Wednesday, December 13, 2017

40k: Chaos v. Imperial Guard 2000pts

On the feudal frozen world of Braxis Prime, life has come to a screeching halt! Villainous traitor marines of almost all stripes have landed on the outskirts of civilization to spread terror and recruit weak-willed peasantry to their swelling horde for future conquests and dark machinations.

Can the brave forces of the guard respond with enough force to blunt this infection? The local Guard Commander has sworn to deal with the problem before anymore town's fall!

Draconis 517th Guard Regiment:

Supreme Command Detachment-


The Hellhammer 'Manifold Fury', Heavy Flamer Sponsons
Tank Commander, Leman Russ Battle Tank, Hull-mounted Heavy Bolter
Tank Commander, Leman Russ Punisher, Hull- mounted and sponson Heavy Bolters (Looks like a Demolisher for this game)
Primaris Psyker, Force Stav

Brigade Detachment-
Company Commander [Warlord] Kurolov's Aquila, chainsword and las pistol
Company Commander w/ chainsword and las pistol
Company Commander w/ chainsword and las pistol
Guard Squad w/ Autocannon team
Guard Squad w/ Autocannon team
Guard Squad
Guard Squad
Guard Squad
Guard Squad
Rough Riders w/ x2 Meltaguns 
Rough Riders w/ Metlaguns
Scout Sentinel w/ Plasma Cannon
Company Command Squad w/ x4 sniper rifles
Astropath
Sgt. Harker
Leman Russ Battle Tank
Basilisk 
Manticore 

Chaos:

Battalion #1 [World Eaters]-
Dark Apostle (Brass Collar of Borgaster)
Exalted Champion w/ chain axe
Berzerker Squad w/ chain axe and chainsword in Rhino
Berzerker Squad w/ chain axe and chainsword in Rhino
Chaos Cultists x20
Predator w/ x3 las cannon
Predator w/ x3 las cannon

Battalion #2 [Alpha Legion]
Lord Ceph'litis the Jubilant (a Chaos Lord) w/ x2 plasma pistols and  a jump pack [Warlord]
Daemon Prince w/ Mark of Nurgle
Berzerker Squad w/ chain axe and chainsword
Chaos Cultists x20
Chaos Cultists x20

The outskirts of a feudal world town, pic-capture taken days before
the chaos-aligned element within the town were joined by traitor marine.

The objective, map type, and twist- we didn't calculate power so we
didn't bring any other cards into the mix. No morale tests meant that this
was going to be a bloodbath- for everyone involved!


Starting deployment from the guard perspective, going heavy on the
right flank anchored by the Hellhammer 'Manifold Fury'.

In their debut, not even fully painted, the rough riders appear on the
Chaos forces's flank!

Kaboom! Their meltaguns blow the first Predator away while the
second takes heavy damage from long range Battlecannon fire.

Armor rolls up, firing all across the chaos lines, taking out a Rhino
and mauling an additional unit of Berzerkers.

Thin red line! Guardsmen clash in the woods as they sell their lives to simply
delay the chaos advance!

Another Berzerker squad, infiltrating with help of Alpha Legion guides, turn
a guard squad on the left flank to a fine red mist.

Cultists break through the line, dealing a point of damage to the Leman Russ
behind- but sadly blocking the Berzerker's from an easy charge- leaving them
very exposed.

The rough riders, with limited options, declare a charge on the Daemon Prince.
The beast's move to cover itself is a psychic miasma is the only thing that
saves it as the women's hunting lances drop him to two remaining wounds!

Leman Russ demolisher, hammered by Obliterators behind the tower, manages
to finish off the last squad of Berzerkers with help from the Hell Hammer.

With two wounds left, the surviving Rough Riders inflict another three
wounds- all saved by the beasts armor before the creature cuts them to ribbons.

Two squads of raptors supported by Lord Ceph'litis the Jubilant appear- but are
badly kept out of range from most targets of opportunity- each hidden deep within
my lines. 

