Wednesday, January 13, 2010

The Summons: Fluffy Battle Report

Hearts-King Remy shivered in the confines of his Chimera despite the heat. It wasn't right to let the men know how he felt on the inside, but he couldn't help it. Despite his training, despite the assurances of his superiors, he could feel that this was wrong.



A xenos strike force had been sighted just hours before by Hearts-Queen Card pushing fast towards the 24th's perimeter. All that stood in between the combined force of Tau and Eldar was a single squad and armored sentinel from the recon company, not nearly enough to hold the enemy at bay. Remy's squad, a small mechanized squad of Black Jacks and one of Queen Card's scout sentinels were all that could arrive to provide assistance. No other forces would be able to reach the perimeter in time. The Inquisitor's response had been clear and to the point. "Do not let the xenos interfere. Perform the summons."

Remy shivered again. Just remembering those words sent a chill down his spine. He had done as he was ordered- the cards were laid out in concentric circles of power, blood and sand had been sprinkled over them as the intonations had been chanted. He had reached out to and through the cards, calling out into the void.

And They had heard him.

Their voices, screams, howls and shrieks had echoed- STILL echoed through his mind, furious at the binds that had been placed upon them. These had increased in strength when he had whispered the forbidden words into the maelstrom:

"Blood.

Pain.

Souls.

Come and reap."

The fiends cackled, took reality with a forceful grip and clawed their way into the world.

---

That was 15 minutes ago. As the Chimera barrelled into position, the battlefield was filled with the roar of grav engines, the buzzing of energy weapons, the crack of railguns... and the screams. He would never, had never, forgotten those screams. He, after all, heard them all the time.

The scream of metal as crab claws sheared through armor.
The scream of dying Eldar as reality warped and twisted around them.
The scream he later learned unleashed from his own throat as he came close- too close- to losing control.
And the screams of impossible creatures, beings forged of dark myth and sin, singing praises to their masters as they slew and were slain in return.

Despite the horrors surrounding them, his men had performed bravely. The lone squad on the scene had managed to neutralize the lone Devilfish that had broken through the daemonic onslaught. On the far side of the battlefield two bound servants of Tzeentch ran down the opposition while the Hearts-Queen's sentinel had broken the Tau and driven them off their firing position. The armored sentinel, piloted by none other than Steven "Stompy Jr." Marlow himself had lent his firepower to victory while keeping a close eye on the summoned "allies."

He would later report that it was an almost flawless victory- only an immobilized sentinel marred the otherwise impeccable outcome, the enemy broken, bloodied and running. The Tau had lost everything, their few remaining troops captured for interrogation. The Eldar had fled the battlefield after the last of their aspect warriors had been slain by the rampaging Daemon Prince.

Remy had held the line. His cards, as always had done their job. Yet still he shivered, looking out into the growing twilight, wondering for how long before even the cards would stop holding the screams at bay...

Monday, January 11, 2010

Progress Rolls Forward


Progress continues on the Fortunan 24th. Since taking these pictures I've added some more detail to one of the Chimeras and thrown a heavy flamer on it. The heavy weapon squads had been finished earlier, but had not appeared on the blog till now.

Also, I got some new tools to help me on my next project...


 

 With these I shall finally be able to get to work on my Sentinels. Yay!

Friday, January 8, 2010

Fortunan Fluff: Prologue



Imperial Guard regiments hail from an almost unimaginably varied number of worlds. Some, like Cadia, are planetary fortresses with a strong military tradition and the best training that the Imperium can offer. Others, like Catachan, are Death Worlds, worlds where even the ground underneath your feat might consider you a delicious morsel. There are feudal worlds, feral worlds, ice worlds, lava worlds, worlds completely dominated by machinery, midnight worlds, depot worlds, manufacturing worlds... worlds without end.

Each planet sends its tithe of troops to the Imperial Guard without fail, and each has its own traditions. The Rough Riders of Attilan bear garb similar to that of Mongols and ride fierce warhorses into battle. The Vostroyans are sometimes more machine than man and hold their arms and armament to high standards. The Death Korps of Krieg sublimate their individuality to atone for long ago sins.

Some planets even have sanctioned variants of the Imperial Creed, seeing the Emperor as the All-Father, the Great Hunter, the Light Everlasting.

Out of all of these worlds, and all of these different peoples, and even confronted with all of these different creeds, they all can agree on one thing:

Something ain't right about those Fortunan boys.

