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Thursday 30 May 2013

INQ28 the chemical plant

This week is a double header with the first part of the post been from Jamie one of our INQ28 players, the second part will be on last night game set in a chemical plant.
The wind howled and smelled of charred wood as Inquisitor Visk strode through the burning huts. Nothing remained of the abhuman settlement. Catching another smell, Visk noticed it was something akin to charred meat and smiled grimly. Or of its inhabitants he added to himself.
 Touching his lapel, he clicked on his vox mic and spoke into it “ Nothing, here. Seems like we were a little late in getting back. Anything on local channels?”

 “nothing yet boss,” a thick husky voice replied “seems like some sort of gang war going full tilt in the underhabs but that is nothing unusual”.  
 Pulling his bandana tighter to cover the increasingly potent stench of charred abhuman, Visk sat  against one of the burnt supports and sighed.
 “Hows Hooper?”

“He’s good boss, quiet as usual, playing with his knives. Medic said it was just flesh wounds. Told me to ask you if you could bring back  one your little friends for pay back”
 Visk smiled and shuck his head “Tell him there will be plenty of time for that yet.”
 Looking at a burnt out transport track, Visk had a brief flash of shape seen earlier, a somewhat familiar figure brandishing a shotgun. “One last thing, anything on that person I described?”
 “Nothing yet boss, suspiciously quiet if you get my meaning”

 Visk did, although briefly he had glimpsed a silver armoured figure talking to the contact which they had planned to meet, just as all hell broke loose. A figure he had seen before somewhere. He just wished he had seen his face. This bothered Visk, something was not right here…
 “I do indeed, keep an eye out. Visk out” he replied
 Standing up, he reached into his pocket and pulled out a tobacco tin, “ want one” he offered.
 Slinking from behind the charred ruins, the figure of Locko Light walked into Visks field of vision. “Nah im good sah, but thanks for de offer”. Motioning with the tin, Visk began to walk forward, Locko keeping step beside him.

 “ What have you got me” he asked the ragged thief.
 Pulling out a small slip of paper, Locko passed it to Visk saying “was not easy but a spook dealer in the lower habs was able to give me the name of a man who gave me that bit of paper that you be reading. Seems someone has been enquiring about that location that be written on said paper that I gave you”.
 Visk smiled, Locko you tend to ramble but you always have something to say he thought to himself.

 “Did this man have any idea who was doing the enquiring?”
 “nah sah, but he said that they were scary people, been squeezing most of the ‘businessmen’ of the lower habs for information. Weird, they are saying. Maybe even Weirdling” Locko whispered the last word, akin to a scared child.
 Visk nodded to himself, weird is what the Inquisition was meant for.  “By the Emperor, this time we will see what heresy is brewing on this world. And this time, we will shoot first”.
Thanks Jamie that was good stuff & I look forward to the next one, now to last nights game, as I said it was set in a chemical plant with 3 players Lenny, Jamie & Paddy.
Both Lenny & Jamie are running an Inquisitor lead warband while Paddy's is a lead by a Rogue trader, this is working well with the rogue trader doing well rogue kind of things with the two Inquisitor both on the case as it were.

So our story had the Inquisitors searching the plant for clues with the rouge trader trying to cover it's tracks, all the players had two models each, which meant we'd two Inquisitors with side kicks while the rouge trader sent a lowlife gunslinger & anarco-flagellant to do the dirty work.
Now as this is only our second game were all trying to get to grips with the rules, but all the players are playing in a good sprite & even broken into song at one stage so count yourselves luck that I only take pictures & not recordings.
So after what could only be described as a slow start as the players seemed to have problems rolling 4+ on the dice we got the action going with a bit of poor shoting, talk about not been able to hit the side of a bran not that we had a barn.

Cover in this game really helps keep you a live as the player gets the armour value of what ever it is that's given him the cover, on any parts of his body that's behind it.
Lying flat on a roof means that unless the other player gets a head shot he's only wasting bullets, that of corse if he can hit you to begin with.
Another important thing is your facing while this guy was busy watching the computer ( I won't say what the lads thought he was watching ) he never seen the arco-flagrllant coming for him.

 We where now getting to what was to be the first of many hits in the groin, which will bring down an elephant just like in real life as any hits in this area means you fall prone.

And down he goes.
He did manage to get back up but it wasn't for long & Lenny was down a man but there would be revenge, mean while back at the ranch Jamie's inquisitor was to put into effect a chain of events that would leave us all horrified & in fits of laughing.
After coming under fire from another direction that meant he wasn,t getting cover from the big drums he decided to make a run for it, only to get shot in the Ahole by the gunslinger which lead to him falling prone.
With the gunslinger ready to take full advantage, while at the same time Lenny's Inquisitor had come down from the roof to try & deal the emperor's justice to the arco-flagellant.