Coming to the rescue of the long tied up Leman Russ, the Hellhammer
brings its heavy flamers to bear, ending the first squad of cultists.

Given the order to 'crush them under its treads' the Leman Russ
manages to kill the Dark Apostle (who only had one wound left from
an earlier excellent round of shooting from a command squad of snipers).

After watching the rough rider's valiant demise, the Scout Sentinel defies the
odds and overcharges its plasma cannon- sending the Daemon Prince screaming
back to the void!

With most other dangerous targets dealt with, the Hell Hammer rumbles over
to the Raptor strike force...

Leaving only the Chaos Warlord left standing. At this point, on turn 3, Chaos
concedes- Imperial Guard victory!
Victory for the guard! Having the first turn was a boon, but when my first round of shooting was fairly uninspired, I was worried that I would be overrun before I could react. Luckily my opponent fixated on unimportant targets (at least unimportant 'generally' speaking) that allowed me to manipulate the flow of the field. Sure, I traded thirty odd guardsmen- but better them than my tanks or juicy characters!

All in all, good practice for the upcoming tournament- and hopefully things go as well then!

Sunday, December 10, 2017

Ghost Archipelago: The Tiger and the Damned

A Dynasty in Peril...

   Generations ago, my great grandfather Sangha was little more than a slave in the service of a great expedition. My people were once cherished as servant warriors due to our natural grace and strength, though many of my ancestors chose death rather than the ignominy of forced service. Through great danger he fought with a great expedition made up of many races through the fetid swamps and thick jungles of the fabled Ghost Archipelago... and survived to see the great font of power. Better yet, he drank deep of its waters and found himself energized like none of our kind ever before. At the end of the great journey, there were no slaves- only equals, and so Sangha was given his freedom.

   Returning home, the one who would become known as 'The Conqueror' leveraged his new power to smash his rivals and unify our people from a squabbling, infighting band of city states into a true and powerful kingdom. His power kept the peace, and placed the crown of the Majaraja on his brow- and continued to do so to his children and heirs. Alas, it seems, no power is permanent. I, Kanunakar, am the last of his great line to hold even a spark of his gift. Already there are rumblings from enemies within and without- vultures waiting to pick apart everything we've built. So it is my duty to sail away from home and find the fountain once again and revitalize my grandfather's gift.

   Sailing aboard the 'Pride of the Sun' has been an educational experience, as not all of my crew are my nation's best or most loyal- but they are what I have at my disposal. My Warden, Vaneet, is a constant guiding light for our journey and it was through her wisdom that we made landfall on the misty isles that were the target of our long journey. Following ancient maps, we landed near a small outlying settlement that my grandfather described in his journals from over a century previously. Inhabited by the mysterious black feathered Kenku, we made successful contact and friendship with the locals. After explaining my intentions, an Elder by the name of Daranibo offered to guide our expedition through the jungle and islands ahead of us. It won't be easy, but my hopes of rekindling the strength of my dynasty have lifted! Soon, I hope, I will drink from the fountain- if the Gods will it.

The Crew of the 'Pride of the Sun'.

Prince Kanunakar in the center, with his Beast Warden Vaneet Omenspeaker
on his right and the foppish merchant scion Vasco the Keen (an Archer) on the
extreme right. 

Kanunakar's Kenku allies. In the center is the wise guide Daranibo, with his
son Ajari (tomb robber) on the right and the stern Saburo (an Infantryman)
on the left. 

Gold and Blood

   Most heritors returning to the isles did not set foot there themselves, instead being the progeny or distant blood relative who heard the call. Still, tale says that one of the original members still lives- in a way. Sailors whisper of a spectral ship, rotting and creaking behind a veil of perpetual mist that has been preying upon the open seas around where the Archipelago disappeared all those many years ago. 

   They speak of a pirate crew of the damned who did not leave the island chain in time, too wrapped up in their own greed and hubris looting temples and the ship's to realize their peril- and when the realized too late the danger that they were caught in the edge of the Archipelago and cursed with wretched half-lives. Unnatural and twisted, they continue to amass wealth and prey upon any that they can...

