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Showing posts from August, 2015

Battle Report : Crimson Fist Gladius vs. Chaos Space Marines w/ Charnel Cohort

Before the game I generated powers for the daemon prince – from the Nurgle list I picked up the powerful two warp charge ability Plague Wind and from Biomancy I got Hemorrhage which I never actually got a chance to use. Being a daemon of Nurgle I also picked up Nurgle’s Rot as a chaos focus. I completely forgot about the Warlord traits, but it was both sides – so I wasn’t really stressing. Generally I also completely missed the Tactical Doctrines the marines have. It is either reroll 1’s or reroll misses, and that wasn’t happening all that much – I really want create some counters for that effect. It might help me remember it. My set up was pretty interesting. I crammed all the marines in a tight pack. The idea here was they can scatter out and that is exactly what I did on the first turn. I was excited about seeing how well they advanced and I know I made a few mistakes by not taking full advantage of my first turn shooting for the Crimson Fists. For my Chaos Marines and t

Crimson Fist Gladius Strike Force

Strike Force Command - Pedro Kantor Demi-Company - Chaplain w/Jump Pack Demi-Company - Captain in Terminator Armor 1st Company Task Force - Assault Termies & Vanguard Vets Armored Task Force - Predator & Vindicators Dreadnought - for either company Not pictured are transports - still need a little more work.

The Night of the Goblins

Not going to write really deep on this, but it is on my mind. Great discussion on Bell of Lost Souls today about could 40k borrow a thing or two from Age of Sigmar. To me I really don't want to hurt people's feelings but the current 40k point system forces you to constantly escalate. If you aren't fielding the Best In Slot choices and spamming them, you will lose to the player that does. It is a point based system and we will work to exploit it. Or at least we should in the world of competitive play. I told the anecdotal story of my brother's Night Goblins. He was buying, assembling, and painting all of these cool little goblin mushroom freaks with their kick ass black robes and bad moon shields. They looked awesome. But.. it is a game after all. I couldn't wrap my head around it. THEY ARE TERRIBLE. Like under no circumstances would they ever do anything at all in the game. Maybe some filler on the board or whatever, but they just weren't an effective force

Return to 40k - Part 2

What a difference a week makes. We sat down for our second session, and it went a lot smoother this Sunday. We lined our forces of chaos up against the Imperial Guard and Space Wolves again. Instead of a mere three turns like the week before we got through four turns. It was pretty decisive at that point. The Guard and the Wolves rallied in the second game against us to pull out a victory. The Imperial Guard See I knew something was up the first week. It just felt like they weren't very effective when we fought. This week- our guard player held nothing back. He didn't sink as many points into Chimeras for his troops and brought two of the Leman Russ Punishers against us. One of them was a special HQ choice that added Rending to the tank and made it BS4 . Way more impressive. There was also a Munitorium officer in the Company Command who was dropping an Ordnance Large Blast round after round. That threw me a little - I was aware of how powerful the Marine Orbital