tag:blogger.com,1999:blog-92015760872802932022024-03-14T00:11:26.522-07:00The Rune Council of UlthweThis is a Blog dedicated to my hobby work and gaming in general.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.comBlogger124125tag:blogger.com,1999:blog-9201576087280293202.post-85766383618142029372022-04-19T00:00:00.005-07:002022-04-19T00:00:59.291-07:00The Avatar Resurgent<p>With the release of a new Aeldari codex I have not been idle. I’ve been working to update bases for existing units while taking time to crank out some of the new stuff that’s come out. The most notable of these has been the new Avatar of Khaine kit.</p><p>While my painting skills are not as capable as they once were, due to the challenges associated with being on the wrong side of 40, I’ve been experimenting with new techniques and new paints to help bridge the gap. The result is after 45 hours of painting an Avatar I’ll be happy to put on the table:</p><p style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIqLUtX691AKzs002K_QCD79K63CAjMVtHGjleWT7q_VO1ooGYCWB5Ky3_mHSiN5ivf7rv5bPxs1XZlzfwA42lLFebvX8KFyf5X65epFaNMSTAyPCRy_sARx_DB4EufxC2S4iej46KHcnBSyFEwtdLH0lLoJ0dINm-VA-lDuS6-DpJG_pNWyLa_mf_Xg/s1795/22FF5FCE-1623-4C4D-A3F5-FEB58307917C.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1795" data-original-width="1440" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIqLUtX691AKzs002K_QCD79K63CAjMVtHGjleWT7q_VO1ooGYCWB5Ky3_mHSiN5ivf7rv5bPxs1XZlzfwA42lLFebvX8KFyf5X65epFaNMSTAyPCRy_sARx_DB4EufxC2S4iej46KHcnBSyFEwtdLH0lLoJ0dINm-VA-lDuS6-DpJG_pNWyLa_mf_Xg/s320/22FF5FCE-1623-4C4D-A3F5-FEB58307917C.jpeg" width="257" /></a></p><p style="text-align: left;">As much as I’ve enjoyed the look of the original avatar design I really loved the new options as well. Since I couldn’t quite decide what option I liked the most I broke out the old Dremmel and magnets and got to work, ensuring I could swap it around as I see fit, even during a game, emblematic of the Avatar shifting forms to correspond with the profile being used for an attack.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-r1Z2TxxUEycrZxKc0L6DdCuuUkUeqgnMgIaX3LzA2U2xt0ZmoaYVr2gno734LUKdde1qNCeeDU4Jati6SJKDVFAbSQ8z7ofy1mUBs3-di_sWlp5WxGdX-q1ff8DeX41FyCtqD-5jw4j_ZkXbSswHFlK_tj7qxowh4VBJ6gt9LhXL5ONzaTMqaFYqTA/s1801/89D5829C-C171-4479-A6FB-3A502C29717F.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1801" data-original-width="1440" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-r1Z2TxxUEycrZxKc0L6DdCuuUkUeqgnMgIaX3LzA2U2xt0ZmoaYVr2gno734LUKdde1qNCeeDU4Jati6SJKDVFAbSQ8z7ofy1mUBs3-di_sWlp5WxGdX-q1ff8DeX41FyCtqD-5jw4j_ZkXbSswHFlK_tj7qxowh4VBJ6gt9LhXL5ONzaTMqaFYqTA/s320/89D5829C-C171-4479-A6FB-3A502C29717F.jpeg" width="256" /></a></div><div><br /></div><div>While I’m not 100% certain which one is my favourite, I think I’m proudest of the bare head, as I was very uncertain that the final product would be worthy of the model, and it’s such a dynamic and different option compared to either helmets.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeyc3xVwR_d1mVHdReDPJl5TGS9v7sAVrollFBk1ZVQ_lo5G0wy104jsv1VstZFT9hP9zQO9Jfe4qzvMZggyXJo5G38JhZB7ioqTF0-TAd6QNYCSOQW-JzJZFb-ONIlERY11wHf_NzYa9eji12zOkI84SjBuCfrwswxIFlZGz8eTFO1EHiTCktTfVCEQ/s1800/EC938821-218C-4B4F-8271-EDC6B639F7DE.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1800" data-original-width="1440" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeyc3xVwR_d1mVHdReDPJl5TGS9v7sAVrollFBk1ZVQ_lo5G0wy104jsv1VstZFT9hP9zQO9Jfe4qzvMZggyXJo5G38JhZB7ioqTF0-TAd6QNYCSOQW-JzJZFb-ONIlERY11wHf_NzYa9eji12zOkI84SjBuCfrwswxIFlZGz8eTFO1EHiTCktTfVCEQ/s320/EC938821-218C-4B4F-8271-EDC6B639F7DE.jpeg" width="256" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div>If you stumbled upon this blog, hopefully you like what you see and and you’ll be inspired to pick up your own Avatar and get in the thick of it with your painting!<br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><p><br /></p><p><br /></p><p><br /></p>D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-62661051937796373362020-11-02T23:27:00.005-08:002020-11-02T23:27:51.658-08:00Jain Zar and Drazhar<p> It’s taken a while to get my finances back in order to do some real hobby investment, but now I’m ready to start building up a set of “studio” armies and really expand the channel.</p><p>I’d like to introduce the new style Drazhar and Jain Zar!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-cnkbN0Yaw6I/X6EE_RDUeAI/AAAAAAAACVw/UzaYDHTqKtg5L4agc7H3vD_1D6U13N1gwCLcBGAsYHQ/s2524/B9F35356-5703-42C4-BEA1-CFE3A28B3A57.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1246" data-original-width="2524" src="https://1.bp.blogspot.com/-cnkbN0Yaw6I/X6EE_RDUeAI/AAAAAAAACVw/UzaYDHTqKtg5L4agc7H3vD_1D6U13N1gwCLcBGAsYHQ/s320/B9F35356-5703-42C4-BEA1-CFE3A28B3A57.jpeg" width="320" /></a></div><p>With them now ready to duel, I’ve been hard at work building the background for the slowly growing Drukhari force and in a change for me, instead of leaning into the Grim Dark I’m going with a more comical bent.</p><p>I’m excited to try out Drazhar, even if he is facing off against a character in my previous Ulthwe force.</p>D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-29115935272718766042020-09-02T00:19:00.007-07:002020-09-02T06:01:51.955-07:00First 9th Edition Battle (Written)<p> I had my first 9th edition game recently when a friend came by. To keep things as COVID19 friendly as possible it was all my models. I made both army lists and let my opponent choose which to play. My gut instinct was that the Craftworld list was really hard hitting and probably stronger than the Harlequin list, but my opponent had never tried Harlequins before and wanted to give them a shot. The table had a lot of -1 to hit coverage, and as that was mostly redundant for Harlequins he opted for the other side of the board. While it's hard to see the Craftworlders have a unit of Dire Avengers hidding behind the corner tower, and a unit of guardians and warp spiders waiting to deep strike. The Harlequins had an 11 trouper unit also in the web. Deployement:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-cTa0SKqjJuk/X08322OFnoI/AAAAAAAACTo/X4jgfnCU8-waFFEvPzXbgbx_CdwaK6x2wCLcBGAsYHQ/s2048/0%2BDeployment.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1517" data-original-width="2048" height="379" src="https://1.bp.blogspot.com/-cTa0SKqjJuk/X08322OFnoI/AAAAAAAACTo/X4jgfnCU8-waFFEvPzXbgbx_CdwaK6x2wCLcBGAsYHQ/w512-h379/0%2BDeployment.JPG" width="512" /></a></div><br /><p>The Harlequins won the first turn, and with the mission rewarding holding objectives they pushed forward really quickly to take as much ground as possible and the further back unit being given a bonus to their invul thanks to Prismatic Blur.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-Ju6YQRQ5dsU/X083253zKRI/AAAAAAAACUg/2bhCbJXMNecxzyXznSODsTQFJcZ4mTnBACPcBGAYYCw/s2048/1%2BMove.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1497" data-original-width="2048" height="374" src="https://1.bp.blogspot.com/-Ju6YQRQ5dsU/X083253zKRI/AAAAAAAACUg/2bhCbJXMNecxzyXznSODsTQFJcZ4mTnBACPcBGAYYCw/w512-h374/1%2BMove.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">With units in place the psychic phase wasn't really momentous. Webway Dance failed, but one troupe was gifted a -1 to hit. Meanwhile the Shadowseer cast Twilight Pathways letting a Starweaver slingshot to a third objective and really put the screws to the forces of Ulthwe.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-fOZdtfe5oCk/X0835R7KXBI/AAAAAAAACUc/uyFmIIHeHxcUfy78Y8qOmWZwI53twh1GgCPcBGAYYCw/s2048/2%2BPsych.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-fOZdtfe5oCk/X0835R7KXBI/AAAAAAAACUc/uyFmIIHeHxcUfy78Y8qOmWZwI53twh1GgCPcBGAYYCw/w512-h384/2%2BPsych.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The two units of Skyweavers opened up with their Haywire cannons on the Wave Serpent, and despite a -1 to hit. Each unit got 13 shots and after they were done the Wave Serpent was diminished to a single wound. Unfortunately they were not the collective firepower of the Harlequins. The Skyweavers shuriken cannons took it down, killing one of the warlocks inside. Meanwhile the Prismatic Cannons of the Void Weavers crippled the Wraithlord taking it down to one wound. The Dire Avengers under the tower were reduced to a single model by the combination of Cegorach's Lament and Harvester of Torment. Despite the -1 to hit 9 shots tore through the unit in a savage display. The bikes were thinned out with the Neural Disruptors and the Humbling Cruelty Jester. By the time their combined work was done 5 bikes had been wiped away and the unit had a lone survivor. Without any assaults the morale phase wiped out the last of the Dire Avenger squad that had been savaged.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-wUDzeJf5kU8/X0835tQuG1I/AAAAAAAACUw/c-NRKFFvHbQ35BpybroUK_vNkOJQmCACQCPcBGAYYCw/s2048/3%2BShoot.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-wUDzeJf5kU8/X0835tQuG1I/AAAAAAAACUw/c-NRKFFvHbQ35BpybroUK_vNkOJQmCACQCPcBGAYYCw/w512-h384/3%2BShoot.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">After suffering a devastating opening round of fire Ulthwe sought to take over the closest two objectives and hope to hold out long enough to last until their reinforcements arrived. Most of the positioning was in preparation to take things over in the next turn.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-XCLpdiLAbCQ/X0836XqPMqI/AAAAAAAACUo/xQUaro1tWb45TUWgBPmiJAQ1fxBoYtJ7gCPcBGAYYCw/s2048/4%2BMove.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-XCLpdiLAbCQ/X0836XqPMqI/AAAAAAAACUo/xQUaro1tWb45TUWgBPmiJAQ1fxBoYtJ7gCPcBGAYYCw/w512-h384/4%2BMove.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The Combined psyshics of the Warlock Conclave and Eldrad wiped out a unit of skyweavers and dropped the save on the Blurred unit of bikes back to a 4+ while bumping their own save to 3+.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-EkqhZVCQD_E/X0837JBqllI/AAAAAAAACUk/mbjSQIcLYrgp1xJTWZ4AzXqK1Vo9RXr3QCPcBGAYYCw/s2048/5%2BPsych.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-EkqhZVCQD_E/X0837JBqllI/AAAAAAAACUk/mbjSQIcLYrgp1xJTWZ4AzXqK1Vo9RXr3QCPcBGAYYCw/w512-h384/5%2BPsych.JPG" width="512" /></a></div><div><br /></div><div style="text-align: justify;">The shooting phase was a bit of a bad turn for the Craftworlds which put a couple wounds on a Starweaver and the combined shooting of the Fire Prisms only managed to kill a single of the doomed bikes.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-MhJ6f-SKHyg/X0837eD-giI/AAAAAAAACUg/CGaKqErtVfUaBYwRG4hAKVujLLfMIr2jACPcBGAYYCw/s2048/6a%2BShoot.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-MhJ6f-SKHyg/X0837eD-giI/AAAAAAAACUg/CGaKqErtVfUaBYwRG4hAKVujLLfMIr2jACPcBGAYYCw/w512-h384/6a%2BShoot.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The phase I was most prepared to do some damage was assault. It got off to a good start when the Wraithlord got a 9" charge at almost point blank range However, the Autarch only managed a 2" charge, though he was fine with that. The real issue was when the Dire Avengers rolled a 3 on their charge, followed by a reroll to a 3. This meant they didn't get the distance they needed, even with their consolidation, to fully wrap the Starweaver. When it was eventually brought down the Harlequins and Troupe Master all bailed out with only a single trouper trapped in the wreckage.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-eUibXLMAR9w/X0837mxIOQI/AAAAAAAACUk/GLPgb0m6X14p6W5dBZq6ZkfZDnFZPd2QACPcBGAYYCw/s2048/6b%2BShoot.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-eUibXLMAR9w/X0837mxIOQI/AAAAAAAACUk/GLPgb0m6X14p6W5dBZq6ZkfZDnFZPd2QACPcBGAYYCw/w512-h384/6b%2BShoot.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ZJnyAIb8Nmg/X0838pg0Q6I/AAAAAAAACUo/rWYaxcQHZREJQ4wHeSU-9Pn8ME-zgA6QwCPcBGAYYCw/s2048/7%2BAssault.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-ZJnyAIb8Nmg/X0838pg0Q6I/AAAAAAAACUo/rWYaxcQHZREJQ4wHeSU-9Pn8ME-zgA6QwCPcBGAYYCw/w512-h384/7%2BAssault.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The Harlequins got their reinforcements and moved for the cous de grace, surrounding the Warlocks and Eldrad, and preparing for the assault phase.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-EFUKcXc33rM/X0839EvBK1I/AAAAAAAACUs/Jn8xDzJPuigsphojK1W5mi6o3fSdHrzCwCPcBGAYYCw/s2048/8%2BMove.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1534" data-original-width="2048" height="383" src="https://1.bp.blogspot.com/-EFUKcXc33rM/X0839EvBK1I/AAAAAAAACUs/Jn8xDzJPuigsphojK1W5mi6o3fSdHrzCwCPcBGAYYCw/w512-h383/8%2BMove.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The psychic phase was a total bust with Eldrad and the Warlocks stopping every spell, noteable for the moment a Shadowseer cast Twilight Pathways on a 10, and Eldrad clutched it with a 12 to deny.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-PXK6sn8rVkU/X0839YDtfpI/AAAAAAAACUw/vPXXz3zjQN0sij_2acMMY1Xbe-2yIiEeQCPcBGAYYCw/s2048/9%2BPsych.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-PXK6sn8rVkU/X0839YDtfpI/AAAAAAAACUw/vPXXz3zjQN0sij_2acMMY1Xbe-2yIiEeQCPcBGAYYCw/w512-h384/9%2BPsych.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The shooting phase was much more suitable for the Harlequins, with the Harvester of Torment mercilessly wiping out a second unit of Dire Avengers, the bikes spiking a 12 in their random number of shots at a Prism and Void Weaver support assisting in taking the tank down. Meanwhile the Skyweaver full of Fusion guns finished off the heavily wounded Wraithlord. As the combined fire of three units of Harlequins took down a few more Warlocks the Troupe Master caught the Autarch with a Fusion gun, likely being saved by his force shield.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-iwK_wPl6oX0/X0832vvWgZI/AAAAAAAACUs/ZV6Wt-vd4uALBO_RJ80t1Z-ZFKzi0MpcQCPcBGAYYCw/s2048/10%2BShoot.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-iwK_wPl6oX0/X0832vvWgZI/AAAAAAAACUs/ZV6Wt-vd4uALBO_RJ80t1Z-ZFKzi0MpcQCPcBGAYYCw/w512-h384/10%2BShoot.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The Troupe Master charged into the Autarch while 2 units of Harlequin troupes and the last bikes all charged the Warlocks... and the Solitaire charged Eldrad directly. The large units that just ported in failed their charge, even with a reroll.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-ttUra9yQhu0/X0833ynI83I/AAAAAAAACUc/5k47ZvWhQwokwJY5NfXWQ2GwfX1nGu_XQCPcBGAYYCw/s2048/11a%2BAssault.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1893" data-original-width="2048" height="474" src="https://1.bp.blogspot.com/-ttUra9yQhu0/X0833ynI83I/AAAAAAAACUc/5k47ZvWhQwokwJY5NfXWQ2GwfX1nGu_XQCPcBGAYYCw/w512-h474/11a%2BAssault.JPG" width="512" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">To start the phase the the Troupe Master dispatched the Autarch with complete efficiency using the Twilight Fang. Then the Warlocks interrupted combat with Supreme Disdain taking down a handful of Harlequins before they could unleash death. Unfortunately for the Warlocks they didn't take down enough of the nimble warriors.</div><div class="separator" style="clear: both; text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: justify;">The warlocks, even with using Lightning Fast Reflexes were cut down by the Harlequins, wiped out to a man, probably after they froze in shock when Eldrad was cut down by the Solitaire using Cegorach's Rose.</div><div class="separator" style="clear: both; text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-sS6yceXPk5g/X0834-EFqtI/AAAAAAAACUs/Yvby4-G9DzgNMWiNkg1ga5Ue9Gw8Re5DQCPcBGAYYCw/s2048/11b%2BAssault.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="384" src="https://1.bp.blogspot.com/-sS6yceXPk5g/X0834-EFqtI/AAAAAAAACUs/Yvby4-G9DzgNMWiNkg1ga5Ue9Gw8Re5DQCPcBGAYYCw/w512-h384/11b%2BAssault.JPG" width="512" /></a></div><br /><div class="separator" style="clear: both; text-align: justify;">At this point, looking at a likely 80 pt deficit by turn 5, with only two very vulnerable models on the table, even the deep strikers would not swing the game beyond the total route it had devolved into.</div><div class="separator" style="clear: both; text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: justify;">One thing I learned in this game was that I need to review my terrain to have more central line of sight blocking terrain towards the centre of the board. But I also learned that Craftworlds are in a really really bad place at the start of 9th edition. They have arguably the worst troop options in the game compared to points, and suffer greatly in the need for durability.</div><div class="separator" style="clear: both; text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: justify;">Another lesson learned was that while choosing good secondaries for a force is helpful, but something you still actively need to account for, choosing the wrong secondaries pretty much wipes 45 points from your game to start. I need to reimagine what constitutes an "all comers" Craftworlds list, and what secondaries I can realistically pursue since many of them require sacrificing units for any purpose other than performing actions, and when your units get cut down quickly you can't often actively sacrifice performance for a turn.</div><br /><p><br /></p>D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-39650416536081516632020-08-14T01:45:00.004-07:002020-08-14T01:45:33.001-07:00New Objective Markers (9th)In the past I had made objective markers to be used showing the entire scoring zone for 8th edition, and designed to work with the 7th edition Craftworld markers. With the advent of 9th they've updated the zone to be larger, 3" from the edge of a 40mm base. I've now recreated the markers, but resized for the measurements of the new edition. I look forward to the ease of knowing if I'm scoring at a glance.<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-vp4Tfb0uSpk/XzZOBkGNXFI/AAAAAAAACTM/LgucKBPiLYoWaSZV3Ap9qh4wfiGjHaXFgCLcBGAsYHQ/s2048/IMG_9266.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1538" height="640" src="https://1.bp.blogspot.com/-vp4Tfb0uSpk/XzZOBkGNXFI/AAAAAAAACTM/LgucKBPiLYoWaSZV3Ap9qh4wfiGjHaXFgCLcBGAsYHQ/s640/IMG_9266.jpg" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">On the "minimum" size playfield they really do take up a considerable amount of space. When making battle reports they should provide some visual pop in the videos.</div><div><br /></div>D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-18447779657075724512020-04-15T21:09:00.000-07:002020-04-15T21:10:25.434-07:00A Review of Phoenix Rising Assault BombsCheck out the video below:<br />
