Saturday, December 5, 2009

Thank you GW Empire Hobby Center


I attended the "Invasion!" event at my local GW to play Planet Strike and enter a raffle to win a Realm of Battle game board. A product that I have always thought was fantastic looking but out of my price range as I can build a table from scratch much cheaper. Well as you can probably guess from the pic for the post, that I, much to my surprise won myself a 300 dollar Realm of Battle board!

So thank you Games Workshop for the fantastic terrain board! Very Kool!

I will be chronicling the painting a finishing of the board here on the Blog.

Friday, December 4, 2009

Soul Reapers SC 5: DP Vorenous the Raptor


Vorenous the Raptor


Once a powerful Lord in the Raptors cult Vorenous ascended to Daemonhood on the planet Stalerak. They were fighting the Ultramarines for possession of the planets main Spaceport. Vorenous and his raptors were just finishing off the last of the defenders when he suddenly felt the electrical charge and heard the familiar crackle of a teleporter beam. The Raptors were trapped with no chance to evade their new foe, as they were inside the main building. The only thing the Raptors had in the favor was numbers as they outweighed the Terminators two to one.

The fighting was brutal and unforgiving with the upper hand going quickly to the heavily armored loyalists. Vorenous ordered his Raptors to evade and escape if they could and he would cover their escape. There were three Terminators left facing Vorenous, he leapt forward and skewered the exposed head of the Sergeant with his power sword. When all of a sudden he felt a large jerk and flew end over end as one of the terminators struck him with a Thunder hammer and smashed his jump pack hurling him to the ground. He sprang to his feet and charged the nearest terminator only to be knocked through a wall. As he lay there buried beneath the rubble dazed he heard the whispers of the Dark Gods. He offered up his soul as payment if they would grant him the power to slay his foes in their name.

Thinking that Vorenous was dead the Ultramarines turned to leave the room to complete their mission of retaking the Spaceport. Just then they heard a bone chilling unearthly shriek and crumbling masonry as Vorenous ascended to Daemonhood. It would be the last thing they would ever hear as the Daemon Price tore them asunder.

Vorenous was not gifted with wings when he ascended and being a great champion of the Raptors Cult this vexed him greatly. He was enraged, as he felt betrayed by the fickle Gods. During the rest of the campaign he was in an uncontrollable rage slaughtering more Ultramarines than anyone else in the Soul Reapers warhost.

After the campaign was over, the most loyal amongst his cult sought out to fulfill the desires of their leader. They turned on and slaughtered two of their own as a sacrifice of fealty, offering up the Raptors packs to Vorenous so he could fly once more upon Wings of Fire.

Vorenous the Raptor

WS 7
BS 5
S 6
T 5
W 4
I 6
A 4
LD 10
Points 155

War Gear:
Jump Pack
Personal Icon
Daemonic Handcannon: Vorenous still carries his bolt pistol, although it is hardly a pistol anymore as it was morphed with him upon his ascension to Daemonhood. Known as the Daemonic Handcannon, a very powerful weapon its ammunition is charged with pure warp energy. It has the following profile.

Range: 18
Strength: 6
AP: 3
Type: Assault 3
Special: Rending

Special Rules:
Fearless
Eternal Warrior
5+ invulnerable save
Outta Fuel: Vorenous was not gifted with wings when he ascended. Instead he has two Raptor packs linked and strapped to his armor. The problem is even with two packs he burns through fuel rapidly due to the Daemon Princes immense weight. Every turn that he makes a jump move roll a D6 after the move is completed on a roll of a 1 he is out of fuel and may no longer make jump moves.

Wings of Fire: Vorenuos is the leader of the Raptors cult within the Soul Reapers. Any force that contains Vorenous must contain at least one squad of Raptors, in addition one unit of Raptors may be selected as a troops choice.

Thursday, December 3, 2009

Soul Reapers SC 4: Eris the Seeker

Eris the Seeker
Harbinger of Chaos


Eris the Seeker has been tasked with scouting locations looking for signs of possible resting-places for the Artifacts of Salmora. In addition to this he will usually be the spearhead of any planetary assault that the Soul Reapers launch. He will seek out enemy formations and possible landing sites then transmit them to the fleet. Once his task is done he’ll lay in wait until the battle is enemy is fully committed to the encounter, only then does he rush in on some weak point in the enemy battle line.


