Another big project I'm working on is some Space Wolf additions for an army I painted for a commission last year, with the new models out the owner has order even more wolves to add to his thunderwolf unit (the units crazy and coming in at 1500 points already!) Also for the same person I'm been painting some Sisters of Battle, and I'm added a pic of the last of the Vehicles to be done.
The new wolf models are as you can see very dynamic but being plastic they don't cause too many problems
Next I'm working on a few of the cyberwolves and one of the new wolf lords
Monday, 26 March 2012
Busy, Busy, Busy
Well after weeks of quiet on the work front it's now pouring in, loads to talk about but not much time to do so. A really mixed bag of projects on the go, my own Paras and Dark Angels, a Westphalian Army, Space wolves, Sisters of Battle and Early WW2 British and Germans! First Things First, My Paras...
I've now finished about 1800 points of them, I will be getting a flight of typhoons to make it up to 2000 points soon but then will leave the final bits (jeeps, heavy AT and glider pilots) for another time. The last unit proved to be the best and biggest being a 8 gun battery of pack howitzers, I ordered the wrong size bases from Kerr and King thinking they would be on artillery bases so the tiny guns look a tad lost on them but I like the look.
They are getting their first taste of action tomorrow against Mike's Germans so I will have a report on that later this week.
I've now finished about 1800 points of them, I will be getting a flight of typhoons to make it up to 2000 points soon but then will leave the final bits (jeeps, heavy AT and glider pilots) for another time. The last unit proved to be the best and biggest being a 8 gun battery of pack howitzers, I ordered the wrong size bases from Kerr and King thinking they would be on artillery bases so the tiny guns look a tad lost on them but I like the look.
They are getting their first taste of action tomorrow against Mike's Germans so I will have a report on that later this week.
Monday, 12 March 2012
Zone Mortalis
A friend and I were talking about the new set of rules on the Forge World site Battle Zone Mortalis, he had just found a box of old space hulk tiles and we decided to give the rules a go on those.
Because my friend had just broken his collar (and I didn't want to lug too many troops across London) we used kill teams of 500 points. All figures counted as separate units.
I took a elite heavy team which Space Marines would send into such a hostile environment, the Deathwing; my opponents would be death korps.
The first missions random objectives was for me to destroy three objectives, easy I thought, especially after deployment left my dreadnought right in front of the first one.
Turn One
Deathwing took the first turn rushing forwards into better positions, the dreadnought fired it's multi melta at the objective and missed, having to charge it to finish it off.
The Imperial Guard also charged forwards to gain better defensive positions and readied themselves for the Deathwing's next move.
Turn Two
The Next Death Wing turn was one of running around again, getting in place for good firing lines and advancing on the objectives.
The Death Korps had a much better turn, ambushing a isolated terminator first shooting and then charging him they made the first kill.
Turn Three
The Dark Angels Dreadnought moves into a firing position effectively cutting off reinforcements to half the battlefield, vaporises a guardsman and guns down a couple more. The objectives look easier now the rest of the Deathwing has turned up.
The Death Korps rush forwards to defend the central storage bay from the attackers and close assault the Terminator, they fail to kill him but block the route for the others behind him.
Turn Four
It's at this point we remembered we were meant to be rolling every player turn for hazards. The first roll was for three rock falls controlled by me. The first crushed a few guardsmen, the second scattered off the enemy inquisitor and the final one scattered on top of my dreadnought and destroyed it, leaving it blocking the way. The Terminator in close combat killed his opponent and moved on. At the far end of the battlefield the Death Korps Killed another Terminator in close combat!
Turn Four
The Deathwing make a final push to the second objective, their weapons unable to damage it they have to wait for another turn before they can charge.
The Guardsmen now supported by a late arriving Inquisitor charge into the Terminators in front of them killing another and again blocking the route to the objective.
Turn Five
Not much to report on this turn, the Deathwing try to push through the line of Guardsmen, killing he Inquisitor and opening the route to the objective but time is up.
Space Hulk
Just for fun and as the tiles were out we decided to play first edition of space hulk, mission one. Having played this lots years ago I was confident of my Terminators winning, but alas I'd forgotten how difficult space hulk was, and in a couple of games where we both took a go at using the Space Marines all we had was ten more dead astartes!
Deathwing enter Zone Mortalis |
I took a elite heavy team which Space Marines would send into such a hostile environment, the Deathwing; my opponents would be death korps.
The first missions random objectives was for me to destroy three objectives, easy I thought, especially after deployment left my dreadnought right in front of the first one.
Death Korps deployment |
Dreadnought destroys the first Objective |
The Imperial Guard also charged forwards to gain better defensive positions and readied themselves for the Deathwing's next move.
Turn Two
The Next Death Wing turn was one of running around again, getting in place for good firing lines and advancing on the objectives.
The Death Korps had a much better turn, ambushing a isolated terminator first shooting and then charging him they made the first kill.
Over confident Terminator about to get a bayonet where it hurts |
The Dark Angels Dreadnought moves into a firing position effectively cutting off reinforcements to half the battlefield, vaporises a guardsman and guns down a couple more. The objectives look easier now the rest of the Deathwing has turned up.
The Death Korps rush forwards to defend the central storage bay from the attackers and close assault the Terminator, they fail to kill him but block the route for the others behind him.
Turn Four
It's at this point we remembered we were meant to be rolling every player turn for hazards. The first roll was for three rock falls controlled by me. The first crushed a few guardsmen, the second scattered off the enemy inquisitor and the final one scattered on top of my dreadnought and destroyed it, leaving it blocking the way. The Terminator in close combat killed his opponent and moved on. At the far end of the battlefield the Death Korps Killed another Terminator in close combat!