Jamie's other character could only look on from the building he spent the whole game in as the gunslinger went about crucifying his boss by shooting him in both legs both arm's & then finishing him off but putting another shot into his rectum.
With the inquisitor & the arco-flagellant down & out it meant that each player was down to one model.

So as the evil gunslinger when after the guy in the building to try & give him the same sending off as his boss Lenny's Inquisitor went over to the computer terminal to see if there was anything on it that would be off a help in his investigation.

 Luckily enough for the guy in the building the inquisitor got the information he was looking for bring the game to an end as at that stage he had falling prone & had taken a bullet in each leg, no prizes for guessing where the next few where going to go, the 41st millennium really is av evil place.

My thanks to Lenny, Jamie & Paddy for a fun filled & very enjoyable night.
Evil has a new face.

Thursday 23 May 2013

same old same old

I was doing up an army list yesterday using ig with marines allies for my game last night, when I noticed a weapon choice that I don't think I've ever seen used in a game of 40k.

The weapon was an auxiliary grenade launcher & can be taken by a chapter master, honour guard squad or a captain, who it just so happens was was my hq choice for the marines.
I them went & made one cutting out a little track on the underside of a bolter & gluing in a little tube a simple enough little job when I've got it painted I'll stick it on a marine & give it a try.

Now in the world of special characters the above units don't tend to get a look in so it really is no wonder that I never came across the auxiliary grenade launcher, but it did get thing why is it we tend to just see the same units used over & over again ?

In tournaments I can understand this but why don't most people even when playing in a friendly game on a club night used the un likely hero's of their codex ?
Ok it could be that some people don't have all of the model's in the dex, but I know that in most cases that is not the reason.

Is it just that from been told all the time that xyz are good & abc are bad, I mean these models where bought  made & in some cases even painted so why are they just parked on a shelf or put in a box & for gotten about ?

I think there are a few different reason for this to be honest & I think it might vary depending on the type of player you are, I explain I was chatting to one of the guys last night & he told me he could fill out every foc slot in the tau dex but I'd bet a pound to a penny that a lot of these units haven't seen action for a very long time.

You see this fellow is the kind of guy that like to use powerful units in powerful armies & their is nothing wrong with that but its not the complete answer to the question as I know other players that are not like that but still have units that they never use.

I think some times that a unit is just so bad that they really are nearly unplayable sad but true, some times it's habit people just get use to using xyz & don't think of anything else.
Even all of the reasons given above doesn't give us the answers, but what ever the reason I would recommend that every now again you get these units out & dust them off.

You might not win the game with them but some of them can be great fun to use none the less & if you do win with them then you've won on the double believe me I know.
The pictures are for different models I've made up that will some day get into one kind of game or another.
First is chief security officer Maxima Olsan, next is mad Willie he's the get off my porch boy kind of guy the others are just mutants that I will use as cultists, I've got about 20 of them I think I made them a long time ago.





Thursday 16 May 2013

Whats in a game

In my last two club nights I've played two completely different game's of 40k, the first one last Wednesday week was a FW mission the one last night was a standard 1850 pts out of the rule book

Now as I said different games, so lets have a look at them both to try to see what made them so different
We start with the first one I played the FW one, this mission was from IA3 the Taros campaign & is basically a marine assault mission.

The idea is that the planet government have been caught dealing with the Tau & the marines are sent in to wipe them out, so you start with the defender setting up a small part of his forces which includes 5 government officials who the marines have to kill to win the game.

One of the things I though was great about IA missions was the fact that they use to give you the two army lists, sadly something that they have not done in the last couple of books.
After all a general always goes to war with the army he has not always with the army he would like, & FW really seem to capture the feel of these armies very well in the way they make the lists.

Free from haven to stick to the foc they can do cool things but always stay true to the feel of the army, the way they done it here was that your tactica squads & your assault squad went in combat squads but each 5 man squad had a drop pod plus you got a deathwind drop pod with a missile launchers
In total I'd put the whole army at about 1500pts in todays codex & the whole army came on in drop pods except for the terminators with the defenders using IG & Tau (FW always used allies) the guard deployed & the Tau went in reserve coming on from random table edges I've no idea on the points of this army but I think it might have been a bit more.

So Ger & myself played out an enjoyable game with what I'm sure you would agree if you have away to take a look at the book not your run of the mill armies, but for me that's a big part of the fun in these's games.


So now to last nights game with me using mixed bag of marines & guard v Alan'a lovely painted DA army, this game was more or less a game that would not be out of place ata tournament, with Alan playing nearly a full deathwing army (at lease its fluffy) of I think in total of about 35 marines.

