Friday, June 24, 2016

Dread Mob Attack

Time for an old fashioned BattRep. I brought 3K of Orky Dread Mob fun. A Stompa, MegaDread, Gorkanaut, four Dreads, and six Kans, backed up by a bunch of boyz in trukks with some air cover to boot.
On the other side of the table was a bunch of jerks all in red: Blood Angels and Eldar. They also brought a bunch of walker types. Matt's Blood Angels bringing five dreadnoughts of all flavors, and Mrs. Blackheart had two Wraithlord, and a Wraithknight. Of course they took non-walkers as well.  It wasn't a boing battle.
It was one of those classic "I'm totally winning!" for the first two turns kinda games. Both sides dice where a bit on the cold side, but I was doing far more damage than I was taking, and raking in the victory points via tactical objectives. My Stompa had only taken one damage point. It looked like this would be a swift game.
Then three happened. My dice took a nap. I drew terrible objectives. Missed two charges. Spilled my drink.
The Eldar-Marine Alliance had no such issues. The Wraithknight dropped my Stompa with some fantastic shooting. The Gorkanaut and Megadread also blew up this turn. I thought I could still rally and pull this out.
I did alright. Killed off a Terminator squad and a Wraithlord. The Elar and marines quickly put an end to thoughts of victory by wiping everyone but my tankbustas off the table.
Phoenix Lords. Very good at breaking things. We called it at the end of turn five. Orks 8, Eldar/Blood Angels 12. A fun game with some unique army lists.

Next up: Time to talk about turn structure.

Stomp Them All!
Wait, where did they get so many Fusion Guns?

Friday, June 10, 2016

Carnage Asada 2016

Grilled food, rum, and plastic warplanes battling it out on the tabletop. What better way to spend Memorial day? (The beach was totally overcast) None better! Here is how our version of Wacky Air Combat Racers went.
Three flyers set up side by side at the far end of a twelve foot table. The Ork convoy is about seven feet from them. The Ork Battlewagons and trukks must drive 12" every turn towards the edge of the table and safety. All the escorting Ladz must turn and attack the marauding aircraft. On turn two a pair of Ork fighters show up.

The attacking flyers may not attack each other. Mission is over after five turns or all the attackers are shot down. Points are scored for kills. Highest points wins.
First mission saw Blood Angels, Necron, and Dark Angels take to the skies. I did well with my fancy new Nephilim Fighter, right up to the point when I got blown out of the sky by a volley rockets fired by a squad of Dethkoptas. Pete's Necron Crensent 'o Doom zapped many Orks but was brought down by the Black Baron. The Blood Angel Stromraven, flown by Matt, tore up the greenskins with its huge array of weapons until it too was felled by some very hot dice.

The second mission had the defending champion, Mrs. Blackheart with her Eldar Death machine, Jeff taking a Valkyrie Vendetta, and Colleen using a Khorne Heldrake.
The Heldrake was very effective with the vector assault and Hades autocannon. A mob of Ork bikers finally brought the rampaging mecha-beast down. The Valkyrie and the Crimson hunter had outstanding runs, laying waste to the convoy. The Eldar fighter was shot down by the dreaded Black Baron, who in turn was smoked by the Valkyrie. Turn five ended and the Imperial gunship was the last one airborne.
After the totaling of the points, Jeff with the Valkyrie squeaked out a win over the Eldar! The Blood Angels rounded off the podium with a close third place.
A very enjoyable and fast moving event. Next time I'm just going to bring my Thunderhawk...

The Emperor Protects
He obviously had money riding on it

Friday, May 27, 2016

Highway to the...

Carnage Asada 2016 is almost upon us. By popular demand, the Top Gun Tournament of Champions is back! This year's mission is to destroy an Ork convoy before it can escape off the far (12') end of the tables. There will be lots of Ork anti-aircraft and targets of opportunity to distract the fighter heroes.

My flyer range has expanded a bit since our last outing. I have added a Heldrake, and a trio of Tyranid mini-Rodans, but no Marine Flyers. I decided to (finally) assemble and paint a Nephilim Fighter for my Dark Angels.

It is a nice kit, no-fuss assembly. I do like its blunt, semi- A-10 Warthog feel. The Ravenwing paint scheme makes for some fast painting.

Good armor, lots of weapons. I'll see how it performs on Monday, raining death upon the Ork hordes.

The Emperor Protects
But Always Bet on Black

Friday, May 13, 2016

Multi-Tool Whirlwind

Waaay back in the early 1990's my Whirlwinds were the backbone of my army for both 40K and Space Marine (Epic). Of course the Marines didn't have a lot to choose from. But that was what made them good. Five different tanks tailored for different roles, all working together.

The Whirlwind was the long range bombardment, sure, but it had a decent anti-tank role as well. There were no rules for aircraft yet, but in the fluff it was said a few times the Whirlwind was the also the Space Marines anti-aircraft platform, which makes perfect sense. Space Marines have some of the best tech of the Imperium, so a AFV that packed multi-purpose missiles fits them perfectly.
I had made a pair of Whirlwinds as shown in White Dwarf #117 using left-over Rhino parts and bases. They rocked.
Then came 2nd edition, and the fancy new metal turret, but weaker rules.
A myriad of newer Space Marine vehicles arrived and the mighty Whirlwind begun its decades long slide into near-uselessness. Forge World brought forth a dedicated anti-aircraft version, The  Hyperios, but it still lacked the utility of the original Whirlwind. The new Hunter/Stalker is a good AA platform but: A)is still only just a AA tank, and B) not for the Blood Angels, Space Wolves, and (most importantly for me), the Dark Angels.

So what to do? House Rule time.  

The Space Marines clearly have the tech for a missile launcher that has different ammo types. The basic Infantry Missile Launcher, and the Typhoon Missile launcher do this well. So should the Whirlwind, just bigger and better. Here in my simple proposal:

The Whirlwind is armed with a Vengeance Missile Launcher. Like the Typhoon launcher, it can be fired one of several different ways each turn.

Frag warhead:  Range:12"-72" Str:5, AP:4, Large blast, Barrage 2
Krak warhead: Range: 48" Str:8, AP:3, Heavy 2

May add one addition missile type:

Incendiary warhead, Range:12"-72" Str:4, AP:5, Large blast, Barrage 2, ignores cover, +15 points
Flakk Missile, Range: 48"  Str:7, AP2, Skyfire 2, +20 points

I think this goes a long way to making the Whirlwind a viable weapon again. It is not as good as any dedicated platform like the Basilisk or Hunter, but it can do it all, and that is what the Marines need.

The Emperor Protects
And Rains Death Upon the Heritics