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/CKeptMBRff8/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/CKeptMBRff8?feature=player_embedded" width="320"></iframe></div>
<br />D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-84479395148388147442019-10-21T04:59:00.003-07:002019-10-21T04:59:42.857-07:00Old Banshees Newly PaintedA couple months ago I finally got around to working on some new (2006) banshees for my Ulthwe warhost to update my squad.<br />
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<a href="https://1.bp.blogspot.com/-3QPh3Gp1y_w/Xa2aow9oUpI/AAAAAAAACQQ/lOz2vuAD7IExE3pA52Vdkc-DYGkgDIYtgCLcBGAsYHQ/s1600/648BA5AB-9BFA-478D-97B2-D5AC3D8FC2E2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="811" data-original-width="1600" height="202" src="https://1.bp.blogspot.com/-3QPh3Gp1y_w/Xa2aow9oUpI/AAAAAAAACQQ/lOz2vuAD7IExE3pA52Vdkc-DYGkgDIYtgCLcBGAsYHQ/s400/648BA5AB-9BFA-478D-97B2-D5AC3D8FC2E2.jpeg" width="400" /></a></div>
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With a bit of green stuff I strengthened the base and gave the models some height. I also made sure that the arm placement kept every mode in the unit looking looking slightly different. At the time I started the project I thought it could get my motivation charged up so I could complete the new Spiritseer behind them.</div>
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I started to paint them and in a couple days made some pretty good progress (for me).</div>
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<a href="https://1.bp.blogspot.com/-ZOkEehiVAq4/Xa2byhyoScI/AAAAAAAACQY/ixpZf16khM8DYeG6E1seLD8JBYdAlryMgCLcBGAsYHQ/s1600/89724487-B114-40EC-9767-8E420307C12C.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="818" data-original-width="1600" height="203" src="https://1.bp.blogspot.com/-ZOkEehiVAq4/Xa2byhyoScI/AAAAAAAACQY/ixpZf16khM8DYeG6E1seLD8JBYdAlryMgCLcBGAsYHQ/s400/89724487-B114-40EC-9767-8E420307C12C.jpeg" width="400" /></a></div>
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Then it happened. Before the unit was fully done GW announced new plastic Banshees and a new Jain Zar. My motivation was gone, for weeks. But then, GW announced they would only be in a boxed set I can’t really afford right now. So with months to wait until they are released and the book out now I got off my ass and put on the finishing touches.</div>
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<a href="https://1.bp.blogspot.com/-x-iqFfM3eK8/Xa2c4SCyICI/AAAAAAAACQg/vKCG9mgudgM2Xl5SuU9s--iY-5GkFROzQCLcBGAsYHQ/s1600/FD1B2A7F-7417-48B4-8A0D-C813060994B9.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="863" data-original-width="1600" height="215" src="https://1.bp.blogspot.com/-x-iqFfM3eK8/Xa2c4SCyICI/AAAAAAAACQg/vKCG9mgudgM2Xl5SuU9s--iY-5GkFROzQCLcBGAsYHQ/s400/FD1B2A7F-7417-48B4-8A0D-C813060994B9.jpeg" width="400" /></a></div>
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And now they are prepared for war, and inspired a tweak to the way I paint power weapons to give them some punch. I’ll do a seperate article about which Exarch powers I’ll use for which units and why.</div>
D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-36453637330449142592019-03-12T06:21:00.002-07:002019-03-12T06:21:26.958-07:00Kabalite Bomb Squad Completed!<div style="text-align: justify;">
Well I finally got around to finishing this massive unit of Kabalites. Oddly enough I was working on a Corsair conversion and wanted to buy six Splinter Cannons. This resulted in the bitz company accidentally sending me 20 Kabalite Warriors. I offered to send them back but they told me to keep them since it was an error on their end. For about seven years they have just been legs on bases... but a few months ago I got off my butt and got around to putting them all together. While having one token Kabalite unit for Ynnari is okay, I feel like they deserve the same kind of potential game play as my Harlequins. That means I need to start focusing on completing the Drukhari units I have unbuilt and unpainted. I just got one large step closer with this unit:</div>
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At 20 warriors strong my aim is to use the webway stratagem to pop this unit in at about 15 inches from the enemy and unload. 15 inches is because my paint scheme really fits Obsidian Rose, and since there's no fluff about a specific Kabal working with Ulthwe or Midnight Sorrow I'm going to move forward with that as my Kabal. With two shredders in the unit I might be able to get lucky and pack two or three reliable kills to the units firepower, compared to my pitiful rolling for poison wounds. With the way I roll for poison weapons I might as well only wound on a 5+.</div>
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At this point I still have ten more Kabalites to assemble and paint, an Archon, a Succubus, and three bikes to paint. At some point I need to grab three more bikes, and one more court member, and then I can look at picking up two more Raiders. From there I'll have a functional battalion from a Kabal to build off of, and a patrol of Wyches. Technically I can make a Vanguard of Incubi and Mandrakes as well, but I much prefer my Mandrakes as one menacing unit rather than two small squads. It's just a way of farming CP while my force grows.</div>
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While I like the idea of a fluffy raiding force with a coven splitting the difference I am not enthused about the amount of work it will take to get there since a coven doesn't play well with Ynnari. Every time I try and build a 2k force around a raiding force I find myself padding out the basics so much that the force really feels like it suffers against too many army types. The prevalence of Knights in particular is a worry for that type of classic force. Don't get me wrong, Knights are not a weak point for the army, but it certainly is for the raiding force, because it emphasises a splitting of resources that dilutes the type of focused list that really competes with knights.</div>
<br />D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-62543183017727562802019-02-26T19:58:00.000-08:002019-02-26T19:58:02.095-08:00Ulthwe Vs Harlequins 2500pts Written Battle Report<div style="text-align: justify;">
Letting someone else use one of your armies is always an odd prospect, in part because you build an army for your own play style, and that leaves a gap between what you have available and what they'd want. That said, I've got my Midnight Sorrow Harlequins vs my Ulthwe.</div>
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The Ulthwe list above has a take-all-comer vibe, designed to be flexible enough to face more elite forces like Castellan and friends, or hold up against more of a horde force. As a Brigade it boasts an impressive 15 command points.</div>
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The Harlequins are a force that is limited by my collection. In this case in order to squeeze as many points as I could from the list I split my Harlequin squads from 12 down to 6 troupers each. This allowed me to build two Battalions and add on a Vanguard detachment to total out 14 command points. this also required me to take the Webway Portal in order to hit the 2500. As it's basically playing with a handicap I took charge of the Harlequins.</div>
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The mission was #2 of the new Maelstrom missions, something like Head of the Snake. Essentially you comfortably generate new tactical objectives each turn, but when a character dies you lose an outstanding objective.</div>
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Deployment: We opted to have the objective markers overturned until after deployment, meaning we had no idea what objective was where. This made it tougher to remove objectives to refine the deck so I couldn't use my ordinary trick of removing the "defend objective" cards that are from my opponent's half of the board.</div>
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Harlequins would go first unless Ulthwe could seize. Both forces lined up, but Ulthwe was clearly prepared to absorb a charge and hold off its foes long enough to gather against the clowns, even having Fire Dragons in a Falcon preparing to take down the Webway Gate before the 6 Harlequins deployed in the labyrinthine depths of the webway along with a Death Jester. Unfortunately for the craftworld they did not seize, allowing the Harlequins to go first. </div>
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Player 1 Battle Round 1:</div>
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The Harlequins moved up aggressively, and thanks to the Shadowseer slingshotting a troupe up the field with a second move they managed to get into the front lines. The two units of Haywire bikes were okay against the Falcon and a Warp Hunter, but didn't destroy either, instead knocking them to their mid level profiles. The troupe that got into the thick of it finished off a Guardian squad and attempted to wrap up the farseer but couldn't get in behind him with the changes to the Flip Belts rule. In all the Harlequins got First Strike and achieved another objective whilst starting to defend an objective as well.</div>
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Player 2 Battle Round 1:</div>
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Looking to stem the tide the forces of Ulthwe quickly shifted position. The bikes leapt out to cut down the Troupe Master who I had foolishly left unaccompanied by a troupe (since they were in the Ulthwe lines). The fire dragons sped from the Falcon to take down the webway gate, but most of the units just shuffled around. The Wraithknight trundled forward to try and dominate the center of the board. A solid move as Harlequins often have trouble facing off against knights of any kind. In an unexpected turn Ulthwe was entirely shut down for the psychic phase. The Farseer had been placed in hopes of eliminating the troupe that was in the frontlines with Executioner and the bikes with smite, but both powers got denied, as did Jinx. In fact Jinx and Executioner were denied with box cars. The neutering of the psychic phase made a huge dent in the potential for the craftworld forces. They did eventually manage to kill the troupe and the closest unit of bikes, after putting unholy amounts of firepower into them, but it meant that little could be done to damage the units that were quickly approaching. When the Firedragons fired, point blank, at the Webway gate the unit of 6 managed to do a total of 5 wounds. Considering I failed the one save I'd been required to make on it I just saw this as a reminder that Fire Dragons are overpriced given their unreliability combined with their frailty. They aren't like Wraithguard, who can survive a bad round of fire, and take considerable effort to eliminate. The bikes laid a tremendous amount of firepower into the Troupe Master, but with his 3++ he shrugged off all but 3 wounds. The bikes charged him, hoping to finish off the last two wounds and net Warlord, but failed, and lost two of their number, one to the Heroicly Intervening shadowseer. Ulthwe was positioned to defend two objectives in the next turn, and had secured first strike, but hadn't had immediately achievable goals, discarding a Defend Objective that was on the Harlequin side of the board.</div>
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Player 1 Battle Round 2:</div>
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This was a huge turn for the Harlequins. They disembarked all units in transports in a pincer move, while the jetbikes pushed forward up the center. For psychic powers a Shadowseer fogged the mind of the Wraithknight while another challenged it to a battle of minds and put two wounds on it. Another managed to place -1 to hit on a unit coming up the center of the board. Having success in the Psychic phase gave me a lot of confidence. This was followed up by the second unit of bikes using haywire to finish off the wounded Warp Hunter. I was, perhaps, even a bit cocky with 6 fusion pistols at point blank range with the wraithknight. Unfortunately 4 of the troupers were unfamiliar with the sidearm and completely missed the hulking monstrosity. The other two hit, but only one wounded and managed 4 damage. Ultimately an uninspiring fare. The Assault phase was fierce with the Solitaire getting in to the Spiritseer, the Troupe Master getting in to the Shadow Spectres as he could not be overwatched, and the bikes making it in to Dire Avengers while 3 troupes and a troupe master all made it in to assault with the wraithknight. A troupe fully armed with Harlequin Kisses managed to bring the Wraithknight down to 4 wounds. This made interrupting less appealing, but my opponent did in order to try get slay the warlord. His assault failed and the Harlequins proceeded to slaughter Dire Avengers, Guardians, Shadow Spectres, and the Solitaire slaughtered the Spiritseer. After it consolidating leaving it about 4" from the Autarch and Bonesinger... after the minor attempt of Utlhwe to strike back it was the end of the fight phase and I played the Fight Again strategy on the Solitaire... followed by the Troupe Master finally spiking a refund for the first time ever, getting a three CP stratagem for free. The Solitaire was a blur, slamming into the Autarch and Bonesinger. While the Bonesinger died to the brutality of Cegorach's Rose, the Autarch's force shield was impressively effective, only letting one strike through. While the Harlequins pushed ahead to 7 Victory Points the forces of Ulthwe were shattered to be forced to discard their Defend Objective cards when their characters were slaughtered, crippling their ability to score.</div>
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Player 2 Battle Round 2:</div>
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The Wraithknight left combat and was healed for 3 wounds. Then the psychic phase began and the Farseer was ready to Smite and Execute his way to vengeance. But again both his spells were denied, both with box cars! At this point it was readily apparent that Ulthwe's Warhost was crippled. All that was left was to see how many models could survive. The Autarch obliterated the Solitaire with his fusion pistol while the Warp Hunter wiped out the second squad of bikes. The fog stopped the Wraithknight from making much of an impact. They still had not managed to score any Plobjectives.</div>
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Player 1 Battle Round 3:</div>
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The Autarch was killed netting warlord and the Wraithknight was wrapped up again, but even with a troupe master they only dropped it to 2 wounds. By the end of the turn the Harlequins were set to defend an objective and were now comfortably leading 9-1.</div>
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Player 2 Battle Round 3:</div>
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<a href="https://3.bp.blogspot.com/-LKTZqUiXSWs/XHXz0nOfcmI/AAAAAAAACM4/QsD4rg5kA9cRMDSi7Lt-aiHFx19B6xxAgCLcBGAs/s1600/image00015.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="953" data-original-width="1600" height="237" src="https://3.bp.blogspot.com/-LKTZqUiXSWs/XHXz0nOfcmI/AAAAAAAACM4/QsD4rg5kA9cRMDSi7Lt-aiHFx19B6xxAgCLcBGAs/s400/image00015.jpg" width="400" /></a></div>