My army on the other hand had a model count of about 160 bodies (& was anything but fluffy) of which 20 of them where marines but still nearly this whole army had atsknf, so unlike in the other game this army nither felt right nor was true to anything except the laws of broken combo's.

As we all know in books this is the type of things that deathwing would be more then able to wipe the floor with as I only have 5 marines 15 scouts & 140 guardsmen, but this isn't a book this it a game where I get 8 ig's with atsknf for 1 of Alans terminators.

You see I'll play any type of a 40k game from a killteam to apoc & as I haven't worried about tournament play in years what I'll turn up with will depend on an idea I'm messing about with at the time 51 ig's & a libby teleporting a round the table is not with out it's fun even if it not really how they should be acting.

So Alan & myself as we always do had fun with our little men, but for myself I not sure on this big guard army so I think next time out I might cut back a bit on the body count I just don't seem to be able to find that nice little spot between my marines & ig's at the moment where it feels right & can fight the good fight.

I think I might try them out with BA's the next time as I think there are a few nice combo's that could be fun to try out & might just have more of a right feel to it as that is some thing I like to try to get out of my armies,.

Hart & soul that what I like in my armies that & a hero or two now to find a couple & all will be right in the world, well for a while any way.

So what was the whole point of this post ? well I guest you could say that playing your standard game of 40K is sound but there's a lot more to 40K gaming then just playing out the missions in the rule book at 1850pts, with a little effort there are lots of other cool & fun ways to play.

My thanks to Ger & Alan for two very differnt & enjoyable games the pictures where from my game with Alan sadly I've none from the game with Ger.

Friday 10 May 2013

The 34th host

Even though the chaos space marine dex has been out for a good while now I only just picked it up last week, now to be honest the reason for this was two fold.

First there was the price at 39 Euro's the new codices are not cheap, secondly I found the book to be a bit of an illusion in that at first glance things look a bit cheaper but when you look closely you find there not.

So haven brought a second hand dex that in fairness is in new in all but name I finely sat down to try to re do my Wordbearers army now by that I mean certain units, as  for those that don't know my Wordbearers army is based off of Anthony Reynolds books.



 With the double force chart of 6th ed at 2000pts this would let me develop some of the lesser characters, but in the club we seem to be playing more 1850pts games then  the 2000pts that we played more in 5th ed.

Now as to try to avoid any spoilers I'll just use titles in stead of names as I go, so first up will be the Dark Apostle but it won't be the one in the dex as I'd like him to be a bit better then that, also on one or two of the characters the wargear might change a little bit but by & large it will be the same.



Dark Apostle chaos lord 65pts, black mace 45pts, veteran of the long war 5pts, sigil of corruption 25pts, melta bombs 5pts gift of mutation 10pts, plasma pistol 15pts.
total 170pts



Coryphaus chaos lord 65pts, terminator armour 40pts, veteran of the long war 5pts, lightning claw pts,combi-melta 10pts, gift of mutation 10pts.
total 130pts



Troop Frist Acolyte squad the frist acolyte is the aspiring champion in the squad if I was playing at 2000pts I might run him with the dark apostle stats.


Chaos space marines 75pts, 5 marines 65pts, flamer 5pts, melta-gun 10pts, powermace 15pts, veterans of the long war 10pts, gift of mutation 10pts, melta-bombs 5pts, rhino 35pts, dirge caster 5pts.
total 235




Troop assault squad chaos space marines 75pts, 3 marines 39pts, mark of khorne 16pts, veterans of the long war 8pts, power axa 15pts, melta-bombs 5pts, gift of mutation 10pts rhino 35pts dirge caster 5pts.
total 208pts



elites
Possessed icon bearer squad possessed 130pts, 2 gifts of mutation 20pts, rhino 35pts, dirge caster5pts, daemonic possession 15pts.
total 205pts





The Anointed chaos terminators 95pts, 2 terminators 62pts, lightning claws 10pts, power fist 10pts, heavy flamer 10pts, veterans of the long war 15pts, gift of mutation 10pts.
total 202pts



Helbrute 105pts twin-linked heavy bolter 5pts
total 110pts.



Magos ?


The total for that lot with the magos comes to 1080pts & I would have most of the above units in my army & while I not done a price check across the two codices I know that there is not a big difference between them with somethings gained & somethings lost.


An army that was never competitive to begin with I feel will be even less so in today's world where a lot of things are getting cheaper pts wise, but if I'm to use it then I feel that the way I've built it above is the way I've got to use it to be true to it.

As I intend to add a storm eagle to the list there will not be to many pts left to add much more in the old days I used spawns & lesser daemons & could see myself using chaos daemons as allies with these guys.


An army that I love & while winning is of not that much of an importance I like to have some little hope that I might win an odd game.
So the final word on my Wordbearers in this post is I'm not sure on the future of them.