Turn Four
The Deathwing make a final push to the second objective, their weapons unable to damage it they have to wait for another turn before they can charge.
The Guardsmen now supported by a late arriving Inquisitor charge into the Terminators in front of them killing another and again blocking the route to the objective.
Turn Five
Not much to report on this turn, the Deathwing try to push through the line of Guardsmen, killing he Inquisitor and opening the route to the objective but time is up.
Space Hulk
Just for fun and as the tiles were out we decided to play first edition of space hulk, mission one. Having played this lots years ago I was confident of my Terminators winning, but alas I'd forgotten how difficult space hulk was, and in a couple of games where we both took a go at using the Space Marines all we had was ten more dead astartes!
Space Hulk! |
Thursday, 8 March 2012
Paras V Germans
It wasn't all Space Marines yesterday, we also gave Flames of War a go; I've been painting armies for it for 2 years and only managed to play one game (late war Germans v early war British) which was quite a while ago.
This time we tried again with some more appropriate armies (early war Brits can't damage late war panzers!) not much in a way of a battle report but lots of lessons were learnt...
a) read the rules before playing
b) make sure you listen to your opponent and don't think 2000points means 1000pts)
c) Don't try and assault a machine gun platoon
d) think before charging in, it's not 40k!
I took some pictures, the scenery is only 40k stuff so looks a bit odd. I'm going to build up the Paras to 2000points now and another game is planned on proper terrain in two weeks time.
This time we tried again with some more appropriate armies (early war Brits can't damage late war panzers!) not much in a way of a battle report but lots of lessons were learnt...
a) read the rules before playing
b) make sure you listen to your opponent and don't think 2000points means 1000pts)
c) Don't try and assault a machine gun platoon
d) think before charging in, it's not 40k!
I took some pictures, the scenery is only 40k stuff so looks a bit odd. I'm going to build up the Paras to 2000points now and another game is planned on proper terrain in two weeks time.
Paras Advance Through the Marsh (sir with have the wrong bases) |
Paras learn the hard way not to charge in to quickly |
Ready for battle |
Tigers! hide in the bushes |
Germans hold fast |
It was dark, the observer couldn't see anything |
Paras defend radar station |
A fussy pic (they moving to fast) as paras almost make it into combat |
Panzer IVs watch the foolish Brits charge towards them |
Dark Angels V Imperial Fists
Raven Wing scouts had picked up rumours of data storage machinery that could contain details of the locations of the 'fallen' due to the sensitive nature of this information it was decided to dispatch the 3rd Battle Company under the command of Master Orias supported by Chaplain Rosarian.
Dark Angels Move Forwards |
Devastators Supply Support Fire |
As the 3rd Rushed forwards on foot and without support the Imperial Fists opened fire, it's unclear if they knew who they faced or believed their enemy to be from the ruinous powers; but battle commenced...
Turn One
The Dark Angels gained the initiative and took the fight to the Imperial fist lines, the Devastator Squads held back and laid down fire forcing the Imperial Fists to retreat into hiding. The Advance of the Tactical Squads on the left flank was countered by a massed Imperial Fist armour, led by the battle groups command. Orias and his body guard clashed in hand to hand combat with the enemies commander, the clash resulted in both units being taken out of action; the Dark Angels would feel the loss of their commanders inspired leadership.
Fussy (sorry) picture from deployment |
Yet More Devastators |
Commanders Clash |
The Tactical Squads on the left Flank, now with out the support of Orias and his command team struggled to deal with the Landraider Bursting through their lines; Meanwhile Rosarian led his Squad into combat with the Imperial Fist Dreadnought, tearing one of it's arms of and immobilizing it; Unfortunately this left the Chaplain and his squad standing in front of 2 enemy squads and 3 tanks.
The devastators out on the right flank rushed to reposition themselves to get back into range of the retreating enemy. One of the Assault squads arrived landing off target in the gun sights of the enemy defending the second objective. After surviving around of shooting any survivors were destroyed in close combat.
Turn Three
Chaplain Rosarian Takes on the Contemptor |
Around the second objective more assault marines arrive but end up being more cannon fodder for the demolisher cannons and massed bolters, the first tactical squad also try and rush the objective with only the sergeant making it.
The Imperial Fist Terminators now arrive near the Dark angel Objective, and despite massed fire from the devastators and Tactical squads defending it only two go down,
Turn four
The Imperial Fist Terminators advance on the Dark Angel objective and assault the devastator squad defending it, after a savage fight the Dark Angel unit retreats. Another massed shooting on the Terminators fails to kill another.
The last of the Dark Angels assaulting the second Imperial Fist objective are finished off leaving it firmly in their hands. The chaplain fails again to damage the dreadnought and this time he is killed by the return attack. The Angels of Vengeance the only squad left on the left flack shoot up a Vindicator destroying its cannon and immobilizing it.
Imperial Fist Terminators |
The Angels of Vengeance charge into the Imperial Fist squads defending the first objective, routing the first unit and now able to contest.
The remaining Vindicators punish any squads left in the open in the centre of the battlefield; and the Terminators destroy the rest of the Dark Angels around their first objective.
The Angels of Vengeance survive the fire from the Imperial Fist defenders denying the objective to them.
Fortunately for the Dark Angels the battle now comes to an end, one objective a side is held by each, the second Dark Angel one is denied to them by the Terminators leaving the last objective contested. The out come is a rather messy draw.
Once again Storm Shielded Terminators prove their worth soaking up tons of fire, and next time I don't think I will be deep striking the assault squads, they would have done much better being deployed and able to charge into combat.
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