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Category: Gamer’s World (page 1 of 2)

Tank Aces Campaign: Rounds 3 and 4

We’ve finished our Tank Aces campaign and I’d like to thank our players for making the event a success. I expected eight, hoped for ten and got fifteen players. We’ll be returning to regular Flames of War for a little while to give our new players a chance to experience the joys of infantry, artillery and air power. Those who have encountered the Big Cats are quite pleased by the prospect.
Before we discuss the finale, let’s look at the third round results. The Germans needed to win two of the three areas to tie the campaign. The games were normal Flames of War games with rulebook missions, players were limited to using only tank teams.

Route A: Arracourt (Allied Victory, 2-0)

British tanks made their presence felt on the advance to Arracourt. Token German resistance failed to slow their drive as the Wehrmacht blocking forces were easily outflanked. As a heavy fog descended, they were poised to link up with their opposite numbers.

Route B: Nancy (Allied Victory, 1-1)

With the encirclement almost complete, German forces were fleeing Nancy as quickly as possible. The Americans occupied the town without major fighting as the enemy managed to extract their troops from the doomed town in good order. Efforts to overtake the fleeing Germans were hampered by the heavy fog but the last German strongpoint before the Ruhr was liberated.

Route C: Luneville (Allied Victory, 1-1)

To the east of Nancy, the Axis defenders along Route C continued their efforts, slowing the Allies advance and falling back in good order. Over the course of the entire operation, they were the only formations to achieve any measure of success. Although in constant retreat, they managed a steady series of tactical successes which bled their opposite numbers.

After Round 3

Allied Campaign Points:15

Axis Campaign Points: 3 

It’s a real long shot for the Germans going into the final round. Normally, one mega-battle is played at the end of the campaign but due to player numbers, we’ve had to run two. Not exactly the worst problem to have. The final clashes of the campaign were compressed into two small sectors of the line as the Allied attempt to pinch off the fleeing German forces. The three routes have converged on one critical point, the last major road out of the region.

The premise of the mission is that all the remaining forces have collided in the thick fog and both sides are scattered to all hell. Friendly and hostile tanks find themselves in the middle of the enemy and a grand melee ensues. The winning side gets campaign points equal to the difference in scores.
The larger battle, this is the southern pincer.
The smaller battle, this is the northern pincer.

The first game was (as expected) a stalemate with the Allies winning 17-16. The southern pincer have reached their final objective after days of cagey defending by the Axis. Clearly, they used up all their luck in the long retreat. This left the Germans a full 13 campaign points behind the Allies. It would take a miracle to retrieve the situation.

The second game saw a near-miracle. The Allies suffered an enormous defeat as an invulnerable King Tiger and a pair of Jadgpanthers destroyed entire platoons of Shermans and M10s. The final score was a shocking 14-5 Axis victory. Not enough to win but enough to add some balance to the final tally of campaign points.

(Note: The German heavy armour ran riot in this game, aggravated by the scenario deployment. If you’re planning to run a Tank Aces campaign, I suggest some house rules preventing the Tank Aces from manning a King Tiger in the final battle. This one was RoF 3 on the move, rerolled a missed shot each turn and was RoF 4 standing still. To make things worse, it regenerated when killed.)

Final Total

Allied Campaign Points:16

Axis Campaign Points: 12 

So, it’s a major Allied victory but the result was far closer than expected and the Allies fell short of their historical performance. Here’s a few shots of the final night.
Canadian Shermans trundle onto the battlefield.
Panzer IVs brew up after being caught in a deadly ambush.
Commander Von Catsup expresses his displeasure.
A King Tiger begins encroaching on the Allied positions.
Shermans and StuGs prepare for a knife fight.
Battered Canadians fight on.
The Germans take their revenge on the sneakier Allied commanders.
Another slugfest develops as tanks blaze away through the wheat.
The rare Albino Sherman is fielded for the first time.
The last gasps of the ill-fated northern pincer.

Tank Aces Campaign: Round 2

We’ve now played Round 2 of the campaign. We’re pretty happy to have reached fourteen players thus far, that’s a lot higher than expected. The later games were marked by some hideous kill counts on the part of King Tigers but the Allies have still stretched their advantage to three points and go into the second last round with a solid lead.

The nature of the system means that an Axis victory next week will even the scores but the boys in olive green have to be feeling confident.

Allied Campaign Points: 6

Axis Campaign Points: 3

Route A: Chambrey  (Allied Victory, 5-2)

The Allied tanks roll on Chambrey, unopposed.

 After their success in the first days of the operation, the German units defending Chambrey receive special attention from the USAAF. The ceaseless air attacks cause the German supply lines to suffer fatal disruptions. To add to their woes, the Americans manage to cobble together yet another offensive along the road to Chambrey. After three hours of fighting, the Germans run critically low on fuel and ammunition. They can do little to stop the Allied push on Chambrey. The village is surrounded and taken without a fight. German forces west of Nancy are now in total disarray and have fallen back on Arracourt for what may be their final stand.

Route B: Dombasle (Allied Victory, 3-3)

American troops threaten Nancy itself.

 Dombasle saw another meat-grinder of a battle as both sides committed their reserves to the central front. Their bloody, but steady, push into Dombasle saw the Allies threaten the final supply route to German forces in Nancy. The High Command grants permission to withdraw and the Nancy garrison begins to evacuate along the only remaining open route, the road past Luneville and Arracourt. Several blocking forces are ordered to delay the Americans and buy the divisions time to make their escape. Can they prevent the fleeing troops from being overrun or will the Americans finally make a clean break-through against the rapidly diminishing opposition?

Route C: Mont (Axis Victory, 4-1)

American airpower encourages a quick withdrawal from Mont.

 The heavy fighting at Boinville should have engendered a certain caution in the Allies but news of their successes to the west caused the commanders to grow reckless. Trusting in superior numbers and their reconnaissance units, the US formations were completely mauled by an unseen counter-attack, just outside the village of Mont. With the fate of their brethren in Chambrey as a harrowing example, the Germans have quickly pulled back to Luneville under the cover of their remaining AA assets. Their goal now is to keep the corridor open for the Nancy garrison.

(Note: Allied players win drawn areas.)