Eris the Seeker
Points 175

Wargear:
Power Armor
Bolt Pistol
Frag grenades
Krak grenades
Chaos Bike
Combi-Melta
Personal Icon
Power Weapon

Special Rules
Fearless
5+ Invulnerable save
Outflank: Eris grants any unit of bikes that he joins the ability to Outflank.

Spiky death: When charging the bike generates +1D6 attacks at S4 in addition to the attacks of the rider. These additional attacks are due to the spikes and blades on the bike slamming into the target unit and do not benefit from any enhancements the rider may have.

Seeker: Eris is responsible for scouting out the possible resting places of the Artifacts of Salmora. To aid in this task he makes great use of Chaos bikers. One unit of Chaos bikers may be taken as a Troops choice if the Soul Reapers force includes Eris the Seeker

Soul Reapers SC feedback and changes


First off I'd like to thank everyone for their honest feedback on everything that I have posted for the Soul Reapers mini-dex. I even appreciate the harsh criticisms of the whole project that a few have expressed. Because I think it's great to see so many people passionate about Warhammer 40,000!

Ok, on to the changes.

We have lowered the point value of the DP Titus the Butcher to 165pts. He was over pointed by a fair bit in the original post.

This is how we determined the points for Titus:

110 base DP
25 for FNP (Was 45)
15 for Fleet (Was 20)
10 for the Butchers Blade (Was 35)
5 for the Personal Icon

We have also changed the way that the Runes of Chaos work, due to a great suggestion from Max. Here is the new text for the rule.

Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

The Usurper Bodyguard unit size has been changes to a max unit of 8 models and the heavy weapons upgrade is now listed as one in every four models may take one.

After a great suggestion by Magilla Gurilla and a lot of debate with the guys last night we are going to change the Chains of Torment psychic power to the following.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

I will be going back and amending the original posts to reflect the changes.

Wednesday, December 2, 2009

Soul Reapers SC 3: Xusia Sorcerer of Chaos

Chaos Sorcerer art courtesy of Menzies!


Updated 12/03/09

Here is the third Special Character for the Soul Reapers. Don’t forget to check out and post feedback on the other two.
Titus the Butcher
Krüg the Beheader

Xusia of Delis
Sorcerer of Chaos
and
Master of Malevolence



Xusia of Delis is the leader of the Apostles if Malevolence cabal in the Soul Reapers. He is a very powerful Sorcerer and is Warlord Krügs right hand. His origins stretch back to the great crusade when he was part of the Word Bearers Space marine legion.

He was abandoned and left for dead on the Planet Delis at the end of the Great Crusade, so his corruption took a different path from his former brothers. A sorceress cabal of psychers known as the Deceivers inhabited the planet Delis. During the campaign on Delis the forces of the Emperor unknowingly caused a warp rift to form. Shortly after the planet was left by the Space Marines the repatriated population began to experience mass possessions of its citizens.

Only 6 of the original cabal sorcerers survived the culling of Delis. It was they that found Xusia and healed his wounds. They taught him their dark arts and it was not long before his power was too great for them to control, as he was already a powerful psycher. The Cabal pledged their allegiance to Xusia, they presented him a powerful gift; the staff of Dulgur. Dulgur was the mystical warrior mage and advisor of the Daemon Prince Salmora. Upon the threshold of death Dulgur had bound his soul into his staff so that he could live on to serve his lord even in death. All in the presence of the staff can hear its daemonic whispers of the Dulgur.

For decades Xusia controlled Delis from the shadows, knowing that if he were found the planet would be eradicated. Over this time Xusia became bound to the staff, but he was a willing servant. The Dulgur spoke to him often of the great artifacts of the Salmora. It claimed that a powerful warrior would be drawn to Delis in search of the Salomra’s great warscythe the Golornagoth. This warrior will never claim the weapon without the aid of the staff of Dulgur. So it was Xusias task to determine if the warrior was worthy to possess the Golornagoth.