... and now the islands are back, and slowly flooding with expeditions from the outside. Do the dead hope to break their curse? Or do they only hope to mindlessly continue their futile quest for gold and their thirst for rich, living blood?



The undead crew of the Crimson Cutlass. 

On the right is the heritor, Captain Errol "Parrot-Charmer" Trebilcock, the Bloody
Hand of Coconut Bay. On the left is Brighton 'Mad Eyes' Lazarus, the Quartermaster
and Storm Warden of the Cutlass.

The first duelist,  Cedric ''Two Teeth' Thor.

The second duelist, Milburn 'No Knees' Stansfield 

Saturday, November 25, 2017

Twilight Imperium: How dim do the fires burn?

Picked up at GenCon, poor TI4 sat on my shelf for months. Waiting. Biding its time as I read the rules and tried to find the time to play it. Then it happened! We got it to the table, played a solid 7 hour four player game where I took the Yssaril Tribes to victory over the others.

This is not that game. As something of an ad hoc affair, I didn't take any pictures!

This is the second game, a three player outing this time around. In purple, I played the Embers of Muaat- and my plan was to use my War Sun to hopefully bully the other players long enough to keep my border safe. The L1Z1X in yellow started with a slightly less prosperous cluster of planets, and followed a plan involving rushing a special tech before drowning the rest of us in super dreadnoughts. Finally the Hacan Collective in green sitting in the richest cluster of sectors with the scoring quick objective points on the mind.

Only one can sit upon the throne!


The very start of the game- we have my Muaat on the left, L1Z1X farside,
and  the Hacan in green.
Turn 1 and 2 has the normal expansion that would be expected. My early
lack of carrier's really impede's my forward motion. Green scores a few
early objective points.


Just before I make it to Mecatol with my War Sun, the Hacan sweep right in
using the gravity well for extra movement, surviving and stealing the 1 vp
right from under my nose.

I eradicate them, but the damage is already done. My opponents do a good
job keeping the Imperial strategy from me.

The L1Z1X rushes up the right side of the galactic map, establishing a
forward foothold right on the edge of Hacan space.

To stop me from scoring an objective dealing with being adjacent to
anomalies (despite me being in dead last) the L1Z1X launch an incursion
into my sector of space, cutting Mecatol Rex off.

Despite loud claims that he will withdraw, I ready my forces to throw
the L1Z1X back.

Two War Suns against four dreadnoughts. Despite the sharp technological
superiority of the L1Z1X, the Muaat are victorious.  

It was a close fight, and as we fought the Hacan continued to accrue points,
taking a three point lead over the L1Z1X (four over the Muaat). The objective
cards were not doing me any favors!

The L1Z1X launches an attack- and I'm forced to help. With their lead,
the Hacan will win momentarily. So my fleet, fresh from my victory
over the L1Z1X and with another fleet threatening Mecatol Rex instead
take the gravity well...

Heavy gravity threatens to tear my small powerful fleet apart...

But no! The Embers make it through unscathed. 

Boxed in and facing four(!) War Suns, the Hacan forces are crushed and driven
back all the way to their home systems. 

While its always terrible when two players team up against
one, this was the state of affairs- it had to be done!
Sadly, that is where the pictures end. I noticed too late the the L1Z1X player was about to sweep a lot of objective points. I built a second fleet and was moving to attack- when they suddenly hit the win condition using the Imperial Strategy card to score a public objective early. On turn 7, the game came to and end.

Final Score:
L1Z1X- 10
Hacan- 9
Muaat- 7

Victory for the L1Z1X! A slow start on my part had me falling too far behind in the middle/end of the game. My fleets were practically undefeated, but in the end the heritors of the Lazax took their rightful place on the throne. We can only hope they will rule... mercifully.

Wednesday, November 15, 2017

FG/GA Dwarves!