 
Generals Table
Name XP Kills
Ludwig Von Waffenbak 23 5
Franz Dur Himmler 15 4
Johann Johann 13 8
Heinz von Catsup 16 3
Wolfram Blitzen 19 4
Fraulein Nizentiet 16 4
John Frost 17 3
Baz Von Nizchol 13 2
Henri Hande 12 3
Hulk Washington 18 2
Zhukov Lostski 18 1
Brad Chadworthy 15 3
Billy Canuck 12 0
Buster Gonads 16 1

Here, we see a lovely (but not very rare) shot of the common or “burning” M4 Sherman.
The first StuG into the woods acts as a warning to the others as it blunders into a hidden ditch.
A terminally brave British commander pops a StuG. Panthers traverse their turrets to eliminate the plucky blighter.
Those verdamkned M-18s show up everywhere, even in a Tank Aces campaign
This specimen eyes a burnt-out Panther and ponders its next move.
Another flanking maneuver goes very wrong as a StuG burns.
A lone Firefly plays hide and seek. It did not end well.
The pretty and reluctant Panthers come out to play.
They really are very pretty. Look at them.
The lost Russian T-34 company continues to bumble around.
Burning Sherman #283
A typical tank melee, lots of short range kills.
Shermans manage to swarm over the Panthers.
Many are lost to the big guns.

But enough survive to kill the last Panther and claim a win.

The Allied players note the appearance of the dreaded King Tigers.
The British turn on each other in a friendly fire incident.
After clashing with the King Tiger, the clever Americans run for it.
Using their speed to swarm the rest of the King Tiger’s force.

Regrettably, there will be no blog post for the third week but we’ll return in a fortnight with details of the fourth round and final grand battle.

Tank Aces Campaign: Round 1

We’ve just held Round 1 of our Tank Aces campaign in Gamer’s World, Dublin.With no real history of Flames of War events until now, we were curious to see what kind of attendance we’d see. We knew we’d have our six club FoW players, regardless, but were delighted to gain six brand new players. The faction split was heavily in favour of the Axis, so I switched to an Allied army. Goodbye, sweet Fearless Trained King Tigers, we’ll meet again. I swear it.

The map above shows that the historical operation was planned as a double encirclement of the French town, Nancy. Our campaign will last four weeks, with a series of battles based on three separate routes. Route A is set in the northern sector, representing a long hook by the CCA around Nancy towards Arracourt. Route B is the direct attack by the CCB on Nancy, resulting in the close encirclement of the town. Route C is the southern flanking effort by the CCR, they sought to link up with the attackers on Route A by reaching Luneville, just east of Arracourt. As matters stand, they’re making good progress.

Allied Campaign Points: 2

Axis Campaign Points: 1

Route A: Dieulouard (Axis Victory, 3-0)
Combat Command A take heavy losses while breaking out of their bridgehead.

The Allies had established a small beachhead on the far shore of the Moselle, in preparation for the offensive. Tanks, fuel and ammunition were transferred to the forces massing in the region. On the 18th of September, their engines roared as the main column pushed east. Within minutes, the attack ground to a halt as the lead tanks were devastated by concealed tank hunters. A slow, careful push managed to carry the Shermans out of the killing zone only to find themselves ambushed once more as they attempted to flank their attackers. The losses suffered as they seized the main road to Chambrey were heavy but they simply foreshadowed several terrible days of fierce counter-attacks and crafty ambushes that slowed the Allied advance in the sector to a crawl.

The Moselle River (Allied Victory, 3-1)
Under the guns of the tanks, the divisional engineers force a crossing at the Moselle river.

Scratch German formations attempted to hold the Bayon Canal, which represented the easiest crossing point in the area of operations. Despite the best efforts of the defenders, they were quickly suppressed by the weight of incoming fire. The Allies succeeded in bridging the canal quickly and troops began pouring across. By September 20, several intact bridges had fallen into American hands. The German garrisons along the canal found themselves encircled and trapped. With no hope of relief, they surrendered en-masse. Sparing no time, the Allies pushed on to assault Dombasle, a small town directly east of Nancy.

Boinville-Aux-Miroirs (Allied Victory, 3-3)
The battle for Boinville was exceptionally heavy. This aerial image shows multiple burning tank formations.

Despite being seen by both sides as the least critical sector, the battles around the small village of Boinville-Aux-Miroirs were the largest clashes, in both tanks committed and casualties sustained. The bloody nature of the battle was a consequence of local weather conditions. With a thick fog concealing movement, the battle degenerated into a confused melee. Both sides blundered into each other’s lines, friendly and hostile formations became inter-mixed and tanks fought at point-blank ranges. After two days of chaos, reinforcements shifted the balance against the defenders. Acknowledging the change in their fortunes, the Germans executed a successful withdrawal to Mont and the Allied units cautiously followed.

(Note: Allied players win drawn areas.)

 
Generals Table
Name XP Kills
Ludwig Von Waffenbak 9 2
Franz Dur Himmler 10 2
Johann Johann 8 2
Heinz von Catsup 10 2
Wolfram Blitzen 12 2
Baz Von Nizchol 5 2
Henri Hande 6 3
Hulk Washington 11 1
Zhukov Lostski 5 1
Brad Chadworthy 6 2
Billy Canuck 5
Lord Nosediver

Some random shots from the night, I’ll remember to take more pictures next week, the combined burden of rules, playing and paperwork distracted me from this critical task. It will not happen again.

FoW Tank Aces Campaign Running in Gamer’s World

1) How does it work?
The Flames of War game designers explain it rather well here.

For the link-averse, it’s an ongoing campaign. Each player commands a small tank force and pits it against the opposition in a series of campaign missions. Each player force has a single Tank Ace, which could be considered their avatar on the field. The Tank Ace will develop new skills over the course of the campaign, some benefit his own tank, others benefit his tank company.

There are three rounds of games leading up to the final battle. Hence, a four week campaign. During each round/night, the players fight battles for campaign points which decide the outcome of the campaign stage.

2) What do I need to bring?
If you’re interested but have no appropriate force, just bring yourself. Due the small size of the forces, we’ve got about a dozen pre-made forces to spare within the club.

If you already play Flames of War, then you can make a force using the following restrictions. All forces must be taken from a Late-War Tank Company list. No mechanised or infantry lists permitted. You can adjust the composition of the force from round to round but you cannot change the list. If you go with the Irish Guards, you must use them throughout the campaign.

Round 1 requires a 500 point force. You may only chose from the Company HQ, Combat and Weapons Platoons of any Late-War Tank Company. You may buy whatever you wish but remember, only the Tank teams will be used in your games.

Round 2 requires a 700 point force. The restrictions are the same as before but you may choose from Company HQ, Combat, Weapons and Support Platoons.

Round 3 requires a 900 point force. The limitations are the same as before but you may choose from Company HQ, Combat, Weapons and Support Platoons.

Round 4 is the final grand battle. Every player participates in one giant mission. Depending on player count, this will be 500, 700 or 900 points per player.

3)I’m a Soviet player. Can I play?
Yes, you’re very welcome, comrade. We’ll treat you as an incredibly lost and/or incredibly successful Soviet commander and assign you to the Allies.

4) When does it start?
We’ll kick off in Gamer’s World on September 20th at 18:00. See you there.