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The Farseer went nuclear, getting off Executioner, Mind War, and then a full size Smite, killing off a troupe squad, a Star Weaver, and the Troupe Master, thanks to the objectives he was set to achieve maxed out two D3 objectives, pulling in 7 Victory Points. Outside of that MVP performance the Ulthwe forces managed to do little other than kill a Void Weaver and the Wraithknight did pretty much nothing useful while fogged. The loss of the Troupe Master meant I lost the ability to score the Defend Objective I'd been working on.</div>
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Player 1 Battle Round 4:</div>
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Virtually all of the troupes had been destroyed, leaving just a handful of harlequins, but they were still moving to capture objectives, bumping up from 9 to 15 points.</div>
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Player 2 Battle Round 4:</div>
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Only 2 wounds were left on the Wraithknight. It couldn't defend its objective with the expected movement of the Harlequin model, so it would need to live through the next turn and then hope the game continued and then live through the next turn to defend the objective.</div>
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Players 1-2 Battle Round 5: </div>
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The Harlequins got big game hunter against the Wraithknight and Mercifully the game ended. The only Ulthwe unit is the wounded Hornet.<br />
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Harlequin Victory 22-8.<br />
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This game confirmed the difficulties that Harlequins have with knights. Even a single knight can cause problems for them, and this is without the ability to shift it to a 3++ against shooting. a full knight force is basically a hard counter to them, because the bikes are so easy to take out for knights.<br />
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I feel like the Harlequin dominance of the psychic phases in turns 1 and 2 swung the game hard in favour of the clowns. It required so much extra firepower to rout them from the Ulthwe force's front lines.<br />
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In this particular mission the Defend Objectives are such a liability because they can't be scored instantly, thus making them more likely to be unachievable because you lost a character. All in all it was a fun game, but really cemented my thoughts about certain weaknesses in both armies and just how impressive certain units can be in the right circumstances (looking at you Solitaire).<br />
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DWHD W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-60989898657805975242019-02-20T20:28:00.003-08:002019-02-26T18:03:21.563-08:00Wyches CompleteAs I slowly disassemble my Corsair force and tweak the models I have completed a 10 model Wych squad:<br />
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<a href="https://1.bp.blogspot.com/-kHRg6nLpNZM/XG4mTjr5BeI/AAAAAAAACLk/jtCQn_p6qRYjvOgTRjyZFoqIBFTcIaFkgCLcBGAs/s1600/IMG_6829.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="818" data-original-width="1600" height="203" src="https://1.bp.blogspot.com/-kHRg6nLpNZM/XG4mTjr5BeI/AAAAAAAACLk/jtCQn_p6qRYjvOgTRjyZFoqIBFTcIaFkgCLcBGAs/s400/IMG_6829.jpg" width="400" /></a></div>
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I'm happy with how they came out considering they were recovered from being corsair conversions I made some years ago. In their revamp I decided to give them a feature forearm in red to acknowledge their allegiance to and worship of Ynnead. I'm not certain what cult I'll run them as, but as a start I'm noticing with almost 30 Kabalites and 10 Wyches painted, 5 Incubi, 10 Mandrakes, painted, and a couple Archons and Coterie just about ready to roll I'm feeling both like I don't need any more infantry, but also that I could use a small contingent of a Haemonculus coven. What I really notice, however, is that I very much lack vehicle support for these units. I only have a Venom and a Raider. I think I need 2 more raiders, and then Ravagers and at least one more Venom. It's a daunting future just to make them feel like a cohesive force. At the very least, if I'm running Ynnari I can go nuts mixing and matching them since they lose their obsessions anyway.<br />
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I'm looking forward to pushing some fun lists forward.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-38833310964183848582019-02-19T19:12:00.001-08:002019-02-19T19:12:22.567-08:00How Often Do You Revamp Your Army?<div style="text-align: justify;">
With the crash of Corsairs from Forgeworld I'm thinking they'll be shifted to Kill Team at some future point. Thus I'm slowly adapting mt old units that will never again see the table to play other roles. This means I can find new ways to expand out existing units, such as below:</div>
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The two flamers were part of the original squad, and when the unit had templates they were an ideal way to make the unit a surprise impact squad that could spring out of a transport and lay waste to a massive infantry squad. In 8th I haven't been able to fire the flamers a single time either on the charge or when being charged. With the reduction in cost of the Fusion guns reduced along with the overall cost of the Storm Guardians it seems like a more tempting choice.<br />
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Fire Dragons still feel vastly too expensive, but this gives me an option to deep strike a massive unit and stretch it out enough so that the bulk of the unit can do something helpful like hold an objective, while these two models are stretched out to be close enough to add some potent firepower to a vulnerable target without wasting a ton of points. With the 1-2 punch of Discipline of the Black Guardians and Celestial Shield they can provide an unexpectedly devastating hit, and then be surprisingly tough to shift. If you somehow drop Protect on them at the same time a unit that is positioned well can become a nightmare to deal with, and one that your opponent never conceived could give them issues when overlooking your army at the start of the game.<br />
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All that said, I can switch out as I see fit, and I accomplished this by revamping an old unit to something I can make the most of now, the same way I scrapped two old bodyguard conversions to become Swooping Hawks again. In some ways it just feels incredibly exciting to find new uses out of classic models I hadn't been able to run in what feels like forever. It's bringing the fun back.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-57458237744284797732019-01-19T03:35:00.000-08:002019-01-19T03:50:35.359-08:00Ulthwe Family PhotoIt's been a long time since I did one of these, a single photo of my whole craftworld army:<br />
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This shot realistically covers over 25 years of collecting. Ulthwe has kept along with me through a lot in my life, including a bout with cancer in which I sold off nearly all my models to help pay my medical bills.<br />
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Other units have been retired like the original Eldrad, but the first model I ever purchased is still there and still used.<br />
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Here's the inventory of the photo:<br />
50 Guardian Defenders with 5 weapon platforms<br />
Autarch<br />
24 Storm Guardians<br />
10 Howling Banshees<br />
Jain Zar<br />
10 Striking Scorpions<br />
Karandras<br />
8 Rangers<br />
8 Warp Spiders<br />
6 Fire Dragons<br />
16 Warlocks<br />
3 Farseers<br />
Eldrad Ulthran<br />
1 Avatar<br />
20 Dire Avengers<br />
10 Dark Reapers<br />
Maugen Ra<br />
Yvraine<br />
Yncarne<br />
Visarch<br />
6 Windriders<br />
3 War Walkers<br />
Skyrunner Warlock<br />
Skyrunner Farseer<br />
Skyrunner Autarch<br />
3 Vyper Jetbikes<br />
2 Night Spinners<br />
3 Warp Hunters<br />
2 Fire Prisms<br />
Webway Gate<br />
Star Striker (unique conversion)<br />
2 Falcons<br />
3 Hornets<br />
4 Wave Serpents<br />
2 Hemlocks<br />
2 Crimson Hunters<br />
Crimson Hunter Exarch<br />
Nightwing<br />
Phoenix Bomber<br />
Vampire<br />
Scorpion<br />
Cobra<br />
Void Spinner (unique conversion)<br />
Storm Serpent (unique conversion)<br />
Lynx<br />
Support Weapon Battery<br />
Autarch with Wings<br />
6 Shadow Spectres<br />
10 Wraithguard<br />
6 Wraithguard with D-scythes<br />
Spiritseer<br />
7 Wraithblades<br />
2 Bonesingers<br />
7 Wraithblades with axes<br />
Wraithlord<br />
Wraithseer<br />
Skathach Wraithknight<br />
2 Wraithknights<br />
2 Revenant Titans<br />
Phantom Titan<br />
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I highly recommend people have a bit of fun and put their largest army out all at once and see how massive your collection has grown. One day I'd love to use the force all at once, though I doubt I'll ever be able to.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-20841600336062202422018-09-26T21:32:00.002-07:002018-09-26T21:35:09.585-07:0040k Narrative Campaign Pack for Download: Verdict of Mirandus (4 Players)Recently BOLS released an article on narrative campaigns, and I found it quite engaging as it discussed an area of 40k that I'm very interested in, but one that I feel GW has been a bit slack in supporting.<br />
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As such, I spent quite a bit of time developing a campaign for some local players. This pack is the result of the campaign, providing a set of generic rules able to be used for any four forces, along with the narrative story of the campaign, and the actual game results from each Chapter.<br />
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Note that that my approach to this story was to reveal the actual story like a serial, with each new chapter being shared only after the completion of the prior chapter, and then the epilogue and conclusion were released after the campaign play had completed. This should provide a building block for any group of armies, allowing the person running the campaign to spend more time developing the story and making tweaks to fit their own needs. <br />
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In the case of our play it was Ulthwe, Deathguard, Necrons, and Astra Militarum.<br />
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Download it below!<br />
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Download: <a href="https://drive.google.com/file/d/1lLDi5ZKMrxET0cO4AvDxymbOoqPU8Dm2/view?usp=sharing">Verdict of Mirandus Campaign Pack</a>D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-37238970804361683432018-07-03T03:35:00.002-07:002018-09-26T21:33:35.286-07:00Harlequin thoughts, and the Unplayable Webway Gate<div class="separator" style="clear: both; text-align: center;">
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With the release of the new Harlequins codex I picked up the stunning new Webway gate. With a few extra models painted and the gate I completed my Harlequin force and added them up to a surprising 2500 pts exactly! It's a massive allied force to my Ulthwe warhost.<br />
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I've gotten in a few games with them, tabling an Imperial Soup army consisting of Greyknights and Gulliman. I tabled them in turn 4. An opponent using 1ksons conceded halfway through his shooting phase on turn 1 as I played the 2 CP Stratagem to get them -1 to hit, on top of the psychic power.<br />
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For people excited to try out the "Great Harlequin"Stratagem... I've found it overpriced for its effect. I expect in future games I'll skip it and make use of the CPs in game. If it had a more profound effect, or only cost a single CP I'd reconsider and use it again.<br />
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Sky Weavers with Haywire Cannons are surprisingly versatile and I highly recommend them. Neuro Disruptors are still disappointing and should wound on a 2+ against infantry.<br />
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One of the things I did in these games is test out the Webway Gate. It's a beautiful model, but it's rules are a hot mess. These are the problems and solutions as I see them -<br />
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Issues:<br />
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1) Asuryani and Drukhari do not ave access to gate stratagems. <br />
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Give them access to generic versions.<br />
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2) deployment for gate is too restrictive. <br />
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Reduce distance from other terrain features to 1" rather than 3" and reduce the 12" distance from enemy deployment to 3", as it becomes all but impossible to actually place on most boards.<br />
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3) deployed units are stranded with no protection and are unlikely to contribute.<br />
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Allow units to move after deploying as if they disembarked from a transport.<br />
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4) gate has no use beyond first or second turn as it provides no cover. <br />
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Make gate offer aura of protection, +1 to save, for units wholly within 3"<br />
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5) it's too easy to cheaply prevent large models like Wraithknight from entering play with a single cheap model. <br />
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Instead of deploying "wholly within" 3" change the rule so that all deployed models must be within 3", this forcing an opponent to have a tough choice about how they're willing to stop you deploying.<br />
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<b>No single one of these changes is really sufficient to make the gate attractive. It really needs all 5 to make it viable for play.</b></div>
D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com1tag:blogger.com,1999:blog-9201576087280293202.post-38079925664556606942018-02-20T22:02:00.001-08:002018-02-20T22:02:23.321-08:00Aeldari Community Rules UpdateAfter the changes in Chapter Approved, it put the Phantom in a more awkward spot. It felt out of place at 2400 pts and still it can be easily obliterated by a Warhound. In workshopping and tweaking one thing became readily apparent... the MACRO rule has to change. For this purpose we've workshopped it to "Macro weapons are heavy weapons that may not fire overwatch. In addition successful invulnerable saves must be rerolled against Macro Weapons." This is for all weapons with the MACRO rule and the rule now scales appropriately rather than being absurdly good against Titanic units and useless against non-titanic weapons.<br />
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From there it became a matter of fine tuning units, which mostly only took minor changes and point adjustments to keep them in line with other titanic units. The Phantom, however, still needed a lot of playtesting. Even after the considerable number of changes I made the Phantom was, we were shocked to find, still bad. Against an equal points force it was often in its last or next to last tier by the end of the first turn, regardless of which player went first. It never survived the second turn. After testing step by step we found the two major issues were 1) it took damage too quickly, and 2) the Macro Weapons didn't do enough damage, even against non-titanic units (why is a Leman Russ able to shrug off a D Bombard?). Then we found what was really the sweet spot:<br />
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With the save already at 2+ and the T at 12, I was leaning to giving it a -1 to hit all the time, not just when it charged or assaulted, but at the suggestion of others tried T14, and to my surprise that small tweak seemed to slow things down a bit, keeping the Phantom in the second tier by the end of the first turn. In addition the tweaked macro weapons (originally tested as "fires twice at the same target") made the primary weapons feel substantially dangerous, even moreso than the other solid weapons. <br />
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Above: My favourite moment from playtesting.<br />
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With these changes it sits between the Reaver and Warlord and is pointed accordingly.<br />
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For those wanting an updated version the rules they can be found: <a href="https://drive.google.com/file/d/0B2ajxIbBklhXMUxkZ2l4TE1Zck0/view?usp=sharing" target="_blank">HERE</a><br />