I've had these Dwarves finished for some time now, I'm just looking for an excuse to actually get them to the table. They were bought and painted with the intention of playing them in Frostgrave, but really there isn't much of a reason why they wouldn't fit into Ghost Archipelago as well. The bases I thought might be a problem, but the way I did ice could be seen as water lapping against ruined stones- why not, right?


Agathal the Runecaster, an Enchanter (or... Storm Warden?)
Apprentice and Wroclaw the Captain (or Heritor).


A pair of Barbarian types.

The 'crossbows'.

Treasure Hunter's~

Thugs, or other generic type lads.

A bard and an eccentric drill Knight. More pudge more damage!

3000 pt Double-Headed Giant Tournament!

3000 points. Two players. Who will come out on top?

Our plan was to make our opponents pick between two terrible choices. Focus on the Astra Militarum? Get sliced up by Berzerkers. Focus on Chaos? Get blasted apart by the armored might of the Guard. Fight both? Don't do enough damage to defeat either, and get smacked around. Seemed like a pretty solid, if brutishly simple, plan.

What do you expect when World Eaters are added to the equation? Poor screaming bastards really can only handle the simplest of game plans. This was what we brought to the table:

Riders of Ruin -
Astra Militarum 5 command points
Supreme Command Detachment:
[Warlord] Company Commander Chainsword, Laspistol, Kurolov's Aquila (2pow) 30pts
Primaris Psyker Laspistol (Psychic Barrier, Nightshroud) (2pow) 28pts
Primaris Psyker Laspistol (Psychic Barrier, Nightshroud) (2pow) 28pts
Enginseer Omnissiah Axe(2pow) 30pts
Shadowsword Volcano Cannon, Hull Twin-Bolter, x2 Lascannon/TB Sponsons (26pow) 472pts

Spearhead Detachment:
Tank Commander [Punisher] Punisher Gatling cannon, Hull HB, x2 HB Sponsons, Trackguards (12pow) 221pts
Leman Russ, Battle Cannon, Hull HB (10pow) 152pts
Leman Russ  Battle Cannon, Hull HB (10pow) 152pts
Basilisk Earthshaker Cannon, Hull HB (7pow) 108pts
Manticore Stormstrike Missiles, Hull HB (8pow) 133pts
Sgt. Harker Heavy Bolter (3pow) 50pts
Infantry Squad- Laspistol/Chainsword Sgt, Flamer (3pow) 47pts
Infantry Squad- Laspistol/Chainsword Sgt, Flamer  (3pow) 47pts

Chaos 7 command points

World Eaters Battalion
Dark Apostle with the Brass Collar
Exalted Champion
Berzerkers x8 w/ Chainswords + Axes in a Rhino
Berzerkers x10 w/Chainswords + Axes in a Rhino
Berzerkers x10 w/Chainswords + Axes in a Rhino

Alpha Legion Outriders
Chaos Lord w/ Jump Pack + x2 Plasma Pistols
x5 Raptors w/ x2 Plasma Pistols on Champion + x2 Plasma Guns


x5 Raptors w/ x2 Plasma Pistols on Champion + x2 Plasma Guns
x3 Chaos Bikers
Helldrake w/ Baleflamer


Game 1
Riders of Ruin deployment- we bottled the Khorne Rhino's too close together
and paid for that tactical mistake in the opening rounds of shooting. 

The foes. Three layers of Poxwalkers, with a crunchy Alpha Legion
Center. And OH so many characters- Typhus and Two Daemon Princes
to say the least. 

What's this? Khorne Berzerker's with the Alpha Legion trait to appear right
next to my hapless renegades? With all of the Khorne in our list, its no wonder
how they managed to get so close. 

Butchered to a man- anyone surprised? 

Across the field we have the Helldrake flying forwards to roast so Nurgle while
everyone not trapped in burning Rhino's moves forwards. 

Without a lot of other targets the Shadowsword utterly evaporates a Bloat Drone
(with something like 20+ wounds) and smashes the remaining Alpha Legion Berzerkers.
You might also notice a squad of deepstriking Alpha Legion Obliterators materializing
in the building above my gunline.  