There’s a campaign mega-thread set up here on the OnTheStep forum. If you have any questions, would like to express an interest or are merely curious, pop in.

Flames of War League starting in April

Gamers World will be hosting a Flames of War escalation league, every Thursday evening in April.  Enlistments are now being accepted.  Battlefront has just released the Third Edition rules as well as new Late War books.  Now is the time to join!

The schedule is:
April 5: 1250 points
April 12: 1500 points
April 19: 1750 points
April 26: 1750 points

What armies can you use?
The league will use Late War books, and any up-to-date book or official .pdf is acceptable. 

What is the prize?
The immortality of GLORY.  As Sarpedon reminds us: “Death in ten thousand shapes hangs ever over our heads, and no man can elude him; therefore let us go forward and either win glory for ourselves, or yield it to another.”  The name of the general to emerge from the league with the best score will be immortalized on the Flames of War League perpetual plaque.

League participants will also vote on the Best Army and that winner will also live on forever named as a champion.

How do I join?
Sign up here! (note the  form below attesting to your fitness for service is not required but completing it could improve your chances of being selected for combat duty!).
Gamers World now stocks Zvezda and Plastic Soldier Company in addition to Battlefront miniatures.  Collecting a 1750 point army can be done for a pittance compared to other gaming systems.
What can I do to help?
The league needs terrain!  Flames of War is different from many other tabletop wargames in that it requires lots of terrain.  If you can contribute some terrain for league use you will be awarded with extra rations.

Steamroller: December 2011

The final event of the 2011 Warmahordes series was a quiet tournament as many players chose to stand, sobbing, in toy-shop queues throughout Dublin. Its small size is reflected by the length of the tournament report. For those lucky souls who did attend, they had the opportunity to beta test the Steamroller 2012 rules. But first, the violence. I deployed my Menoth, bringing a pKroess Pop’n’Drop list and the Harbinger.

Game 1: vs Anto’s Cryx, eSkarre

Going into the game, I reflected on Anto’s limited intelligence and silly hair. I spent a good five minutes debating the relative merits of incessantly mocking his defeat for the rest of the day or simply sporting an insufferably smug look everytime he wandered nearby. That concluded, we diced off.

*draws breath* Hate, hate, hate. Die in a fire, eSkarre. *draws breath*

I regret to report I was rather nicely outplayed in a short, sharp shock. Having played this exact match-up recently, complacency had nested. My opponent reinforced this by going with what appeared to be his standard opening. Deathjack and Nightmare both postured for the assassination run and I decided to play defensively and lure him in for a failed attempt.

This caution left me unable to react when he completely reversed his normal game plan and made a bid for a scenario win. By turn 3, he was poised for victory. One futile attempt to gun down his caster and the Menites had crashed to a defeat.

Game 2: vs Steve’s Circle, Morvahna

This seemed somewhat familiar. Steve. Circle Orboros, that nameless mission. Looking at the large swarm of infantry, the Harbinger was the only choice. The mission suited me, the list composition suits me and the caster match-up suited me. Despite this, I still managed to make it far too close a match.

His army was a sight to behold, massive amounts of Tharn infantry filling the deployment zone. My slightly anemic force, hiding in a forest, may have wanted to run at that point. But a series of lucky scatters saw his caster, beasts and some druids lit on fire. With the tricksy assets being removed, I felt a little safer about the course of the game.

His caster was heavily dependent on upkeeps, my caster could cheaply and easily remove all upkeeps in a large zone. This rather simple course of action never occurred to me. But the Harbinger’s feat disrupted the tempo of his advance and the troops never really managed to hit home. By the time his flankers were in place, my warjacks were firing on Morvahna.

Game 3: vs Peter’s Cryx, pDeneghra

Well, it was something of a wash. There was a brutal bloodbath in the centre into which both sides fed most of their armies. We both felt rather pleased with ourselves by the end of the first hour. Peter felt he had the advantage in the endgame and I felt likewise. After several turns of slaughter, a trio of Bane Thralls and Nightmare faced off against a Reckoner and Vanquisher. We’ll never know what would have transpired as the game ended very early.

Peter took the win on tertiary tie-breaker with a Deathripper partially in the primary flag zone. Bad beta rules, bad. No reducing the time limit to an unfeasibly short amount of time. Admittedly, my dislike may be based on losing by time and the fact that we played ten minute rather than seven minute turns would skew the system but I really dislike the idea.

The games were fun, my final standing was disappointing.

But the beta test certainly reveals that next year’s tournaments will see some major changes. The shortened turns and potential for reduced match lengths make units with multiple AoEs unpalatable. In fact, even large infantry units threaten to use too much of your precious time limit. Warbeasts and warjacks will be tempting and those casters/locks which support them will see more play.

The character restrictions, however, will certainly shake up list design. The stronger builds will still see play but expect the alternate lists to be more focused, optimising a specific caster rather than being similar to the primary list, with a second choice caster. I’ll miss you, Covenant of Menoth.

40k Battle Report: Space Wolves on Space Wolves

There have been many famous rivalries which have echoed through the ages, Alexander and Darius, Caesar and Pompey, Pepsi and Coke. Today, a new chapter is added in the battle of Good Wolf and Bad Wolf.

The mission was Capture and Control, or as it is better known, that draw mission. The deployment was Pitched Battle, which generally benefits Space Wolf players. In this case, neither side would gain undue advantage.

Good Wolf has focused on three Rhino-borne Grey Hunter squads, tooled for close combat. Three of these are backed by Rune Priests and all have tooled up Wolf Guard. The fire support is provided by three units of Long Fangs and two Land Speeders.

Bad Wolf has a slight Razorspam ethos. Three squads of Long Fangs provide fire support, alongside their twin-linked lascannon toting Razorbacks. Two Grey Hunters squads in Rhinos are joined by Rune Priests. Two smaller Grey Hunter squads have twin-linked assault cannon Razorbacks and there is one small foot squad of Grey Hunters to babysit home objectives. Two scout units with requisite Wolf Guard fill out the force.

The Battlefield

“Sir, this layout makes no sense. What deranged urban planner designed this bizarre and inefficient settlement? “
“Shut up, trooper, ours is not to question the Emperor, just gather the rest of the squad. We’re going take that hilly ruined city industrial farm complex. For the Emperor.”


Placing Objectives

The cowardly Bad Wolf places his objective as far back as possible. The Good Wolf’s lack of scouts means that he can safely castle in the corner and build a firebase around the nearby hill.

Good Wolf goes for a more aggressive position. Placing his objective almost directly across from its counterpart and as far forward as possible. His axis of advance is now clearly highlighted. Will his bravery be rewarded?