Xusia had visions of a great warrior on a quest to find the artifacts of Salmora. He was not surprised that the warrior was a fellow Astartes, as they posses the strength and will needed to master the artifacts.

Since joining the Soul Reapers he has created the Apostles if Malevolence a Cabal of Sorcerers responsible for the forced recruitment of Space Marines Loyal to the Imperium into the ranks of the Soul Reapers. He has taken great pleasure in torturing and tormenting captured loyalist brothers until they break and renounce their allegiance to the Corpse God.

Xusia of Delis
Points 200
same stats as a Sorcerer of Chaos


Wargear:
Power Armor
Bolt Pistol
Frag grenades
Krak grenades
Personal Icon
Staff of Dulgur: Xusia staff contains the soul of Dulgur a very powerful Sorcerer that fuels his malice and hate. The staff will nullify any psychic power cast within 12 inches of Xusia on a 4+. It also counts as a Force Weapon.

Runes of Chaos: The inside of Xusias armor is encrusted with many Chaos runes to protect him from the enemies of Chaos. During the inscription ritual 4 psychers are sacrificed and their souls bound to the armor one dedicated to each of the Dark Gods. Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

Special Rules:
Fearless
Independent Character
Master Sorcerer: Xusia may use two psychic powers every turn.

Options:
Xusia may ride a Chaos Bike for 30 points.


Psychic powers

Doombolt as listed in the Codex Chaos Space Marines on page 88.

Chains of Torment:

Xusia creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.

Chains of torment is a shooting attack that may target any non-vehicle unit within 18 inches. The target unit will suffer D6 +1 attacks at Str5 AP-. Any unit that is hit must take a leadership test or become pinned in place by the chains.

Aura of Malevolence:

The presence of the Xusia evokes feelings of dread and terror in his enemies as he floods all of his bitter feelings of hatred, spite and malice at his foes causing even the most strong willed to cower in fear.

The Aura of Malevolence is cast at the beginning of the Chaos turn, with the effects lasting until the beginning of the following Chaos turn. All enemy units within 12 inches of Xusia reduce their leadership by 2 and must pass a Leadership test or fall back.

Tuesday, December 1, 2009

Soul Reapers SC 2: Krüg the Beheader


I am furiously trying to finish up work on a play test version of the mini-dex that has been asked for. I'm really working hard to make sure all the Special Characters are in it and have been play tested at the very least.

Updated 12/03/09

Here is Krüg as he will appear in the play test mini-dex.

Krüg the Beheader
Warlord of Chaos


Midus Krüg, Captain of the World Eaters Seventeenth Great Company, took the failings of the Heresy bitterly. He was outraged over being forced to retreat from the Walls of Terra only to hide like dogs and cowards in the Eye of Terror. What struck deepest was the slow decent of his Legion. Though the World Eaters were never famed for their professionalism, their conduct or combat tactics, to those within the Legion, there was a core of pride and honor within combat. The Legion's embrace of the Chaos God Khorne had removed all such valor and turned the World Eaters into blood seekers and madmen.

Watching the infection of Khorne enter the ranks of the Seventeenth, Krüg decided action was required. Removing his forces from the Legion's fleet, he risked the lives of his brothers to make sure they would not become the fools that his Legion were to become. His actions were gratified when news of the slaughter upon Skalathrax. As the rest of the Legion turned upon itself, the Seventeenth headed deeper into the Eye of Terror.

Coming upon the daemon world of Terkerak, the Soul Reapers faced their first battle as an independent force. Krüg took the planet by rights of conquest, slaying its former lord, Malekhi, in single combat. While exploring the temple Malekhi had formed for himself, Krüg found many passages scribed on the walls about 'reaping souls for the Lords of Chaos'. Believing a greater power than fate had brought him here, the Seventeenth would forever be known as the Soul Reapers.