Please note: Damage Tiers or on the fluff/image page.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-61403794714267465962017-12-23T02:12:00.000-08:002017-12-23T02:12:07.113-08:00Ulthwe Written Battle Report Double Header 1.5K/2KI had a chance to play two times this week, which was good, because when I showed up for my first 2k game I had stupidly left a squad home, so we improvised down to a 1500 game. My Ulthwe force was taking on Thousand Sons, a force I have taken on once before, but this time they would be without Magnus.<br />
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My force (note, because my force was altered at the last minute the Bonesinger was played as a Spiritseer):<br />
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His force (note the Rhino is standing in as a Predator for this list as his army is still being built and painted):<br />
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Getting to chose the deployment and which zone is mine I opted for Hammer and Anvil. He deployed towards the front of his deployment zone and I deployed near the back. With 6 objectives placed we would each choose three and roll to see which one was the objective that mattered a few turns in. I had paid three CP to place two units of Guardians in reserve.<br />
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With deployment decided we rolled off and my opponent was going first. Before his turn started my Rangers exited the webway:<br />
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From there the forces of Tzeentch marched forward, aggressively moving up the field, including teleporting Terminators directly in front of my lines, further back than they'd like to be due to my Rangers and a cheekily deployed Autarch in a small building.</div>
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Using Forewarning my Dark Reapers interrupted his turn to slay 4 of the terminators, substantially weakening their firepower.</div>
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The forces of Tzeentch had a mild psychic phase being out of range for most of their powers and failing to cast one power intended to buff the terminators. Their combined firepower managed to slaughter the ranger squad and obliterate one of the Fire Prisms.</div>
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My foe had done some solid damage, and shocked me by taking out one of my prisms in a single shooting phase. I moved some of my support units forward and brought in both squads of Guardians. Many of my psychic units were beyond the range at which they could be denied, making them that much more threatening to my opponent.</div>
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I unleashed a series of Smites and doomed the terminators and guided the prism. By the time my shooting was done the Terminators were obliterated, the Daemon Prince was at 2 wounds, a Predator had been destroyed, and a squad of Rubrics had been shredded by the rear squad of Guardians. At this point my opponent conceded. The destruction was too all consuming for his army to come back, especially since at that point I had total board control. He didn't have the speed to combat my guardians in his back lines and saw no path to victory.</div>
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What I learned in this game is that without Magnus 1k Sons feel like they have a seriously steep hill to climb. I don't know if they can really be played without him in a dedicated list and still be fun for that player. It probably feels like he has to play a different game than everyone else. Likely they would benefit greatly from detachments of Daemons to smooth out some of the rough areas for them and make them feel more balanced and capable. I learned a lot more about the 1k Sons than I did my own force.</div>
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Game 2</div>
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The next day I had my full 2k version of the list, so everything is what you see is what you get, including the giant squad of 24 Storm Guardians! I would be facing the Black Templar again!</div>
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My Ulthwe force:</div>
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<a href="https://4.bp.blogspot.com/-kcQ9TQNB0QE/Wj4P1eDKtDI/AAAAAAAACBs/qvnPQIoOUAMN70icvegyFm6BPUsvDNCSQCLcBGAs/s1600/Photo%2B21-12-17%252C%2B4%2B59%2B53%2Bpm%2B%25281%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://4.bp.blogspot.com/-kcQ9TQNB0QE/Wj4P1eDKtDI/AAAAAAAACBs/qvnPQIoOUAMN70icvegyFm6BPUsvDNCSQCLcBGAs/s320/Photo%2B21-12-17%252C%2B4%2B59%2B53%2Bpm%2B%25281%2529.jpg" width="320" /></a></div>
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Forces of the Black Templar:</div>
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In this game we had to determine deployment before placing objectives, and two objectives were placed in the neutral zone (worth 2 VP at the end of the game each), and one in each deployment zone (worth 1 to the owning player and 4 to the opponent).</div>
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We randomly determined Hammer and Anvil as a set up, and I chose the same side as before on the identical board, with nearly identical setup. My foe finished first and as before, got the first turn and I failed to Seize. Apparently he had been Seized on in his last 6 games in a row. I felt bad for him as that had happened to me around the end of last edition. I had something like 13 or 14 games in a row where I either lost the first turn roll off and failed to Seize, or was Seized upon, and many of them were Seizes.</div>
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Deployment:</div>
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My Rangers arrived and took cover near a neutral marker.</div>
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My hope here was to weather his fire and snag the two neutral spots. I hoped I could delay his approach by dropping units at his rear to threaten his Objective and holding up his army from getting to my Objective. </div>
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He moved forward, but relatively conservatively where possible. It was not the brazen launch forward I had anticipated. His Storm Talon (foolishly not pictured below) had moved to take the neutral objective near my storm guardians. His firepower had managed to bring one of the Fire Prisms to just 6 wounds and killed 4 Dark Reapers and caused 7 wounds to the Storm Guardians and 2 Rangers. Morale killed another 5 Guardians(I had rolled a 6 for the Dark Reaper Morale and rerolled to a 2, so I couldn't reroll the Guardian roll) knocking the unit down to half its starting size. His terminators were still patiently waiting to Deep Strike.</div>
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<a href="https://3.bp.blogspot.com/-rxWbD55rRdQ/Wj4Qj-X_vWI/AAAAAAAACCY/gmARCU74yasvKRrmxZAYClN7Qa43jh23gCEwYBhgL/s1600/Photo%2B21-12-17%252C%2B5%2B52%2B01%2Bpm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://3.bp.blogspot.com/-rxWbD55rRdQ/Wj4Qj-X_vWI/AAAAAAAACCY/gmARCU74yasvKRrmxZAYClN7Qa43jh23gCEwYBhgL/s320/Photo%2B21-12-17%252C%2B5%2B52%2B01%2Bpm.jpg" width="320" /></a></div>
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I held my force almost entirely in place, including the units in reserve, except to shuffle the Hemlock to my right flank to take on the Storm Talon and bring some support forward. The Bonesinger healed the wounded Fireprism 3 Wounds! I doomed the Storm Talon and crashed it with a combination of psychic attacks, shooting from the Storm Guardians (thanks to Doom they managed to bring it down to 3 wounds), and the Hemlock. This had relieved me of the worst of his anti infantry firepower that could target me. then my other units managed to take down the empty Razorback that had been flanking the Land Raider and damage the Vindicator.</div>
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The Black Templar didn't move much, with only the Land Raider trundling forward and the Vindicator repositioning. Otherwise their shooting was precise, but not enough to do the damage they wanted. They managed to kill another Ranger, bring the other Fire Prism down to 6 wounds, and knock the Hemlock down to just 3 wounds. His Terminators remained in reserve.</div>
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I hoped to make a decisive blow against his forces, but had to remain patient. I pushed the Hemlock at its maximum speed to face the Land Raider while the Guardians and Hawks waited in reserve. I fired everything I could at the Land Raider, unleashing all of my combined firepower at it... and with it on just 6 wounds I fired the last of my Fire Prisms at it, the last unit that could do the job, and I had 5 Shots. All hit. All wounded. He saved one. I rolled my four dice and totalled... 5 wounds. 3 1-s and a 2 on my D3. I burned a CP to reroll one of the 1's... and got another 1. It sat on 1 wound, crippled, but doing its job.<br />
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He brought in his Terminators, out of line of sight to my right Prism and my reapers, but I didn't have any CP left anyway. He was about to hit my backlines. The Vindicator blasted the Hemlock out of the sky, burning his last CP to reroll his damage from 2 to 5, enough to knock it out of the sky. A unit hopped out of the Raider and moved to the centre of the table. His shooting then killed a couple Storm Guardians and another two rangers, but in assault his marines made it in to combat with the rangers wiping them out. The Terminators failed their 9" charge to the Prism both times. He felt concerned, but the centre of the table was his.<br />
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Now that his force had committed I pounced. I moved Eldrad closer to the Terminators and repositioned one of the Prisms to face him. I then brought in the Hawks and one units of Guardians to flank the rear of his force in a pincer move while the other squad bolstered the front of my army. I doomed the Terminators and Guided one of the units of Guardians. Eldrad alone was responsible for killing four Storm Shield terminators thanks to Executioner and Smite, putting a full 9 wounds into the squad. The shooting phase was decisive as the two units of guardians destroyed a Vindicator, Land Raider and Two squads of tacticals. The Swooping Hawks had killed one tactical marine with a grenade, and their wealth of shooting caused 5 wounds... and the squad proceeded to fail 3 more saves. The prisms brought the Predator down to just a couple wounds. With their forces completely surrounded, and their numbers thinned to just a a single squad and the now exposed leadership of the force the Black Templar conceded, evacuating the field.</div>
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What I learned:</div>
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My favourite use for Eldrad is as living artillery. He excels at it, and the more I use him that way the more I want to be ultra aggressive with him. I've never held onto my reserves that long before, especially with so many units being held, but since I was waiting for him to commit his forces, which I still think was the right play, I was letting him really determine when they came in. The last thing i wanted was for him to respond to my mostly unarmoured units with a high volume of shooting unit that could chew right through them. The Bonesinger was okay babysitting the tanks, and was the difference between them being able to fire on the full chart or below it, which was really handy.</div>
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My Warlock with Embolden/Horrify was useless. It never did anything. I was hoping characters would get close enough for Eldrad to surprise Mind War them after I embolden him and fly the Hemlock near them, but it never worked out, but sometimes that's what happens when you plan out how your army will function to certain threats at the army building stage. No plan lasts beyond meeting the enemy.</div>
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D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-69878804504013148942017-12-16T19:15:00.002-08:002017-12-16T19:15:57.904-08:00Ulthwe vs Blood Angels Written 2K Battle Report<div style="text-align: justify;">
I took on a new Blood Angels force, and by new I mean, only just built and not painted. Between this and time constraints I don't have a battle force picture of the Blood Angels. They had Sanguinary Guard, 10 Death Company, Lamaretes, or whatever his name is, Mephiston, 2 Devestator Squads (one with heavy bolters and one with lascannons), a dreadnought and Storm Raven, and three Intercessor squads.</div>
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My Ulthwe force at 2k:</div>
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This was my first post-codex game to include a Wraithknight. With two sizeable wraith squads as well I figured I could test the new Bonesinger by taking 2.</div>
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Mission: We were trying the new Eternal War mission with 6 progressive capture objective points and gives you an extra point for destroying units. I got to choose the deployment zone and went for short edges, putting Swooping Hawks, Warp Spiders, and the 10 Wraithguard in Deep Strike. The rangers were, as usual sneaking in from the webway. </div>
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Deployment:</div>
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While my opponent was going first, I, luckily, stole the initiative.</div>
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I was aggressive in my movement, as you have to be when using a slow moving short range army. 10 Wraithguard dropped in range of a Storm Raven and when all their firing was it sat on 3 wounds left. I had hit 8 times, but only wounding 3 times and rolling poorly for my wounds left the blasted flyer on 3 wounds, and my wraithknight and warp spiders all failed to wound it with their shooting. I did get off Quicken and Protect on my Axe guard and my rangers managed 3 mortal wounds on the Heavy Bolter squad and with the grenade mortal wound from the Swooping hawks managed to finish off the squad as the last man standing failed his 2+ armour save. I used Fire and Fade to move the Wraithknight a second time after shooting to put pressure on my opponent and hopefully keep his army in his deployment zone. I started off the game with 6 VPs, and had already burned through 4 of my 6 CP.</div>
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My opponent deployed everything and was happy to bring his still alive Storm Raven into hover mode and lay into my forces. A lot of his shooting was used to work down my Wraithknight. He did 13 wounds to it and I didn't make a single 5+ or 6+ for Ulthwe at this point. As his dreadnought finished off the last of my Warp Spiders in combat and Sanguinary Guard launched into my Wraithguard his Death company charged my Wraithknight.</div>
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Mind you this was not a Death Company entirely tooled up. There were 4 with Thunderhammers. Those 4 managed to cause 9 wounds, all of which I failed to save, and then caused 27 wounds. I Ulthwe ignored 2. The WK was dead. 250 pts of models easily destroyed a 500 pt model without breaking a sweat. They needed no assistance. The shooting it took before hand was inconsequential. Mind you the rest of the unit hadn't even had to roll. The Bonesinger that was intended to support it and help it was useless and watched helplessly. He had 3 VP.</div>
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I tried to figure out a way to recover, and held to my plan, so I moved my guard out of combat and with 8 models left I split my shooting, 3 to finish off the raven, and 5 to kill the dread. Meanwhile my Axe guard moved up the field. </div>
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My shooting was awful. While I did manage to down the Raven, finally, the other 5 left the dread sitting on 2 wounds. My Axe guard made it in to 1 squad of intercessors and slew them. More importantly I had board control. I was up at 12 VP, and all out of CP.</div>
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The marines moved to solidify their left flank and take out the last of my real firepower.</div>
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With startling efficiency the Wraithguard and Swooping Hawks were wiped out. Less than half of the Ulthwe forces remained, while the Blood Angels had lost barely a quarter of their force. Yet they only sat at 5 VP, having moved off the only board objective they had controlled.</div>
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My forces were reeling, and overpowered, but I could still sneak out a victory if I played smart. A bonesinger managed to kill the dread with smite, while the combined efforts of Smite from a Spiritseer, and the Wraithaxe assault wiped out the other devastator squad. I crept up to 20 VP.</div>
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The Blood Angels pushed to the center of the table, easily wiping out the rangers and both bonesingers. They jumped to 9 VP, choosing to abandon a nearby objective for a position closer to my guardians holding my back line.</div>