Bad Wolf: Deployment

On his left, Bad Wolf deploys a Rhino, packed with Grey Hunters and a Rune Priest with three TLLC Razorbacks in close proximity. His Long Fangs take advantage of the hilly terrain and dig in.
On the left, an identical Rhino is supported by two TLAC Razorbacks. The remaining Long Fangs move into a wheat field. The Scouts are held in reserve and ordered to outflank. His deployment clearly intends to create a killing ground in the space between the objectives. But the deployment of the Rhino squads forward also suggests that an advance is intended.

Not pictured: Bad Wolf Commander not remembering that wheat fields only grant a 5+ cover save.

Good Wolf: Deployment

The hills are alive with the sound of missiles being loaded into launchers. Two Long Fang squads spread out to minimise losses. Behind the hill, two Rhinos carrying Grey Hunters and Rune Priests, skulk alongside a Land Speeder. Going second has forced Good Wolf to use whatever cover is available.

The Good Wolves grab what cover they can even at the cost of splitting their force. Another two Rhinos, containing large Grey Hunter squads tooled for assault, position themselves to screen from incoming fire. The last Land Speeder slips in behind a vehicle and the Long Fangs spread out, ensuring at least half of the squad is in cover.

Not pictured: Good Wolf Commander not realising that he’s blocked his own advance with the Long Fangs.

Bad Wolf: Turn 1

Bad Wolf moves his forces forward and blasts away with rockets, psychic powers and lascannons. The assault cannons thankfully fall short of their targets. On the left, one Rhino is wrecked and the other is stunned.
On the right, the lead Long Fangs are lashed by Living Lightning and missiles, losing their sergeant and three men. The central squad loses a single man. The Land Speeder explodes, a Rhino is immobilised and the other is stunned. The Good Wolf offensive is throughly suppressed but losses could have been heavier.

Good Wolf: Turn 1


With their vehicles completely stalled, Good Wolf decides that a shooting match is the only recourse. The Grey Hunters disembark, allowing their Rune Priests to begin casting Living Lightning.
The surviving Land Speeder rush forward on the left, to gain a cover save from turbo-boosting and threatening to flame the Long Fang squad on the Bad Wolf right.

The Good Wolves steady themselves and systematically tear apart the vehicles in the open. The confident advance of Bad Wolf has left his vehicles rather exposed. Good Wolf finds angles that deny cover and this coupled with lucky rolls on his psychic powers has a devastating effect. Both Rhinos are wrecked, spilling their passengers into the open and ending the possibility of assault troops reaching Good Wolf’s line. Two Long Fangs are lost from the central squad to opportunistic fire. The lead TLAC Razorback explodes, killing a passenger and its partner is wrecked, causing the passengers to become pinned.

Bad Wolf has lost all his short-ranged transports and is now committed to a static defence.

Bad Wolf: Turn 2

His scouts fail to arrive and Bad Wolf focuses on forming a battle line and he deliberately targets Good Wolf’s mobility. The Land Speeder jinks through heavy fire, relying on excellent luck to survive but eventually loses its heavy flamer to a missile.

Good Wolf’s losses are limited to a single Rhino as the enemy fails to hit home. This does however leave the Grey Hunters trapped on this hill. Any advance into the open will see them decimated by krak missiles.

Good Wolf: Turn 2

The Land Speeder turboboosts into the heart of the enemy to draw further fire. Good Wolf needs to eliminate the Long Fangs to safely advance. His firepower has the desired effect and Bad Wolf’s Long Fangs are shredded. Only two survive on the right as krak missiles punish them for their poor cover saves.
Losses on Bad Wolf’s left are also severe as only five missile launchers survive between both squads and a Razorback loses its main armament. The damage was again inflicted by a combination of living lightning and krak missiles.

Bad Wolf: Turn 3

A single squad of Bad Wolf Scouts arrive on the right flank and move to attack the greatly reduced Long Fangs. The result is a draw as one Long Fang is hacked down and one Scout falls in turn. The lack of power weapon on the Wolf Guard is to blame. However, Bad Wolf indicates that a drawn combat suits him well.

The Land Speeder again, ducks missile after missile. A melta gunner suffers a dangerous terrain mishap and dies attempting to reach it. But his squadmates finally bring it down with rapid-firing bolters.

Good Wolf: Turn 3

A unit of Grey Hunters attempts a rescue, the Rune Priest peels off to join the nearby Long Fangs, and the troops surge forward. Too late to save the last Long Fang, they settle for revenge. The Scouts are wiped out and the Grey Hunters retake the objective.

The previous turn saw Good Wolf create a “Long Fang Gap” and the end result can be seen above. The Long Fangs in the wheat are eliminated and their colleagues fall back after taking losses.
The Grey Hunters are in position to begin an advance but without transport, it will likely be too slow.

Bad Wolf: Turn 4


With his units largely hiding behind cover and limited opportunities to fire back, their hopes rest with the two functioning Razorbacks. Having watched its efforts to self-repair with alarm, they fire on the best target. The long immobilised Rhino finally explodes, into wreckage rather like a piece of paper. Eerie.

Good Wolf: Turn 4

Snecting weakness, Good Wolf throws in an offensive. One foot slogging squad advances on the right and another hops into the remaining Rhino and drives forward. His shooting phase is kind and most repositioned Long Fangs are blasted to goo. With the enemy’s ability to stop him reduced to one Long Fang and one Rune Priest, he hopes for a long game and a chance at victory.


Bad Wolf: Turn 5

Finally, Bad Wolf’s remaining scouts arrive. Perhaps, they can be used in a last ditch suicidal attack on the enemy objective?

Having monitored their own command’s broadcasts, the Scouts appear to suspect as much and carefully arrive on the wrong flank, against the odds. They are now far far from the battlezone.


Good Wolf: Turn 5

With his remaining transport brought to a halt by enemy fire just inside the central forest, the Good Wolf orders his Grey Hunters to disembark and advance on front. They cannot reach the enemy objective but perhaps they can get within shooting range and hope for a miracle.

Bad Wolf: Turn 6

Most of Bad Wolf’s forces fall back to make a stand around their objective. The Rune Priest continues to lash at the Rhino in a bid to even the score. But the lightning merely stuns the crew.


Good Wolf: Turn 6

Good Wolf maintains the advance and attempts to clear a path to the objective. A damaged Razorback explodes leaving its contents in the open. But the passengers hold their ground despite the loss of a marine. The harassing Rune Priest on the left is finally put down by missile fire.

Combined Wolf: Turn 7

With the game at an end, Bad Wolf focuses on clogging the objective with as many bodies and vehicles as possible. Good Wolf advances into shooting range but after a game of lucky shots, the Emperor can do no more and the various weapons rattle against power armour and armour with no effect. The game ends in a draw with Good Wolf scraping a 12-8 win on VP totals.*

*ETC Scoring

Tournament Report: Steamroller Saturday

Warmahordes in Dublin seems to be growing reasonably well with the monthly series of tournaments really bedded into the calendar, although it has yet to spill over into the convention circuit. The last tournament, on October 8, saw sixteen players gather in Gamer’s World to earn bragging rights for the rest of the month. I arrived with my brute/blunt force Menoth army to bring the pain, Mr T style.