The texts within the temple told how Malekhi had managed to come to power and he planned to further it through possession of the artifacts of Salmora. The Salmora was a very powerful ancient Daemon Prince; he found and created a total of 12 artifacts. He used the artifacts to wage war against the chosen champions of each of the Dark Gods, in an attempt to ascend to godhood. Seeking the authority to reunite his Legion and destroy the foul Imperium, Krüg left his new domain in search of the artifacts.

Using the cover of Abaddon's First Black Crusade to sneak past Imperial defenses, the Soul Reapers have been leaving burning worlds all over the Imperium for ten millennia

Krüg the Beheader
WS 7
BS 5
S 4
T 4
W 3
I 5
A 3
LD 10
Points 210

Wargear:
Terminator armor
Twin Linked Bolter
Personal Icon
Daemon Scythe Golornagoth
Soul Stone of Salmora
Runes of Chaos

Special Rules:
Fearless
Independent Character
Warlord


Daemon Scythe Golornagoth: One of the twelve powerful artifacts that were once carried by the Daemon Prince Salmora; he used the scythe to rip the souls out of his enemies.

The Golornagoth is a Daemon weapon that grants the bearer an additional D6+1 attacks and +1 strength in assault, any unsaved wound caused by the Golornagoth will kill multi wound models on a 4+, no matter how many wounds the model may have remaining.

The Soul Stone of Salmora: Krüg has bound himself with the Soul Stone in order to increase his power over life and death.

The Soul Stone grants Krüg the Eternal Warrior USR found on page 74 of the MRB.


Runes of Chaos: The inside of Krügs armor is incrusted with many Chaos runes to protect him from the enemies of Chaos. During the inscription ritual 4 psychers are sacrificed and their souls bound to the armor one dedicated to each of the Dark Gods.

Runes of Chaos grant the bearer a 4+ invulnerable save in addition to his armor save. Furthermore if the bearer of Runes of Chaos or the unit he is with is affected by an enemy psychic power, the power is nullified on a 5+ dice roll.

Warlord: Krüg never enters the field of battle with out his personal bodyguard the Usurpers. The Usurpers have been handpicked over ten millennia from the most powerful warriors that the Soul Reapers have to offer.

If Krüg is included in a Soul Reapers army it must include a squad of Usurper bodyguards. In addition to this one unit of Chaos Terminators may be taken as a Troops choice.

Usurper Bodyguard


Krüg believes the ancient expression that says, "keep your friends close and your enemies closer". His bodyguard is hand picked from the most powerful warriors that the Soul Reapers have. Each one has risen through the ranks attaining great skill and loyalty amongst their troops. Keeping them close at hand a grouped together Krüg has kept them from challenging his authority through their own rivalry and distrust of one another.


Usurper Bodyguard are all selected out of the Terminator listing on Page 94 of the codex CSM, all Usurpers must be upgraded to champions. They always count as an Eilte choice.


Unit type:
Infantry

Number/squad:
3-8

Wargear:
Terminator armor
Twin-linked bolter
Power weapon


Options: (all options are listed in the Terminator entry on page 94 of the Chaos Space Marine Codex.)
The only Change to the options listed in the codex CSM it that the Usurpers may take one heavy weapon for every 4 models in the unit.

Special Rules:
Fearless

Transport:
Chaos Landraider

Monday, November 30, 2009

Tales from the Soapbox episode III: Tourney Comp



The Internet and Bloggosphere is ablaze discussing Tournament Comp scores, I feel the need to weigh in on the topic. I am going to group all the so-called soft scores into the term Comp for simplicity sake. Comp is meant to balance the playing field in a tournament, but the reality of it is it penalizes the overly competitive player while at the same time rewarding the Total hobbyist.

The Overly competitive player is focused on the win and how to best achieve that goal while playing a game. He crunches the numbers for his units and knows what the average outcome of his dice roll will be. A lot of them are less focused on the hobby aspect of the game, they may have a few conversions but their painting is average because the miniatures are required to play.

The Total hobbyist on the other hand winning games is less important than the “Fluff” and painting of their army. He will be focused on elaborate conversions and detailed paint jobs for his miniatures. He’ll also have worked out the background of his force and can drone on about it for hours. He sees all games including the tournament that he is at as a way to have fun and meet new people.