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I had lost a huge portion of my army, but I thought I could put the game away if things went to plan. I moved my Wraith axes in position to charge the two intercessor squads in the rear of my opponent's deployment zone, while one of my Spiritseers moved to retake an objective I had lost. In a shameful display, my Axes failed their 6" charge by rolling snake eyes. This left my Autarch totally in the open and out of position and my whole force vulnerable. It was a horrifying moment because I could easily see how this roll would cost me the game, and now I was just a spectator to being tabled. I moved up to 24 VP.</div>
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My opponent used a stratagem to redeploy his Death Company to my back lines. They were in all but mop-up mode, with characters splitting off. Then my opponent made one great mistake. He boasted to someone else about how he was about to easily get Warlord. Firing two units of intercessors at my Autarch he only managed to cause 2 wounds. I had shrugged off their mighty firepower. Undeterred and pressing his advantage he moved on to the assault phase. During the assault phase both units of intercessors charged my Autarch, while the sanguinary guard and Mephiston charged the Spiritseers. The Stratagem to roll 3D6 on the charge allowed his deathguard to slam in to my rearmost unit of guardians, while two characters mutilated the other squad. By the time he was done and morale was over both Spiritseers were easily slaughtered, one unit of guardians was wiped out, and 3 guardians remained on my rearmost point. Yet my Autarch still lived on 2 wounds and had killed an intercessor. He had leapt up to 15 VP.</div>
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I had to hope the game ended before I got tabled. My only moves were to consolidate the three remaining guardians to hold their point at the back, and get my Wraithblades in to combat. I didn't remove my Autarch, so I couldn't get overwatched.</div>
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They did their job well, killing both squads. At the end of the turn I had 23 VP.</div>
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My opponent now had a choice, to play for board control, ignoring my survivors, and win on points if the game pushed to turn 7, or abandon points and try to chase me down and table me. He opted to try to table me. He repositioned his entire army and the only interaction of note was when one of his characters charged into my remaining guardian squad, only killing 2, leaving one guardian remaining. His stretch up the field brought him up to 17 VP. Fate favouring my opponent, the game continued.</div>
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I didn't have much left to do in my turn. In an act of defiance against doom my guardian broke from assault to continue holding the objective (thanks obsec!) as my Autarch and Wraithblade bodyguards moved to another objective point. I pushed to 25 VP.</div>
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The blood angels zoomed across the board ready to slam into my wraithguard as their standard bearer moved in to kill my last guardian. </div>
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He smote down one of my wraithguard. I pulled the closest model from the squad. Suddenly my opponent noticed that made his charge more difficult.</div>
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Once again the dice gods punished his hubris for casting Smite, as Mephiston rolled a 4 on his charge, needing a 5. Then, his Sanguinary guard also rolled a 4 on the charge, needing an 8. He had 19 VP, but was certain he'd wipe me out in another turn, with everything he had left. The dice gods then abandoned him in full as the game ended, 26 - 19, with a close fought victory to Ulthwe.</div>
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Post game thoughts:</div>
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Wow, that was close! Blood Angels are positively beastly. They're the fastest marine faction I've played against, and their Red Thirst rule is probably the best of the individual marine chapter rules. Nearly everything was wounding my units on 2+ or 3+, no matter how tough it was. This will be a force to reckon with given their speed, toughness, and ferocity.</div>
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The Death Company are insanely point efficient for their damage output in combat. The fact that they chewed through a Lord of War that cost twice their points without breaking a sweat is pure madness.</div>
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This was an odd game in that there are 6 moments that really stand out. The first is when my dice went cold early for the Wraithguard. A 400 pt unit that is usually reliable were in an ideal position and fell flat on their faces. It happens, but hopefully not often. In this case dragons would have been better as they would have been fewer points, but more likely to get the job done turn 2 with the additional chance of rolling higher damage. Those failures early game cost me a lot and it was tough to recover from. But my opponent's luck going cold right at the end of the game, finally failing charges for the first time all game ended up doing him in.</div>
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I learned that the Bonesinger seems not worth it, but I'll test it out in other builds. They never had a chance to use their heal ability because I never had a wraith construct on fewer than full wounds. It was either full wounds... or dead. This meant all they ended up doing was holding objectives and at one point casting smite. I was super disappointed. But the model is pretty.</div>
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Those invul saves on the Wraith axes came in handy since I sped them up with quicken and used Protect. One thing I forgot was that I wanted to spend a CP to get them to advance a full 6", since I'd get to go a total of 22" with Quicken (thanks to the FAQ for Nids we know with those type of powers we roll once for advance and use it both times).</div>
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The Wraithknight is actively bad. It was as survivable as I could make it and never had a chance. After actually using it, it might be as much as 150 pts overpriced. It was hot garbage. Total swill. here's why... not only does it have to pay a ridiculous tax to have either no shield or titan killing weapon, or ridiculous tax to have those but not good guns, it's actively not fun to play with. When you buy the basic package of a Knight it's still a force to be reckoned with because it comes with the invul and either two great long range weapons, or one great and one close combat weapon. The knight either lacks firepower to match, or simply isn't as survivable, yet costs more. Watching it get torn apart so easily actually made a very tight tense and fun game... less fun. I'm not in any way interested in using the knight again, but I might give another load out a chance to see if it can change my mind at all. Right now I feel like it just needs something to either distinguish it (like a 5+ ignore damage) from a knight, or to be VASTLY cheaper than a knight. I can deal with gamble units that can do real well, or real poorly but priced somewhere in between, because I know they're a gamble going in. Right now it's just a poor unit that can only do well if your opponent is either unlucky or makes an unforced error.</div>
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My plan to keep my opponent bottled up while I took the board ultimately won me the game, but I felt like this game was easily winnable by my opponent. He was still experimenting with his units, and so he was overkilling everything he went after. He hasn't had enough experience with them yet to know how much damage output he can trust from them so he can just spread out and devour an opponent. Even still if he hadn't made a few mental errors in regards to how he took objectives early he would have kept pace with the VP total in the early part of the game. I felt like I learned a lot about Blood Angels in this game and much of it will shift how I play against them in the future.</div>
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D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-62595866648361193712017-12-08T00:45:00.001-08:002017-12-08T00:45:20.539-08:00Ulthwe vs Imperium of Man Written 2k Battle ReportI got in another game and continue to test out builds. In this game I took on a mixed Imperium of Man list, which included detachments of Imperial Guard, Ultramarines, and White Scars. My list was entirely made of Ulthwe.<br />
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The forces of Ulthwe:<br />
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The Imperial forces:<br />
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Once again, we had no idea what the other would bring when we built our lists. I let my opponent choose the mission (one of the new ones from Chapter Approved, in this case Race to the Finish). He also won the role to choose deployment style and despite my +1 he won the roll to go first. I had a gut feeling he was going to get to go first, so I deployed very defensively, and I spent 3 CP to put both of my 20 man defender squads into the webway. I kept all my psykers together (conclave, spiritseer and Eldrad) in the Wave Serpent, and imagined different options for how to play my first turn. I even took Will of Asuryan to test out how it plays supporting a large block of guardians and see maybe my misgivings about it were unfounded. He took Doom and Mind War with it. The Spiritseer had Conceal and the Conclave took Protect/Jinx and Quicken/Restrain.</div>
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Deployment:</div>
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With my opponent going first I brought my rangers in at a hidden spot to attract his speedy bike units as a road bump.</div>
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At the start of his turn he brought two bike units with Captains and spent CP to let one of his units advance and fire (and charge if they wanted). They shot up the Rangers and by the time they were done the unit only had two models left. The Guardian squad in the street absorbed almost all his other fire bringing them down to just a single model. In the moral phase the last guardian fled the field and one of my two rangers returned to the webway. My opponent scored First Blood and Fulfilled one tactical objective by killing that unit, while one of his bike squads, and a Captain was hugging objective 5, ready to defend it and claim points in my turn.</div>
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For my turn I was told to take one of my opponent's rear objectives (which I ignored) had to cast psychic powers (and 3 would get me D3 points) and then clear the center of the board. The board was already clear at 6", but to get 12" clear I'd have to take out the bike unit close to my bikes. I moved nearly all my units forward except the D-cannons, and only brought one of my Guardian squads in from the Webway. The War Walkers came in at the corner behind the imperial forces and they played their intercept power and killed one of the two War Walkers. By the end of my turn, using the Seer Council stratagem, and Discipline of the Black Guardians, and rerolls, I was down to 0 command points (I gained one back thanks to the Autarchs so spent 8 in total). With all my shooting I'd eliminated the two forward bike squads and captains, and a squad of Heavy Bolters and tied up a couple flamers that had shrugged off most my shooting. The Conclave and Eldrad both put 4 mortal wounds on the unit of bikers trying to defend Objective 5, wiping out 4 in the psychic phase. Another highlight was using the Guardian Bright Lances against one of the Captains, and after getting one shot through I rolled a 2 for wounds... then spent a CP, got a 6, and vaporised him (this was the CP I'd gotten back). I got 2 VP for my psychic shenanigans, and 1 for clearing the center of the board.</div>
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My opponent wasn't entirely shaken, but he was continuing his aggressive play. He put some wounds on the Wave Serpent, cut the warlocks down by 2, destroyed a weapon platform and shot the bikes down to a single model. This was one of the worst turns I've had defensively in that the Warlocks were -1 to hit thanks to conceal, and had 3+ invuls and I failed pretty much every 3+ I had to make and didn't make a single Ulthwe save in this turn. My opponent had a a moment of worry in that he assaulted Eldrad, but not the conclave, because he didn't want to assault the conclave at all (given that they wound on a 2+). He failed the charge, spent a CP to reroll one die and rolled the same number.</div>
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I felt good about this turn because I was in good position. I moved my Guardians up and brought in my last unit in my opponent's back field. I moved my D cannons forward to be in range of the last unit of bikes and supported them with the Autarch. I moved my Wave Serpent forward to charge the heavy weapon squad. The conclave spread out to give them charge options. The psychic phase started with the Conclave laying 5 wounds on the bikes. I was thrilled. Then they failed to cast Protect and Jinx, and Eldrad failed to cast Doom, and Mind War, but did cause one wound with Smite. The Spiritseer's Conceal was Denied. The psychic phase was upsetting, but I moved on to the shooting phase... which felt worse. The War Walker rolled 12 shots for its Plasma Missiles, but on a 3+ to hit I only managed 3 hits, and 1 wound which was saved. My D-cannons did the same thing this turn they had done the last... made one shot each. Usually they do well for me, but at this point I was uncharacteristically disappointed with them. My new guardian squad shot up the lascannon devastator squad... causing 1 casualty. As a highlight they did shoot the Speeder out of the sky. My shooting did eventually do just enough to kill off the bikes and their Captain, which allowed my Warlocks to charge in to the guardsmen nearby, wiping out the unit, but wrapping around the commander. I did score another VP top go to 4 thanks to Linebreaker.</div>
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My opponent was out of fast units, but was going to try take down my Wave Serpent in combat. He moved his back line LT and Captain to help take it down, and managed to kill off another platform and a few Storm Guardians. By the end of the turn the Wave Serpent survived on a single wound, but he was struggling with the volume of infantry marching at him, in part because they weren't coming from a single direction, they were all around him and he didn't have great lines of sight. With the VP score so close he was hoping to get a few more points, but instead I gained 2VP by defending an objective near my deployment zone. Also, his commander fell freeing up my Conclave.</div>
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I moved in for the kill. I flew the Serpent away to hold an objective, blasted apart all three remaining devastator squads with psychic powers and shuriken fire and D-cannons (again getting 1 shot each), and after successfully casting Protect AND Jinx and Smite (6 Mortal Wounds from the Conclave wiping out the Missile squad) on his warlord I wiped him out in combat, circumventing that pesky Storm Shield. By the end of the turn there were only a handful of models left on the table and I was standing at 8 VP to 2.</div>
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With the game well in hand I agreed to let my opponent play out his 4th turn to see if he could score one of his objective cards (either wounding one of my characters with one of his, or destroying a unit). If he could kill a character with his it would swing him up to 6 VP. Unfortunately his captain couldn't finish the job and my opponent conceded.<br />
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I wasn't thrilled with the War Walkers, but that's one part them being unlucky, and one part me probably not using them well. I'll give them more chances to see if there's another way in which they really capture my affection. The Conclave continues to perform well <b>when substantially supported</b>. At the very least I love the look of surprise when a passerby sees the unit tearing through a force and is clearly confused. Also, I rolled outstanding for their Mortal Wounds this game rolling a 4, 5, & 6 respectively.</div>
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Again I find the psychic phase to be very unreliable, and failing everything in Turn 2 could easily have cost me the game had I been a bit out of position. I'm happy this wasn't the first game I ever had with the D-cannons. Every time they rolled 1 shot and never caused more than 2 wounds with a shot, yet my overall experience with them is that they are well worth it and this game was a fluke.</div>