Game 1
pKroess vs Gerry, Legion of Everblight, Rhyas

A man whose ill-temper is surpassed only by his fondness for animal cruelty and cheati…. No, wait, all lies. Gerry remained as gentlemanly as ever. Bah, humbug.

Assuming that he out-classed me in raw ability, I focused on attritioning his army to death in the hopes of establishing a run at a scenario win. Against experienced players, considering my lack of knowledge of factions other than my own, I always assume they have a brutal combination hidden away that will end me if it goes off. In response, I generally focus on removing as many pieces as possible in a bid to take out something he might actually need later. Luckily, this method plays into the strengths of Menoth units.

As his superior speed and strike range would tear me apart in the open field, I dug in on a plateau in my control zone. The Daughters and Zealots advanced to force his hand, he would either move under my guns to remove them or allow them to put a sizeable dent in his troops. Gerry chose to close in with part of his force.

With his caster well back and a decent portion Rhyas’s troops in the open, Kroess popped his feat early to knock the enemy off their feet and allow my humble soldiery to throughly stomp them. It went rather well. The Jacks picked off two of his three beasts without too much difficulty and set the tone. Although my infantry suffered heavily over the following turns, his force was rapidly reduced without major damage to any key assets.

One small worry was that the Ravagore had managed to light Kroess on fire. This slowly ground his health away and forced a certain level of haste. Gerry had not committed to the attritional fight blindly, using the skirmishes to move Raptors up to try for an assassination attempt. With no combat troops to spare, I mobbed my support troops into their path. The Raptors threatened to get a strike in but died/fled due to an unlikely series of events, involving a plucky choir-boy, a pointy stick and an unjustified outbreak of panic on their part.

That failure left the battle as a mopping up operation before I enacted a full advance on the enemy control zone. His cowering caster would have to fall back and I would take the scenario victory. Proving that the righteous will always triumph.

But Gerry clearly hadn’t read the same script. He decided to throw in a last desperate lunge, sending his caster on a suicide run. The charge saw Rhyas cripple a Reckoner in one almighty blow and return a measure of parity to the game. She then sat in the middle of my force, bloated with fury and ready to charge my caster. To my alarm, I realised that my key assets were all engaged elsewhere and unable to intervene. I responded with outright panic to this turn of events, hitting her with a selection of ill-chosen attacks before running my caster next to her to bat ineffectually at her face.

He was then stabbed repeatedly and fell over. First game, bitter defeat. With my chance at overall victory lost, all that mattered was finishing ahead of Anthony and Mark, two of my regular opponents.

Game 2
pKroess vs Anthony, Trollbloods, eMadrak


After taunting Anthony about his tournament record, notably his infamous all-losses tournament which has come to represent him in my eyes, the gods chose to punish me for my hubris by pairing me against him in the second round.

As ever, he had a cunning glint in his eye which suggested an carefully crafted plan to ensure my downfall. Rather than trouble my pretty head with the details, I went for the blunt force assassination run, throwing my invincible zealots into his front line, trapping his army in place and as it turns out, accidentally trapping elements of his force in the path of his giant rabid troll beast. Which inadvertently screwed his evil plan to trample through my troops and smash my warjacks. Nice.

The third turn saw Kroess pop his feat and knock his army off their feet. I had intended to use the feat to cripple his army but realised that my troops had some paths open to Madrak himself. The zealots lobbed a succession of grenades at his caster, which systemically burnt through his various damage allocation tricks one by one. Ten explosions later, he was out of devious ploys, troops to jump on the grenades and damage transfers. The Vanquisher and Reckoner then closed in and lit him up for a clear-cut assassination victory.

Score one for blind aggression.

Game 3
pSeverius vs Tomak, Mercenaries, Gorten


Tomak’s list had the potential to negate my beloved pop’n’drop assassination trick so I broke out pSeverius for his tournament debut. I suspected that he would use his feat to push me out of the control zones for a scenario victory so focused on pushing forward to keep his caster well back.

Both sides seemed to operating from the same hymn sheet, mid-range firefights and constantly seeking to preserve units from harm. We both threw units forward to clog the enemy’s advance, in his case, tough troll mercenaries, in my case, graceful if fragile assassins.

The heroes of the battle came from this first wave. Losing two troopers on the way in, the remaining four Daughters clogged up Tomak’s left flank for the entire game. Between the initial pinned down forces and those sent to extricate them, a five point unit tied up fifteen points of enemy assets and were still fighting at game’s end. This left him massively outgunned on his right and centre, the trolls stalled the advance for two turns but once downed, the drive brought the big guns into range and left his caster heavily wounded. Tomak popped his feat to push the warjacks back but as they stopped up against the units behind them, they simply weren’t pushed back enough. Even with their aiming thrown off by the feat, the Vanquisher and Reckoner were simply too close and they concluded the game by reducing Gorten to a cooked paste.

Game 4
pSeverius vs Steve, Circle Orboros, Kromac


Ah, yes, Steve. I remembered him. The man who lost me the Blood Bowl tournament the week before by pulling off some manner of ludicrious running/passing play with Dwarves to score a last turn equaliser. Revenge had to be mine. As I associated Circle with long range, teleporting assassinations, I chose pSeverius again to ensure I could keep my caster well away from the action and minimise the risk.

Again, I played the attrition game. Careful shooting and spell-slinging saw most of his offensive punch removed without the expected losses. The Tharn Bloodtrackers were almost entirely wiped out by a very lucky Ashes to Ashes. With my troops sitting just outside their charge range, the Tharn Ravagers were ignored until they eventually ran into combat in a bid to distract from his scenario play and were chopped down in turn.

The risk of standing off his force and picking at it , piece by piece, was that he would use the time and space to go for a scenario win. I took the chance, knowing that to score the scenario points, he would have to move into my killzone. It went much as planned as his beasts and druids attempted to clear the zone but suffered from some nasty outbreaks of bad luck. Having risked all to gain all and fallen short, my retaliation then chopped up most of his remaining infantry and beasts over two turns, suffering light losses. We take a moment to remember Holt, last seen being eaten by a giant supernatural werebeast. Strangely, the daughters had tired of their heroism in the previous round and spent most of the game in a panicked state, achieving nothing of note.

The loss of his beasts forced Kromac to shift into beast form and charge into the heart of my force in a bid to wipe out my jacks. He dropped the Reckoner outright but with my caster far far away and two more undamaged jacks in the area, Kromac succeeded only in choosing the place of his death. Eschewing the use of the fully fueled heavy standing nearby, I went for a more subtle assassination as a Revenger closed from behind and gave him a steel enema. Which is about as subtle as Menoth really gets.

