Sunday, 21 April 2019

Genestealer Cults Updates

Hello!

Now that Da Ork Project is effectively completed (for now), I've turned my attention back to the Tyranids, and more specifically the Genestealer Cult. With the 'new' Codex out, I felt it was time to bump the army up to around 2000 points on it's own, ideally making use of some of the new options and without breaking the bank.

 

Here's what I started out with. A bunch of 'stealers borrowed from Hive Fleet Goliath, the contents of the Deathwatch boxed game, a bonus box of Acolytes and some tanks off eBay. There is a converted iconward in there as well, and since this picture was taken, I have sold the Aberrants since I didn't have a minimum sized unit and the rest of the Tyranids pretty much have their niche covered.

To this I added another Leman Russ from eBay (an exterminator this time) along with a brood brother squad, another set of each hybrids purchased from Stylus of The Woffboot Chronicles, and I couldn't resist the new Magus, just because she is such a fantastic sculpt that oozes power and authority.




Here is the Exterminator. It came painted very similarly to the other tanks (one seen behind it) so mostly needed a bit of dirtying and culting up. This one did have some snow effect on it as well, but I scraped it off and applied rust to the more noticeable areas. I gave the commander a bit of an upgrade as well.


Then came the infantry. This is what they look like now, organised into units. I've got the characters at the back and six troop units of 10 arranged in front of them. Some arm swaps were done, as well as building up the new models and spraying them. The new Neophytes all got shotguns, while the Acolytes are now divided into two units, one containing 4 mining weapons, and another with 4 demolition charges. This left me with one spare hybrid, so I converted him into a gunslinging Kelermorph with a bit of an Adeptus Mechanicus theme...


Here he is, pre-spray and tidy up. He's got a Skitarii Ranger head on an Acolyte Hybrid body, with additional guns from the Tech Priest Dominus (of which most AdMech players will have one or two going spare.) Finally he sports the heavy stubber backpack from the Neophyte kit, as well as some bonus holstered pistols and pouches from the bits box. I think he looks the part.

I'm hoping to paint up a good chunk of this over the coming week or two, so expect further updates... 


Thursday, 18 April 2019

Da Ork Project Part 7.5 - Moar Speshul Boyz

Hello!

More Orks, more elite boyz. This time Kommandos and Tankbustas! Again, most of the work here was expanding the bases, but I had a few more bits to re paint here and there as well.



Kommandos. Required a few fix ups and arm swaps here and there, but mostly these are as I built them years ago. Some of them are the metal (now finecast) metal minis, but most are plastic conversions with a load more stikkbombz and kustom sluggas. I also spread out the backpacks from the metal minis onto the plastic ones in order to give more of them the kommando look. As you might imagine, this made some of them quite unbalanced, so the larger bases are once again really handy.


Tankbustas. I've got twenty of them, so I organised them into two mobs of ten. Here is the 'sensible' squad - all rokkit launchas.


And here is the 'silly' squad - two Tankhammers, two with twin rokkit pistols, two bomb squigs and a powerklaw from the index on the Nob. This leaves five with rokkit launchas, which handily allows me to field a full unit of 15 with all rokkit launchas as a more 'competitive' option.


And the back of them all. Again these are a combination of old metal models and plastic boyz with rokkit launchas, many of which has a quick repaint to give them white skull facepaint instead of red, white, pink and yellow warpaint.


Right, for now at least, that's the lot. All the current Orks are complete! I'm planning on adding some Grots and updated Boar Boyz conversions at some point, but before then I'll try and take some group shots of the whole lot. WAAAGH!

Wednesday, 10 April 2019

Da Ork Project Part 7 - Da Speshul Boyz

Hello!

More Orks with bigger bases from Tabletop Adapters. This is the penultimate update of Da Ork Project - so I've nearly updated everything! This time we've got Stormboyz, Burna Boyz and Lootas! All these units were already painted and organised in 10 man units, so this was just a simple case of doing the bases.



Stormboyz first. These boyz are the old metal/plastic hybrid ones, and were largely painted by the wife. I really like their orange striped trousers - looks almost regimented and organised, which fits nicely with the Stormboyz fluff. For top-heavy metal minis, these bigger bases are sooooo much better.



Burna Boyz. A mix of old metal ones and newer plastic ones with bonus armour plates. Rather than warpaint, these boyz are just covered in soot (which does make their big grins look extra shiny).



Finally the Lootas. Though they are Snakebites, they are wearing a splash of Deathskull blue for luck. Plenty of minor conversion in here so no two weapons are the same - including two looted Eldar guns. As with the Stormboyz, the bigger bases are excellent for these Boyz, they are much more likely to stay put than topple over now.


That's the lot for now. Next time it'll be Kommandos and Tankbustas! WAAAGH!!!!

Thursday, 4 April 2019

Battle Report - Chaos Space Marines and Daemons vs Chaos Space Marines and Death Guard

Hello!