---

Join me on Fridays to hear more about the story behind the suits, the Black Jacks, the Inquisitorial involvement, and Fortuna itself. Just make sure to lock your Puritan friends in the closet first...

Wednesday, January 6, 2010

Tyrannic Invasion!

With the new codex coming out our local Nids player is looking to get as many games in with the 4th ed codex as possible. So this past weekend we decided to play a game of Planetstrike, a format that neither of us had much experience with. We rolled up mission number 2, Desperate Assault, with the dastardly Nids as the attacker and my brave Fortunan 24th as the defender.

In Desperate Assault the attacker has succeeded in establishing a beachhead on the planet and is attempting to seize additional ground to land even more forces. To represent this the Attacker gets a bastion of his very own on the battlefield and deploy some units without deep striking them. In addition, the preliminary assault blasts are strength 10 and due to the ferocity of the assault the defenders units are at -2 leadership for the first turn. Not all is downside for the defender, however, as he only needs to hold 1 objective to claim victory.

If you are interested in a full battle report, click on the link below:

Click me to read spoilers


I set up my defenses with little cover on the field. There were three of my bastions and one of the attackers (in the picture below shown as a forest, though this was later replaced with a more suitable building). I also activated two of my assets: extra ammunition for the central bastion, and Force Pylons guarding the front of the bastion on my left flank. Force Pylons are great buys against Tyranids because only vehicles and units with assault grenades can cross them, meaning that the only unit I had to worry about from my friend were his genestealers.



The Nids player soon revealed that he had chosen the asset that allows him to roll 2d6 for preliminary bombardment strikes and set about smashing my defenses. With 10 blasts he shattered my central bastion and began his assault.


My force pylon guarded bastion had survived with little damage, but a problem arose that I had not considered before- I had no one in either of my remaining bastions! Most of my army outflanks due to Al'Rahem, so I actually had no one in either bastion, meaning I needed my reserves to come in quick in order to seize some ground!



Turn 1 most of his force deep struck except for the gaunts, Broodlord and Carnifex already on the board. The hordes came on, breaking the lone veteran squad that was in the central bunker while a Zoanthrope destroyed the force pylon bastion. The fleeing Harker and Psyker Primaris would prove to be very useful to my forces even if they were gutless bastards...




My turn 1 my reserve rolls failed for the most part, though Marbo and Al'Rahem's platoon managed to find their way to the board. FRFSRF destroyed a squad of genestealers while Al'Rahem's command squad destroyed a Carnifex that was threatening to destroy my last remaining bastion. Marbo showed up and squashed most of the Broodlord's retinue before being slaughtered in turn.


The next turn's reserve rolls both went well and poorly for the 'Nids, with the rest of his forces coming in. Unfortunately one of his Carnifexes landed in my massed infantry platoon and promptly died, while his Tyrant landed on top of my bastion. We weren't sure how to rule this as I had no units in the bastion yet, so we decided to say that he was standing pretty on it (though he lost a wound to Dangerous Terrain test).



Nid shooting decimated my infantry who were standing around without cover. He also revealed his second asset: Supply Drop, granting his Gaunts offensive and defensive grenades and meltabombs. They made short work of Al'Rahem's chimera even though my Minefield asset managed to kill fully half their number.

Shooting on my turn brought the Tyrant down to 2 wounds and eliminated his guards, while my Leman Russes and my Commander in a Chimera came on from my left flank (though they failed to do anything important like killing).


Turn three saw my infantry decimated even more on the right flank while accurate Zoanthrope fire on the left flank stunned my command Chimera. Al'Rahem was assaulted by Gaunts but barely managed to hold them off. My turn three saw my few remaining guardsmen run desperately for the safety of the bastion, but failed to make it thanks to a pair of sergeants stuck in barbed wire. More infantry ran to support Al'rahem, defeating the bugs with bayonet and power swords.

Turn 4 saw desperate battles on both sides of the board. Genestealers flung themselves at the Commander's chimera but were unable to stop him from breaking through and onto the objective. On the other flank a lucky scatter from one of the Tyranid Warrior blasts took a wound off the Tyrant, allowing Al'Rahem to finish it off with a plasma pistol shot.


My commander and his retinue disembarked on turn 4, slaughtering another genestealer brood, leaving two zoanthropes and the Brood lord as possible threats.