Victory and 4th place. Or as I call it, third loser. Next time, Gerry, next time.

Although, I usually scoff at the claim that Warmahordes is inherently more balanced, claiming that Legion and Cryx remain inherently stronger factions, it is interesting to see that the top 11 positions see no repetition of factions and all but one of the factions represented. As there were no Minions players, that is probably a forgiveable failing.

Warheads -vs- Naas Wargames Fraternity: How it Happened

Well folks that was easily one of the best nights wargaming I’ve been involved in for a long time, amazing craic and a great way to play 40k!! The result? A Draw! Warheads were shy of the win by just 2 points.
Here’s the uber handsome challenging team (I say challenging team because the round took place on Warhead’s turf). From L-R, Rory Dunne (Tyranids), Chris Rooney (Blood Angels), Francis Mahon [Captain] (Eldar), Cian O’Dowd (Imperial Guard), Andy Farrell (Codex Marines) and Robert O’Byrne (Space Wolves).
The Warheads Team was made up of myself [Captain] (Chaos Space Marines), Ulick O’Sullivan (Space Wolves), Brian MacKenzie (Grey Knights), Sam Santijirakun (Blood Angels), Tristram Hills (Imperial Guard) and Alec Cornelius (Dark Eldar).
The lists were peer reviewed by Jonny Fisher (Captain Team Northern Ireland 2011) and Paul Quigley (Vice Captain Team Republic of Ireland 2011) and then published here after minor corrections.
As mentioned previously both teams had a mixed calibre of player available, all regular tournament wargamers or players who will be hitting the tournament scene soon with a few Irish ETC veterans thrown in for good measure.
I have to say the bidding process was a huge amount of fun and had each team second guessing the other constantly before matchups.
With the help of my team mates I quickly jotted down the opponent’s available lists and our potential first bids. First off we had to write champions down on a piece of paper secretly and give it to our referee (Paul Quigley of the Dublin Games Guild proved an excellent and helpful referee all night!).
In our camp we were divided about who to put as our Champion since we were trying to guess who Naas would put as their Champion. I figured their Champion would be something balanced so not their Blood Angels or Stealer Shock but also we thought that they might be thinking that we’d put our Imperial Guard as our Champion (always a good choice!) so they wouldn’t put their Eldar up.
It got rather confusing after this….either way I put myself as Champion since I thought I could hold the person we thought might be their champion (Imperial Guard or Marines) to at least a draw allowing the rest of my team to get a couple of high wins/draws and send us over the line….at least that’s how it was supposed to work!
The mission? One objective each….the Deployment? Dawn of War. A real test for a lot of armies this tournament favourite should help seperate the men from the boys.
The dice roll and….Naas put up first. Their first bid was Codex Space Marines, a shooty but relatively fragile balanced marine list with a couple of tricks up its sleave. We bid Sam’s Blood Angels, his Descent of Angels should be able to pick up enough victory points while claiming his home objective and securing a safe draw.
Our first bid are Space Wolves, against whom they send in their double Raven Blood Angels list. Interesting matchup but I was confident of our chances, even one round of shooting and that Blood Angel list suffers.
Naas bid Tyranids next and a reassuring pat on my back tells me that Dark Eldar are to be our matchup. We stick up Grey Knights to which they respond with Cian O’Dowd’s Imperial Guard and since they weren’t going to put Eldar as their Champion our Imperial Guard were left with them and my Chaos Space Marines were given Robert O’Byrne’s Space Wolves.

Here is my personal tracker for the games, on the right is the table number for the game being played (since the player that is bid gets to choose the table giving them a slight tactical edge in an even matchup) and in the top right of each match my estimated scores we could achieve.

All in all I think the matchups went very well. Our team communicated effectively and were able to get into our opponents’ heads a little bit but this exercise shows quite how much work is put in by our ETC Captain, Vice Captain and the team at predicting the opposing team’s next bid.
Below are some shots of the games themselves, click on the images to enlarge them!



Sam’s Descending Angels are led into battle by his beautifully painted Librarians!!


The Captains shake hands after a hard fought draw!

So how did the matches compare with my predictions, well as I showed earlier on my match tracker I predicted our Blood Angels player could get 7 points against codex marines, so I predicted a weak draw on our behalf. This was mostly due to the fact that we hadn’t tested this list thoroughly and Sam was relatively new to competitive 40k but low and behold he netted us 10 points!!

In our Space Wolves match against Storm Raven Blood Angels we didn’t fair too well unfortunately and lost all 20 points, much less than my predicted value of 7….
In our Dark Eldar – Tyranids matchup and Imperial Guard – Eldar matchup I predicted 20-0 both times and that’s exactly what we got.
In our Grey Knights – Imperial Guard matchup I’d hoped that Brian could net us 8 points, i.e. a draw with heavy losses, unfortunately Brian lost his objective and could only get us 3 points.
Finally my own game I predicted a weak draw for myself (since my list haemorrhages points but can hold a draw in most games) but pulled off 10 points.
All in all the predictions were accurate enough with the exception of the Space Wolves match, a worthy draw on all sides!!
This was a brilliant way for two clubs to hang out and play some excellent team based games of 40k, I wholeheartedly look forward to the rematch!!
Our many thanks to Gamer’s World for having us, our great opponents the Naas Wargames Fraternity, Paul Quigley for refereeing and checking our lists and Jonny Fisher for proofing the lists also!


Pint time!

Bua nó Bás,
J

The Naas Wargaming Fraternity versus The Warheads


Hi all, a few weeks ago I challenged the Naas Wargaming Fraternity (NWF) to a club versus club fight using ETC style missions and pairings. The lists were submitted Monday the 25th of July by 18:00 and checked independently by Paul Quigley (Dublin Games Guild/Irish ETC Vice Captain 2011) and Jonny Fisher (Northern Irish ETC Captain 2011).


The lists allowed special characters but the restriction on only one of each codex still persisted as agreed by both Captains. Heading up Team Warheads would be myself and Francis Mahon for the NWF. Both teams sported some hardcore and varied lists with six players to a team.

Both teams also exhibited two ETC veterans each; Alec Cornelius (Warheads) who took part in the Home Nations this year as part of the Barbarians Team and myself (Team Ireland 2010 and 2011) while the NWF have Robert O’Byrne (Team Ireland 2010) and Cian O’Dowd (Team Ireland 2010).
The lists are displayed below and looks like a competitive field!