Last Friday I managed to get another game in at Grim Dice's Friday Night Gaming in Grimsby with the (not very) regulars. Like the last one it was two against two at 1000 points per player. In order to try and get the game done in time (timekeeping and not-talking are not this group's strong points) we were each limited to 25 models, which naturally meant the Orks probably weren't going to make an appearance! Instead I decided to lean into the Chaos and take the Alpha Legion.

My list consisted of a battalion, with a Lord, Sorcerer, 4 units of 5 Chaos Marines with an autocannon, 2 Predators and a Heldrake. This time I was teamed up with (now semi-)regular opponent John, who brought a mix of Emperor's Children and Slaanesh Daemons, featuring a Prince, a Sorcerer, a couple of units of Chaos Spawn, a Spined Chaos Beast and two Giant Spawn (from Forgeworld) and another Heldrake.

We were up against Mike's Deathguard with 3 units of Plague Marines, a Plaguecaster, a Lord of Contagion, a Noxious Blightbringer (the bell guy), a Foul Blightspawn (the vomit-flamer guy) and a couple of Blighthaulers. Alongside him was Ken with Night Lords, including a Lord, Sorcerer, 3 units of 5 with missile launchers, a Rhino with power sword armed Chosen inside, a melee Contemptor with soulburners in the fists and a Sicaran.

We played Visions of Victory - the Maelstrom mission from 2018 Chapter Approved where you draw double cards opponent selects which ones you have to play for. I've been looking forward to the opportunity to play this mission for some time. It's fun to be a bastard.


Set up and ready to go. We were due to go first, but luckily we deployed a little defensively because Ken and Mike seized the initiative from us! They then drew a load of cards that enabled us to deny them the ability to score for the most part, though we left them a card to defend an objective that was just outside of their deployment zone, reasoning it would bring them slightly closer for John's big gribblies to charge in.


Sure enough, the Death Guard shuffled forward to take the objective, while the Rhino of Chosen moved up. Shooting was fairly ineffective from the Night Lords, most of the Sicaran's shots hitting the walls around the Predators, but the Death Guard managed to kill off one of my 5 man units (even with the -1 to hit) with blight launchers and mass bolters, earning them a point for First Strike.


On our turn we had a fortunate draw, giving us objectives that were within reach of a turn or two's movement. We also were given behind enemy lines, which I promptly secured with the Heldrake, who was buffed up with Weaver of Fates for a 4+ invulnerable save. (Everything in my army was Tzeentch this time). The Slaaneshi forces surged forward, lining up several charges across the main street. Our shooting killed off a few Plague Marines that were defending the objective, while my Heldrake burned a few Night Lords to death, but it was largely unremarkable. The Predators and autocannons not achieving much.


Fighting broke out in the streets, with the Prince and Spined Beast killing off a Night Lords squad with ease and the Drake charging the Plague Marines holding the objective. Daemonforge was used, ensuring enough were killed to force them outside of 3 inches. Denying these points gave us the early lead.

In retaliation the Death Guard swarmed over the Spawn and Heldrake on our left flank, while the Night Lords Rhino drove off, leaving my Drake exposed to the Sicaran, among other things. Ken and Mike again drew poor cards so settled with just trying to clear their lines. Shooting killed the Spined Beast and dropped both Heldrakes down to a few wounds each, but both just clung on. John was somewhat salty that the Blightspawn had a more powerful gun than the Heldrake. ("Why has that man got a bigger gun than a plane?")


The Lord of Contagion had shown up from the teleporter, and passed his charge against the Spawn. He spent the rest of the game wading through gore and cutting down weird fleshy mutants like a boss. The Contemptor also went in to the Daemon Prince, who, being Slaanesh marked, interrupted after the Nurgle champion fought, and slashed it right down to about 4 wounds. In response it took some wounds from the Prince but wasn't able to finish it.


In our turn we again got a very favorable draw, including No Prisoners, encouraging us to kill as many weakened units as possible. I started proceedings by blasting the Rhino into little pieces with the all las Predator, and incinerating the remnants of a Chaos Marine squad with the Heldrake.


John spent some command points to attack out of sequence with the Daemon Prince, but he failed to finish off the Night Lords Contemptor, thanks to Delightful Agonies being cast on it earlier. In the real fight phase, my Drake managed to get into the Sicaran to shut it down (though did no damage to it and took a wound from it's infernal hunger!) and the Prince/Giant Spawn finally downed that dreadnought. We picked up D3 for No Prisoners, plus a few more points to put us well in the lead.


At this stage Ken and Mike really needed some good cards. They were holding their own in terms of damage dealt, but due to lack of board control and favour of the dark Gods, they were yet again unable to get many points. Both Heldrakes finally fell (mine to boltguns, grumble.) The Lord of Contagion finished off one of the Giant Spawn, while the other had grown massively in size and if it had any concept of humour, would have laughed at the couple of wounds taken off it by the Night Lords commanders' plasma weapons.


Heading towards the time limit, we pushed for more objectives and kills, taking some risks with the warp. My Sorcerer attempted to gun down the Chosen with a Daemonshell, but managed to deal wounds to himself, which he later compounded by failing a psychic test on a double one, after a command point reroll!