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I don't know much about the Storm squad yet, as they weren't great for the set up, but they did put out a nice amount of firepower and for their price I am happy to try them out a few more times, even bumping the squad up to a full 24.</div>
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I don't regret spending the 3 CP for the two large guardian squads. Bringing one in late totally caught my foe off guard because he had been thinking my entire force was deployed, which caused him to move up his speeder, the thing that had been blocking me deploying where I wanted. Players get so used to a full force Alpha Strike that holding an extra unit back a turn can reinforce weak areas and swing things in your favour with good position. </div>
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Will of Asuryan never was cast. Not once. I don't think I'll take it at all unless MAYBE I'm playing against Nid, Tzeentch, or GK in order to get the +1 to deny. Kind of disappointing. At this point I think maybe it should be addressed, even at 5 WC it just isn't appealing. Maybe +2 to deny or extend the fearless range to 12" or even 9".</div>
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D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-58807900654107873072017-11-30T20:35:00.000-08:002017-11-30T20:35:25.337-08:00Ulthwe Vs Ultramarines: Written 2K Battle Report (Pre-CA)<div style="text-align: justify;">
The grudge match was back in full effect! Well, not entirely. My opponent wasn't certain he was going to play this week, and ended up throwing together his list at the last minute. He figured he'd be able to both surprise me <i>and </i>test a few things out. I, on the other hand, determined to get a second shot at testing out my last list used the same force I had previously used against the Black Templar.</div>
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My opponent surprised me by leaving Gulliman home, instead bringing in a Knight.<br />
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Seeing my opponent's force got me to switch out Enhance to Jinx/Protect.</div>
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We opted for the Open War cards again.</div>
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The Marines had a +1 to go first with such a small force, but the mission gave me a real chance to win the game if I played aggressive, but smart.</div>
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During set up my opponent opted to use his Ambush option to bring his Primaris Redemptor tank carrying a small unit of Primaris marines and a Primaris character.</div>
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I failed to seize the initiative and my rangers appeared in the corner, hopefully to pull my foe's attention.</div>
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The Ultramarines sped across the table. I prepared for the worst. They blasted a Vyper out of the air, stripped 3 wounds off a D-cannon, put a few wounds on the Wave Serpent, and after an accidental misplay of the hurricane bolters fired off too many shots, and in doing so reduced the Rangers by 6 models. Thanks to a lucky roll of 2 on the Morale a single ranger survived. In all the shooting had not been quite as devastating as it could have been.</div>
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The Ulthwe counter punch was swift, bringing in all reserves and disembarking all my units to maximise lethality against the Knight and gain as many points as I could. </div>
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Thanks to Jinx and Doom, and 9 Mortal wounds piled up between the Hawks and psychic attacks it took a little over half my shooting to kill the Knight (the Guardian Squad alone put up 14 wounds!) Almost all of the rest of my fire was poured into the Storm Raven, which survived the turn with 3 wounds! The most heart breaking part is that after burning my prism Stratagem shooting at the Raven, the second prism hit 3 out of 5 times, and failed to wound all three times despite wounding on 3's with rerolls! As for the Knight collapsing... it exploded killing the Warlock, putting 2 wounds on the Spiritseer, and 5 wounds on Eldrad (it caused 6 wounds, he failed all 6 5+ rolls, and I burned a CP to stick a 5 on a reroll) and wiped out 6 Dire Avengers (and put 6 wounds on a Storm Talon). The Hawks managed to drop a couple scouts through sheer volume of shots.</div>
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The Imperial firebase shifted, attempting to castle up as the Redemptor arrived. With the raven seriously damaged its firepower was unreliable it dropped off its passengers and hurried away. It combined with the Redemptor to kill off 3 striking scorpions, and the wounded D-cannon. All other fire brought the Wave Serpent down to just 4 wounds.</div>
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The disembarked marines charged into Karandras and the Scorpions. </div>
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With some poor rolls they hadn't inflicted a single casualty. Then the scorpions fought back, as I played supreme disdain. Since the unit was in cover and Karandras was nearby the scorpions generated 12 additional attacks (generating 2 on each 5+). Then Karandras stepped forward to crush the Librarian's skull with this power claw. At the end of the turn the Sergeant remained, surrounded by Scorpions.</div>
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The Aeldari shifted around, the Wave Serpent firing off its shield to knock the Storm Raven from the sky (burning a CP to reroll 1 mortal wound to 3). The Aeldari shooting finished off the two Storm Talons and cracked open the Redemptor, thanks in large part to some excellent shooting by the Prism that had misfired so poorly in the first turn. By the end of the shooting phase only 3 Snipers and the Primaris marines remained of the Imperial forces.</div>
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The Scorpions, after shooting the Sergeant to death with their pistols attempted to charge the Primaris marines, losing 2 to overwatch and failing the charge. Karandras made the charge.</div>
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After killing one and wounding another the lack of his disciples proved his undoing, seeing him torn asunder by the Lieutenant. </div>
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The battle irrevocably lost the marines sought to make the Aeldari pay for their victory. Sniper fire finally took down Eldrad's final wound, while the primaris marines killed the Avenger Exarch and surrounded the Spiritseer.</div>
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The Hawks managed to kill another Sniper while the rest of the Ulthwe warhost closed in on the Primaris marines...</div>
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...and killed them to a man. The Lieutenant shrugged off 5 D-cannon wounds with his 3+ invul, but was finally laid low by the massed firepower of the guardians.</div>
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Once again the Autarch proved his value, netting me 4 CP over the course of the game. Considering his rerolls to 1's only came in to play once the entire game it's definitely his CP generation that makes me take him every game. I continue to use CP aggressively having used all 7 of my starting CP by the end of the first battle round (webway strike, -1 to hit for the Wave Serpent, Linked fire for the prisms, Seer council, Discipline of the Black Guardians, and a reroll for the MW damage on the knight from Eldrad's Smite).</div>
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Jinx made a huge difference on the knight, because on two of the large damage output shots that hit him would have been saved on 5's without it, not to mention a number of the Shuriken fire shots. In fact Jinx and Doom in the first turn being paired up on the Knight are probably the only reason it didn't survive the first turn.</div>
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The D-cannons are still getting a lot of work done for me and I really recommend giving them a try. The Vypers are a neat little unit. They're not overly expensive, can put out a solid amount of firepower, but aren't a huge draw for your opponent's attention, and are more resilient than one might initially think. Karandras plus Scorpions plus Supreme Disdain is a wacky combination and can make them surprisingly potent in combat.</div>
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If you're planning on playing Open War I'd strongly suggest building a well-rounded list that's flexible, because those seem to have the best chance at winning and will really test your tactical acumen.</div>
D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-4771125650935242072017-11-27T21:10:00.000-08:002017-11-27T21:10:28.318-08:00Flying Mote: Complete<div style="text-align: justify;">
<span style="font-family: inherit;">back when I was working on my Vampire I had a lot of spare Acrylic rod, so I thought about how I could finally complete a Flying Mote I had dreamed of adding to my Aeldari table as terrain for some time. I started working on the Mote over a year ago and put it aside. There were moments I almost abandoned it because I worried I wasn't going to do it right, but now I convinced myself to work on it and I'm very happy with the results!</span></div>
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The starting place:<br />
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<a href="https://2.bp.blogspot.com/-FcO9ADtwibc/WhzuScF6eZI/AAAAAAAABwY/x0AUUA5XRuwR6ZZe8MBjHOZv32TX8gZIQCEwYBhgL/s1600/Photo%2B28-11-17%252C%2B1%2B05%2B31%2Bpm.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="805" data-original-width="382" height="320" src="https://2.bp.blogspot.com/-FcO9ADtwibc/WhzuScF6eZI/AAAAAAAABwY/x0AUUA5XRuwR6ZZe8MBjHOZv32TX8gZIQCEwYBhgL/s320/Photo%2B28-11-17%252C%2B1%2B05%2B31%2Bpm.jpg" width="151" /></a></div>
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<span style="font-family: inherit;">From the top down there's a craft "coaster", a large styrofoam cone with three small foam cones attached with toothpicks, pva, and wall patching putty. I drilled through the large cone to fit large clear acrylic rod. At the bottom of the base I glued two thick foam discs together and drilled through the centre to fit the rod. I used putty to strengthen the fit of the rod and hold it steady. Once dried I glued that to a Dinner Plate sized craft coaster. I then chipped away at the foam to get it most of the way to the shape I wanted, carved some lines in the cones like areas eroded from rain, and then lathered it all with PVA glue. Once dried I was able to spray primer it without it eating the foam. After that it's all about painting it to taste, and adding some of my basing kit stuff to taste. I looked up images of "flying motes" to get some visual inspiration for the painting. Here's the final product:</span></div>
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<a href="https://3.bp.blogspot.com/-INPC7jzAcfA/WhzuXv8D2uI/AAAAAAAABwc/Pger4Vl-SFMujXJo9GEjePUwuw9z8kZJgCEwYBhgL/s1600/Photo%2B28-11-17%252C%2B11%2B16%2B17%2Bam.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1600" height="320" src="https://3.bp.blogspot.com/-INPC7jzAcfA/WhzuXv8D2uI/AAAAAAAABwc/Pger4Vl-SFMujXJo9GEjePUwuw9z8kZJgCEwYBhgL/s320/Photo%2B28-11-17%252C%2B11%2B16%2B17%2Bam.jpg" width="320" /></a></div>
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I was incredibly happy with this piece, and I think it should be fun to have a piece of terrain that realistically only Fly units can get up to it during a game (or a unit like Reivers with their grappling hooks). </div>
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D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-27959294187184667522017-11-25T19:16:00.002-08:002017-11-25T19:16:31.010-08:00Ulthwe Vs Black Templars Written 2K Battle Report<div class="separator" style="clear: both; text-align: justify;">
Playing another 2k list I had some ideas about what I wanted to try out. First up were the Vypers in a formation of 3. In the past I thought they were an underrated unit and really like the idea that 3 of them gets them an extra bit of speed. I also had a plan for my psykers. Giving the Spiritseer Quicken and the Warlock Enhance I was hoping to get the Scorpions in combat turn 1 in range of Karandras, play Supreme Disdain, and generate 2 extra attacks on a 5+, or 4+ if in cover (three for the Exarch).</div>
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This list used more units appearing as reserves than any prior list I've used. With Karandras, Scorpions, Rangers, Guardians, and Swooping Hawks all appearing after set up. The Hawks were a last moment decision during list building because I was out of HQ slots and had just over 60 pts to spend. The psykers were all embarked with the 9 Dire Avengers in the Wave Serpent.</div>
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My opponent forgot his Maelstrom cards so we opted to set up the game using the Open War deck. We pulled up the Double or Nothing Twist and got 0 Twists. The biggest shock to me was that my opponent's 2K list was only 66 Power, compared to mine which was 106. I think it's the first time I've played a game with a greater power discrepancy than 10 pts. I feel like his list would absolutely wallop other 66 Power lists, but it meant he definitely got the Ruse. After drawing the objective card we set up our four objectives before drawing deployment.</div>
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I got to choose the deployment zones, but with fewer units and the +1 to go first the Black Templar had the first turn and Ulthwe braced for the worst.<br />
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I chose to set my rangers up and two of my three Ranger units to draw fire. My hope was that he would spend most of his opening firepower on those units and I'd still have two of my D-cannons left standing while he disembarked his infantry to stymie my forces. Instead he kept almost all of his units embarked. But he did take the bait with shooting, managing to kill both visible D-cannons and the Rangers. He made a mental error and forgot to move his dreadnought because it was so far away from his other units. this meant at the end of his turn he had only had one Victory Point.</div>
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For my Turn I brought all of my reserves on as my forces set up a blockade of infantry. The Hawks caused two Mortal Wounds to the Land Raider. I had high hopes to pull off a devastating first turn. I played the Seer Council stratagem to get the warlock and Eldrad a +1 to cast. They managed to cast Enhance on the Scorpions and Doom on the land Raider. Things were all going to plan, but the Spiritseer failed to cast Quicken, leaving my Scorpions in a bit of a lurch. I either had to hope the Land Raider survived and my scorpions rolled well, or my opponent got aggressive and deployed forward if I blew it up. My opening salvo was two wounds from the D-cannons on the Land Raider. I was excited at the opportunity to do some real damage to it right up front... but my opponent rolled two 6's to nullify the shooting. I used the Linked Fire from the Prisms to do much of the damage to the Raider, in large part thanks to Doom. The big surprise was the Vypers putting 5 wounds on it! It then took nearly my entire army shooting to actually kill the thing, but I did finally chew through it (though I popped it before the initial Prism got to fire). With the survivors deployed behind the vehicle the Scorpions had no chance to get into combat. But I did get two Victory Points.</div>
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My opponent moved his Dreadnought up to take the objective and put some firepower into the pesky Vypers. He brought his terminators down to reinforce his front lines and using Forewarning my Dire Avengers let loose, killing one of the Hammernators despite those pesky shields. He opened fire upon my forces, but only managed to put one wound on a Weapon Platform, kill a Swooping hawk, kill a Vyper and slaughter 5 of my Scorpions, and strip my Wave Serpent down to 5 wounds. As the Hammernators charged the Dire Avengers the Overwatch fire felled another terminator, but he spent a command point on the reroll and got him to survive through the 3+ invul. Another squad got wrapped in to the Avengers and the Warlock and Eldrad Heroically intervened. My opponent wiped the Dire Avengers down to just the Exarch. His other marines advanced to get into a better gunline position and so they couldn't assault. He gained another two Victory Points putting him at 3. I rolled a 6 on the Scorpions morale check, so even with the Swooping Hawk Exarch's bonus to leadership I was down to 3 models in the unit. The Avenger Exarch, however, rolled a 1 on his morale, and after losing 8 models the +1 from the Hawk Exarch meant he actually stayed on the field!<br />