NAAS LISTS:



Blood Angels Army List 1750 pts
Chris Rooney

HQ:
Mephiston, Lord Of Death – [250]

Troops:
Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked Heavy bolter, Searchlight) – [179]

Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked lascannon) – [213]

Assault Squad x6
-Meltagun
-Powerfist
-Melta Bombs
-Razorback (Twin linked lascannon) – [213]


Elites:
Terminator Assault Squad
-Thunder hammers and storm shields – [225]

Furioso Dreadnought
-Pair of blood talons
-Heavy flamer – [135]

Furioso Dreadnought
-Pair of blood talons
-Heavy flamer – [135]


Heavy Support:
Stormraven Gunship
-Twin Linked Plasma Cannon
-Twin Linked Multi Melta – [200]

Stormraven Gunship
-Twin Linked Plasma Cannon
-Twin Linked Multi Melta – [200]


Total – 1750pts





Cian O’Dowd – 1,750 Points – Imperial Guard

Company Command Squad (50), with 3 meltaguns (30), Astropath (30), and Chimera (55) with heavy
flamer.
165 points

Psycher Battle Squad (60), with 2 additional Sanctioned Psychers (20), and Chimera (55) with heavy
flamer.
135 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with 3 meltaguns (30), and Chimera (55) with heavy flamer.
155 points

Veteran Squad (70), with flamer (5), and autocannon (10).
85 points

Vendetta Gunship Squadron
– Vendetta Gunship (130).
130 points

Vendetta Gunship Squadron
– Vendetta Gunship (130).
130 points

Hellhound Squadron
– Banewolf (130), with smoke launchers (5).
135 points

Hydra Flak Tank Battery
– Hydra Flak Tank (75).
– Hydra Flak Tank (75).
150 points

Hydra Flak Tank Battery
– Hydra Flak Tank (75).
– Hydra Flak Tank (75).
150 points

Leman Russ Squadron
– Leman Russ Battle Tank (150), with lascannon (15), and plasma cannons (40).
205 points

Total: 1,750 points





Andy Farrell – Space Marine Army List – 1750pts

Librarian: Gate of infinity, Vortex of doom, bolt pistol – [100]

Dreadnought #1: 2x twin-linked autocannons (+20pts) – [125]
Dreadnought #2: 2x twin-linked autocannons (+20pts) – [125]
Terminator Squad: 5 terminators with thunder hammers and storm shields – [200]
Assigned to Land Raider

Tactical Squad #1: Sergeant with bolt pistol, close combat weapon and melta bombs (+5pts), and 4 marines with bolters – [95]
Assigned to razorback #1
Tactical Squad #2: Sergeant with bolt pistol and close combat weapon, and 4 marines with bolters – [90]
Assigned to razorback #2
Scout Squad #1: 4 scouts with bolt pistols and close combat weapons, sergeant with combi-melta (+10pts), close combat weapon and melta bombs (+5pts) – [90]
Scout Squad #2: 4 scouts with bolt pistols and close combat weapons, sergeant with combi-melta (+10pts), close combat weapon and melta bombs (+5pts) – [90]

Land Speeder Storm #1: Multi-melta (+15pts) – [65]
Land Speeder Storm #2: Multi-melta (+15pts) – [65]
Attack Bike #1: Multi-melta (+10pts) – [50]

Predator #1: Autocannon, and heavy bolter side sponsons (+25pts) – [85]
Predator #2: Autocannon, and heavy bolter side sponsons (+25pts) – [85]
Predator #3: Autocannon, and heavy bolter side sponsons (+25pts) – [85]

Razorback #1 Twin-linked lascannon (+35pts) – [75]
Assigned to tactical squad #1.
Razorback #2 Twin-linked lascannon (+35pts) – [75]
Assigned to tactical squad #2.
Land Raider Assigned to terminator assault squad – [250]

Total: 1750


Rory Dunne – Tyranids


HQ:
Hive tyrant(170): Scything Talons, leech essence, paroxyism, hive commander(25), wings(60) – [255]

Elites:
Hive Guard Brood(3): Hive Guard(50)- (3*50) – [150]
Hive Guard Brood(3): Hive Guard(50)- (3*50) – [150]
Zoanthrope Brood(2): Zoanthropes(60), Mycetic Spore(40)-(60*2+40) – [160]

Troops:
Genestealer Brood(13): genestealers(14),-(13*14) – [182]
Genestealer Brood(13): genestealers(14)-(13*14) – [182]
Genestealer Brood(12): gene stealers(14), toxin sacs(3)-(12*17) – [204]
Termagaunt Brood(10): Termagaunts(5)-(10*5) – [50]
Tervigon(160): cluster spines(0), catalyst(15) – [175]

Fast Attack:
Gargoyle Brood(10): Gargoyles(6), toxin sacs(1)-(10*7) – [70]

Heavy Support:
Mawloc – [170]

1748 points




Robert O’Byrne – Space Wolves Army List – 1750pts

Rune Priest: Living lightning, jaws of the world wolf, melta bombs (+5pts) and chooser of
the slain (+10pts) – [115]
Wolf Priest #1: Melta bombs (+5pts) and wolf tail talisman (+5pts) – [110]
Wolf Priest #2: Melta bombs (+5pts) – [105]

Wolf Guard Pack:
#1 Power fist (+20pts) and combi-plasma (+5pts).
#2 Frost blade (+20pts) and bolt pistol.
#3 Thunder hammer (+25pts) and combi-plasma(+5pts).
#4 Power fist (+20pts) and combi-melta (+5pts).
#5 Power fist (+20pts) and combi-melta (+5pts).
[215]

Wolf Scouts Pack: 5 scouts. All with melta bombs (+25pts), 1 with flamer (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #1. – [120]
Wolf Scouts Pack: 5 scouts. All with melta bombs (+25pts) and 1 with flamer (+5pts).
Joined by Wolf Guard #2 – [105]

Grey Hunters #1 6 grey hunters. 1 with plasma gun (+10pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #3. – [115]
Grey Hunters #2 6 grey hunters. 1 with meltagun (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #4. – [110]
Grey Hunters #3 6 grey hunters. 1 with meltagun (+5pts) and 1 with power weapon (+15pts). Joined by Wolf Guard #5. – [110]

Long Fangs Pack #1 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Long Fangs Pack #2 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Long Fangs Pack #3 5 long fangs and 1 squad leader. 5 missile launchers (+50pts) – [140]
Transport #1 Rhino (assigned to Grey Hunters #1). – [35]
Transport #2 Rhino (assigned to Grey Hunters #2). – [35]
Transport #3 Rhino (assigned to Grey Hunters #3). – [35]
Transport #4 Razorback with twin-linked heavy bolters (assigned to Long Fangs #1) – [40]
Transport #5 Razorback with twin-linked heavy bolters (assigned to Long Fangs #2) – [40]
Transport #6 Razorback with twin-linked heavy bolters (assigned to Long Fangs #3) – [40]