The problem is that the two groups I mentioned above are the polar opposites, but they are the vocal minority of the gaming community. They are not a good representation of the gaming community as a whole, because most gamers fall in the gray area in-between the two.

The average player likes to participate fully in all aspects of the hobby. They like to win, but don’t let a loss ruin their fun. They like to convert and paint but aren’t going to agonize and seek perfection while doing it. They like the “Fluff” and it may or may not be thought about in list building.

Now that I’ve described the types of players as I see them, lets look at Comp and what could be done to solve the problem.

I’ve got to be honest I didn’t mind Comp when it was mostly standardized by the GW RT tourney guidelines. At least it was clear cut and you always knew what to expect from it. Now it is too subjective with far too many ways of doing it. There are just too many misconceptions about the power level of many units in 40k. Besides Comp is kinda out dated since 5th edition requires Troops to actually take objectives to win games.

While we are talking mostly about Comp, I must bring up sportsmanship scores. I detest them completely, first off a lot of gamers use them as revenge for a lost game; secondly why bother with it because if someone is a complete Jerk give them a warning them kick them out if they persist in jerk-wadish behavior. Organizers need to man up, stop hiding behind the scorecards and confront these types of players. Let's face facts, playing a game against other people requires some social skills and manors. It’s not that frakin’ hard to be relatively friendly while playing.

I think that if Comp is still going to be used that having two types of tournaments could solve the whole issue. The first type could be a Hobby tournament with comp and painting scores added to battle points; the second could be a non-Comp, judged solely on your battle points tourney.

Saturday, November 28, 2009

Holiday Wars Episode II "The Soul Reapers Strike Back" AAR

So here is the Rematch battle report. Greg brought the same list as before, I changed mine up adding more Lascannons, as listed in my pre-game post. The game was a pitched battle, Seize and Control mission with five objectives.

The Orange trees are the five objectives.

Grey arrows = movement
Red arrows = assault
Yellow arrows = fallback

Unit legend:
Red Chaos
R=Rhino
T=Terminators
CM= Chaos Marines
H=Havocs
O=Obliterators
P=Predator
RSM=Reaver siege marines
SR=Reaver siege Rhino

Blue IG
C=Chimera
CC=Command Chimera
Vet=Veteran squad
IS=Infantry squad
G=Griffon
LR=Leman Russ
D=Demolisher
V=Vendetta
S=Sentinel
CCS=Company HQ
PCS=Platoon command squad


After seeing the table I decided that I need to go first. I was worried when I rolled a 2 for choosing, but Greg's die came up a 1, so I won the roll!

So here is the Deployment, I deployed everything in cover just in case he seized the initiative.



Greg held the Vendettas in Reserve this time hoping to use them late game if things went badly. Everything else in the army was deployed.

Greg attempts to steal the initiative but fails.

Soul Reapers turn 1



Movement Phase: I don't move much. Titus and the Reavers head for the middle objective. The Oblits move through the jungle on the hill.

Shooting phase: the Oblits fire at the Demolisher sqdn, stun one and immobilize the other. Havocs fire at the Sentinels, destroy one and knock put the AC on the other. The Predator fires at the Russ Sqdn and knocks out the battlecannon on one.

Steel Legion turn 1



Shooting Phase: The Russ sqdn fires at the Oblits, the battlecannon goes wildly off corse the Hvy Bolters hit 12 times wound with 7 and in the end cause one wound. The Platoon command and the 2nd infantry sqd fires their AC's at the Oblits causing no damage. The Vet squads in the Chimeras C1 and C4 fire at the Havocs killing one. The other Vet squads fire at Titus hit and wound him 3 times, but he saves all 3. The Griffon batt fires at Titus and the Reavers one scatters wide and hits nothing the other hits on target causes a wound to Titus which is saved by FnP it also shakes the Reavers Rhino.

Soul Reapers turn 2



Shooting Phase: The Predator fires the Russ sqdn, destroying one and immobilising the one that lost the Battlecannon. The Oblits fore at the Demolishers again, they hit twice and penetrate on the mobile Demolisher and destroy the main cannon. The Havocs fire at the C4 Chimera and destroy it with an explosion, Killing 4 vets. The CSM squad 3 fire 2 shots from their Plasma guns and Shake Chimera C3.