The Prince and Spawn piled in to the remaining Night Lords in the ruins, killing the Sorcerer but failing to take down the Lord. We played out to the end of turn 4, and while the Death Guard managed to clear their corner and John's forces had taken heavy losses, we had secured a massive lead on the points, and I still had both Predators and a fair chunk of my Legionnaires alive. Hydra Dominatus!

A fun game, and nice to play Chaos once again. We definitely had the luck with the cards, but our list combination had much more mobility and board presence than our opponents, so to a certain extent we made our own luck. My shooting wasn't really up to much in that game (four turns of firing from two Predators accounted for a Rhino, a couple of Plague Marines and about 4 wounds off the Sicaran) but the Drake proved again it's utility, being able to plink off a bit of damage here, tie up a unit there and score points while applying pressure. Probably the key unit for me in this list, in spite of being 'trash'.

Thursday, 28 March 2019

Da Ork Project Part 5.5.5? Da Boyz iznt gud at maffs

Hello!

Quick update really, I finished the last 80 of Da Boyz! That's 160 total now!


Da Purpul Wuns - 25 Boyz, Sluggas and Choppas, 2 Tankbusta Bombz, 2 Big Shootas, Powerklaw on the Nob.


Da Blu Wuns - 25 Boyz, Sluggas and Choppas, 2 Tankbusta Bombz, 2 Big Shootas, Powerklaw on the Nob.


Da Wite Wuns - 30 Boyz, sluggas and choppas, 3 Tankbusta Bombz and a Powerklaw on the Nob.

Right, that's the bulk of Da Ork Project done. Just some specialist units to go now. Next update will be Burnas, Lootas and Stormboyz.

Friday, 22 March 2019

Video Battle Report with SorcererDave - Tyranids vs Astra Militarum, the Finale!

Hello!

It’s finally here! The long awaited (by me at least) finale to the Battle of Morgan’s Reach narrative campaign with SorcererDave! If you want to get caught up with the previous three instalments, go here! Otherwise, go directly to the video below, and clear three and a half hours of your life to watch it!

This game was an epic, a fitting ending to the campaign. A valiant last stand of the Cadian 404th against the unending swarm of Hive Fleet Goliath, hoping against hope for some kind of reinforcements to answer their call. I loved playing in it, and SorcererDave has done an excellent job of adding some narrative touches during the editing process. (He does a passable Sean Bean impression it seems.) If you’ve been following along with his content, or just these battle reports, there might be some shocking, even emotional moments, and fair warning, as always the comments section is full of spoilers!

Anyway, here it is! Enjoy!




Wednesday, 13 March 2019

The Battle of Morgan's Reach - The Story So Far

Hello!

Yesterday, after many delays, I finally got back down to SorcererDave's house to play the last installment in our Morgan's Reach Campaign, pitting the forces of the Cadian 404th against the might of Hive Fleet Goliath. It's been an awesome experience, and I think we ended the campaign on a high note - it was a fantastic game of twists and surprises.


Without wishing to spoil anything, we planned a few things to bamboozle the viewer, but the dice also gave us some glorious moments. In addition got to be a complete bastard in using a particular Tyranid stratagem, which was fun. I think you lot are going to like it, and I'm sure SorcererDave is going to do an excellent job in the editing and it's going to end up looking even more epic than it was to play!


So I thought, instead of doing my usual 'here is my list' bit, I'd do a quick run down of the story so far, with links to all my various blog posts and the videos themselves, so you can all catch up if you want/need to. I'll try and keep it spoiler free for anyone who hasn't seen them.


The Campaign began with the planet of Morgan's Reach in the Acheron Sector readying itself for a Tyranid invasion force. The Imperial command was aware of the approaching Hive Fleet, though they were convinced by an apparent Inquisitor of the Ordo Xenos that the attack was many weeks off, and that the defences would be more than enough to withstand the attack. As it turned out, an insidious evil was already working away on Morgan's Reach, and the forces of the Cadian 404th were caught out of position as the invasion started much earlier than predicted...


In the second part of the campaign, in a scene that was being repeated in all the major cities of Morgan's Reach, the walls of Hive Hephaestus had fallen, and the Tyranids were swarming into the ruins surrounding the spire. With the Imperial forces split, it came down to bloody, street to street, hand to hand fighting to attempt to keep the xenos menace at bay.


In part three, Imperial command ordered a bold flanking attack of the Cadian 404th, who attempted to use their heavy armour to break through the Tyranid lines and strike a killing blow to the attackers of Hive Hephaestus. But out on the plains, after weeks of absorbing bio-matter, Goliath had grown it's own monstrous, heavily armoured defenders.


And finally, in a battle report coming to your screens soon, the last of the Cadian 404th and the Imperial high command on Morgan's Reach stood defiant in their last bastion, in the shadow of Hive Hephaestus, aiming to sell their lives dearly against the oncoming swarm of Hive Fleet Goliath. For them it seemed all hope was lost, but in a desperate bid for aid, the last of the planet's astropaths congregated behind the defensive lines and attempted to break through the shadow in the warp to call for aid from any nearby Imperial forces...