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At this point I changed my plan for the scorpions. I wanted them to hang back with Karandras to be a secondary capture unit for the VP near them. The salvo of psychic shenanigans knocked the terminators down to just a single model. Eldrad got off Doom and Smite, but failed Executioner at the start of the turn. The Vypers and Guardians laid a heavy toll on the Templar. The Vindicator was finally destroyed leaving the objective open, and my Wave Serpent, despite half its hit points being lost was next to the marine character that gifts rerolling failed wounds and fired off its shield with its 3 shuriken cannons to kill him without assistance. my rearguard Prism moved from its hiding spot and did some damage to the Dreadnought that was holding an objective knocking it down to 2 HP. Because of the time we upped our play speed a little bit from here on out. I was now up to 4 VP.<br />
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The Black Templar were reeling, but not done. They destroyed another Vyper and brought the last one to 1 wound. With horrible damage rolls they managed to take a total of 3 wounds off one of the Prisms. They also got their Champion in to combat, killing the Warlock. With other desperation charges being used to kill the Wave Serpent it moved the Black Templar out of position on one of the objectives and meant my opponent was at 4 VP.</div>
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This was the turn I wanted to go for the kill. I killed the Champion and Terminator with Psychic powers as the Dire Avenger Exarch moved up to claim an Objective from the Black Templar. The Predator shrugged off the D-cannon fire with a 6 to save (it was in cover), once again robbing me of that damage. The Vyper scooted over to the objective the Dreadnought was holding and it combined with the Fire Prism to take off the last few wounds. The Dread didn't explode, instead just falling dormant, and that means it didn't kill my Vyper, so I took the point as my Scorpions moved back to hold the Objective the Vyper previously had. The Guardians started to punish the tanks nearby, but didn't kill either. The Avenger Exarch looked to shoot the last tactical marine in front of him, but managed to miss with all four shots in a shameful display. But I was in command of the table at this point and went up to 8 VP.</div>
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The Black Templar had suffered and were fighting back out of rage more than strategy, their hatred overwhelming their logic. In the shooting phase they managed to kill two more Swooping hawks, and destroy one of the Guardian weapon platforms, and then, their greatest success, was when they destroyed one of the Fire Prisms. The lone tactical marine who was valiantly facing an Exarch fired, but missed in his haste.</div>
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He was then killed by Overwatch fire. A Marshall attempted to make a charge at 5" into the guardians, but even with a reroll he failed (rolling a 3 both times). A Razorback did make it in to combat with the guardians at least draining them of firepower for the next turn. The Templar were held tight at 4 VP.</div>
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In the following turn the Guardians backed away from the Razorback, as the Prism destroyed it. The Exarch killed his foe to take the objective and with the combination of psychic might and the D-cannon the Predator was torn asunder. The Eldar held uncontested control of the field as the remaining Black Templar forces retreated in haste. Ulthwe had 12 VP at this point.</div>
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I was unable to test the Scorpions as I had planned, but I learned that Vypers are a fair more resilient than I anticipated and I look forward to using them again. Also, the Swooping Hawks performed better for me than they had in the index version. I quite liked them, even against a foe that I needed to roll a 5+ to wound. They were a thorn in the side of the marines and well worth the small investment of points. The D-cannons were somewhat diminished by the lucky rolls of my opponent, on saves, but I'm keen to use them again.</div>
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This was a refreshing game in that the outcome wasn't determined mostly by who went first. In fact, if my opponent hadn't rolled so many 1's during one of the Fight phases it likely would have been a different outcome overall. This army was flexible, and Ulthwe continues to be resilient, frustrating opponents when I roll 6's. I haven't decided 100% yet, but I may retry this same list again to see if I can pull off that layered trick with the Striking Scorpions.</div>
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<br />D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-62610212448488123722017-11-23T18:20:00.001-08:002017-11-23T18:26:18.446-08:00Ulthwe vs Cadians Rematch 2k Written Battle Report<div style="text-align: justify;">
This is getting to be a grudge match. Once again we built army lists under the cloak of secrecy, and we decided to, for the first time use the Open War cards. We had no idea what the deployment or objective would be.</div>
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Our armies:<br />
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Rather than simply draw the top card I figured it was most fair to shuffle the Open War deck and let my opponent choose the cards:</div>
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I won the dice off for choosing deployment and I chose the flanks, but with the prize at the centre of the board I would have to be aggressive, as he'd be starting in control of the marker with a gunline set up I'd have to be careful about my approach, especially with a mostly infantry assault army. So we set up our armies.</div>
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With an orbital battle raging above and debris showering the field there was one piece of smoking wreckage the Eldar sought to claim, but to do so would have to overtake an imperial tank column flanked by an infantry escort. Winning the roll off the Eldar sprang into action.</div>
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The Eldar moved up aggressively, appearing as if out of thin air. While the Farseer Doomed a Hell Hound he was unable to hold on to the power of the warp enough to engage in a mind war with a commander. The Spirit Seer Quickened the Wraithlord allowing it to get in better position. The shooting phase was powerful as more than half of the guardsmen had been felled by shuriken fire, as a Hellhound exploded under the combined firepower of an Avatar and a Black Guardian squad. The resulting explosion rent holes in two Leman Russes and shrapnel tore into more infantry and a commander. All while the Fire Dragons turned one of the Manticores into slag. All while Rangers had assassinated an Imperial Support officer in the group of ordnance tanks.</div>
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The assault phase started less than spectacularly as the Shining Spears, Autarch, Avatar, and Scorpions all failing their charges. However the Falcon made its charge against the Hellhound and the Fire Dragons charged the Manticore. Then the Wraithlord made it in to a small group of guardsmen while the Howling Banshees swept into a heavy weapons team and the conscripts. The conscripts needed to burn 2 CP to avoid further casualties during morale.</div>
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The Imperial Guard were no doubt reeling. They had to strike hard and strike smart. They pulled away from the Eldar, but this limited their firepower. What was left managed to cripple the Falcon, slay half the Fire Dragons, kill roughly a third of the Shining Spears, and knock down more than half the Wraithlord's wounds. Close combat saw the last of the conscripts fall under the blades of the banshees, but one weapon team held the banshees in place.</div>
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To start off the turn one piece of debris came hurtling down from the sky and landed on the heavy weapon team on its last wound that was facing off against the banshees. this allowed the banshees to move closer and spread across the Imperial line, ready to shock the Imperial tank crews.</div>
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The second Hell Hound was blown up with the firepower of the Falcon, Fire Dragons, Striking Scorpions and half the Dire Avenger squad. Thanks to Doom the Combined firepower of Ulthwe slew Pask and a Leman Russ. The Aeldari took the objective Pask had been covering as they closed in on assaults with the Avatar opting only to charge the further tank (a miscalculation on my part) and failed both chances at a 9" charge. Thanks to Endurance the Shining Spears levelled another Leman Russ. By the end of the turn the Astra Militarum only had a damaged Leman Russ tied up in combat with a Wraithlord, Wave Serpent, and Banshees, a commander wrapped up with banshees, and a damaged Manticore in combat with the Striking Scorpions. At this point my opponent conceded.</div>
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Once again I used the Stratagems aggressively. Out of 7 starting CP I had burned through 7 by the half way point of the second turn with one remaining (I got my CP back for placing guardians in the webway). I paired up Supreme Disdain with Endurance on the Shining Spears in turn 2, and the unit shocked me by slaying an undamaged Leman Russ on their own. Between the three additional attacks I generated, all of which hit, and the 3 additional wounds I was able to cause thanks to wounding on a 4+ instead of a 5+ they did 14 wounds to it. this is on top of their general resilience, often being able to rely on their 4+ invul against some of the more potent weaponry the guard could muster.</div>
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This game was fun almost purely because my opponent was awesome and we both understood the mission and deployment was totally random. In its own way it was refreshing to get to try something that was very different. That said, this game could have been even more one sided. I failed many charges in the first turn which could have punished the Imperial tank line even further, but if my opponent had gotten the chance to go first, I'm not certain it would have changed the outcome of the game, so much as delayed it. </div>
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It was interesting playing a mostly assault list, but I'm not sure I learned with how much the mission, deployment, and Damage rolls favoured me this game. Having used a falcon I can honestly say I'd have preferred having a wave serpent for about 2 points more. It just provided no argument to be taken in the future, but at least I can say I gave it a fair shake.</div>
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Having tested a number of builds, and most of the stratagems I can say that I'm developing particular favourites including Supreme Disdain as a surprise Stratagem that I actively plan for in my movement phase. The CP economy is such a huge part of the game now, and Craftworlds have outstanding stratagems, which is good considering how they usually struggle to get CP at the start of the game. For instance, Discipline of the Black Guardians is good for getting those catapults hitting on a 2+, but is really handy for getting the Bright Lances back to a 3+ to hit when they deep strike. </div>
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At a turn and a half with the game clearly all over but the shouting it seems like the game has been heavily sped up to reflect the quick speed of skirmish games. Outside of the Ynnari madness of 7th edition I don't think I've played games with this type of lethality since the dark days of 5th edition and facing Leaf Blower lists, but now it's just about every game.</div>
<br />D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-31232490233985373632017-11-16T06:11:00.002-08:002017-11-16T06:11:36.934-08:00Ulthwe vs Cadians written 2K Battle ReportThis week I wanted to try some more new things and brought a whole new list to bare. Once again my list was built with ought knowing my opponent's list. He surprised me with a Baneblade... but I returned the surprise by fielding a detachment of 5 flyers.<br />
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With our armies set we rolled up a mission wherein we generate one tactical objective for each objective point we control. Our set up was short table edges, one that both my opponent and I thought gave each of us the advantage. Him for his range and me for my speed.</div>
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With our forces deployed we rolled off for first turn. The Eldar won the roll off with a 7. The Guard failed to seize, spent a CP and failed again. Then failed to regenerate the point. The sentinels scouted forward. The Eldar were off and running, and the Rangers stepped into position at the front of the left flank with a dominating view of the field.</div>
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Both Wave Serpents emptied as Dire Avengers rushed out from them, surrounding the Autarch and Farseer, and supported by their wave serpents. The Ulthwe airforce agressively swept in and the formation was, on its face, similar to the way Imperial forces tend to castle. On the Aeldari left flank, near the rangers the Warp Spiders apparated just as the Striking Scorpions appeared from the shadows.</div>
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The forward Commissar was horrified by a Hemlock as the other Hemlock failed to Jinx the Bane Blade. The Farseer Doomed the Bane Blade, then melted the brain of the commissar in a Mind War before I played the stratagem to cast an extra power, taking 3 wounds off the Sentinel.</div>
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The shooting phase opened up with the Rangers executing the Imperial Guard commander, netting me Warlord and First Blood, and robbing the Astra Militarum of their ability to generate CP throughout the game. This was followed by punishing firepower being levied against the Bane Blade in the form of all 5 flyers. As the Crimson Hunter Exarch, the last hope of the Aeldari forces to quiet the Imperial Behemoth rained down its high powered heavy laser weaponry the tank exploded in spectacular fashion, causing heavy damage to two nearby imperial tanks, killing a handful of guardsmen, and even causing some debris to strike a hemlock that flew too close. The Warp Spiders slew the untouched Sentinel while Wave Serpents felled another. the Dire Avengers, bolstered by the stratagem to reroll 1's on the wound roll cut through a heavy weapon team and a unit of guardsmen. The Scorpions charged in to the guardsmen who were taking cover in a nearby shattered building, some being cut down in overwatch, but with the stratagem to create additional hits on a to hit of 6, and their bonus to hit in cover, they managed to cripple the unit down to a single model by the end of morale. At the end of the first turn nearly a third of the Imperial forces had been dispatched.</div>
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The Imperial forces were shaken. The loss of the Bane Blade was demoralising, but they intended to take vengeance. The Hell Hounds pushed forward as everything else fired away with every available gun. One unit of Dire Avengers was wiped out from sustained Wyvern fire, while the Manticores dropped the Crimson Hunter Exarch to 2 wounds. A Hell Hound and guardsmen punished the scorpions until only the Exarch and a single disciple remained. The other Hell Hound decimated the Warp Spiders causing horrific casualties.</div>
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Ulthwe's forces had sustained major casualties, but were looking to press their advantage. A new priority order was issued to capture objective marker 3, one that was under the control of Cadia. The Dire Avengers moved forward to put down more of Cadia's infantry while the air force swept in to lay the tanks low. Another infantry unit fell to shuriken fire and the Wyvern that was previously damaged by the Bane Blade was finally destroyed, but otherwise the firepower of the Eldar was massively ineffective. The Scorpion Exarch made it in to combat, but did not generate enough damage to force the unit to flee in fear leaving him trapped in a circle of bodies.</div>
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<span style="text-align: justify;">The guardsmen felt hope, having a chance to steal the day. A commander and Commissar locked themselves in combat with the Scorpion Exarch, shrugging off the damage of his powered claw while the Warp Spiders were wiped out and ranger unit was reduced to half its original size. The remaining Dire Avengers had their ranks dropped to 6, but in a surprising mark of resilience the Crimson Hunter Exarch survived the firepower levelled against it with a single wound left!</span><br />