Steel Legion turn 2



Movement Phase: He gets his first Vendetta on an outflank move. He moves the vet sqd in Chimera C3 to support the infantry squad. Vet sqd 1 deployes from their Chimera.

Shooting Phase: The vendetta Immobilises the Reavers Rhino. The Command Squad fires two Meltas at the Reavers Rhino, Blowing it up disgorging the Reavers inside! (note on the map I use the wrong unit marker for the Reavers) Then Vet sqd 1 lays into them with three meltas and flashlights Killing two. Vet sqd 4 fires 2 plasmas and flashlights at the Havocs, Killing two. The Immobilised Demolisher fires at the Oblits, Killing one. Vet sqd 2 fires two meltas and puts a wound on Titus. Infantry sqd 2 fires at CSM sqd 2 with no effect. The Griffons fire at the Havocs both shots miss, but unluckily scatters one onto Vet sqd 4 Killing 3, they fail moral and fallback.

Soul Reapers turn 3



Movement Phase: The Terminators arrive from Deepstrike. CSM 2 moves forward and dismounts.

Shooting Phase: The Terminators shoot the Demolishers in the rear, hitting and penning with 3 Melta and 2 Reaper Autocannon shots, Both are destroyed one explodes killing 2 guardsmen from infantry sqd 2. CSm sqd 2 fires on Infantry sqd killing 5. The Oblit fires at and destroyes C2 disgorging Vet sqd 2, the predator then fires into them and kills two. The Havocs fire on the command Chimera and destroy it with Lascannon fire. The Reavers shoot and Flame the vets killing 6, the Vets pass moral and hold.

Assault Phase: Titus charges Vet sqd 2 with a great difficult terrain roll! and the Reavers charge the remnants of Vet sqd 1. Titus kills four Vets and they fail moral and are run down. The Reavers cut down the last 4 Vets and consolidate back into the wood on the objective.

Steel Legion turn 3



Movement Phase: The second Vendetta came in on the opposite flank. the C1 ad C3 Chimeras move into flamer range. The sentinel keeps moving toward the Havocs.

Shooting Phase: the Platoon Command shoots at the Terminators for no effect. The Griffons shoot at the Havocs, hitting both templates, but the Havocs make all their saves. The Chimera C1 flames the Havocs, Killing two. Vet sqd 3, Chimera 3 ad the Infantry sqd 2 shoot and kill 4 marines from CSM sqd 2. The Vendetta kills the Chaos Pred. The Company HQ and Infantry sqd 1 fire on the Reavers killing 2.

Soul Reapers Turn 4



Movement Phase: The Terminators, CSM sqd 2, Reavers and Titus all move into assault range.

Shooting Phase: Havocs fire two Lascannons and an Autocannon at Chimera C1, it is destroyed by the fire. The Oblit fires at the Vendetta, Penetrates but only Stuns the crew. The Reavers Flame the Command HQ, killing two. The Terminators fire on the Platoon Command and kill 3.

Assault Phase: Titus assaults the 1st Infantry sqd, Killing two guardsmen, they pass moral and are locked in combat. The Reavers charge the Company HQ and wipe them out. The Terminators assault the Platoon command and wipe them out. CSM 2 assaults the remnants of infantry sqd 2 and wipe them out.

Steel Legion turn 4



Shooting Phase: The Griffons fire at the Havocs, Killing one. Vet sqd 3 fires two meltas and the chimera fires the Multi-laser at CSM sqd 2 killing three, they pass moral and hold dispite the losses.

Assault phase: Titus swings the Butchers Blade in a wide arc of failure and rolls a one to hit! The guardsmen attack back and actually cause a wound on Titus, Looks like my dice may be abandoning me.

Greg offers to concede at the bottom of turn 4 as there is now way he can win. I accept because it would have been fruitless to continue.