Meanwhile, my Psyker Primaris was slaughtering squads left and right, surviving endless amounts of high strength shots thanks to his refraction field. In the end massed shooting from gaunts brought his reign of terror to an end. This would come to be a theme with me, with Al'Rahem bravely surviving many shots that should have killed him many times over, only falling to multiple hits from Warrior shots.

Turn 5 passed and we moved to turn 6. In a key moment the wounded Zoanthrope contesting the objective fried its brain rolling boxcars for a focused Warp Blast to get around my FNP. My commander then proceeded to down the Broodlord on Turn 7, having outlived all the other members of his squad through sheer luck and determination, leaving me in sole control of the left objective. A zoanthrope, unable to get through the force pylons looked on miserably.





For those of you who don't like battle reports, here's a summary of the badass moments that you missed:



Thoughts on the Battle
Al'Rahem, while seemingly not a great commander for Planetstrike defense proved to be very useful as I had bastions on both table edges to take advantage of his outflanking. Knowing exactly where he was coming from helped coordinate my defenses greatly, and if necessary I am sure that I could have supported his offensive easily with the rest of my reserves. He just happened to serve a much better purpose as a distraction to my sneaky offensive from the other side of the board.

I also saw both the good side and bad side of plasma weapons, as at one point a squad of stormtroopers self destructed and ran thanks to poor rolls for plasma weaponry while at others I was plugging MCs and heavy infantry left and right. Still, very, very useful against the bugs and something that I am not likely to leave home without for a while.

Another MVP were the Force Pylons. While useless against many armies, against Tyranids they are a godsend. Without them I don't know if I would have been able to hold out against the horde.

As always, praise the Emperor for victory and pass the ammunition!


Monday, January 4, 2010

(Belated) Happy New Year!

Start of a new year, start of a brand new lease on my blog. For a while over the fall I was a bit burned out- tons of grad applications due, lots of responsibility at work and not very much time at home to do any posting or painting or anything much.

But now is a new year, and that means resolutions. My resolution for 40k is very simple:

Finish painting the models that I own and use before March 8th. 

My birthday is coming up, but I still have that pesky vow to "buy no more models till the ones I have are finished." So what is left to do? Following the Admiral's advice I have created a spreadsheet of what I consider necessary to a temporarily completed Fortunan 24th:

This should be able to fill me up at a stretch to 2k, though I'll be using damn near every single model to get ther. Among those models is a new one, thanks to my amazing girlfriend this christmas:


 
 
I'm very excited (and terrified!) to start putting this thing together, as it will definitely help take some of the staleness out of my army builds once it's on the field.

A second resolution that I am making this year is this:

My blogs will update three times per week.
 
I'm going to start trying a Monday, Wednesday, Friday schedule. It's all part of a sustained effort on my part to be a more active netizen and really take advantage of all that Web 2.0 offers us.

Other things that are coming up on this blog:
  • Battle reports- back with a vengeance! I'll try to focus on more interesting battles than the normal 3 missions. Expect to see a lot of Dice Like Thunder missions as well as the odd GW expansion.
  • Mordheim! I really didn't see this one coming. A couple of my friends started warbands and suddenly my head was filled with images of Viking raiders marching about the burned out city looking for wyrdstone. You can follow my Norse warband as they attempt to plunder the City of the Damned for all she's worth. This will take some stretching of my vow, but I think a dozen or so guys can be ok... right? *scratches arm with a hungry stare*
  • Fluff! Some background for my army to make it more than just a theme.
That's it for now- see you on Wednesday, and  may all our resolutions come true!

Thursday, November 19, 2009

Anniversary Minis

Well, this past Monday was my 4th anniversary with my girlfriend, so I had to find something suitable to mark the passage of time... and what better way than with Time Lords?


 
The minis came from Heresy Miniatures, and they are quite excellently crafted. There's even an Eccleston look alike available if you want to be complete in your collection.


The girl was very pleased. :)

Sunday, November 1, 2009

Tactica: Stormtrooper (Part II)



For part 1, go here.

Deployment

Before we get into builds, a word on deployment. As far as I'm concerned there are two optimal ways to deploy stormtroopers- as drop troops or as mechanized infantry. Drop troops allow you to get into any position very quickly and reliably thanks to the scatter die reroll, while mechanized troops grant more survivability and a ghetto Hellhound added into the mix. Infiltrating or outflanking on foot might work, but the chance of the team being slaughtered before they fulfill their mission is much too high, at least in my opinion.

