the board. They then BOTH roll 1's for consolidate moves...moving 1" away.

We put a few more wounds on some Heldrakes that are in range, and we shoot everything left at the lone terminator who makes 14 saves in a row and refuses to die.

As of this moment we have 8 Kill Points and they have 5, We have Linebreaker and First Blood, they have Linebreaker.

Bottom of Turn 5.
The Sorcerer casts Hallucination on one of the Dreadknights, which is successful on a roll of 3!
He rolls a 5, the Dread Knight smashes himself, activates his own fist and Instant kills himself.
Giving them 6 kill points and a guarantee on Last Laugh, they are now down by 2 kill points.

They move all 4 Heldrakes and attempt to Vector Strike everything they can.
One of CapnMoe's Arks is taken down to 1 Hull point. At this point we think the score is 7 to 6 since we weren't paying attention and forgot we killed the Heldrake that they brought back on. The score is really 8 to 6. So it seemed like a real nail biter.

They get every torrent they can on that ark, and it comes down to one dice roll.

This Dice roll has to be a 6 to put them to what we thought would be a 7 to 7 tie...at the time.

He rolls it...and its a 2.

Victory!! 3-0!

Makers Game Thoughts: Best game I've played in a long time. Including the fact that we essentially took on 5 Heldrakes and still pulled out the victory.

Capnmoe Post Game Thoughts: Always remember when you kill one of your opponents strongest units. I would have been super sad if we lost because we forgot we killed it. Aside from that, this was a great game. A real test of what our list could do. Any time you can essentially take on 5 Heldrakes with a list that has no flyers and still win, it's been a good day.



1 word....ThunderCougarFalconBird




With the winnings I was able to pick up a Riptide for my Tau allies, and a unit of 10 Noise Marines. Capnmoe was able to come away with a Wraithknight and more Jetbikes

It was a hard fought tournament with a huge turn out, in the end I'm glad that we chose to go to this tournament instead of the other 2 that were happening nearby that day.

Thoughts? Comments?