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The swarming Aeldari airforce would not let this chance pass. They moved in, swarming the Imperial lines, gunning for the kill.</div>
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with a mixture of psychic might and devastating firepower the Eldar managed to destroy a Manticore, the last Wyvern, both Hell Hounds, and nearly all of the infantry. Completely overrun the Astra Militarum conceded.<br />
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I'd apologize for another "short" battle report, but really that just seems to be the way 8th is played. Short, brutal games. I think I pretty much won this game on the first turn, with the destruction of the Bane Blade. I had a lot go right for me, but the most important part was that Doom went off, which was enormous, considering how often I needed it with the shooting from the Hunters. Once it was dealt with the -1 to hit nearly everything in my army was also causing real headaches for my opponent.</div>
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This was the first game in which the Scorpions did well for me. I think they need further testing for me to complete my opinion of them. They're not as instantly loveable as Banshees, but they may earn my respect over time.</div>
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The Dire Avengers were okay... but i just think Guardians are a better fit for my play style. The Hemlocks weren't super crazy, though their negative bubble actually played a solid role in the game, especially with Mind War on the first turn. I'm finding that power is incredibly useful against guard with the Aggressive use of farseers.</div>
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Crimson Hunters finally rolled well on the damage rolls this game, which is part of the only reason I actually cracked open the Bane Blade on turn 1.</div>
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Warp spiders were not particularly impressive, but they did kill what they shot at on turn 1, so I'll try them out a little bit more to see if they click. Overall I felt they just didn't synergise well outside of also being hard to hit.</div>
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After the game wrapped up and my opponent conceded I convinced him to set everything up the way we had it at the start of the game and that we could play through a shooting phase so he could test the things he wanted to test (and roll some dice and blow some of my stuff up). I think it helped improve his mood, but had the benefit of letting me learn more about what his units can do, and let him experiment with some of his toys. If you have a quick game like this and you're certain that getting first turn caused a huge swing and your opponent got curb-stomped, don't be afraid to take the extra step in being a good sport and a friend and give them a chance to really... play with their toys. you can actually learn quite a lot, plus you can start to workshop how you would have responded if that first turn dice roll had gone a different way. In our gaming I saw that if he had that turn as a first turn I wouldn't have been able to get my Farseer in position to cast Doom on the BaneBlade, meaning that even if I had otherwise made the same, or virtually the same moves I would not have gotten the Bane Blade more than half way through its wounds... nevertheless killed it. Just something to keep in mind for your future games.</div>
D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-9332779737161040552017-11-13T04:48:00.003-08:002017-11-13T05:16:05.490-08:00Ulthwe vs Ultramarine Written 2K Battle Report (Photos)I want to be clear that before the game I did not know what was in my opponent's army, in fact I did not even know which of his armies he was taking. While I was anticipating him using guard with a baneblade I had a test I really wanted to try out. Please keep that in mind.<br />
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The forces of Ulthwe:<br />
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The forces of the Ultramarines:<br />
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Setup:</div>
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With the Ultramarines having a smaller force they had a +1 to go first. They were prepared to take the field aggressively... and then Ulthwe stole the initiative.</div>
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The Wave serpent full of Banshees swept forward to take the centre of the field. Dark reapers slaughtered all but two of the Assault Marines while their Exarch's Starhawk Missile, Hemlock, and the linked fire of the Prisms sundered the Storm Raven and sent it crashing to the ground, slaying two of the terminators inside. All while the two Nightspinners thinned the centre Primaris squad to a single model.</div>
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Reeling from the initial onslaught the marines looked to be aggressive, moving forward, but as the Reivers entered half their numbers were cut down by the Dark Reapers as the Farseer's precognition warned them of the impending arrival.</div>
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The marines moved aggressively towards the Aeldari Falcon, getting into close quarters, but unable to ruin the tank. The Reivers slaughtered the rangers in their firing nest and pushed forward into the guardians that were defending an objective.</div>
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Turn two for Ulthwe kicked off with the banshees disembarking and as the Wave Serpent flew off to safety they approached the marines that had been assaulting their transport. The guardians in combat retreated under the covering fire of the NightSpinners and Prism. A large unit of Guardians appeared from the webway behind the forces of the Ultramarines keeping them locked in a pincer, as the Hemlock flew over to support them. By the time the shooting was finished A librarian, Assault Marine and Primaris Lt were being charged by banshees. </div>
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At the end of the turn a Primaris Lt on 3 wounds was left facing a few banshees, the terminators were slowly trundling towards A fire prism, Marneus Calgar was running across the back of the field towards the guardians, and A Primaris Lt with a small squad of Primaris, its numbers reduced by casualties, were all that was still standing.</div>
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The Ultramarines had a mostly ineffective follow up, not making it in to combat with the terminators, advancing marneus, and assaulting the wave serpent but not killing it. At this point my opponent conceded.</div>
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Things I learned: Night Spinners are an absolute nightmare for a force with Primaris marines. In addition the Forewarning Stratagem is positively beastly when paired with Dark reapers. Opponents that don't know about it will learn to hate it very quickly. It's easily the match of Webway Strike and Linked Fire when it comes to usefulness. It's potential means opponents will have to account for it and play extra smart. If they fall asleep at the wheel it's going to really mess up their day. The stratagem allowing extra attacks on 6's to hit paid off for me big time. It won't always, but when it does... in this game it netted me 6 extra attacks, all of which hit, 5 of which wounded. The banshees finished off the Assault Marines, Slaughtered a Librarian and put two wounds on a Lt in one assault phase. even the Starhawk missile felt worth the 1 CP when it put 3 mortal wounds on the Raven. Considering my last Fire Prism firing put on exactly the last 3 wounds needed to kill the storm raven those three mortal wounds were likely the difference between the Raven surviving the turn on 3 wounds and being dead. the Hemlock lowering LD and the mass number of casualties I caused on turn 1 gave me hopes I'd actually wipe marine units in the Morale phase, but with my opponent getting a bonus LD turn 1 for being Ultramarines AND rolling a 1 three times for the units affected meant he only lost 1 or none from each unit, but without that negative I wouldn't have caused the two extra morale casualties that were inflicted at all. The Linked Fire for Prisms resulted in about 7 wounds to the Raven because I needed so many rerolls for the hits and none of my initial rolls to wound actually wounded, so without that stratagem my firepower would have been embarassingly meek. In many ways I felt bad that my opponent walked into a force that was effectively a hard counter to the army he brought, but since the release of the codex I have been consistently rewarded by aggressively spending CP in turns 1 and 2.D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com2tag:blogger.com,1999:blog-9201576087280293202.post-6551343148942922017-10-31T00:32:00.002-07:002017-10-31T00:32:58.441-07:00Thank Ynnead, My Hornets are Done!<div class="separator" style="clear: both; text-align: center;">
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With the release of the 8th edition codex I finally finished one of those thorn in my side units that had been hanging over my head for some time, the Ulthwe Hornet squadron. Oddly I'm not even that crazy to use them in a game, I just wanted them painted so I didn't have to think about them anymore.</div>
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I'm happy with how they've come out and at some point I will give them a go on the field to see if they still have the punch they once had in prior iterations. But, for the mean time, they're done and I can now move on to the model tweaks I have to do to convert models to be 8th edition compatible.</div>
<br />D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0tag:blogger.com,1999:blog-9201576087280293202.post-6916050321297568622017-10-27T22:27:00.004-07:002017-10-27T22:28:47.793-07:00A Codex Craftworlds review from an actual Eldar player<div class="separator" style="clear: both; text-align: center;">
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One of the things that has been bothering me as of late is the number of reviews, especially before the book was released, that were extremely wrong. I understand that some players use many armies, and most don't specialise in playing Aeldari, but without consulting someone who does specialise in this force as their main army means there are a lot of items mentioned in previews are wrong or not possible. As someone who specialises in this force I'll give my quick take and hopefully make some corrections. As a note, I tend more towards narrative play than match play and my army is locked in to Ulthwe, so you won't see the "everything is -x to hit" expectations coming from me.</div>
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Overall Grade: B+</div>
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<b>Things You Need to Know</b></div>
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Phoenix Lords cannot take Warlord Traits... not any. Most people are aware that Phoenix Lords have a special rule that allows them to not make you lose your <Craftworld> bonus, but many people did not realise there is another rule above the specific Craftworld traits that prohibits Phoenix Lords from ever getting a Warlord Trait.</div>
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Normal Crimson Hunters are BS 2+ in their top damage tier. This is actually no different from Index 1 and was done by design so they could still hit on a 3+ when moving. I am still amazed how many times I've seen people argue that only the Exarch is BS 2+, but I'd recommend people carefully read the book cover to cover, for the rules section at least, as if it's a totally new book.</div>
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Support Weapons become individual units once deployed. This is very important as I continue to see people discuss casting Guide on the unit as if they're a single unit, but that is not the case.</div>
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If the Autarch is entering through some form of the new Deep Strike you can not regenerate (path of command) or generate (Ulthwe Warlord Trait) Command Points until AFTER they have been deployed. This is important to remember because using the Webway Strike stratagem can potentially be regenerated if the model is already on the table.</div>
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Sunburst grenades were re-named back to Plasma grenades. I have no idea why, but I wouldn't mind if they made up their mind on that one.</div>
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<b>The Good Stuff</b></div>
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Really, most of the book. With the exception of Wraith units nearly everything received a point reduction between 10-25%. The individual rules for units were rarely an issue, but the costs were. I give GW kudos for recognising that, aggressively correcting points, and not fudging around with the rules too much, only lightly making tweaks.</div>
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Howling Banshees: They're so cheap and so fast. I'm having a difficult time not imaging them becoming a mainstay unit for every variation of Eldar.</div>
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Runes of Battle: They really make me wish I rolled better for casting psychic powers because there isn't a power in the list that I don't like. It makes me want to play really large Apocalypse games just to get to cast all the powers.</div>
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Fire Prisms: I'm not certain my rolling will improve with them at all... but with the chance to shoot twice... It's like they know I'm ready to love them again.</div>
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<b>The Great Stuff</b></div>
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The Stratagems are going to be what lets players set this army apart. Now I'm not just building a list... I'm building a list around Stratagems, so it's likely my army will actually play differently than other Eldar players.</div>
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The Bonesinger. The rules are spot on and its rules were released as a free downloadable PDF. As someone who has worked running corporate social media accounts, those posts tend to be planned and written weeks in advance, so it was a great surprise that it went out early enough that you could actually still order the model.</div>
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<b>The Not-so Great Stuff</b></div>
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We need to talk about Warlocks.... they're not good. Other armies have psykers that are far too close to identical with the exception of having double the wounds and access to full strength Smite, something a Spiritseer provides for a 10 pt bump. Either they need to drop about 10 points per model, or they need Destructor amended to be D3 Mortal Wounds.</div>
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The Warlock Conclave is on the right track to getting better in that it's cheaper than an individual Warlock. This is good since getting an equal number of individual Warlocks was previously superior in every way. Now it's superior in nearly every way. Much like their individual unit cousin, this unit needs to drop about 10 points per model, or, their version of Destructor should be amended to D3/D6/D6+3 and they need to be able to deny 1 power per model in the unit. I will still use this unit for narrative forces, but you will likely never see them in matched play because they still widely miss the mark.</div>
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Autarch changes. Considering Grey Knights received a unit without a model and a "how to" for converting it, it seems wrong for Autarchs to have been stripped so bare. Personally I have 1 Autarch that I'm going to try salvage by converting, and one I used often that's going to be retired, and one that I'll use, but clearly has a banshee mask it can't use. It seems like an odd reduction in utility for the model and really has upset people. Skimping on extras from the plastic kit to begin with is part of the issue here. Another is that four of the relics can only go to Autarchs (being the only character that carries the appropriate piece of wargear to swap out), and the actual foot-based one can't even do that.</div>
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Some of my favourite models are being retired because their rules got dropped. While I'm not entirely surprised I am absolutely going to miss my Scorpion Exarch with Chainsabres. I was so proud of that model and still am.</div>
D W Hawthornehttp://www.blogger.com/profile/16841500372025032553noreply@blogger.com0