The entire guard force opens fire, killing a few handfuls of the opponent and
reducing the Obliterators to one- who drops my Manticore to 3 health by himself
in the following shooting phase. 

A better view of their lines, pox walkers moving forwards with a blob
of cultists holding off our Deepstrike in the rear. 

The Helldrake (very damaged by shooting) and the Bloatdrone (likewise) have
a pointless slap fight. CAW!

Far more pivotal is the scrum that takes place between the World Eaters and
the combined enemy forces in the direct middle of the table- made all the worse
by a Relic held by a nurgle character nullifying all charge bonuses. 

After a combat phase, the numbers are greatly diminished. The Berzerkers
have taken heavy casualties but killed a pair of characters a a handful of pox walkers-
clearing the way for the guard's guns.

The Berzerkers are even worse off as the second Daemon Prince flys in, leaving
just the Khornite characters and a single mad Berzerker holding up both a Prince and
Typhus- luckily for us. 

The Helldrake, after tearing apart one of the Bloat Drones, finds itself
pulled out of the sky by cultists and pox walkers... somehow.
The Shadowsword fires and annihilates a Daemon Prince, while the Leman
Russes blow apart two other characters left open by the Berzerker's charge-
giving our side a narrow victory!


Game 2:
The second game starts out rocky as the Nurgle/SoB team rockets over the center of the
table supported by Celestine to surround and beat up on the World Eater Rhino's.

Our deployment. In the distance you can  see two or three large units of
pox walkers completely covering the enemy deployment zone.

Here the SoB player teaches me a new trick about how 'ending closer to
an enemy' for pile ins and consolidation can be used to 'dance' around vehicles
so as to surround them- a bit of a gross interpretation, but tis the way it goes.

Celestine jumps behind my lines in an attempt to assassinate my little
character posse, killing the Primaris Psyker. 

With the first ranks of sister's mostly dealt with, the Berzerkers smack
head first into an unmangled Death Guard second wave.

Death Cult Assasins likewise join the fight.

There is quite the whirlwind of violence, and in the end one Berzerker remains
standing, coated in blood and gore.

To save Harker and the Tech Priest, the Shadowsword rumbles to life,
grinding Celestine beneath its treads.

Not that Celestine stays dead for long. Bye bye guardsmen. 
The Deathguard, finally finished they're long slow walk across the board,
burst through the terrain...


And the guardsmen are forced to withdraw. Victory to the Nurglite forces!
Game 3:
Third and final game against a Blood Angels/Raven Guard army.

Black armored Space Marines take up cover on the flanks.

You can see the Librarian Dreadnaught in the center acting as the warlord, and
some scouts holding an objective at deployment with their tasty 2+ saves.

Some scout bikes with a Rhino next to a building full of plasma
Hellblaster fury. 

Our first move has two units of raptors packed with plasma supported
by a lord jumping in and executing the poor Librarian with overcharging
shots.

The poor Raptors are destined to eat most of our opponents fire on
the next turn- serving us in death as well as in life.

Our first two turns are pretty devastating, rolling forwards with everything
and killing unit after unit despite the shadows protecting the Ravenguard
at range.

The Shadowsword blasts apart a thunder hammer wielding
Captain through a window- probably taking the entire
building down with it.

Lightning claw wielding assault marines try one final last ditch attack,
tearing apart a Berzerker squad- but they are quickly put down next turn-
giving us a second, and very solid, victory!
In the end, our team ended up getting second place! Huzzah, not a bad days work. The final fight pushed us over the end in margin of victory but it was a good day overall for the Rider's of Ruin. Every game the Khorne Party Bus ended mangled and all but wiped out- as we suspected!

The Shadowsword was a mixed bag. It was scary and impressive, but sadly none of the opponents we faced had the heavy tank/super heavy presence to justify its expense. There was three or four Knights kicking around the world, just none crossed our path. Next time I field it I might try out a brawling Hell Hammer or even a 'normal' Baneblade.

It was a ton of fun, and I can't wait to try out my next list- it involves Valkyries!