I got some extremely good dice rolls in the early game. If I hadn't added the extra lascannons the game would have been much more hard fought. Greg has some horrible luck with the scatters on his ordinance weapons.

We are going to have one last battle tomorrow before he heads back home. We've decided to re-fight the first game using these two armies, although I told him to feel free to change up his list if he wants to.

So keep you eyes peeled for Holiday Wars Episode III "The Revenge of the Imperium" in the next few days.

Maps courtesy of Battle Chronicler.

Friday, November 27, 2009

Holiday Wars Pre-game edition


We’ve got about five hours ‘til game time and I thought I’d give you guys a quick update. This time we are fighting on neutral ground at my buddy Sean’s man-cave as opposed to mine. Sean has already set up the table and is boasting that it’ll be a knife fight. Dear lord, a close quarter fight against Demolishers sounds ugly.

Here’s this list I’ll be running tonight in my rematch against Greg. I’ve tweaked it since I posted the last one. I swapped the Missile Launchers in the Havoc squad for Lascannons.

HQ 165
Titus the Butcher
165

Elite 185
4 Terminators, 3 Combi-Melta, 1 Chainfist, 1 Reaper Autocannon and Icon of Chaos Glory
185

Troops 1131
10 Chaos Space Marines with 2 melta guns, Icon of Chaos Glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 2 melta guns, Icon of Chaos Glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 2 Plasma guns and Icon of Chaos Glory
Aspiring Champion with power weapon, combi-plasma
Rhino, extra armor
280

8 Reaver Siege Marines
Heavy Flamer, Icon of Chaos Glory
Aspiring Champion with power fist
Reaver pattern Rhino, extra armor
311


Heavy Support 515
8 Havocs
2 Lascannons, 2 Autocannons, Aspiring Champion and Icon of Chaos Glory
235

Predator
LC sponsons
130

2 Obliterators
150

Thursday, November 26, 2009

Happy Dead Bird on a Plate Day!



This is for my American brothers. I hope y'all have a great day with your close friends and Family!

Wednesday, November 25, 2009

Holiday Wars Episode II "The Soul Reapers Strike Back" list preview

New art from Menzies!



I retooled my list for the post Thanksgiving rematch. Here is what I have come up with, I dropped the Bikes and the Defilers.

HQ 165
Titus the Butcher
165

Elite 180
4 Terminators, 3 Combi-Melta, 1 Chainfist, 1 Reaper Autocannon
180

Troops 1180
10 Chaos Space Marines with 2 melta guns, Icon of Chaos Glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 2 melta guns, Icon of Chaos Glory
Aspiring Champion with power fist
Rhino, extra armor
270

10 Chaos Space Marines with 1 Plasma gun, Lascannon and Icon of Chaos Glory
Aspiring Champion with power weapon, combi-plasma
Rhino
270

10 Reaver Siege Marines
Heavy Flamer, Icon of Chaos Glory
Aspiring Champion with power fist
Reaver pattern Rhino
Extra armor
370


Heavy Support 475
8 Havocs
2 Missile Launchers, 2 Autocannons, Aspiring Champion
195

Predator
LC sponsons
130

2 Obliterators
150

I kinda went for a horde o’ Marines list, I now have 50 infantry models which is great considering Greg had 70 infantry in his IG list last time.

In other Mini-dex related news, we sat down last night and discussed both the Reavers and Seekers. The group relented to my will in removing the Seekers as a unit of their own and making the Infernal Attack Bike an upgrade to the normal Chaos Bike squad. While outfanking is nice it makes the bike too expensive for what they are; what the guys want me to do is add a new special character on a bike that will allow one squad of bikes to outflank if he is attached to the unit during deployment.

We also decided to just replace the twin-linked bolter on the Siege Rhino with a Heavy Bolter for no points increase as it will not be shooting for most of the game due to movement. It will now have the option to add a twin-linked bolter for the standard cost.

On the Camera front it seems that the repair shop has really lost my camera and they are going to replace it, but they don’t have my camera in stock as it’s been replaced with a new model. They are going to order me the new version of my Camera, so I get an upgrade for free. It still sucks though as I will be camera-less until next week.