Total: 1750


Francis Mahon [Captain] – Eldar Army list

H.Q:
Jetlock squad:
Farseer with runes of warding (15), spirit stones (20), doom (25), fortune (30), jetbike (30)
Warlock x 7 with jetbikes (140), enhance (15), embolden (5), destructor x 2 (20) – [530]

Jetlock squad:
Farseer with runes of warding (15), spirit stones (20), doom (25), fortune (30), jetbike (30)
Warlock x 7 with jetbikes (140), enhance (15), embolden (5), destructor x 2 (20) – [485]

Troops:
Guardians x 15 with warlock (25), embolden (5) and brightlance (30) – [180]
Dire avengers x 5 (*) – [60]
Dire avengers x 5 – [60]

Heavy Support:
Falcon with Holo fields(35) and shuriken cannon (5) – [155]
Wraithlord with brightlance(40) and missile launcher (25) – [155]
Waveserpent with star cannons (35) for Dire Avenger squad (*) – [120]

Total: 1750pts



WARHEADS LISTS:


=======================================================================================

Player Name: Joseph Cullen [Captain]
Codex: Chaos Space Marines

HQ
Daemon Prince 110
Wings 20
Lash of Submission 20
Mark of Slaanesh 5

TROOPS
Chaos Space Marine Squad in Dedicated Transport #1
5 x Chaos Space Marines 75
Icon of Chaos Glory 10

Chaos Space Marine Squad
5 x Chaos Space Marines 75

Chaos Space Marine Squad
5 x Chaos Space Marines 75

HEAVY SUPPORT
3 x Obliterators 225

3 x Obliterators 225

3 x Obliterators 225

ELITES
Terminator Squad
3 x Terminators 90
3 x combi meltas 15

Terminator Squad
3 x Terminators 90
3 x combi plasmas 15

Dedicated Transports
Dedicated Transport #1
Chaos Rhino 35

Dedicated Transport #2
Land Raider 220

Dedicated Transport #3
Land Raider 220

===========================================================================================

Player Name: Alec Cornelius
Codex: Dark Eldar

HQ 1: Succubus (65): Agoniser (20), Splinter Pistol, Combat Drugs,
Plasma Grenades, Haywire Grenades (5) – [90]

Elites 1: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 1 – [108]
Elites 2: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 2 – [108]
Elites 3: 4 Kabalite Trueborn (48): 4 Blasters (60), in Transport 3 – [108]

Troops 1: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 4 – [60]
Troops 1: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 5 – [60]
Troops 3: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 6 – [60]
Troops 4: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 7 – [60]
Troops 5: 5 Warriors (30): Splinter Rifles, 1 Blaster (15), in
Transport 8 – [60]

Fast Attack 1: 3 Beastmasters (36): 5 Khymerae (60), 4 Razorwing
Flocks (60) – [156]

Heavy Support 1: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]
Heavy Support 2: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]
Heavy Support 3: Ravager (105): 3 Dark Lances, Shock Prow (5), Flicker
Field (10) – [120]

Transports:
Transport 1: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 2: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 3: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 4: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 5: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 6: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 7: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]
Transport 8: Venom (55): Splinter Cannon, Flicker FIeld, Splinter
Cannon (10) – [65]

Total: 1750

===============================================================================

Player Name: Sam Santijirakun
Codex: Blood Angels

Librarian: Jump Pack, Shield of Sanguinius and Blood Lance – 125
Librarian: Jump Pack, Shield of Sanguinius and Blood Lance – 125

5 Honour Guard: Jump Packs, 3 Melta guns – 195
5 Honour Guard: Jump Packs, 3 Melta guns – 195

Sanguinary Priest: Jump Pack, melta bombs – 80
Sanguinary Priest: Jump Pack, Lightning Claw – 90

10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235
10 Assault Marines: Power fist, 2 Melta guns – 235

Total: 1750

================================================================================

Player Name: Tristram Hills
Codex: Imperial Guard

Company Command squad 50
4x Plasma 60
Chimera 55
Turret and Hull Heavy Flamer

Vendetta 140
Heavy bolters

Vendetta 140
Heavy bolters

Vendetta 130

Psyker battle Squad 60
4x Extra Psykers 40
Chimera 55

Veteran Squad 100
3x Meltaguns
Chimera 55
Hull Heavy Flamer

Veteran Squad 100
3x Meltaguns
Chimera 55
Hull Heavy Flamer

Veteran Squad 130
3x Meltaguns
Demolitions

Veteran Squad 130
3x Meltaguns
Demolitions

Hydra x2 150
Hull Heavy Flamerx2

Hydra x2 150
Hull Heavy Flamerx2

Hydra x2 150
Hull Heavy Flamerx2

====================================================================================

Player Name: Brian MacKenzie
Codex: Grey Knights

HQ
Crowe 150

TROOPS
5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/searchlight and dozerblade 46

5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/dozerblade 45

5 purifiers (x2 psycannon, x2 halberds [1 master crafted], 1 hammer) 154
in rhino w/dozerblade 45

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

5 purifiers (x2 psycannon, x2 halberds, 1 hammer) 149
in razorback w/psybolt 50

HEAVY
Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

Dreadnought, Twin Linked Autocannon, Twin Linked Autocannon, Psybolt
Ammunition 135

total: 1750

====================================================================================

Player Name: Ulick O’Sullivan
Codex: Space Wolves

HQ1: Rune Priest with Jaws of the World Wolf and Storm Caller, Chooser
of the Slain: [110]

Elites1: 5 Wolf Scouts w/ melta gun & Meltabombs: [110]
Elites2: 5 Wolf Scouts w/ melta gun & Meltabombs: [110]
Elites3: 4 wolf guard, 2 x combi melta, 2 x combi melta with Wolf
claws and melta bombs: [132]

Troops1: 5 Grey Hunters with Meltagun: [80] in Transport 1
Troops2: 5 Grey Hunters with Meltagun: [80] in Transport 2
Troops3: 5 Grey Hunters with Meltagun: [80] in Transport 3
Troops4: 5 Grey Hunters with Meltagun: [80] in Transport 4

HS1: 6 Long Fangs with 5 missile launchers: [140] in Transport 5
HS2: 6 Long Fangs with 5 missile launchers: [140] in Transport 6
HS3: 6 Long Fangs with 5 missile launchers: [140] in Transport 7

Transport 1: Razorback with twin-linked Lascannon: [75]
Transport 2: Razorback with twin-linked Lascannon: [75]
Transport 3: Razorback with twin-linked Lascannon: [75]
Transport 4: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 5: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 6: Razorback with twin-linked Lascannon & Dozerblades: [80]
Transport 7: Razorback with twin-linked Lascannon & Dozerblades: [80]




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