I've recently come into favor of the mechanized option, as it opens up great degrees of flexibility. Thanks to the Reconnaisance special mission the STs can gain Scout, allowing them to drive the Chimera forward 12" before the game begins or outflanking it. If you get first turn set the squad up on the board inside the tank and drive it towards the enemy. You should hopefully be able to get into weapons range in the first turn or at least set up in a position where you can open fire later. Because opponents will probably deploy around this strategy I have found it useful to take two squads equipped in this manner to give the enemy fewer places to run.

If you get second turn, no big whoop- either deep strike and use the chimera to provide some extra transport/cover to the rest of your army or outflank with behind enemy lines or reconnaissance. You can even do this if you have first turn and don't feel right about the first turn rush.

I won't be talking much about using Valkyries with Stormtroopers for two reasons. First, I don't own any and would feel bad talking about a tactic that I haven't used. Second, I personally don't think that they are necessary. STs already have deep strike, so leave the Valkyrie antics to those wannabe-stormies the Veterans.

On to the killing!

Purchasing

When using Stormtroopers one can't be a generalist- the orphan sons and daughters of the Imperium are much to finicky to show up to any old dance. They must be purchased with a specific purpose in mind and then deployed in the best way to fulfill that purpose. With this in mind, here are some builds with various targets in mind:

Anti-Tank
Melta, melta, melta. If your primary concern is tanks and you have the ability to get close rapidly, melta is absolutely the way to go. Since stormtroopers can deep strike right next to vehicles with a very good chance of not scattering thanks to the reroll, two meltaguns allows the squad to take out its target on the turn it lands. I find that a min-sized squad with a plasma pistol given to the sergeant is a good build as it minimizes point expenditure, grants an additional high strength shot to hopefully penetrate the tank and minimizes the chance that one of your troopers won't be able to deploy.

Another option is to have the squad mounted in a chimera. This tactic is great as a general deployment strategy, but is taken to new heights in an anti-tank focused group.  Think of this- if you can get close enough and if you put a heavy flamer on the Chimera your meltagun team might be able to get 2 KPs on turn 1 by targeting transports!

Anti-Heavy Infantry
Plasma, plasma, plasma. While a squad could be made out of pure hotshots, plenty of high powered plasma shots are always welcome if the points are available. If marine players are a frequent site then a full squad with plasmaguns and pistols mounted in a Chimera will be hell on treads. We can still use the tactics mentioned earlier to great effect, but there is an additional caution about infiltrating here. Since hotshots have a maximum range of 18" you will not be able to get a shot off with your lasguns when infiltrating under most circumstances as you must deploy outside of 18". If you can sneak your squad closer, good, but otherwise beware.

Optimal build would either be 10 troopers deep striking or 5 in a chimera with two plasma and a plasma pistol (though feel free to add more troopers as points allow). The deep strikers allow you to have maximum impact on the turn they land as well as offering a very large headache that the enemy now has to deal with. The mechanized squad can take advantage of all of the scouting/outflanking trickiness and can use all of the squad members firing out of the fire points.

Anti-Infantry
While Stormtroopers do not excel in this area they can fill this role if need be. Flamers are naturally the way to go, and I would even hazard adding a power sword to your sgt. Why is this? It turns out that STs have pistols and close combat weapons in addition to their other armament, granting them all 3 attacks on the charge. While the rest of their stats are nothing to write home about, that plus 4+ armor can at least try and do some damage.

Deployment for this squad would almost certainly be in a Chimera equipped with a heavy flamer and outflanking. I see this squad as charging on to an objective during one of the latter turns of the game and at least contesting if not outright slaughtering whatever troops are there. With ten Stormtroopers, a power sword and two flamers the squad can do quite a bit of damage. Finally, since the squad will probably be charging into cover using the reconnaissance mission is recommended, unless you feel that the pinning granted by behind enemy lines is preferable in your situation.

Final Thoughts
 Stormtroopers are excellent tactical assets to any Guard commander's arsenal as they have the ability to be exactly where they need to be to destroy whatever threat they have been tasked with. They can strike before the rest of your army or wait to destroy their target with surgical precision. Especially for armies with little in the way of mech STs are great boons, delivering your special weapons into the heart of the enemy's forces and ripping it out.

Please leave any comments, criticisms, anything you feel that I left out, etc. Ave Imperator!